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Anti-Tau tactics?

 Post subject: Anti-Tau tactics?
PostPosted: Mon Mar 24, 2008 10:55 pm 
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But as you need to write down where the drops are happening before your enemy delpoys it is damn near impossible to drop near the enemy targets you need to destroy. Especially Jetpack troops when you consider scatter as well as their jump move. If you go for a 3rd turn drop when your opponent has had time to plan and position properly it becomes even harder when you can't trap the Tau on their own board edge.

The best way I have found to defeat Tau is with fast troops who don't need transport vehicles. Any mounted infantry or infiltrator unit deals with Tau quite effectively. I have used a SM army based armound bikes against Tau to great effect. With a 4+ AS and "and they shall know no fear " the Tau can't wipe them out or break them fast enough to stop them engaging and with a 35cm move they can CC the jump pack troops. It works especially well if you provide your opponent something nice and frightening to focus his fire on until you can engage him.

I have in the past taken 2 thunderhawks with 2 loads of Assault marines each and 3 bike formations. Back this up with termies, land speeders and Land raiders and you have an army that should be well able to take on the Tau.

As for marker Drones I feel it is best to attempt to ignore them. they only have a range of 30cm and if you have a decent amount of AA or intercepting aircraft it is possible to destroy Tiger sharks attempting to drop them near you. If you don't go near them as most guided missiles are 6+ on their own they won't do much damage to troops with a decent armour save.


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 Post subject: Anti-Tau tactics?
PostPosted: Tue Mar 25, 2008 12:38 am 
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(Jstr19 @ Mar. 25 2008,04:55)
QUOTE
As for marker Drones I feel it is best to attempt to ignore them. they only have a range of 30cm and if you have a decent amount of AA or intercepting aircraft it is possible to destroy Tiger sharks attempting to drop them near you. If you don't go near them as most guided missiles are 6+ on their own they won't do much damage to troops with a decent armour save.

Thanks all for the helpful info. I shall be passing it on.

-Jstr19 That doesn't really help when the Markerlight Sentry Group is placed after Objectives and before armies deploy.
I've always made sure that the entire deployment zone is lit up so they can't prevent immediate Tau missile assaults (from Hero or Pirahnas for example).

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 Post subject: Anti-Tau tactics?
PostPosted: Tue Mar 25, 2008 2:10 am 
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I wasn't aware they could be set up anywhere on the table. That is an extremely broken rule. As far as I'm aware they are the only unit that can do this and it appears that they can have a very devestating effect. Why is this rule there at all when Tigersharks can be used to drop them closer to the enemy?

With this info in mind their is nothing that can be done about them at all.


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 Post subject: Anti-Tau tactics?
PostPosted: Tue Mar 25, 2008 4:47 am 
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See Robotic Sentry special rule for more detail.

Its really just a variation on Garrisoning.
TigerSharks can't carry MarkerLight Sentry Drone Turrets, they can only transport Gun Drones/Heavy Drones.





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 Post subject: Anti-Tau tactics?
PostPosted: Sun Apr 27, 2008 2:49 pm 
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Oh yes, I've done that with the old anti infantry gm tanks.

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 Post subject: Anti-Tau tactics?
PostPosted: Sun Apr 27, 2008 3:20 pm 
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I've only played Tau twice, both times there were 3 sentries. First game I tried to remove them second game I concentrated on the other formations unless I really had nothing else to shoot at and they were in range!

To be fair my opponent hadn't gone all out on guided missiles so it was a risk worth taking, against a tuned up tournament army I think there would be more problems.... (I feel a test coming on if you fancy playing cheesy Gary?)


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 Post subject: Anti-Tau tactics?
PostPosted: Sun Apr 27, 2008 4:01 pm 
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I must admit that I am particularly interested in feedback on the Sentry Towers. Anecdotal evidence suggested that either these are a very thorny problem to face, or players are dealing with them in the wrong way. Comments on this welcomed.

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 Post subject: Anti-Tau tactics?
PostPosted: Sun Apr 27, 2008 4:37 pm 
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(Rug @ Apr. 27 2008,21:13)
QUOTE
Putting together a list for some testing. ?Am I correct in assuming Tiger Sharks can carry heavy drones and these do have markerlights? Your post indicates otherwise.

My post does not really "indicate otherwise"...

"they can only transport Gun Drones/Heavy Drones"

I've played several games with and without Markerlight Sentry Drones. With them I've gone all out on missiles and smashed most of my opponents in 2 turns. Without them, I've gone all out on Railguns and usually had a similar result (relativly easy win).

I've played against Marines, Steel Legion and Minervan Tank Legion. All the players had some experience in Epic but not much against the Tau in particular (hence not too many battle reports - most battles have followed a similar pattern to one Batrep I've already posted).

Yesterday, I played against 3000pts Steel Legion (using no Markerlights at all). Again it was all over by the end of turn 2. My brother (who is generally a better tactician [although less experienced] than me) still has not figured out how to play them. 3 of us sat around after the game and had a good chat about what they could have done differently to change the outcome. They came up with being more aggresive as a solution (along with winning the initiative... :glare: - The combination of the Hero and a follow up missile salvo from something like a Scorpionfish or piranhas, usually has them 2 units broken [or dead] already).

I was able to point out deficiencies in their list and hopefully the next game will be closer.

CyberShadow - May I ask how you would deal with Sentry Towers?  :blush:

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 Post subject: Anti-Tau tactics?
PostPosted: Mon Apr 28, 2008 2:51 am 
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(Rug @ Apr. 28 2008,00:16)
QUOTE
Thanks for editing your previous post, it definitely no longer "indicates otherwise"! :D

I will point out that all I did in my edit is to HIGHLIGHT the Markerlight Sentry Drone Turret.
There was no change to my post's wording...

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 Post subject: Anti-Tau tactics?
PostPosted: Mon Apr 28, 2008 3:44 pm 
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I don't have a problem with the name change to make things clearer, good idea.
I'm always in favour of keeping things as simple as possible so the game is simpler to learn (but that doesn't mean easy to play :) ).

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