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Tau : 3000 points against Nids

 Post subject: Tau : 3000 points against Nids
PostPosted: Tue Feb 14, 2006 4:48 pm 
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Hi,
First above all, if this post is not at the right place, I apologize, please remove it... ( I did not find a better place )
I'm going to play the new Tau list ( I'm new to Tau ) ?against a Tyrannid army ( double play test ).
Here's the list I would like to use for a 3000-point game:
- 4 Crisis + supreme commander + drones 425
- 4 Crisis 250
- 6 Hammerhead (ion) + network drones 400
- 6 Hammerhead (ion) + network drones 400
- 4 broadsides 300
- 6 pathfinders 275
- 6 pathfinders 275
- 1 AX-1-0 175
- 1 AX-1-0 175
- 1 Moray 300
total : 2975 ( 25 remaining )
-crisis will try to annoy and obstruct the nid, firing at them and use their jet packs to avoid the charges.
-Hammerheads and broadsides are to concentrate fire on nid formations
-The moray is here for war engines
-AX-1-0 will try to finish damaged nid formations to get the synapse, kill artillery or help the moaray in its task
-Pathfinders will try to snipe nid warriors.

What do you think of the list? I am considering to remove a pathfinder troop to add stealth.


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 Post subject: Tau : 3000 points against Nids
PostPosted: Tue Feb 14, 2006 7:53 pm 
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Welcome Thurse,

I've played against the latest bug lists quite a bit lately. They are solid.

If your opponent goes small bug heavy supporter by a sprinkling of SHT - you could be in trouble.

First - Lictors... oh the dreaded lictors... they can be a pain in the ...

Second, crisis are quite a bit 'get in your face to do the damage' type of formations. I've taken a formation in every game against the bugs and I've lost them almost every game. I like them as they give me the Init 1 formation, however, they have to get really close to do their work. That puts you in a bad situation with the bugs, because its hard enough to get to the synapse... to then wipe out a formation without it assualting you - well, that's really wishful thinking if he has a lot of bugs.

I'm therefore not really convinced of taking a single formation of crisis against the bugs, but I'm pretty confident that 2 formations will be regretted.

Broadsides are slow. Bugs like to move through terrain like nobodies business with walker on every vehicle and most infantry go fast. They also have some crazy assault ranges. Keeping the broadsides out of combat is going to be next to impossible. If you take them, I suggest an orca drop late game.

Ion-heads are an interesting choice. You are either taking them for their 3+ vs. infantry, or you are taking them for AA... against the bugs - the AA is worthless. So that means you are going for the 3+ 75 cm shot.... I'd recommend you back off of at least one of those and have a look at a stingray contingent with upgrade if you are looking for infantry killing power. First, they get two shots instead of 1 at 75cm vs infantry. Yeah, the base is 5+, but if you have the target marked they are 4+, and if they are marked, you don't need LOF - so you get to hide... furthermore, if you are in range to start you can sustain and get down to 3+... plus the stingray comes with markerlights and has the same seeker that the HH-ion cannon does. Then of course, there's the SMS if you get close enough and the ignore cover abilities that the stingray totes. In the end, if you are specting a lot of little bugs (infantry) at least one formation of stingrays would be worth considering. 2 formations of ion-cannons might be unwarranted in this fight. I might dump the ions all together personally and go for 1 set of rail and 1 set of stingrays.

AX-1-0 will only be valuable if the opponent doesn't take the AA abilities. Since he can 'respawn' and replenish his AA as needed, the AX-1-0 will find little value in your army against this foe IMHO. I'd consider a Hero as your army has little means to deal with the big bugs if taken. You may find that you can add an orca to bus in the broadsides from this savings too. Another option is a second moray. Bugs can't get into base to base with those - but they move terribly slow.

The big bugs can be an uber pain in the arse for the Tau. We don't have a terrible amount of long rang macro-weapon capble goodness. The Hero delivers that for us - in a one hit fashion, but none the less - if there's a big bug or a group of them - we can rain down on them (unless you have the tendancy to roll 1's that is!)

The hero also gives a means to drop in the moray... not that you necessarily need to do so agains the bugs, but its an option.

On your moray, I'd go ion-head. The AT and AP 3+ and mass shots are the key here. If you get big bug suprised by lots of them - well, you'll have to circle the wagons and gang up on him... however, the new list seems to be going heavily in the direction of cheap mass small bugs. Therefore, more shots are going to be better.

Good luck and let us know how it goes.

PS - look for v4.3.4 of the Tau list in the near future. I'd expect an AX-1-0 change - so that's even more reason not to rely / get used to / or start playing the current one like some of us have.

PSS - remember, the key to KILLING the nids is to wipe out the synapse and deny him of spawning attempts. Unlike most forces, try to pound on formations he's already activated and cannot activate again that turn... attempting to deny him activations is almost futile if he's playing horde style.

Cheers,





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 Post subject: Tau : 3000 points against Nids
PostPosted: Tue Feb 14, 2006 7:54 pm 
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@thurse

- 6 pathfinders 275
- 6 pathfinders 275


I used these formations to great effect recently by sniping away characters. Keep an eye out to use them to snipe at synapse if that is possible.

It turns into a very nasty surprise.   :/

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 Post subject: Tau : 3000 points against Nids
PostPosted: Wed Feb 15, 2006 3:52 am 
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As the Tyranid AC all I can say is be afraid, very afraid :O

Seriously though................

Snipers taking out Synapse is one very good method of slowing down Nids.

The second is to humble one swarm at a time, preferably one that has already activated. That way you do get to those valuable Synapse Creatures.

Learn to hate Lictors, and pray he doesn't take too many :alien:

Remember in general the Nids need to get up in your face to be effective, but these mass swarms are difficult to maneuver.  In effect if you play your cards right, in the early going, you should be able to pick the ground you want to fight on.

Most of all remember the Nids are in the midst of a mass re-think and could be off balanced quite a bit still. Despite this I hope you have fun :)

Jaldon :p

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 Post subject: Tau : 3000 points against Nids
PostPosted: Wed Feb 15, 2006 10:56 am 
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Thanks for the answers. I'm afraid that my battle plan is like Sir Galahad and the wooden rabbit...

The problem I see when facing tyrannids is that "markerlighting" them is quite hard as you have to go at assault range. Perhaps will I try the skimmer with lights or the drones

On paper, the stinray didn't appear that tough for me but I'll consider it now.

I really like broadsides and crisis but it is true they are a target for assault and lictors...

Thanks, I'll go thinking about that...


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 Post subject: Tau : 3000 points against Nids
PostPosted: Wed Feb 15, 2006 6:55 pm 
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@thurse


On paper, the stinray didn't appear that tough for me but I'll consider it now.


Stingrays...don't leave home without them.  :/

Stingrays will be your friend. They like mixed formations (AT+AP targets). The two shots at 75cm range that ignore cover and can be boosted with Sustain and/or markerlight is quite valuable.

If you're going to take this formation, then get the Stingray upgrade as four models is way too fragile. Some people like to add Piranhas to this formation, but I prefer a fit for purpose approach vs. jack of all trades. YMMV.

The thing to keep in mind is that you are not obligated to get into hand-to-hand. You don't have anything that does that well, so consider fielding a mechanized list where everybody rides vs. walks. Walkers are going to die.

Also look into full strength Ion Cannon (i.e. 8 vehicles) Hunter Cadres. You'll like how they work and the Tyranid player won't.

Also, Pop-up is your friend, but Coordinated Fire may not be. Use CF very judiciously.

Oh, and have a lot of fun no matter what.   :p

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 Post subject: Tau : 3000 points against Nids
PostPosted: Thu Feb 16, 2006 12:17 pm 
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So here is my new list, thanks to your advices.


4 Crisis + supreme commander
6 Hammerheads ion + network drones
6 Hammerheads railgun + network drones
6 stringray
6 pathfinders + devilfish
6 pathfinders + devilfish
4 heavy drones
1 Hero cruiser + extra battery
1 Moray

-The crisis are here because I really want a SC, and because I like battlesuits!
-I took 2 hammerhead cadres because of cadre restrictions. One will be ion, the other railgun
-the drones will give markerlights and retreat with jump packs if attacked
-the moray has a ion phalanx to add AP and AT
-the cruiser will hit war engines

300 points are remaining. I hesitate between a railgun moray ( as nid War engines are cheap and very resistants ), or some Piranhas to add markerlights and mobility.


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 Post subject: Tau : 3000 points against Nids
PostPosted: Thu Feb 16, 2006 2:41 pm 
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Nice list...I'd play with it.


300 points are remaining. I hesitate between a railgun moray ( as nid War engines are cheap and very resistants ), or some Piranhas to add markerlights and mobility.


Depending on what you may be facing, take a look at a Piranha contingent with Piranha upgrade and Tetra upgrade. I swear by them now as it's a great light recon unit that packs a decent punch. I wasn't always a fan of the Piranha as it took me a while to figure out how I wanted to use it.

That should get you in the door for around 275.

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 Post subject: Tau : 3000 points against Nids
PostPosted: Thu Feb 16, 2006 8:50 pm 
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Quote (thurse @ 16 Feb. 2006 (05:17))
So here is my new list, thanks to your advices.


4 Crisis + supreme commander
6 Hammerheads ion + network drones
6 Hammerheads railgun + network drones
6 stringray
6 pathfinders + devilfish
6 pathfinders + devilfish
4 heavy drones
1 Hero cruiser + extra battery
1 Moray

-The crisis are here because I really want a SC, and because I like battlesuits!
-I took 2 hammerhead cadres because of cadre restrictions. One will be ion, the other railgun
-the drones will give markerlights and retreat with jump packs if attacked
-the moray has a ion phalanx to add AP and AT
-the cruiser will hit war engines

300 points are remaining. I hesitate between a railgun moray ( as nid War engines are cheap and very resistants ), or some Piranhas to add markerlights and mobility.

This is a good list. I'd play this list. :)

A good trick to counter the lictors are stealths - but they are expensive... basically, wait him out, when he pops lictors, you follow suit and pop stealths. They can always be used for late objective - but as noted, they are pricy.

Mass shots are important, a good pirahna + piranha + tetra can deliver against the small bugs.

The moray of course will definitely be valuable if you go that route and are expecting more tough targets - the Ion-variant is the most flexible if you don't know what you are facing.

Your quality long range MW capabilities are limited to hero (or moray if you go railgun variant) that may be a cause for concern if he goes big bug heavy.

Let us know how the game goes and how you spend that 300 points in the end.

Good luck and happy bug hunting!

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