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Tau as a new Army

Started by Vyper, April 26, 2013, 10:24:45 AM

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Vyper

Basically I want to start a new army and I'm torn between Tau and daemons. The daemons I have already discussed in detail with a friend, bit other than on here, I know no one that plays tau. So what makes tau different? Why should I get them over other armies? If I do get them, where is a good place to start with regards to my list? All help is appreciated. :)

Chicop76

Quote from: Vyper on April 26, 2013, 10:24:45 AM
Basically I want to start a new army and I'm torn between Tau and daemons. The daemons I have already discussed in detail with a friend, bit other than on here, I know no one that plays tau. So what makes tau different? Why should I get them over other armies? If I do get them, where is a good place to start with regards to my list? All help is appreciated. :)

I play both as my main armies at the moment. Daemons is unique since it's 4 army types rolled into one. Over all you try to over whelm with +2-+5 invulnerable saves. I should say it's possible for them to have no invulnerale save, but that means you rolled really bad twice. Anyway I find Daemons fun due to the army being more fate driven. It can be very heavy psychic shooty. Also it has in my opinion close combat models in the game.

With Tau it's amost a polar opposite. You shoot. You avoid melee like the plague unless you are sure you will win like 6 stealth suits assaulting 4 marines. You avoid combat for the most part due to defensive grenades and suppressing fire. Tau can overwatch from other units as long as they are with 6" of each unit.

What makes the Tau differant over all is several things.
1. Is the only army that has a lot of varity with skyfire. In a pinch you have 9 differant units that can sky fire with upgrades included. You have 3 units with marker lights that can skyfire which in turn can allow other units to skyfire. In short if build right flyers shouldn't be a problem.

2. They can strip cover saves rather easily via marker lights, plus have 3 weapons that deny cover completely, and have a signiture system that can deny as well.

3. They are a shooty army. Keep in mind other armies can still out shoot them. With that said. They have the ability to take out targets that other shooty armies will have a hard time taking out. For example troops hiding behind an aegis definse line getting +2-+4 cover saves can be a bother. Tau can strip the save and make that upgrade a waste of points. Also the ability to easily down flyers is an added plus.

In short Daemons and Tau are both specialist armies. Each unit is geared to vs a certain unit tye anddoes it very well, very similar to Eldar. Both armies are not horde armies and when playing against an opponent you have to be selective and pick at your opponent than try to overwhelm them like guard, orcs, or tyranids.


The Man They Call Jayne

Well, for me, the beauty in Tau now, lies in their cohesion, their ability to be a good army in their own right and then made down right scary with the addition of Markerlights.

No other army can benefit as much as the Tau from cooperation between units. Used correctly, they are almost impossible to get into assault with, and they have some of the most mobile high end firepower in the game. They can strip cover from anything and they can make a unit BS10 if they have too.

Correct positioning is important, but you can move and keep moving. Your most powerful threat range is between 30-12 inches, ans this is where most of your weapons really come into their own. Above that only your heaviest guns will reach, and below that you are vunerable to assault. Although frankly anything that actually manages to make it to assault deserves to kill you.

We can lay down withing firepower than you cannot hide from, that WILL hit you, and if you get too close, we can screw with your guns aswell.

"The goal of the Tau player is not victory. The goal of the Tau player is to drink your enemies tears."
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