Post by pogysnacks on Oct 23, 2013 21:51:19 GMT -5
Idk the meta difference back home but from what I remember it's much more about tactics and fun, so a few things you guys may see from out of towners or if you hit up other conventions/GT's nationwide.
Everyone knows tau are brutally good, here's a few reasons why:
Skyrays: networked marker lights are impressive, and an av13 missile toting vehicle killer carrying them makes this bad boy an undercosted beast.
O'vesa and riptides: O'vesa is hard to deal with because it's a Riptide Hq that opens up tactical options fully utilizing 4 riptides and a buff commander to maximum efficiency. Consider 4 seperate riptides, not the highest damage dealers, but they're not the easiest to kill, normally they'll be lonesome units. O'vesa changes this because it's an independent character that can join another riptide (drones included to make it a joinable unit) and to add to it attach a buff commander and you have a unit that can deal with every situation they come across, minus CC but riptides played right won't see hand to hand, this is a problem because tides are hard to kill, 2 in a unit with a commander much harder, not only that but you'll probably have more too deal with 2 more riptides on top of that.
Broadsides: one of if not the best heavy options in the game, pack missiles and they're extremely cost effective with high damage output.
Sniper Kroot--stupid undercosted, can dish out respectable shooting, and can be brought in numbers capable of bubble wrapping more important units and provide a buffer for units like riptides and broadsides to maintain their threat and dish out damage.
With access to eldar allies there is a lot of flexibility and reliability in conjunction with eldar psychic powers and cheap, speedy objective grabbers in jetbikes to compensate for the lack of mobility in kroot or lack of scoring units from imminent casualties. Oh yea, there's wave serpents.. Probably the best unit in the game.
Downsides to most of these lists can include lack of reliable damage if marker lighted units are removed, riptide reliance on overcharging, or lack if troops. If pure tau there is also a scenario for troops lacking mobility to snag objectives out of their initial reach, they're very squishy, and if they can't reliably cover their troops, their dead. Grav guns and wave serpents are very difficult to deal with for tau, especially wave serpents, very durable, great range and immense firepower with the capability to transport a variety of units that can manage riptides, broadsides, tanks, kroot, suits, etc.
Don't rely on bikes to kill riptides, grav guns can be hell for the big threats, but cover is nothing to tau, and with intercept readily available, outflanking is generally not the best choice, space out your bikes and make it harder to see them killed in droves.
Be cautious and do things like baiting an intercept to an over zealous player so you can move more precious units closer, more safely, bait it with a large squad to see a small squad with a better payload in safely.
Don't go into a game distracted by riptides, they can be scary, but if there's 1 or 2, the rest of the tau army dies much quicker and without marker light support, riptides aren't too bad.
Also I be wary of rules, I had a nurgle demon player try sweeping advancing with nurgle units that have slow and purposeful, well they can't, be wary of oversights or misinformation in cases with armies you're not too used too.
As always have fun!
Everyone knows tau are brutally good, here's a few reasons why:
Skyrays: networked marker lights are impressive, and an av13 missile toting vehicle killer carrying them makes this bad boy an undercosted beast.
O'vesa and riptides: O'vesa is hard to deal with because it's a Riptide Hq that opens up tactical options fully utilizing 4 riptides and a buff commander to maximum efficiency. Consider 4 seperate riptides, not the highest damage dealers, but they're not the easiest to kill, normally they'll be lonesome units. O'vesa changes this because it's an independent character that can join another riptide (drones included to make it a joinable unit) and to add to it attach a buff commander and you have a unit that can deal with every situation they come across, minus CC but riptides played right won't see hand to hand, this is a problem because tides are hard to kill, 2 in a unit with a commander much harder, not only that but you'll probably have more too deal with 2 more riptides on top of that.
Broadsides: one of if not the best heavy options in the game, pack missiles and they're extremely cost effective with high damage output.
Sniper Kroot--stupid undercosted, can dish out respectable shooting, and can be brought in numbers capable of bubble wrapping more important units and provide a buffer for units like riptides and broadsides to maintain their threat and dish out damage.
With access to eldar allies there is a lot of flexibility and reliability in conjunction with eldar psychic powers and cheap, speedy objective grabbers in jetbikes to compensate for the lack of mobility in kroot or lack of scoring units from imminent casualties. Oh yea, there's wave serpents.. Probably the best unit in the game.
Downsides to most of these lists can include lack of reliable damage if marker lighted units are removed, riptide reliance on overcharging, or lack if troops. If pure tau there is also a scenario for troops lacking mobility to snag objectives out of their initial reach, they're very squishy, and if they can't reliably cover their troops, their dead. Grav guns and wave serpents are very difficult to deal with for tau, especially wave serpents, very durable, great range and immense firepower with the capability to transport a variety of units that can manage riptides, broadsides, tanks, kroot, suits, etc.
Don't rely on bikes to kill riptides, grav guns can be hell for the big threats, but cover is nothing to tau, and with intercept readily available, outflanking is generally not the best choice, space out your bikes and make it harder to see them killed in droves.
Be cautious and do things like baiting an intercept to an over zealous player so you can move more precious units closer, more safely, bait it with a large squad to see a small squad with a better payload in safely.
Don't go into a game distracted by riptides, they can be scary, but if there's 1 or 2, the rest of the tau army dies much quicker and without marker light support, riptides aren't too bad.
Also I be wary of rules, I had a nurgle demon player try sweeping advancing with nurgle units that have slow and purposeful, well they can't, be wary of oversights or misinformation in cases with armies you're not too used too.
As always have fun!