mason8ah wrote:But to be honest, with quins being expensive and tau cheaper on points, quins are gonna finish setting up 1st and get 1st turn. So with this close, confined deployment I was never going to win, regardless of list. Pretty sure I was doomed from start as it was all units in CC from turn 1.
You couldn't be more wrong. You lost because, and let's be frank here, you list was bad, and I suspect you deployed incorrectly. Tau in 8th edition are more than capable of getting charged, surviving and retaliating with devastating firepower on enemy units that are now conveniently located in our most effective range of <18".
You can plan around going second. Identify your key damage dealing units and protect them with chaff units (ie. everything else) or put them into "reserves" with abilities like Manta Strike.
Kroot? Chaff. Firewariors? Chaff. Pathfiders - sure markerlights are nice, but still - chaff. Devilfish? Chaff. Do not be afraid to sacrifice these units. Let them be shot. Feed them to your enemies charging units. The heavy hitters of your list are Longstrike and XV8s. Vespid are a diversion/harassment unit.
When dealing with fast armies that can FLY like Harlequins, you don't set up your chaff units into lines. They will just fly over them, like you said. You literally set them up at maximum coherency to take up the most space possible on the board. Doesn't matter if they won't be in cover. You don't care. Each 28mm base is a 3" circle in diameter where the enemy cannot move in their movement phase. With your number of models, you can easily deploy Longstrike in a corner and surround him with enough bodies that no Fusion Pistol can get in range to hurt him. If Kroot are getting shot by Fusion Pistols, you are winning. It will take a couple of games of practice to get the hang of it, but you'll get there.
Some random tips for fighting Harlequins (or in general):
- high AP weapons are wasted on Harlies due to invul saves.
- take care how you remove casualties in CC. Even if only one Firewarior/Kroot survives you can create a situation when the enemy can only pile-in away from your lines (as they have to go towards the closest model).
- don't forget to throw Photon Grenades in overwatch. It can cut down you loses.
- split your Firewarior and Drone squads into min squads where possible. You are going second anyway. Leadership is less of an issue and the enemy may not be able to reach all of them in a charge and prevent them from shooting. Also more opportunities to throw Photon Grenades.
- if you don't have detachment slots for Drone units, give them to units that can take them as wargear (ie. XV8s). I personally prefer this option
- consider using Breachers instead of Strike Teams (proxy if you have to). They preform the same agains T3 at 15"-5" range and better at 5"- 0" due to wounding on 2+. And with an entire enemy force rushing you, range isn't much of an issue.
- use Vanguard moves to spread out a take up more space even if it means going closer to your enemy.
- Flamers are better against 'Quins than Burst Cannons. Both wound on 3+, and Flamers average more hits both in the shooting phase and overwatch. If you want better overwath, use Flamers, not CDS.
- If you can take a weapon or a support system, always take a weapon. You can start experimenting with support systems when you have more experience and are playing games with more points.
- Drones are good, use them. Unless you are bringing a separate carry case just for Drones, you are not
being that-guy. They are integral to making our army work.
I really didn't want to write a long post, but oh well...