For all new Tau Players: Dealing with Eldar

A review of past Alien Tactics by commanders during the First and Second Phase Expansion.
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spitfire
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For all new Tau Players: Dealing with Eldar

Post#1 » Sep 29 2006 10:38

I played Eldar today and won the game with not even one loss. I started this thread mainly becuase I noticed a lot of new Tau players on the forum so heres are some tips on dealing with Eldar:

Stealth suite squad: A must, makes meat out of most Eldar squads

Crisis suits: Fire Knife (Missile pod, plasma rifle and multi-tracker) works well (I managed to stun and destroy a tank with the configeration!) replacing the plasma rifle with a burst cannon isn't a bad choice either (that is if your focusing using your suits on eldar troop squads.

Broadsides: Another must, twin-linked rail guns blowing up Eldar falcons from across the table is always fun :D Attaching one or two shield drones is always good insurance too. Advanced stabilization systems also give you great mobilty (read Broadside article in the Articles section for more info). Also improving your Broadsides BS never hurts (especially when you keep rolling damn 3's like me :( )

Hammer head tank: If you get those blast markers to hit where you want them to, this monster can wipe out entire squads (literally) Attaching a multi tracker gives your tank more surivivability too

Commander: I used a Shas'el with: a Cyclic ion Blaster, Missile Pod, Plasma rifle, with a hardwired target lock and a multi tracker (also hardwired) and one targetting array. Two sheild drones also added for survivability. This configuration makes it possible for you to take on almost all Eldar (inlcuding vehicles!)

experienced players, feel free to add more.

new tau players, feel free to ask questions.

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Mephet'ran
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Post#2 » Sep 29 2006 10:50

Depends what kind of Eldar list you're facing. There are a number of very strong (en par with IW, Drop Pods, etc) Eldar lists.

However they all revolve around 3 Holoshield Falcons. The implications of this are that BASS are useless (outmanuevered) as are RHs (to few shots). You need lots and lots of MPs to crack Falcons, Ionheads are also excellent.
You'll probably come across Vypers, which are easily countered with Fireknives.
What also comes up is multiple ranger squads in Alaitoc lists, this is very brutal as you get severly disrupted before the game even starts. Against these snipers the flamer is your best friend, the same goes for the AFP. Anything else is fairly useless asthey get 1+ on their cover save. If you don't have either of the above, lots and lots of light fire (kroot are good here) also works.

SS are good if your opponent field small Guardian squads with heavy weapons platforms, if he doesn't, they're useless as a re-rollable 4+ save will just bounce everything off. Vypers will decimate SS as they can easily get within spotting distance and then let loose with Starcannons.

As for the Seer's Council, there I cannot help, never played against it.
Mephet'ran
-MTT Old School

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Soji
Por'Ui
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Post#3 » Sep 29 2006 11:10

I don't see any tips here, just troop selection.
55/1/0

Soji, as always at your service

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5thstreet
Por
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Post#4 » Sep 29 2006 12:41

I regularly play against 3 falcon eldar. The best counter I've seen is a full mech force maximizing the use of skimmers. Our skimmer-tanks are cheaper so we can have more. This makes it easy to out-flank and get behind them.

I will also agree that railguns are less effcient than ion cannons at tanking down eldar vehicles.

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Mephet'ran
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Post#5 » Sep 29 2006 12:50

Soji wrote:I don't see any tips here, just troop selection.


Those are the tipps, what to take.
Mephet'ran

-MTT Old School

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Pathfinder
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Post#6 » Sep 29 2006 08:22

I used a Shas'el with: a Cyclic ion Blaster, Missile Pod, Plasma rifle, with a hardwired target lock and a multi tracker (also hardwired) and one targetting array.
four hard points...

also, why give your commander a target lock? he had no BG's and the drones cant shoot...

I also play eldar quite a bit at my local shop. FK are great for dealing with vypers/falcons, but as meph said, lots of MP fire will be needed to take down a falcon. FireStorm config does well against eldar as well, i like to have two FireStorms with a DeathRain tmld with a targetlock. works for me, might work for you. SS are good for dealing with gaurdians with weapon platforms but not much else.

The ranger disruption table can screw you BIG time, but when the new codex drops we wont have to worry about it anymore. :crafty:

Warwalkers can be bad if you don't take them out, MP here too. And as for the Seer council, i havent played them either, but I did play a guy who used a warwalker squadron of three, each with two scatter lasers, and the far seer had guide to make them have 6 D6 shots that re-rolled to hit. :eek: not fun.

Wraithlords: if you don't have a shot on a falcon, your railguns and MPs should hit these beasties.
Saying "anything but a 1" always gets you a 1.

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Kor'Ui
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Post#7 » Sep 30 2006 01:50

What about that list @around 1700 pts with like 3 wraithlords 2-3Serpents, seer and wraithguard with warlocks.

Now wraithguard are T6 so our basic weaponary is only wounding on 5's though we are still lucky having basic weaponary that can wound a wraithlord even if it is on a 6.


Also, whats that list that prevents your units from even showing up, i've heard about it, but all i've heard is something like 18 dice and for each successful roll they m,ake you don't even get a unit.
For now I don't write Tacticas, I inspire them.

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Mephet'ran
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Post#8 » Sep 30 2006 03:49

Lets wait and see, its not clever to speculate. There's a very long thread on Dakka about Eldar rumours. However I'm going to wait for the codex instead of counting my chickens before they hatch.
Mephet'ran

-MTT Old School

Ryzouken
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Post#9 » Sep 30 2006 04:09

Your chickens hatch? :dead:

I, personally, can't wait for the Ork codex.

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O'dec
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Post#10 » Sep 30 2006 04:10

Mephet'ran wrote:Lets wait and see, its not clever to speculate. There's a very long thread on Dakka about Eldar rumours. However I'm going to wait for the codex instead of counting my chickens before they hatch.


good call
THE BIG RED BUTTON " GO REEL FAST NOW "

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Mephet'ran
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Post#11 » Sep 30 2006 04:13

Ryzouken wrote:

I, personally, can't wait for the Ork codex.

Yup, that is also going to be very interesting. I love the new Burna Boyz models, dead cool.
Mephet'ran

-MTT Old School

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Ratatosk
Shas
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Post#12 » Sep 30 2006 02:27

I am not an experienced player, but I noticed that seeker missiles have not been mentioned yet. I have not had much luck with them (terrible, terrible rolls), but I would think they would be rather effective against eldar. Also I just got the new rules so things might have changed since I used them. Anybody have any experience with seekers?

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Mephet'ran
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Post#13 » Oct 01 2006 03:00

They'd be good against Wraithlord, but then Railgun is better. The thing is, against Eldar skimmers the MP is better as you need lots and lots of shots to take them down so the MP and IH are excellent. One Seeker missile isn't going to make much difference as unless you roll very very well. Whats the chance of rolling 2 5+ ?
Mephet'ran

-MTT Old School

Protonic
Shas
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Post#14 » Oct 02 2006 04:54

You have a 1/9 chance to get two 5+.

You don't need two 5+ to kill the vipers though, last time I checked they are open topped skimmers, so +1 to your damage table roll and immobilisation kills. For a glancing hit, you need to roll 4+ twice, which you have a 25% chance of doing. 4 glancing hits statistically will get you a dead viper.

MPs are certainly your best chance.

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Soji
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Post#15 » Oct 02 2006 05:20

Yeah, the main danger of the Eldar, for us, are their skimmer. The vyper can wipe out our stealth with ease, and their transport can negate our mobility. And they have pretty mean tanks too. The best way to get rid of those is still the Missile pod, so let's pump the Fireknife and Firestorm, shall we ?
Which bring this point : what are the pros and cons of those two configurations against eldars ? Which one would you choose ?
55/1/0

Soji, as always at your service

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Mephet'ran
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Post#16 » Oct 02 2006 06:00

If I had to tailor my list against Eldar I'd go Deathrain, neither FK or FS as the MP also devastates their 4+ sv troops. Against Guardians you have SS and 3+ troops will die to pulse wounding on a 2+.
However, new codex is coming soon, so it hardly makes sense to talk about anti-Eldar tactics before we have the new dex.
Mephet'ran

-MTT Old School

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Chronon
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Post#17 » Oct 02 2006 09:32

As an Eldar player (the Tau are my second army), I would be most worried about the Hammerheads - especially if they were IonHeads with SMS. With three S7 and four S5 shots, they put Vypers and Warp Spiders (one of the best units in the Eldar codex - new or old) in serious danger. They also have a decent shot at knocking down a Wave Serpent or shaking a Falcon (thus negating its shooting for the next round). Shining Spears and Jetbikes look like they will be viable in the next codex, and the IonHead shines against them, too. The submuntion on a RailHead would be worrisome, but the solid shot is not that scary because it's only one shot - even if it's S10 (which gets downgraded to S8 against the Wave Serpent force field).

Sorry to disagree with you Mehphet'ran, but for XV8 configurations, I would go with the usual - Fireknife or Firestorm (depending on your preference) - rather than Deathrain. Bikes, Spears, and Spiders all have 3+ saves so a little plasma (or a high rate of fire with the burst cannon) can be a life saver. A good Eldar commander will not have his or her precious 4+ save troops (Banshees and/or Dragons) out in the open - they'll be inside the Falcons and Wave Serpents. It's true that Deathrains are good at shooting down those transports, but the Fireknifes and Firestorms are almost as good, and they can deal with the other troops as well.

One unit I would not bring againts Eldar are Stealths (sorry to disagree with you Spitfire) - the Eldar are just too mobile for them.

For the same reason I wouldn't recommend Broadsides, either. Even with ASS, they are not mobile enough. Moreover, two rail shots are not enough to really make a difference against all those Eldar skimmers. A third Hammerhead (especially if it's an IonHead) would be better in the Heavy slot.

I'm not sure that Kroot will be that useful, either. They get slaughtered by the Eldar melee specialists, and since the Eldar don't have much in the way of infiltration (except Rangers) I'm not sure their infiltration push-back skill is quite so necessary. Perhaps one unit of ten, but more than that is just giving the Eldar player points.

Fire Warriors in a Warfish, on the other hand, should be very useful. The new Eldar codex looks like it will emphasize Dire Avengers as the main troops choice, and Fire Warriors match up pretty evenly with them, for two points less a model. The Warfish is on par with the Wave Serpent, for about the same price, so you should be on equal footing in the troops area and you'll be almost as mobile as your Eldar opponent (but lacking the 24" move, unfortunately).

I hope this helps. Good luck! :biggrin:

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Soji
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Post#18 » Oct 02 2006 09:44

Ion Cannon are clearly the most effective weapon, but it isn't much better than a Missile Pod, and you can only have one by Hammerhread, while you can get 3 Missile Pod per elite slot, and some more on the HQ. A list with 15 Firestorm/Deathrain could be pretty scary ... And even just 10~11 would be enough to seriously worry any eldar player.
55/1/0

Soji, as always at your service

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