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Tau VS Ork Master Guide*

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# 1NewStratS Jul 30 2007, 14:37 PM
Tau VS Orks Master Guide


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Games Workshop

On the Eastern Fringe of the galaxy, a new race has emerged to challenge the might of the Imperium of Man and the other established races in the 41st millennium. They are the Tau, a surprisingly advanced race that has organized itself around a single guiding principle known as "The Greater Good."

By setting aside individualism to serve the needs of society as a whole, the Tau have developed and expanded at an astounding rate. In just over 6,000 years, they evolved from savannah-dwelling primitives to space-faring colonists.

This unhindered progress has given the Tau confidence that there is no obstacle that their society and their science cannot overcome. Indeed, they believe that they can help the rest of the galaxy find their way to peace and prosperity. All the other races must do is devote themselves to serving the Greater Good.

Not surprisingly, the established races have other plans. To help "bring them around," the Tau have invented some of the most lethal ranged weaponry in Warhammer 40,000. Their basic troop type, called Firewarriors, are armed with Pulse Rifles and Pulse Carbines that can punch through armor like a comet through a dust cloud.

Pulse weapons would be devastating enough, but the Tau also have power armor and anti-gravitic vehicles galore. Their Crisis and Stealth Battlesuits have unrivaled mobility on the battlefield, popping out from behind cover, firing an thunderous barrage, and disappearing again before the enemy can react. The Tau's Hammerhead Gunships pound opposing forces to bits while their Devilfish Troop Carriers reposition Firewarriors for better shots. At a distance, the Tau can lay waste to all but the hardiest of enemies.

Yet, the Tau disdain up-close fighting and are unskilled in hand-to-hand combat. They have hired the mercenary Kroot to make up for this lack, but the Tau still try to avoid close-quarter engagements. Despite this limitation, the Tau are an emerging force in the galaxy that the established races cannot ignore.


Relic Entertainment

While a relatively young race, the Tau have made their presence known by becoming one of the most effeicient and powerful military forces in the galaxy. Fresh from their successful campaign to conquer Kronus, the Tau are seemingly without rivals. Their powerful technology has laid waste to countless armies, but it is their unique ideology that proves to be their most powerful weapon. Fighting for what they call the Greater Good, the Tau sweep through the galaxy, seeking enlightenment and well-being, lends itself well to the ways of combat. Tau fighters are extremely determined in their reasons to fight, giving them exceptionally high morale.

Two such allied races are the Kroot and the Vespid. Having joined the Tau Empire, the two alien races now fight for them, giving the Tau army a wide array of unique attack capabilities. The Kroot are fearsome warriors, adept at melee combat, while the insectoid Vespid are skilled at quick raids and assaults, thanks to their speed.

While Tau units are most effective utilizing their rifles from long range, their unique relationship with the Kroot and the Vespid ensure that the Greater Good will be spread throughout the galaxy.


Disclaimer
This guide is completely unofficial and in no way endorsed by Games Workshop Limited.

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Game: Dark Crusade


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# 2NewStratS Jul 30 2007, 14:37 PM
Parts of the guide:

Early game
Tier 1, beginning of game

Mid-game
Tier 2-3, middle of the game

Late game
Tier 4, latest part of the game

Helpful Tips against Orks:
Tips against Orks

Replays
Tau VS Ork replays

Contribute to the Guide
How you can help us add to the guide

Posts: 2,011

Game: Dark Crusade


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# 3NewStratS Jul 30 2007, 14:38 PM
Early game:
Tier 1, beginning of game


In this match-up early game can be very important because wethere the Ork player can cripple you hard or you can defend rush very well and let him crippled. Also dont let orks get map control because they`re shooty buildings will be hard for you to destroy on T1 and enemy will get resource advantage. If this happens, dont panic, concentrate more on eco boom but if you need more units to defend, dont worry and create them. Another disadvantage for Tau is that they cant use their great Vespid+ Tau Commander rush which can be very powerful against other factions.

Tau early game strats:

On small maps:
HQ: Earth Caste Builder+ 2 Stealthsuits squads+ Jetpacks.
Buildings: Tau Barracks+ Plasma generator.

On small maps, on my opinion is harder to deal with a good and well executed slugga boy rush. When your Tau barracks is finished, I suggest creating a Kroot carnivore squad first followed up by Tau Commander. When your first Kroot carnivore squad arrives, he must be already attacking and trying to decap with his Slugga Boy squad so your Kroots will make him retreat for a while. If he is applying more pressure to you afterwards, spend resources on units, get 2 fire warrior squads and reinforce when you can. If he isnt applying pressure to you, expand, get map control and build some LP2. Get units when needed. Also dont forget that a good use of snare traps can win you the game, they are vital on early game even though Big Mek can detect them, he will fall in many traps. Another important point is that you will need to use cannibalize as much as you can so alter on your Kroot carnivores can do a decent job against enemy Nob squads.

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On big maps:
HQ: Earth Caste Builder+ 3 Stealthsuits squads+ Jetpacks.
Buildings: Tau Barracks+ Plasma generator.

As you are playing on a large map, ork rush will take more time and you will have more time to prepare for it and you will have 3 Stealthsuit teams for capping/decapping faster. In this ocasion, ill will go for the Tau Commander which can kill/distract first incoming squad of Slugga Boys until your first Kroot carnivores arrives. Later on, I will go for a Eco Boom strat if needed but if you feel enemy is gaining map control and you`re defending too much, get units. Another squad of Kroot carnivores and two of Fire warriors. Order in this part can vary wether if you would like Fire warriors faster or vice versa. As I said before, your Kroot carnivores need to cannibalize as much as they can to prepare for Tier 2 and remember to place snare traps wisely.

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[color=#FF0000]Ork strats that can be used against you:

Slugga Boy rush+Big Mek followed up by fast T2:
The Ork player will begin to rush fast with one squad of slugga boys soon followed up by another incoming slugga boy squad and then not far on time, the Big Mek will arrive to the battlefield. When the third squad of slugga boys finishes capping all near Strategic points, it will come to harass you. While that is happening he will build Waaagh Banners and tech fast to T2. First strat for Tau will work most effective against this ork strat.

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Big Mek+ Shoota boy squads:
This rush is seeing more often, the Big Mek+Shoota boys squad can be effective against Tau too. As other start, rushing first with one slugga boy squad but alter on Big Mek and shootas will come. Shootas can easily kill any kroots with good micro but by the time Ork player has that, you must have a good force too. Second strat of Tau will work most effective against this ork strat.

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This post has been edited by .bAgr: Oct 1 2007, 09:09 AM

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Game: Dark Crusade


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# 4NewStratS Jul 30 2007, 14:38 PM
Mid game:
Tier 2-3, middle of the game


If orks could survive and didnt got much cassualties, he will still put you a lot of fight on Tier 2-3 and this is also the stage when the Orks get their three most powerful infantry units,im talking about Mega Armored Nobz, Nobz squads and Flash Gitz. This mid-game stage is crucial for you and I recommend that you destroy ork player on Tier 2 preferably than on Tier 3 as soon as you can. Remember also to do upgrades from Listening Posts which give you a nice boost to your requisition and build some plasma generators if you feel like your running too fast out of power. I consider power resource very important for Tau because their vehicles/some units cost many power (Skyray Gunship and Broadsides) and you need to get a nice flow of power going. Here, on mid-game station we will discuss about what strategies you need to keep the ork stuck in his base and even better, destroy them!


Tau Mid-game strats:

Tier 2:

As we have passed the early game stage, there will be no difference on doing each strategy on a small/big map because it wont matter. As soon as you reached Tier 2, you must have got a good resource flow from at least about 90/40 and with Listening post upgrade + Plasma generator upgrade your resource flow will go much better. Also remember ALWAYS to keep capping points (if theres some left) and trying to decap/destroy his strategic points and listening posts to keep the Ork player crippled. Another important point is research all upgrades from Path to Enlightenment you need.

Lets discuss now what should you do on Tier 2. Build a vehicle beacon and as soon as its finished, and create two Skyray Gunshipsand research Missile Barrage. Later on, if you feel your units move so slow and on mass, create Devilfish transports so you can travel faster and easier and also your transports will be stealthed. For me, Skyray Gunships and Devilfish transports are your best bet of vehicles against orks, though if you are more aggresive and you got enough power, get a Harbringer Drone, but remember, just get them if you got enough pwoer or otherwise get drone squads and begin to send drones to enemy units. getting ork weak buildings (speciallybanners) is very important and ork will get crippled. Though watch out for those sneaky Tank Bustaz that can kill your drones in just one shot and for any other Tau vehicle its also a threat, with ease so watch out for these boyz. You ALWAYS need to have a detector on your main army.


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Lets talk about what units you should be getting on Tier 2 for Tau. Your main force of early game should be withouth much cassualties and if many units died, create them again depending if either they were Fire Warriors or Kroot Carnivores. Upgrade your Tau Commander with his two available weapons, fusion blaster and missile launcer) As for Tier 2-3 units I like to create Broadsides (1-2 are enough) to protect my forces/base from any incoming vehicle and also your Devilfish transport can carry them onto ork base and Broadsides destroy wtih ease those weak, shooty buildings. Also get a pathfinder squad as Markerlight is a good ability and will help you kill enemy`s stronger unit faster. When you`re done with that I usually will mass FW until my cap is full and as soon as I can I upgrade each squad with one drone shield and a Fire Warrior leader.. You must have also 2 Fully reinforced Kroot Squads with a good amount of cannibalize so they can tie up Nobz squads/Mega Armored Nobz while the rest of your army shoot enemy down from the back. Try to get to your Kroot Carnivores a Kroot Shaper attached because it boosts squad`s health. A last but useful unit for Tier 2, is a fully reinforced/upgraded Stealthsuit team which is a great Anti-Vehicle and his EMP grenade can stop any vehicle from moving, create the always if ork player goes for Wartrakks/Wartukks.

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Ork units player will be getting on Tier 2:

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From Tier 2, Nobz squads will constitute most part of Ork close combat force and each time, they receive buffs+upgrades when the ork player techs. Your force of Kroot Carnivores (if possible fully-cannibalized), will be essential as they will cover your ranged units and also they will do a decent job against Nobz squads.

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Keep your vehicles at all costs away from these boyz. As Tau vehicles have low health, Tank Bustaz squads will kill your vehicle on 3-4 shots. They also get a infiltration upgrade so they will be harassing your base. Always ahve a detector on your main army and if they`re sneaking into your base to harass while you`re attacking, keep a Fire warrior squad and a detector squad on your base, that will stop them from harassing.

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Mega Armored Nobz fully reinforced will just be 4, but their high health/attack and a team with the Nobz squads, it make up for it. Target with Markerlight these boyz and they will not be any longer on the battlefield but if they reach and attack to your army for too long you will find yourself with many cassualties. Your Kroot Carnivores will also need to tie them before they do any damage to your ranged units.

Ork vehicles player will be getting on Tier 2:

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These fast light vehicles have low health though they serve as transport for the ork player so they will be harassing constantly alone or when full, they will unload Nobz squads, making their harassment a lot more effective. Keep 1-2 Broadsides on your base so any enemy vehicles can enter and as soon as you noticed them, your main army can come and kill them while the Broadside distracts them. Also Stealthsuit teams help a lot specially with EMP grenade so wartrukks cant escape.

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Having most resistance to damage than the wartrukk, they can deliver a bomb with an Area of Effect damage which can clear up Kroot Carnivores attacking his Close combat units while they soon tie up your ranged units. Later on, wartraks can get Bomb Chuckas which is an Anti-Vehicle bomb. Stealthsuit teams are your best bet against them.

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These expensive ork walking vehicle is very powerful on close combat, do not let it gets into close combat because neither of your infantry units ( Except your Stealthsuits) will deliver any good damage to it. Theres an exception though, you can use a combo of Stealthsuit squad to throw a EMP grenade into them and keep attacking (jetpack them to a safe place if enemy notice you) while your Broadside shoots down the Killa Kan and it will be no problem for you.


Tier 3:

If the ork player still manages to survive, then prepare for another incoming very powerful though low on health, ranged ork infantry. Flash Gitz+Mad Dok its a powerful combination and if not tied up, These boyz can eat very fast your forces. Then, for Tau its time to decide which path we must go, either Montka or Kauyon. I prefer going Kauyon on this ocassion because Kroot Hounds+Shaper are good VS enemy Ork close combat units and can tie up Flash gitz, completely annulating their powerful ranged attack. On this stage, Kroot carnivores are mostly useless so dont bother using much resources on reinforcing them, better focus on your Kroot Hounds. Also for going Kauyon, you receive two powerful upgrades on Path to Enlightenment which its a boost to range+health to some of your units and other one gives a boost to health for your Tau Commander, research this two as soon as possible.

As for vehicles on Tier 3, ill keep massing Skyrays and some 2 Devilfish transports and I repeat once again, beware of those sneaky Tank bustaz can kill your expensive Skyrays/Devilfish transports so ALWAYS have a detector on your army. Once again, you will ahve available upgrades from your Listening posts and your plasma generator so research them again, they`re more expensive than the first one but definitely worth it.


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Ork units player will be getting on Tier 3:

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These powerful heavy ranged ork units will arrive few secodns alter after ork player reaches Tier 3. Their fire power can be devastation and mad dok can be attached to it for healing them though they have not a very good armor and low health. Your Kroot Hounds/Carnivores + Shapper can tie up Flash Gitz, completely annulating their firepower and making them retreat, leaving ork close combat units, withouth ranged support. Also your Fire warriors can outrange Flash Gitz by far if you researched upgrades from Path to Enlightenment, making them good at killing Flash Gitz too. If their Mad Dok active Fighting Juice, on a close combat unit, retreat any unit attacking it until juice disappears and attack again and if they activate it on themselves, do the same thing,

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Mad Dok cant do any damage alone but it can be attached into groups of ork units (mostly ork players attack them to Flash gitz) so he can heal any units. It also make available the ability Fighting Juice which is great for orks but can be avoided if you stop attacking that certain unit with juice and taking out other units while juice disappears and then you attack that unit again. Beware from the most powerful tool of the Mad Dok though, the Bomb, it can take medium armies with ease and heavily damage large armies so kill any incoming Mad Dok you see comig near to your units.

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The Warboss, being the toughest commander on health and with a great attack power, it can be a threat to any of your commander/infantry units. You can target him with Markerlight and all units willa ttack him though his high health will allow ork player to retreat him. Every time he comes close, target him or any squad he is attached you and the Warboss will be no big problem.

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Though Slugga Boyz are Tier 1 units, they can be upgraded and theres a great ability that ork players can use in general which is called "More Sluggas" giving them free slugga boyz. This ability is for Tier 3, so thats why I put Sluggas on here. They will come in huge masses though ork player will keep them safe until they fully reinforce and then send waves of these boyz. Best suggestion agains this, use all you units/vehicles you can get until when ork player reaches this, apart that any of your main army units will have, will be very effective against Mass Slugga Boyz Squads.

This post has been edited by UserFrank: Aug 6 2007, 19:52 PM

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Game: Dark Crusade


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# 5NewStratS Jul 30 2007, 14:39 PM
Late game
Tier 4, latest part of the game


First of all, for teaching Tier 4 you will need Teachings of Montka or Teachings of Kauyon though as I mentioned it before, going Kauyon is a much better option when going against Orks so research Teachings of Kauyon. When the upgrade finishes, you will have available the Tier 4 unit with the highest health of all and a good overall attack, im talking about the powerful Krootox, create 2 of them as soon as you can, these creatures suit perfectly for tanking along with your Kroot Hounds/Carnivores and shapers while your ranged army shoot down orks from behind. Close combat units of orks wont be much of a problem now as another of your powerful melee unit arrived. Also Krootox suits perfectly for combating Killa Kans and Looted tanks. Also don’t forget to upgrade your Tau Commander with his last available weapon, his second fusion blaster.

When you already have two Krootox on the battlefield, create a Coalition center and create a Ethereal. This powerful unit proves valuable when supporting other Tau units. Its For The Greater Good ability can increase the health, morale, and attack power of all on-map Tau units as long as the Ethereal is alive, making it a powerful support unit. The Ethereal can also summon Elite Fire warriors (maximun one squad allowed) and two powerful spells which are free. Beware though, if the Ethereal dies, all your units will receive a negative buff for a certain time so watch out for this guy.

At last, your relic unit must be arriving. The legendary Greater Knarloc is the ultimate killing machine available to the Tau. It can reduce even the highly resistantt ork Looted tanks and Killa Kans into scrap metal in a matter of moments. Against infantry, it has a high chance of killing any unit instantly by biting it in half. Its thick hide makes it almost impervious to all damage and attacks. Its a must for all Match-ups. Also it can stand up against the mighty Ork Squiggoth which can be a problem for your units. Finally, remember replacing/getting units or vehicles that you lost and push back ork player on any opportunities you can. No ork army will stand against such Tau army of that calibre!!

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Ork units player will be getting on Tier 4:

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Dont panic if you see this tanks, they look mighty but their attack isnt good, this tanks though have a high amount of health. Your Krootox or any Anti Vehicle will take it withouth not much problem if it isnt highly protected. Also this wont be your first priority to kill, I would call first priority to kill all ork close combat units.

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This ork relic unit can tank perfectly while ork main army annihiliates you. I recommend attacking Squiggoth with your own relic unit, The Greater Knarloc and your Krootox while your FW or any other ranged unit kills covers them from any incoming ork units and you will see that the mighty Squiggoth will be dead in no time!

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# 6NewStratS Jul 30 2007, 14:39 PM
Helpful Tips against Orks:
Tips against Orks


First Tau Tip: Basic Strategy:
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A Tau Army should be handled with the upmost care and caution. Like the fragile Eldar, most of Tau's units are very weak in HP and needs constant micro in order to be effective. Because of this, almost all of Tau's strategies are based on pre-deployed forces instead of head on conflict. Unlike the other armies in DC, Tau is most effective when the enemy comes to them. Try to bait the enemy with your Tau Commander or with a few harrassing Fire Warriors. As long as the enemy gets lured into range of your ambush, no matter what he does to retreat, he will always lose some units.


Second Tau Tip: Basic Economy:
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Tau's economy system works very similar to every other army except for one crucial factor. They lack the defensive landmines or buildable turrets that the other races have. When using the Tau army in a defensive manner, one should always consider the vulnerbility of his infantry and take advantage of their ranged superiority. Try to entrench yourself in heavy cover or place your forces on a nearby cliff so your units will be harder to hit or inaccessible by standard methods of engagement.


Third Tau Tip: Advanced Economy:
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Do not neglect the improved Energy/Requisition upgrades found in your Power Gens and Listening Posts. Often times Tau players will find themselves short on energy: That's because most of Tau's more powerful weapons, upgrades and units are very costly in that department. When you're done reinforcing your more important units (such as the Fire Warrior or Stealth Suit squads), put the remainder of your req into building Power Gens or buying the Energy Upgrade. Likewise, if you have too much energy and need requisition, feel free to research your improved req upgrade from the listening posts. Just remember though, Tau needs a lot of energy to be successful (exp: Drone Harbinger).


Fourth Tau Tip: Map Control:
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When playing Tau, one has to realize the importance in fighting for land early game. Your units are exceptionally expensive to replace and they're very limited in number. You also don't have the luxury of landmines or turrets like the other factions so you must be very specific in how you want to contest for territory. As a Tau Commander deploying early game Fire Warriors, you must play defensive enough to keep your land safe and offensive enough to stop the enemy from expanding. Slow and steady wins the race.


Fifth Tau Tip: Snare Traps:
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One of the most useful abilities of the Tau Commander is his ability to deploy Snare Traps. Shortly after being thrown, the Snare Trap infiltrates into the ground and becomes invisible to the enemy. When detonated, gravity bonds pull Infantry units around the blast radius to an almost complete stop. For a range-based army such as the Tau, this would be like shooting ducks in a barrel. Just remember though: Any time before the Snare Trap infiltrates, it's highly visible and extremely vulnerable to enemy fire. At 35 Energy per pop and 20 HP per trap, the Snare Trap should be handled with the upmost care. Make sure you set before any major battle or even when you "feel" there's going to be possible conflict. If the enemy happens to suprise you and close in too fast, throw a trap under your Fire Warriors or at a point adjacent to your Fire Warriors so the advancing enemies can be stopped right in their tracks.


Sixth Tau Tip: Stealthsuits:
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Tau Stealth Suits are very special: They can be used to preform the simplest to the most complex of duties within the Tau Army. Throughout the game (especially in the beginning), you can use their Jumpjet ability to jump from strategic location to strategic location and cap points right under your opponent's noses! You can also use them to decap your opponent's economy points, forcing him to recap; drastically slowing their economy. Just remember to set them to cease fire so you don't accidently give away their location when trying to ninja a point. Later in the game when you get to Tier2 and the enemy starts showing up with light armor, Stealth Suits can be upgraded with a Shas 'Vre Leader that can shoot EMP Grenades. These EMP Grenades disable any vehicles caught within their short AoE blast. Once disabled, they can't fire nor flee. Combine this with the power of the Pathfinder's Markerlight and you've got yourself a pretty solid AV combo. Just remember that the Stealth Suits are expensive to reinforce and should always be upgraded at the Cadre HQ to improve their damage. Don't bother reinforcing more than just the Shas 'Vre and one additional Fusion Blaster. Their low HP just doesn't make it worth their cost in bulk. Ah yes, which also reminds me: Jumpjet them away as soon as the enemy comes with a detector.


Seventh Tau Tip: Cannibalize:
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Kroot Carnivores may seem weak at first, dropping like flies in battle, but they can become progressively stronger. There are two things that you really need to do to get them at their peak. First, learn to Cannabalize. When you kill any foes besides Necron, they drop bits of flesh as they die. Selecting a squad of Kroot and clicking the Cannabalize button tells them to eat this flesh. As they eat it, they will regain health, and ALL Kroot you own or make gain extra HP. It may seem small at first, but after a massive, bloody battle, you can get a LOT of bonus HP by cannabalizing. The bonus HP caps out at +300, but remember; thats 300 extra HP per Kroot! Even though it caps max at +300, cannabalizing still heals a squads' HP quicker than not cannabalizing at all. Any units besides Necron drop flesh when they die, including your Tau soldiers and even your own Kroot! After repelling an attack, allow your Kroot to follow their tradition of eating the fallen. Not only will this heal up your Kroot, but it'll give them bonus HP to fend off the next attack, or even counter-attack.


Eighth Tau Tip: Ethereals:
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The Tau Ethereal can be a blessing or a disaster depending on how you use him. Most of the time, the Ethereal functions as a timed barracks that stays in your base and produces Honor Guards (Elite Fire Warriors) and holographic images. Then again, the Tau Ethereal can also take the field and airstrike enemy forces by communicating with the Tau Air Caste. Unlike the Orbital Strike called upon by the SM Commander, the Air Caste's Airstrike comes instantly and with a much more interesting effect. Aside from the intial impact of the blast, shock waves erradiate from the blast radius and slow expands outwards, knocking back any Infantry units that comes within range. You should always make a holographic duplicate of Ethereal himself because losing him almost guarantees defeat for your army. Once the Ethereal dies, your entire army breaks in morale, HP and damage and is practically unable to fight for a very long duration. Such a loss is unacceptable for any Tau Commander.


Nineth Tau Tip: Stop and Fire:
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When walking around the map with your Fire Warriors, make sure you are paying strict attention to the battlefield. When you come into range of your enemy, press "Q" so your Fire Warriors will immediately stop and have the time to set-up their shots. If you're not paying attention, there's a chance your Fire Warriors will walk directly into the enemy, causing you a lot of frustration and headache -- not to mention a lot of dead Shas'La. When you press "Q", your FW and TC will instantly stop moving and start attacking whatever's in range. This should also be used when the enemy is about to break close-range combat with your troops aka stop chasing them. Pressing "Q" when they're trying to flee will allow your Fire Warriors to stop their movements and quickly return fire. This way. you can take out some of the retreating enemy before they run out of your line of sight.


Tenth Tau Tip: Cease Fire:
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Put a Stealth Team in front of your army in F4 Cease Fire stance when engaging targets. Since the SS has a long line of sight (and also the fact that they're infiltrated), your Fire Warriors will not be limited in terms of range. Your opponent will feel the full force of Tau's ranged firepower as vollies and vollies of plasma will rain down on them before they know what hit them. As long as you have a capable spotter supporting your army, you will always get off the first few shots. This can cause the enemy to lose a good amount of men before having the opportunity to react. This method of spotting is also highly effective against upgraded LPs. You just need to put your Stealth Team in Cease Fire Stance and gain LoS of the targeted Listening Post. From there, your Fire Warriors and Tau Commander can assault the structure without getting into its firing range.





NOTE: From Tiers 1 through 4, you dont have to get all units I mentioned, I`m just explaining better their role against specific Ork units and get the appropiate counters for the units/vehicles the enemy ork player has.

This post has been edited by UserFrank: Aug 6 2007, 19:59 PM

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Game: Dark Crusade


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# 7NewStratS Jul 30 2007, 14:41 PM
Replays
Tau VS Ork replays


Attached File 2P_BLOOD_RIVER.2007_07_04.13_08_42.rec
Size: 216.37k
Number of downloads: 591
Player Name Side Team
Kratos000 1
F1orian_G 2


Attached File 2P_FATA_MORGANA_1_.2007_06_17.04_42_17.rec
Size: 211.64k
Number of downloads: 414
Player Name Side Team
Dumdeedum 1
GRAAAAA 2


Attached File DOWS20475_DoWPro_sOuL_vs_PoopaScoop_Fata_Morgana.rec
Size: 659.04k
Number of downloads: 338
Player Name Side Team
DoWPro|sOuL 1
PoopaScoop 2


Attached File vs_Orks.rec
Size: 253.88k
Number of downloads: 317
Player Name Side Team
DoorKicker 1
Tivadar 2



More Coming Soon!

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Game: Dark Crusade


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# 8NewStratS Jul 30 2007, 14:41 PM
Contribute to the Guide
How you can help us add to the guide


New tactics are always being discovered and strategies are always changing. So if you find something new to add, or just have a favorite tactic you'd like to tell us about, feel free to let us know. Follow the link below and help us expand our guide.



Credits:

Much thanks to HERO for the introduction for the Tau Empire, the images I used in this guide and the tips he provided for this guide!

This post has been edited by UserFrank: Jul 30 2007, 14:42 PM

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