jlong05 wrote:Well, as you and I have discussed on my list creation, yours seems pretty solid and should be a lot of fun to play.
fyrebyrd wrote:I was looking for anything glaring to give you some sort of constructive strategy. But this list looks good, its very solid and for that matter fairly strong too. Good Job Tim!
cheers guys!
i posted the list a while back on 'seer (way before i was in any sort of position to actually build it) and IIRC i got mixed reviews with regards to tabletop effectiveness (which is fine, because its not meant to be a tournament winning list).
heres the "plan" (yes, i
know plans rarely survive contact with the enemy
):
Deployment:
- The Sniper Team cant force Target Priority checks by setting up in front of the
FWs, so the
FWs have nothing to lose by setting up further forward than the Snipers (at least that way i can force
TP checks if the enemy wants to chance shooting the Snipers, which is better than giving them complete freedom to pick and choose). this also fits with the Sniper Team having a longer range on their guns, and them relying on distance from the enemy for the Stealth Fields.
if theres not much cover the
FWs get priority over the Snipers (as the Snipers will already be protected by
TP and Stealth).
both units need good lanes of fire as they wont want to move all game.
- similar to above, the Stealth Suits cant force
TP tests by being closer than the Gun Drones, so the Gun Drones are better off slightly closer. also as above, if cover is sparse the Drones get priority as the Stealths dont need it as much (especially considering their good Save and ablative wounds).
both units would ideally be hidden from view altogether, and need a route to advance from cover to cover.
Movement Phase:
- Sniper Team and
FWs wont want to move (unless they really need to get into a better position)
- Stealths and Drones will probably stick together (so they can combine fire when needed), and will probably stick to a flank rather than go down the middle (this will allow them to keep their distance from the opposite flank of the enemy force). they will probably advance as fast as possible towards the enemy (jumping from cover to cover), unless facing
CC troops, in which case they may set an ambush.
Shooting Phase:
- the
FWs will fire first: only units that fire after them can benefit from their
ML (they cannot benefit from it themselves either, so it would be wasted if they fired last). the leader has the ability to split fire if needed. the Pulse Rifles will probably concentrate on enemy infantry, unless there is an easy Vehicle target for them.
- the Sniper Team will be on anti-tank/anti-
MEQ duty. they can split fire if needed, and will have the chance to benefit from the
FWs
ML (and their own, if they need it), to help with Pinning Tests, Cover Saves and
BS.
- the Stealths and Gun Drones will mostly hunt enemy infantry, but their flanking manouver will hopefully give them Side Armour shots against surviving vehicles. they will use their mobility to try and take out hidden troops and things like Mortars etc. the Stealths should be able to invoke
ToF too - i can make this easier by whittling down targets with the Gun Drone unit first. both units have the chance to make use the both
MLs - these could help with Pinning Tests, or
BS.
Assault Phase:
- ideally everyone will use their range/mobility to stay out of
CC altogether.
- the Gun Drones can be sacrificed as a speed bump if required.
- once they have gotten in weapons range, the Stealths and Gun Drones will use J-S-J to hide after firing and to put distance back between them and the enemy before coming back in the following turn to repeat.
A note of self preservation:
hopefully i will be able to do considerable damage in the first half of the game. if this is achieved, the second half can be spent minimising the damage i take, for
VP denial. the Gundrones can be sacrificed, the Sniper Team and
FWs can retreat if need be, and the Stealths can hide/lead the enemy round in circles. i think this makes good sense, both in terms of table top effectiveness and fluff (they are stranded afterall).
for fluff reasons keeping the actual
Tau alive is very important (Drones can be repaired or at a push replaced, but the ship's crew is very small so every casualty counts). i hope to reflect this on the tabletop.
thoughts on all the above?
obviously all this depends on the Terrain and the enemy army. Markerlight targets and general target priority would have to be assessed on a case by case basis - although this shouldnt be a problem: i honed my target priority skills with competitive gunline
IG.
ive never used Tau (except a trio of Broadsides in a 3rd ed megabattle), and while ive faced them in 1000+ pts games, ive never seen them used in
CP. this will be a new experience for me, and im really looking forward to it: it will be nice to have a mix of mobility as well as long range (my
IG were very static) - the high strength basic weapons, Pinning, J-S-J and funky gadgets will be nice too.
jlong05 wrote:Honestly, I may copy your
CP, although I do have those snazzy Heavy Weapons Tau to use. I guess I will have to come up with some fun fluff.
you could always use them as Stealth Suits if you want to try out my list.
cheers!
~ Tim