Tactica TAU
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Neuigkeiten und Gerüchte Tactica TAU Miniaturen / Erläuterung Bilder Links
The Tau Commander
Another option for the commander is a Shas'o accompanied by two Bodyguards with Shield Generators, Twin-Linked weapons, drones, and all the other goodies. This squad's cost can quickly exceed 300 points. This configuration works well in large battles of strategic importance. However, in tournament lists where the point constraints are tight, it is better to go light on the HQ and get more Fire Warriors. Nevertheless, for a giant, apocalyptic battle in a campaign, this bodyguard configuration is appropriate.
Ethereal Caste
XV-8 Crisis Battlesuit
The best use of battlesuits with jetpacks (and their drones) is to move just within range, pepper the enemy with fire, and then jump back outside range, preferably behind cover or friendly troops. This tactic will certainly annoy your opponents– which is good, since I want them to be annoyed! My hope is that they'll waste their time trying to chase the battlesuits down while my Fire Warriors and Heavy Support blow his army away. Remember that Crisis battlesuits can move normally during the Movement Phase, but must use their jetpacks for their movement during the Assault Phase. Therefore, deploy behind woods, rocks, and hills, and then move into the difficult terrain/cover with normal movement. Be sure that there is less than 6" of woods between the Crisis team and their target/shooting location so that they can shoot. After shooting, just use the jump packs to blast out of and behind the woods. Then the enemy cannot target them. This will infuriate the enemy even more!
XV-15 Stealth Battlesuit
Infiltration is better for Stealth teams than Deep Striking. Save Crisis teams for any Deep Strike tactics. I take large Stealth teams with drones to increase their firepower. Remember that Stealth teams always count as being in cover and use this fact to gain an advantage since the enemy usually charges them in the 1st or 2nd turn. A Markerlight can be a real asset for the Stealth team leader. If the team remains stationary during the Movement Phase, then the team leader can use the Markerlight. The team may then move using their jetpacks during the Assault Phase. With this tactic, the Stealth team is very useful in delivering a Seeker Missile to just the right spot.
Fire Warriors
The standard equipment of the Fire Warrior is more than adequate for his job. There are not many options available, mostly because few, if any, are necessary. However, the quandary that faces all commanders is, "What is the optimum ratio of Pulse Carbines to Pulse Rifles?" My opinion is no more than 1:4 of carbines to rifles. The purpose of the Pulse Carbine is to pin an opposing squad in place so that it cannot advance during the next turn and also force it to stay within range. Using this ratio in a 12-strong squad, there are usually enough carbines to guarantee that one enemy is wounded to force a pinning test. Although this does reduce the effective firepower of the squad at long range, I think that the pinning ability is worth the sacrifice. Be warned that it is not always a good idea to fire the carbines; sometimes I want the enemy to run away (especially off-table), so use good judgment before pulling the trigger. Another option worthy of consideration are Photon Grenades. Fire Warriors are vulnerable to fast moving assault troops like bikers, assault squads with jump packs, and deep-striking Terminators. These troops will engage Fire Warriors to gain an additional Attack for Charging. The Photon Grenades cancel this bonus, and that can mean the difference between just losing the assault (and regrouping later) and being wiped out or driven off the table. Fire Warriors need to hold their ground and bring their formidable firepower to bear on the opponent. A coordinated, well timed assault can destroy your firing line. Do what you can to prevent this from happening. On the subject of holding the line, a Shas'ui is an excellent upgrade. The extra point of Leadership improves the squad's ability to pass morale checks. I usually have a Shas'ui in each squad armed with a Markerlight. This allows him to aid units with longer-ranged weapons. While on the issue of Markerlights, when I am going to take one for a character, then I equip all my characters with them. They only hit half the time, so when my plan depends on them (i.e., I use many Seeker Missiles), I double up, just in case. Finally, there are EMP Grenades. These are not generally worth the points – I only use them when fighting an army with many vehicles like an Imperial Guard Armored Company or a Dark Angels Deathwing.
Auxiliaries
Kroot
infiltrators. Add a Shaper in order to get the improved Leadership. Like the Fire Warriors, the Kroot must hold their ground. If my opponent has large squads that I must turn back, then I find Kroot Hounds very useful. With the new assault rules, releasing the hounds on fleeing enemies is a great bonus. Do not be afraid to fill out the Kroot squads. These carnivores allow me to claim and hold table quarters or overwhelm an opponent. They work especially well when an opponent is using a "horde" army (Orks), as the Kroot will increase the chance of outnumbering an opponent by a wide margin.
Pathfinders
Pathfinders
and Seeker Missiles go together like peanut butter and jelly. Since the squad
comes with a Devilfish, I attach a few Seeker Missiles to the vehicle. These are
by far the best upgrades for a Devilfish. For the other options available to
Pathfinders apply the same advice that I gave for Fire Warriors (except for one
that is mentioned below). The newest option for Pathfinders are of course the deadly Rail Rifles. This weapon has the same range and pinning effect as a Sniper Rifle. By following another squad's Markerlights, the Rail Rifles will hit on a 2+. I consider these weapons a definite must-have. It gives the Pathfinders some impressive firepower to keep enemies away while the squad lights-up important targets for other Tau. This is where the Target Lock becomes a valuable, albeit extremely risky, option. A word of warning, though: do not use Pathfinders as a cheap substitute for Broadsides!
Gun Drones
Gun Drone Squadrons are also good at harassing the enemy since the drones can hover forward while ducking in-and-out, sniping, and slowing down the enemy. Use smaller squadrons (about four to six models) for this job, as they are more expensive than Kroot or Fire Warriors.
XV-88 Broadside Battlesuit
To protect these valuable battlesuits, I place a Human Auxiliary or Fire Warrior squad in front of them. This usually causes my opponent to direct his attention on other, more accessible targets. The obvious sensor system for a Broadside team member is the Target Lock. This system prevents all the potential firepower from being wasted on a single target. Another good option is to upgrade one member to a team leader with Twin-Linked Plasma Rifles, a Multi-Tracker, a Hard-Wired Drone Controller, and two Gun Drones. I find this configuration to be very dangerous at short range, allowing me to finish off a wounded Carnifex or the remnants of a Terminator squad before it can assault my precious Broadsides.
Hammerhead Gunship
Now for a quick word on a support system that can make or break a Heavy Support unit: Black Sun Filters. The one thing that can really hurt a Tau army is the dreaded Night Fight scenario special rules. This can allow the enemy to creep in close with impunity and assault! So, if there is any chance that a scenario will use the special Night Fight rules, then be sure to use Black Sun filters. In a night fight, these filters are better than drones or target locks!
Final Thoughts Overall, when I use a Tau army, I first go for a high number of models, then I choose fancy weapons and wargear. It is easy to bog down elite Crisis suits with a huge array of weapons and sensors. Do not fall into this trap! Outnumbering an opponent will cause immediate intimidation. Projecting a huge volume of firepower from a single squad will cause him to yell "cheese!" or some other form of profanity, all of which are sure signs of fear! Keep in mind that it is more difficult for an enemy to target vital Broadsides and Crisis Teams if he cannot kill the piles of the Fire Warriors and Kroot by the end of Turn 6. The new assault rules really benefit the Tau, because it is now more difficult for an enemy unit to destroy a squad in an assault. So, never underestimate the ability of a large Kroot squad during an assault. During deployment, form a solid firebase and stay out of assault range. Tau like to hunt and shoot. They do not get involved in assaults. The Kroot however are quite good in large numbers, but they are not suicide squads (Human Auxiliaries are much better for that). Do the math. If winning the assault is very likely, then charge! The usual requirement to win a charge is to outnumber an opponent by at least 3:1 with Tau Fire Warriors (including Crisis suits: do not let the high Strength and Attacks fool you) or 2:1 with Kroot. Keep in mind the numbers presented in the Trial Assault Rules when attacking monstrous creatures and Dreadnoughts. If a Dreadnought counts for 10 models, then attack it with 20 Kroot. If there is little or no chance to win, then start moving back. This moment is where the real value of Pulse Carbines comes shining through: it is easy to outrun a pinned opponent. The Tau army is rewarding both to play and to model. Once, when setting up at a Rogue Trader Tournament, I overheard another player say, "You've got to have guts to come to a tournament with a Tau army!" This is true. There are huge numbers of models to paint. Their tactics are not easy to grasp. It takes erudite skill and tactical acumen to master a Tau force. It is also fun to answer "125" when asked, "How many models are in your army?"
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