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To Unite the Stars------Grand Tactica: Tau Empire

  1. Tabletop Senior Member  #1
    Journalist in War BrianGeneral's Avatar
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    To Unite the Stars------Grand Tactica: Tau Empire

    This is BrianGeneral’s fifth guide on Warhammer 40000, and after Ways to Stop the Greater Good, I’ll keep talking about a specific army. This time it’ll be my most familiar stuff, Tau Empire. After much-needed fighting experiences, most of the stuff I needed to run a formal, proper guide of playing Tau will be almost complete. And providing time is abundant for now, it can be the time to launch my work: Aiming at a general tactic for all.

    As always, comments are always welcome.
    ==============================================
    “Tau is arguably one of the most popular army in 40K universe other than Marines and Chaos, and that’s not without reasons. Other than their good-looking Battlesuits, people want them because of their kick-ass firepower. Even the basic guns of Fire Warriors can threaten AV10 vehicles, not to mention other bigger guns that can be carried on Crisis Suits, Broadsides, and the all-feared Hammerheads. Even decent assault armies will find trouble against Tau because of their mass amount of firepower available to stop even the hardest assault troops, and only the strongest assault armies can stand a chance against Tau. Shooting at them seems not a good idea as well, since they can outshoot most units at range, and their firepower are already devastating.”
    ------From Ways to Stop the Greater Good: a Guide for fighting against Tau
    In Ways to Stop the Greater Good, various exploitable Tau weaknesses are being explained, making all Tau players seems hopeless against the onslaught. But before all the Tau players continue to read on, let’s recall some of the properties of Tau army:

    Common facts you should know about Tau
    1. They have all kinds of firepower that can literally tear anything in 40K universe apart badly.
    2. They suck in CC, worse than Guardsmen.
    3. Their Tank-Skimmers are very tough, only matched by those of Eldar.
    4. Their army can be very mobile.
    5. Their mainstay units are expensive.
    6. They have NO artillery.
    7. Jet Packs is an advantage for Tau and a pain in the rear end for most opponents.
    Now, most players will find that “Hey, these facts are well-known already, what’re the uses to mention these stuff again?” These rules are well-known, of course. But numerous fighting in our Human history reminds us that: Most losses in battle are because the commanders ignore even the smallest of stuff during the battle. So it’s not a bad idea to recall these stuffs first before moving on to the common rules that are needed to know when using Tau. This guide should be used at the same time with Ways to Stop the Greater Good so that the units can be understood at full.

    General Commandment of Tau Armies

    General Commandment of Tau Armies


    -----------------------------------------------------------
    Units in-depth

    HQ

    HQ units



    Elites

    Elites units



    Troops

    Troops units



    Fast Attack

    Fast Attack units



    Heavy Support

    Heavy Support units



    Special Characters

    Special Characters



    All units’ analysis. Done.
    ------------------------------------------------------------
    General Tactics

    General Tactics


    ==============================================
    Well, basically these are all of them. Tau isn’t that easy to play with as they may seem, yet there’re much ways to play with them. This guide isn’t going to be the commandments of playing, but the innovation for others to use their army. It’s not going to suggest a cookie-cutter list, but trying to make the armies optimum to play while having varieties. So in the end let’s shout: FOR THE GREATER GOOD!
    Wish you good hunting.
    ------------------------------------------------------------
    Well, finally finished. For long I had been wanted to write a proper Tau Tactica, and now it’s done. By no means will it be the best, but probably the collection of my experiences and knowledge. Hope this thing will help all Tau players around, together with 2 of my previous guides. As always, comments are always welcome.
    LET THE GALAXY BURN!! IRON FOR THE IRON GOD!
    Arise, my Iron Legionnaires!!
    Only argue with me about 40K gaming after reading this, about Tau after this, this and this, and about Space Marines after that.Remember!

  2. #2
    I can't comment too much on the Tau tactics themselves much but they seem to be most of what I've heard before. There are grammatic errors scattered throughout though that you might want to look at. Overall not too bad.

  3. #3
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    I read most of it and now I'm going to bed. I'll read the rest later.
    Looks good so far. One thing I would like to see mentioned is the free drones that come with Devilfish and Piranhas. When they detach, they can force leadership checks and can assault small havoc/devastator squads which, if can manage to survive 2 turns of combat, will remove the threat from your tanks for a turn. (priceless!)

  4. Tabletop Senior Member  #4
    Journalist in War BrianGeneral's Avatar
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    Vaaish: I believe that not everything are well-known, and some of these are from my experiences of successes.

    Termite: The thing is that detached Drones that can hold 2 rounds of combat are really slim chances. Say 2 Drones against a squad of 8 Devastators, you get 4 attacks hitting on 4+ and wounds on 5+, they get 3+ save. Then you receive 8 attacks that hit on 3+, wounds on 3+ and you have a 4+ save. Do the math, the Drones can be easily being wiped out.
    And if there're many Drones (say in a squadron from Fast Attack), light enemy fire will pick them out already, and I doubt that if the Piranhas can live long enough to release enough Drones (if in big squadrons) to pose any actual threat.

  5. #5
    However, please note that drones can hop out of a pirahna and assault in the same turn
    (pirahna is open topped )

    Devilfish not so much..

    Although you do say that the smart missle system of devilfish is overpriced, yet for hammerheads its "annoying as hell". I fail to distinguish the difference. Devilfish hiding behind cover are just as annoying, and if your pathfinders devilfish arent actually contributing to your army, why not give them some equip, and send them to town?

    For example, disruption pod so they can land and block LoS regardless of where they are. And the Fa12 actually makes this a somewhat useful strategy against light AT. Every turn a lascannon fires at my fish is one less turn its firing at my railguns!

  6. Tabletop Senior Member  #6
    Journalist in War BrianGeneral's Avatar
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    You should identify the fact that Tau Skimmers are expensive already, when comparing with otehr races' Dedicated Transports: So far as I recall only Wave Serpents are more expensive because of being a Fast Skimmer AND that Energy Field. Paying 20pts more for a Dedicated Transport to turn it into firing unit? Nah, base cost+SMS+Multi-tracker(so that it can fire when moving 12") already cost 110. That's a LOT.
    On the other hand, Hammerheads are mean to do the fighting, that's why SMS will be a better place for them when compared with Devilfish. Remember what I said in the beginning of this article? Tau stuff aren't that cheap, so unnecessary stuff will better be avoided.

    Of course there're some gear that can make them useful (I do agree that D-Pods are useful at times), but weapons for Fishes? Nah.

    As for the Drones part, since this tactic aren't taht really useful at times, I'll better leave it out for now. Nice reminder though.

  7. #7
    Brian: thats why I said most and not everything still it is a good read.

    Mdigi: for 110 I can get a decently equipped predator, a nice dreadnought, or nice razorback all of which would pack a bit more of a punch than that devilfish. Or I could get 2 fully equipped rhinos with a couple of points to spare. Failing vehicles, I could get a decently equipped marine squad if I went with 6 men and a melta or plasma. so yeah, 110 for a transport with ok shootyness is quite up there compared to eve just marine options.
    Last edited by Vaaish; 12th Dec 07 at 2:17 PM.

  8. #8
    I understand the reasoning on the fish. One could say that comes down to personal preference mebe? I just dont like the idea of having to pay for a transport thats not gunna do anything but draw fire and shoot some drones out of its belly.

    Skimmers arent so bad, considering chimeras cost 70, and a 'fish is only 10 pts more (actually.. not even that if you consider the cost of the basic weapon on the chimera) and we get 2 more access points, skimmer status, the option to ignore LoS when firing, and the option to be obscurred every turn of the game =P. But maybe i feel this way because ive been playing 2k points for too long, and tau has nothing else to put its points into at that level lol.

    I find the drones tactic to be very useful at the LEAST. Assuming you have 2 pirahnas travelling together, the drones still operate as independant squads, and the enemy must split his melee attacks as such, thereby likely increasing your chances of surviving probabaly by 50% or more =P. Also dont forget you can fire off some "warning shots"(tl carbine lol) before charging.

    edit:
    @Vaaish
    the average cost for a 5/5 shot in the tau army is ~10/11 pts. (example, firewarriors, stealth suits, burst cannon slightly below, devilfish slightly above)

    for 115 pts i get 7 5/5 shots at bs4, 4 of which ignore line of sight (keeping my expensive unit safe), not to mention im a skimmer. I never have to roll for immobilized, i can move 12 and fire, and can also force re-rolls for immobilized. I can tankshock razorbacks/rhinos, You can only ever get glances, and finally, i outrange most of you rhinos. Razorbacks not so much, again, the survivability increase is well welcomed. ( considering my main weapon can glance even your front armour from behind cover)
    Last edited by mdigibou; 12th Dec 07 at 8:50 AM.

  9. #9
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    Mdigi: for 110 I can get a decently equipped predator
    A standard Pred in the marine Codex comes to 135 With Las, HB sponsons and Extra Armor. Comes to 145 in the DA codex.

    You could only get an Autocannon + HB pred without extra armor for the price you quoted.

    Anyway, I think that BrianGeneral has a fairly good list of the units and how they perform. After seeing my friend's fasright army in action I think you've underestimated the Skyray though. It has a few advantages:

    It is the only tank that can move and fire two AT weapons at the same time. it's good for flanking and better at taking down skimmers than a Railhead.
    It's fairly cheap.
    It has the only move and shoot markerlights in the army. Once the missiles are spent you can use this to move in and support your battlesuits. A couple of BS4 markerlight hits can really boost the effectiveness of your Crisis teams.
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  10. Tabletop Senior Member  #10
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    ^I didn't mean to say Sky Rays are that useless, but especially in proper Tau army the Railguns are so lacked so they're outclassed. They're seemed more useful in Farsight lists because the resources for them are so lacked so every units will be utilized fully.

  11. #11
    It has the only move and shoot markerlights in the army. Once the missiles are spent you can use this to move in and support your battlesuits. A couple of BS4 markerlight hits can really boost the effectiveness of your Crisis teams.
    This is probabaly their main allure in standard games.

    Also, depending on terrain, you can just field your broadside teams on a large hill with the leader having a HW-TL. It fills your "railgun requirement", and the rest of your troops can handle the 6/4 pie duty

  12. #12
    Mdigi: I was simply showing what else is available for the same point cost, tactics not withstanding, and how that comparatively 110 points is expensive for a transport.

    Fixer: I fail to see how what you mentioned changes anything I said. Decently equipped doesn't necessarily mean predator annihilator. Do you deny that the destructor is decently equipped or that it is a predator?

    anyway I meant my post as providing more information on what could be gotten for that point cost to reinforce that a 110 point transport is expensive not to create a debate on semantics or tactical utility within a set group of parameters.

  13. #13
    Counts as Mephiston Fixer's Avatar
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    for 110 I can get a decently equipped predator of either variant
    Tends to suggest that you mean either Variant. Which is misleading.

    Anyhow, the DA cheap dakkapred is good, yes. The fish does have the advantage of not using up a HS choice though. I'd say the biggest argument against upgrading it is the fact that it's really better as a melee meatshield and damage soak to protect troops in a FOF setup, rather than having an 'out of line of sight' shoot from behind some trees.
    Last edited by Fixer; 12th Dec 07 at 1:20 PM.

  14. #14
    ah I see, sorry. I changed the direction I was going with that sentence and it kind of got away from me. fixed.
    Last edited by Vaaish; 12th Dec 07 at 2:23 PM.

  15. Tabletop Senior Member Company of Heroes Senior Member  #15
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    I haven't had the chance to read it all in-depth yet, but a few things are worth mentioning from what I've scanned of things so far.

    Lack of Crisis configurations/options pointers (some suggested uses of the special issue wargear/weapons along with suitable usage, etc). Suit options are a large part of the Tau army style, and I feel you've pretty much just skimmed over them in favour of re-iterating the old cookie cutter 'play fireknife. win' mantra. The purpose of a tactica is not to say 'this is how I play, you should too', it's to point out the pro's/con's of each unit, state what options they have and what they can be used for, compared to what they are better at compared to X other units in the list, and allow the reader to make up their own mind. Part of the reason most Tau lists look the same is because every new player gets told the same tired old shit, and while it's not necessarily bad advice, there's next to no innovation, or explanation of what other options a player has, which leaves his percieved options limited.

    Stealths suits - Most points efficient damage mode is 3 stealths and 6 gun drones (with/without bonding knife). Comparisons to a 5 stealth loadout as far as unit footprint and pinning options etc etc. See this thread for further discussion.

    On SMS. It's pretty much a waste of points on a hammerhead unless you buy the accompanying target lock. If you're pie-plating an infantry target, you get more shots with burst cannons, albeit at a slightly shorter range, for considerably less points. I don't really think they're worth taking on hammerheads unless you're playing victory point denial and want to load up survivable tanks with gear to keep more scoring points on the field at the end of the game. On D'fishes, it's a different matter, and mostly personal preference. Gun drones are ace, but SMS/T-Lock makes it a pain in the ass to deal with. Sure, it's a lot of points on a non-scoring unit, but by making it's damage output that much greater, it becomes a threat, and if it's a threat, an opponent has to deal with it. Forcing opponents to spend scoring points killing non-scoring points is an advantage that can, and should be used when possible. Whether or not you give them SMS/T-locks is pretty dependant on army build and points limit though. Sometimes it's just better to keep them lean and mean for maximum shooty (since the points invested in SMS/T-locks are less valuable than points invested in stealths of fire warriors or whatever).

    That about covers the really obvious bits that I felt you missed/skimmed over. Once I have more time to properly analyse the post I'll probably have a lot more.
    Last edited by Ap0k; 12th Dec 07 at 4:21 PM.

  16. Tabletop Senior Member  #16
    Journalist in War BrianGeneral's Avatar
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    1. Good points. (Though I hate to see people incapable to use Crisis suits instead of the configs) But since Crisis suits' configs are hell lots, I'll just put some advice here:
    a) Unless specialized, configs that can make your suits keep a distance will be preferred.
    b) Keep the cost as low as possible.

    To me, there're some commonly-seen configs: suits with TL Flamer are good at Deep Strike and killing hordes (Flamer+BC can also work, but since no Heavy Flamers are in Tau army re-rolling to wound can be considered as well), PR+FB+MT will be good at killing MEQs or armour in close range (they cost as much as Fireknife anyway) but will risk your suits in danger due to the closer range. TL Fusions are dedicated armour-killer but one will need a real good Scatter roll to make sure they can use their Meltaguns at will once they land, thus may make a good combo with Pathfinder Devilfish. TL Missile Pod are also common, and while it does provide range their threat isn't that great since they're having just Autocannon stats afterall.
    As for the Special Issue Wargear, AFP will be good on Shas'vre suits with a cheaper cost and doesn't have BS boost (if boosted they're better for going long-ranged fights) for barrages, and CIB can replace PR as mentioned, either for killing GEQs (due to low AP) or use the mass amount of shots to force 6s upon MEQs, but only with Commanders' higher BS can put this thing in real effect.
    Positional Relay are for Deep Strike/Reserve-heavy armies, as mentioned.
    Retro Thrusters are, well, pretty not much use since most units will be ripped to pieces once being charged (and they usually come en masse). I'll prefer Shield for countering PW attacks.
    Ejection System? Since the ejected Commander doesn't count as Scoring unit OR reducing the amount of VPs enemy got like IA Ejecting Seats, not much use. Probably good for a themed Campaign play.
    Iridium Armour: Stay away from these. As I mentioned in another guide, ways to improve your armoru save aren't have much use since enemy can always attempt to punch through it, especially its stats are just around a MEQ AND it reduces your mobility.
    Stimulant Injector is probably the best choice, since it's cheap and effective, but only use it when you expect to absorb light arms fire and/or being attacked by non-PW weapons.

    2. That question had been discussed there as well. Since the tables are generally shot and small, having a large unit footprint means they beg to be charged and hard to hide, as you had realized as well.

    3. I have to disagree over there. At least for myself, Hammerheads aren't going for all-out war and moves forward, instead it'll hold back and pump out fire from long range. Dashing forward will just receive much anti-tank firepower and that's unwise to do so when your Railheads are so needed. That's why I prefer a SMS over Burst Cannon, but it doesn't mean BCs are useless------it's cheaper, it pumps out more shots, thus good at mowing down hordes.

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    Gotta agree with Ap0k about some of his points. On the topic of SMS, I'll throw out a couple of additional pros and cons of SMS on either your railheads or 'fish. Here are all the ones mentioned so far plus a few new ones:

    Pros to adding your SMS to a Hammerhead

    1) Your SMS is more survivable. Meaning your victory points may be more likely to be more secure and you are more likely to be able to keep 'em shooting all game.

    2) Should your Hammerhead lose it's main weapon, you can hide it behind terrain and still allow it to contribute something to the rest of your force.

    3) Hammerheads are scoring units.

    Cons of adding your SMS to a hammerhead
    1) You lose a weapon since the burst cannons both count as separate weapons. Consequently, you lose an extra "weapon destroyed" roll before your 'head is toast. This makes SMS 'heads statistically slightly less survivable than the cheaper BC version.

    2) Without target lock, Railheads will likely not be able to use the SMS to it's full potential. This translates into more points spent to do what you wanted to to begin with. At this point, your Hammerhead is likely costing you about 180 points or more. Like any "all your eggs in one basket" approach, this can backfire on you.

    3) Range Disparity: Most players field their Hammerheads in the back so that the long range of their rails can be used to full effect. Spending extra points on a weapon with less than half the range of your main armament means that your SMS will likely have fewer targets to shoot at because of your tank's backfield location.

    Okay, now let's look at the prose and cons of putting SMS on a fish.

    Pros of SMS 'fish:

    1) Better weapon pairing. The SMS complements the burst cannon of the fish and its pulse rifle payload meaning no target lock is needed. In FoF, this is like adding in another 2 FW at rapid fire (which, incidentally, would have cost you +20 points anyway and you get the added benefit of not needing LoS to use SMS) If you are running 12 FWs in the fish aready and still want a little extra punch, this may be a deciding factor for you.

    2) Spreading points out: Even though SMS on a fish is less survivable and not on a scoring unit, by making the 'fish more of a threat, you may take some of the pressure off your tanks and other scoring units. In other words, by forcing your opponent to shoot at a fairly tough non-scoring skimmer, you keep your important scoring units safer. This may be a disadvantage where victory points are concerned (assuming your tanks are likely to survive the whole game and your transports are likely to die) but it may help in contesting objectives or quarters late in the game. This tactic is often used with the Pathfinder's 'fish. Since you have to take a transport, many people suggest running the devilfish and it's cargo of markerlights separately. This then can either be a throw-away unit to draw fire away from other units or can be use more cautiously by hiding it behind terrain to take pot shots at the enemy and generally harass units until your opponent is forced to respond to it. A devilfish use in such a way can be an effective lure (hmmm...some kauyon possibilities perhaps?)

    3) Devilfish usually operate in an area ranging from midfield to the front line meaning that while your fish are alive, they will probably have a better selection of targets to shoot their SMS at when compared to a Hammerhead in the backfield and consequently, may have a better chance at winning their points back in the number of enemy units they take down.

    Cons of SMS Devilfish:

    1) Survivability: With its lower armor value and more aggressive tactical uses, 'fish seldom last as long as a hammerhead. In short, adding SMS may just be giving your opponent +20 extra VPs.

    2) Loss of "free" drones while being more expensive than Hammerhead version. More expensive you say? How do I figure that since they are both 20 points? Hammerheads HAVE to choose a secondary weapons system, but do not come equipped with one by default. You have to choose which system you want. The burst cannons cost 10 points and are the cheapest option we can take. at twenty points, SMS is only 10 points more expensive than BCs so the effective cost is half that of the 'fish.

    3) A devilfish is not a scoring unit.

    I'm not saying you should or shouldn't use SMS on one chassis or another--if you use SMS at all. There are all sorts of reasons why you may or may not choose one option or another. I just figured I'd throw these out there for your consideration.
    Last edited by _Prometheus_; 13th Dec 07 at 9:10 AM.
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  18. Tabletop Senior Member  #18
    Journalist in War BrianGeneral's Avatar
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    Range Disparity: Not really, considering most of the tables are 72"x48", the SMS will quite easy to reach targets on the board with just slight manouvering (in most cases they needn't to pass the centerline to shoot with their SMS).

    On the other hand, I really doubt SMS-mounted Devilfish will pose more threat than a Hammerhead, even if they're GEQs. Say a Fish with SMS can pump 7 shots@Strength 5 AP5, but a Railhead if hits with its main gun can effectively blow up a whole squad. Which target will enemy concentrate on? Especially when there're armour around: They kill your Railguns, and teh rest of your army will be ineffective to deal with armour. That's all about logic for one to choose a target: A non-scoring unit that can, at most kill 7 infantry in a round, or a scoring unit that pose threats to all sort of targets?

    And you forget that if a Devilfish want to shoot with SMS while gaining SMF benefits, a Multi-tracker is needed. Together with Decoys the Fish will cost 115, pretty close to a Ionhead with 2 BCs, Multi-tracker and Decoy (tolled 130pts), which is costed pretty heavily considering it doesn't have many special gimmicks to boot.

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    Granted the range thing may not be a big deal most of the time, but I thought I'd acknowledge it as a possibility--especially now that people are beginning to play Apocalypse games on larger boards.

    You have a few decent points, but you seem to be giving reasons not to use SMS at all in my opinion. I'm saying if you are dead set on sticking your SMS somewhere, you need to be aware of the risks or benefits of each choice.

    Yes, you have to add a multi-tracker to use SMS at max efficiency, yes, that makes it almost as expensive as an ion head, but what if you have all of your heavy slots filled with Hammerheads already? Then it's not a choice between an SMS fish or an ion head, but a choice between sticking SMS on your devilfish or sticking it somewhere else--or not using SMS at all. I personally don't plan to use SMS in my list for any vehicle.

    On the other hand, I really doubt SMS-mounted Devilfish will pose more threat than a Hammerhead
    That's not really the point.
    ...by making the 'fish more of a threat,...
    When I said this, I didn't mean more of a threat than your Hammerheads, I meant more of a threat than it used to be.

    If you can get someone to shoot at a devilfish instead of a Hammerhead, then it's done it's job if that's one of the reasons you put the SMS on there in the first place. Maybe your opponent is drawn to the SMS 'fish not for the threat level but for the potential victory points to be gained from taking it out. Bottom line: If they shoot at the Devilfish, they don't shoot at the Hammerhead (or suits or whatever) and that may be just what you want.
    Last edited by _Prometheus_; 13th Dec 07 at 9:46 AM. Reason: edited for clarity

  20. #20
    Brian i would also like to point out that if you stick iridium armour on a 'vre and give him 2 shield drones, the 2+ save is the majority there even with 2 other members =P

    albeit expensive as hell (50 pts combined), improving your xv8 save against missle launchers, and having the 2 4+ invuls is great fun, and frustrating for opponents who take little plasma, and dont want to waste their lascannon shots on suits.

  21. Tabletop Senior Member  #21
    Journalist in War BrianGeneral's Avatar
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    mdig: But then the whole unit can only move D6" in the Assault Phase, according to "move with the slowest-speed member" rule in BBB. And that's just dangerous no matter how tough may your guys be------As always, there're ways to deal with better saves, especially slowed and expensive units are begged.to be charged first. These are discounting the factor of the Dice God as well.

    Prometheus: I don't mean to not to use SMS at all, but it's just too expensive to be used on Fishes. When did I said SMS should be ignored by all units?
    The range problem will be greater if you intend to use Burst Cannon. If you want to keep them at the back, that is.
    What I concerned most is cost-effectiveness in picking units/upgrades, not just picking up a single unit and determine how will it work in what situation. As I mentioned already from the beginning of the guide, Tau are expensive already but they aren't durable, so the first thing is to make them more survivable in enemy attacks, and pick stuff particlarly for this issue first while keeping the units as cheap as possible so that the army won't hurt even if losing some of them.
    And because of their high cost I don't run 3 Railheads as well, my last slot will mostly a Broadside squad.
    If you can get someone to shoot at a devilfish instead of a Hammerhead, then it's done it's job if that's one of the reasons you put the SMS on there in the first place.
    In practical game terms, however, 90% experienced players will always target your Hammerheads first, or at least until making them ineffective to fight back in the next turn. Devilfish not always can divert enemy fire (even if loaded), especially facing MEQs where they can also absorb much of the AP firepower before falling. And that's the problem. What's the point of adding 20pts to a vehicle when the threat to your army still aren't that great (comparing with those Railgun-bearing brothers) and it's easier to destroy? Or it's something that can be ignored in the first place in VP games? If it's just a decoy then a plain one will also be enough.

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    I suppose you might consider this approach if you had him in a tank hunter role and you were playing a board with very little terrain to hide in, but honestly, anything that limits my suits movement makes me uncomfortable. Yeah he's a tougher target, but if you role bad for your movement, then he might just get stuck out in the open somewhere where you are forced to see how survivable he really is. Most armies have ways of dealing with TEqs because of the prevalence of Space Marines so I really doubt they aren't going to have something that can take it out. If you think it's fun, and it works for your play style, by all means go for it, but be aware that you are potentially paying a lot of money for a unit that could turn out to give you real problems --especially for armies who aren't low in plasma or other AP2 weapons. What you really have to watch with this guy are fast assault troops with a power weapons. Your suit is even slower than it used to be so they're going to catch up with you that much faster and then you can say so long to a lot of points. I wouldn't do it personally, but like I said, that shouldn't necessarily effect your decision if you like the setup.

    EDIT: BG beat me to it...

    EDIT2: Brian General: The whole point of my post was not to say that you should stick SMS on Devilfish. The whole point was to give reasons for and against each option. You say that using them on fish is too expensive and when I put my army list together, I came to the same conclusion. However, I was attempting to give all the considerations that you might want to evaluate before making the decision for yourself. Maybe it is expensive, maybe it isn't the best option for most armies, but I also want people to evaluate that for themselves instead of just being spoon-fed "the best possible tournament list".
    Last edited by _Prometheus_; 13th Dec 07 at 10:10 AM.

  23. Tabletop Senior Member  #23
    Journalist in War BrianGeneral's Avatar
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    Yeah, you're probably right for that counter-balancing argument part. I'm just assuming you stress this fact though and I choose stand against this act, having my own set of reasoning.

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    Fair enough. That works for me.

  25. #25
    Im not saying thats my preferred setup (i much enjoy using the terrain), but it IS a possibility to consider if one wants a deepstrike squad that lives to see another day.

  26. #26
    Lions & Tigers & Bears am I! FerociousBeast's Avatar
    Join Date
    Jun 2004
    Location
    United States
    Nice tactica, Brian. Thanks.

    It could use some more fleshing out here and there, so I'd recommend you keep at it, but I think you've got a really good start here.
    Warning: Chronic Post Editor

  27. #27
    Very nice tactica, but I feel like I should mention this:

    I have had great success with using SMS on the tanks, so I personally think you should look into trying those out a bit more. Just throw on a TL with the HH and it gives a lot more options whereas the DF can throw 7 shots at a target with the Fire Warriors' 24 shots.

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