For all the Kauyon and Mont'ka debate that's been flying about recently I've realised that screening is essential. Why? Well it's simply really...
Tau shoot, that's all they can do and it's all you will do. Sure you might move around a bit, but that's not going to win you battles. The job of a Tau army is too shoot as much as it can for as long it can, making sure to re-position for maximum and focused firepower. Don't rely on 1 unit to get a job done, with BS 3 Tau need all the support they can get and it's important not to spread your fire and hope to get a lucky shot.
Pretty much every opponent will do the same thing to you; Tankshock and get into CC as quick as possible. For some people this makes Tau unattractive to play, for others this means you fight a more interesting and tactical battle. As you know how the enemy is going to ram their army down your throat, it's important to be able to mess their plans up. Here is 2 perfect examples:
Last nights wave of 30 Gaunts flowing across the board was a pain in the ass but my opponent Pat is an awesome and helpful guy. He pointed out that if I had 2 Piranha's I could have just zoomed over in front of the Gaunts and Melta'd something. Then in his turn he has to wheel around the unit since the wave can't move through it.(They also can't hurt it in cc at Strength 3) 1 turn extra of shooting bought for the Tau and a wave re-directed or held up.
The outflanking Stealers could have been re-directed with a Kroot line along my board edge. 2 units of 10 spaced max apart stops the pesky Stealers from coming on my edge as like the Gaunts with the Piranha's, they can't move through my unit. When the Stealers do come on I probably loose a Kroot unit but then have Stealers out in the open and not with charge range of my suits.
Here is the list I was using. Looking back on the Nid game I wasn't even thinking about fire support and who helps who out. I just plonked them all down and though "This ought to be able to kill lots of Nids!" When you look at the below list, consider this painful fact - The pathfinders missed all their shots in turn 1 (was hoping to remove coversaves for the Firestorm team to unload their 15 shots). Everything except the Devilfish shot at the Gaunts and when I say lady luck was a bitch last night I don't joke.They only killed 7 Gaunts in 1 turn....
HQ
1 x Shas’el - 117
Plasma Rifle, Missile Pod, Multi Tracker, Hard Wired Drone Controller with 2 Shield Drones
2x Shas’vre Bodyguard - 164
2x Plasma Rifle, 2x Missile Pod, 2x Targeting Array, 2 x Hard Wired Multi Tracker
ELITES
3 man Crisis Suit team, 159
3 x Twin Linked Missile Pods, 3 x Targeting Arrays
3 man Crisis Suit team, 150
3 x Missile Pods, 3 x Burst Cannons, 3 x Multi Tracker
3 man Crisis Suit team, 186
3 x Plasma Rifles, 3 x Fusion Blasters, 3x Multi Trackers
TROOPS
6 man Firewarrior team, 60
6 man Firewarrior team, 60
Devilfish Transport, 95
Disruption Pods, Multi Tracker
FAST ATTACK
5 Man Pathfinder team, 60
Devilfish Transport, 95
Marker Beacon, Disruption Pods, Multi Tracker
HEAVY SUPPORT
1 Hammerhead, 165
Railgun, Burst Cannons, Multi Tracker, Disruption pods
2 x Broadside Battlesuits 180
1x Team Leader 5, 1 x Drone Controller with 2 Shield Drones 30
1x Target Lock
1491 points
3 comments:
Yep. Lady luck is one cruel bee-otch. It's best to mitigate her influence on the game by screening. The movement phase is the only reliable phase anyway so use it as best you can. Get out of playing in the probability pool and playing in the tactics pool.
Check out this article for more information: http://whiskey40k.blogspot.com/2010/07/three-levels-of-40k-game-play-getting.html
Have you considered taking a second unit of pathfinders? Even at 3+ models? I mean, your already purchasing the 2nd devilfish, so you dont have that overhead to pay, and given them in two units, you would get much better coverage over the board, potentially have more tokens and also one unfortunate unit wipeout at the start wont cripple you from a markerlight perspective.
@ OSH
Cheers for that link, it makes a lot of valid points and i've been going over lots of lists in head (whilst spending all day shooting people on Halo 3) Suits alone simply can't hack 5th Edition armies.
@GiR
I had 2 Pathfinder units in my previous list. They worked quite well but 2 units in a 1500 point game is a bit too much and they're lucky if they last past turn 2.
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