Back OT and sorry for the double post, wanted to re-read and make sure I'm up to speed. To be honest, I still feel I have more questions that answers.
How many can we take? Are any conflicting or mutually exclusive. Do they have cost and/or drawbacks not yet disclosed attached?
Thanks for your work so far Pap'e'wai'o, I very much agree. Rappel Lines plus Plunging Fire look like must haves for Mech Tau. Will Plunging Fire be able to be used across our army? If yes, will that also mean something. Imagine Crisis, Stealth, SMS DF and Hammerheads doing this. Not too shabby and takes away from the usual minuses we associate with tanks in urban terrain -reduced LOS and vulnerability to assault.
Please indulge me whilst I do a quick run through too;
Medicae Facility One unit inside gains feel no pain. -
Sounds open enough to all.
Ammo Dump One unit may re-roll shooting to hit rolls. -
yep, we could use this
Power Generator One unit may re-roll shooting to wound rolls.
-again, we can use this
Command Post One unit nearby gains counterattack or one unit further away automatically passes one target priority test.
-sure, we have our kroot hold here.
Observation Point One unit nearby gains enhanced senses. - not sure
Sacred Ground One unit inside gains stubborn. - doesn't seem that useful for tau, perhaps kroot again.
Fuel Dump One unit's template weapons gain +1 strength. Crisis Flamer Team!
Fortified Building Grenades have no effect within the building, +1 cover save.
-Again, Kroot in a fortified bldg should be great for us!
Plunging Fire One unit's shooting negates vehicles' obscurement and reduces enemy cover saves by -1, as long as it's at a higher level than its target.
This one sounds great for Pathfinder teams.
Siege Engineers (or something along those lines) Units get frag grenades, wire cutters and smoke grenades. The latter are one use only, granting a 5+ cover save at the expense of firing.
Not sure if it's our thing, depends on which models we can upgrade and for what purpose. If it's just to hit the building to reduce it's Fortified status then even a team of 6 FW's will do the trick.
Ace Snipers All units (or was it models?) armed with sniper rifles negate all cover saves.
Sniper Drones, simple enough.
Booby Traps D3+2 boobytraps are placed inside buildings. Upon moving inside them, enemy units may trigger one S8 AP2 hit without cover saves. One use per booby trap.
Nice defensive technique we can use as can everyone.
Demolition Charge After a predesignated number of turns, a secretly selected building explodes. I've forgotten the details, but it's fairly nasty.
Sure, we can all use that, should be fun.
Infiltration Units with this rule may use it.
Nice, Stealth and Kroot.
Deep Strike Units with this rule may use it.
Fine, might be handy.
Sewer Rats Non-vehicle reserves may enter the table through D3+2 webway portal equivalents. Units may move and shoot, but not assault. One unit per manhole per turn.
I wonder, can we make this work for Kroot and Hounds?
Wrecker Vehicles with this may attempt to turn normal buildings into dangerous terrain on a 4+, or dangerous buildings into a pile of rubble on a 4+. Collapsing buildings inflict one glancing hit on vehicles inside them, as well as automatically stunning them. Nasty things happen to infantry, presumably similarly to bunkers.
- So can DF and/or HH's take this upgrade?
Demolition Shells An ordnance weapon with strength 10 may fire a special shell with an 18" range. This destroys buildings, similarly to a wrecker.
Oh well, that's not us!
Preliminary Bombardment See BGB.
Fair enough, underused as is now.
Rappel Lines Troops disembarking from skimmers may do so straight onto a building's top floor, which is otherwise not allowed.
Made for us Mechies
So, what was that challenge again? Can we not take Siege Engineers nor give our vehicles the Wrecker upgrade?
How do the rules work for that, do the Sappers need to sit in contact with the building for a turn to render it un-fortified and is that not a possible?
Anyway, working with what I have now I am wondering if we can't pull of some very cool Mech Tau assaults even on Fortified Buildings. Sappers hit the building from the ground, MechFW's land on the roof and shoot down. Pathfinders light up from a rooftop across the street and place precision seekers through the windows.
Of course it won't work like that, never does but so far I don't feel like I'm battling uphill?
Any other thoughts or view points on this?