Challenges for Tau in Cities of Death

A review of past Tactics by commanders during the First, Second, Third & Fourth Phase Expansion.
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Vior'la Suam
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Post#19 » May 31 2006 10:05

i find it funny that on the GW website they list the sniper strategem as being especially useful to tau in the tau section of the CoD preview....and we have no snipers....LMFAO

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T0nkaTruckDriver
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Post#20 » May 31 2006 10:23

kai'lore wrote:How long til the book comes out, think I saw it on Advance Order, might be time to put in the order!


I asked at GW last night. They seemed to be under the impression it was arriving next week. They already had the Imperial City terrain on their tables.

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Stonefox
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Post#21 » May 31 2006 11:17

T0nkaTruckDriver wrote:
kai'lore wrote:How long til the book comes out, think I saw it on Advance Order, might be time to put in the order!


I asked at GW last night. They seemed to be under the impression it was arriving next week. They already had the Imperial City terrain on their tables.


Mine too. They're getting it nice and ready so it's appealing to the masses. I think that if they're pushing for obligatory COD rules for Medusa V campaign games, at least it's good I got a piranha. Yay for piranha v. landspeeder battles!

(I can just imagine how utterly sick a DP army will be. They'll drop right on top of the objective, which is located conveniently next to a Hospital. Or they do the typical thing. :))
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White Knight
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Post#22 » May 31 2006 11:19

I got mine yesterday at Vets Night - played a Cityfight, too.

The Strategems are a great idea, and very flavourful. Essential units for Cityfight/Tau have to be Pathfinders. Put them next to an Ammo Dump Strategem and you have an excellent level of Markerlight coverage.

The deployment rules are significant - flanking Devilfish are a very viable option, since the terrain clusters towards the centre of the field. The removal of Infiltrate and Deepstrike from your automatic choice options is excellent, since someone who relies on these abilities has to put their strategems towards them.

Where as some of us can just enjoy blowing up buildings... :crafty:
Firestorm - Shoot lots and watch what drops...

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Fugu
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Post#23 » May 31 2006 12:41

Had a read through of the book yesterday.

kai'lore wrote:How many can we take? Are any conflicting or mutually exclusive. Do they have cost and/or drawbacks not yet disclosed attached?


Alpha: 1
Gamma: 2
Omega: 3

No. But there are ones that counter others.

No.
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GodHead
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Post#24 » May 31 2006 04:02

I have devised a couple of units to take advantage of the strategems.

Pathfinder Shas'ui Leader
HW Drone Controller
2 Marker Drones
Bonding Knife
7 Pathfinders
Devilfish
SMS
Multitracker
Targeting Array
Decoy Launcher
2 Seeker Missiles
Sensor Spines
Total point value: 316

Super expensive, but Pathfinders should be a necessity in Cities of Death anways, and these ones are equipped to take maximum advantage of the Ammo Dump Strategem. Re-rolling to hit with 10 Markerlights lets you get 7.5 Markerlight hits, and the Pathfinder Fish's Marker Beacon is an incredible advantage, allowing you to actually deepstrike with reliability in the terrain.

A second very advantageous unit would be 3 Sniper Drone Teams with Plunging Fire. Put at the top of a building, and they're still one of the best units we have for dealing with MEQ units. The additional terrain which slows enemies from getting to them is a big benefit as well.

Edit: Forgot to write the Sensor spines
Last edited by GodHead on Jun 01 2006 04:44, edited 1 time in total.
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Post#25 » Jun 01 2006 04:05

I think you forgot the sensor spines on the PF SMDF.

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Mephet'ran
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Post#26 » Jun 01 2006 04:09

The thing is, can we capitalise one 7.5 ML hits ? I find that more than 4 is too much, I can't use them all.
I'd rather get 2-4 MLs hits on say 2 units, rather than 7.5 on one.
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kai'lore
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Post#27 » Jun 01 2006 04:37

I was thinking the same thing Meph, that's a whole lotta ML hits. I guess we might chew through a few more, upping BS then negating Cover saves but 7 on one hapless target might just be overkill.

Share the Markerlight Love. ;)


kai

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GodHead
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Post#28 » Jun 01 2006 04:48

I think Cities of Death is a circumstance where you can actually use that many ML hits.

With that many hits, you can use them for 2 units to up the BS and lower the cover save. Of course you'll need to be using the right two units against the appropriate targets...

I think concentrating fire will be incredibly important with all the cover saves being bandied about, and this would just be the ultimate form of converging fire.
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Calvin
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Post#29 » Jun 01 2006 05:58

Hmm, I would have thought ideally you'd be looking at something like:

12 Fire Warriors
Rail Rifles/Carbines (depending on whether you want to move or not)
Shas'ui TL Upgrade
Markerlight (Can you still take these I can't for the life of me remember)
Hw Drone Controller - 2 Marker Drones
200pts

Gives you decent firepower, you can take advantage of cover saves, it makes those three markerlights very hard to get at because of the additional wounds padding it out.

So essentially it gives you some hard to dig out units plus some extra markerlights at a reasonable cost.
Then maybe add a pathfinder unit in, and then fill out with 'Fish teams and crisis suits for the firepower.
Basing this on the principle that, in high terrain environment where LoS and movement are blocked by terrain, the smaller you can keep the attacking part of your army the better. If I only have 3 or 4 units doing all the damage close up my opponent has to move for more turns to get a hold of those units. Whereas if I send in a lot of attackers he's more likely to have something to fire at.
So then on that basis lots of markerlights, and a few more expensive offensive units like firewarriors in Smartfish, Expensive Crisis squads with drones, Farsight team, Stealth teams decked with gun drones etc. Maximal firepower, minimal profile and you still have some well dug in defensive units to hold positions.

On top of that these stratagems sound like they are going to be great fun, extra tweaking options are always fine by me.

Do ammo dumps apply to marker shots? If so that makes a lot of sense as a tactic. Boost their roll, and then spread the love to 2 or 3 other units.

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Post#30 » Jun 01 2006 06:10

Don't forget, when using ML to reduce cover saves in only reduces the save to help one of our units. So in order to reduce a 4+ cover save to a 6+ and increase the BS to 5 for two units we need 8 ML hits...

So I retract what I said before, 7.5 ML could very well be used. It would require a lot of planning and very decisive playing, but its do able. However considering how immobile that ML unit is, it will be very hard to coordinate the whole thing, mainly because I doubt you'll find a palce for the PFs where they can see a lot.
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Post#31 » Jun 01 2006 08:49

I'm not so worried about that- EMP, fusion, railguns... its all good I reckon Tau will be alright. However will mech Tau be able to operate effectively? The tank weaknesses inherent will obviously be less as we have skimmers but what about lines of fire, crashing etc.

Can we still shoot our way to victory? Does FoF still work? The only cities of death I play is Lego buildings...
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White Knight
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Post#32 » Jun 01 2006 09:37

O'Y'eldi wrote:Can we still shoot our way to victory? Does FoF still work? The only cities of death I play is Lego buildings...


Yes, we can.

Because I'm from a general minority of Tau players who prefer to pelt my target with as many hits as possible, regardless of AP, cover saves really are not that scary. Since Tau are manouvre and shoot specialists, you should stick to what you are best at. Limiting the LoS improves our survivability versus shooty armies and multi-purpose armies.

That said, the real kings of Cityfight will be those that can cover ground quickly - I imagine that Tyranids are going to be brutal.

Hence being able to keep them at arms length will be vital.
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Stonefox
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Post#33 » Jun 01 2006 11:35

White Knight wrote:That said, the real kings of Cityfight will be those that can cover ground quickly - I imagine that Tyranids are going to be brutal.

Hence being able to keep them at arms length will be vital.


Yep. Tyranids ARE the armies to beat in CoD. 4+ saves, FoF, and move through cover. Whee!
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Post#34 » Jun 01 2006 11:49

Not only that, but the sewar rats ability will be amazing!
I play nids and am drooling over that ability. Imagine huge broods of deepstriking gaunts! Stealers suddenly showing up all around you!

It makes me all tingley.

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The Professor
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Post#35 » Jun 01 2006 01:05

And then imagine the AFP, submunitions and pulse fire ripping them apart when they can't assault after they pop out of the sewers.

Now THAT makes me tingley.

Really though, I could see godzilla being godawfully good in this environment. Tons of cover, lots of tough shooting combined with very fast assault threats. Considering the poor matchup we have against them now, I can't imagine Cityfight will help much. Imagine sewer rat Fexes, that's going to be really ugly.

On another note, is escalation used in cityfight rules?
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The Mighty Qu'in
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Post#36 » Jun 01 2006 02:27

Yup.

Since omega is one of the strategem limits i would say it was.
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