Tau Blitzkrieg... Is it now viable?

A review of past Tactics by commanders during the First, Second, Third & Fourth Phase Expansion.
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kai'lore
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Post#21 » Mar 08 2006 08:24

Unless of course, you want to be slow. Against another DS army list or against drop pods, you could use this to bring in some cheap unit and make sure you don't get your other reserves, hopefully until after the drop pods arrive.


Exactly what I was thinking as I was reading OB's post FE.

The Positional Relay piece of wargear sounds like a good piece of wargear in that you have really good odds of bringing one unit in when you want it and delaying your other units to help the come in together.

I'd been thinking of this last night or so. We could use the Positional Relay to drop in some Gundrones, or a Sun Forge Monat etc., perhaps even with Marker Beacon LOS to pinpoint it. Is the Marker Beacon "move and shoot"? Can the PF DF zip 12 and still use it? Sorry, new codex free zone here... :::(

Next turn, your DS units are all 4+ right?

Infliltrators- Pillboxes not needed is a good point and we'd probably be better of with mobile, harder hitting infiltrators like Stealth Suits to block the enemy's infiltrators.

kai

Ezzeran
Shas
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Post#22 » Mar 08 2006 09:19

Don't get me wrong, I'm not saying the positional relay doesn't have a place in the force. There are certainly times when you'd want to delay your arrival, but those would likely be the exception rather than the rule. Of course, I could see how you could get creative with it, sure.

I'm guessing the model with the positional relay has to start on the table?
Ezz

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Orange-Bell
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Post#23 » Mar 09 2006 12:13

To answer some questions...

The Marker beacon is not effected by the movement of the pathfinder DF.

The PF DF has to be on the table at the start of the turn if you want it to assist deepstriking.

And if you don't use it, normal deepstrike rules are in place, so it goes 4+, 3+, 2+ from turn 2 onward. So unless you want to use it to delay, it's only useful in turns 2 and 3.

O-B
O-B

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shasolenzabi
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Post#24 » Mar 09 2006 01:08

[[[ I have thought about the Drop pod attacks, Hmm, take the HH's and fish and make patterns with them where the backs of the vehicles face towards each other in a Y or + pattern, Then, he basically faces frontal armor! suits can crawl into terrain on the move phase and hide there. Then, since I have SMS on ALL of them, the position allows me to fire anywhere, and the HH's have 360 degrees to fire with RG's/IC's add the crisis suit attacks, and they lose DP units!

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Mephet'ran
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Post#25 » Mar 09 2006 01:14

You'd have to land the Skimmers, otherwise they don't block LOS, so he can just target the skimmer on the otherside, and so rear armour.
Mephet'ran
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Zustiur
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Post#26 » Mar 09 2006 04:53

It sounds like some people are getting various items mixed up here. So to clarify:

The positional relay (special issue) allows 1 unit to come in on a 2+, but prevents other reserves

The Marker Beacon (PF Devilfish) allows the rerolling of scatter for deep strikers.

These are completely separate items.

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midnight
Shas
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Gimp the drop pods!

Post#27 » Mar 09 2006 11:29

So, you WANT positional relay in a tournament environment!

Drop pod armies suddenly get very mad at you if you go second in Omega.

His turn 2: about half their units show.
Turn 2. "I'll make this Shas'el come in on a 2+" Nothing else shows up.
You then Fly that guy into a spot where drop pods are going to not want to risk showing up, or that will give you wide open shots.

His turn 3: most of the rest show (they probably has 1-2 at most left)
If they are in a good position for you to cut off a group and completely destroy...
Your turn 3: "I'll roll normally for everybody."
If they are bunched up...
Your turn 3: "Positional relay to get these stealth suits" Drop them away from the enemy army but close to where you can reach them with your reserves.

His turn 4: they drop the rest. They go after stealths and rest of army twiddles thumbs.
Your turn 4: "In comes my army."
Overload that area, kill all thier units there and watch them be unable to get to your force.

Turn 5-6 :they either scramble to get out of LOS or runs after you.
You pound them with railguns, Ion, JSJ plasma and stealths, finish it with a FoF to end a unit.

In everything but recon this could be a huge advantage. In recon you would have to hope you could get to thier D-zone while killing tons of their stuff and conserving the non-sacrificial units. (those stealths that may survive, an 'el, and kroot)

It only really works in Omega, but it is the first tactic I have thought had a real chance against them. It's useful against any other army when you have 1-2 deep strikers anyway. ( I use a shas'o helios bomb, I'd like him to show up since no one else deep strikes unless it is omega)

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Mephet'ran
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Post#28 » Mar 09 2006 12:42

Hehe, nice. Can you use the positional relay twice like that ?
Mephet'ran

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scramasax
Shas
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Post#29 » Mar 09 2006 01:25

The problem with the positionnal relay is that it must be on the table at the start of a turn. Since only the ethereal, , kroot, broadside, pathfinder and firewarrior without devilfish start on the table in escalation you need one of those unit to have it. You are further restricted after about who can have it because it need access to the armoury. So often you don't have the unit that will have to stay 2 turn hidden and alive on the table waiting for your forces to appear in a tournament settings.

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Markerlite
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Post#30 » Mar 09 2006 01:30

scramasax wrote:The problem with the positionnal relay is that it must be on the table at the start of a turn. Since only the ethereal, , kroot, broadside, pathfinder and firewarrior without devilfish start on the table in escalation you need one of those unit to have it. You are further restricted after about who can have it because it need access to the armoury. So often you don't have the unit that will have to stay 2 turn hidden and alive on the table waiting for your forces to appear in a tournament settings.


And I also think the positional relay is an experimental issue item... so only available on hardpoints on Shas'vre or higher... so noone onboard at the start can have one :(
Markerlite
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Mephet'ran
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Post#31 » Mar 09 2006 02:16

And I also think the positional relay is an experimental issue item... so only available on hardpoints on Shas'vre or higher... so noone onboard at the start can have one


Well that sucks. I really want that damn codex, I'll probably be getting it tomorrow, so I'll see.
Mephet'ran

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P'Shar's Rifles
Kor'O
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but a broadside

Post#32 » Mar 09 2006 02:43

But you could use a broadside as your "anchor" for the relay. Expensive trick, though...

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Mephet'ran
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Post#33 » Mar 09 2006 03:10

Better would be a small 3 man Stealth team, but thats just a massive waste of an Elite slot.
Mephet'ran

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Ezzeran
Shas
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Post#34 » Mar 09 2006 03:38

Better would be a small 3 man Stealth team, but thats just a massive waste of an Elite slot.


Not if you upgunned the stealth team with some gun drones. I understand that the stealth team has to have same hardpoint loadouts, but is the team leader exempt from that rule? Can he use a special issue wargear while the rest mount drone controllers?
Ezz

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Calvin
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Post#35 » Mar 09 2006 05:03

As far as I see it, perhaps the question should be, why not take a positional relay?
After all, if you know your unit is very likely to come in first time, deeepstriking a single unit becomes a much more realiable tactic that opens up opporunities you might not have risked before.

Similarly, if you have it in your army but decide you want to deepstrike everything presumably you don't have to use the positional relay?

Whilst thirdly, if you find yourself playing a drop pod army, that positional relay is golden because you can delay your army coming in as has been pointed out.

In a tournament list, it seems like something that will very often be not so bad, very rarely will it be completely useless (even if you don't eventually use it, having the option might be worth the points) whilst in some games like drop pods it could be worth many times its points value.

So, unless it's rediculously expensive (I have to admit, I don't know how much we're talking here points wise) it seems to be something worth having just as a card up your sleeve.

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kai'lore
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Post#36 » Mar 09 2006 08:16

excellent, I like where this is going. I think we may have fleshed out an otherwise not yet talked about piece of wargear and found a good use for it.

Just another idea on our old thinking vs new, Elite Slots. Yep, I remember when we had to squeeze them for all they were worth.

Now FA's been really improved so... I just don't think we are as Elite Dependent as before. Especially with ML support.

Vespids take some pressure of having Plasma Rifles.

Piranha can be used for Mass Pulse Shots.

I know I'm a big fan of the Tau elite, but perhaps we can afford to play around with less than maximum numbers with them?

Except Fireknives... I'm thinking that 3 with Shield Drones and a Pathfinder unit are going to be one of the best combinations in the Tau army.

kai

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Senexis
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Post#37 » Mar 09 2006 08:32

Ezzeran wrote:...I understand that the stealth team has to have same hardpoint loadouts...


Not so. If one has a loadout, all must, but they can be different loadouts. P35

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The Professor
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Post#38 » Mar 09 2006 08:45

kai'lore wrote:
Except Fireknives... I'm thinking that 3 with Shield Drones and a Pathfinder unit are going to be one of the best combinations in the Tau army.


So true, I am almost drooling in anticipation.

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