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  1. #1
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    Breakout Tactics

    Hello All -

    I am going to be playing my first Breakout scenario game in a few couple of days and I was seeing if anyone had any good tactics to use for these types of games.

    I am going to playing against my friend how will field a TAU force, He is the defender and I will be the attacker deploying in the middle.

    We are playing with 750 points.

    Right now I am thinking about going with the following army

    HQ:
    Chaos Lord
    IoS
    Lash
    Terminator Armor

    Elites:
    4 x Terminators
    MoT

    Troops:

    3 of the following squads
    5 x CSM
    IoCG
    Melta Gun

    Heavy Support
    6x Havocs
    4Missle Launchers


    His army almost always consists of 3 crisis suits, 2 squads of fire warriors, probably 1 possibly 2 devil fish and maybe path finders of stealth suits.

    My current plan is to have the CSM squads + terminators squad race to the defender deployment area, using the terminators to suck up fire. Then I was using the havocs in the middle to destory things that deployed on the opposite site, while the lash sorcerer keeps pushing them back.

    Well that's my ideas, I was just seeing if anyone else has some other ideas, like using less squads with higher numbers, or other units to use and possible different tactics.

    Thanks


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    Member oniwakamaru's Avatar
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    chaos lords cannot get lash. i assume you meant sorceror?
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    Ya sorry it is the sorcerer, my bad

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    ok, about your list:

    your terminators could do with some extra punch. i would group them with the sorceror, and kit them out with a set of combi-plasmaguns. also, why MoT on the termies? MoN is probably a bit better for the role you're using them for.

    your csm squads are a bit small for my liking, though i tend to play with a bit more of a horde mentality, and you may get a bit extra mileage out of a MoS or MoN, though ICG is not bad in itself.

    there are too many special weapons in that havoc squad for the number of people. the general rule is 2 marines for every special weap. this way you can drop a missile launcher and pick up the combi-plasmas for the terminators.

    in addition, with lash, you will probably get a lot more mileage out of pulling the tau fire warriors toward your CSM squads, so your regular marines can butcher them up close (especially with 5 man marine squads.)
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    ok, about your list:

    your terminators could do with some extra punch. i would group them with the sorceror, and kit them out with a set of combi-plasmaguns. also, why MoT on the termies? MoN is probably a bit better for the role you're using them for.
    I went with the MoT because I expect my opponent to bring more plasma guns in the crisis suits and having the extra toughness doesn't change the dice roll when going up against a Str7. But getting the increased 4+ Inv Save would help with that problem. But I do see the benefit of having the extra punch with the combi plasmas,


    your csm squads are a bit small for my liking, though i tend to play with a bit more of a horde mentality, and you may get a bit extra mileage out of a MoS or MoN, though ICG is not bad in itself.
    Ya I was debating between going with large squads and smaller squads, since you have to get half or more of your units and you only need 1 survivor for the unit to count I figured that going with the 6 squads so I can have 4 units moving to the zone and the lash and havocs to hold in the center and provide covering fire. But I could see going with 4 squads with larger numbers and only getting 2 across, something to think about.

    there are too many special weapons in that havoc squad for the number of people. the general rule is 2 marines for every special weap. this way you can drop a missile launcher and pick up the combi-plasmas for the terminators.
    Sounds like a good idea, thanks

    in addition, with lash, you will probably get a lot more mileage out of pulling the tau fire warriors toward your CSM squads, so your regular marines can butcher them up close (especially with 5 man marine squads.)
    I didn't t think about that one, especially pulling the unit in so two of the 5 unit squads can assult them would be great, especially since it will allow me to move an extra 6 inches during a turn in assult. The fire warriors shouldn't last to long in CC. Though in a breakout mission I can see it being a problem if I get into prolonged CC battle because it prevents movement if it lasts until my next turn. But this could be a good argument for the larger squads.

    Thanks for the ideas.

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    I updated my list with bigger squads and I think this group has a better chance of making it.

    Here is the new list

    HQ

    Chaos Sorcerer
    IoS
    Lash
    Jump Pack

    Troops

    12 CSM
    IoCG
    2x Plasmas
    Aspiring Champion
    - Combi Plasma

    8 Bezerkers

    Heavy Support

    8 Havocs
    4x ML


    Using this list I plan on running the Sorcerer with the 12 CSMs. The sorcerer will lash a group of fire warriors close to the bezerkers and the bezerkers will slaughter them pretty easily. I will use the havocs to rear guard against units coming from the other direction, hopefully killing any transports on the first turn.

    Then its just a mad dash to the finsh line using the Lash to move the crisis suits to where I can plasma and missle them to death.

    Plus if I get within 18' of a crisis suit I should be able to get my lash sorcerer into CC with him and take care of it with a force weapon.

    If you have any ideas let me know, I appriciate the input.

    Thanks

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