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In the Tau battleforce there are 3 Stealth Battlesuits. I was wondering wether i should include them in my hunter cadre or not, what are the pros and cons of them.
My force is based around my XV8 Battlesuits. With 4 groups of 10 fire warriors. Thats the overall core of my army with other units around.
So are the Stealth suits worth including or not?
If you equip them with just burst cannons, and you go after light to medium infantry they should serve their purpose quite well, just make sure you keep them 18" away from your opponent and their stealth field generators should protect them. And although it is risky you can stick them infront of one of your crisis teams, and as long as you keep them far enough back, your crisis suits can pick up the cover save from them.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
There are several ways of including them in your cadre. If you look up "Stealth Marker Team" via the search function, you should get a good bit of info on how to use this configuration.
Another way is to use them as Outflanking Tank Hunters. Give the T-Ldr a Hard-wired Target Lock and a Fusion Blaster, then keep the unit in reserve and bring it on (when the dice agree that you can!) behind or beside a problem tank, like the "Basilisk Which Huggeth Ye Back Line Out Of LOS" and watch it disappear in a puff of smoke. I would suggest though that a larger squad of Stealths works better in this situation, as the team leader can pop the tank while the gang members can do some damage to nearby squishier things.
Hope this was of some use.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
3 decent strength shots each
Jump pack movement
Deep strike ability
Option for Fusion
Option to take Marker light and/or ML Drone
I am taking a full squad with TL and Marker light Drone with a target lock hard-wired, this gives me the option of upping the BS on the unit to 3+ or marking for another unit while the remaining 5 Stealth's shoot up another unit.
18 shots at BS3 is not to be sniffed at and the good thing is that the Stealth's can move back to around 23-24" where the stealth field will offer them protection. Even better is 18 shots at BS4 and this will usually net you more than enough kills to warrant the inclusion of the Stealth's.
The infiltrate move can be a real advantage, you can get the Stealth's down an opponents flank and really cause him/her problems by targeting units in the rear of the opponents lines. If you have a Marker light you can also light up vehicles and other targets for railguns, seekers etc
The thing to remember with Stealth's is that you should never rely on the Stealth field to protect them, it is a bonus and you should treat the unit as if it does not have the stealth field. This will ensure your expensive stealth unit has the best odds for survival, use the assault move to get into cover and the stealth field is an extra level of protection.
I never use fusion on stealth's as it compromises the inherent protection of the unit by virtue of the short range of the fusion. It is just not worth losing a 180pt unit (sometimes more)for a risky attempt at removing a vehicle that in most cases will not work (BS3 is simply not good enough for a one shot, short range weapon). However some do use it and it is up to the player to decide if it is worth losing the three shots and adding the risk of using it.
I definitely think a unit of Stealth's is a worthy addition to any list and I always take a unit alongside my 2 units of Death Rains. They offer so much annoyance value to my list and they can be deployed in so many ways; with the addition of the ability to take fully mobile Stealth field shielded marker lights, I think they have simply got better.
many players struggle with Stealth's but I think that many expect to much of them, they think Stealth field = immunity, 18 shots = wanton destruction; then they get disappointed when they die because the stealth field failed or the 18 shots did not do what they expected.
Stealth's are quite simply not a unit that you can rely on to take down units by themselves (however this is not a reason to dismiss them) but they are brilliant at supporting other units (Kroot are a good unit to use with them as they can infiltrate as well), distraction and nibbling at apart targets while remaining safe themselves. The infiltrate is quite simply a brilliant ability when you consider the stealth field advantage, you can pretty much be assured that they will be safe even if you do not get 1st turn (how many other infiltrate units can say the same). Just the simple expedient of placing a unit of Stealth's on a flank can really disrupt a players game plan.
Another advantage of Stealth's is the fact you can keep them in one piece easily and contest objectives, deny VPoints/kill points, the Stealth field means keeping a unit at range pretty much ensures they stay in one piece till the last turn.
If you do take Stealth's though do not be tempted to take the targeting array on 6 man units, it is simply not worth the points. I am finding that the extra 40pts for the ML Drone, team leader upgrade and target lock is much more versatile and usually I get two or three turns with enhanced BS. This unit is not for everyone though (expense).
Many players swear by small 3 or 4 man teams but I have never really seen the sense in this, the only real use I can see for small teams is as marker light units but the cost is high. At least with a full unit like mine with ML's you get full fire-power and effective offensive power (you simply do not get this with smaller teams, though they can be useful if you use them as VP denial and objective contesters)
I would say go for it (if you can afford a full vanilla unit) and try a few friendly games to get the hang of them. Simply remember that one golden rule "play Stealth's as if they do NOT have a Stealth field" if you play them in this way then you will have much more success with them.
Hope that helps
I was going to post a long reply in a similar mould to the previous post however I was beat to it.
On the topic of the stealth units though. Try playing percentages. Riki is bang on with keeping them alive and tbh I use them the same way.
Tau do not need additional Anti Tank in my opinion. The fusion is something I'd use at small points perhaps, I don't know, or something I'd use if I decided to do something really different. So I don't use them, but again, its personal opinion, and I can see the advantage, I just don't need that. But you hve a 50% chance of hitting, then depending on range and armour it varies on whether you'll kill it or not, but a 50% of destroying it after penetrating it, meaning you have less than 25% chance of destroying it if you have 1 BS3 Fusion Blaster in the unit.
BUT on keeping them alive...if you ply a high density table just don't let your opponent see them as best you can. If you play a low density table (ie, very little terrain) then again, the percentages.
There is a 54% (I think) chance of them rolling a 7 or under on the 2d6" meaning 22-23" is the optimum range to be in when your out in the open. It means they can't move forward and rapid fire, but your in range to jump n shoot and odds are on them not seeing you, admitedly not by much and really testing your luck, but it can be worth it and if you have no other option its where I'd want my suits to be.
Also, if you can, keep them behind terrain rather than in it with your second move, as theres always a slight risk of killing your own men by jumping into the terrain.
And right now I use a 5 man team with TA's. But I'm gonna get the extra man (and good old XV15's might I add) and changing things a bit as I need to revamp my list, never uite got round to it.
Hope this has been a useful input (Y)
"I have dug my grave in this place and I will either triumph or I will die!" Reclusiarch Grimaldus
"Those I cannot crush with words I will crush with the Tanks of the Imperial Guard!" Lord Solar Macharius
"Hear Me Inquisitor Ordinary. Obey me. I am of the Malleus!" Inquisitor Jaq Draco
I think markerlights on a stealth team is a fantastic option.
My team is 165pts for 5 models with 2 BS3 markerlights.
5 models is useful because you need to lose 2 to make a check.
The markerlights are 36" range, after which you can jet assault move. The night fight is 2D6 x 3.
Pretty simple math there, your stealths cannot be shot. 12 markerlight shots over 6 turns is very valuable, add in their ability to contest end game (they're going to be alive) and I say they're very much worth it.