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Hey all, notsomuch tactics today as some food for thought. The past few games that I have played have been apocalypse game (let's try not to get into an argument about the unbalanced nature of Apocalypse). The mere premise of Apocalypse games make them very long, drawn out affairs. Combined with the slow nature of my cohorts and relatively early closing hours at my LGS, and the combined results are games lasting barely a three full turns. In these games, my Tau ally and I have found that we have issues with forward objectives. He and I made strategies keeping a 6 turn battle in mind, and our strategy has almost always been to fight the good fight, and then move forward to claim objectives near the end. This is a large disparity between Tau and almost all other 40k forces (maybe barring IG). Opposing races are close combat effective, and durable in their Troops choices, and this allows them to move forward throughout the course of the game to take objectives. Should the battle not be going well for the Tau, this puts the Tau in an almost impossible predicament, we can't move forward to grab objectives, whereas our opponents have the close combat might and durability or speed to move forward regardless. I don't know whether this is a gripe about how our lack of close combat ability or merely an observation of general army structure, but I thought it would be something worth pointing out.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Yep, it is certainly worth mentioning.
It really can come down to the choices you make about which formations to take. In my recent 30k-a-side game the Tau army fielded loads of Kroot, Broadsides, Stealths and so forth on-table at the start. There was little intention of moving at all. However, we also fielded 3 Rapid Redeployment Forces in Turn Three and launched them forward in Turn Four to descend on the objectives we did not already hold and which we would have a fair chance of taking.
As far as CC is concerned, there are ways to avoid having Flank Marched units arrive in your backfield, ie Disruptor Beacons and using more transport-mounted troops so that their speed can get them out of Dodge.
The way we (the Tau) had decided to play was to hold at least one objective right from the start and keep it no matter what. As stated already, the RRF units were held back until Turn Three when they had to be deployed, but again we bore in mind the formation's special ability to redeploy anywhere on the board and used this to our advantage. Although one of our main enemies was an IG army - therefore not inclined towards combat either! - the other third was made up of Blood Ravens 1st Company, ie a shedload of Terminators who were hell bent on CC. The Disruptor Beacons were great in helping to reduce the arrival of many BR units in the Tau backfield, and because the vehicles could just zoom away in Turn Four it basically made the BR assault a little less than effective.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
I'll say before I start that my experience is fighting against Tau, not with them, but I'd say this swings both ways. If my opponents has ever tried to grab an objective thats not real close to where he deployed too early then I have usually been able to wipe that unit out.
However his massively strong firepower has always managed to make me keep my head down and not sit on an objective in the middle of the board staring down the barrels of 40 pulse rifles and 5 railcannon with crisis suits popping in and out of buldings flaming me. Both of us try to grab objectives need the end, him when he thinks his low armored firewoarriors and kroot can hold out and me when I think I've dealt with most of worst shooty stuff.
If our games had to stop at turn 3 without planning for that in advance I think we'd have an awful lot of 0-0 draws
I can't wait to have an apocalypse game!!! Want to scratch build a Titan killer Tiger shark!!!