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i'm trying to prepare for the new campeign, Madusa V
looked at the codex, didnt buy it... however i'm trying to think of some ideas
how effective are sniper teams.. never used em, can anyone gimme some insite on their usefulness
also, anyone know how big/small the new stealths are in comparison to the old ones
along those same lines, fusion blaster in the stealth team.. worth it?
and finally, for those that have the city of death codex, what strategem would you recomend... i jotted a few notes on each and the only ones i saw were fortification and i thought sewer rats would be interesting for like a team of 20 kroot to pop out of nowhere, can they shoot, dang didnt write that down?
Okay here is my feelings on your questions
1. Sniper teams are great, str6 AP3 36" range, however they are not very mobile at all. the spotter does have a network ML thats useful, but they can be a little bit expensive. Also remember that the drones and spotter have a stealth field genereator like stealths
2. The newer stealth are bigger and a bit too buly to be stealthy for me. I personally like the old ones better. IMO dont get the fusion blaser. I just really dont like seeing Tau within 12" of anyone!
3. I havent really dug into the nex dex, but I do however like that Idea, maybe some kroot hounds to get in there to. They seem more of the sewer rat type
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The strategems are really geared towards helping out shooty armies.
Here are 4 that should really help a tau army that isn't all vehicles.
One allows rerolling misses from shooting attacks, its an ammo dump or something, this is great for some fire warriors or stealth suits. Another is rerolling failed to wound rolls from shooting attacks which helps out just about anything, once again fire warriors and stealth suits in particular as they are 'only' str 5. Another is called fortifications I think which adds +1 to the cover save of that building and in adition to this, that building ignores the effects of grenades so you'll always strike first if charged in that building. A final nice one is demolitions. Pretty much, you select a building at the beginning of the game, and a turn, and when that turn comes, the building explodes, removing it and replacing it with rubble or something, and anyone it it gets wounded on a 4+, great to remove a building blocking your firelanes and to prevent enemies getting great cover saves against your plasma weapons or something.
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Honestly i'd just take the fortifications strategy. A 3+ cover save on all squads in the building is never, ever bad. Broadsides with ASS, 2+/ 3+ invulnerable are killer, especially since they can fire their SMS if they don't have LoS.
But there are other good ones, the ammo dump for rerolls is very useful due to the large amount of shots tau can put out.
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