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Showing posts with label Reserves tactics. Show all posts
Showing posts with label Reserves tactics. Show all posts

Saturday, May 15, 2010

Holding Ground! Troops, Part 1 (Kroot, the Creeping Menace)


Kroot are an odd unit for Tau. Statwise, they seem to be geared for assault, but point for point they are better at shooting than Tau. Unlike the rest of our technologically advanced army, they are unarmored, and use simple weapons. In fluff, they form the role of scouts and shock troops, doing everything from tearing apart advanced Marines, and Eldar to holding off swarms of Hormaguants.
But how to use them in game?

The problem with Kroot is that they are absolutely bad statwise, not making up their points in either shooting or combat against anything else in the game. Kroot can hold their own against guard and smaller squads of Nids, but they fail to hurt anything that is really dedicated to combat, and they are a flamer or blast away from extinction.
Kroot also do not work well in a combatant role in small numbers. A squad of 10 will get knocked out of the game too fast for you to even realize you wasted 70 points. A full horde of 20 Kroot can give some punch, but the combat resolution rules still don't favor our unarmored, uninspired brethren to take out combat specialists. The size increase does help against shooting, however, increasing the amount your opponent has to down before you have to take a moral test; an annoyance for the opponent if you hide them in cover.

Kroot have two buddies that can be brought along with them for the purpose of boosting their abilities in one way or another. The first buddy is the Krootox, sporting the Rapidfire equivalent of a Missile Pod. I would suggest never taking Krootox in your whole life ever as it takes away your Kroot's ability to Infiltrate, drastically reducing their effectiveness (see below). The Krootox is made to increase the effectiveness of "sit and shoot" Kroot. I have never such a monstrosity work, and do not plan to.

The second buddy for Kroot is Kroot Hounds (puppies!). Kroot Puppies cost a point less than the common Kroot, put out equal attacks, with equal Strength, Toughness, Weapon Skill, etc. but with I5! The downside? Kroot Puppies have no guns, as puppies with guns would be to awesome even for 40k to contain. The Puppies also do not benefit from fieldcraft, as they break cover to chase grenades.
Kroot Puppies are very effective for Kroot, as they bring in two boosts via their I5:
1. Sick of your Kroot getting killed before attacking? Take wounds on the Kroot Puppies, who have probably already attacked, to keep your units that have yet to swing alive. This is useful if you want your Kroot to actually have a chance to kill the enemy on the charge.
2. Are your Kroot forming a wall of expendability against a charging foe they cannot hope to defeat? Save the Puppies! If, at the end of combat, you have more Puppies than Kroot, you flee (or sweep) at I5 as opposed to I3. This can keep your Kroot from being run down, allowing them to get away without dying miserably.

Shapers are another upgrade Kroot can grab at. Costing as much as 4 Kroot, a Shaper benefits from getting a free T-Shirt saying "I Love Angkor Prok", which gives him a 6+ save, and has brought a box of spares that he is happy to sell to any Kroot for 1 point. He is slightly less challenged than normal Kroot, bearing a leadership of 8. He has figured out the contraptions of Tau weaponry, allowing him to use a Pulse weapon for free, though that takes away from his total amount of attacks in CC, making it a poor option. Sadly, he does not hold his points weight in neither shooting or CC compared to 4 of his kind and thus is used by Tau players very rarely.

How does one use Kroot to get good effect out of their weak, armor-less hides? The true advantages to Kroot are four-fold, and come from outside their statline.
1. Kroot are Troops. This means Kroot can score objectives, a modern marvel as it was once thought they would simply eat them. A tactic known as pillboxing has evolved from this, and it is the simplest form of objective scoring you will ever see. Place an objective in cover, preferably woods, and sit a massive blob of Kroot on it, who continually go to ground when fired upon. It will annoy anyone who has not brought effective cover-ignoring weapons to know end, as they bring hundreds of fifties of pounds of ordnance down on a difficult to extricate horde. This leaves your opponent's with an irksome choice; dedicate firepower to the 100 or so points of Kroot hiding away, or hit your actual firepower.
2. Kroot hordes take up space. This can be used to make a very annoying wall, circle, etc. that can screw with your opponent's ability to maneuver. In DoW games, you can place your Kroot far forward if you get first deployment, limiting the area your opponent can deploy into. You can form large blocks around vehicles to dissuade deepstriking melta from landing too close. You can circle up around your Broadsides to protect them from quick assaults. They can provide a wall of cover to your Crisis Suits, allowing them to jump behind it after firing freely.
3. Kroot make great outflankers. A 20 or so man squad (with Puppies!) can threaten the flanks very well, tarring up units in assault or killing weakened enemies. If no targets are available, they can come in on a cornered objective and score. Your success with this strategy will vary, but back in the day when I used outflanking Kroot as part of Ninja Tau and Ethereal Tau (I know; ew) they ranked up: 2 Rhinos (1 full of TacMarines that couldn't disembark), a Daemon Prince with 3 wounds, 2 Basilisks, and some Scouts. It can be rather effective.
4. Kroot can INFILTRATE. This is a big deal. You can set up to push back enemy Infiltrators, or stop a first turn rush, or any such nonsense. You can get yourself into shooting range or threaten infantry targets. It is a very reactive ability that can help to remove alpha-strike threats from a less tactical opponent. That being said, I prefer to use Stealth Suits for this role, as their guns have more of a punch, but Kroot are cheap and effective at this.

Tau players, how do you use Kroot? Do you see them as useful or useless?

One last thing; Kroot can win you the game automatically against an all-reserved all-bike/infantry army :D
http://img198.imageshack.us/i/photo053gnr.jpg

Thursday, April 15, 2010

Leading the Charge! (Crisis Commanders and the Positional Relay)


The Crisis Commander is a rather broad subject. He can be run in a variety of ways, forming a lynchpin or a spearhead for your army. With access to all of the equipment a Crisis Suit can don he can fill almost any role given to him.
Today I'll be focusing on Commanders with the Positional Relay; a game changing device that can manipulate your reserves and thus give you unprecedented control of the battlefield. Flip open your codices and take a look at the Positional Relay and its abilities. It allows you to call in a single unit on a 2+ from reserves, denying all other reserved units from coming in that turn. This helps you in two ways:
1. You will (almost always) get the right man for the job at the right time. Whether it be a unit of outflanking kroot, a piranha squadron to wall off the opposition or bust a tank, railguns (either of the Hammerhead or AdvSS Broadside variety) marching in on the other flank to hit side armor, or deepstriking suits, you are almost assured that the unit will arrive right when needed.
2. On the exact opposite end of the spectrum, the Positional Relay can keep your reserves off the table. This is useful for players who use minimal troop choices; your valuable scoring units are kept off the board until late game when they sit on an objective. You can also keep your entire army off the board (save the Positinal Relay user) to lower the sting of drop pop or daemonic assault armies; half the army drops on a cheap unit in a corner, allowing you to outmaneuver him when your reserves come on elsewhere. This tactic is called Ninja Tau, and while useful sometimes, is prone to random fluctuations based on the insanity of reserves, and a good opponent's ability to pick you of piecemeal as you send in bait units turn by turn.
An example of a Positional Relay army would have powerful Heavy support options on a flank with a Crisis Team with Positional Relay. They would draw opponent's units across the diagonal towards a faux firebase, as they take heavy fire. Second and third tur reserves would slow or bother the units trying to reach your firebase, forcing the commitment of more resources. Your reserved Troops and a support unit or two come on the side they abandoned, landing on softened or deserted objectives late game, in a similar way to Fritz's (PLEASE look him up if you haven't ever heard of him) Eldar Jetbike Contesting/Capturing.
The great part about this is that if your opponent sits on the side of the board with the objectives and ignores your firebase, he is looking at massive Rail, Missile, and ranged Plasma fire hitting him as he hunkers down, which does not bode well; Tau are second only to the Imperial Guard at removing entrenched units from a range.
Those are the basics of Positional Relay tricks. Next up is the Commander's Bodyguard; a look at if they should be taken, and how to equip them.

Wednesday, March 17, 2010

The Few, The Proud... The Elites PT 1 (The Stealth Team)

There are only two Elite choices in the Tau codex; The Crisis Team and the Stealth Team.



The Stealth Team is infinitely worse offensively and defensively than the Crisis team. If I were to take three Crisis Shas'ui with Twin-linked Burst Cannons and a Black Sun Filter (not that I would) it would run me 120 points. Compare this to 4 Stealth Shas'ui with Burst Cannons.

The Stealth Team hits 50% of its shots, meaning you will average 6 hits. The Crisis Team hits 75% of the time, meaning that while it has relatively few shots, its total hits will average 6.75.

On the defense, the Crisis Team has a higher toughness, increasing the survivability from all small arms significantly. The Crisis Team also has a larger amount of total wounds. The Stealth Team has a Stealth Field Generator, but at 18" away (the amount of distance that would be between a infantry unit and the Stealth team, including Stealths jumping back and infantry moving forward) the Stealth Field will fail to work 58% of the time; meaning that you will get gunned down rather quickly by what you tried to shoot up.

Where the Stealth Team excels, however, is its deployment options. With the ability to Deepstrike, Infiltrate, and Outflank, the Stealth Team, can get themselves exactly where your opponent doesn't want them. This makes their otherwise puny offensive abilities much better; they can hit isolated units, make attack runs at objective, or hit rear armor of a pesky vehicle; An AV12 or higher front armored vehicle with AV10 rear or side can be much better killed by outflanking Stealths with Burst Cannons, better than by an points-equivalent amount of Deathrains (TL-MP, random item).

Another optin while using the Stealth Team is to drop a great many points on them to turn them into a Stealth Marker Team. This requires Drone Controllers with Marker Drones, minimal team members, and maybe a Team Leader with a Markerlight. The idea is that while this unit is far more expensive than Pathfinders, their mobile Markerlights (due to the Relentless USR) and their Stealth Field coupled with the effective range of their lights and infiltration abilities makes them very difficult to kill, almost ensuring Markerlights all game long.

Stealth Teams deliver a punch of small-arms fire where you need them, or scout out targets for the main force. Try them in your lists.
 
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