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Review of Tau Assault on IG |
nealhunt
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Post subject: Review of Tau Assault on IG Posted: Mon Nov 28, 2005 10:18 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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We played a Tau v IG game. The idea was to test some of the statements and hypotheses that have been bandied about in the Tau discussions.
The scenario was weighted against Tau. It required the Tau to succesfully engage an administorum building to capture some thingamajig or another. The board was 10'x4', with a dogleg, and required the Tau to cover about 8' of table length. Obviously, 4' width somewhat limited the maneuver advantage of the Tau also.
Basically, a meatgrinder to test durability versus a very heavy armor force to test AT capacity.
IG: All-Basilisk arty co SHT co + russ Russ co + demolishers Warlord titan Reaver titan HQ 2x Stormtroopers in valkyries 2x T-bolt formations 4x Hydras (1 with each company)
Tau: FW in DF w/ Pathfinders and Ethereal Crisis w/ Hvy drones and SC Armor Cadre w/ HH - 8 IC Stingrays w/ stingrays and Piranhas Piranhas w/ piranhas Heavy Drones Stealth w/ drones Scorpionfish/Narwhal 2x Guevesa w/ guevesa 2x Manta FW formation w/ FW, Heavy Drones, Piranhas loaded in Manta Barracudas 2xTigersharks, railcannon versions
It was ~6500 Tau v ~5500 IG, but I promptly forgot to put out the Stingray formation, so it ended up being about 6K. As I said, it was basically a meatgrinder for the Tau and the force was definitely not tailored for the scenario. Even at the full 6500 it was a long shot at succeeding. They decided to retreat for the Greater Good after about 6 turns. In that time, they destroyed both titans and most of the SHT co, while losing all the HH, Stealth, and Piranhas, and most of the Ethereal formation. In addition, one of the Mantas was alive only by the slimmest of margins (1 DC left) and only because the saves were simply unreal.
General observations
AT: AT is okay, if slightly low. As I said, I forgot the Stingrays. The Piranhas were an early IG target and broke on Turn 1. An unfortunate intermingling of the Ethereal formation and the armor formation led to their doom because I didn't see the Valkyries behind the trees and they were swamped by Stormtroopers. It was only at that point that I felt I was suffering for AT ability and even then I saw some ways to do some damage to AVs with Guevesa assaults.
In return for the slightly weak AT, they are obviously very good at taking out infantry and have a lot of access to TK weapons. Overall, I think that's an okay setup with respect to balance.
GMs: As noted, none of the GM-heavy formations saw combat. Had my stupidity not left 500 points of GM-toting pieces off the board, I think the Titans would have been toast in a fraction of the time because the GMs would have stripped shields that the TK weapons ended up dropping.
Mantas: Great Googly Moogly! A company of 120cm direct firing Basilisks that can always see you is... shocking to say the least. I can't think of anything that might possibly be more brutal than support craft trying to cover 8' of board against that. Bleh. Still, overall the toughness of the Manta felt about right.
The firepower is better than a titan. The AA value was highly useful as I brought aircraft in between the two of them to protect them from interception even after all the IC HH's died. The total point cost seems just about right, but I did post about the FF value in the thread on support craft and I do think the Initiative should be 1.
Aircraft: Both my opponents felt that the air might be a bit too tough. The Railcannon Tigersharks were the biggest concern, but it was more the point value than the abilities that were bothersome.
Crisis Suits: Can't comment on the infantry/LV balance. I goofed it up. We targetted them as LVs, but I constantly forgot to take terrain checks, essentially moving them as infantry. Just too many new things to keep track of.
Drones: We need some clarification on the intent of the drone targetting rules. My understanding was that the "can be assigned AT hits" was strictly so they could shield AVs or LVs in the formation with them - that it was not to allow them to be targetted in essentially the same way that LVs are. In light of that, we played it so that drones in an all-infantry formation were not vulnerable to AT fire. If I was correct, that needs to be clarified. If not, well, I cheated my opponents out of ~8 AT shots.
Command and Control: I did find that they kept BMs. Basically, with so few leaders, within a couple turns of fighting most of the formations had a lingering 1-2 BMs that made activations much more difficult. In later turns I almost never retained initiative because it was virtually always a 4+ to activate. That would have happened much sooner in a GT scenario. I even felt most of the time that the IG had better C&C than I did.
Maybe I'm off on this, but I tend to think that is just plain wrong. There is every reason to think that Tau ought to have C&C ability somewhere below Eldar/SM but solidly above IG. At the very least, the Mantas ought to have an Initiative of 1. I could also buy into an argument that the "elite" battlesuit formations should have Initiative of 1.
Overall feel: The list felt in many ways like a lighter, faster version of the IG. I ended up unable to use some of the typical Tau-ish bits (only one CF and the GM formations essentially evaporated) and wasn't able to capitalize on the maneuver advantage due to the scenario. Basically, right now I'd put them as something between IG and Eldar.
_________________ Neal
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Honda
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Post subject: Review of Tau Assault on IG Posted: Tue Nov 29, 2005 4:08 am |
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Brood Brother |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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We played a Tau v IG game. ?The idea was to test some of the statements and hypotheses that have been bandied about in the Tau discussions.
The scenario was weighted against Tau. ?It required the Tau to succesfully engage an administorum building to capture some thingamajig or another. ?The board was 10'x4', with a dogleg, and required the Tau to cover about 8' of table length. ?Obviously, 4' width somewhat limited the maneuver advantage of the Tau also.
Basically, a meatgrinder to test durability versus a very heavy armor force to test AT capacity.
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Interesting choice of missions. As a Tau player, you'd always want to maneuver your forces away from this type of scenario, however, war being what it is...
IG: All-Basilisk arty co SHT co + russ Russ co + demolishers Warlord titan Reaver titan HQ 2x Stormtroopers in valkyries 2x T-bolt formations 4x Hydras (1 with each company)
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Only comments I would make is that I'm surprised that you didn't take Manticores and I probably would have maxed on tanks and SHT vs. titans. Still, a very solid force.
FW in DF w/ Pathfinders and Ethereal
Crisis w/ Hvy drones and SC
Armor Cadre w/ HH - 8 IC
Stingrays w/ stingrays and Piranhas
Piranhas w/ piranhas
Heavy Drones
Stealth w/ drones
Scorpionfish/Narwhal
2x Guevesa w/ guevesa
2x Manta
FW formation w/ FW, Heavy Drones, Piranhas loaded in Manta
Barracudas
2xTigersharks, railcannon versions
So basically, a buffet of units. Is there a reason that you took the IC-HH vs. RG-HH? If the test was for AT capability, then the RG-HH would have seemed the logical choice, plus it switches to an infantry hunter rather quickly after the transport/tanks have been taken care of.
Also, since the Stingray is geared to take care of infantry, I don't understand the pairing up with the Pirannhas. Not my choice, so it would have been interesting to hear how it performed.
AT: ?AT is okay, if slightly low. ?As I said, I forgot the Stingrays. ?The Piranhas were an early IG target and broke on Turn 1. ?An unfortunate intermingling of the Ethereal formation and the armor formation led to their doom because I didn't see the Valkyries behind the trees and they were swamped by Stormtroopers. ?It was only at that point that I felt I was suffering for AT ability and even then I saw some ways to do some damage to AVs with Guevesa assaults
Again, the Stingrays are AP shots (obviously, I'm not counting the Seekers), so they wouldn't have helped out in the AT area that much. Where they probably hurt you though is their ML's not helping with the other units.
As far as the other stuff goes, intermingling happens...
In return for the slightly weak AT, they are obviously very good at taking out infantry and have a lot of access to TK weapons. ?Overall, I think that's an okay setup with respect to balance.
Although I can agree with the overall statement, I think it's a little dangerous to make the "lot of access to TK weapons" statement as that isn't necessarily true at lower points levels. At 6K-6.5K, you don't have to be as stingy with your points and you can afford to do things that you can't at lower levels. I'd be just as interested in seeing you run the same two types of forces at 2700 pts as those types of battles are more likely to be played, than the really big ones.
GMs: ?As noted, none of the GM-heavy formations saw combat. ?Had my stupidity not left 500 points of GM-toting pieces off the board, I think the Titans would have been toast in a fraction of the time because the GMs would have stripped shields that the TK weapons ended up dropping.
So are you saying that the Scorpionfish had no effect or did not perform to expectation?
What did you do with the Stealths? Did you teleport them to take advantage of their ML's?
Aircraft: ?Both my opponents felt that the air might be a bit too tough. ?The Railcannon Tigersharks were the biggest concern, but it was more the point value than the abilities that were bothersome.
I could see where the RC-Tigershark could be priced at 200 and still be a decent investment for the points.
Command and Control: ?I did find that they kept BMs. ?Basically, with so few leaders, within a couple turns of fighting most of the formations had a lingering 1-2 BMs that made activations much more difficult. ?In later turns I almost never retained initiative because it was virtually always a 4+ to activate. ?That would have happened much sooner in a GT scenario. ?I even felt most of the time that the IG had better C&C than I did.
I think this is an extremely important point that you bring up. I think that when we talk about effectiveness of a unit/formation, we must consider it's abilities beyond the first turn. As you point out, later in the game, the Tau tend to start accumulating BM's which starts a degradation of their units capabilities. It's not just about how many shots you are able to take on Turn 1. It's also important to know whether or not your units are going to be around for Turn 4.
What I have seen so far is that if the Tau are capable of taking advantage of masking terrain, then they tend to give as good as they get. However, because the units are susceptible to fire, and we don't have a lot of leaders around for the armored units, then by the back half of a game, you sometimes find yourself struggling to put effective units in action.
This past weekend, we observed an Ork unit pull off 12 BM's becuase of the numer of leaders and good rolls. The Tau don't have that capability, so when we do get BM's on us, as you observed, some of them start sticking around and towards the end of the game, we get sluggish.
Maybe I'm off on this, but I tend to think that is just plain wrong. ?There is every reason to think that Tau ought to have C&C ability somewhere below Eldar/SM but solidly above IG. ?At the very least, the Mantas ought to have an Initiative of 1. ?I could also buy into an argument that the "elite" battlesuit formations should have Initiative of 1.
Again, I think I agree with your general statement, but I'm not so sure I agree with the solution. Part of my reasoning for saying that is again, at 2700 pts, how many people are really going to take a Manta and should you not take crisis suits (and to date I have not), then the C&C you propose doesn't really help.
So maybe this needs to be addressed, maybe not. I think we need more testing.
Overall feel: ?The list felt in many ways like a lighter, faster version of the IG. ?I ended up unable to use some of the typical Tau-ish bits (only one CF and the GM formations essentially evaporated) and wasn't able to capitalize on the maneuver advantage due to the scenario. ?Basically, right now I'd put them as something between IG and Eldar.
Except that we still can't fight our way out of a paper bag should we get assaulted (which I'm fine with).
Personally, I think CF is over-rated as an ability. Yes, it's nice to have, but the trade off in activations has not seemed worth it to me just yet.
As far as GM's go, mine tend to spend a lot of time popping up, so they stay fairly healthy, but my ML's tend to suffer accordingly. The way I try to compensate for that is judicious use of Sustain and I'm exploring the use of Crossfire in conjunction with our mobility.
However, that means luring someone in, so that those situations can be created and then capitalized on. Assuming that I still have to deal with BM's and my command rolls, it isn't a given.
So, a lot of words on my part. I want to thank you for putting this exercise together as it sounded like a lot of fun, but also a fair amount of work.
_________________
Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Tactica
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Post subject: Review of Tau Assault on IG Posted: Tue Nov 29, 2005 6:22 am |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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I'm sure it was just for mission, but the warlord, reaver, and baslalisk co's aren't really considered to be the 'strong' IG choices from 'this' IG vet. 
PS, I typically put the demolishers with the mech infantry co where their guns will have more of a chance of use. Putting them in with russess... well, why not just get more russes to have the range work with the formtion?
PSS - OMG!! Where the heck were all the manticores and Vultures? Those two choices alone are just absolute staples in the local arenas I've ventured an epic game or 20 in! ~
Anyway, I agree with Honda... what were those Tau thinking? Tau don't even consider meatgrinder a tactic worth considering! BAD TAU! 
Seriously, I understand the scenerio and it sounds like it was a really fun battle. The dog leg sound like something I'm going to have to make use of in the near future. Cheers for the idea.
I found your finding comments pretty interesting. The tau blow in combat, there's no doubt about it. I noted your Manta findings and responded to them elsewhere.
Regards to the leader ability, i fully agree - we are lacking. I've found it frustrating in more than one game to have blast markers all over the place - rallying broken tau is never a fun prospect.
Considering the 40K tau ability to 'bond' and the whole 'bonding knife' thing - Tau rallying in Epic 40K should be so much easier in theory. Doesn't seem to be accurately reflected in E:A for some reason - but with no special rules, hows that to be addressed?
Cheers,
_________________ Rob
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asaura
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Post subject: Review of Tau Assault on IG Posted: Tue Nov 29, 2005 9:36 am |
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Brood Brother |
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Joined: Fri Sep 05, 2003 11:34 am Posts: 481
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Quote (nealhunt @ 28 Nov. 2005 (21:18)) | Crisis Suits: ?Can't comment on the infantry/LV balance. ?I goofed it up. ?We targetted them as LVs, but I constantly forgot to take terrain checks, essentially moving them as infantry. ?Just too many new things to keep track of. | (This is very minor)
The fact that you forgot to take terrain checks seems to indicate that the simple solution is to have them move as infantry, or make them infantry. Walker is a PITA, what with the rerolls and all.
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nealhunt
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Post subject: Review of Tau Assault on IG Posted: Tue Nov 29, 2005 5:20 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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As a Tau player, you'd always want to maneuver your forces away from this type of scenario, however, war being what it is... |
Heh. Yeah. The point was to beat the snot out of the list. I have to say I think it succeeded marvelously.
Is there a reason that you took the IC-HH vs. RG-HH? |
Yep. I wanted a tight air umbrella in which to use the aircraft for CAS. With 45cm range on the TK weapons, I figured that the Tigersharks could pick off high value enemy units while remaining largely immune to interception.
Also, since the Stingray is geared to take care of infantry, I don't understand the pairing up with the Pirannhas. Not my choice, so it would have been interesting to hear how it performed.
2 reasons - bulk units and extra AT capacity for durability and multi-purpose use, respectively. With the Piranhas, you add 4 AT GMs (10 total) for just 100 points which turns it into a more versatile formation. I'm one of those people who rates tactical flexibility highly as opposed to those who want all specialists. And it adds 4 units that you can use to soak suppression if you do end up with BMs.
As it is, I forgot to put it on the board so no review on performance.
Although I can agree with the overall statement, I think it's a little dangerous to make the "lot of access to TK weapons" statement... I'd be just as interested in seeing you run the same two types of forces at 2700 pts as those types of battles are more likely to be played, than the really big ones.
I have drafted several lists and they all have multiple TK shots. I don't think it has as much access as IG, but who does?
So are you saying that the Scorpionfish had no effect or did not perform to expectation?
It was mediocre. I would put it as the Tau version of the Baneblade and may need an upgrade or a point drop. I'm hesitant to consider the GMs as its primary armament. Even with fully marked targets every time, the GMs are only slightly better than the direct fire.
What did you do with the Stealths? Did you teleport them to take advantage of their ML's?
Garrisoned the stealths and used them to mark targets for most of the game until the Stormtroopers hit them. I don't think they ever fired at an AP target.
Again, I think I agree with your general statement [on command and control], but I'm not so sure I agree with the solution. Part of my reasoning for saying that is again, at 2700 pts, how many people are really going to take a Manta and should you not take crisis suits (and to date I have not), then the C&C you propose doesn't really help.
It was just spitballing. I haven't considered it in detail. Another option (still spitballing) might be to allow greater access to the commander upgrades.
Personally, I think CF is over-rated as an ability. Yes, it's nice to have, but the trade off in activations has not seemed worth it to me just yet.
I'd say that's probably close to accurate. It appears its primary value is in hitting a threatening target as hard as possible to hopefully disable it before it hits. In the game, I used armor and the Ethereal formation with a CF on the Russ to try to hinder it before it unloaded on the all-visible Manta. As it was, poor to-hit and good armor saves meant it did little. However, if the odds had been normal, I would have killed 2-3 Russ and suppressed 3-4 more with the BMs. I would call that a judicious use.
The way I try to compensate for that is judicious use of Sustain and I'm exploring the use of Crossfire in conjunction with our mobility.
However, that means luring someone in, so that those situations can be created and then capitalized on.
I agree fully from both the list itself and all the batreps, that seems to be the way to play the army. And that seems very Tau to me - patient hunter/killing strike.
In this scenario, the "draw them in" wouldn't really work and the distance was so great that by the time I was in crossfire range it was problematic. But we covered that already...
Speaking from experience being on the receiving end of this many times, the Demolishers are nasty for general purpose use. The Ignore Cover helps root out potential threats and the formation is large enough that they can usually be protected from any assaults, leaving their better FF to help the formation.
In this scenario, the Russ would have been better, but neither side was really geared up to be scenario-specific.
PSS - OMG!! Where the heck were all the manticores and Vultures? Those two choices alone are just absolute staples in the local arenas I've ventured an epic game or 20 in! :)~
Different styles. I would say "OMG!! Where the heck are the Deathstrikes" for any IG army that didn't include them, but they are often not included.
Regards to the leader ability, i fully agree - we are lacking. I've found it frustrating in more than one game to have blast markers all over the place - rallying broken tau is never a fun prospect.
Any ideas? I'm not opposed to special rules or more access to leaders as long as it makes sense with the background. As an example, is there some sort of minor officer that could be included in FW formations to give them Leader? Or maybe include the Shas'o (or Shas'el - I get them confused constantly) for free, just without the CF ability? Heck, for that matter the 'Spirit Stone' rule would make a lot more sense as a Tau 'Bonded' rule than the junky fluff in the Eldar list.
Seriously, with 8 commisars, there was an Inspiring Leader in every single IG ground formation for free, including the titans. it was crazy how much suppression they shrugged off compared to Tau.