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The Way of the Tau

 Post subject: The Way of the Tau
PostPosted: Wed Dec 07, 2005 8:16 pm 
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The Way of the Tau

Introduction

For some time we have been trying to get a handle on just how to use the Tau, and it wasn?t that we couldn?t win battles using them, we could, but all those battles themselves revolved around the use of withering firepower to defeat the enemy. In effect the Tau had to surrender the initiative instead of being able to directly take it away from them, and with all of their special weapons and abilities we just knew there had to be a better way to do it. Using an army?s special weapons and abilities to their maximum effect is nothing new, or underhanded, all good game players do it. But the entire Tau Army functions so much differently from all the other armies, sorta breaking all the normal rules for good sound tactics in Epic-A, that we realized that the truth was that the Tau had to break a good number of these time honored rules to fight effectively. Once that leap of faith had been taken we began to see a whole host of different ways that the Tau army could take the battle to the enemy, and carry out offensive actions that produced immediate, decisive, results. This may not sound like it is important, but in Epic-A it really is because while battles can be won using firepower alone, it is only with assaults that immediate results can be obtained that will throw an opponent off balance.

Firepower Forward

If there is one thing that defines the Tau Army it is raw firepower, and point for point there is no single army in Epic-A, to date, that can wield as much as they can. Also the Tau special rules are all built around enhancing the effects of that firepower above everything else, and the two combined produces an Army with a single minded specialization. Being that this makes the entire army almost completely one dimensional it is required that firepower never be wasted, and that it always be used to maximum effect.

To fully exploit these facts, and to remain flexible, the Tau General must not only think of the use of firepower in depth but also laterally along the battle front. Also the Tau General must be able bring as many weapons to bear as possible on the enemy, and this sometimes means pretty close to the foe.

For example, an XV8 Crisis Battlesuit?s shortest ranged weapon is it?s Fusion Blaster (15cm), and the unit itself has a speed of 25cm, combined they give the unit an Advance Firepower Range (AFR) of 40cms. A good rule of  thumb is to knock off around 1/2 of the AFR to obtain the units preferred operating distance from the immediate friendly front lines, so in this case that would be 20cms. Using this same formula a Hammerheads preferred operating distance from the immediate friendly front lines  would be 30cms, an XV88 22cms, and on, I think you get the idea.

This information is important because of the Tau need to remain flexible in their application of firepower, a Battlesuit Cadre that is 40cms back from the immediate friendly front lines is only going to have a lateral strike range of around 20cms, but move it up 20cms closer and the lateral strike range almost triples to 60cms. This will put the enemy in the awkward position of having to be ready to be hit anywhere along that line, and this is the definition of a flexible application of firepower.

Another reason for having ?Firepower Forward? is so that the Tau General can, in a single activation, put together the formations needed humble any single enemy formation they could encounter. To do this  these formations have mixed capabilities, and they must be within 15cms of a formation capable of carrying out Coordinated Fire. Holding back a Battlesuit Cadre containing a Shas?el just so two Hammerhead Contingents can wack away together at the enemy at long range is a total waste of the XV8s, a waste of the tanks Smart Missles, is almost dedicated AT, and not at all flexible in use.

Instead put two Fire Warrior Cadres in the front line, put a Battlesuit Cadre (w/Shas?el) 15cms centered behind them, and two Hammerhead Contingents 15cms behind the Battlesuit Cadre. Now you have put together a grouping of formations that can humble just about any enemy formation that comes near them, they have a lateral strike range of between 60 to 100cms using that ability, this is definitely flexible, and shows exactly what is meant by having Tau Firepower Forward.

Markerlights and Guided Missles

To further supplement their firepower the Tau employ Markerlights and Guided Weapons, and in very many ways this weapon system operates in much the same way as other army?s support artillery and aircraft do. While the Guided Missiles themselves can be used against targets not painted by markerlights they are more effective if the two are used in combination, so a Tau General should always concentrate on maximizing the use of both these weapon systems.

The truth is a Tau General would be hard pressed to put together an army list that didn?t contain markerlights and guided missiles, so instead of trying to ?avoid them? and apply their use narrowly, take two steps back and flip that philosophy around. That?s right, look at them as an army wide system designed to bring down extra firepower where it is needed to suppress, or disrupt the actions of, enemy formations. Do that and you will quickly realize the Tau have the ability to continually rain fire down anywhere in the immediate battle area, and as the Tau get to decide whether to use it concentrated or dispersed, it is actually more flexible in application the either artillery or aircraft.

The first part of making this weapon system work is to make sure that the entire front and depth of the Tau Battle Area are covered by markerlights. This really isn?t as hard as it sounds, considering a markerlight has a range of 30cms, that a single unit therefore covers a frontage of 60cms with it?s single markerlight, and therefore three units can cover the entire frontage of a GT battlefield of 180cms. The truth is there really isn?t any reason a Tau General shouldn?t be able to bath the enemy in markerlights.

The second part of this equation is to always fire the Army?s guided weapons, even if the intended target isn?t painted by a markerlight, and even if the guided weapon itself cannot harm the target formation. You don?t ever want to waste firepower in the Tau army, and for every formation that has fired a blast marker is placed on the enemy formation, these BMs have a tendancy to keep building up on enemy formations causing all sorts of problems, and making it your opponents job to try and get rid of them. Even though these guided weapons may have a poor chance of hitting, or none, the constant accumulation of BMs on key enemy formations will pay dividends later, therefore the firepower hasn?t been wasted just because it didn?t eliminate anything.

So use markerlights if you can, but if you cannot find something to hit with your guided missiles that is painted, then shoot at something so the firepower gets used.

Coordinated Fire Assaults (CFA)

All armies in Epic-A use true assaults to achieve quick and decisive results on the battlefield. As true assaults result in losses occurring on both sides at the same time, good Epic-A Commanders rarely enter into them without the odds stacked in their favor so that they don?t end up handing the opponent a ?quick and decisive result? due to their own actions. To a large extent the Tau are denied the ability to carry out truly effective assaults, due to their generally poor FF/CC ability, and their inability to combine formations together for a true assault. Mind you not impossible, as we will show later, but it is often not in their best interest to try  and pull off true assaults as a way to achieve victory.

This led us to believe, at first, that the Tau were doomed to being a reactive army that wore it?s opponent down with firepower, and used a few limited assaults to finish them off. Actually we discovered, using Coordinated Fire, that the Tau are full capable of carrying out psuedo-assaults that are just as decisive, and just as quick in execution, as real assaults (We like to call them CFAs). In many ways these CFAs are then real assaults because the Tau can launch them from distances that few armies can match using true assaults, they are more flexible because the Tau get to determine what ranges the assault will occur at, the enemy doesn?t get to fight back, and there will not be any enemy supporting fires to deal with.

As with everything discussed thus far, well executed CFAs require that the Tau General maximize the firepower of their formations, so the target of the CFA should be bathed in markerlights, all the Tau formations involved must close to a range that allows every single weapon they have to fire at the enemy, and AT/Disrupt weapons should be directed at the proper target formations to gain the maximum effects from that firepower. Also, just because they are called Coordinated Fire Assaults it isn?t required that three, or even two, formations are used every time one is carried out, sometimes the firepower of a single formation is enough to get the job done, but we still call it a CFA. For example, a single Pathfinder Contingent of 6xPathfinders and 3xDevilfish isn?t going to have much trouble beating the snot out of a Kult of Speed of 8xBuggies at 15cms range, however we still call it a CFA because it achieved immediate and decisive results.

Here are some quick examples of what they are capable of accomplishing

#1 AT Heavy CFA

Battlesuit Cadre of 4xXV8 w/Shas?el
2xHammerhead Contingents of  4xIon Hammerheads
The Battlesuit Cadre closes to within 15cms to bring it?s Fusion Blasters in range, so we assume an advance order. The Hammerheads have a low end AT range of 60cms so we assume they go on sustained fire.

All totaled this group musters 4xAT4+, 4xMW4+, 8xAT3+, and 8xAT5+ scoring an average of 10xAT hits, and 2xMW hits. This is enough firepower to score four out of five kills on a target with reinforced armor, and placing five to six BMs, if it doesn?t break the formation outright it sure will not be doing much with all those BMs on it.

#2 Infantry Heavy CFA
Battlesuit Cadre of 4xXV8 w/Shas?el
2xFire Warrior Cadres of 8xFire Warrior, 4xDevilfish
We assume that all three formations go on advance orders to bring all their weapons to bear on the target formation.

All totaled this group musters 12xAP4+, 4xMW4+, 16xAP5+, 16xSP5+ Disrupt scoring an average of 11xAP hits, 2xMW hits, and 5xAP Disrupt hits. As with the example above even if the enemy formation somehow manages to survive being broken it is going to be so laden down with BMs as to be near useless.

The Myth of the Tau True Assault

Despite all this talk thus far about maximizing firepower and psuedo-assaults using CFAs one should not get the idea that the Tau should avoid attempting to carry out true assaults with Tau formations (Not Kroot). In fact the exact opposite is true, ignoring the option to use true assaults would have a limiting effect on the Tau army, that would reduce the army?s flexibility, and that is something that will spell doom for the Tau army.

There is no denying that with an army average CC of 6+ and an army average FF of 5+, and no ability to launch true combined assaults, going up close and personal using an engage order isn?t the best thing for a Tau General to be thinking about. However, this doesn?t exclude the Tau from using assault CC/FF, but it does require that the Tau General use more caution, and preparation, before committing force to one while at the same time weighing if a CFA would be more prudent.

Enemy formations that are broken, or enemy formations that are laden down with BMs, are both prime targets for a true assault CC/FF. In both cases the enemy is going to have a hard time overcoming the +2 or +3 bonus the Tau will be starting the assault with, the assault will probably inflict the same or more losses that a CFA would, but it does have the advantage of being almost a sure thing the enemy will be broken in a single activation. This makes it a better option, sometimes, over a CFA.

It is also not a bad idea to mix the use of CFAs with true assaults, as many of the CFAs the Tau army will carry out put those same formations in perfect position to provide supporting fires to a formation executing a true assault. Thus two fire Warrior Cadres could carry out a CFA on an enemy formation to soften it up, and then provide the assaulting Battlesuit Cadre supporting fires as it moves through them to fifnish the enemy off with a true assult.

To repeat, the maximizing of firepower doesn?t exclude the Tau from using true assaults, in fact they should continue to consider their use if for no other reason then to stay within the Tau need to remain flexible.

Putting It All Together

What the Tau General needs to do is create a set of combat groupings that are capable of maximizing on the use of markerlights, guided weapons, and CFAs while at the same time having each of them remain flexible enough to confront any type of foe at a moments notice. Then this same philosophy has to be spread army wide, that?s right from one end of the Tau battle area to the other, so that the enemy cannot ignore a single threat, while at the same time having to prepare to face multiple threats.

Like the Eldar the Tau must maintain their freedom to maneuver and cannot afford to sit back  and allow the enemy to use the initiative to bottle them up and gain control over the battle. Unlike the Eldar the Tau cannot use Hit & Run tactics to accomplish this task, instead they  must, by default, use a more direct, brutal, and more risky, style of warfare.

Through a combination of firepower, CFAs, and even true assaults the Tau General must render the key enemy formations combat ineffective so that it is they that gain control of the activation cycle, and in so doing control the flow of the battle. Unlike other armies the Tau should never send formations out into the blue on their own, nor should they ever plan a battle around a formation acting on it?s own. The Tau army functions at it?s peak only when all of it?s formations are working together to maximize their strength in firepower to protect against their vulnerability to assaults.

A Pathfinder Contingent off on one flank all by itself is asking to get blown away, and is a horrible waste of all of that formations abilities. Stick that same Pathfinder Contingent out in front of the army where it?s markerlights can paint targets, and it can draw in other formations for CFs or CFAs, and then none of it?s abilities are being wasted.  That is thinking army wide, that?s maximizing the Army?s special abilities, that?s an army working together for the greater good, and that is ?The Way of the Tau?

Jaldon

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 Post subject: The Way of the Tau
PostPosted: Wed Dec 07, 2005 9:01 pm 
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Very well summarized the capabilities of the Tau. And they are there almost since Version 4.1 . So, they should perform even better now.

Thanks for the great Post.

Steele

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 Post subject: The Way of the Tau
PostPosted: Wed Dec 07, 2005 11:22 pm 
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That was like reading the battle reports from IA3, so we're definitely doing something right.

Thanks!

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 Post subject: The Way of the Tau
PostPosted: Wed Dec 07, 2005 11:39 pm 
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Great post, and a great read.  This is definately helpful in forming my army.  The models aren't coming soon enough.


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 Post subject: The Way of the Tau
PostPosted: Thu Dec 08, 2005 12:58 am 
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Very good Jaldon!

I liked the study of AFR (Advance Firepower Range) I think this is very insiteful and something that everyone doesn't always seem to grasp straight away. Its something I subconciously think about every game, but I've never seen anyone document that. Well done!

I could go on and on about all the areas I liked, I think the write up was great and would love to see it expanded further even if you are up to it.

Some suggestions/hopes for more :8): - if interested

I would have enjoyed getting a feel for how deployment works in the way of the tau in general. How do you deal with protection against the air assault, how do you prep for the teleport attack with Tau's init vs. the marines/chaos. If you cluster for protection, is the long range an artillery and orbital bombardment an acceptable and constant threat each game? If grouped deployment is prefered, how barrages and indirect fire dealt with effectively? If you spread out, do you invite the teleport or air assault?

I wish you would have spent some time covering manouvering into effective AFR distances. You cover the relatively short AFR of the Tau adequately and note that the Tau need to maximize the FP they have lest it be waisted, but getting the tau into position to utilize that AFR... just wish there was something there to fill the gap. Taking it to the enemy so-to-speak can be a dangerous manouvre if the enemy is not quickly dispatached and remains in a pocket or large self backing force while on the advance to the Tau lines.

I know that 'the tau advance' was one of the largest struggles for me personally. Not all tables are friends to the Tau and getting those formations into key positions to utilize the abundance but tyicpally shorter weapon ranges can be frustrating at first.

Also, it would have been interesting to see your take on objective placement when considering the way of the Tau. Do you go for the defensive and pull the objectives to your table edge, flanking, strong flank, or all forward? Why and/or why not?

Order of operations and some expantion on opportunity creation would also have been interesting to read about when considering the way. What I mean here is for example you give the 2 FW crisis and 2 HH deployment montra, but utilizing that formation in advance operations to get the weaponry to the enemy would have been interesting to see. Is it all take it to the enemy or lure the enemy to you? What opportunities are you waiting for and what opportunities are you creating (heh, if that makes sense)

You also speak to bathing the enemy in markerlights. It would have been interesting to get a feel for the amount of marker capable units you are invisioning in the typical tau list. How many FW/PF/Tetra are staple in the way? How are they used, all out advance (Fish o' Fury to leverage a 40K term) or russian troop march?

I would have liked to see a bit on blast marker management and how you currently use the list to work with minimizing BM. I personally consider this a bit of a problem area for Tau right now and would like to know what your take on it is. I know this issue is on the table for discussion so perhaps better to be avoided in the present list. It would be interesting to see if larger units are typically taken to hinder the probability of broken units or if much smaller mass units are preferred in the way of the Tau.

Finally, a list or two example of what might constitue a 2700 point Tau army based upon the way would be very helpful for me to understand the vision for me personally. I think I might have a different composition in mind when trying to apply the way. The auther's vision would definitely help me curtail what's said to the provided army list or two.

Anyway, all this is just my initial brainstorming and thoughts. Its all meant as positive reinforcement and encouragement for expansion of the write up. I really enjoyed the read and would encourage others to read! Its definitely has some time put into it and should prove to help others, whether they are just entering the tau ranks or expanding their tactical prowess.

Well done Jaldon!

Good stuff,

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 Post subject: The Way of the Tau
PostPosted: Thu Dec 08, 2005 1:09 am 
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Great Briefing Jaldon !  Will definitely use this knowlegde !  Thanks ! :alien: :;):

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 Post subject: The Way of the Tau
PostPosted: Fri Dec 09, 2005 5:48 pm 
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How do you deal with protection against the air assault, how do you prep for the teleport attack with Tau's init vs. the marines/chaos. If you cluster for protection, is the long range an artillery and orbital bombardment an acceptable and constant threat each game? If grouped deployment is prefered, how barrages and indirect fire dealt with effectively? If you spread out, do you invite the teleport or air assault?


A lot depends on how much the opponent has dedicated to the Alpha Strike as I like Pathfinders, and believe strongly in depth as well as frontage, teleports rarely can get to anything vital (Cannot land in ZOCs). Air Assaults are a different matter, if the opponent has a small dedicated force then I accept the possible losses and savage them after they drop. If the enemy goes for big then Hedgehogs, usaully two of them in a 2,700pt battle, suffice to cause an act/re-act curve the deep striker finds hard to overcome.

There is no need to 'bunch up' for self-protection against teleports, ZOCs are a far more effective deterrent and you can still keep the troops spread out. You also do not need to 'bunch up' to form effective hedgehogs as they are based upon the expensive vital stuff in the middle and the cheaper stuff in the outer ring. This is another reason for not being a big fan of the Tank Heavy Army, it is too one dimensional, has too many weaknesses, and has no expendable forces to bleed off dangerous foes for the Tanks. In short it is rare for me to leave an opponent more then three targets under a single template, and I find I can still set up effective Hedgehogs, think about it for just a moment, really it isn't that hard.

I wish you would have spent some time covering manouvering into effective AFR distances. You cover the relatively short AFR of the Tau adequately and note that the Tau need to maximize the FP they have lest it be waisted, but getting the tau into position to utilize that AFR... just wish there was something there to fill the gap. Taking it to the enemy so-to-speak can be a dangerous manouvre if the enemy is not quickly dispatached and remains in a pocket or large self backing force while on the advance to the Tau lines.


I really thought I was clear on this subject, sorry. Any true assault launched by any army suffers from the same risks of counter-attack, and want to quickly dispatch the enemy and Tau CFAs are no different so there really isn't anything special. Like true assaults you need to prep the enemy position, try not to do anything stupid, clear off the supports with firepower, and position forces for the assault (CFA or otherwise). However not taking it to the enemy and surrending the initiative to them can be far more dangerous then carrying out a risky CFA.

Considering that a Fire Warrior with a move of 15cms and a 'short weapon range' of 15cms has an AFR of 30cms puts him on a par with all the other armies FF Assault ranges, so it would be the same procedure used by all armies to set up FF assaults, no different. That in fact is the point it is pretty much the same while also getting to avoid supporting FF fires because no true assault is used in a CFA. The same applies up the scale as speed of the unit increases and remains at a par with what other armies can do.

I know that 'the tau advance' was one of the largest struggles for me personally. Not all tables are friends to the Tau and getting those formations into key positions to utilize the abundance but tyicpally shorter weapon ranges can be frustrating at first.


This is more of a style issue then a tactics issue, I personnaly will throw troops forward to gain an advantage if needed, many players I know wouldn't and prefer to bounce around terrain

Also, it would have been interesting to see your take on objective placement when considering the way of the Tau. Do you go for the defensive and pull the objectives to your table edge, flanking, strong flank, or all forward? Why and/or why not?


It depends on terrain placement and the army being faced. All I can say is I never play defensive. Again it is the players perception of the situation that often decides how they deploy their objectives, so it is another 'style' question. Everybody is different.

Order of operations and some expantion on opportunity creation would also have been interesting to read about when considering the way. What I mean here is for example you give the 2 FW crisis and 2 HH deployment montra, but utilizing that formation in advance operations to get the weaponry to the enemy would have been interesting to see. Is it all take it to the enemy or lure the enemy to you? What opportunities are you waiting for and what opportunities are you creating (heh, if that makes sense)


No, the question makes sense (and I am not going to pass it off as a style issue). First it isn't a montra, it is an example, and it could just as easily be any other combination of formations a player would prefer. Just for a quick example using THE combination given in the example lets say an Ork Big Warband is in the area backed up by a Big Blitz Brigade. The HH's could fire and remove the Big Blitz Brigade so the two Warrior Cadres and the Crisis Cadre can get a 'free' shot at the Big Warband.

As for oppurtunities looked for, never wait for them or they will never appear. I look for the one or two key enemy formations that anchor the opponents army. In the case of the first batrep it was theTank Company and the HQ Company, for example. Once identified I savage them with as much firepower as I can spare on them, and then position forces to savage them as soon as possible, accepting losses needed to obtain that goal. Often the initial losses are far less then those inflicted on the enemy later. Once those formations are savaged the oppurtunities are there to be taken, my belief in games is, no guts, no glory, and that is easy to do with models.

You also speak to bathing the enemy in markerlights. It would have been interesting to get a feel for the amount of marker capable units you are invisioning in the typical tau list. How many FW/PF/Tetra are staple in the way? How are they used, all out advance (Fish o' Fury to leverage a 40K term) or russian troop march?


At a minimum 1/3 of the army's formations need to have markerlights to accomplish the task of 'bathing' the enemy. I prefer more myself, and find it easy to accomplish.

I would have liked to see a bit on blast marker management and how you currently use the list to work with minimizing BM. I personally consider this a bit of a problem area for Tau right now and would like to know what your take on it is. I know this issue is on the table for discussion so perhaps better to be avoided in the present list. It would be interesting to see if larger units are typically taken to hinder the probability of broken units or if much smaller mass units are preferred in the way of the Tau.


Hit fast, and early to prevent them becoming a major issue, otherwise I agree that less said the better as it is on the table.

Finally, a list or two example of what might constitue a 2700 point Tau army based upon the way would be very helpful for me to understand the vision for me personally. I think I might have a different composition in mind when trying to apply the way. The auther's vision would definitely help me curtail what's said to the provided army list or two.


Especially in playtesting I don't have a set TO&E so I like to mess around with lots of different stuff cause it's fun, so any list I post would just be an idea not my ideal.
(4.3.2 List)
2xHammerhead Contingents: 3xIon Hammerheads, 1xSwordfish 275pts
Battlesuit Cadre: 4xXV8, 3xTetra, w/Shas'o 425pts
Battlesuit Cadre: 4xXV8, w/Shas'el 300pts
Warrior Cadre: 8xFire Warrior, 4xDevilfish, w/Ethreal 375pts
Warrior Cadre: 8xFire Warrior, 4xDevilfish 300pts
Pathfinder Contingent: 6xPathfinder, 3xDevilfish 275pts
Tetra Contingent: 6xTetras 175pts
Assault Squadron: 1xMoray (Railcannon)

Thanks for the input

Jaldon :p

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 Post subject: The Way of the Tau
PostPosted: Fri Dec 09, 2005 6:19 pm 
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Especially in playtesting I don't have a set TO&E so I like to mess around with lots of different stuff cause it's fun, so any list I post would just be an idea not my ideal.
(4.3.2 List)


... so, where did you get a 4.3.2 list? Did I miss something somewhere?  :laugh:

Is CS sharing info in the background...  :/

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 Post subject: The Way of the Tau
PostPosted: Sat Dec 10, 2005 1:29 am 
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Sorry Tactica, whatever the latest posted list is, sorry

Jaldon :p

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