Borka wrote:
Had another game with 6.5. You can find a batrep in my report thread
here, if you want to read it Yme-loc. Same list as last game (can be found a bit further up in the thread).
The points drop haven't convinced me to go back to using stealth suits. I think they would be a much more viable choice with 1+ initiative like others have suggested before.
I fail a lot of initiative test and they usually start with at leats 1 BM, so that's 3+ to activate most likely.
cheers
Thanks for the battle reports.
Regards the question in your last report about the Crisis suits sustaining on the zombies, the answer is you played it incorectly, if you activate the Crisis while they are in base to base with the zombies they are forced to either engage or move out of ZOC.
Also I notice you played your CAP as being allowed to intercept another aircraft formation on CAP, in general this is not allowed although I know quite a few people like to play this as a house rule.
Regards Stealth Suits, Although possibly over cautious for the next version of the list I will be trying them at 225pts. If they are still not a viable option, I will move to looking at Init 1+ for next years review. The Tau list is very points sensitive and even very small cost changes can make a formation a reasonable choice.
My feeling with regards Stealth is it is important not to worry too much about activating the actual Stealth formation and more about putting them in a good defensive position (ie 30cm away in cover) while marking enemy formations which can then be shot by other Tau formations probably using a Co-ordinated fire action (a nice trick here in the early game is to use a Crisis suit formation to effectively hand out Init 1+ to a couple of piranha heavy recon formations).