Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 12 posts ] 

List Discussion and Basics for a New Player

 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 6:39 pm 
Brood Brother
Brood Brother

Joined: Mon Jun 19, 2006 6:30 pm
Posts: 22
Location: Ann Arbor, MI
This topic originated out of a request for more information which I received in the "Changes for version 4.4.1" thread. I mentioned that I'd been having poor luck with the Tau in the 10 or so games I've played with them so far and Chroma/Tactica requested a bit more info.

So here we go!

We usually play games in the 3000-4000 point range in a "Tournament" style. The game involves each player placing a blitz objective on their own table edge (which the other player must reach) as well as 2 additional objectives anywher in their opponent's half of the table (30cm from any table edge and 30cm from any other objective). "Victory Points" are scored for achieving the various listed objectives such as "Break Their Spirit", "They Shall Not Pass", "Blitz", etc. Whoever has achieved more of these objectives at the end of 3 turns wins.

The table is usually slightly smaller than 4 x 5 and has 4-5 bits of terrain (buildings/forest/rubble) on it.

My 4000 pt list that I used recently looked like the following:

Firewarrior Cadre in Devilfish
+ Firewarriors in Devilfish
+ 2 IonHeads
+ 4 Gun Drones

XV8 Cadre
+ XV8's
+ Supreme Commander
+ Gun Drones

Hammerhead Cadre (Railguns)
+ Hammerheads (Railguns)
+ Skyray

Pathfinder Contingent in Devilfish
+ Pathfinders in Devilfish

Broadside Contingent
+ Broadsides
+ Gun Drones

Stealth Contingent
+ Stealths

1 Manta

3 Barricudas


The Firewarrior Cadre was designed to be as big as possible in order to be able to withstand BM's. They are meant to absorb enemy shooting and still be functional enough to control/contest objectives at the end of the game. They've been relatively successful in this, except for the time I accidently left them bunched up within range of a Gargant + Mega Gargant and they both dropped MW Barrages on me ? :(

I've tried games without the Broadsides, but both of my regular opponents (Orks and IG) love their vehicles. Without the Broadsides I've been unable to do enough damage to enemy tank formations. That being said, I've found the Broadsides to be amazingly vulnerable to enemy fire. They really need to be at full strength and totally unsuppressed in order to even come close to performing appropriately to their cost. Against the IG, they are target #1 for the Manticores, Baslisks and Bombards (usually 5-6 artillery pieces total) and are invariably broken before they can fire... even if they do get lucky with their saves.

The Hammerheads have performed better than the Broadsides, but perhaps only because the Broadsides are soaking fire for them. This formation is also dangerously vulnerable to suppression and I've pretty much determined that they require Networked Drones. The Leader ability is essentially mandatory for these guys.

The XV8's are essentially a delivery system for the supreme commander. I had a bad experience the first time I tried a Scorpionfish SC, but I think that was a mistake on my part. The 3+ save and infantry classification on the XV8's in nice, but they never seem to be durable enough to BM's do do any significant damage. In the future, I'm thinking I'll probably go back to the Scorpionfish for a SC and leave the XV8's in the foam.

I primarily use the Stealths for turn 2 or 3 backfield Markerlight needs although the recent discussion on ML Sentry Turrets has me thinking that they're a much less expensive way to accomplish this. There aren't many ML's in my list...

I enjoy using the Manta, although it's killing power has been hit or miss for me. I like its durability (I've yet to have it destroyed) and the fact that I can park it on an objective and know that it's not going to die is helpful. In fact, it's one of the few units in the list which is capable of that kind of durability.

The Pathfinders are used as a cheap way to get a fast-moving garrison unit for achieving early game crossfires. They die quickly, but are rarely considered enough of a threat to be shot at.


I've experimented with Air Assaulting Kroot (out of an Orca) and with Pathfinder heavy lists, but haven't had much luck with either. The IG fellow doesn't bring any air, but brings many Hydras, making any heavy investment in air on my part a foolish proposition. The Ork player generally brings one large (~9) skwadron of fighta-bommas against which the Barricudas generally flail uselessly the entire game.

I've also experimented with Stingray Contingents, but either opponent can opt for an entirely mechanized list and against these, they're less than effective. I haven't played around with any of the units which don't have explicit models (Swordfish, Moray) nor have I tried out Spacecraft (and therefore have never planetfalled the Manta).


I guess I'm curious to hear what lists other Tau players have found to be "good". I realize I haven't been playing very long and am likely bringing a 40k mindset to E:A... and obviously unit performance is not constant across the game systems. However as a matter of principle, I feel any unit should be able to be used by a skilled player to good effect. The fact that there are certain units which are considered "sub-par" by the E:A community is of great concern to me.

If I were to try to identify my biggest problem, it would be formation durability. It seems my most destructive units are amazingly (perhaps overly?) vulnerable to suppression while the larger formations have the durability, but lack killing power and as such are largely ignored for the first turn or two. I can put an entire unsuppressed Broadside formation into a Leman Russ Tank Company and kill 2-3 and then the same formation can fire later in the turn without significant reduction in firepower. Alternately, if the Russ's got the first shots on my Broadsides, I might have a single unsurpressed XV88 at the end of the activation.


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 8:38 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Thanks for posting more info, very helpful...

Couple questions for clarity:

Whoever has achieved more of these objectives at the end of 3 turns wins.

You do know that at 1-0 result on end of turn 3 is not victory, right? You must have the majority, but you also must control at least 2 objectives. Just thought I'd point that out since you went into detail here...

The table is usually slightly smaller than 4 x 5 and has 4-5 bits of terrain (buildings/forest/rubble) on it.
4x6 is recommended but 4x4 works well enough in smaller games.

4 pieces of terrain on a 4x5 table would be rather light compared to tables I've played on. Terrain can have a significant impact on the effectiveness of an army.

What size peices would you say these 4-5 pieces are on average? 12x12 inches... smaller... larger?

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 8:51 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
8 activations in a 4K army is on the not quite optimized side.

I would not field a Manta in an 4K army. Its rather a large point sink for not the best yeild out of the force. Similar to other large WE in other forces in that regard. They just simply are not the most competative pieces in the end.

I would consider two morays if you are looking for that measure of punch, and still 6 hits. You can use the balance of points difference for yet another formation.

FW in a DF are not currently much of a value. You would get the same value out of FW on foot and using the spare gun drones, HH upgrade, and DF points into yet another formation.

I would consider putting the broadsides on board an orca for rapid deployment and punch. Nothing says have a nice day like broadsides on the side armor of artillery. You have to deal with those things early!

Stealths are expensive and tricky to use. I'd hold off using these until you get more comfortable with the main list. Perhaps a formation of Stingrays with piranha upgrade could be considered. Stingrays are great at getting rid of the infantry.

Large piranha formations can also be of value as fast disposable formations.

If you go morays, i'd not field them straight away... always deploy them from hero. Hero gives you two lance attacks with the Tau desperately need to deal with that ugly nasty huge stuff... and remember, always take down the void shields before using the big guns on the big targets...

Then you deploy the Morays to what is hopefully a good choice of DZ... and then hopefully you can retain and activate them before the enemy gets to fire on them... remember to hold your SC steadfast and ready as you'll need a 3+ to activate after activating the Hero as the Moray's will be a retain... but two chances at 3+ should work out more times than not... though... we've all had things go wrong... have to use SC to get the hero because the nasties are gonna wreck you... SC reroll fails... even if you activate them - nothing says you'll roll good to hit... or your DZ was even a good spot to begin with!!!

Still, proper planning and management of force means the morays + hero have promise, and its one of the few answers we have for the big things.

You may also look to the scorpionfish for help with the many vehicles type force.

I'll move on to your tactics write up next...

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 8:54 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
That being said, I've found the Broadsides to be amazingly vulnerable to enemy fire. They really need to be at full strength and totally unsuppressed in order to even come close to performing appropriately to their cost.


This I fully agree with. They should not be LV and should only be infantry, but protagonists have convinced CS to try them as LV - so... I got tired of arguing with them. History, core design, fluff, and comp units in epic all show these as LVs... enemy's of the Tau just don't understand that they are not dreadnoughts... they are more akin to obliterators and terminators... I don't need to get that started again though.

Suffice it to say, they are unrealistically fragile in E:A (for now) and we have to deal with that... so, put them on an orca. Deploy and fire as part of the orca's activation. This will insulate them enough and rapidly deploy them. Its really the only way for them to have the proper impact on the game that they should. If you are not going to use an orca, I'd avoid playing them at all.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 8:59 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
The XV8's are essentially a delivery system for the supreme commander. I had a bad experience the first time I tried a Scorpionfish SC, but I think that was a mistake on my part. The 3+ save and infantry classification on the XV8's in nice, but they never seem to be durable enough to BM's do do any significant damage. In the future, I'm thinking I'll probably go back to the Scorpionfish for a SC and leave the XV8's in the foam.


This may be a mistake. Crisis have a Initiative 1 and that's what truly makes them valuable. Its an activation you can count on. Do you get to be all cavalier with your crisis - well, probably not... however, if you had a bit more terrain on your field, they could bounce around comfortably taking targets of oportunity and they could also call in the occasional coordinated fire if you set it up the turn in advance.

I would not discount these guys just yet. At init 2, I would agree with you... they had horrible BM management issues and the comander rolling with them was just a train wreck. The init 1 has given them enough of a boost to be an asset in an army that has trouble activating sometimes and more often has trouble shedding BM.

I've not had experiences with the Scorpfish as an SC yet, though its on my list of things to try. Considering your adversaries, I'd get more buildings/rubble on the field and stick with the infantry crisis over the scorp's for the SC though.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 9:13 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
I guess I'm curious to hear what lists other Tau players have found to be "good". I realize I haven't been playing very long and am likely bringing a 40k mindset to E:A... and obviously unit performance is not constant across the game systems. However as a matter of principle, I feel any unit should be able to be used by a skilled player to good effect. The fact that there are certain units which are considered "sub-par" by the E:A community is of great concern to me.

If I were to try to identify my biggest problem, it would be formation durability. It seems my most destructive units are amazingly (perhaps overly?) vulnerable to suppression while the larger formations have the durability, but lack killing power and as such are largely ignored for the first turn or two. I can put an entire unsuppressed Broadside formation into a Leman Russ Tank Company and kill 2-3 and then the same formation can fire later in the turn without significant reduction in firepower. Alternately, if the Russ's got the first shots on my Broadsides, I might have a single unsurpressed XV88 at the end of the activation.


Its no secret that the Tau have a BM management issue. Several have complained/voice concerns about it and its something on CS's radar.

Stealths may get init 1 for example and there is a request on the table to get network drones added to more than just the AMHC formation.

Until those things come around, BM management is just something you have to be aware of and try to deal. The good news is, there are things you can do.

1) more terrain and 4x6 table if you can swing it. The game affords you more options if you get more terrain. You have skimmers and can use pop-up attacks forcing your opponent to move more to get to you or use overwatch more than he does today - either way, you are eliminating his sustained fire probabilities. That's a good thing because less chances to hit yield less hits, less hits yield less casualties. You are playing a rather limited amount of terrain at 4 pieces on a 4x5 table anyway... even if you go 2 peices per each 2'x2' section of table, that would be 6 pieces of terrain at minimum for that sized table! Rectify this before moving on!

2) Try to get more formations. I know, that means smaller formations, but losing things like the Manta will make room. See my second post on getting more formations and optimizing the list a bit.

3) consider speeding up delivery systems and application of hero + morays for all the big stuff you are facing. Tau have an inherent weakness at dealing with BM but they also have a problem dealing with the big stuff. The more of your stuff you can activate before your opponent fires at you - the better. Tau are not a "stay and defend" type of force. They must strike, punch hard and obliterate... if they don't, they face response fire and ensuing assaults - VERY BAD!

example:
Orca with broadsides mean you activate and fire the broadsides before being fired on.

Hero and morays means you activate and fire the morays before being fired on.

network drones means BM removal... Crisis have init 1 which means better activation attemps in end phase to clear BM

teleporting stealths keeps them out of fire until you are ready, but be wise, if the enemy activates first, you could have dead stealths!

Regards to the fragility of things like broadsides and having a certain expectation from units in 40K... well, I'm right there with you. Unfortunately, you / we have to adapt in E:A. The same things just don't have the same value.

Some of that is still being worked on, some of that is the nature of the scale, some of that is - well, satisfying adversarial public opionion - for better or worse.

Hopefully I've given you some things to think about though.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Thu Aug 10, 2006 9:52 pm 
Brood Brother
Brood Brother

Joined: Mon Jun 19, 2006 6:30 pm
Posts: 22
Location: Ann Arbor, MI
Tactica, thanks very much for the info. You confirmed many things that had been bouncing around my head and gave me a few new ideas as well!

We have been playing that a result of 1-0 is a victory. I'll bring that up next time.

Your comment about being sure to activate before your opponent is interesting. Most of the strategy advocated by my opponents involves holding your formations back and waiting for your opponent to exhaust themselves at which point you have free reign with the remainder of your units. My experience with the Tau however, tells me that trying to do this just results in half my army unable to shoot since they're all broken. I've been learning that I really do need to use coordinated fire and retaining the initiative in order to do as much damage as possible in the first 2 activations. Of course this looks like suicide from my opponent's perspective, but it's good to hear that this is indeed a valid approach.

My list initially began much differently. I had half again as many formations as the IG army I faced... all of which broke if someone with a gun so much as looked their way. I've gradually gravitated to what I percieved to be the more durable formations in order to give me a bit more staying power on the field.

I didn't realize how solid the Hero + Morays were. I'll definately give that a try.

Your other army list suggestions are certainly things I'd been considering as well. I'm curious if/how you use dismounted Firewarriors, if Devilfish aren't a "good" option. Do you attach things and garrision them? What purpose do they serve at that point?


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Fri Aug 11, 2006 4:54 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Tonka,

Your opponent's advice on letting the opponent run out of activations if very sound. I was not trying to counter that.

My point is that certain things in the Tau army cannot afford to be shot at first.

I would still encourage you to take more formations than them and make them commit their uber expensive formations before you do yours - in general... but like all things, there are a great many exceptions to that principle. Example would be a good coordinated fire opportunity. But - I digress.

Tau cannot afford to be shot at before they activate because you have a base value of 2+ to activate. BM make you a 3+ and a 33% chance of failure to activate is never a good thing! You want to avoid that!

Also, things that can be seen by every single enemy target in the opponent's army (manta, moray) are highly suseptable to enemy fire... sure, they can see all the enemy targets... but they only get to fire at one of them!! All enemy formations that are in range can fire back at you!! So - you don't want to just deploy a manta or a moray and wait for the opponent to punish them before you activate it... better to have it in reserve, and wait for the appropriate time to call forth the hero and drop the morrays for what you will hopefully turn into the Tau smack down... should the you be in your favor of the dice god of course. :)

Once the moray's are on the field, they are extremely suseptable to damage - moreso than other war engines. So, use them cautiously, activate them when the time is right. Don't be afraid to call the hero on turn 2 with the moray drop in the larger games where you can hold out. Getting the moray's to live through three turns is hard enough. Getting them to live through 4 turns takes some really good play and threat elimination strategies... or, gaming against a force that just doesn't take AT shots :p  So, its not the end all - but in my opinion, its better than fielding the them - or the Manta as a stand alone unit from deployment and risking them being shot at before you get to activate them.

Firewarriors...  The formation isn't really working right yet is the problem. Presently, they are religated to ML support, objective grabbing, and rapid assaulting barriers for my important targets in deployment. I absolutely hate teleporting or air assaulting or podding on turn 1 that yield first turn assaults against my important stuff. So, a good barrier of fodder works nice to prevent that. Ergo FW presently.

So... stay tuned. Change is on the horizon for these. They are soon to reclaim their core design value once again - or at least take a step in the right direction. Two changes are going to make them better for their points. If CS applies the changes that we've all been requesting, then the FW will see the following two items which will enhance their performance.

1) 2x 30cm shots at AP5+ on the FW stands.

2) DF are going to get SMS

This will make the formation work more in the role we invision them having on the E:A battlefield. They will again be able to tole out the anti-infantry damage they are known for, and the DF will be able to support them adequately. We'll see.

On the coordinated fire front. You'll have to derive your own opinions here. Its not a rule to focus a list on, but its a rule that can yield value - so it shoudl not be disgarded from consideration in your army construction process.

You should use it sparingly because, like commander, it requires the use of 2-3 formations at once. As we discussed earlier, the activation game is the mini-game within E:A that all generals must be concious of. Get too out of wack, and it doesn't matter that you just killed the dominatrix - you now have 5 more activations and possibly assaults to deal with where the enemy is just going to have his way with you... so, use the coordinated fire sparingly, and mainly when...

1) it will give you the upper hand by eliminating an enemy formation that is in a key position to do serious damage to you on a particular front

2) you already have the upper hand and using it will deliver a further crippling deathblow to the enemy list but not cause you much harm as you are already winning the activation game.

If you use CF at every opportunity, you will quickly find yourself losing the activation game and paying dearly for the folly as the enemy has his way with your armie's back side!!! :p

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Sat Aug 12, 2006 9:27 pm 
Brood Brother
Brood Brother

Joined: Mon Jun 19, 2006 6:30 pm
Posts: 22
Location: Ann Arbor, MI
I'm also curious about garrisons. Do folks find garrisons useful in the Tau army? Which units do you garrison? What purpose do you hope to achieve by garrisoning them? Is there a strategy to placing objectives for advantagous garrison placement?


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Sun Aug 13, 2006 9:10 am 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9349
Location: Singapore
As a rule, garrisons work a little differently for the Tau. Placing key troops forward, unsupported is always going to end in tears for the Tau player. However, Markerlight armed units which are placed forwards can be useful for calling spacecraft support fire, or directing tau missiles. I garrison less with the Tau than other forces. The garrison capable troops in the Tau force are also generally the more fragile ones which require the support more.

That said, garrisoning Kroot is always good for a bit of fun. The auxiliary troops are usually better for this purpose.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: List Discussion and Basics for a New Player
PostPosted: Mon Aug 14, 2006 7:53 am 
Brood Brother
Brood Brother

Joined: Fri Sep 05, 2003 11:34 am
Posts: 481
I've found I always garrison with two Gue'vesa infantry formations on Overwatch. Possibly Kroot as well, but always with the humans.

The Gue'vesa suck at shooting, but they can place BMs against any over-eager attackers, thus protecting my setup zone very nicely. They are not very vulnerable themselves, either, due to the Overwatch. And, if it all goes wrong, they are only 175 points of expendable flesh...


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net