Wow. Hell did in fact freeze over (it snowed here last Friday, earliest snowfall in recorded local history)! Y'all agree with me on how the Tau should work!
Ok. More specifically: Tau have better long-range fire than anyone. More units capable of 75cm+, more accurate, harder hitting. Ignoring the Apocalypse datasheets for the moment, a Railgun hits nearly as hard as a Shadowsword's main gun (Rails are more likely to kill a non-WE, in fact). Add GMs for extreme-range fire (over 75cm, unlimited range in 40k; Hunter-killer missiles are 120cm in the IG list, unlimited range in 40k), although that's rather limited, since you need to have markerlights to fire a GM. Units: HHead, Skyray, Orca Bomber (Scorpfish), Manta. Moray and AX10 should also be here, since they carry the same guns as a Manta (the big rails). AX10 should NOT have the long range for balance purposes, and ideally engages at about 30cm for self-marking (fluff/PSB justification: aircraft travel so fast that even though the gun has that range, the aircraft will be much closer by the time the shot hits). I like the Moray better as a Shadowsword analog, as no aircraft can take the torque from firing two separate heavy rails, not even the Manta (FW/40k), so Moray would be lower weaponsload, longer range. The other Moray option is a Warhound/Reaver, and reduce the range. Not sold on that idea.
At middle ranges, Tau are a little light. Crisis suits, Missile Pod turrets and Sniper Drones are the only units capable of reaching to 45cm (and that was stretched compared to 40k, as all those weapons are only 36" range). They're covered by the long reach of the Rails, though.
At shorter ranges, the Tau get really evil. Lots of 30cm weapons here.
Crisis suits (using the E:A weapons load of Mpod, plasma rifle, and Fusion Blaster) get more dangerous the closer you get to them. Harassing fire @ 45cm, significant fire @ 30, and a meltagun (err, Fusion Blaster) for Macro-weapon 15cm and FF. Crisis suits are supposed to be the Jack-of-All-Trades, filling in for whatever can't get there, and killing hard targets.
Stealth suits are useless outside 15cm, except for the Markerlight. Also, Stealth teams are outside the usual chain of command, and are given a lot of leeway for their operations. Stealths should also have a Fusion Blaster for better assault capability. In 40k, a unit of stealth suits is comparable to an equal number of Assault Marines in close combat, and exceeds an equal number of Devastator Marines in firefights. Of any Tau unit, Stealths should be the Engage specialists.
FW should be running close to the enemy, think German (armored) Panzergrenadiers in WW2. Anytime you see FW closing to within 30cm, expect to see lots and lots of dead opponents coming off the table. Only Terminators can really win a firefight with FW, and they'll still lose one or two (out of 5 in 40k).
Pathfinders are an oddity. They really exist only to markerlight stuff @ 30cm, because if they get close enough to shoot someone, they're screwed.
Kroot are supposed to be a picket line unit, infiltrating close to the enemy and preventing him from engaging the Tau in CC. Kroot are pretty good in CC, not so good at range (even FF-range).
Vespid are another speedbump unit. They move fast, and can ignore terrain. They also carry a Marine (or equivalent) removal device, which is utterly deadly at 12" (FF-range). They're lightly armored, however, and not strong enough to be really good in CC (by fluff, they should be better in CC than they are in 40k). They're really good for hitting the enemy from an unexpected direction, like through an 'impassable' forest.
Human Aux are a different kind of speedbump. They are basically IG without the heavy weapons. Instead of the Autocannon/ML/HB/whatever, they can get Pulse Rifles. This only costs them a little firepower at range compared to an HB, and makes them more mobile. On Taros, Human Aux were used to protect the mines from the Imperial forces, slowing them down until the FW could arrive, and other fluff reinforces this basic use. Humans hold whatever area they're familiar with, delaying the enemy until the FW can arrive and deal with the issue.
What this means to me for E:A is that Humans and kroot should be your go-to people for garrisoning (optionally, Pathfinders, since both forces are really light in AT). Vespid would be the reaction force for dealing with infantry breakthroughs. FW are mechanized, aggressive units, killing infantry before they can break through a hypothetical line. Crisis suits back up the FW by killing Tanks, Tanks cover the long range. With Mech Pathfinders and/or Tetras to provide a ML umbrella, there's all sorts of GM fire available, whether that's AP, AT, or MW, as needed.
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E&C can confirm this, but the Tau on Taros basically fought a guerilla conflict to slow down the Imperials, forcing them to use more resources than they had available (fuel and water). Allow the Imps to advance, harassing the lead elements to slow them down, then hit the logistics tail and slow them down more. I don't have the book in front of me, but there's really only one Tau offensive in the book, the attack on the Starport where Mantas actually showed up and pounded positions. Otherwise, it was all just the Tau trading real estate for damage to the enemy, a defense in depth. Taros may not be the best source for offensive Tau operations.
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About high activation count: It's my understanding that the issue is a large number of 'throw-away' activations, as opposed to just a large number of activations in total (resulting from small formations that are easy to break individually, which allows for a lot of flexibility in Coordinated Fire activations).
What are the largest offenders in this area, aside from the independent drones and Orcas? Also, Orcas now have a limit of 1 per Cadre, so does that continue to leave them on the 'activation spammer' list?
_________________ "For the Lion and the Emperor!"
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