I'd always assumed that Co-fire was the replacement for a combined assault, not the defining feature of the list, but ok. So, what would you suggest as a fair yardstick to compare against? LRuss Company supporting a Mech Infantry Company (wait, that's 1050 points!)? 2 Mech Infantry Companies (900)? Predators supporting Assault Marines (475 w/o characters or upgrades)? Devastator+LRaider+Hunter (525) supporting Assault (175, so 700 total)?
I've already math-hammered that 2 AMHC+Hhead+Skyray+C&C (600 ea) formations and a Tetra formation (150) will barely break a formation of LRuss+Vanquisher+Hydra (700 ea), and do it by leaving the Tetras hanging in the breeze for the second LRuss company to destroy (assuming that LRuss#2 can get into position to fire on them). For review: Tetras START close enough to the two AMHCs to call co-fire, then double across the board into ML range of lots of LRuss. AMHC#1 opens up with 8x AT3+ Railguns and 10x AT5+ Seekers (assuming having to advance/pop-up to get LOS, instead of Sustaining), hitting 5.33 times with the Rails and 3.33 times with the Seekers, 8.67 times total. 4+RA stops 75% of those shots, so 2.166 kills. Then AMHC#2 repeats the feat, giving you a total of 3BMs+4.3ish kill BMs. 11-4=7 vehicles left, with 7.3BMs on the formation... that's one barely Broken LRuss company, for the application of almost twice it's points in 'superior' Tau firepower. Two LRuss companies of LRuss+Vanq+Hydra will demolish an AMHC+HHead+Skyray formation. Assuming a max-range engagement, 10xAT4+ = 5 hits on 4+ armor, =2.5 dead HHeads. Retaining, 2.5 more dead HHeads, 9-5=4 surviving HHeads, with 7 BMs on them, they're out of the game for 2-3 turns. That sounds like a case for Lance on the HHead Rails. Pardon me for starting a new topic.
Since this is supposed to be an infantry discussion, let's look at the Dev+(HB)RB+Hunter (425) supporting Assault Marines (175). For our comparison victims, I'm going to pick on an IG Infantry Company, with no attached support units, and no units within support range (everyone's favorite target). While the Hunter doesn't have any targets, there are only 3 units in the Marine list that can take an AA upgrade, so he's there for 'realism'. For the sake of discussion, I'll start with the most favorable comparison for the attackers, the Advance. Devs advance to within 15cm of the enemy and hop out of the RBs, then open fire. RBs give 4xAP4+, Devs throw 8xAP5+. That's 2+2.67 hits, and the 5+ cover save means 3.11 dead IG. Assault Marines Retain and Engage, with 4xCC3+; Devs give 4xFF3+ and 4xFF5+ in support. That's 2.67CC hits, and 4FF hits. 5+ cover save means 2.66 Dead IG from the firefight, total of 5.67 dead IG. IG counterattack, get 7 stands+command on the Marines and 2 stands FF, 1.5 CC hits, .67FF hits, Marine armor saves .75+.33, for 1 Marine dead. Resolution is SM7:IG3, should be about 5 autohits on the IG, completely wiping them out.
Somewhere in here, I've already mathhammered the 2x FW+Dfish comparisons. Ah, here it is, from page 11:Steel Legion Infantry Company (250 points) dug-in, Tau send 2x Firewarrior Cadres (300 each) to remove them to allow other operations. 13 IG units in woods, Tau do a basic Retain to blast them out. Let's assume that all the Dfish get close enough to shoot. [snip incorrect math] 32xAP6+ and 8x AP5+, for 5.33+2.67=8 hits total, 5+ cover save means 5.33 dead guard. Not quite enough BMs to break the 7.67 survivors (you should break the IG one time in 3), and that's 600 on 250, outpointing 2.4 to 1 (which should be just enough to chase the IG out of the woods).
Consolidating the Pulse Rifles to 1xAP4+ per stand would change the attack to 24xAP5+, for 8 hits, 5+ cover save means 5.33 dead guard. No change.
However, adding Pulse Carbines 15cm AP5+ Disrupt would change that attack to: 16xAP6+ and 16xAP6+Disrupt, plus 8xAP5+, changing the results of that attack to 5.33+2.67Disrupt hits, IG 5+ save for 5.33 dead. 5.33 BMs from casualties, 2 from coming under fire twice, and 2.67 Disrupt BMs WILL break a Steel Legion Infantry Company (7.67 Survivors with 10BMs), and cause them to flee, since the Tau are within 15cm of the position. There'd better not be any other IG within 30cm of those woods, though, because 2 FW formations are within 15cm of the position! Hello, intermingled assault on the next IG activation, but neither FW formation is broken (or has any BMs at all, for that matter). (edited for math errors and clarity)
Now, for the Co-fire comparison: 2xFW+PF+Dfish (so either unit can call the co-fire), 400 points each: v5 stats: 32xAP6+ and 10x AP5+, plus 4xAP6+ Disrupt, for 5.33+3.33+.67Disrupt=9.33 hits total, 5+ cover save means 6.22 dead guard. 6.22BMs, plus 2 for coming under fire, plus .67 Disrupt BMs, is 8.89BMs, enough to break the 6.78 survivors. 800 points on 250, outpointing 3.2:1.
I'd still rather set up a basic assault than that.
_________________ "For the Lion and the Emperor!"
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