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Made in us
Mutilatin' Mad Dok





Medford Oregon

I am trying to figure out ways to make stealth teams work better. So far I have discovered (since I am still a little new and trying to work out the whole...Finesse thing with Tau) That I can use them in various ways I didn't think of before. Such as using them and moving them at the assault phase cuz apparently they are also jet pack infentry as well.

So I gots three questions.

1.Can Jet pack Move in Assault Phase after Deep striking.

2.Where are they best placed when attacking enemies? Far away, Close up? Whats a good tactic to use them as?

3.What Support systems are best for them to use? So far I got one full troop that I use with each having a drone controller and taking TWO gun Drones each.
The second has only 5 guys...cuz I bought them online. I thought the XV15 looks cool and they were already painted my Tau Colors for me XD. I put target Arrey to boost
BS so they hit more often and kill more efficient.

   
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Drone without a Controller




Louisiana, United States

First off, welcome to the Greater Good!

Many Tau players don't like XV25s. They're more expensive and more vulnerable than their XV8 Crisis Suit kin. They also can only take burst cannons, something that limits their usefulness. I, however, usually take a Stealth Team in most of my matches. I'll explain why in a moment. Moving on to your questions:

1. No. Once you deep strike, you can shoot, and that's about it. So deep strike those suits very very carefully!

2. Assuming you don't bring the Fusion Blaster (which you shouldn't, there are far better platforms for it), Burst cannons have a range of 18". You should aim to use your first jump in the movement phase to get into this 18" range, then shoot, then jump back away from the enemy unit. This allows you to bring your full firepower to bear on the target, but allows you to jump back and away from the target, allowing your stealth field generators to offer you a reasonable amount of protection from return fire. It also keeps you out of assault range.

The main reason I take Stealth Teams is to use them as carriers for Markerlight Drones, or what's known as a Stealth Marker Team (SMT). Since the suits are Relentless, they can still JSJ and fire their Markerlights, allowing you to have a much more survivable and mobile Markerlight unit than the Pathfinder. I also take XV25s because I routinely play Orks, and burst cannons do reasonably well against the Ork Horde. But, as I said, the main reason I bring them is to have a mobile markerlight unit that takes advantage of the stealth field. This is very expensive for the number of Markerlights you get, but the advantage lies in its survivability.

3. If you choose to give the XV25 a support system, I recommend taking a drone controller on your team leader and adding Marker Drones and using the stealth team as an SMT. Otherwise, I don't recommend a support system. You're putting way too many points into a unit that can be spent on XV8 suits. Don't bring gun drones. Gun drones really don't help you and it's twenty points that are better spent elsewhere.

I highly recommend taking far more XV8 suits than XV25/XV15 suits. Crisis suits can carry much better weaponry and are far more versatile than the stealth teams. It sounds like you're using two of your elite slots to take Stealths, and I personally don't recommend doing that. You need those XV8s flying around killing stuff for you. There are many threads/articles here on Dakka that can give you a break down of Crisis suit configuration and what works best in particular situations. If you don't have any Crisis suits, they should be up there on your list of "What to Buy Next"!
   
Made in ca
Tough Tyrant Guard





Vancouver, BC, Canada

Agreed with Roguefox up there, your Crisis suits should really be the main stay of your Elite section. One team max would be all I recommend.

However, 6x Stealthsuits with 2x Gundrones each is a disgusting amount of firepower from one unit.

Don't forget your suits can also outflank. 15 - 30 S5 AP5 shots coming from where your opponent doesn't expect it is nothing to be sneezed at.



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Made in us
Raging-on-the-Inside Blood Angel Sergeant




Ohio

The only reason I would suggest for taking more than a single Stealth team would be if you are facing a horde army. You have the ability to take many more shots than any other suit configuration.

6 Stealths X 3 Shots each = 18 Shots at 18". Add markerlight Drones and other things as you would see fit. Crisis suits can only get up to 15 Shots at 18" with missile pods and burst cannons.

Overall the best use I have found is the Stealth Marker Team like RogueFox stated.

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Made in us
Dakka Veteran




Los Angeles, CA

Rules question
1) yes you can jump after deepstriking.

3) Generally I wouldnt spend points on support systems unless you are getting something that doesn't exist elsewhere. Stealth marker drones are the best use, everything else could be better spent on more guys. Dont take fusion blasters.

2) Stealth suits, like most other guys in the army are priced the same per shot as firewarriors. The only advantages they have are the JSJ and infiltrate (night fighting only helps if you are out of range usually). Use those rules to take a good position and hose the enemy from turn one. In general, if you aren't using the infiltration rule you could get better bang for your buck with other units (sadly fire warriors are just as good if you don't take advantage of stealth suits abilities).


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Made in us
Banelord Titan Princeps of Khorne






To add on to what cypher is saying, basically you want to always keep your stealth suits 22-24" away from whatever you are shooting at, so that you can jump forward in your movement phase, be in range to shoot with your burst cannons, and then jump away to be back in that sweet spot (22-24") for night fight, since average rolling for spotting distance is between 18" (rolling a "6") to 24" (rolling an "8"), which means you have a pretty good chance of being out of sight for return fire.

With a few markerlight hits, they can put some serious hurt on alot of things and dance away avoiding retaliation.

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Fresh-Faced New User




OK, I have a noob question: I am helping my son set up his Tau. If they are a Markerlight stealth team, do the markerlight 'hits' only benefit the Stealth's shooting or can they be used to benefit other units ike his Hammerheads or Suits?

I play Orks, and eat up Pathfinders all the time. I like this idea of using the Stealths for Markers.
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Ohio

Markerlight hits benefit anyone you use them for except the squad that fired them. Networked Markerlights can e used for anyone including the squad firing them.

Remember it's best to fire all markerlights at the beginning of the shooting phase them use them up. Always roll networked markerlights before rolling the rest of the shots. Only Markerlight drones and the SkyRay have networked markerlights I believe but I would have to double check.

Also, according to the Codex you do not get the extra 6" move in the turn you deepstrike in. It says you do not get the extra 6" move in the turn you arrive in. So make sure when you deepstrike you do so where you can cause damage but also where you are protected. Otherwise your suits become a suicide squad.

A Stealth Marker Team works well because you can sit at 36" at the edge of where the enemy is able to see you. On average they will roll way below that range and will not be able to see you at all. If they don't move beforehand it will be impossible to see you if you jump back to 42".

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Death-Dealing Devastator





The Box

I think using Stealths as markerlight support is terrible, just because they are to darn expensive. Sure you can't be touched at more than 36 inch away, but the most basic squad is 165 points (3 'ui, 2 ML-drones and leader with ML, 55pt per markerlight!). I'd rather take some pathfinders (181 pt, 8pf, fish+DP) or 3 Fire knifes (186) or even a hammerhead (if you don't have 3 of them already).

Preferably I don't use stealths but if i do (as points fillers) I use them in squads of 3 with a FB (and leader with TL, if i have the points) and put them on the board where I can be as annoying as possible, threatening vehicles and small squads. JSJ behind LOS blocking terrain and they have to come get you or ignore you.

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Made in us
Raging-on-the-Inside Blood Angel Sergeant




Ohio

Joostuh wrote:I think using Stealths as markerlight support is terrible, just because they are to darn expensive. Sure you can't be touched at more than 36 inch away, but the most basic squad is 165 points (3 'ui, 2 ML-drones and leader with ML, 55pt per markerlight!).


The thing is that with pathfinders you lose a round of shooting every time you move. This is true for everything except markerlight drones attached to Jet pack infantry, the SkyRay or Stealthsuits. If you want mobility for markerlights this is the best way to go since you do not want to lose a heavy slot for a skyray that instead can be a Hammerhead or Broadsides.

For a static gunline you are correct. Pathfinders are much better. I just love to use my stealths as an annoyance while keeping them quite safe in the far distance.

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I use a hybrid list with many shielding units, when they are that close to my army I'm dead anyway, or the other army is so crippled I can afford to lose the PF.

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Towering Hierophant Bio-Titan



UK

Infiltrate the suits as well as a strong band of kroot, use the stealth team to cover the advance of the kroot providing that invaluble 4+ cover aswell as laying down fire and when its time to charge, just pull back the suits and charge in with the kroot.

In terms of points to damage, kroot are as good against infantry as any other tau weapon, its simply a case of surviving long enough to charge. Stealth teams are reasonably effective with the 3+ save and the stealthfield as well as a torrent of str5 firepower to thin down enemy infantry.

Talking about str5 firepower.. Tau stealthsuits are top-equal the best choice for raw str5 fire-power, coming alongside the Firewarriors. Its either 10pts for 1 str5 shot (Rapid fire, beside when used from a fish for a single-turn nuke) or 30pts for 3 shots (lower range, better manoeuvrability and survivability) and likewise, a gun-drone exactly mirrors this ethos. Str5, 18" range, assault 1, pinning. You loose the 3+ for a 4+ and gain the vulnerability with loosing the drone-controller before the drone but you do gain pinning and a cheaper additional wound/member to the squad.

Should definitely be used with kroot.

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