Switch Theme:

Tau Troops Choices  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sneaky Sniper Drone






Central Indiana

(Again, article originally posted by me on ATT)

Tau Troops Choices: A Comparison

With the coming of 5th edition, troops became increasingly vital to success on the tabletop. Understanding how to use an army's troop choices, and effectively counter those of your enemies is a key component to getting the most out of any list. Fortunately for the Tau player, there are three unique and useful troop types available. Gue'vesa will be considered as part of this article, as they are a troops choice in friendly games, and therefore worthy of consideration.

For the purposes of this article, I chose three generic selections of the troops choices, not the end all, most competitive builds. The most competitive way to select individual troop types is not the purpose of this article, comparing the three troops and their possible and effective battlefield roles is.

Fire Warriors
As a 1+ option, we are all required to take at least 6 of the Shas'la. The example unit used generically for this article is:
12 Fire Warriors with Pulse Rifles
Shas'ui upgrade
Markerlight
Bonding Knife

1 Devilfish Transport
Distruption Pod,
2 Seeker Missiles

250pts Total

Basics
The three main advantages to this troop type are decent survivability, excellent maneuverability, and long range anti-light infantry. With a 4+ armor save, and the Devilfish counting as Obscured over 12" away, Shas'la are by far the most durable troop available to Tau commanders. They are also the only type of Troop capable of taking a transport in this parking lot ridden meta-game that is 5th edition. The Devilfish is one of the better transports in the game, even if it is more expensive than most. Finally, the Fire Warriors give a good account of themselves in shooting against many of the other troop types in the game, including Cabalite Warriors, Guardians, Imperial Guard platoons, Ork Boyz, (Yea, even regular Nobz), and 'gaunts. I have had significant success with my Shas'la over the years, but I am fully aware that some people can't stand them. If this is you, then may I recommend at least taking either a markerlight or giving the Shas'la EMP grenades. For twentyish points, you gain the ability to buff the army or damage a vehicle, as opposed to just flushing the points down the metaphorical toilet.

On Offense
While Fire Warriors live up to their awful reputation in assualt, they are capable of being used offensively with care. If possible, find an area of cover 18-24" away from the enemy held objective, and attempt to shoot them off the objective. On the first turn of shooting after disembarking, attempt to knock out any armor support or transports attached to the enemy unit with a seeker missile, as many commanders will attempt to embark and come at you. Leave the Devilfish in the area as a Tank Shock/Blocking tool.

On Defense
The defense of an objective could be the best use of Fire Warriors, as it plays to their natural strength at long range. Don't discount the fact that you can glance Rhinos! It is always worth trying to glance an unlikely vehicle than totally forgoing a turn of Shas'la shooting. Using an objective as bait, place one or two Fire Warrior units in Rapid Fire range of the objective, and patiently wait for your opponent to close the distance. Seeker's can be key to this strategy,as after a successful marklight hit, you have a 50% of chance of a glancing or penetrating hit against Rhinos, a 33% chance against Chimera's and a 66% chance against Trukks. There are few troop units in the game that can walk away from 2 full units of pulse rifle fire smiling.


Summary
The mandatory Tau troop choice is average. The Fire Warrior squad is a useful, if not stellar addition to any army, and can be used to (cautiously) take ground from the enemy, engage light to medium vehicles with a reasonable chance of success (with both pulse rifles and seekers), and most of all, defend objectives in conjunction with their Devilfish.

Kroot
The example unit that is used for the purpose of the article is:
20 Kroot
3 Krootox


245pts

Basic
Net reactions to the Kroot range from, "The only viable Tau troop choice" to "Those useless guys who don't even fill an assault role." As it usually is, the truth is somewhere in the middle. At face value, Kroot are Orks with no armor save, that are equipped with anti-ork rapid fire weapons. Their fieldcraft special rule gives them improved cover in woods and jungles, which is life saving, considering the Kroot's low armor save. The nice part about Kroot is that they are cheap, and fairly effective in close combat. You may disagree with this, but my own experience with the Kroot has been positive overall.

On Offense
Kroot die to shooting from everything but lasguns. If you want to use Kroot to take objectives, they will need support, as walking Kroot over open ground towards the enemy invariable leads to a serious reduction of Kroot. They can commandeer unused Devilfish, but generally the squads that I use are too big for this possibility. On Offense, Kroot love cover. They can use woods or rubble, or any other type of cover that is possible to close the distance to the enemy. I rarely use my Kroot in this fashion, but have done it and seen it done. Thus, despite being a close combat oriented unit, Kroot are primarily defensive units, or, counter-charge objective units. units.

In Defense
In defense Kroot begin to shine. By placing them near an objective, you force your enemy to come within assault range of a unit that, on the charge, delivers 63 S4 attacks, and 12 S6 attacks, for a total of 75 attacks on the charge. Against MEQ, this comes out to 5-7 wounds on the charge. The Kroot really shine against enemies with power weapons, as the Kroot have no armor save to negate, and thus the points are wasted. If you can get the charge, you will at least be troublesome, at worst give a 2-3 turn speed bump. My Kroot have often earned back their points over the years, killing close combat terminators and other fairly scary units. The Kroot gun on the back of the Krootox is gold. Being an rapid fire autocannon, you can receive up three S7 shots per turn,(depending on the number of oxen) targeting Rhinos and Chimeras in the early game turns when the majority of the Kroot may not have a target. These weapons are merely icing on the cake, the real advantage of the Krootox is attacking high strength attacks and wounds to the unit.

Summary
Next to an objective, definitely in cover, preferably in woods, a Kroot Kindred can go from being a below average troop choice to excellent defensive unit that is potent against light armor at range, light infantry at close range, and MEQ's in close combat.

Gue'vesa
The example unit that is used for the purpose of the article is:
12 Gue'vesa
EMP grenades
Gue'vesa'ui
Markerlight

128pts

Basics
In friendly games, the Gue'vesa are a viable 3rd choice to the Tau Shas'O. Lacking the heavy firepower and 4+ save of the Fire Warriors, and the fair close combat skills of the Kroot, with a negative special rule, it may appear as though Gue'vesa have nothing to offer the Tau army. On the contrary, these tenacious little Gue'la have several advantages to offer the Greater Good. First, they make an ideal EMP suicide/commando unit, as has been covered in the excellent academy article related to that role. Second, they allow the cheapest possible way of receiving a single markerlight. Lasguns do not kill the enemy, unless you are fighting Kroot, or Ork Boyz, and even then it is dicey. The 5+ armor save leaves much to be desired, but is superior to the Kroot save.

On Offense
Gue'vesa are marginally better than Kroot on the offensive for the following reasons: they possess an armor save, and they have the ability to engage armor with a reasonable chance of success via EMP grenades and seeker missiles. Also unlike Kroot, they can ride in Devilfish easily as they have the same unit cap as Fire Warriors, not their own, but can take one from the more durable Firewarriors, who are more suited to defense. They are below average in close combat, which oddly makes up for the negative special rule when fighting Imperial forces. However, they are still superior to Tau in close combat. They are unique, in that you have a 50% chance to glance or penetrate regardless of the target armor value in CC due to the EMP grenades.
On Defense
The Gue'vesa are surprisingly useless in a defensive role. Their weapons lack the punch of a pulse rifle, and are not particularly useful against hordes, even when used in mass. They can call seeker missiles, but so can a Fire Warrior team, whose shooting is much more effective against light and medium infantry, even when the per point basis is figured in. They are better than Tau in close combat, but for the points a small unit of Kroot is more effective for objective counterattack than Gue'vesa.

Summary
The Gue'vesa are a cheaper alternative meatshield/low investment offensive option. For 128pts, (80 more for the Firewarrior Devilfish) they can cross the battlefield in safety compared to the Kroot, are more effective against walkers in close combat than any other troop unit that the Tau possess, can damage other vehicles in close combat as well, and can provide markerlight support for a low points cost if that is the primary unit goal. They are a useful speed bump close combat unit, are less points thrown down the drain for a EMP suicide unit.

What we have learned
Fire Warriors are not pathetic on the offensive, provided care is used. Fire Warriors should use objectives to draw enemy forces into a kill zone if on the defensive. Unless infiltrating, Kroot should not be used in an offensive role, and with Krootox can provide early game autocannon support. Kroot, if kept in cover, can provide a nasty charge towards a unit that is forced to close with them, and their lack of an armor save is no disadvantage against power weapon wielding enemies. Gue'vesa are useful in a limited role, as a cheap EMP suicide unit, and as a way to get a cheap markerlight into the army. They are an attractive speed bump alternative to a Firewarrior unit.

2000pt Troop selection and strategy

HQ Shas'el-PR/MP/Multi-tracker/Stim Injector
122pts Total

Elites Crisis Team
3 Shas'ui- PR/MP/Multi-tracker
186ptsX 3
558pts Total

Troop Choices 1+2
12 Fire Warriors with Pulse Rifles
Shas'ui upgrade
Markerlight
Bonding Knife

1 Devilfish Transport
Distruption Pod,
2 Seeker Missiles
250pts Total
x2 for 500 points

Troop Choice 3
20 Kroot
3 Krootox
245pts Total

Troop Choice 4
12 Gue'vesa
EMP grenades
Gue'vesa'ui
Markerlight
128pts Total

Heavy Support
Railhead
SMS
Target Lock
Disruption Pod
Multi-Tracker
2 Seeker Missiles
200 pts

3 Broadsides with ASS
240

Total: 1993pts

879pts Total spent on troops

This is not done to make comments about this list, merely to show that with a sizable troops contingent, other units can still be fit into the list.

With this list, depending on the terrain and type of army being faced, a good general strategy would be to hold the Kroot and one of the Fire Warrior (Dismounted) units in the backfield, preferably in cover near the objective. The other Fire Warrior unit and the Gue'vesa would advance on a second objective, mounted in Devilfish. The Gue'vesa would target any enemy vehicle concentrations, while the Fire Warriors would disembark at least 18" away from the enemy/objective and give markerlight and pulse rifle support. While I realize that the battle doesn't occur with only troop units present, using troops to their strengths will improve the overall result of the battle, and allow the Tau to get the most out of their troop units in 5th edition.


Only the dead have seen the end of war-Plato
 
   
Made in us
Longtime Dakkanaut






Something that this article forgets is that Kroot have infiltrate. 2x12 units of kroot are only 168 points, and give the option to block the enemies board edge turn 1 even in dawn of war. Even if you are not doing this cheezy tactic, outflanking kroot squads are fantastic late game objective grabbers, and just 10 infiltrating kroot can block the several turn 1 scout--charge--win moves that armies have.

Also, you failed to mention the 6 point kroot hound, which with their init of 5 change the quality of a kroot assault dramaticly.
   
Made in us
Sneaky Sniper Drone






Central Indiana

Yes, but with the Krootox in the example, the unit loses the ability to infiltrate. Thank you for adding to it though! And Kroot hounds are amazing!

Only the dead have seen the end of war-Plato
 
   
 
Forum Index » 40K General Discussion
Go to: