Right right im more thinking of getting a Hammerhead to fire at a flier if my normal
AA tactic died/missed. Imagine landing a Str10 Ap1 against any flier
lol BOOM!
I was also thinking the riptide but then i remembered i should be taking skyfire on him anyway instead of Counter-attack or whatever it was that lets me overwatch at bs2. Yea, i cant hit it with the plates but i can hit it with the 3 Heavy shots which is just as nasty
lol.
EDIT: Found something interesting...
In the Tau codex it specifically states that the Riptide cannot take the Vectored Retro-thrusters upgrade, which grants Fleet and Hit and Run. It does NOT say, far as i can tell, it cannot benefit from this rule as a whole.
With the buffing commander following a Riptide around, he can take this upgrade (at 5pts mind you) and give the Riptide Hit and Run. Fleet in the
BRB says the whole unit needs it to take effect, so thats out, but it says a single model with this rule lets the whole unit take hit and run.
Nothing prevents you from giving the Riptide Hit and Run with this tactic, and since the Commander isnt shooting to use CnC node and such anyway it doesnt hurt you to take this as one of your 4 support item slots. It also lets you roll on an I3 instead of I2 since the commander has a better initiative than the riptide.
Can anyone else find a reason why it wouldnt give the Riptide Hit and Run? That could be a real game-saver if you can just back away from a tarpit. Hell given that im not in range of his entire army i'd do it on the end of MY turn so if he tries to charge me again my commander with his
TL Flamer/Reg Flamer can Wall of Death again