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A wander in the mind of a Tau
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Old 11 Jun 2007, 01:33   #1 (permalink)
Shas'Saal
 
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Default A wander in the mind of a Tau

So I've been thinking about the Guard.

I was wondering how viable an army that used almost solely
*light troops
*rough riders
*crack shot
*ratlings
and priests
would do. I want to model a desert army that uses sniper fire and guerrilla tactics to the max. Mind you this is all in my head right now, but would this sort of list be viable? All the sniper shots would let the heavy support focus on the heavy support. Any thoughts?
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Old 11 Jun 2007, 01:43   #2 (permalink)
Shas'O
 
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Default Re: A wander in the mind of a Tau

Quote:
*light troops
The Light Infantry doctrine can be superb, especially on a terrain heavy board. Not very expensive for it's utility, but it does put your Guardsmen closer to combat...

Quote:
*rough riders
Very effective... probably the Guard's best assault unit against anything with a half-decent armour save.

Quote:
*crack shot
Sharpshooters sucks. Simple as that.

Quote:
*ratlings
Great sniper unit.

Quote:
and priests
Great for assaulty units, but don't bother with heavy weapons...
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Old 11 Jun 2007, 01:48   #3 (permalink)
Shas'Saal
 
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Default Re: A wander in the mind of a Tau

So what would I use as anti-tank?
Fluffwise Rocket launchers or autocannons would work best, methinks.
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Old 11 Jun 2007, 01:57   #4 (permalink)
Shas'O
 
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Default Re: A wander in the mind of a Tau

In a Light Infantry army, you can splurge on heavy weapons squads (MLs or Lascannons, the prior being more versatile and much cheaper) since you won't have any tanks.

Also keep in mind that you'll be able to deploy your Meltaguns much closer to the enemy...
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Old 11 Jun 2007, 04:02   #5 (permalink)
Shas'Ui
 
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Default Re: A wander in the mind of a Tau

you want the tallarn regiment it has every thing you want, once you get the guard codex you can look at the back and it shows famous regiments and their doctrines.
now do you want tanks or no? (guard without tanks spells no good)
and considering you want guerrilla tactics mortars work very well and can pin units
last what kind of army do you want (i.e. mobile, stationary, deep striking, etc.)
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Old 11 Jun 2007, 04:07   #6 (permalink)
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Default Re: A wander in the mind of a Tau

Dont let Genmotty catch you saying that dyk.themuffinman, he'll have your head!

Though I would have to agree with Novae on this one completely, altho my infantry forces are more dedicated to sitting in trenches and hitting you hard from far away, using mortars and machine guns to their advantage.
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Old 11 Jun 2007, 04:19   #7 (permalink)
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Default Re: A wander in the mind of a Tau

Sounds like you should go with lightinfantry, ratlings (can be other models representing ratlings), camo cloaks to get some insane cover saves, tons of RPGs (rocket launchers), Special Weapons squads (drop troops) with demo charges to hit the enemy hard guerrilla fighting style.
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Old 11 Jun 2007, 04:27   #8 (permalink)
Shas'Saal
 
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Default Re: A wander in the mind of a Tau

I'm trying a similar thing with the Tanith First and Only. Hope you have a lot of patience. Without any tanks to eat up points it is a crap load of Guardsmen to assemble and paint.

I'm trying to get to 1850 and I think I will have close to 200 men in my army.
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Old 11 Jun 2007, 10:30   #9 (permalink)
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Default Re: A wander in the mind of a Tau

Quote:
Originally Posted by dyk.themuffinman
(guard without tanks spells no good)
Arrgh! I'm going to have your head for this!

It seams a good list of Doctrines except for the Sharpshooter one, although it can be useful the doctrine doesn't seam to be worth it all the time.

-Vets
-Camoline
-Hardened Fighters

Could replace it and stay fluffy. The Vets give the feeling of 'eliteness' and can max your specail weapons, the Camoline works across board and could be called Desert Camo or something to that effect. It will also help you make use of the limited terrain available. Hardened Fighters is always good, gives you the ability to use Sentinels much more effectively and will boast your WS for when you get in hand-to-hand combat. Combine the Priests with that and you'll have some good CC power, although don't rely on it.

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