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Tau TAC Combat Patrol.
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Old 03 Feb 2010, 18:46   #1 (permalink)
Shas'O
 
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Default Tau TAC Combat Patrol.

I may be starting in a Tournament soon, all GW Tournament rules apply, the first game is combat patrol, and I've never done CP before, so I'm not sure of all the special rules and restrictions, if anyone can elighten me as towhat they are without breaking the rules it would help. All i was told was No HQ and only 1 troop needed, No Heavy Tanks.

My list so far.

Troops

Firewarrior x 6
Carbines

Firewarrior x 8
Devilfish
SMS
D.Pod
Targetting Array

Elite

XV8 Deathrain
Flamer

XV8 Aurora
TA
Shas'Vre
HWDC
Shield Drone



The Aurora will be my Patrol Commander the deathrain providing ranged support. The Carbine equipped Warriors will chase down anything that need chasing and the Devilfish will get the RifleWarriors to where they need to be to pummel the targets, and provide close in additioanl firepower.

I think this list covers all possible target types im likely to encounter, and is fairly mobile.

Comments/Critiques/Suggestions?
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Originally Posted by Shas'o Ahab
In parting, I've discovered why Farsight started his breakaway faction...
*Farsight looks at Dawn Blade* "Shiny..."*Farsight picks up Dawn Blade and looks around* "... let's be bad guys."
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Old 03 Feb 2010, 20:01   #2 (permalink)
Shas'O
 
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Default Re: Tau TAC Combat Patrol.

Combat Patrol rules(@400pts)
0-1 HQ
1+ Troops
2 Wounds max per model
33 total AV for vehciles
No special Characters
No 2+ Saves
[hr]
Honestly, and I may be shot for saying this, take an Ethereal. In most CP games I played with an Ethereal in my force, I usually won.

Either go Mech, or footslogger, IMPO. Mixing the two at these low pts values can make the game go for longer then originally planned (from personal experience).

I've pulled a few victorys in CP games using Burst Canons and Flamer Battlesuits. you get plenty of medium strength weapons, and have plenty of potential hits.

Or you could take two Deathrains, as the highest AV you'll face wil most likely be AV12, and that'll be on another Devilfish. Missile pods can handly these threats moderately.
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Old 03 Feb 2010, 20:03   #3 (permalink)
Shas'O
 
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Default Re: Tau TAC Combat Patrol.

Quote:
Originally Posted by Skeith
Combat Patrol rules(@400pts)
0-1 HQ
1+ Troops
2 Wounds max per model
33 total AV for vehciles
No special Characters
No 2+ Saves
[hr]
You were mostly right, but I fixed your point count and your # of troop allowed.
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Old 03 Feb 2010, 20:03   #4 (permalink)
Shas'O
 
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Default Re: Tau TAC Combat Patrol.

I must have used School League CP rules then :P
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Old 03 Feb 2010, 20:18   #5 (permalink)
Shas'O
 
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Default Re: Tau TAC Combat Patrol.

I was told we didnt have to have an HQ, which made sense as I dont see an Etherial or a Force Commander leading a small patrol. A Shas'Vre would do the job here.

Is there any limit on Weapon Strength?

But I can rewrite the list easily enough.

I can drop the 'Fish, i wasnt keen on it anyway and I cant afford fully mech.

A 2 man Deathrain Team will help more i think.
__________________
Quote:
Originally Posted by Circus
It is (and this is an objective statement, looking at examples over the last century) really ****ing hard to terrorise the British.
Quote:
Originally Posted by Shas'o Ahab
In parting, I've discovered why Farsight started his breakaway faction...
*Farsight looks at Dawn Blade* "Shiny..."*Farsight picks up Dawn Blade and looks around* "... let's be bad guys."
Quote:
Originally Posted by The man they call Waffles
Jayne you y'xa'uuk legend
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Old 06 Feb 2010, 19:48   #6 (permalink)
Shas'Vre
 
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Default Re: Tau TAC Combat Patrol.

Honestly, drop the carbine fire warrior team (and two other fire warriors) and take kroot. Infiltrate is a fantastic ability in combat patrol.

And be careful of melta guns on your devilfish.

Cheers!
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Old 07 Feb 2010, 00:16   #7 (permalink)
Shas'O
 
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Default Re: Tau TAC Combat Patrol.

Yeah, I got tabled.

He fielded 3 Chimeras.


Moving into our personal campaign

round 2 was 1000 points:

he had:

3 Chimeras (1 Autocannon Flamer, 1 Autocannon Bolter and 1 Twin Heavy Flamer.)
2 Vendettas with H/Bolters
6 Ogryns
2 Squads of Plasma Veterans
1 Squad of Flamer Veterans
1 CCS with 4 Meltaguns.
1 Penal Legion

The very fact that this much stuff can be fielded at 1000 points is just a joke. I get armour saves from very little, and then anything that MIGHT survive gets crushed by the Vendettas, who drop 20 vets at my feet who get 14 plasma shots between them.
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Quote:
Originally Posted by Circus
It is (and this is an objective statement, looking at examples over the last century) really ****ing hard to terrorise the British.
Quote:
Originally Posted by Shas'o Ahab
In parting, I've discovered why Farsight started his breakaway faction...
*Farsight looks at Dawn Blade* "Shiny..."*Farsight picks up Dawn Blade and looks around* "... let's be bad guys."
Quote:
Originally Posted by The man they call Waffles
Jayne you y'xa'uuk legend
The Man They Call Jayne is offline   Reply With Quote
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