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Tau Combat Patrol Primer (draft version - please read and comment)
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Old 05 Dec 2005, 16:17   #1 (permalink)
Shas'Saal
 
Join Date: Mar 2005
Posts: 137
Default Tau Combat Patrol Primer (draft version - please read and comment)

Hi everyone,

This is a first draft of a combat patrol guide i've put togther. Any comments would be appreciated and credit will be given in the final version.

************************************************** **********************************************

WINNING WITH COMBAT PATROL

There have been quite a few ‘combat patrol’ topics recently, army lists and help queries, so I thought I’d slap a short article together on combat patrol.

Tau can be absolutely brutal in combat patrol, and the purpose of this article is to explain why and how. To help illustrate implementation, I’ve included 3 combat patrol battle reports at the end.

While the article recommends certain builds, that doesn’t mean you should always play combat patrol this way – it isn’t necessarily fun for you, or your opponent, especially if you blow them away in 2 turns. But anyone can design themed, fluffy, fun or just plain bad army list. This is about blowing your opponent off the table and then stomping all over the corpses in a crazed khor… sorry… got a bit off-message there…


1.1 What is combat patrol?

Combat Patrol is 40k lite. The essence of its rules are as follows

No HQs are necessary
Nothing with more than 2 wounds or a 2+ save
1 Troops choice minimum
No vehicle armour above 33 (add front, one side and rear to arrive at total)
No Ordnance

The Combat Patrol mission itself specifies that the game is played 400 points, that victory is purely based upon VPs and that there are no margins of victory. However, we should take into account the many permutations of Combat Patrol: many people play Combat Patrol with more than 400 points, standard missions are sometimes used, and infiltrate or deep strike are often used. Often people will wish to know the margin of victory, in which case scoring units must be considered.

As Combat Patrol follows other 40 game rules, I will also assume that the table size is set at 48 by 48, with 25% terrain. At least 1 piece on either side of the board is assumed to block lvl2 LoS (see terrain section of the BGB for more details). If you don’t play with terrain, you might as well ignore the rest of this article. I’ll put in a ‘Don’t use terrain?’ section at the end.


1.2 How does it inform our force selection?

Simply put CP removes from the Tau army list the following options

Commanders
Kroot Shaper
Krootox
Broadside
Hammerhead

Its fairly safe to say we won’t be worrying about the loss of the Krootox. The exclusion of other units doesn’t unduly affect us either, since Tau HQs are simply replications of the Crisis Suit and the Broadside is an anti-tank device, something we don’t really need to worry about.

Such limitations also affect opposing armies. The threat of super-resiliant monstrous creatures can be discounted certain combinations that a Tau army might fear, such as 2+ turbo boosting biker IC are not an issue, and Necrons, normally one of the hardest propositions for Tau also loose some of their fancy tricks, making them a less intimidating proposition. The absence of S8 AP3 Ordnance means that Crisis suits are much more viable than in a normal Tau army, and can operate almost with impunity in combat patrol.


2. WHAT TO TAKE IN COMBAT PATROL

As a 1+ choice, you must take a squad of firewarriors. Otherwise, from the list we want maximum firepower combined with maximum durability. I’ve divided this section up into a discussion of units

2.1 GOOD:

CRISIS SUITS: The Crisis Suit is a game-breaker in combat patrol.The Crisis Suit is a potential game-breaker in combat patrol. Depending on how they are set-up, they can combine everything a Tau commander could want. Firepower, avoidance, and inbuilt self-protection to proximate elite troops. I’m going to go straight out, and say they should be fireknife, all the way across the board, but we’ll look into why this is the best selection.

The main reason you take the Crisis suit is JSJ. With so few vehicle heavy weapons in the game, lvl 2 terrain is pretty much LoS blocking, so you always be able to find somewhere to hide your suits. What your opponent can’t shoot, generally speaking he can’t see.

The second reason you take Crisis Suits in combat patrol is the missile pod. This is the weapon you buy them for in combat patrol. A 2 shot S7 gun that ranges at only 6 less than the width and length of the board and 60% of the corner to corner diagonal. When you take JSJ into account, it becomes clear the MP can dominate the gaming table in CP. Furthermore, CP provides a target rich environment for the missile pod. S7 can affect every vehicle in the game, wounds everything in CP on a 2+, and has 2 shots.

It’s a great weapon and you should take it.

So, having decided on the missile pod, what do we do with the other hard points?

Well, for a start we could twin-link it. This makes the Crisis suit fearsome at range, but unfortunately, as an enemy closes with the Suit, the weapon doesn’t get any better. 2 S7 shots is great when your enemy is 30”, but less good when he is in power armour, standing right next to you and about to hit you with a big glowing fist.

So Crisis Suits need to defend themselves against assault troops moving towards them, and while a missile pods provides the means to affect how people move their troops, against lots of opponents, even twin-linked, its an inadequate weapon on its own.

Fortunately Crisis Suits have the option of taking 2 weapons and firing them together.

Burst Cannon: With 18 range (JSJ24) the burst cannon isn’t that bad an option in CP. The charge range of most fast troops is 18 (12+6) so the burst cannon allows you maintain a ‘safe’ distance while still utilising it to good effect. The best armour save you will come up against in CP is a 3+, so the multi-shot nature of the burst cannon makes up for its lack of AP and the weapon is quite cheap. Probably the best use for the burst cannon, however, is against inv save models, such as bikes, where you want to put as many wounding shots as possible on the unit in order to get ‘torrent of fire’ checks.

Flamer: If something is hurtling towards your crisis suits at speed, the flamer is simply too short a range weapon to stop it. Leave at home.

Fusion Blaster: A great weapon against T6-8, 2+ save models, and AV13+ vehicles… of which there are none in CP.

Plasma Rifle: The plasma rifle is a great defensive weapon. It can make a mess of almost anything and gets better the closer someone comes to your Crisis Suit. At 24” in outranges the burst cannon by 6 and has a S and AP advantage that makes the extra 6pt cost worthwhile. Its real sweet shot, however, is for when targets enter rapid fire range, where its JSJ rapid fire range nicely matches the charge range of most fast units, enabling you to snipe off front ranks. Against assault marines, warp spiders or ork truks, the plasma rifle is a great secondary weapon. While the burst cannon is marginally better at putting wounds on turbo-boosted bikes, once they have ceased their boosting, the plasma rifle is the weapon that will finish them off.

Finally: if you are playing missions, then Crisis Suits can move to claim objectives and their firepower does not dilute while moving.

OPTIONS: I advocate Fireknife (MP/PR/MT). You could consider running with torgoch configuration (twin missile, plasma, H-w tracker) on a team leader for 80pts as its very efficient. Otherwise the upgrades, especially drones, don’t help.
SIZE: 3 suits gives you the best chance of ‘torrent of fire’, so I tend to favour teams of 1 or 3.

STEALTH SUITS: Stealth Suits are a great unit, but with the shorter board, the Stealth generator becomes less useful. Furthermore, in standard CP they can’t infiltrate, taking away one of their special abilities. On the other hand, they are the best objective taker and mission fulfilment in the Tau CP arsenal, so when playing missions still have a place.

Options: Never take options on Stealth Suits
Squad Size: 4 is a good number, balancing between threat and modulation

FIREWARRIORS: A 30” gun covers a huge proportion of the board in CP. Stick them in cover, and your compulsory firewarriors will act as good area control. Never be afraid of disengaging them however, and always be prepared to use them as a gambit sacrifice to keep your suits alive.

Options: never give them upgrades, and never take carbines on them.
Squad Size: Keep it small, 6-8

DRONES: Normally Drones don’t get a good press from anyone, as Stealth Suits are point for point simply a better investment. However, if you have used up your elite slots, and want some light JSJ firepower, then drones are a not an unreasonable place to invest points. Furthermore, with no infiltration, the ability of drones to JJ means you can advance them quickly up the board to seize key areas of terrain and draw opponents out.

Options: none.
Squad Size: Take in min-sized squads, as these will probably be used as a sacrifice as some point.


2.2 BAD

DEVILFISH+FIREWARRIORS: You may be surprised to see this in the Bad section, afterall a Devilfish is an AV12 vehicle, the best you can get in the game… so why should you leave it at home.

Simple: its not a tank, it’s a transport. In combat patrol you don’t need to get anywhere, as there are no objectives. You shouldn’t need to reposition your firewarriors, as you are playing on a 48 by 48 table. Furthermore, it would be a big mistake to assume that opponents won’t have the heavy weapons to deal with the vehicle – a standard marine CP build is simply 2 rhinos packed with marines, so you need to take weapons capable of putting the hurt on AV11, which means plasma, melta, missile launchers, lances etc.

Thirdly, if you are playing missions, the tank doesn’t score! That’s not such a big deal in a 1500 point game, when the vehicle constitutes only 1/15 of your army PVs, but in a 400 point mission, having 1/3 of your points in a non-scoring unit is unacceptable…

What the Devilfish can do is keep your troopers out of trouble, and if you are playing against some armies, then that may be useful… but fast moving troops, the type capable of catching your FWs, tend to come totting some pretty harsh weaponry, caopable of knocking your fish out the sky.

Options: Decoy is a must. If you take the fish, then I can see a reason for multi-tracking it in CP


KROOT: Without their infiltrate option, Kroot are deprived of one of their key uses, advanced diversions. While still good infantry, FWs are probably a better option in CP, unless you are playing on very dense terrain.

Number: the basic 10 will do
Options: no shaper means no upgrade.


2.3 THE UGLY

ETHEREAL: it’s a Ld upgrade, and a helluva expensive one! Chaos pay 1pt per model for this, so in a 1500 point army, the ethereal does begin to pay for himself. But this is combat patrol, and once you’ve taken the ethereal, you only have 350 points left to play with.

Options: stick with the spoons of office.

PATHFINDERS: Markerlights can really help out in guiding missiles, plasma, and burst cannons. But once you’ve spent all those points on pathfinders, you don’t really have that many points left for other units, and only the plasma benefits from the ignore cover rule.

Plus they come with a non-scoring Devilfish and the scout rule becomes much less useful on small tables.

Options: if you simply have to take pathfinders, i.e. you are playing a nice fluffy force, then take 8 and give them 3 railrifles.


3. BUILDING AN ARMY

It should be pretty clear from the above that I favour a battlesuit heavy approach. However, Crisis Suits on their own will not necessarily win you the game, and an all-crisis list is actually quite vulnerable to certain troops. An old 40k truism was 'they shall reach your lines'. Well, you must be prepared for this.

Fortunately, the FO compels you to have firewarriors and these are very good at screening your troops. 6 firewarriors can create a 15” exclusion zone, into which enemy models cannot move unless they assault the FWs. This provides the best defence against bikes and suchlike, since the FWs will crumble under the attack, allowing you to rapid fire plasma into them. The FWs themselves are difficult to ignore when close up, due their extremely effective rapid-firing gun and can deny bikes their line of assault to more valuable units.

Terrain heavy games can compromise the missile pods range advantage, and you may want to include small cheap ‘speed bump’ options. Drones are good for this with their high model count, JSJ move, and low T, save and Ld, meaning they are unlikely to stay around in CC.

Whatever you do, remember that you should attempt to deploy in depth. Crisis Suits provide a firepower advantage, meaning that in general they must come to you. As the enemy approach, especially if they are fast elite troops, feed them small cheap and expendable units to break their momentum and ensure your crisis teams have time to gun them down.

If you can infiltrate then Kroot are an option for this, but if you can’t Drones are quite effective. They are cheaper and easier to block an advance than a single Crisis suit, while still being able to fulfill the harrasment role.

4. KNOW YOUR ENEMY

[a selection of what to do against XX combat patrol to be added - please post problem lists]
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Old 05 Dec 2005, 16:19   #2 (permalink)
Shas'Saal
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Battle Report 1: Shas’el Torgoch’s Ardboyz go fightz the Space Wolves

Army List

130 – 2 Fireknife Crisis Suits (missile, plasma, tracker)
130 – 2 Fireknife Crisis Suits (missile, plasma, tracker)
80 – Torgoch Crisis Suit (2missile, plasma, HW tracker)
60 – 10 Firewarriors

Space Wolves

2* Grey Slayers Unit
5 Blood Claw Bikers

The game table is a 4 by 4 board, with one level 3 wood piece in each deployment zone and a small hill on the right flank. The Space Wolves deploy their Slayers in the wood and the Blood Claws behind it. The Tau deploy the Firewarriors in their woods, and the Crisis Suits behind it.

Space Wolves get first turn, and turbo-boost behind the hill. The Grey Slayers march out the woods. The 3 Crisis Suits on the left side of the Tau wood move to gain angle over the hill and shoot off 1 biker. The firewarriors and the remaining 2 suits shoot the Grey Slayers, inflicting a casualty.

Turn 2 the Blood Claws turbo-boost to charge range and the Slayers move forwards. The Crisis suits move to rapid fire range and despite the 3+ inv, 20 S6-7 shots combined with the Firewarrior shooting is more than they can endure. Turn 3, the Wolves realise they won’t reach us, and retreat, but no avail. Crisis pursue up the board flanks, and though some wolves do get behind the woods, the Crisis Suits simply flank them and finish the game.

Tau: 400VPs
Space Wolves: 0VPs

Commentary: A Space Wolf army is not a difficult proposition for this army, but the tactics used here apply to any non-mobile army. With their 36” range Crisis Suits can use terrain to JSJ and annihilate non-mobile armies, without fear of return fire. If needs be, such as when fighting shooting marines or guard, firewarriors could simply refuse to engage the enemy, in this case starting behind the forest with the Crisis Suits.


Battle Report 2: Cult of Now’s Tau vs Chris’s Alaitoc Eldar

510 pt battle report witnessed by me at CLWC. The Tau player is fairly inexperienced, while Chris has a large Eldar force and has played for a number of years. The mission was 4 by 4 with Deep Strike and Infiltrate

Chris’s Eldar
c.10 Swooping Hawks with Exarch of doom (web of skulls, sustained attack)
3 Pathfinders
3 Pathfinders
3 Pathfinders
5 Warp Spiders
D-Cannon

A nice 40 in 40 army. Infiltrate + Jump troops gives lots of manourvreability, and the Exarch from the Hawks will kill anything in CC.

Stu’s Tau
2 Fireknife Crisis
2 Fireknife Crisis
4 Stealth
6 Firewarriors
10 Kroot

The table is quite terrain dense, with 6 woods arranged in a H shape, i.e. kind of like the spots on 6on a d6. This gives the players a wood in each corner, and two on either side of the board. This creates lots of ‘exclusion points’, areas units can occupy with strength. As a schematic the board looks a bit like this

-----------------------------------
---WWWW-------------WW--
-----------------------------------
-----WWW--------------WW--
-----------------------------------
------WW----------------WW--
-----------------------------------

The Eldar deploy the D-Cannon in one of these corners with the Warp Spiders, and the Swooping Hawks in the other, while the Tau line up Crisis suits 2 each behind each wood in their two corners and place the firewarriors on the left. The Eldar Pathfinders infiltrate into the middle wood on the Tau left en masse, with the while Stu places the Kroot in the wood on his right and the Stealth just ahead of the Wood on his left. The disruption pins the Crisis teams.

The Eldar win turn 1 and take it, and advance the Hawks and and Warp Spiders move up to sit behind the respective central woods. The shooting from the Pathfinders kills a couple of firewarriors. On the left, the Tau advance the Stealth, shoot up some pathfinders and jump back, while on the right Stu shuffles the Kroot and prepares to receive the charge.

Chris brings the Warp Spiders up further and leaps the hawks over the wood. Using their fleet move the hawks run round the Kroot and to Stus horror charge the Crisis suits behind them! He exarches sustained attack kills both suits and the massacre move consolidates them into the startled Kroot. Stu rushes out the Stealth and Crisis shoots off some more pathfinders, before heading for the board edge on the left. The Hawks massacre the Kroot (consolidation means the Hawks don’t get the bonus for charging… but the Kroot don’t get to strike first either) and head towards the survivors. In his turn Chris charges forward with the Hawks and Spiders, and massed fire downs the Stealth and a Crisis suit on 1 wound, leaving Stu with 4 firewarriors and a 1 wound crisis suit… who will be in assault next turn. At this point the Tau concede.

Alaitoc: 510VPs
Tau: 0VPs


GAME 3: Re-match of the above, with Alex using Stu’s Tau.

I take over Stu’s army and play Chris, using the same armies and mission parameters as above.

Chris gets sides and so I get first deploy. I follow Stu’s method of lining up 1 group of Crisis suits behind each woods, the D-Cannon goes in the same place, and place the firewarriors in the corner diagonally opposite the D-Cannon. The Swooping Hawks and Warp Spiders line up with D-Cannon, as Chris realises the wood in his deployment Chris infiltrates his pathfinders in the wood ahead of his D-Cannon, and I infiltrate the Kroot in the far right corner, behind the wood out of range of his D-Cannon, but preventing the Hawks advancing up the centre. The Stealth suits take position behind the middle left wood. Disruption will undoubtedly pin the Kroot, but if the Hawks get a 2nd turn charge they will expose themselves to a mass of return fire.

As I predicted, disruption pins the Kroot and both Crisis teams, but I win the first turn and, being pinned, elect to take it. In general my army does nothing, apart from the firewarriors, who kill a Pathfinder. Chris advances Warp Spiders to towards the middle line and the Hawks move across the board towards the Kroot, but are well out of charge range. The rangers kill a Firewarrior. For turn 2 I move my Stealth across, hoping to lure the Spiders into a move too far, and slam the Rangers with Stealth, 5 firewarriors and a Crisis team – 1 squad dissolves and another breaks. The Kroot enter the wood and rapid fire the Hawks, supported by the other Crisis team… I forget I have AP on the guns, so that even after Crisis missiles, the exarch is left standing. Chris looks gutted, but determines to have a go. The Warp Spiders advance on the Stealth, rapid fire, but only kill 2. Their jump back doesn’t quite take them 6” into the wood. The Exarch kills a Kroot with the web of skulls, assaults them and dies. On Tau turn 3 the Stealth Crisis and Firewarriors pulverise the surviving Eldar infantry, leaving 2 Warp Spiders, and the Crisis team begins to advance up the board edge on the right, eyeing up that D-Cannon….

VPS:
Alaitoc:0
Tau: 510
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Old 05 Dec 2005, 20:24   #3 (permalink)
Shas'Ui
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Couple of thoughts -

Firstly, if you visit the GWUK site, they do have a set of scenarios for combat patrol http://uk.games-workshop.com/warhamm...40k40mins2.pdf which do include more of the special rules.

Secondly, I think you are overlooking the value of Kroot - either you are playing with inflitrators or night fighting in the scenarios above or you are going off pure victory points. Kroot holed up a wood are a real pain to kill and as many people here will say - they are actually better shots than fire warriors point for point. Sadly the lack of a krootox here will reduce their firepower, especially seeing as its not competing with broadsides or hammerheads, but I suppose the lack of marine heros certainly makes up for its absence.
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Old 05 Dec 2005, 20:55   #4 (permalink)
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

I've found that in small games, having a large number of shots or models can be DEVASTATING for your opponent. often, they simply lack the firepower to deal with, say, 20 kroot hiding in terrain. If they try to assault you, you can simply move up and rapid fire the unit to death with 50 or more str 4-7 shots. Nothing that I know of in a combat patrol can survive that, except maybe a vehicle. (but that's why you load up on fireknives or missile/bursts)

Great stuff you have here... but kroot, for me, have performed too well to be anything but on the good list. Even when they end up dead, they take so many of their foes with them that it's worth it. Plus, they're very cheap for a unit that can both shoot and assault decently.

In combat patrol, I tend to mix up my crisis configurations more so that I have a weapon for every situation. I'd probably go with something like;
monat fireknife
monat fireknife
monat missile burst multi
7 fw's
10 kroot
10 kroot

for a total of 30 models. Basically, the kroot hide IN the cover that the crisis hide BEHIND. the fw's will probably end up in the open, but they have a 4+ save to protect them. If the enemy decides to come closer (even with those pesky bikes) and I get within about 15-16" of him, I can move up and rapid fire into him. Kroot rifles can do some serious damage to just about any troop type, and with a complete lack of 2+ saves, even more so. If the bikes don't boost for some strange reason, or there are some space marines far away, the crisis can beat them down. Against a static shooty army, the kroot will have cover to hide in and make themselves more efficient, while the suits lay down the nasty firepower. Especially against guard, the burst/missile suit, with 5 shots per turn, is going to do serious damage.
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Old 05 Dec 2005, 22:13   #5 (permalink)
Shas'Saal
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Quote:
Originally Posted by Tastyfish
Couple of thoughts -

Firstly, if you visit the GWUK site, they do have a set of scenarios for combat patrol http://uk.games-workshop.com/warhamm...40k40mins2.pdf which do include more of the special rules.
Thanks for the link. I have the article from WD, but wasn't aware it was on the web.

As far as scenarios go, however, I think its more likely people will be playing BGB missions using CP lists. The Warhammer World doubles tournament does this for example.


Quote:
Secondly, I think you are overlooking the value of Kroot - either you are playing with inflitrators or night fighting in the scenarios above or you are going off pure victory points. Kroot holed up a wood are a real pain to kill and as many people here will say - they are actually better shots than fire warriors point for point. Sadly the lack of a krootox here will reduce their firepower, especially seeing as its not competing with broadsides or hammerheads, but I suppose the lack of marine heros certainly makes up for its absence.
You won't get a much bigger advocate of Kroot than me, but if you play the CP mission, Kroot really aren't so useful in many ways.

Without infiltrate Kroot are always a supplement to firewarriors, and by taking Kroot you are adding infantry to an army that doesn't need anymore line infantry. Amd while Kroot operate at 107% firewarrior efficiency in shooting T3 or above, but that is only at under 24"... Firewarriors shoot further and that 6" matters more in CP than on a normal board.

So, yes, if you can infiltrate, then Kroot are really good (see battle report number 3 f.e.)... but if you can't then in some ways Drones are better.

Khaldun, my main concern with putting that much infantry on the table is that, if you play them all actively, i.e in line ready to fire, you create 'consolidation' areas... i.e. unit areas where assault troops can defeat the first unit and then consolidate into the second. I've seen bike assaults set up to create huge consolidation zones through judicious assault moves. If you place the units far enough part, then you are making certain demands of terrain. And if you place them out of active play, then you almost might as well invest in more suits.

Still, a unit of Kroot is not a bad option in any Tau force. I'll re-write the Kroot passage so there is a bit more substance in it.

Thanks for the thoughts
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Old 05 Dec 2005, 22:41   #6 (permalink)
Shas'Vre
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Yes, the consolidation areas are of concern. I have usually found ways to avoid such problems with kroot, but it is certainly something to look out for. After some more thought, less kroot are in order. 20 are far too many on such a small table, especially when they cannot infiltrate, as they quite possibly will run out of places where they are tactically appealing.

I'd end up with;
monat fireknife
monat fireknife
monat fireknife
12 fw's
12 kroot
for 399

That's a list I could get to like. Although I might consider splitting the fw squad in two.... but I really would like the ld benefits of having 1 squad... so which is better? a maximized squad of 12 or two minimized squads of 6?
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Old 05 Dec 2005, 23:32   #7 (permalink)
Shas'Vre
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

while I admit my CP list is very boring, its 100% win record speaks for itself, and flies against a lot of the post above (sry)

anyways its easy to type so i'll be quick:
10 Firewarriors
9 Firewarriors
10 Kroot
10 Kroot
20 Kroot
----------------
400 points

the only thing that caused me trouble was a heavy bolter land speeder (sure, I wish I had a DeathRain that day)

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Old 05 Dec 2005, 23:52   #8 (permalink)
Shas'Saal
 
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Quote:
Originally Posted by Calaban
while I admit my CP list is very boring, its 100% win record speaks for itself, and flies against a lot of the post above (sry)

anyways its easy to type so i'll be quick:
10 Firewarriors
9 Firewarriors
10 Kroot
10 Kroot
20 Kroot
----------------
400 points

the only thing that caused me trouble was a heavy bolter land speeder (sure, I wish I had a DeathRain that day)

i think you mean 3 lots of 10 Kroot as this is 70 points over.

This does illustrate a problem with the article, however; it doesn't define why the above lists are required and doesn't it make it clear why lists like the above are not a good idea if you wish to consistently win against powerful opposition.

You're list is horribly vulnerable. What happens if you face a tough MEQ list, say with 2 HB dev bolter squads? They can sit outside your shooting range and pound you. Or 2 Rhinos? have so many troops that marines can arrive at your lines, assault and simply consolidate between units. You've been successful because you haven't played any really tough CP lists.
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Old 06 Dec 2005, 00:01   #9 (permalink)
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

Or a mechanized guard army? I've seen squads of 7 mounted in a chimera with smoke launchers and other defensive upgrades... basically, it's a bunker with AV 12.... if it holds still;
3 multilaser shots
3 HB shots
6 lasguns
special weapon out of the top hatch (a nice combo I've seen is to have a squad with a missile launcher, and another chimera with a squad with a flamer and grenade launcher/plasma gun. The enemy gets close to throw in a melta, and the squad pops out and flames them to death, backed up by the other chimera. Really, really good army if used correctly.... just needs to concentrate first turn on any devastators and such or stay out of LOS from such units.
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Old 06 Dec 2005, 03:38   #10 (permalink)
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Default Re: Tau Combat Patrol Primer (draft version - please read and comment)

What do you guys think of this as a hybrid of numbers and anti vehicle/range

8x firewarriors with Shas'ui
90pts

8x firewarrors with Shas'ui
90pts

13 kroot
91pts

Fireknife
65pts

Fireknife
65pts
total 401pts

That firebase is enough to blow apart anything attacking it straight up. The kroot should be able to countercharge any fast units that get through. The fireknives can kill chimera's and rhinos while adding mobile aspect with that can finish off damaged units before they hit the line. Against heavy bolter devastators I'd suggest hiding everything you can and JSJing to slowly whittle down there numbers. Kinda cheap, but he will have to come to you and then you can at least hit him with you're firebase.
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