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updated Guevesa article (a second draft before I can get the format worked out)
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Old 11 Nov 2008, 04:04   #1 (permalink)
Shas'El
 
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Default updated Guevesa article (a second draft before I can get the format worked out)

This Tau human auxiliary tactica introduces you into the world of Human auxiliaries, an oftenly overlooked, and undervalued unit. In this article I will analyze, and show you various adaptions, in which this unit can be employed.

Their rules may be found at:
http://theblackship.org/downloads/ru...auxileries.pdf

It is the leader's duty to understand what weapons he has at his disposal. So in this chapter we examine the most common weapon available to Tau human auxiliaries.

"Know thyself, or know thy Lasgun."

Weapon summary: Lasgun


As is, the weapon is not designed to be overpowering, relying on its capability of midrange and short range firing mechanisms to make up for shortcomings. It is often best to be employed against units with similar tolerances of pain to that of a human, in game terms T 3 or lower.

While T3 creatures vary in armor scheme, 5+ saves are in majority, and 3+ and 4+ are privileged to a select few. The Lasgun capable of wounding creatures in each category of armor will require enemies to roll more often, as is why the Lasgun should be employed against such troops.

However you won't always get this privilege. While T3 units cover many different armies, they do not make up the bulk (in the case of marines). So in this next piece I will cover the beasts that are harder to fell.

"Shoot the sea, or shoot the rock"
(Outcomes of shooting tougher creatures)

Many a story tells that Lasguns have downed almost anything in the right situation, but for some reason can't do the same on the board.

You found previously that creatures with T3 were within your capable rolls, you had at most times wounded on one or more occasions, unfortunately at this point T4 to T6 wounding will be up to the whims of fate.

When you start to encounter units to this degree it will become a game of chance when a unit will actually fall. The fact of the matter is as T goes up, it can start to associate with a better armor save (though note there are some exceptions). Or a specialty creature with more then one wound.

Recommendations will be variable at this point; Since the Tau human auxiliaries in most cases won't be fielded as the only troop choice. You may find it proper to engage in a skirmishing fashion. If you are left to this, use the Lasguns farthest range, and aid in the number of shots being outputted. While casualties inflicted will not be staggering, it may be one or two less men shooting that you won't have to worry about, or 4-6 attacks on the charge.

Death or glory
(Notice the rapid-fire)

Many a time I wondered, should I stand and shoot, or charge the enemy? In most cases youll find shooting more advantageous.

Because most things that assault you, either kill you outright (tyranid warriors in my experience) or sweep you. As such if you cant get combat initiative, shoot the hell out of them.

This tactic gives the humans their redemption (if not manly honor back) and makes use of their rapid-fire weapons. While S 3 weapons do not necessarily constitute killers, massed lasguns are no laughing matter. If you realize how cheap human auxiliaries are then youll understand that you may die, but youll have made up more if not half of your squads points.

Weapon summary: Pulse rifle

The Tau pulse rifle is standard amongst firewarrior kind; it boasts long range, and short-range capabilities. This gun was meant to reduce close combat encounters. It produces a powerful enough charge to devastate weaker creatures, or provide suitable firepower against tougher troops.

"This thang' is very shooty! Hehehehe"
(Gifts of the pulserifle)

You may have noticed that the human auxiliaries have the option to take two pulserifles. While they do come on the cheap, remember how they can act on the battlefield.

Long range

If long-range infantry support is your goal, two pulserifles do the job; they allow the tau doctrine of staying back, preserving lives, and complements the lasgun 2 foot range.

Lucky engine strikers

The pulserifle is capable of striking skimmers, light tanks/walkers, and transports with its S 5. Albeit the job isnt guaranteed, lucky engine strikers is here for a reason.

Death or glory

Lasguns are rapid fire, pulsefiles are rapid fire, and it was meant to be. Consider the 3pt upgrade worth the S5 weapon (you do fire with the same BS as a firewarrior)

Weapon summary: Pulse carbine

A weapon boasting similar power characteristics of a pulserfile, it is designed for short-range conflicts, and for tau on the move. It is capable of pinning enemy troops under the volley of its barrel.


Why a pulsecarbine?

If you noticed this, you wonder why would an auxiliary unit use a short-range weapon?

One simple fact, it's pinning!

Imagine the potential of keeping some hoarde foes at bay, by taking advantage of their low leadership?

Or even this factor.

Imagine using pulse carbines in combination with Tau markerlights? (Reference Tau empire codex if you need to)

Pinning, and if you cant get it alternatives

Pulsecarbines were meant to disrupt the enemy, and if you can make sure the tau human auxiliaries are not the juiciest targets, the 18-inch range will not be a tremendous factor (especialy if the enemy is coming to you) The pulsecarbine takes advantge of its assault, and S 5 ap5 character traits. Against horde foes you'll typically have no trouble killing one, and often one is all you need to insure a pinning check.

This tactic is not recommended against higher armored troops, but worth the effort if you are forced to it. You could add human carbine fire, on top of drone/fire warrior carbine fire if need be.

However be sure to tell the difference between pinnable units and fearless units.
And lastly if can't get a pin, use tau markerlights to decrease leadership values for pinning. If you have some marker lights to spare that is.

Weapon summary: Markerlight

Boasting a primary logistical support, it allows infantry to request anti vehicle support by means of seeker missile, or allow increased accuracy. It has the downside of being a standstill weapon, but the support factor more then makes up for it.

Why a markerlight?

Tau human auxiliaries are cheap, can be deployed on the lowest terms, and still field a markerlight. They offer long-range infantry, AND heavy support. Something their kroot bretheran can't always provide readily.

Some of the advantages of marker lights to the humans:
• Coexistence with the tau weaponry, support.
• It helps with tanks (seeker missiles)
• Can be deployed in such a way as to be easily overlooked
• Long range
• Liberating to the mobility of the fire warriors.

And in my opinion allows for firewarrior teams to move on demand!
(Note: however most cases, the markerlight is still firing on BS 3, while this does have great potential, don't rely on it without a decent number of a markerlights fielded)

Weapon summary: EMP

The EMP grenade, it is an energy disruption weapon designed primarily for disrupting enemy vehicles.

Points cost, to arguable situations
T

he infamous suicide EMP grenade team repuation still stands as a popular tactic (altough I don't see why) for 3 points an auxiliary you have the potential of glancing even penetrating an armor 14 vehicle, granted if your enemy lets you near their tanks, and survive hell and back to touch one..granted that’s the normal case, but there are exceptions for tanks deepstriken into your lines, or whos main goal is to assault.

The tactic of a emp strike comes as a surprise because no one expects humans to go on suicide bombings; they expect them to die standing, but in turn this may be advantageous to you.

Considering this route, don't give your unit anything else but the EMP grenades and keep them at a moderate number 6-8 (generally acceptable) some people could argue for the ui veteran upgrade, however ill leave that to you.
If the enemy brings tanks to you, spring the humans, and if you cannot get tanks to come to you, 3pts paid for each grenade becomes a slight liability. So plan accordingly, each battlefield is different

Gue`vesa Doctrine

"Cripple Beast"

"Arrogant are those that find numerically inferior forces insufficient to defeat a numerically superior force. However, arrogant and foolhardy is the inferior force if they rely on force alone to defeat greater force. To defeat the superior when speed or force is against your favor, you must cripple the legs of the beast."

Commander, in your employment of auxiliaries, the Gue`vesa teams will be known for having a quality like water, in that they flow with the tide of battle, and never have just one form. So when integrating, it must follow suit in a manner befitting flexibility, and overall scenario planning. To begin we will teach the in integration of "Cripple Beast Doctrine"

"Cripple Beast Doctrine" employs Gue`vesa marker light designation teams, in cells of 6-8 men often accompanied by their seasoned leaders, or by reference Gue`vesa`ui.

The cells operate independently providing logistical support in two methods of anti tank warfare.

Method 1: Dictates employment of marker light beacons for adjacent seeker missiles, the first salvo for negation, immobilization and ultimate destruction of enemy vehicles. This is best employed while enemy is at range, or when lack of heavy support is present.

Method 2: Dictates employment of marker light beacons for adjacent anti tank specialists. Salvos becoming more proficient and often are of great use to defeat vehicles at distance, often as a result can be used to isolate enemy troops (often due to enemy transports.)

Either manner of method promotes itself to the situation of anti tank warfare and can be combined into a joint attack or joint support. A flow of water as mentioned earlier.


Optimization summary

Squad: 6-8 Gue`vesa, Gue`vesa`ui, marker light.

Deployment: Rear, 1-2 squads.

Unit Combination: Crisis teams, Broadsides, Sky ray, Devil Fish, Hammer Head, and Piranha.


Gue`vesa Doctrine

“Rear guard”

“Understand that one must guard his sides at all times, and not be forced to place his back to a wall. If escape is lost, so is life, if back is guarded, life can escape to the side. If side is cut off, fight through the front.”

Commander, there may be instances where the enemy will dictate your terms of objective, in means of vital points. While it is conceivably better not to go to ground, it does not mean it will be discarded.

Defending a line takes crucial steps. You must be able to watch your back, your side, and your front simultaneously while also providing resistance enough to suppress.

Or better put, you must arrange for flexibility to halt an unplanned encounter, so your force against the front does not fold.

Integration of the Gue`vesa are various in this employment however as “Rear Guard” would put it, the Gue`vesa will be supporting the exposed flanks consisting in cells of 6-12 men, arranged in 1-2 squads. The strength of the Gue`vesa in this formation is relative to the weapons given to them and should be noted thusly.

Pulse carbines: Pulse Carbines are often for pinning lesser foes able to outflank us. Relative to distance they do not hinder the Gue`vesa default weapons the “Lasgun” if within specified distance. The weapons as a result become useful because of their short range capabilities.

Pulse rifles: Pulse rifles are encouraged for auxiliaries that can defeat a foe with a concentrated barrage of fire. It has the two pronged ability to devastate and hinder. However, with this barrage also means the Gue`vesa will ultimately see conflict with those that remain, thus putting the two pronged attack, into a standing of a double edged sword in practice.

The trade off however, is the minimizing of casualties, by mitigation of enemy personnel.

EMP grenades: It has been approached that the scenario of sudden vehicle drops very possible with the incursions detailed in gue`la campaigns. The readiness of an auxiliary to destroy such a vehicle is relative to chance the vehicle does not designate them as the intended target.

Lasguns: The Gue`vesa become a skirmishing force, able to put a sense of ease to the fire warriors back, or at similar times put them at ease in the front by screening fire warriors from impending danger.


Optimization summary

Specialty: Tank

6-8 Gue`vesa, EMP grenades

Specialty: Stall

8-12 Gue`vesa, Gue`vesa`ui pulse carbines (2)

Specialty: Hinder

8-12 Gue`vesa, Gue`vesa`ui, pulse rifles (2)

Specialty: Screen

8-12 Gue`vesa, Gue`vesa`ui

Deployment

1-2 squads on opposing, or exposed flanks.

Unit combination:

Kroot, Gun Drones, Fire Warriors, Vespid, XV crisis teams.






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Old 11 Nov 2008, 07:20   #2 (permalink)
Shas'O
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Well written article. =] Gue'vesa rock.
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Old 11 Nov 2008, 07:27   #3 (permalink)
Shas'El
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

had to edit out the last article a bit. Promoting combined assaults with tau units with the new ld modifiers is suicide. Humanity chicken soup method is dead.

and I need to add the look out for KP reasons to watch out for.
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Old 11 Nov 2008, 09:33   #4 (permalink)
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Fantasticly written article, there needs to be some karma for this

I even got a laugh when I read
Quote:
5+ saves are in majority, and 3+ and 4+ are privileged to a select few


Minor type error -
Quote:
Points cost, to arguable situations
[/b]T
but other than that laid out very nicely, with some interesting tactics in there as well.
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Old 11 Nov 2008, 09:38   #5 (permalink)
Shas'Vre
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

I like it.
Never really thought of Gue'vesa before, but will probably consider them.
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Old 11 Nov 2008, 11:32   #6 (permalink)
Shas'Saal
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Well written,
But, there is something that I found disturbing.. It's how, as they are now separated from the other humans, they can still find lasguns, and ammunitions for it ?
It wouild be more "fluff" to consider them "tau", and equip them with tau furnitures no?
Or it means, that the Tau, can produce lasguns only for their gue'vesa...
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Old 11 Nov 2008, 11:35   #7 (permalink)
Ethereal
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Because lasguns are so easy to mass produce you can make them out of toilet roll tubes, a battery and half a spectacle.

Not literally, of course. But for the Tau, they can easily crank out a top notch lasgun.

They are not given access to many Tau weapons as they are untrustworthy SoB's - they've turned once, who's to say they won't turn again?

So, avoid any hassle by giving them guns that can't dent Fire Warrior armour, except for those who have proved themselves.
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Old 11 Nov 2008, 17:20   #8 (permalink)
Shas'O
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Quote:
Originally Posted by Faith
Because lasguns are so easy to mass produce you can make them out of toilet roll tubes, a battery and half a spectacle.
I tried that; the toilet roll tubes caught fire. :P
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Old 11 Nov 2008, 18:42   #9 (permalink)
Shas'El
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

I learned that they can make bombs out of a roll of toilet paper, and a stick of dynamite.
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Old 11 Nov 2008, 19:54   #10 (permalink)
Shas'Saal
 
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Default Re: updated Guevesa article (a second draft before I can get the format worked out)

Quote:
Originally Posted by Faith
Because lasguns are so easy to mass produce you can make them out of toilet roll tubes, a battery and half a spectacle.

Not literally, of course. But for the Tau, they can easily crank out a top notch lasgun.

They are not given access to many Tau weapons as they are untrustworthy SoB's - they've turned once, who's to say they won't turn again?

So, avoid any hassle by giving them guns that can't dent Fire Warrior armour, except for those who have proved themselves.
Fair enough... but still.. If they find them untrustworthy... why take them to battle... ? I will certainly not do that... or as cannon fodder, but in that case, the humans will know that they are not trusted...
I know, that lasgun, is very easily produce, but, being no efficient as pulse rifle.. Maybe, because humans are best with lasgun than Pulse Rifle...

It's just a question of fluff..
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