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Tau Army List vs 6.8 (Approved)

 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Fri Jan 20, 2017 7:29 pm 
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Does anyone use Kroot? They seem quite in effective as they are slow, have no armour and can't shoot. You can add the krootox upgrade but then they can't go in an Orca and lose their only decent delivery method.

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Fri Jan 27, 2017 12:01 pm 
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As I understand it, they're supposed to be used as a counter against enemies that drop into your side of the table.
They have the Scouts ability, meaning they have 20cm unit coherency and 10cm zone of control, and are meant to be placed in a manner reducing the places teleporting, airdropping or planetfalling troops can enter, allowing you to dictate their targets.

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Fri Jan 27, 2017 1:57 pm 
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I'd consider using a formation in an orca as a T3 blitz grabber.... they should be able to overpower small arty/scout units with 10xCC4+ attacks and outnumber/double outnumber, they're also cheap enough that you can preserve a decent number of activations in the rest of the force....

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Mon Jan 30, 2017 1:05 am 
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atension wrote:
Does anyone use Kroot? They seem quite in effective as they are slow, have no armour and can't shoot. You can add the krootox upgrade but then they can't go in an Orca and lose their only decent delivery method.

Managed to use Kroot a couple of times. Most recently: Epic4K: Thousand Sons vs Kroot Horde!
And somewhat longer ago but featuring scout screen saturation: Black Templar 4.2 vs Tau 6.6

Overall a rather passive aggressive army. Rush forward, occupy space, ideally get enemy to attack you.
The infiltrate gives them a bit more speed if you can find a good clipping target. And best of all, . . . .
For the Greater Good nobody really minds losing Kroot.

You can use the scout screen to keep away teleports and planetfalls.
But the air-assault seems not to be stopped by a scout screen by most (?) people?
Next time I try it I'll leave a hole for the planetfall to displace into. A hole that is
crossfired, markerlit and covered by heavy weapons, . . . .

Image


Still a delicate army to use.
Image


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Sun Feb 26, 2017 5:30 am 
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how come you cant take pathfinders as the upgrade to FW with out the transport so you can garrison. Is that the reason so you cant garrison?


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Sun Feb 26, 2017 10:07 am 
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Foot Fire Warriors plus Pathfinder Upgrade is fine for garrisoning.
The sole Devilfish is sometimes a good place to hide an Ethereal as well.

I have more frequently taken a Skyray as the upgrade for a garrisoning
foot Fire Warrior Cadre to extend the AA bubble further forward, on
overwatch, and still have some markerlights in the formation.


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Sat May 13, 2017 2:50 pm 
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You cant do that can you. Either the whole formation moves 15cm or less or you have more scout to normals to garrison.


Putting a skyray in fw takes them over the max 15cm move so cant garrison. Same with takimg the pafh finder upgrade. You cop a single devil fish then cant garrison. Or is this the point of it so you cant?


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Sat May 13, 2017 4:35 pm 
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You can have 1 unit with movement over 15cm and still garrison the formation. Therefore 1 devilfish or 1 skyray is ok.

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Sat May 13, 2017 10:29 pm 
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Wow how do i keep misreading this stuff. Did you guys edit it on me when im not looking :P


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