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Where'd They Go? Terrain can also make life difficult for a static Tau army. Depending on the table layout, your enemy can sneak units of fast assaulters behind protective cover and right up to your line. That could turn out to be very bad for you. You can handle this in a couple of ways. First, you can send out your interceptors, especially the Kroot. Second, you can use weapons that don't rely on line-of-sight, like Smart Missile Systems and Seeker Missiles. Your Broadsides should provide you with enough SMSs, but the Seekers will require vehicles and Markerlights. If you only need the Seekers, the Sky Ray is a good way to go so you don't chew up too many points that could be used for more Fire Warriors or XV88s. However, terrain can be your friend at times. First of all, it can force your enemy into narrow corridors that you can fill with fiery death. Secondly, it can reduce the threat of assault against your Fire Warriors if they're able to move into cover, which will also protect them from enemy fire. Lastly, the right kind of terrain can make your Kroot absolute killers.
Eye on the Prize. Though your static army is great at killing the enemy, most 40K missions require you to do more than just that. Chances are you'll have to claim table quarters or objective makers, which requires you to move a scoring unit into a certain area of the table. That can prove difficult with a static Tau army. You have two options to handle this issue. First, you can leapfrog your line up and into positions where it can take objectives. However, you might not be able to reach some of the farthest objectives when the enemy gets in the way, which they will. Second, you can try to preserve some of your interceptors for this purpose. Chances are that you'll lose a few of these units while blocking fast assaulters, but there might be enough of them left to chase after objectives late in the game. Ultimately, if you field a static Tau army, you have to start thinking about
the objectives from Turn 1, even more than other players do. You cannot rely
on a quick land-grab in Turns 5-6 with a static army.
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