One
safe way to use your concentrated fire is to focus it on enemy units
that have become
isolated from their compatriots. With the inherent range and punch of
Tau weapons, you should be able to move into a position to pounce on
a soft target like that without exposing your attack force to enemy retaliation.
Sometimes, you have to make your own strays. You can focus your firepower
on a point in the enemy's line that's 1/4 from its flank. If you hit
that unit with enough juice, you should be able to destroy it and isolate
the units on the end of that flank. Another way to create strays is to
lure them out through cunning. Most enemies know how vulnerable the Tau
are to fast assaulters, so they'll probably send a few your way without
a lot of support. Chances are that you can blast these fast units before
they reach you (as described elsewhere in these articles) and move your
force to avoid the follow-up attack from the enemy army. Or, the enemy
might forget how fast you can move in your transports and move up forces
to hold objectives in Turns 3-4, which will probably leave them isolated
compared to how they deployed. You should be able to nuke these stray
objective holders and have enough time to move up your scoring units
in Turns 5-6.
Don't forget
that Fast Attack units, especially those who can engage in close-combat,
present the greatest threat to your Tau army, even if it's mobile. In
fact, these units negate your mobility advantage, so in that way they
become even more threatening. Take them out early, followed by the enemy's
anti-vehicle weaponry.
A mobile Tau force has many of the
same options available to its more static brother when facing fast assaulters.
You can use interceptors, though they become more challenging to use,
as it's hard to guess what the fast assaulters will attack without your
obvious
fire base. If you can predict where the enemy will strike, you can send
out a Crisis Team or some other interceptor to take down the fast assaulters
with the help of convergent firepower from the rest of your army.
However, you can leave some bait for the enemy to lure him out into
the open. Some foes won't think you'll waste valuable shooting time by
moving your Fire Warriors aboard a Devilfish quickly, so a deployed Team
will present a tempting target. Kroot can do the same. Once he takes
the bait, you can move in with your attack elements with certainty. If
you've deployed your Kroot well, they should be safe. Your Fire Warriors
can hop aboard and move elsewhere. Even though shooting time is important
for Tau, keeping your scoring units alive can be more so at times.
One of the key things to remember with a mobile Tau force is that you
always have the option to run. In fact, you should almost never stand
and fight with your Tau when the enemy closes in on your position, unless
you have some of the best cover on the table. Your mobile Tau have the
uncommon ability to shift away from close-combat threats — use
it. Deny your enemy victory points as often as you can by keeping your
forces safely on the move. |