NockerGeek.net
2Sep/100

Mont’ka: We Will Strike the Killing Blow (redux)

After a week in Kauyon education, it's time to give the counterpoint I should have given.

There's no denying that trying to stall out your opponent with walls of sacrificial Kroot can be an effective strategy. They can be used to close off routes to both infantry and vehicles, and by being able to infiltrate, they can be placed in response to your opponent's deployment. With intelligent use of cover, the otherwise-fragile Kroot can be surprisingly resilient. Behind those walls, a mix of (mostly) stationary Broadsides and mobile Crisis Suits can operate with some impunity thanks to the cover the Kroot provide. It's effective. But is it perfect? There are a number of weaknesses:

  • Tethered to Cover: To get the most out of a Kroot wall, it needs to be able to hide (at least 50%) in cover. With the average wall being between 13 and 17 Kroot (including a handful of Kroot Hounds), it can be hard to both keep a unit in cover and stretched out in wall form. This can also make it hard to move the wall forward and maintain that cover save. This is especially true with one of the common tactics with Kroot, going to ground. It can maximize the wall's cover save, but it can lock them in place until they fail a cover save. If you're trying to both keep your Crisis Suits behind the wall and to keep them moving forward, this can hamper your attempts to advance them across the board.
  • Fire Bad: One common criticism Kauyon players raise about the Mont'ka style is that skimmer walls are weak against increasingly-common melta weapons. This is true; most melta weapons are most useful inside the 12" cover offered by disruption pods. Kroot walls, however, have their own silver bullet - flamers and other template weapons. A well-placed flamer template or two can inflict heavy casualties and flush the Kroot out of their cover.
  • Assault Worse: Kroot are better at assault than almost anything else in the Tau codex, but they're still unable to go toe-to-toe with most dedicated assault troops. Again, this is a situation where cover won't aid them, and by assaulting the edge of the Kroot line an assaulter can force the rest of the unit to pile up out of cover, possibly opening a gap in the lines. While this won't allow another assaulting unit to get past them that turn, it gives the assaulting unit control over where the defensive lines are. It also allows them to assault somewhere where they won't suffer from assaulting in difficult terrain. Granted, if the Kroot lose, it leaves the assaulter out in the open on the Tau player's turn, but a smart player will try to consolidate into the very cover the Kroot just lost.
  • Around, Over, or Through: Anything that can move over the wall - jump infantry, jetbikes, and skimmers - or can just deep strike behind it counters the strategy. Outflanking scouts and infiltrators can have a similar effect. The counter to that usually involves deploying the Kroot as a loose cloud around the static firebase. It's somewhat effective, but it also makes it harder to use the Kroot as mobile cover, as they have to stay in place to keep the area safe from invasion.
  • Fire Lanes Required: Having a static firebase means you'll need to have clear firing lanes available from the start. Your heavy guns won't have the freedom to reposition themselves easily, so a good initial deployment is absolutely key to success. In a situation like a Spearhead deployment, where your opponent can put you into a less-than-stellar table quarter, or Dawn of War, where you're walking your guns onto the board, this can leave you in a bad situation. Advanced Stabilization Systems on your Broadsides can help, but you can't quickly relocate them as needed. If you have fire lanes available, you'll be reliant on your Piranhas to force your enemies to use them over alternate, safer routes.
  • Support Dependency: Most Kauyon variants run at least one, if not two, units of Pathfinders in order to maximize their firepower; they may run fewer guns, but those guns are more likely to hit. Pathfinders, unfortunately, need to stay stationary to use their markerlights, which just compounds the firing lane requirement. They also increase the area that needs to be protected behind a wall, possibly stretching the Kroot defense (who also can't benefit from the Markerlights) a bit thin. A canny opponent will realize that the Pathfinders by themselves are no threat and go after the other guns instead.
  • An Objective Too Far: Finally, the core vulnerability of the Kauyon style is its very static nature. To maintain a solid castled formation, the Kauyon player's firebases need to remain relatively stationary, or at best move slowly forward. While this can make holding an objective inside one's own deployment zone very easy, it makes it difficult to capture other objectives. Using troops as ablative cover increases this difficulty, as your units that can capture are likely going to either end up breaking or going to ground. They won't be easily crossing the field to capture points. A minimum-sized unit of Fire Warriors in a Devilfish can help somewhat, but it'll be required to go outside the defensive perimeter, where it will lose the benefits the rest of the army is built around.

Interestingly, the Kauyon style can mitigate some of these shortcomings by playing a variant Mont'ka game. Some may trade a Broadside unit out for a single Hammerhead, or may drop the walls and instead outflank with the Kroot, keeping their Crisis Suits on the move and hiding behind LOS-blocking terrain whenever possible. However, it can end up being a poor-man's version of the Mont'ka strategy, depending on how many points are tied into slow-moving/stationary units.

On the other hand, the Mont'ka strategy addresses most of those issues:

  • Making Our Own Cover: With the focus on skimmers, Mont'ka armies depend on disruption pods for cover. While this doesn't help at short ranges (which is why melta weapons are so strong against the style), it guarantees a cover save even when a unit is wide open. Those skimmers can also be used as mobile terrain for Crisis Suits trying to Jump-Shoot-Jump across the field.
  • Assault Not As Bad: A mechanized army has less to fear from assault for a number of reasons. For one, as long as the vehicles are staying mobile and moving at Cruising Speed or better, enemy assaulters will only be hitting on a 6, which greatly reduces their chance of damaging a vehicle. Also, skimmers can't be locked in combat, or even boxed in by infantry, but can still tank shock other units off of objectives. Finally, even if an assaulter does manage to destroy a vehicle (keep an eye on power fists and thunder hammers), it's not considered a win in assault, meaning the unit doesn't get to consolidate. They're stuck just where they were.
  • Making Our Own Fire Lanes: A Mont'ka army can deploy first turn in a spot where the enemy can't draw LOS to it, knowing that it can move to a clear shot next turn. As the enemy moves, the Mont'ka force can easily reposition to maintain clear lines of fire, and (with Crisis Suits) can move during the assault phase to deny the same to the opponent.
  • Support-Independent: Mont'ka armies don't often run Pathfinders because of their stationary nature. This frees up points for either more troops for capturing objectives, or more Crisis Suits/Hammerheads/Piranhas for hammering the enemy. In actual effectiveness, it's probably a wash - more shots for Mont'ka v. fewer but more reliable shots for Kauyon - but it also means that the Mont'ka player doesn't have to worry about keeping an otherwise-harmless unit alive and can focus on pressing the attack.
  • Capture and Contest: While the Kauyon player can have trouble dealing with far objectives, a Mont'ka player has far less trouble dealing with capturing, or at least contesting, points all over the table. Typically, this involves spending the first few turns trying to clear out the enemy, and then rushing in with troops in transports, usually kept in reserve, at the last moment. Of course, the Mont'ka player will often abandon their own objectives in order to go after the opponent's.

I find the Mont'ka style to be more flexible, especially when oddball deployments come up, such as some of the missions in the Battle Missions book. By being able to quickly shuffle itself about, it can overcome poor deployment options and keep itself alive by constantly moving whenever possible. It is a bit more fragile, as vehicles can be one-shotted, but I consider it a fair trade-off for the resiliency of a more static army. A mechanized list can still castle up, of course, just as a castle style can switch to mobility, but neither will be quite as good at it as an army dedicated to the tactic.

In the end, it comes down to the style you prefer. Do you prefer the flexible, quick-moving style of the Mont'ka? Or the static, tenacious style of the Kauyon? Both are effective, and each can easily take lessons from both - I'm contemplating adding Kroot in my mechanized list as cheap outflanking contesters. Which one works for you? For me, make mine Mont'ka.

And I think that's my last post for a long while on this entire debate. It's been a fun week or so, and very educational. I'd like to thank Old Shatter Hands for getting the ball rolling, Aloh'Nan'El for holding my feet to the fire, and for everyone who's visited and commented during the entire debate!

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29Aug/107

Putting My Money Where My Mouth Is

So the Mont'ka v. Kauyon debate continues, and I'll be honest - I still am not fully understanding the Kroot appeal. My playstyle involves having everything in my list being a direct, mobile threat in some way or another, and all I keep hearing over and over again is that the best thing I can throw in my army is a couple of units of Kroot to just stand there and die. Frankly, the two don't fit, and the idea of a purely sacrificial unit just boggles me. I get suicide units,  but a suicide unit that can't even hurt the enemy? I freely admit that I don't get it.

However, instead of digging in my heels and continuing to argue for the sake of arguing, I've decided to see how the other half lives. I still contend that the two play styles aren't terribly different, so it took only a few changes to switch the list into something vaguely resembling the "must play" list. Here's what I've come up with:

HQ: Commander Shas'el (102 pts)
1 Commander Shas'el (Fusion Blaster; Hard-wired Multi-tracker; Hard-wired Target Lock; Plasma Rifle; Targeting Array)

Elite: Crisis Battlesuit (141 pts)
3 Crisis Battlesuits (Flamer; Twin Linked Missile Pod)

Elite: Crisis Battlesuit ( 186 pts)
3 Crisis Battlesuits (Missile Pod; Plasma Rifle; Multi-Tracker)

Elite: Crisis Battlesuit (186 pts)
3 Crisis Battlesuits (Missile Pod; Plasma Rifle; Multi-Tracker)

Troops: Fire Warrior (145 pts)
6 Fire Warriors
1 Devilfish (Disruption Pod; Gun Drones)

Troops: Kroot Carnivore Squad (70 pts)
10 Kroot Carnivores

Troops: Kroot Carnivore Squad (70 pts)
10 Kroot Carnivores

Fast Attack: Piranha Light Skimmer (75 pts)
1 Piranha Light Skimmer (Fusion Blaster; Disruption Pod; Targeting Array)

Fast Attack: Piranha Light Skimmer (75 pts)
1 Piranha Light Skimmer (Fusion Blaster; Disruption Pod; Targeting Array)

Heavy Support: Hammerhead Gunship (170 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Blacksun Filter; Disruption Pod; Multi-Tracker)

Heavy Support: Broadside Battlesuit (280 pts)
1 Broadside Battlesuit (Team Leader; Hard-wired Drone Controller; Hard-wired Target Lock; 2 Shield Drones; Targeting Array)
2 Broadside Battlesuits (Targeting Array)

Total Roster Cost: 1500

Here's what I changed:

  • Replaced the Centurion (Plasma Rifle/Ion Blaster) commander suit with a Helios configuration. It's a slight loss of anti-horde firepower, but in exchange I get more melta.
  • Replaced the Ion Cannon Hammerhead with a pair of Piranhas. This isn't a hard change to make; it's what I originally swapped out for the Ionhead, as I was wanting more anti-MEQ firepower
  • Replaced one squad of mechanized Fire Warriors with two squads of 10 Kroot each. I don't have any Hounds, and I'd have to start shaving off something useful to get them. In a higher-point list, there'd definitely be room for them, but for now, just Kroot will do.

Hopefully, actually playing the list will help me understand what the appeal is. I don't know if it will fit the environment I play in (there's no real fast melta threat other than deep-striking Blood Angels), but we'll see if it offers any appreciable benefit in exchange for the loss of some mobility. It's not that my own list doesn't work; I've been very happy with its performance. I just want to understand this philosophy that's so different from my own, and I don't think that can happen through just discussion.

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27Aug/1013

To the Kauyon Players: Why Kroot?

I've been doing more study into the whole Kroot Wall phenomenon in order to better understand it, and there's one part of the whole deal that I'm still trying to understand - why Kroot? Why not Fire Warriors?

I understand that the purpose of throwing up lines of Kroot is to provide something else for your opponent's assault units to smash into. I'm told that Kroot Hounds are added to the mix because they offset the Kroot's problem with initiative, and give the unit a chance to hit first, as well as to avoid being swept when they inevitably break. However, I've been running the numbers, and frankly, it doesn't look terribly good for either the Kroot or their hounds. It's all mathhammering at the moment, but I've been doing sample assaults between a unit of 10 Kroot and 5 hounds and:

  • 30 Ork Boyz
  • 10 Blood Angel Assault Marines with an attached Sanguinary Priest
  • 10 Howling Banshees with an Exarch with Mirrorswords
  • 30 Hormagaunts
  • 6 Thunderwolf Cavalry
  • 6 Raveners
  • 10 Khorne Berzerkers
  • 10 Genestealers

These are all assault units that have made regular appearances on our tabletops. Assuming that the Kroot are always assaulted on the enemy's turn - there's no reason to assault on the Tau's turn and risk losing the unit, removing the speedbump, and giving the enemy a consolidation move on your turn - the Kroot lose every time, and very badly in most cases. Even with the Hounds acting at initiative 5, and pulling off Kroot as casualties before pulling off Hounds, in almost every instance the Kroot lose by such a large margin that they're guaranteed to break, and in many cases it's a 50/50 chance that they'll avoid getting swept. In a couple of cases, the Kroot are wiped off the table entirely before morale checks are even made. Having toughness 3 and no armor save all but ensures that they'll be destroyed in assault, and often they don't even return enough wounds to make a difference. Also, these combats didn't take into account any pre-assault shooting. This was purely hand-to-hand combat. With shooting involved, the odds are stacked even further against the Kroot. Now, I understand that the Kroot aren't necessarily supposed to survive, but they don't even perform well enough to bloody the enemy's nose. The attacking units barrel through the wall almost completely unscathed.

So why not Fire Warriors? True, they cost 3 points more per model, and don't have the option for Kroot hounds, but they have better guns and a 4+ armor save. Kroot may have a better Weapon Skill and slightly better Initiative, but in many cases it doesn't matter; they don't get a chance to return many attacks. A squad of 10 Fire Warriors costs the same as 10 Kroot and 5 Hounds, and can put out more firepower. Two ranks of them would be even more capable of returning fire at would-be assaulters, and would be all but guaranteed to fall in assault, avoiding the problem of getting locked in combat.

So, enlighten me - what is so special about the Kroot that makes them the go-to choice for screeners? Is it the lower point cost, allowing you to run a longer line of them? Is it the ability to infiltrate, allowing the line to go further into the field than normal, or to outflank in situations where a wall offers no advantage? Is it because they're so fragile, making it all the more likely that they'll die in assault and leave the enemy out in the open? All of these? Something else? Inquiring minds want to know.

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27Aug/101

Mont’ka: Clarification and Addendum

Well, in the last 24 hours I've been given a thorough education in the Kauyon/Kroot Wall strategy, and I want to thank everyone for contributing and pointing out issues with my counterpoint to Old Shatter Hands. I particularly want to thank Aloh'Nan'El from Shoot Tau Thrill; I've been having a series of discussions with him about his counter-counterpoint, and along with everyone else's commentary it's been very enlightening. With the new information I have, I feel it's important to clarify and revise my commentary.

One point that several people have brought up is that I seem to ignore long range, high strength, low AP weaponry, such as lascannons and krak missiles. It's true, I didn't really take those into account. The reason for this is that I don't really come across much of it. Most of the armies I play in my local play group are short range assault armies, and any armor-piercing weaponry tends to be used at melta range or shorter. This is starting to change, however; our Space Wolf player is starting to run Long Fang squads full of missile launchers, and our Eldar player is adding Wraithlords and Vypers with Brightlances and Star Cannons to his list, along with a pair of Fire Prisms. The time is coming when I'll need to start adjusting to the new threats on the field.

Another criticism is that I underestimated the utility of Kroot, especially in regards to Kroot Hounds and how they make up for the Kroot's low initiative problem. This is a fair complaint; I completely overlooked hounds. Mainly, this is because I've never used them, and have only rarely used Kroot for that matter. The couple of times I have used Kroot, they made a decent entrance, but have gotten wiped out shortly thereafter. Using them as a wall, as fragile as they are, never occurred to me, and I'm still dubious about how well they work. Hounds would definitely help, but I think the assault troops I run across - Howling Banshees, Hormagaunts, and Blood Angels with Sanguinary Priests - would tear through Kroot and Hounds alike.

(Also, as a side note, I don't own Hounds because they're ridiculously expensive. Two for $14? Seriously? And I'm supposed to be running 10 to 14 of these? Most of my money has gone towards mechanized elements instead.)

My support of Jump-Shoot-Jump tactics to break line of sight, rather than settling for just hiding them in cover, has also raised a few arguments. One comment I read was that LOS-breaking terrain was uncommon at many, if not most, tournament tables. Is this really the case? On our tables, we're not running hyperdense terrain, or even anything as busy as a Cities of Death table, but there's still no lack of terrain for blocking sight lines. Between two-level hills, bastions, ruins, and other buildings, there's no lack of cover tall enough to hide my Crisis Suits. On the other hand, there's hardly anything in the way of trees, so the Kroot's fieldcraft ability doesn't come into play. Is terrain on tournament tables really so short and sparse that hiding behind Kroot is the only option for avoiding enemy fire?

I'm also curious about whether or not this tactic would be effective below 1750 points. Most lists I'm seeing that utilize Kroot Walls are built for 1750 to 2000 points, common sizes for US tournaments. However, at 1500 points, our most common game size, I'm dubious as to whether I could shed enough points from my army to pay for a couple of units of Kroot without sacrificing killing power. I could drop my Ionhead, which would pay for two units of 10 Kroot, but they'd be prey to all the Kroot weaknesses without Hounds (which I don't own; see above side note). Note that that still doesn't give me any points for Piranhas; they're in my larger lists, but they just don't make the cut at 1500 points. Smaller games also mean smaller armies, which means smaller overall footprints, which means more room for maneuverability. At 2000 points, I could definitely see spending points on blockers and screeners, but I think 1500 points is below the Kauyon sweet spot.

Along these lines, I'm also a bit surprised at how little difference there is between the Mont'ka and Kauyon lists. Looking at Old Shatter Hands' 2000-point Kauyon list, it's very similar to one I've put together. Both lists feature elite slots full of Deathrain and Fireknife suits, fast attack slots packed with melta-packing Piranhas, and a unit of three Broadsides in one of the heavy support slots. The main differences are that I run a squad of Pathfinders and two Hammerheads, rather than a second Broadside unit, a third Piranha, and two Kroot walls. Other comments I've seen talk about how that, in cases where the Kauyon technique won't work (say, against a barrage-heavy army), the Kauyon army can shift into a Mont'ka mechanized form, with the Kroot acting as outflankers. I think it could be safely argued that these Kauyon lists are really just Mont'ka with extra padding. If the points are available, I can see tacking on some Kroot as defensive filler (another reason why I think the sweet spot for the list is above 1500 points), but really, we're playing the same tactics with slightly different tools.

My final argument against the Kauyon strategy is one that has no tactical or strategic footing, but it's one that's build more on fluff, battle philosophy, and personal feelings. Using Kroot as sacrificial stalling units seems antithetical to the Tau battle philosophy established in the fluff, and that the castling deployment somewhat sacrifices the traditional Tau strength of maneuverability. It doesn't feel, to me, like it's the most Tau-y of strategies. However, from the comments I've received, it seems to be a response to powerlists in the tournament scene, and fluff is often sacrificed to combat performance in such an environment. A number of people have stated that they enjoy playing a mechanized army more, but that they have a better chance of winning with the more static style. Some, such as OSH, have gone as far to say that they would continue to play a mechanized style in friendly play, but shift back to the Kroot Walls in tournament play. I don't think there's really a wrong way to play, and it all comes down to the environment you play in and what you're wanting from the game.

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25Aug/106

Mont’ka: We Will Strike the Killing Blow

UPDATE: This article is based on incomplete information at best. Click here for a revised counterpoint.

Yesterday, Old Shatter Hands over at The Tau of War posited that mechanized Tau was not the way to go, and that it was the Kauyon style of play that was more successful in today's environment. Being a mechanized player myself, and having taken many lessons and moments of inspiration from his past writings, it struck me as a major reversal. He's invited me to provide a counterpoint in support of the Mont'ka mechanized attack style, and I've decided to step up to the challenge.

OSH describes an army that mostly eschews mobile elements, instead setting up an army that would look very familiar to historical wargamers. The heavy-hitting units, mostly Broadsides and Crisis Suits, sit in the back of the army while a skirmish line of lighter elements, mostly Kroot, Gun Drones, and Piranha, screens them and keeps the enemy occupied at arm's length. Initial deployment consists of one or two such firebases, and during the game the army moves forward and tries to press the attack by claiming the middle of the field. It's a full-on frontal assault that pits the bulk of your army against the bulk of your opponent's, rather than the strike-and-move tactics that are commonly associated with the Tau.

I have a few issues with this strategy:

  • Screening is a Two-Edged Sword. In 4th Edition, screening made perfect sense, because it was a form of target denial. In 5th Edition, it provides cover saves, which aren't nearly as effective a safeguard. In this case, you're screening Broadsides and Crisis Suits, which already have better armor than the cover save you get from screening them, and most weapons that can penetrate that armor will have to be within your screen to be in range (or are barrage weapons and will ignore your screeners anyway).  Worse yet, the same skirmishers that are screening you are screening your opponent from you. They're going to be providing a 4+ cover save to them when you fire at them. Against Marine equivalents especially, this is very counterproductive; you've just neutered the threat from your plasma rifles by giving the opponent's troops a 50/50 chance to survive each shot.
  • Kroot aren't hardy enough. Well, if the Kroot aren't there to shield you from guns, maybe they're there to shield you from assaulters. They're semi-competent in assault (which puts them light years beyond the rest of the Tau army in that regard), and they can be run in decent numbers. However, their low toughness, low initiative, lack of an armor save, and relatively low morale make them less than optimal for this task. Again, let's put them up against a MEQ assaulter. The Kroot will go second, they'll take a fair number of wounds they won't be able to save against, and most of the wounds they inflict when they attack will be blocked by the Marine's 3+ armor. They'll likely lose the assault, break, and very likely get swept. Now, it is true that if they do get swept, that leaves the winning assaulter open to be shot at, but you've just given up your skirmishers to be little more than a speedbump. OSH suggests using Gun Drones to try to screen your Kroot, but it's really just trading one delay for another. Neither unit is tough enough to either act as a tarpit, or to inflict enough damage on the enemy before dying to let the next unit do clean-up.
  • You're stuck face-to-face. With your largest firebase engaged on the same side of the table as your enemy's strongest flank, you're forced to trade fire against one another's front armor. Granted, Tau railguns are good, and they'll still be damaging AV14 half the time, but being stuck in one forward-facing position prevents your other weaponry from having access to the enemy's weaker side and rear armor. This can be mitigated somewhat by having a second firebase, as OSH recommends, but you're still going to have to work slowly around their flank before you get full access to their weak points. Meanwhile, moving up the table face-to-face leaves your sides vulnerable to outflankers, and the rear of your army is open to drop pods and other deep-strikers.

What the Kauyon approach seems like, more than anything else, is a stalling game. By throwing ultimately disposable skirmishing troops at your enemy, it aims to keep your larger guns alive longer and maximize their utility. However, I'm not sure I'm convinced that it's a winning strategy. OSH posits that it's a reaction to the more crowded tables created by newer codexes and their lowered point cost/increased model count armies. I'm left wondering what size games he's playing where this is the case; he specifies that it's for tournament play, which would indicate 1750 and up to me. At 1500 points, even against Space Wolves or Blood Angels, there's still plenty of room to take advantage of Tau mobility.

How does a Mont'ka-style army approach the above weaknesses in the Kauyon battleplan?

  • Breaking line of sight is better than cover. The bulk of your mid-range firepower is in Crisis Suits, and Crisis Suits are used most effectively when the enemy can't draw line of sight to them. At this point, everyone's familiar with the Tau jump-shoot-jump strategy. I've heard that true line of sight makes it less effective in 5th Edition, but I disagree. It's a matter of picking the right terrain to hide behind; hills and buildings are far more effective than loose foliage. The approach to handling troops is similar; Fire Warriors in Devilfish are (generally) kept in reserve. A unit that isn't on the board can't be shot at by the enemy.
  • Avoiding conflict is key. Skirmishers, like the Kroot in a Kauyon army, are meant to tie up enemy units for a little while. The Mont'ka army, on the other hand, attempts to destroy an enemy unit utterly rather than just tie it up. Rather than throwing waves of disposable infantry in the way, moving around to deny cover saves, coordinate fire, and throw plenty of high strength/low AP weaponry at the target keeps them from getting at your higher-priority units. By using tougher, better-armed, more mobile units, you can aim to avoid assault as much as possible while inflicting more damage on the enemy.
  • Superior position can magnify weaker firepower. While having Broadsides hammering the enemy with railgun rounds is useful (I run such a unit in my otherwise-mechanized list), having increased mobility allows other weaponry to be deadly as well. Missile pods and plasma rifles are still threats to AV10 and 11, and with the ability to quickly cross the table and put themselves in position to exploit those weaker spots, they can prove as deadly as a Broadside. Also, by having the army arrayed throughout the battle field, there are fewer concentrated weak spots in your own lines, and the mobility of a mechanized army allows you to more quickly adapt to a changing battlefield.

One other strength of the Mont'ka style is that it saturates the field with threats. In the Kauyon style, your big guns are concentrated in a couple of spots, and everything else is just filler that has to be worked through (or avoided) to get to where the core of your firepower is situated. In a mechanized Tau army, though, everything is a threat, both alone and in combination with other units. Your opponent can either spread his fire out in the hopes of hitting a bit of everything, or he can do the same focus-fire on you that you'll be doing to him. By taking advantage of the battlefield terrain and denying him targets, you can blunt his ability to react in kind.

Finally, one more advantage of the mechanized format is that, when needed, it can masquerade as a Kauyon-style army. Piranhas and Devilfish can act as blockers and mobile cover while protecting the Broadsides, Hammerheads, Crisis Suits, and Fire Warriors behind. However, as the situation changes, the army can quickly reposition itself and/or scatter as needed. The more static guns-and-skirmishers build, on the other hand, is locked into one style of fighting.

It's not that I necessarily think the Kauyon build is unworkable; Old Shatter Hands is obviously making it work for him. However, it just seems like it doesn't play to the Tau's strengths and that it's an uphill battle. I'd like to see his actual list, because maybe there's some magic that I'm just not seeing. In the meantime, though, I still contend that fast and mobile wins the day.

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