M T TM e c h a n i z e d T a u T a c t i c a







Theories

Content by Azraphael99, Written by Azraphael99, Edited by T0nkaTruckDriver

Transport and Mobility
The Mech Tau army seeks to win in the movement and shooting phases. To do so, no element of the army can have less than a 12" total move, fieldcraft, or infiltrate. Pure mech tau relies on its mobility to engineer situations where we can precisely apply appropriate and overwhelming firepower to enemy units in pursuit of a goal.
Scenario Play
The Mech Tau army is designed to be used in scenarios rather than in a simple smash-and-go game. Given the preponderance and ease of scenarios in 4e, it should be insisted upon.
Offense!
The Mech Tau army is intended to be used OFFENSIVELY to take goals and positions on the field, not Defensively to hold them. We shall NOT hold territory unless we have no other choice. We shall NOT go on the defensive. We shall, instead, take the fight to the enemy and force him to do battle on our terms. This may mean we maneuver to stay at range, but we shall not revert to defense of territory as a winning tactic.
Casualties
The Tau do not recognize a war of attrition in fluff - and we shouldn't either. While it is occasionally necessary to take risks, it is NOT acceptable to lose troops for no significant battlefield gain. Certain tactics should be avoided unless absolutely necessary: tarpits, fire magnets, and the like. These are points wasters, for the most part, in our army.

There are times when losses MUST be taken - this is war. The best Mech commanders know when those times are, and when to preserve their strength.
Doctrines

Content by Azraphael99, Written by Azraphael99, Edited by T0nkaTruckDriver

Combined Arms
The tau commander will engage an enemy unit with the intent of destroying it utterly, and will commit as many resources as he must to accomplish this. Fire into one unit, remove it, and move to the next to weaken the enemy; do not spread fire into inconsequence!
The Right Gun for the Job
Certain guns are better used against certain enemy targets. Where it is possible, always apply the appropriate force for the current situation - railguns are not the best answer to every conundrum.
Isolate and Destroy
Mech Tau is one of the most mobile armies, and that mobility should be used to best advantage. Maneuver until the enemy exposes a weakness, then attack. Beware, however, attrition - and move wisely!
Rolling Firebases
It is never a good idea to 'hold' terrain - but fighting from fortified positions is occasionally wise. Remember that our troops have multiple 'modes' of use - pick the one most appropriate to the situation, but never defend unto the death.
Prioritize Threats
It is the nature of the Mech Tau army that we cannot truly outshoot the enemy. It behooves us then to engage the enemy in the order of the threat he actually presents; it is entirely possible and common that many enemy units pose no direct threat to our own, and can thus be safely ignored in favor of much more dangerous opponants. Always fight the /right/ enemies, as much as the nearest.
Choose your Battles Wisely, and Make your Choices Count
Do not commit to an attack until you are certain of its success... but when you are reasonably certain, spare no quarter.
Nowhere is Safe, Nothing is Invulnerable
Superior range and targetting capabilities give us an advantage in Heavy Support and Fast Attack. Ensure that you use this advantage well to deny the enemy places of safety. Fear and intimidation are weapons we can, should, and do wield - fear of our Railguns, Markerlights, seeker missiles, and suits. Use this to your advantage.
Recognize the Truth of Local Superiority
It is impossible to face an enemy on anything but immediately equal terms. It is impossible to win with Mech against an enemy whom you insist on engaging equally - in order to succeed, you /must/ pursue and utilize moments of local fire superiority. Attacking half of his army with all of yours means victory, even if you lose a fifth in the fighting.