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







Alpha, Gamma and Omega

Content by Azraphael99 and T0nkaTruckDriver, Written by T0nkaTruckDriver, Edited by T0nkaTruckDriver

These three rulesets greatly simplify pickup games by establishing a uniform set of special rules for use in any of the scenario missions. They can also promote replay value by drastically changing mission rules (ex. escalation) or constrains (ex. dusk and dawn). These facts have made gamma and omega missions quite popular and chances are, you'll be fighting these missions quite frequently. That being said, a little time spent thinking about their implications can go a long way.

Alpha

The simplest of the three. Often shunned in friendly games on account of its lack of special rules, but is still seen in tournament play. Places a heavy emphasis on the number of scoring units in your list.

Gamma

Incorporates Infiltrate, Deep Strike, and Dusk and Dawn. Since most players feel Alpha is too 'easy' or 'simple' and many players dislike Omega because of Escalation, you'll end up using this ruleset quite often. The inclusion of Deep Strike and Infiltrate can be a great boon to us, making infiltrating Stealth Teams and Deep Striking Crisis Teams a constant threat to your opponent.

Omega

Infamous for its inclusion of the Escalation special rule, Omega is feared by some and reveared by others. To further throw a wrench in the works, games using this ruleset offer Random Game Length. Due to its complex rules, Omega missions require a greater degree of tactical thinking and pre-game planning. However, by coming prepared to play an Omega level mission, you will be better able to combat other crafty commanders who seek to befuddle their opponents by challenging them to an Omega level game. They'll not find you lacking!

That being said, what is the best way to prepare your army for an Omega engagement? As we said, the most notable feature of Omega missions is the Escalation special rule. This allows you to start only with standard infantry. A common misconception is that this restricts you to troop choices. Elites, HQ or Heavy Support can begin on the board as long as they are standard infantry... no jump infantry, no Monstrous Creatures, no vehicles. Also keep in mind that Pathfinders will also start on the board thanks to their special rule, even though they come with a dedicated transport. These rules seem somewhat restrictive, but the Tau army list has a few interesting caveats which make our forces exceptionally good at fighting Escalation missions. In general, there are 2 ways to approach a game that uses Escalation:

Overwhelm your Opponent Early

This tactic relies on begining the game with many troops on the board in an attempt to destroy your opponent's forces before his reinforcements can arrive. Depending on his army list and how well the strategy is executed, you can then proceed to wipe out each reinforcement wave as it arrives since you will have most (if not all) of your army available to you while he will have only what showed up that turn.
  • Broadsides are classed as infantry - With a 2+ save and 72" range, there isn't much that's going to be able to start on the table that can hurt them. As the enemy tanks roll onto the table (hopefully only one or two each turn) you'll be able to blast them to bits before they can get a second shot off.
  • Your Pathfinder Devilfish will be the only vehicle on the table - Use this to your advantage. Without transports or Jump infantry, your opponent's mobility will be severely hampered.
  • Your Ethereal will start on the table - This will greatly help with early game target selection for your Pathfinders or Broadsides and will help keep troops in place even under concentrated fire from the limited enemy presence.
So as you can see, the Tau have some unique advantages in Omega missions. One of the primary doctrines of Mech Tau is creating local fire superiority to overwhelm your opponent. By exploiting the above points we can create fire superiority in the fourth dimension during Escalation missions. By including a few small Firewarrior Squads on foot, 2 Pathfinder Squads, a small Broadside Team and an Ethereal, all in addition to our gravatic assets, we can create a favorable situation for us during the first 2 or 3 turns hopefully crippling our opponent so severely they are unable to recover. In general, however, Mech Tau isn't as well suited to this strategy as well as, say, Static Tau or Dark Angels. If you decide to go with this strategy, it's usually a good idea to take first turn.

Start with Nothing on the Table

The alternative to the above is to begin with nothing (or next to nothing) on the table. The advantage here is that your opponent will have likely established a fortified position using his foot troops and will have commited to defending a location. An even more unfortunate enemy commander will have spread his troops across his table edge not knowing where you will show up in an attempt to be able to react wherever you deploy. This allows you to bring your entire army onto the board in one location creating extreme fire superiority on the turn you arrive. In either case you have the element of suprise, being able to react to your opponent's deployment however you wish. If you decide to go with this strategy, it's usually a good idea to let your opponent go first.

General Notes

As mentioned above, many players consider Alpha missions to be 'kids stuff' or 'too simple' and therefore the majority of missions you will find yourself playing will be either of the Gamma or Omega varieties. Since both of these missions use Deep Strike, we are essentially guaranteed to have Deep Strike available to us in >90% of the missions we play in 4th edition. Massed Deep Striking Fusion Blasters can therefore potentially replace Railguns as our primary anti-vehicular weaponry in themed Mech Tau lists. This frees up the turrets on our Hammerheads for the mighty Ion Cannon... something which I forsee will become more and more popular among Tau Commanders as we become familiar with the new rules. The Hammerhead Railgun still has a place as a mobile S10 shot and as a swarm killer with its sub-munitions (especially guided by a markerlight, negating cover saves), but perhaps only one is necessary rather than two or three.