A Tau army based on the concept of foot-mobile infantry has been made possible with the introduction of all-Carbine Firewarrior Squads and ASS-mobile Broadside Teams. The list is rounded out with a compliment of jet pack equipped Elites. Although on paper the vast majority of the units in a Mobile Infantry (MI) Tau army have move-and-shoot capability, in practice the army plays very similarly to a Static Tau force. Mobility is sacrificed for raw shooting efficiency and sheer volume of firepower. Carbine Firewarriors and ASS Broadsides bring enough mobility for a few tactical tricks, but careful planning ahead is still required. Jet pack equipped units play a crucial role by engaging and destroying enemy mobile assault assets in order to keep your foot-sloggers out of close combat. In essence, a MI Tau army is a Static army that can still move to capture objectives or avoid assault without sacrificing tha majority of its firepower. Pathfinders are a welcome asset to this playstyle on account of their standard-issue Carbines. In this list, their Markerlights take a secondary role, although with all the pinning weapons floating around elsewhere in the army, they can be put to good use reducing an enemy's pinning resistance. Their mandatory Devilfish can be used to form an emergency skimmer wall in case a fast moving assault threat cannot be neutralized in time. The Kauyon With its limited mobility, the MI Tau army is not well suited to conducting the Mont'ka. Instead, consider using a small Static firebase of Rifle-equipped Firewarriors as a Kauyon lure. As the enemy closes in, react with your more mobile assets. Since the MI Tau army includes a majority of units that can fire on the move (slowly), your forces need to react early. You need to begin positioning appropriate units to counter threats 2 turns before they arrive. Begin moving towards objectives on turn 4 rather than waiting until 5 or 6. There's no reason not to move with this army, so be sure to take advantage of it! |