Forlorn Charge

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The forlorn charge tactic for an imperial guard army, is a new idea which I discovered by accident while playing my friend using my Tau army. The basic principal is to charge the Tau's static firebase with a column of guardsmen. 
Ok, so your facing a complete Tau firebase, 4-5 full fire warrior squads 2 deep and stretched out across the board, Broadsides and Hammerheads behind what you going to do?
This has been a position I have been in a few times. Being a Tau player I know how stupid it is to move forward and try to beat the Tau in a firefight. Generally in the past I have tried using mortars to indirectly break up the line from one of the flanks while trying to protect the mortars and guardsmen from the railguns/pulserilfes. It is not the best tactic and there probably are better ones to deal with this situation.
Back to the story, my friend who usually plays Space Marines asked if he could have a go with my Tau and I consented. He laid my Tau in a firebase like I have just described. So I deployed my troops and discovered, to my horror that there was no cover for me down the left flank and most of the centre. Unfortunately my friend got the first go and decimated some of my guardsmen all laid out in nice lines. Knowing it would be impossible to try and get them behind cover, I threw caution to the wind and decided to do the most stupid thing and rush my friend with all my guardsmen....
[gal_img]1038[/gal_img]....but luck was with me. The position and formation my second platoon was in gave me a chance. The platoon was split into 4 squads one after another in a line perpendicular to my friends line. As I moved forward with this line over the next 2 turns, I discovered that my friend could only shoot at the first squad as it was blocking LOS on the other squads, making my friend make leadership checks to fire at the troops behind. Although my first squad was completely destroyed and the second one hurt, I made it to his line and engaged in close combat. Being in this position I could attack both ways and break up his line which I proceeded to do on the forth turn. During this time my commander and heavy weapons squad (Laz-cannons) had moved up behind this cover and I used these to take out his tank and 1 broadside. At this point the game ended (random game length) and we totalled up the victory points score, I didn't win but it was close and I was surprised. At this point I realised the use of that formation, so me and my friend tried it out in a couple more games.

The Tactic

Line up two squads in lose groups from one platoon and the other squads in squares behind them (Left).
Get the second platoon and heavy weapons squad behind the first platoon so they are out of LOS of the main Tau line. On turn one just move the first platoon as a block towards the Tau firebase don't stop to shoot just keep them moving forward until they die, they get there or they run*. If you like using commissars this is a time to use them on the second line of squads in the first platoon (you could use a conscript platoon instead of regular guardsmen here as well). When the heavy weapons squads get within range deploy them, use them to hurt the fire warriors (heavy bolters are the best, but if the opponent has a few crisis suits an auto cannon could be useful as well). Try and get the first platoon into hand-to-hand combat while the second platoon shoots.
* It is very tempting to put your commander at the front.Do not if you wish to use his leadership keep him back in the second platoon. The 12" leadership range should cover the back 2 squads of the first platoon.

FAQ and Tips

Q) Pie plates of doom? (Hammerhead submunitions)
A) Forget them and hope... Or you could use laz-cannons, Missile launchers and Griffin mortar/basilisk. Try to use other independent units from your main two platoons to take them out (deep striking with units behind the Tau line works, If they survive...place well).
Q) Mobile Tau army? No firebase.
A) This tactic is not designed to combat a mobile army. Only for those fire warroir lines.
Q) Pulse carbines, Drones and Railrifles? (Pinning)
A) Generally a firebase Tau player will not take pulse carbines in his troops because it detracts from the overall firepower of his army, again there will be few drones for the same reason. If he does take drones ignore them unless they become a threat, react to them as the situation asks. Railrilfes, these are your most likely threat. (deepstrikeing units can take them out but they will be killed in turn. Mortars or longer-range heavy weapons could take them out but again you are likely to lose them. Leman Russ tanks could pop a shell down on them, but you don't take tanks against the Tau and have them live. I will let you decide how to deal with them.
Q) Kroot counter attack?
A) Kroot are rare in a firebase army. If they are encountered they are weak, shoot and assault. Your command squad or sentinels are very useful for this task.
Q) Jump pack Crisis suits/Stealthsuits?
A) These can hit and run away, blast them with heavy weapons if you can. Don't waste shots on stealthsuits unless you can be sure of a hit.
Q) Moving through cover to get to the Tau lines?
A) Go on do it. Spending a turn getting as many guardsmen in cover (without being shot at) and then charging out in a wave is worth it, particularly if the Tau are within assault range.
If you find a problem with this tactic play a couple of matches with a friend and try and adapt this tactic for the problem you have, as I found this to be fasirly effective.
 




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