The Taros campaign was fucked up on so many levels, essentially because they had to give the tau a chance. They even say this flat out in the opening of the book: for the Imperium the Taros crusade is a minor battle, whilst it is a major undertaking for the Tau. For the tau to lose it would be a crushing blow, whilst the Imperium losing it would only have minimal impact. Essentially true, but it sets the scale for what "canonically" happened. I mean they mention wanting to bring in a full Titan Legion, and yet they could "only" manage to bring in 4 Warhounds. Which, I might add, were COMPLETELY unsupported (Which goes against the vast majority of cases of Titans being deployed in fluff and novels - Titans are supposed to be GOD Machines remember? They're supposed to be guarded. Like in Dark Apostle.)Whiskey144 wrote: Well, my intention in using the Taros forces was to use said forces as a template. The regiments listed are most definitely not the forces from Taros; they're based on those regiments for a couple of reasons:
1) Balrog clarified that specific unit breakdown was ideal. IA3 happens to have specific unit breakdown of the forces involved (mostly, anyway), so I found it ideal to use it as a template.
2) Tallarn are desert-specialist units. Most of Tukayyid, AFAIK, is desert (or desert-esque) terrain.
Also, the general tactics are more or less to have the forces move up in concert, with Storm Troopers and the Elysian regiment conducting hit-and-run raids against enemy positions. Marauder bombers can do high-level strategic bombing, whilst Basilisks can easily provide heavy-duty bombardment fire. Failing that, heavy artillery like the Bombards can be called up.
Air support was another one. The Imperium actually did quite well in air battles, and yet resupply problems dictated that no new pilots or craft replacements - or indeed, reinforcements, arrived. Sustained battle and attrition defeated the Naval air forces despite basically kicking the Tau asses there (and that despite the tau having numerical superiority.)
Lack of shuttles: They had far fewer shuttles than needed as I recall, which hampered their abilities to land and deploy troops. What's more, they completely failed to utilize the mobility advantage the shuttles gave them, even as few as they might. (again whilst knowing that mobility was one of their chief drawbacks.)
Under-utilization of the Space Marines. Apart from being involved in the opening and closing stages of the battle, the Space Marines were completely absent from the ground war. Instead, they were used purely in space to chase after the tau fleet. Why? It was known from the get-go that mobility would be a problem for the Guard forces (That's why they had the Elysians and Cadians there) - and that sort of warfare IS what the Space Marines excel at. And yet... they werne't used. (indeed, the guard forces seemed to go out of their way to alienate the Astartes.)
Piecemeal application of assets. They deployed the Tallarn largely by themselves first, but held back virtually all the other assets (again Elysiasn, cAdians, Titans, etc.) and made a slow, laborious progress over some hundreds of km thta they covered at 20 km a day. Basically a tactic designed to prolong engagement and give the tau more time to strike at them and whittle them down (which is precisely what they did.)
Only partially mechanized force: A big reason why much of the advance was so slow in fact. This is often an unavoidable consequence for the Guard, given the difficulties of logistics and supply (and a schizophrenic tech/industrial base), but it is a disadvantage nonetheless. Perhaps having the troops ride on other vehicles could have mitigated this (or use of the shuttleS) but for whatever reason they didn't do that.
Complete absence of orbital support - this is somewhat mitigated by the fact Tau tactics were designed to deny them a good target for orbital bombardment, but again, orbital support of any kind (information/recon, orbital deployment of supplies or resources, or tropos, etc.) was COMPLETELY ignored.
I could go on and on, but it basically amounts to The Imperium totally fucking up Taros at every turn, which played to the TAu's strengths and tactics and a wholly intact industrial/defense base (lucky that) in that particular engagement (again this was all but flat out stated in the book itself in many ways.)
Many of those same problems essentially apply here. I mean without shuttles, there's no way you can successfully deploy enough assets to take twelve targets around a planet. Guard ground forces at Taros simply didn't move that quickly. And I remind you that the Taros assault force was designed to take and hold a *single* city, wheras here you have ot take a dozen. The lack of troop carrying vehicles is going to be a huge drawback here alone.
I'm kinda doubtful that you could take over a whole twelve cities in four months. 20 km a day as I recall, in 30 days is 600 km. in four motnhs you might manage to cross a continent at that rate, although having to fight a war, resupply, and establish/break camps is going to hamper that.Probably the biggest thing I'm depending on with the tactics and strategy, and the general idea of the force, is superior (generally) combat experience, and almost absurd durability of equipment. There's also the slight factor that I've given these forces FOUR months of supplies; if anything, they can simply outlast the ComStar (or would it be ComGuard?) forces, who only have a quarter of that.
In the meantime those months rae also giving the BT forces time to amass at a specific locale to crush you. Something tells me they would have a MASSIVE mobility advantage agianst the IG forces in this scenario, even ignoring the vehicles and infantry and going with Mechs alone. Someone more qualified on mech abilities (speed and such) would have to comment there however.
Astartes are going to be about the ONLY reason the Taros intervention group would have a chance, but even then insufficient logistics is going to kill it fast. Unless you drastically alter their tactics.Also, I considered adding some Astartes to be rather overpowering. Though the Astartes would certainly have the mobility (and logistics capability) to strike at any target within hours or at most days.
Of course, my bid was also intended to be as per the OP; the "weakest", but also the most likely to succeed even so.
There's nothing wrong with the Tau by themselves. The problem is the fans (or rather fanboys) of the tau who exaggerate their abilities or have to skew things to tau advantage to get them to win. Or authors that have to do that, for that matter. The tau themselves are perfectly fine. I used to think like that too, but then I also came to realize how adversarial a situation it creates (HUR HUR TAU SUCK LOOK AT KILL TEAM OR COURAGE AND HONOR - two novels meant to counter stuff like Taros or the Hoare novels.)So now I'm considering perhaps going with a Biel-Tan Swordwind. Partially because I dislike the Tau (arrogant gits, all of 'em), and partially because the Spess Elves are pretty awesome in their own right.
Though I suppose if I face the facts, the Tau would be rather ideal. *sigh* And I really hate those arrogant blue-grey-skinned gits.
Anyhow Imperial aerospace fighters (the ones that aren't built for air or space combat, or just space combat like Furies are, or the modified ground variants that are space capable) typically have a top airspeed of around mach 1.5 or 2 IIRC Imperial armour correctly (something like 2200-2400 kph I think) but there is alot of evidence of the "IA" speeds being overriden in other cases (tanks going faster than listed speeds, Thunderhawks going hypersonic/near hypersonic in atmosphere, etc.) so it could be greater (possibly for more limited periods or under certain circumstances - we dont know much about the altitudes at which speeds are used.) I dont know how that matches up to BT fighters.
Weapons ranges *(for autocannon) aren't much better than modern fighter guns - probably a few km or so tops at most. They can use some exotic explosive ammo though (plasma munitions for example.) Lasers may have greater range (RL lasers do) but typically only have a few dozen shots per pack and aren't used at much greater range than the cannon
(although that may be a durability vs penetration/damage issue rather than targeting or effective range.) Missiles are a more mixed bag - they don't always carry them, but if they do I think they might be as good as a sidewinder or so (5-10 km I think) Space based fighters carry missiles that cna go up to 75 km I believe.
I should note that fighters (at least the fury type starfighters) mass as much as a small titan, and can potentially carry as much firepower. so if any force gives them "star" figthers they could be either a huge asset or a huge problem. Of course given the few sources I have on them (like rogue trader) their atmospheric weapons ranges aren't much better than the purely atmospheirc forces.