Tactics: Shaltari Tribes – The Coyote
Welcome
back for another instalment of the Tactics: Shaltari Tribes series. Today we’re
going to cover our first unit, and we may as well start with the head honcho
himself: the Coyote Warstrider.
Fear
the Reaping Hand.
Each
force only has one Command unit at the time of this article, and since
Commanders are required in any game of significant points value, it is
important to consider their merit. Regardless of whether you like the Coyote
Warstrider, it will be a part of your armies when playing Shaltari. Since we
know it must be included, it is important to consider the value it brings to
the force.
Command
Value
One
of the biggest debates is what level of Commander you will want at each points value.
I’ve found that superior soldiers require superior Commanders, and I’ve never
regretted the points I spend on a Commander. I almost always insert the highest
level Commander I’m allowed into my list as the first selection, and then I try
to never use it to shave points unless I absolutely have to do so. While the
price may seem exorbitant at first (I know it did to me), it will pay you back
big time as the game progresses.
Even
if a Commander provided no other benefits to your force, his Command Value is
more than worth the price of admission. This unlocks two key elements of a
Dropzone force: the Command cards, and Initiative bonuses.
The
Command cards really help to accentuate each force, bringing them to function
on the tabletop as they do in the stories. For the Shaltari, this means that
the cards bring trickery, technological superiority, and downright deceit to
the game. The cards are focused on buffing your forces in ways that make them
harder to damage, better at causing damage, and most importantly they add more
flexibility and momentum to your maneuvers.
Learning
how and when to use your Command cards is a Tactics article in and of itself,
so I won’t dwell on that aspect for long. It is important to consider with the
Shaltari though, as most of their cards are designed to disrupt whatever the
enemy is planning to accomplish that turn. This denial buys you even more time
to get into position ahead of the opponent. With the highest level Commander
leading your force, you will always have plenty of cards to fuel your army’s
fire. From that extra Espionage card to a better chance at drawing False
Diplomacy or Foresight, you can’t go wrong with a hand of six cards.
Anyone
who has played Dropzone Commander once knows that the roll for Initiative at
the beginning of each turn is one of the most pivotal aspects of the game. For
certain armies and builds, this role is mitigated in importance. For the
Shaltari Tribes, however, I would argue that it is crucial to win this roll as
often as possible.
On
the first turn your Command Value will rarely matter, as the Coyote is rarely
on the table. We can afford to be reactionary with our initial moves, and
letting the opponent deploy his forces ahead of you shows you where he plans to
dictate the course of battle. Once this is determined, it can be more successfully
circumvented, leaving the Shaltari mobility to tear into the exposed flanks of
the attack. On subsequent turns, winning the Initiative allows the Shaltari to
fire and maneuver into cover with their exposed elements, or to allow the
opponent to go first in an attempt to open up an ambush.
Command
Value plays a very important role on the battlefield, and for the frail
Shaltari units it is important to buff them with a high level Commander. If you
meet an opponent who decides to play a very low level Commander, this will
allow you to run rings around his forces at your own pace, with a large hand to
dictate the pace of battle when things get close.
The
Coyote
All
that knowledge is well and good, but we also want to get the most out of the
Coyote itself in terms of offensive power. For its points value, the Coyote is
meagre in damage output when compared with the likes of the Caiman. It is
pretty poor in terms of utility as well, when compared with the Jaguar
Warstrider. With all that said, what exactly are we paying all those points
for?
Firstly,
we have one of the most resilient Command vehicles in the game. A9 with 4DP is
no joke, and I have yet to lose my Commander in battle. (I cringe as I write
that sentence, knowing it will come back to haunt me…) Add to this a 4+ Passive
Save and you have quite the resilient target. A Dreamsnare can further augment
his survivability, and then if you happen to lose the unit, you have a very
good chance of simply ejecting the Commander to fight another day! None of the
other factions can boast of such a possibility, and since I always have a
high-level Commander this part of the unit really adds to the total worth.
Next
we have the damage output aspect of the Coyote. While it doesn’t quite match
other units with a similar points cost, you are paying most of your points for
the survivability. Still, the Coyote is no slouch when it comes to punching
back.
I
primarily use my Coyote as a backup unit to my Jaguars, fielding them all
around the Dreamsnare and basically using him as a third pair of Gauss Cannons.
This keeps him centralized, covered by AA weapons, and potentially hidden. I
will frequently use the Jaguars and Dreamsnare to screen him from incoming
fire, using his shots to punch out enemies that are closing on the flanks.
The
Coyote also functions well as a deterrent to skirmishers. His lack of serious
weight of fire means that he is more efficient when firing against these light
targets. I often use him to turn back or destroy Wolverine LAVs as they attempt
to harass my Light Gates. This is equally true against Prowlers, ground-based
transports, and light Skimmers when facing other Shaltari or Scourge armies.
Conclusion
The
Coyote Warstrider is a fine piece in the Shaltari war machine. It balances well
on the Speed/Armor/Firepower triangle, and has additional failsafe measures to
ensure the ancient tactician inside remains intact. Use him with a careful
aggression, and the lesser races of the Galaxy will come to rue the day(s) your
Commander was(were) re(born)!
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