Questions? Comments?
Friday, December 3, 2010
Stagnation 2
After that, I have over a month of free time, meaning a month of painting, listing, and gaming. If I'm lucky, I'll be getting at least two games a week, more if my brother has stepped up his Eldar.
So there will be more, count on it.
Thursday, November 18, 2010
Stagnation
Sadly, you all are the ones to suffer from it.
I plan on finishing the series on Pushing Flanks, and I will keep up competitive and tactical advice, but my playstyle may be shifting strongly to another form of play...maybe I'll go back to a Mont'ka vehicle rush and attempt to make that work.
Sorry for the slow.
Saturday, October 30, 2010
Pushing Flanks: The role system
Pushers are necessary to the Kauyon style push, hence why I label them “pushers”. These are the units that rush into the enemy army and sit right in front of them, disabling them. The idea here is that the units get in the way of the enemy, and hold them off whilst your other units do their jobs. Piranhas and Kroot get an honorable mention; this is what they excel at. Unused Devilfish make decent blockers, but rank lower compared to the above two due to the fact that you give up the transportation ability. Pathfinders are last on this list, as you generally want to use your Pathfinders as Clearers.
Clearers (Crisis Suits, Broadsides, Pathfinders, Shadowsun, Piranhas, Kroot)
Refugees (Fire Warriors during Objective games, Crisis Suits, Pathfinders, anything important to your later gameplay that can get out in time)
Always remember; the purpose of a push is to protect the refugees, not to go out in a blaze of glory. So if anything might jeopardize these units, don’t do it.
As I said above, there are exceptions and grey areas between these roles; for example, a fast Clearer like a Crisis Suit may double as a refugee. In this case, it is always useful to run with your remaining suits if you clear the targeted enemies earlier than expected. Always use the offensive capabilities of the refugees last, if you can help it. This will save the option of using your run move.
A Clearer can also double as a wall; units that are too slow to escape may go out in their own, miniature blazes of glory, shuffling into the way before unleashing salvos into the enemy. Broadsides and Kroot do this well.
Finally, a Pusher may fake the intention of acting as a Refugee. For example, they make it seem as though they are running away, then expand into a full wall when the enemy gets close. Pathfinders, Piranhas and Kroot (during objective games) can all pull this off convincingly, buying your true refugees more time.
Next up in this segment will be identifying opposing units, and how to react to them.
Tuesday, October 19, 2010
Pushing Flanks: An introduction
First and foremost, a definition. What does it mean to push a flank? To understand this, we have to define flank, and a push. Whilst the majority of you likely know this, a flank is one of two things:
a) A subdivision of the enemy's army, specifically the outer groups.
b) The extreme right or left of an army.
Either of these definitions work.
A push, in military terms, is best defined as:
a) To move forward whilst removing obstacles
Now, looking at this in the context of the Tau Army. Unlike the majority of pushes, our army is in the unlucky scenario in which it cannot end said push in an assault (save for a random Kroot+Suit finish, which I don't recommend). This is not good for us. Whilst other armies get to gain extra movement and damage, we are stuck with shooting everything to death. This means that we are far less likely to be able to pull off massive pushes such as, say, Blood Angels, can do. We have to be tricky.
Hence the pushing of a flank comes into play. When looking at an attacking force, you need to be able to identify where it has weakness, and then pound that weakness into the dirt. If you are lucky, you can find a weakness on one of the flanks. This will allow you to move toward that side, clear it, and use the new found area to maneuver away from the bulk of the force.
You can use a spread out attack line against an opponent by getting to its side. For example, against a foot army, you may see something like this:
(Obviously, this is simplified, and not to scale)
We can see that the enemy has stacked the majority of his attacking force, specifically the hard-hitter, the Hive Tyrant, on the left. The Tau player thus should push the right flank, taking out the fastest threat, the genestealers, as well as hitting the secondary threat of the Hormagaunts.
The Kroot Wall then does its job of taking the initial assault; for all intents and purposes, I assume it falls.
The Suits then maneuver around the right, into open area, and kill the Hormagaunts who could have easily threatened them.
From here on out, it is easy; the remaining forces do not have the speed to catch the suits, only, at best, match their pace.
While a push is almost never this clean, this is a good example of what I mean. You take out the least durable enemies and use that open space to get away.
Next up in the series is identifying flanks and their composition.
Wednesday, October 13, 2010
Pushing Flanks
Luckily for you all, I have bit off WAY more than I could chew when I promised to explain the mechanics of flank pushing, and it is likely going to turn into a series in and of itself. So I'll be working on that for you all.
In the meantime, however, there will probably be few updates besides the occasional random idea, or a unit review. So if any of you want me to discuss a certain aspect of the game, please let me know.
Thursday, October 7, 2010
Battle for Salvation (Again)
Once I've got my models together I'll see what I can do for other tourneys, but for this weekend I'm just gonna be chilling at my LGS or with friends.
Good luck to everyone! (Particularly Old Shatter Hands!)
Wednesday, October 6, 2010
Laying traps: Spearhead, Deployment
Wednesday, September 29, 2010
1850 and 2000 point Kauyon lists; also, the Hammerhead
Tuesday, September 28, 2010
Hammerhead Tank? SMS? List musings.
Furthermore, the SMS on my Pathfnder Devilfish hasn't really come into play... not that I expected it to, I only tossed it on because I didn't have anywhere real to put the points. If I drop those as well, the prospective Broadsides can grab some Shield Drones and other goodies. Alternatively, the prospective Deathrains can bloom into fully armed Fireknives, giving me a massive amount of anti-infantry weaponry.
What to do? I'm leaning towards the extra Railguns from the Broadsides right now, as 5 Railguns in addition to all my missiles will solve any tank problem I have. It could be argued that the Crisis Suits bring effective anti-tank as well, with more infantry killing power, but I'm not sure that I feel entirely safe with only one unit holding Railguns. Despite cover, Shield Drones, and leadership boosts, I am terrified of my Broadsides being singled out and me losing my best way to deal with heavy tanks. With two Broadside squads, I can finally play a dual firebase list effectively as well.
On the other hand, against all but high AV vehicles, the missiles are more effective overall. The plasma would be an excellent addition as well, as it would make my offensive force overwhelming powerful.
My feel now is that I should take the Broadsides for the extra AT, and the Deathrains or Fireknives at 2000. I could easily reduce a Kroot unit to find the points for firepower..
Thoughts? I'd love suggestions here, I feel I'm close to maxing out my firepower.
I'm torn right now.
Monday, September 27, 2010
Battle for Savation
That being said, I may still go to the tournament. I enjoy watching games almost as much as I like playing them, and it will be a nice way to meet fellow bloggers. I may not be going for sure, but I will do my best to plan ahead and get there.
Good luck to all the players who are participating!
Laying traps: DOW Deployment 2 (2nd Turn Deployment)
Friday, September 24, 2010
Marshal Wilhelm
"You don't like DoW?
Interesting.
With Templars, it is very annoying. You are a mêlée army you have to cover much of the board to beat face.
That makes Annihilation hard against someone who has no reason to close with you.
C&C is also frustrating. Joe Foe has his objective all but off the TT and you have to cover 48" to get there, unless he hasn't killed your 2 TROOPS + HQ, which can reduce the distance to 24-42" away.
This makes Seize Ground the only desirable mission for a mêlée army.
If you deploy first, you push his guys back to within 6" of his edge.
You have gained 6" more than you would with Pitched battle set-up against his initial forces, and 12" more against the rest.
T1: Kroot long shoot they enemy TROOPS [providing they are foot]
The rest of your forces come on.
12" for Fish chassis. 24" for Piranhas [if warranted] 6+d6" for Infantry.
Suits 12+d6"
End of T1, his stuff is in position [12ish" on] and so is yours. Night fight done with.
You have 24+" between you and him, just like if you deployed via Pitched Battle.
As most guys rush-to-crush Tau, one less turn for them to cover the TT.
Not good or good?
If he deploys first, his initial force gets mugged by your whole army,
AND
you come on so you can be in range of his initial force with Suits and Fish chassis but also as far away from the bulk of his subsequent forces.
For example, playing against Templars:
Imagine a clump of Rhinos in the middle.
1] He brings his guys on to the left of them. So you attack his Rhino clump from the right.
The distance between you and his subsequent forces is increased.
2] He brings his guys straight behind them. You can still attack from the right [or left] and the distance [being a triangle] is larger.
or
you can deploy directly in front of the Rhino clump and his subsequent guys will have to drive around their carcasses. Also increasing the distance.
3] He brings his guys on in two parts and on either side of the Rhino clump. He is now as close as he can be to your guys with one part, but quite far away with the other part.
Beautiful! Destroy him in detail!"
Now for the response out. I'll be re-quoting throughout:
With Templars, it is very annoying. You are a mêlée army you have to cover much of the board to beat face.
That makes Annihilation hard against someone who has no reason to close with you
You note that there is one less turn for the enemy to get to us in Annihilation, meaning problems for assault oriented armies. I will concede that point, but note a necessary side of that; in objectives, there is one less turn for the Tau to weaken the enemy before they have to move on objectives. In an objective game, unfortunately placed objectives can allow assault armies to simply wait in ambush and bear the storm... Fritz's Harlequins come to mind as a perfect example of this, whilst other armies have to survive in different ways, such as reserves, going to ground, etc.
If you deploy first, you push his guys back to within 6" of his edge.
You have gained 6" more than you would with Pitched battle set-up against his initial forces, and 12" more against the rest.
You note that I should push back enemies. This is precisely right, but it comes at the cost of my forward Kroot often enough, and that is too early a death for my comfort. Still, it is how we must play.
You note that I gained area, but also note that due to a lack of ability to shoot, I also lose time. It is a fairly even trade off, but it is not a decision I get to make.
T1: Kroot long shoot they enemy TROOPS [providing they are foot]
The rest of your forces come on.
12" for Fish chassis. 24" for Piranhas [if warranted] 6+d6" for Infantry.
Suits 12+d6"
End of T1, his stuff is in position [12ish" on] and so is yours. Night fight done with.
You have 24+" between you and him, just like if you deployed via Pitched Battle.
As most guys rush-to-crush Tau, one less turn for them to cover the TT.
Not good or good?
Kroot will shoot downfield always if they stay up front... otherwise they fall back.
You are right in stating that the proposed scenario is good, but I still worry about the units that can break it. For example: I often play against Chaos Marines. A Lash Prince can bring the Kroot int assault range and, if he is lucky, lock himself in there. If this happens, I am unable to shoot the beast at my doorstep turn one, and then it can get rid of my second wall. This leaves me in an inferior Mont'ka, with a deadly beast breathing down my neck and another nearby (not to mention the Marines and Oblits on route). This is the worst case scenario, yes, but it is one that Dawn of War allows, and that I sit through many a time.
Overall, Dawn of War screws practically everyone. Shooty armies lose turns of shooting, assaulty armies lose space... I honestly think it is the worst deployment type of them all.
For example, playing against Templars:
Imagine a clump of Rhinos in the middle.
1] He brings his guys on to the left of them. So you attack his Rhino clump from the right.
The distance between you and his subsequent forces is increased.
2] He brings his guys straight behind them. You can still attack from the right [or left] and the distance [being a triangle] is larger.
or
you can deploy directly in front of the Rhino clump and his subsequent guys will have to drive around their carcasses. Also increasing the distance.
3] He brings his guys on in two parts and on either side of the Rhino clump. He is now as close as he can be to your guys with one part, but quite far away with the other part.
Beautiful! Destroy him in detail!"
Well said, and what I attempt. Many a time a Marine player attempting a cascading cover formation against me gets blockaded nearly completely by a wreckage and a Piranha. Making your opponent's footprint work against him is incredibly useful.
Tau Alliance
A new gadget named "The Tau Alliance" should now be present in the sidebar, with a permanent link to Tau of War. I'll be adding sites such as NockerGeek's as well, and any other up and running Tau blog that I often discuss with or reference to.
Thursday, September 23, 2010
Laying traps: DOW Deployment 1 (1st Turn Deployment)
Assuming that you gain first turn, you want to take advantage of the fact that the enemy has to deploy 18" away from you, whilst being wary of Infiltrators. You also want to set up in a way that disallows prospective Infiltrators from getting behind your lines.
The main idea behind this formation is that you will deploy your forward Kroot formation up, but leave the majority of the enemy forces far back and the deployed ones dead, whilst forming your castle. The formation starts like so:
In the back, we see the beginnings of the castle; Shadowsun is on board, giving you at least the semblance of a threat to vehicles, though a small one at that. Your backfield Kroot are set up in their standard shielding position, giving cover and slight assault protection to your incoming units.
The forward Kroot are deployed far up, to push the enemy formation as far back as they can go. Each model provides an 18" buffer against the enemy.
To illustrate just how much of the board is covered by this formation, I've put together this picture below. The blue area is made up of a group of circles with 18" radii. No enemy can deploy in the blue area, and none can infiltrate there if they are visible.
As you can probably tell, this covers quite a bit of the area on the map. The only enemies your opponent will be able to target when he comes in are the Kroot, and only the deployed troops will be able to rapidfire them.
Finally, on your first turn, you bring in your castle and aim to hit whatever is on the board (night-fighting will nerf almost all shooting here).
Depending on preference, you can either leave your forward Kroot up as a skirmish line (a role in which they will probably perish), or fall them back and keep them close by.
From here on, the formation plays like the Pitched Battle castles. Block and shoot.
Thoughts?/Questions?/Responses?/Critiques?
Blogger
Speaking of which, Dawn of War deployment is on its way.
Tuesday, September 21, 2010
Laying traps: Pitched Battle, Deployment 3 (Heavy Deepstrike Defense)
Monday, September 20, 2010
Laying traps: Pitched Battle, Deployment 2 (Backfield Defense)
Sunday, September 19, 2010
For future reference...
Saturday, September 18, 2010
Laying traps: Pitched Battle, Deployment 1
Friday, September 17, 2010
Laying traps: Deployment options for Kauyon
Thursday, September 9, 2010
Rumours?
Rumours of a Tau codex have come through, started by Dante76 on Warseer.
View the original thread here: http://www.warseer.com/forums/showthread.php?t=2
Also, discussion thread at 40kOnline here:http://www.40konline.com/community/index.php?topic=205133.0
Through a new source, who with hindsight turned out to be pretty accurate with Blood Angels and Skaven....
Pencilled in release date of Aug 2011
New Alien allies
All metal sets to plastic (Pathfinder, Krootox, Vespids)
Possible new tank
Changes to Hammerhead Railgun rules. Essentially draws a line across table hitting everything in line. Multiple pen through vehicles, only stopped by a glancing hit.
Changes to markerlights. Point system. 1 Markerlight point = + 1BS, 2 Markerlight points = reroll to wound/hit 3 = Difficult Terrain test (blinded by the lights?). Cannot be stacked. So cant have reroll to wound and reroll to hit at 4 points.
Battle Suits. A plug and play system. Essentially streamlined. Pick two guns and a skill or two skills a gun. New models might have interchangeable arms similar to Killa Kans....
On a side line, yes other armies might deserve attention quicker, but Tau currently are a: majority plastic b: play well currently.
More to come soon....
I'm not getting too excited, as there were rumors about half a year ago as well, but nothing substantial. Keeping my hopes up though.