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Email me at truehyuga@gmail.com, and I'll see what I can do.

Thursday, May 5, 2011

Future Plans

So uni is out in about a week's time.
Naturally, this means I will be at home, with a load of free time.
And naturally, the urge to expand has hit again.

My plan as of now is to attempt to buy one box of each of the items my army needs, discarding the older models or selling them, as the multi-stripped paintjobs are making them difficult to work with. So I'm probably saying goodbye to a bunch of older models, probably via Ebay or a local sale.
From there I plan to dupe the sprues I buy, keeping them as master sets, and building my army back from the ground up.

I've been working through some new ideas for a list, and it contains some Forgeworld; particularly XV9s.
I'll keep you all updated as I go.

Thursday, March 31, 2011

Final Verdict on "Method"

Method works better than Simple Green on metal models, stripping the paint off with little to no effort on the part of the user. That said, it is far less useful on the plastic parts. I had to do twice the scratching of the models just to bring back the shallow lines on the model.
As is right now, most of my suits and troops are not in any condition to be repainted, as the paint has remained bound on despite the treatment. Also, any remaining tac putty on the model acts interestingly with Method. I had a vat separate for the weapon systems, and the larger amounts tac left on the missile pods warped the plastic. This left me with some broken looking missile pods, which is a shame, seeing as how my next list is using Deathrains. Furthermore, my Commander's custom helmet almost came apart, meaning

This brings me to my next announcement.
I'm going to start making molds. A few of my weapon systems were fully destroyed in this process. In addition, I've always been looking to try my Commander's winged design again. So...
I'm grabbing a mold and some resin and going to town. A cheap product that works as an instant mold has recently been brought to my attention, and using this in conjunction with cheap resin can lead to a massive line of missile pods that I can use more liberally, as well as a few more winged suits for the army.

With this in mind, my painting will, sadly, be being pushed back. However, this is a chance to try something new, and I'm excited.
Hopefully the knowledge of making molds will help in the future for other projects. When I eventually get around to duping the models, I'll post up how I did. If I'm lucky I'll get the chance within the month.

Wednesday, March 23, 2011

Mark II Re-Armoring Vats prove a slight success.

Whilst they took far longer to give an effect than the Mark I substance, the cleaning product "Method" also works for stripping acrylics. The good thing about this product is that the paint is actually flaking off in the mixture as opposed to me having to remove it through scrubbing.
A definite alternative to Simple Green.

Monday, March 21, 2011

Testing Mark-II Re-Armoring Vats

Ergo, I'm trying an alternative to Simple Green.
The local shop was out, so I bought the knockoff product. Hopefully it will have the same formula that tears at paint when used in concentrated doses.
Will let you in on the product if it is a viable alternative, though I believe it was slightly more expensive.

Sunday, March 20, 2011

Paintshop

Well, didn't get to buy paints until today. That means no painting over the break.
However, I'm bringing a bucket of Simple Green and my paints to my dorm room, and converting my desk into a miniature painting area. With some newspaper Scotch-taped to the desk, I should be able to paint just fine, and at my own leisure.
My only snag is finding out where and how to prime. For obvious reasons, priming in the room I sleep in is out of the question. Doing the priming outside at uni could work, but I'd have to be careful and I'd have to bring the models in to dry. Basically, priming will be an arduous process. Also, without a form of compressed air (and an area to go) the airbrush is out of the question as well... unless I prime this week, run home and airbrush, and do the technical painting in my dorm.
But yeah, I'm working on it. In progress pics will be posted, but be warned, I'm not a good painter.

Sunday, March 13, 2011

Stalwart Markers: Pathfinder Uses

As promised, a short article on my uses of Pathfinders.
Pathfinders have a unique battlefield role. They are unable to deal any real damage by themselves, and must remain stationary to be effective. In an army built upon combined mobility and firepower, this is a strange combination of traits to have.
Pathfinders, as any good Shas'el knows, are of the utmost importance to an army's success on the field. Able to plot out the optimal firing paths against enemy units, they are capable of bringing the best out of your true firepower.

On the field, Pathfinders are useful when given forward firing positions. While useful in supporting positions, they rank below both Crisis and Broadside battlesuits in terms of survival priority. They are likely to be targeted by the enemy, and likely are going to be among the first of your units to go down. This can be used to your advantage, however.
By positioning your Pathfinders in a forward positioning, you ensure them two roles. First, they act as powerful early fire support. Second, they guide more than your own guns, as they will be lit up by whatever your opponent can send their way. By placing them forward they are able to absorb assaults for your main firing units.

All in all, it is most important to remember that Pathfinders are support, not your mainstay. They should be sacrificed for your true fire units when needed. Their value comes in their early support to your firepower, and in their ability to draw enemy fire away from your damaging units.

Thursday, March 10, 2011

Revival?

I think I'm coming back.
Months of little to no gaming, punctuated only by a select few enraging games with some of the worst rules-lawyers I know, left me with the feeling that 40k wasn't fun anymore. And it honestly wasn't. Stuck away from a real shop, I entertained myself with pen-and-paper games when I could, but my army sat alone and unused. My link to the 40k community, this blog, went with it.

Now, with a break from the year's activities just around the corner, I believe it is time for the Tau to step back up to the field of battle. Not without some changes though. Gone will be the Cadre of old. The Heartseeker Cadre will now step up to the field of battle.

Heartseeker Cadre
These creatures believe that they are safe behind their champions, behind their walls of iron vehicles. Let's see if they would like to open channels after their
(Tau Empire Codex)

Headquarters
Shas'el -96
Heartseeker Shas'els have two roles. The first, and most familiar of these roles is that of the leader, leading his army's attack on the enemy, embodying the virtues of tactical prowess. These Commanders lead from the front, often accompanying an auxiliary scouting force or a Pathfinder team once battle begins.
-Crisis Battlesuit
--Air-Bursting Fragmentation Projector
--Twin-linked Missile Pods
--Hard-wired Target Lock
--Hard-wired Blacksun Filter

Shas'el, and Two Shas'vre Bodyguards -251
The latter role of the a Heartseeker Shas'el is to inspire in a different way. Burning short but bright, Heartseekers Shas'els select the most passionate bodyguards and launch into the fray, closing on the enemy's champions or thundering war machines, and crushing them along with the morale of the enemy.
(Shas'el)
-Crisis Suit
--Plasma Rifle
--Fusion Blaster
--Multitracker
(Shas'vres)
-Crisis Battlesuit
--Plasma Rifle
--Fusion Blaster
--Targeting Array
--Hard-wired Multitracker
Total Headquarters Expenditure: 347pts

Elites
Three Deathrain Shas'uis -141
Deathrain pattern suits and their embody the virtue of death from afar. Striking out with their missile pods, they see to eliminate the enemy's larger threats, moor them in wreckage, or outright eliminate them. If enemy hordes seek to close the distance, their flamethrowers can show them fear.
-Crisis Battlesuit
--Twin-linked Missile Pods
--Flamer

Three Deathrain Shas'uis -141
-Crisis Battlesuit
--Twin-linked Missile Pods
--Flamer

Three Deathrain Shas'uis -141
-Crisis Battlesuit
--Twin-linked Missile Pods
--Flamer
Total Elite Expenditure: 423 pts

Troops
Six Mounted Shas'la -145
Shas'la, the backbone of static cadres and retrieval missions, are not of mush use to a cadre such as the Heartseeker Cadre, as they simply do not bring enough firepower to bear to fit the Cadre's standard missions. That said, a handful of Shas'la remain, serving roles as field engineers and medics, whilst being able to effectively hold areas with Cadre support.
-Pulse Rifle
Devilfish APC
The Devilfish, normally anywhere from a low-orbit dropship to a light gunship, serves a purpose as a caravan to the Heartseekers; bringing medics, engineers, and their equipment. These Devilfish still are battle-ready, and can function on any role needed of them.
-Burst Cannon
-Gun Drones
--Disruption Pods

Six Shas'la -60
-Pulse Rifle

10 Kroot Auxiliaries with 5 Hounds -100
Kroot Auxiliaries serve the Heartseeker Cadre by scouting out weaknesses of the opposing force, and hunting them if they move to flee. When battle arrives, they form the frontline, deterring enemy forces from close quarters combat. When needed, these auxiliary units can act as an impromptu retrieval unit.
(Kroot)
-Kroot Rifles
(Hounds)
-Fangs and claws
Total Troop Expenditure: 305pts

Fast Attack
Piranha Light Assault Skimmer -75
As the Heartseeker Cadre moves to engage the enemy, their Piranhas move into position. Ejecting repair drones that remain with the rest of the Cadre, they swiftly move up the battlefield, flanking the enemy before moving into range with their melta weapons.
--Fusion Blaster
-Gun Drones
--Disruption Pods

Piranha Light Assault Skimmer -75
--Fusion Blaster
-Gun Drones
--Disruption Pods

Eight Pathfinder Scouts and Beacon Devilfish APC -181
Whilst standard Pathfinders use their vehicles to scout ahead of the force, Heartseeker Pathfinders move forward as rearguards to the auxiliary scouting forces. When battle begins, they set up excellent marking positions in forward positions, accompanied by the Kroot.
-Pulse Carbines
-Markerlights
Beacon Devilfish
The Beacon Devilfish is a standard piece of equipment for Pathfinder squads, holding additional equipment, from a wide array of scanners, a comms interface, and the Marker Beacon, which is capable of beaming their position (or that of the enemy) to support units.
-Burst Cannon
-Gun Drones
--Disruption Pods
-Marker Beacon
Total Fast Attack Expenditure: 331

Heavy Support
Two Broadside Shas'uis -148
As the main force of the Heartseeker Cadre engages the enemy in mobile combat, the Broadsides, having set up in key firing lanes, begin their onslaught. Utilizing Markerlight guided Railgun shots, these behemoths blast at enemy formations, reducing battletanks to wreckage and walkers to scraps. The strongest monstrosities cannot stand up to the battering of Railguns, and the Heartseeked Cadre takes advantage of this.
(Suit 1)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Target Lock
(Suit 2)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Blacksun Filter

Two Broadside Shas'uis -148
(Suit 1)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Target Lock
(Suit 2)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Blacksun Filter

Two Broadside Shas'uis -148
(Suit 1)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Target Lock
(Suit 2)
-Broadside Battlesuit
-Twin-linked Railgun
-Smart Missile System
--Blacksun Filter
Total Heavy Support Expenditure: 444pts

-TOTAL CADRE EXPENDITURE-
1850

This list still maintains the ability to use all of the tactics listed in this blog, albeit with a more offensive approach. I sacrifice a line of Kroot to bring along more devastating firepower, more anti-tank, etc. I fill the list almost to the brim with Crisis Suits, allowing a very mobile army not as tied down as my former; the Kroot simply run whenever possible to keep up with the army's speed.
This list has a few static components, namely the Broadsides and Pathfinders, and these will be positioned centrally. The suits can move with vehicle escort (cover) and harass with more ease. Most importantly, this army allows me to place my attacking units in multiple spots across the board, without having to worry about moving them all away from a single point of attack.

This is the closest combination of my tough, Kauyon style army and the fast, Mont'ka army that I was originally enamored with in the fluff. Let's hope it serves me well.
Articles should begin flowing within the week.

Tuesday, January 4, 2011

Pushing Flanks: Identifying Threats

A long while ago, I promised to finish off my series on Pushing Flanks. So here is the final part: Identifying Threats.
Whilst there are obviously exceptions to the guidelines I am going to lay down, these are some simple criteria I use when identifying what to hit first.

These questions are asked in reference to each and every target available to me, at the beginning of the movement phase. Yes, not the shooting phase, the movement phase.

First off. Can I burst them down?
More or less, this is the most important question. You have to know if, firepower at full bear, you can reasonably assume that something will die. This is the worst part of the whole guide, as it is entirely luck-based. Probability can help you a bit, as can induction, experience, etc.. More or less, it is the worst part of this whole thing... it could take a single Missile Pod to crack a Razorback, it could take 18.
This leads to a corollary; can you block them off?
If you can't burst something down, then you have to use walls of Kroot or Piranhas to slow or stop it. This can be utilized in two ways: you can either toss them out early to slow movement as you focus other units, or you can wait and use the walls right before they hit to get a second turn to burst them. This is why walls are so important, i may add.

From second step onward it becomes more about your ability to gauge threats effectively, which is far easier than guessing at your damage output.
Step two is simple. Is it a threat this turn?
This is rather simple. Can this unit deal significant damage to your important units this turn? If you can avoid this damage, than you run a much more obvious chance of succeeding. These units should be your first targets.

Third is similar. Will this unit be a threat?
This addresses units such as Assault Termies in Landraiders. Sure, first turn they may SEEM like they aren't a problem, but then they will be in your face, and unkillable. This goes hand in hand with question 1. If you aren't able to destroy the unit in a turn, they become a major problem. Likewise, a unit that WILL be a threat, but you can deal with at any time with little effort, is less of a concern.

Four. Is this unit in my way?
This is a very important thing to think about as well, once you've done your threat assessment. When planning or executing a push, you should make this a big part of your target priority. What are your possible escape routes? What stands in the way of that? Can you kill or slow it?

Five. Do I have leftover firepower?
Once you have dealt with major threats, you can start aiming for easy or important kills. Can your firepower do any damage to that squad on the objective? Can you pickup an easy killpoint from that Landspeeder? Start putting your guns to work worsening the situation for your opponent.


Ranged threats vs Close Quarters threats
There is a bit of discussion to be put into the subject of the range of threatening units. As a general rule with Tau, Close Quarters units can deal more "burst" damage to us... as in the turn they hit, they are gonna hit hard. Ranged units, on the other hand, deal a decent amount of damage per turn. When targeting units, you have to decide when it is a good choice to deal with each threat.
The kneejerk response every Tau player has when asked this is to avoid close combat, no matter what. But consider this:
If a ranged unit can kill 1 model a turn, yet a CQ unit can kill 5, the CQ unit looks to be a problem. But if the CQ unit only ever gets into one assault, than a ranged unit can deal just as much damage.
So in those early turns, look to take out some ranged enemies if you can. Shutting their damage down early and then focusing on those burst units can save you a few models, and thus a few guns, in the long-term.
Also, note that your wall units can be used to lower the effectiveness of enemy units that rely on being at CQ range. These wall units can't mitigate shooting attacks (save for giving cover), so you can use your walls to stall CQ units as you burst down the ranged ones.

That's it for the subject of target identification.
This also closes off the segment on pushing flanks.

Any ideas on what to write on next? More and more I'm feeling that the Tau are being pushed out of the metagame, and it is terrible. I can't find a useful subject to write on.
Also, a bit of news; I may be starting up a new army besides Tau, as a wait until the new codex rolls around. So I want to know... if I where to give updates on this army, should I post them here, or make an entire new blog for them?
Anyways, see you all around.
 
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