Questions? Comments?
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.