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Showing posts with label Armylist. Show all posts
Showing posts with label Armylist. Show all posts

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.

Wednesday, September 29, 2010

1850 and 2000 point Kauyon lists; also, the Hammerhead

HQ
Shadowsun -175
ELITE
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Deathrain Crisis Team- Shas’ui w/ TL-MP, DC; 2x Shas’ui w/ TL-MP, BSF; 2x Gun Drones -155
TROOP
Fire Warriors- 6x Shas'la -60
Kroot-10x Mercs; 3x Hounds -88
Kroot-10x Mercs; 7x Hounds -112
FAST
Piranha Squadron- Piranha w/ FB, TA; Piranha w/ FB, TA -140
Pathfinders-6x Shas'la; Devilfish w/ DP -157
Pathfinders-6x Shas'la; Devilfish w/ DP -157
HEAVY
Broadsides- Shas'ui TL w/ AdvSS, HWDC, HWTL, HWBSF; 1x Shas'ui w/AdvSS; 2x Gun Drones -193
Broadsides- Shas'ui TL w/ AdvSS, HWDC, HWTL; 1x Shas'ui w/AdvSS; 2x Gun Drones -190
1850

So, I discussed earlier with you all my growing disdain for the Hammerhead. This is what came of that. Originally, the plan was to lose the head and get either two more sides or a Deathrain team. Instead, I found the points for another Broadside AND a Deathrain team... just had to drop a few hounds and a handful of rather useless upgrades.

My 2000 point list uses similar ideas:
HQ
Shadowsun -175
ELITE
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Deathrain Crisis Team- Shas’ui w/ TL-MP, DC; 2x Shas’ui w/ TL-MP, BSF; 2x Gun Drones -155
TROOP
Fire Warriors- 6x Shas'la -60
Kroot-10x Mercs; 3x Hounds -88
Kroot-10x Mercs; 7x Hounds -112
FAST
Piranha Squadron- Piranha w/ FB, TA, DP; Piranha w/ FB, TA -145
Pathfinders-6x Shas'la; Devilfish w/ DP -157
Pathfinders-5x Shas'la; Devilfish w/ DP -145
HEAVY
Broadsides- Shas'ui TL w/ AdvSS, HWDC, HWTL; 1x Shas'ui w/AdvSS; 2x Gun Drones -190
Broadsides- Shas'ui TL w/ AdvSS, HWDC, HWTL; 1x Shas'ui w/AdvSS; 2x Gun Drones -190
2x Sniper Drone Team -160
2000
The Sniper Drones add some extra anti-infantry firepower and a net gain of one Markerlight. I am thinking of instead going the route of upgrading the Deathrains to Fireknives (48 points) and buying something nice instead, but I don't really see what would be worth buying. So it is Sniper Drones for now.


As to the loss of the Hammerhead, I have a few things to say on the matter:
-The Railgun does not pull it's weight as a flanking, threatening anti-tank platform.
-The submunition is terrible. I'll get to that below. 
-The contesting ability is useful, but it is easily melted at these ranges and ins't fast enough nor sneaky enough to pull it off against more intelligent players.

To 1&3, you will all probably nod your head. But 2? How can I say that the pie plate of doom is bad?
Let's look at some comparisons. First off, against a spread enemy formation (you know, the types good players use when they see templates?) the template can only really hit 3 enemies. Let's just assume, for the sake of argument, that you always get a hit with it.
So the Hammerhead gets 3 hits with S6 at AP4.
Now let's take the output of the Deathrains, shall we? They hit approximately 4.5 times, with higher Strength, and same AP. They have less range, but it will rarely come into play. Note that even with the ablative Drones (which I didn't take into account for shooting) the Deathrains still come out cheaper than most Hammerheads.

Now the Sniper Team. Assuming the same as before:
Hammerhead hits three times.
Sniper Drones (6 shots between teams) hit 3 times.
Wounds the same amount.
But SDT has AP3 and a chance to pin. 
Remember this is all assuming no scatter.

So the Hammerhead cannot match the firepower of these units. In addition, its only advantage is its speed, which is the same speed as the Deathrain and whilst being faster than the stationary Sniper Drones, rarely comes into use until late game contesting.

Thoughts/Comments/Critiques?

Tuesday, September 28, 2010

Hammerhead Tank? SMS? List musings.

I've been working with my list lately, and I've started to notice... my Hammerhead tank is not pulling its weight. With the points I throw into my Hammerhead, I can almost afford another two Broadsides without Shield Drones, or I can definitely afford a squad of Deathrains, fully equipped, both of which would add to my firepower immensely.
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.

Sunday, September 19, 2010

For future reference...

This is the list I will be using in my Kauyon deployment examples. It is a simple variation of my Kroot Wall list, giving up a few missiles for survivability.

HQ
Shadowsun -175
ELITE
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
TROOP
Fire Warriors- 6x Shas'la -60
Kroot-10x Mercs; 7x Hounds -112
Kroot-10x Mercs; 7x Hounds -112
FAST
Piranha Squadron- Piranha w/ FB, TA, FD; Piranha w/ FB, TA, FD -160
Pathfinders-6x Shas'la; Devilfish w/ SMS, DP -177
Pathfinders-6x Shas'la; Devilfish w/ SMS, DP -177
HEAVY
Broadsides- Shas'ui TL /AdvSS, HWDC, HWTL; 2x Shas'ui w/AdvSS; 2x Sh. Drones -280
Hammerhead w/ Railgun, SMS, MT, DP -175
1850


Thursday, August 26, 2010

750 Castle

Sat down and fleshed out a 750 list as well.
The list is rather similar to how I play 1850; it is a true castle, albeit with only one layer of Kroot, no Markerlight support, and only one Piranha to blackade... but it is still very workable. The Fire Warriors are 10 men strong to help lend some fire support.

Fire Warriors: 10x Shas’la w/ Rifles -100

Devilfish w/ D. Pods -85

Crisis Commander: Shas’el Deathforge (TL-MP, FB) w/ HWMT -85

Crisis Suits: 2x Shas’ui Fireknives (PR, MP, MT) -124

Crisis Suits: 2x Shas’ui Fireknives (PR, MP, MT) -124

Kroot: 13x Mercs-91

Piranha w/ FB, TA -70

Broadsides: 2x Shas’ui w/ Adv.S.S. -160

500 point castle

The net is buzzing with Fritz's new challenges. 500 and 750 lists, an attempt to bring back the old-school armies where there was far less on the table.
I am not fully ready for 750 yet, but I have tossed together a 500 list; the thought process involved tossing together 3 lists that embodied certain styles, and picking the best.
I have settle on a semi-static list with a small line of Kroot, 4 Crisis Suits, and a mobile scoring unit. Meltaguns are held in back; I'll have trouble against guntanks that sit in back, but I can bear the shots or deespstrike.

60pts: 6 Fire Warriors w/ Rifles

85pts: Devilfish w/ D. Pods

91pts: 13x Kroot

88pts: Shas’el Deathforge (TL-MP, FB) w/ HWBSF, HWMT

124pts: 2 Fireknives (PR, MP, MT)

55pts Deathforge (TL-MP, FB)



Tuesday, August 17, 2010

Kroot Wall list

The crude vehicles rumbled loudly down the beaten roads of the lost Imperial Sector, the sun rising in the distance to light the shadowy city. The smell of Ork fuel was easily distinguishable, not that it was a necessary marker with the sight of several greenskins protruding out of the topless compartments. The column came to brief stop upon sighting the scouts, but that brief moment was superseded almost immediately by war cries and the revving of engines. The Orks had found a target and would like nothing less than to engage it and tear it to shreds.

The Burnas were the first to reach their target, igniting flames that had proven effective at pushing back the avian forces they had faced earlier in the campaign. Massive swathes of burning fuel cut into the improvised cover of the creatures, killing a handful of the scouting party. Instead of a fleeing party, however, the Burnas were met with furious growls as wolf-like creatures pounced out of the mangled building and tore into them. The Burnas fell back under the onslaught, only to be caught and torn to shreds. The vehicles and their cargo were undeterred by the canines, thundering forward nonetheless.

The next instant can only be described as an explosion. A tremor shook the road, and the dust and soot of battles past obscured the road, shielding the scouts from view. Before the pollutants could fully clear, a bright bolt of energy struck outwards. It connected with the foremost Ork vehicle, reducing it to a smoldering wreck in the path of the Ork advance.

The origin of the blast appeared in the smoke. A hulking walker appeared, much like common weapon platforms of the Ork’s enemies, with a few striking differences. Great wings protruded from the suit, and a large spout of green energy spewed violently from its right fist. The walker was crowned in a helmet-like array of odd technology, including odd smoking areas to the sides of its sensor suite.

The Walker’s voice boomed loudly through its speaker suite, assuming a simplistic but effective Ork tongue, “Enemies of the Empire! This planet is the property of the Tau Empire. There is a cost for your trespass and belligerence, and you shall play it in blood!”

The road was lit by a plethora of lights, followed swiftly and lethally by a burst of plasma and a plethora of missiles. There would be no victory for the Orks that day.


In the post before this, I talked about competitive lists VS fun lists. I thought it would be worthwhile to post my preliminary idea of what such a list would look like, how it would work, etc. This may be the path I take with this army, for better or for worse.
So first, the list:
HQ
Fireforge Crisis Commander- Shas'el w/ TL-MP, FB, HWTL -85
Fireforge Crisis Commander- Shas'el w/ TL-MP, FB, HWTL -85
ELITE
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
Fireknife Crisis Team- Shas'ui TL w/ PR, MP, MT, HWDC; 2x Shas'ui w/ PR, MP, MT; 2x Gun Drones -211
TROOP
Fire Warriors- 6x Shas'la -60
Kroot-10x Mercs; 7x Hounds -112
Kroot-10x Mercs; 7x Hounds -112
FAST
Piranha Squadron- Piranha w/ FB, TA, FD, DP; Piranha w/ FB, TA, FD -165
Pathfinders-6x Shas'la; Devilfish w/ SMS, DP -177
Pathfinders-6x Shas'la; Devilfish w/ SMS, DP -177
HEAVY
Broadsides- Shas'ui TL /AdvSS, HWDC, HWTL; 2x Shas'ui w/AdvSS; 2x Sh. Drones -280
Hammerhead w/ Railgun, SMS, MT, DP -175
1850

The list has a lot of synergy in it, and I'll be describing it by layer to help illustrate this.
The outmost layer will be a wall of Kroot, joined by one of my Fireforge Commanders. The attached IC will make them harder to run off, which will be helpful as they won't have too much staying power bar lucky terrain and tricks (see below). The Commander adds a little melta and a tankshock deterrent (I will actually put him directly in front of/assault a tank so they must TS him or go around... which is an auto melta-hit).
The second layer is completely identical except for the fact that their cover is nearly assured by the forward unit. Same deal with melta and such. This unit can function as counter-charge if it needs to, but will mostly stay in place.
Layer three are the Suits, who will be jumping in and out of my castle, ensuring cover for themselves whilst avoiding the enemy gaining the same favor. Their role is rather simple; shooting. Broadsides will sit pretty center stage and blast transports to pieces.
Piranhas will start a little behind the suits, and move out early on to block enemy movements and provide cover for my Kroot; it is unwise to underestimate the durability of AV11+cover; and I can see them absorbing a large amount of shots. If neither role is necessary, they will sit back for contesting duties. Flechettes allow them to be a pain to both hordes and vehicles in their quests to disrupt movement.
Seeing as how Markerlights only need to see a sliver of their target and there is no cover from the Valkyrie's Mark, they will sit farther back, and light targets of priority. They will stay still as long as possible, being my last unit to move into a blocking position, bar the suits. Fire Warriors who refuse to stay in reserve will sit with them as well.
Finally come the vehicles; they sit back and provide minimal fire support, but have two important goals. First and foremost, they will act as outflank blockers, covering my sides from enemy attacks if I am forced into a corner deployment. Secondly, they will act as mobile bunkers and objective takers. In KP games, heavily wounded units can shelter in them, and in objective games, they will pickup any maimed Kroot units or my reserved Fire Warrior squad and ferry them to an objective.

Against mass barrage IG or the such, this entire idea kind of goes in the toilet. I have to play loose in such a case; Kroot Outflanking, Suits moving with a escort Devilfish for cover, Pathies in cover, Broadsides making a big lure of themselves while hitting everything they can, Commanders DSing... not as static of a plan in that case, but I'll do what I can.

That's my take on it at least. I am rather new to the idea of kroot wall armies, so if I missed something big or you have a suggestion, please toss it into the comments.

Friday, July 23, 2010

The Unveiling: My Standard 1850 list

Its about time I got my standard 1850 list up. Here we go, and all comments and crit are welcome, though I'm rather set on my choices:

HQ

Shas’el w/ PR, MP, Flamer, HWTL, HWMT -96

Very simple, a cheap, functioning Commander. He will often join the Pathfinders for the leadership buff, and late game he will either join a Crisis Team, the 'Sides, or sacrifice himself.

ELITE

Shas’ui Team Leader w/ PR, MP, MT, HWDC [2x Gun Drones]; 2x Shas’ui w/ PR, MP, MT -211

Shas’ui Team Leader w/ PR, MP, MT, HWDC [2x Gun Drones]; 2x Shas’ui w/ PR, MP, MT -211

These form the bulk of my firing output; they give me a very healthy amount of anti-infantry firepower that can double as anti-transport. I have chosen Gun Drones over Shield Drones, as they are incredibly likely to get a cover save the way I am using them.

TROOPS

6x Shas’la w/ Rifles; Devilfish w/ FD, DP -155

6x Shas’la w/ Rifles; Devilfish w/ FD, DP -155

6x Shas’la -60

Simple, scoring. The third squad is reserved and gets the spare devilfish, or hides. The Devilfish themselves form my skimmer wall; a mobile defense of skimmers moving at 12" a turn. They will almost always have cover, and they are difficult to kill in CC (6s to hit). Melta is a weakness to this, but it brings them incredibly close to Crisis Suits, and with everything in the army out to wreck mobility, it may be hard.

The drones help in movement blocking, stopping infantry, tickling rear armor, etc. In KP, they hide.

FAST ATTACK

Piranha w/ FB, TA, FD, DP; Piranha w/ FB, TA, FD -165

Piranhas are among (are?) the best movement blockers in the game. These are used to both block off the enemy's forward moving units, and to hit enemy vehicles with melta sting. The major purpose of this unit is deathstar removal, either by popping their ride or by simply harrying them to the point of keeping them off me.

6x Shas’la w/ Carbines, Markerlights; Devilfish w/ FD, DP -167

I'm not sure I have to explain marker support. They form a small firebase with the Broadsides and any accompanying drone walls, as the rest of my army moves out. I have no qualms with using them as a lure to seal off a dangerous unit.

HEAVY SUPPORT

Broadside Team Leader w/ TA, HWTL, HWDC [2x Shield Drones]; 2x Broadside Shas’ui w/ TA -280

Massive amounts of demeching power.I don't understand the allure of Adv.S.S.; my Broadsides arely need to move, save for in Kroot Wall builds in which the whole force inches along. The TA maximizes my firepower, allowing spare lights to be utilized for cover removal, not BS increase. Forms the small drone castle with Pathfinders.

Hammerhead w/ Railgun, SMS, MT, DP -175

Hammerhead w/ Railgun, SMS, MT, DP -175

Simple backup; these are more expendable than Devilfish, and form the flanks of the wall, due to their stronger side armor. Submunitions and Rails make great support fire.


Thursday, March 11, 2010

2 Battleforces (1000pts)

While a usable 500 point army can be made from a Battlebox, a decent 1000 point army can be made from two boxes.

First come the Troops; Again we start with the base of Fire Warriors riding in a durable Devilfish, but with the extras we can have two squads. As above, the choice to take Rifles or Carbines is yours, but again I recommend Rifles.

8x Shas'la (Rifles) -80 pts
8x Shas'la (Rifles) -80 pts
The trick in the prior list of taking the Devilfish that come with the Pathfinder squads is used her again... with a quick catch discussed later. Redundancy (use of the same unit multiple time) makes it more difficult for the enemy to blunt your offensive tankrush.

Next we have the Krootses (not actual plural). Kroot like hordes. They take less morale test that way, bring a lot of wieght in combat and can shoot a lot from cover. It is also VERY difficult to remove a Kroot horde from cover; one of the reasons Kroot hordes are sometimes championed above mechanized Fire Warriors. Their extra deployment techniques make them tricky, as they can start right next to your opponent or off on the side in a wood. The can sit 50% in terrain and 50% in a line across the field to grant cover to your other units. They die to anything that denies cover by the bucket. But they are nonetheless dangerous. Use them.

20x Kroot Mercenaries; 4x Kroot Hounds -164
How to get the Hounds? Model some of your Kroot in leaned over positions, don't give them guns (maybe cut the knife ends off and put that in their hands) and make them converted "Feral Kroot". Paint blood on their hands and maws. These conversions are simple and effective.

Pathfinders are key, and start becoming really useful at 1000 points or higher. Here we will field 8; the other 4 coming from the conversion method outlined in the post before.

4x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168
4x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168
You can combine these units if you want, giving the second 'fish instead to Fire Warriors. This method will save you one KP, but will make the squad a big target. This way you can light up an extra target, and will make killing all of your lights annoying.

Remember that measly Stealth Team with low amounts of firepower? With a full squad they can shred through soft targets, hurt heavier infantry, and even break through rear armor through use of extra deployment options or just great maneuvering.

1x Stealth Shas'ui Team Leader w/ Bonding Knife; 5x Shas'la
This is where you will first see the use of morale upgrades. A full Stealth Team benefits from a Bonding Knife, as if they fall back from their forward roles they can regroup and move back up, once again aggravating the opponent.

Now we go back to the Crisis Commander; again we lack Heavy Support (AKA no Railguns), so any Crisis Suits need to be of the anti-tank variety. So we use the same Commander as before.

1x Crisis Shas'el w/ TL-MP, FB, HWMT -85
Nothing needs to be said. Its all in the last post.

In 1000 points, one Suit with anti-vehicle guns isn't enough. Luckily for us we can afford a second.

1x Crisis Shas'ui Team Leader w/ TL-MP, FB, HWMT -65
A less accurate, less tough, but equally shooty suit. Use is the same as the Commander, only slightly more expendable.

So the final list looks like:

1x Crisis Shas'el w/ TL-MP, FB, HWMT -85
1x Crisis Shas'ui w/ TL-MP, FB, HWMT -65
1x Stealth Shas'ui TL w/ BK; 5x Stealth Shas'ui -190
8x Fire Warrior Shas'la (Rifles) -80
8x Fire Warrior Shas'la (Rifles) -80
20 Kroot Mercenaries; 4x Kroot Hounds -164
4x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168
4x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168
TOTAL= 1000 pts

Wednesday, March 10, 2010

Single Battleforce Army (500 points)


The Battleforce contains (as stated previously) 1 Crisis Suit, 3 Stealth Suits, 1 Devilfish (2 Drones on 'fish), 12 Fire Warriors (comes with two drones), and 12 Kroot.

The first thing you need in a Tau army is to decide how you are going to run your Fire Warriors. In lower points they can afford to be on foot, but since this is likely your first army, it will be nice for you to try both mechanized and footslogging troops.
Model 8 of your Firewarriors with Pulse Rifles or Carbines (Rifles are widely seen as superior) and this will be your mandatory Fire Warrior Squad.

8x Shas'la (Rifles) -80 pts
This squad will move forward and attack an objective or some infantry in a Devilfish. In this point level, the Devilfish will be difficult to kill, and "Tankshocking" makes them great for attacking objectives.
Note: This squad will not buy the Devilfish for themselves, but they will ride in it. More on this below.


Next is for the second Troop choice. Since you cannot form a Firewarrior squad out of the remaining form (there's a point, trust me), you must look to your Kroot. These guys will give you experience with footslogging units.

11x Kroot Mercenaries -77 pts
Note: Kroot are odd. They will die if shot at almost always, but can make decent use of cover to make themselves more durable. They can also bring a hefty amount of attacks onto the enemy via close combat. For this list, your Kroot fulfill the role of a "pillbox" unit; they will sit in cover on an objective and shoot anything in their range. If shot at, they will "go to ground" (check the core rulebook) making them difficult to remove from an objective.

Pathfinders are our next choice. While these are normally not to be used below 500 points, it is important to learn the workings of Markerlights. "But we don't get Pathfinders!" some will proclaim. While it's conversion time.
Take the 4 extra Firewarriors, model them with Carbines and no shoulderpads (for a scouty feel). These will act as your Pathfinders. The Devilfish that you're forced to take with them will be given to the Firewarriors on the first turn.

4x Pathfinder Shas'la; Devilfish w/ Smart Missile System, Targetting Array, Multitracker, Disruption Pod -168
The Pathfinder squad is a good help to your everything but your Kroot, and they have some interesting effects (look 'em up in the codex).
The Devilfish has been upgraded a LOT. This is called a Warfish, holding considerable firepower, and being rather tough to crack. It can transport your Firewarriors into fire and back.


Next is the Elite choices; Stealth Suits come to mind, as the Commander will teach you about Crisis Suits.

3x Stealth Shas'ui -90
Stealth Suits are decent for delivering small arms firepower to unexpected places. Learn how to use their extra deployment options and you will do fine.

The final part is the Crisis Commander. First off, Shas'o are normally not worth the points. The extra point in BS is nice, but that can be accomplished by buying a Targetting Array for a Shas'el; for less points.
Second off, I normally leave my Crisis Suits until last when building. It's not that they aren't important, they are; they just fill in gaps. For example, this list has multiple anti-infantry weapons, overpowering most warriors. But no way of dealing with vehicles except ramming means problems; hence the need for a Commander wo can fight tanks:

Shas'el w/ Twin-Linked Missile Pods, Fusion Blaster, Hardwired Multi-Tracker
-85
This Shas'el is for hitting vehicles specifically; deepstriking with him is suprisingly useful, as Missile Pods hitting rear armor are painful. Make sure you familiarize yourself with melta weapons, but never attempt to deepstrike into melta range against any vehicles carrying troops (unless necessary), as even if you do pop the transport they will assault and kill you Commander next turn.

So the list is as follows:
Shas'el w/ TL-MP, FB, HWMT -85
3x Stealth Shas'ui -90
8x Shas'la (Rifles) -80
11x Kroot Mercenaries -77
4x Pathfinders; Devilfish w/ SMS, TA, MT, DP -168
TOTAL= 500 points

Next post I will outline how to make a 1000 point army using two Battleforces.
 
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