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Showing posts with label Building. Show all posts
Showing posts with label Building. Show all posts

Sunday, March 14, 2010

Bringing in the Heavies

One of the constants in the Battleforce lists are their reliance on Crisis Suits for anti-tank. This can be the route you take, but the Tau are unique in that they carry the best long-ranged anti-tank weapon in the game; the Railgun.
Fortunately for everyone else, Railguns can't be crammed into every corner of our lists; only our heavy support. So here will be talking of our two Railgun toting Heavies.
The Hammerhead makes a very effective use of the Railgun if equipped (minimally) with a Disruption Pod and a Multitracker. This allows it durability at a range and the ability to move 12" before firing the Railgun, which is useful for side armor hunting. It can be used to tank shock objectives later in the game. It also can fire an anti-infantry round.
Broadsides are slower, but put out much more firepower. They are slightly more accurate then a Hammerhead, and with the use of Shield Drones and cover they become more durable to shooting (if easy to wipe in assault). You can get two Railguns for the price of one mounted one, and the SMS deal quite a bit of damage as well; I actually find myself firing said weapons far more often in the later phases of the game.

Which should you get first? Buying a Hammerhead model is cheaper than buying two Broadsides, and keeps mobility in your army. Broadsides, however, clearly put out more anti-tank firepower... but is the damage output worth the speed sacrifice and the additional chassis? Its your choice overall; I run both in high-points.

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
 
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