As promised, a quick explanation of the Stealth Recon list in the last post, explaining the use of Piranhas in combination with Stealth Suits.
Questions? Comments?
Email me at truehyuga@gmail.com, and I'll see what I can do.
Showing posts with label Infiltrate. Show all posts
Showing posts with label Infiltrate. Show all posts
Wednesday, May 26, 2010
Tuesday, May 25, 2010
Running a Combat Patrol

So due to fan questioning and the general 40k blogosphere, I'm jumping on the Combat Patrol bandwagon.
What is CP?
Combat Patrol is an odd little game that is simple to play and an easy way to get started. It is small enough to get a general grasp on the rules of the games, and see the synergy between units on a smaller level; synergies that larger armies can be built on.
Combat Patrol is an odd little game that is simple to play and an easy way to get started. It is small enough to get a general grasp on the rules of the games, and see the synergy between units on a smaller level; synergies that larger armies can be built on.
Combat Patrol can, however, be brutal. The small points level rewards the leanest of players, who can fit every fist and bullet into their list they can. Those small level synergies can be deadly combinations, with no way to force through them; take, for example, Fritz's Harlequin list: http://saimhann.blogspot.com/2010/05/clown-patrol-harlequin-combat-patrol.html#/
The list has a very low model count that you won't expect from Foot Eldar (Footdar), but has a few nasty surprises; it is practically unshootable due to durability (2+ saves in CP via cover!) and the Shadowseer (unshootable over 24", annoying night-fighting-like tests). It snipes something early and then books it away and hides, and can handle itself in assault (Harlequins are very good).
In this competitive form of CP, every move counts; there is no room to blunder, as a single mistake, a single model's death, can change the game. It is a very exciting game, and it is over shortly enough for a rematch or three.
What does a CP list need?
First off, CP is about Victory Point denial. There are two ways to do this; unit-pinching and, on the opposite spectrum, unit-spam. Unit-pinching puts massive amounts of points into units that are made very hard to kill; see Fritz's list. Unit spam means putting very small amounts of points into units so that when they give up points, the amount is very small. An example of this would be a list with 5 8-man Fire Warrior squads.
A CP list, first and foremost, needs a single Troop choice. For us Tau players, this choice is a bit limited; we are stuck, as always, with a choice between Kroot and Fire Warriors. My opinion on this is simple; the Fire Warriors are more durable, and give us more deployment options (i.e. not cover-tied) than the Kroot, meaning that they can take up better firing positions; furthermore, their 30"range means that on the 4'x4' tables that CP is played on, they;ll always have a target. They prefer backfield sniping in CP, while Kroot are used up-close; meaning that unless your opponent has brought as much ranged firepower as, well, the Tau, he will be far more likely to pick up Kroot points than Fire Warrior points. So I give my personal edge to the Fire Warriors. (I should also note that it is undecided whether a unit of Fire Warriors are 1+ in CP. I'd say no, as the Commander cannot be taken. Otherwise, I assume normal FOC limits for CP, as it makes the game easier to get through. Yet another reason for Fire Warriors ;D).
My second maxim for Combat Patrol is to have some anti-tank, while my third is to have vehicles. The reasons? First off, while most vehicles aren't allowed in CP, some are. You need a solid way to deal with them when your opponent starts spamming chimeras or something else stupid. Second off, while Pulse Fire can down AV10 when you hose it at them, a meltagun can't hurt for emergencies. The inverse applies to my statement; most players lack effective vehicle killing weapons, rationalizing that they are unnecessary in a game with only light armor. For this role, and one that will be explained below, the Piranha (with Fusion Blaster and Targeting Array) makes it into my list.
Now it is clear we need a firepower element. Right now my list has very few actual guns, and thats bad for any army, but specifically Tau. Many will take the knee-jerk response and jump right to Crisis Suits, and for good reason; Crisis Suits are the workhorse of Tau. A Fireknife can put out more high strength shots than most, can do it from a long range, and likely pick up cover.
There are downsides to the Crisis Suit, however. One wound and it gives up half its Victory Points, and even at its extreme range it is in danger; Instant Death! can remove it outright. So it is our best shooter but, is a glass cannon. Note that this is a problem in CP, as they can get away with being rather fragile in objective games, but here, it matters.
Instead I prefer the Crisis Suit's overshadowed brethren; the Stealth Suits. The Stealth Suits work up-close, which is problematic, but with the use of Piranhas as a mobile terrain piece, they can draw assaulters away yet stay safe against enemy returns. They are nearly immune to long range shooting due to the Stealth Field. Also, Infiltration allows them to hit turn 1. So Stealth Suits are my go to CP unit, despite my general dislike of them in the normal game.
My final CP list ends up looking like this:
8x Shas'la (Rifles) -80
3x Stealth Shas'ui -90
3x Stealth Shas'ui -90
Piranha w/ Fusion Blaster, Targeting Array -70
Piranha w/ Fusion Blaster, Targeting Array -70
-400
The overall synergy of this list is a bit hard to explain without a representation of the models of some sort, so I have a video for you all! Next post is the general strategy of the army, with, of course, the visual examples.
Labels:
Combat Patrol,
Infiltrate,
Mobile Terrain,
Piranhas,
Roadblocks,
Stealth
Saturday, May 15, 2010
Holding Ground! Troops, Part 1 (Kroot, the Creeping Menace)

Kroot are an odd unit for Tau. Statwise, they seem to be geared for assault, but point for point they are better at shooting than Tau. Unlike the rest of our technologically advanced army, they are unarmored, and use simple weapons. In fluff, they form the role of scouts and shock troops, doing everything from tearing apart advanced Marines, and Eldar to holding off swarms of Hormaguants.
But how to use them in game?
The problem with Kroot is that they are absolutely bad statwise, not making up their points in either shooting or combat against anything else in the game. Kroot can hold their own against guard and smaller squads of Nids, but they fail to hurt anything that is really dedicated to combat, and they are a flamer or blast away from extinction.
Kroot also do not work well in a combatant role in small numbers. A squad of 10 will get knocked out of the game too fast for you to even realize you wasted 70 points. A full horde of 20 Kroot can give some punch, but the combat resolution rules still don't favor our unarmored, uninspired brethren to take out combat specialists. The size increase does help against shooting, however, increasing the amount your opponent has to down before you have to take a moral test; an annoyance for the opponent if you hide them in cover.
Kroot have two buddies that can be brought along with them for the purpose of boosting their abilities in one way or another. The first buddy is the Krootox, sporting the Rapidfire equivalent of a Missile Pod. I would suggest never taking Krootox in your whole life ever as it takes away your Kroot's ability to Infiltrate, drastically reducing their effectiveness (see below). The Krootox is made to increase the effectiveness of "sit and shoot" Kroot. I have never such a monstrosity work, and do not plan to.
The second buddy for Kroot is Kroot Hounds (puppies!). Kroot Puppies cost a point less than the common Kroot, put out equal attacks, with equal Strength, Toughness, Weapon Skill, etc. but with I5! The downside? Kroot Puppies have no guns, as puppies with guns would be to awesome even for 40k to contain. The Puppies also do not benefit from fieldcraft, as they break cover to chase grenades.
Kroot Puppies are very effective for Kroot, as they bring in two boosts via their I5:
1. Sick of your Kroot getting killed before attacking? Take wounds on the Kroot Puppies, who have probably already attacked, to keep your units that have yet to swing alive. This is useful if you want your Kroot to actually have a chance to kill the enemy on the charge.
2. Are your Kroot forming a wall of expendability against a charging foe they cannot hope to defeat? Save the Puppies! If, at the end of combat, you have more Puppies than Kroot, you flee (or sweep) at I5 as opposed to I3. This can keep your Kroot from being run down, allowing them to get away without dying miserably.
Shapers are another upgrade Kroot can grab at. Costing as much as 4 Kroot, a Shaper benefits from getting a free T-Shirt saying "I Love Angkor Prok", which gives him a 6+ save, and has brought a box of spares that he is happy to sell to any Kroot for 1 point. He is slightly less challenged than normal Kroot, bearing a leadership of 8. He has figured out the contraptions of Tau weaponry, allowing him to use a Pulse weapon for free, though that takes away from his total amount of attacks in CC, making it a poor option. Sadly, he does not hold his points weight in neither shooting or CC compared to 4 of his kind and thus is used by Tau players very rarely.
How does one use Kroot to get good effect out of their weak, armor-less hides? The true advantages to Kroot are four-fold, and come from outside their statline.
1. Kroot are Troops. This means Kroot can score objectives, a modern marvel as it was once thought they would simply eat them. A tactic known as pillboxing has evolved from this, and it is the simplest form of objective scoring you will ever see. Place an objective in cover, preferably woods, and sit a massive blob of Kroot on it, who continually go to ground when fired upon. It will annoy anyone who has not brought effective cover-ignoring weapons to know end, as they bring hundreds of fifties of pounds of ordnance down on a difficult to extricate horde. This leaves your opponent's with an irksome choice; dedicate firepower to the 100 or so points of Kroot hiding away, or hit your actual firepower.
2. Kroot hordes take up space. This can be used to make a very annoying wall, circle, etc. that can screw with your opponent's ability to maneuver. In DoW games, you can place your Kroot far forward if you get first deployment, limiting the area your opponent can deploy into. You can form large blocks around vehicles to dissuade deepstriking melta from landing too close. You can circle up around your Broadsides to protect them from quick assaults. They can provide a wall of cover to your Crisis Suits, allowing them to jump behind it after firing freely.
3. Kroot make great outflankers. A 20 or so man squad (with Puppies!) can threaten the flanks very well, tarring up units in assault or killing weakened enemies. If no targets are available, they can come in on a cornered objective and score. Your success with this strategy will vary, but back in the day when I used outflanking Kroot as part of Ninja Tau and Ethereal Tau (I know; ew) they ranked up: 2 Rhinos (1 full of TacMarines that couldn't disembark), a Daemon Prince with 3 wounds, 2 Basilisks, and some Scouts. It can be rather effective.
4. Kroot can INFILTRATE. This is a big deal. You can set up to push back enemy Infiltrators, or stop a first turn rush, or any such nonsense. You can get yourself into shooting range or threaten infantry targets. It is a very reactive ability that can help to remove alpha-strike threats from a less tactical opponent. That being said, I prefer to use Stealth Suits for this role, as their guns have more of a punch, but Kroot are cheap and effective at this.
Tau players, how do you use Kroot? Do you see them as useful or useless?
One last thing; Kroot can win you the game automatically against an all-reserved all-bike/infantry army :D
http://img198.imageshack.us/i/photo053gnr.jpg
Labels:
Assault,
Hounds,
Infiltrate,
Kroot,
Outflank,
Reserves tactics,
Tau,
Troops,
Unit Analysis
Wednesday, March 17, 2010
The Few, The Proud... The Elites PT 1 (The Stealth Team)
There are only two Elite choices in the Tau codex; The Crisis Team and the Stealth Team.
The Stealth Team is infinitely worse offensively and defensively than the Crisis team. If I were to take three Crisis Shas'ui with Twin-linked Burst Cannons and a Black Sun Filter (not that I would) it would run me 120 points. Compare this to 4 Stealth Shas'ui with Burst Cannons.
The Stealth Team hits 50% of its shots, meaning you will average 6 hits. The Crisis Team hits 75% of the time, meaning that while it has relatively few shots, its total hits will average 6.75.
On the defense, the Crisis Team has a higher toughness, increasing the survivability from all small arms significantly. The Crisis Team also has a larger amount of total wounds. The Stealth Team has a Stealth Field Generator, but at 18" away (the amount of distance that would be between a infantry unit and the Stealth team, including Stealths jumping back and infantry moving forward) the Stealth Field will fail to work 58% of the time; meaning that you will get gunned down rather quickly by what you tried to shoot up.
Where the Stealth Team excels, however, is its deployment options. With the ability to Deepstrike, Infiltrate, and Outflank, the Stealth Team, can get themselves exactly where your opponent doesn't want them. This makes their otherwise puny offensive abilities much better; they can hit isolated units, make attack runs at objective, or hit rear armor of a pesky vehicle; An AV12 or higher front armored vehicle with AV10 rear or side can be much better killed by outflanking Stealths with Burst Cannons, better than by an points-equivalent amount of Deathrains (TL-MP, random item).
Another optin while using the Stealth Team is to drop a great many points on them to turn them into a Stealth Marker Team. This requires Drone Controllers with Marker Drones, minimal team members, and maybe a Team Leader with a Markerlight. The idea is that while this unit is far more expensive than Pathfinders, their mobile Markerlights (due to the Relentless USR) and their Stealth Field coupled with the effective range of their lights and infiltration abilities makes them very difficult to kill, almost ensuring Markerlights all game long.
Stealth Teams deliver a punch of small-arms fire where you need them, or scout out targets for the main force. Try them in your lists.
The Stealth Team is infinitely worse offensively and defensively than the Crisis team. If I were to take three Crisis Shas'ui with Twin-linked Burst Cannons and a Black Sun Filter (not that I would) it would run me 120 points. Compare this to 4 Stealth Shas'ui with Burst Cannons.
The Stealth Team hits 50% of its shots, meaning you will average 6 hits. The Crisis Team hits 75% of the time, meaning that while it has relatively few shots, its total hits will average 6.75.
On the defense, the Crisis Team has a higher toughness, increasing the survivability from all small arms significantly. The Crisis Team also has a larger amount of total wounds. The Stealth Team has a Stealth Field Generator, but at 18" away (the amount of distance that would be between a infantry unit and the Stealth team, including Stealths jumping back and infantry moving forward) the Stealth Field will fail to work 58% of the time; meaning that you will get gunned down rather quickly by what you tried to shoot up.
Where the Stealth Team excels, however, is its deployment options. With the ability to Deepstrike, Infiltrate, and Outflank, the Stealth Team, can get themselves exactly where your opponent doesn't want them. This makes their otherwise puny offensive abilities much better; they can hit isolated units, make attack runs at objective, or hit rear armor of a pesky vehicle; An AV12 or higher front armored vehicle with AV10 rear or side can be much better killed by outflanking Stealths with Burst Cannons, better than by an points-equivalent amount of Deathrains (TL-MP, random item).
Another optin while using the Stealth Team is to drop a great many points on them to turn them into a Stealth Marker Team. This requires Drone Controllers with Marker Drones, minimal team members, and maybe a Team Leader with a Markerlight. The idea is that while this unit is far more expensive than Pathfinders, their mobile Markerlights (due to the Relentless USR) and their Stealth Field coupled with the effective range of their lights and infiltration abilities makes them very difficult to kill, almost ensuring Markerlights all game long.
Stealth Teams deliver a punch of small-arms fire where you need them, or scout out targets for the main force. Try them in your lists.
Labels:
Elite,
Infiltrate,
Ninja Tau,
Outflank,
Reserves tactics,
Stealth,
Unit Analysis