Played my army versus Daemon Drop Dual lash CSM, it was kill point and spear head. I will post the game tomorrow probably, it is a two-parter video!
Here is my list
Death rain El
3x coalition crisis teams each consisting of 1 deathrain, 1 helios, 1 fireknife
2x 10 kroot
1x 6 FW
2x Pathfinders (1 has 7, the other 8, Dpods and 2 seekers on each fish)
1x 2 piranha vanilla with dpods and 4 seekers
2 Broadsides with 2 shield drones, TL
1 Railhead
3 Sniper Drone teams
I will use this army in ten battle reports before I change anything. Mostly testing out the validity of sniper drone teams.
-Krox
Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts
Friday, May 28, 2010
Tuesday, May 25, 2010
Army Progess plus New list
Two things. First after my ten game review I have decided that my army list at all levels needs to be re-evaluated. Second I am not frustrated with painting! (at least not currently.)
Saturday, April 3, 2010
1750 pt army for tournament in nov
El- twin-linked MP, BSF, FNP, 2 marker drones Shield Gen
2x 6 FW
2x 6 Pathfinders DP on the fish
Railhead
Skyray
2 Broadsides with AS
2 Piranhas with FB and 1 DP
3 TLFB SG crisis suits
3 fireknives
2 TLPR SG suits
Basically use the markerlights to negate cover saves, and if there is any left over bump up BS. Primary targets are transports and fast moving things.
Broadsides try to pull units towards them and away from objectives/cover/ pathfinders.
Piranhas to contest points.
Suits to blow up marines since everyone plays marines or CSM in my area.
Army has to be painted so it will be good motivation since i am a super procrastinator when it comes to painting, that is also why I am only taking 2 squads of FW and no kroot.
I will be posting practice games versus nids and blood angels and prolly some other armies too. I expect to face a lot of blood angels in the tournament though.
2x 6 FW
2x 6 Pathfinders DP on the fish
Railhead
Skyray
2 Broadsides with AS
2 Piranhas with FB and 1 DP
3 TLFB SG crisis suits
3 fireknives
2 TLPR SG suits
Basically use the markerlights to negate cover saves, and if there is any left over bump up BS. Primary targets are transports and fast moving things.
Broadsides try to pull units towards them and away from objectives/cover/ pathfinders.
Piranhas to contest points.
Suits to blow up marines since everyone plays marines or CSM in my area.
Army has to be painted so it will be good motivation since i am a super procrastinator when it comes to painting, that is also why I am only taking 2 squads of FW and no kroot.
I will be posting practice games versus nids and blood angels and prolly some other armies too. I expect to face a lot of blood angels in the tournament though.
Thursday, January 28, 2010
Army List Review 5 : Pathfinders
Pathfinders are an intrinsic part of the psychology game in my army.
Generally, pathfinders make other units in your army perform better in the shooting phase. They also allow you to launch seeker missiles off of vehicles (even vehicles that have turbo-boosted).
They would be cheap, but they have to take a devilfish. Some people think this is a bummer and a deterrent to taking this unit, I really like devilfish and have no problem paying the extra cost.
So what do I do with pathfinders? A whole heck of a lot.
This unit, more than any other unit in my army, changes what it does depending on pretty much everything. Hammerheads are always gonna act scary, kroot always try to do some contesting in woods sillyness, piranhas are always going to push on the last turn and my suits are always going to be hide and seek harrassers. Pathfinders have to take into account, opponent's view of them, how mobile is my opponent's army, how high is their leadership, is my opponent looking to exploit cover, etc... I have been really tempted for a long time to use 2 units of pathfinders, but I haven't yet.
(I JUST made a new 2000 point list in army builder that had 2 pathfinder units, I don't think it is as effective for what I want to do at 1500 though... end of impulse army making segment. Army Builder is a rocktackular program by the way.)
Pathfinders should be in pretty much every tau army. In my opinion Tau need to focus down their threats and pathfinders with markerlights exemplify this tactic. Who cares if most of your units are BS 3, with markerlights all of your units can be BS 5 pretty quick.
Monday, January 25, 2010
Army List review 4: Piranhas
Alrighty, I really want to make an exploding fishwall army, but before I get any more piranhas, I need to know if there is any clarification on Flechette Dischargers. If I have 5 Piranhas, all with Flechette Dischargers, does that mean any assaulting unit takes 5D6 hits per dude?! I sure hope so...anyway on to the review of my army list.
I like Piranhas and I think they are pretty cool. The turbo boost is nice and they can take Disruption pods, which mean even if I don't turbo boost they still get a cover save. In this army they are a distraction as well as last turn objective contester. I left them with burst cannons because i did not want to go tank hunting with these guys, that may change after the results of the upcoming tournament.
I also have a full loadout of seeker missiles on these 2 for silly pathfinder+turbo boosting fun. Just run up the line so that the piranhas are parallel with the side armor of any tanks and mark the tanks with the pathfinders. Boom! seekers hitting on side armor, or rear if you can get that far back. Since seekers can be fired regardless of what the Piranha moved, it's a nice quick way to deliver some anti-tank firepower.
In mission where kill points are not an issue the drones come in quite handy with corraling enemy troops or providing cover saves to Kroot or whoever else needs some help in the back lines.
In my current army list I do not have flechette dischargers because the ruling is kind of iffy. IF it is true that each assaulting model takes xD6 hits depending on the number of flechette dischargers then this will def be a part of my army at a 4 strong squadron, I would also upgrade them with targeting arrays and fusion blasters so they become more of an annoyance, and to shore up the fact I will be taking less suits to pay for their cost.
Piranhas are very fun, but they are definately a finesse unit that you can't use like a hammerhead, and are a little more tricky to keep safe than crisis suits, (especially if you are going tank hunting)
I don't field more than 2 right now but fielding 3 or 4 of these guys can shut down landraider assaults, and force the enemy to focus on blowing up these guys instead of going after other elements of your army. It is kind of a silly tactic, but if you are trying to make your opponent lose his cool and make bad decisions, there ya go.
Sunday, January 24, 2010
Army List Review Part 3 Firewarriors! (and devilfish)
Firewarriors! And Devilfish. Some people say the fish is over-costed others say firewarriors can't do anything. I say that , yea maybe the devilfish is a tad expensive, but then I look at the sillyness of the price of the disruption pod, I think that it is a good points cost for a tank that can act as mobile cover for the rest of my army, AND get a +4 cover save itself.
I usually field Fish in a scorefish config (no bells or whistles other than Disruption pod) However I take 10 fw instead of the usual 6 for a scorefish.
I play mech Tau all the way (one unit of kroot, outflanking is nice but I will get to that later) Generally I keep all of my FW in fish, some games they never see the light of day. Fire warriors have good range and you can set them up in a pretty formidable gunline with broadside and markerlight support, but with all the drop pods, mycetic spores, and super fast troops (hormagaunts!?!) a static position will be overrun in no time. In general I shouldn't let my FW out of the fish unless they are going to FoF leftovers. In reality I push these guys to their limits a lot, and sometimes it pays off, and sometimes it goes poorly.
For an aggressive general there are a couple things of note. A scorefish is a dual sided sword, and kind of a funny name, because in an annihilation mission, score fish are just that, a bunch of points for the enemy. They give up 1 more KP versus a standard transport of a different race because of drones. This is a bummer, and in most kill point missions my strat is KP denial so I reserve these guys and try to keep them off of the field using positional relay. I could field them with smart missile systems, but to make that worth it I would also slap on a targeting array and multi-tracker and that gets too expensive for me. Plus with defensive weapons classed at S4, I could only fire one weapon and I really want to keep moving.
So back to the KP thing, keep these guys reserved. In the other two mission types, drones are a ton of fun and if used right really help control the enemy's movement. General drone tactics include: getting your opponent to shoot at them, getting your opponent to assault them, sitting them on an abandonded objective, blocking a retaliation assault on a double FoF (i have done this more times than I should have but who can resist 40 S5 shots at a group of oblits!? gotta love those cover saves getting in...)
Since drones count as disembarking from an open-topped vehicle you could assault with them after a move, but a squad of 2 drones will die to anything so it is better to have the enemy waste their turn assaulting or shooting these guys. (Different story with piranha squadrons...)
The devilfish itself is a pretty big tank. Armor front of 12 will keep it alive but it's width is where the money is at, those big hips are perfect for hiding a squad of suits. Old Shatter Hands does this better than me with his "circling the wagon" which I am completely stealing now and having more success than what I was doing before.
In summary I use the drones to be as annoying as possible, the devilfish for mobile cover and to keep my firewarriors safe, and suits with cover.
Firewarriors, the way I use them, are super Mont'ka. Its all about the killing blow, but knowing where to strike is a key element. I still FoF, but it is less powerul, but using Mathhammer i can tell you this- you will kill 1.5 MeQ on average with a FoF that has 10 FW, in other words, don't FoF anything other than leftovers, and unless you have some drone coverage don't FoF assaulters. Pathfinders make this better, but it is still risky.
I like fire warriors, but I just can't seem to take advantage of that 30" range. I am all about the "no guts no glory" FoF, and I can't bring myself to have my army sit still long enough to fire 30" away.
Saturday, January 23, 2010
Armylist Review part 2: Christmas Commander and the two superknives
I do not usually play 2000 point games so I generally play with a slimmer list. The next Tournament I am in is a 2000 point game so I needed to gain some weight. This is a pretty fat unit points wise, but it is a lot of fun, and I am pretty happy with the models. (Still need to get better at taking pictures so I can actually do these guys some justice!)
Superknives are bodyguards that have twin-linked plasma rifles, a missile pod, hardwired multi-trackers, and hard-wired blacksun filters. The Christmas commander is a suit that has stimulant injectors, twin-linked plasma, and a shield gen. Normally this HQ has a plasma rifle, Cyclic ion blaster and a targeting array with a hard wired multi-tracker and stim injectors. However I got Rymr for Christmas and I can't NOT use him, so he gets to be in the first tournament of the year and I will see how he does.
Basically, this unit is supposed to draw a lot of attention, depending on the enemy they will start on the field, or deep strike somewhere within 18" of a transport, or small unit of guys, (5-6) or somewhere close to cover and force a chase.
So far in the prepatory games I have played this unit has done decent and has given small terminator squads a run for their money. I just have to be careful to not get too aggressive with them, because they have gotten stuck in CC in a couple games because i couldn't resist getting into rapid fire range.
A thing to remember that if you are going against MeQ's with these guys you need to be careful about shooting plasma and missile pods. On a unit of 4 or 5 guys you generally don't want to shoot your missile pods if you got 3 or 4 hits on plasma. If you decide to shoot your missile pods you could end up wasting your plasma shots, here is an example:
4 terminators for some reason wandered to within rapid fire range of your super team. You light them up with pathfinders so you are hitting with plasma on rerollable 2 or betters! hooray for you!
you get 6 hits with plasma if all wound, all guys are praying on their +5 ward saves, however, if you shoot missiles too...
let's take the 6 hits with plasma, then lets say you roll, two 1's with the missiles so, only 4 missiles hit, that's 10 wounds total that your opponent can allocate. He allocates 3 plasma shots to 1 term, 3 plasma shots to the other term, and 2 missile shots to the other 2 remaining termies. Because you shot those missiles, your unit allowed the terminators to weather the storm a hell of a lot better, versus just shooting the plasma. This is mainly only a problem with fireknives, but can happen on other suits depending on your configuration.
The reason I did not just take fusion blasters instead of missile pods is that I don't want to be too close to the enemy, and I want these guys blowing up transports from far away.
Thursday, January 21, 2010
Army List review Part 1 Pos'El
A Pos'el is a Shas'el with the positional relay, and generally some long range firepower. For me he is equipped with a shield drone, iridium armor, and twin-linked missile pods.
This guy is less useful in single shot games, where you just bring 1 list and play 1 game. I like to use him versus armies that have a lot of deep strikers themselves, and so if I know I am going to be playing against something like that I will definitely take him. In a tournament setting where you have to take the same list against multiple opponents I will always take him because he radically alters how I can use my army from game to game. This means that I will alter my strategy based on who and what I am going up against.
Against speedy armies: Generally against fast speedy armies I will deploy almost all of my army to the field. I need to have all the guns ready to shoot those last turn objective contenders early on and really need to be a bully about making sure I can control the battlefield. The positional relay is generally used only once to bring in the suicide suit right where I need it to take out a key transport or piece of armor. The other squads of suits just use the tanks as mobile cover. Examples: ravenwing, jetbike eldar.
Against Mech armies: Against mechanized i deploy most of my army, except for the suits, which will be brought down (hopefully no 1's) once a turn closer to cover than to enemy troops. Unless it's the suicide suit NEVER drop suits closer than 18" to the enemy, ya there is scatter, but it is better to drop them somewhere they can get to cover than somewhere to shoot (remember their assault phase move!), because generally they are not going to be able to eliminate all threats to themselves when they deepstrike in. This way your enemy has to spend resources hunting your suits down and hopefully splitting up his army a little bit while you use the rest of your army to support your suits on the other side of the battlefield. This can mean shooting with HH or FW squads, but generally the support comes from the fact that the enemy is less likely to cover an efficient space if they are trying to go after those shiny crisis suits that just dropped in, so you can get better positons with your tanks and pathfinders.
Examples: Mechdar, Rhinotime, IG, Taumech
Annihilation missions (and assault first turn armies and Drop pod armies, but the KP thing is important to note as well)
I have like...21 kill points in my army i think (give or take a few) Kill point missions are tough on Tau because of the whole drones count as a kill point so a single piranha counts as 2 KP. In this situation i reserve EVERYTHING, except the Pos'el. Each turn i bring in one unit (or even better roll a 1 and bring in nothing) I will bring in the piranhas first, and put them somewhere that is out of the way, but within 24 inches of a good position, then I bring in a Hammer Head, then turn after that the pathfinders in their devilfish (their re-roll scatter is nice for the suits when everything comes in on turn 5). Trying to keep things coming in as far away from the enemy as possible. If i am going second hooray for me, if I am going first, I still have the same tactics it is just riskier. Hopefully I have been able to keep my Pos'el out of sight and hiding, maybe taking some potshots at transports or speeders. With the Pos'el I only have to bring in 1 unit a turn, so this is basic KP denial. I try to bring in everything on one turn and do as much damage as possible, remember you only need one more point than the enemy to win. (this tactic is most enjoyable when you are going second)
The Pos'El allows me to take a look at what kind of person my opponent is, what type of army they are using, and then based on tactical insight and intuition I can completely change how my army works from one game to the next. Sometime I guess completely wrong and deploy my army when I should have reserved but I have gotten pretty good at figuring out the best way to do this, and it makes an insane amount of difference in KP missions.
Next up will by the Superknives with the christmas commander!
-Kroxitau
Wednesday, January 20, 2010
Army List
Here i the army list I am taking to an upcoming tournament. It is 2,000 points, I normally play 1500 so some of my choices are little different than what I normally take (mostly just added more upgrades and shiny bits)
Shas'el with twin-linked Missile pod, iridium armor, and positional relay, and shield drone
Shas'el with twin linked plasma rifle and a shield gen ( i got the O'Rymr model for Christmas, normally i would have plasma rifle and cyclic ion blaster but the tournament is strictly WYSIWYG so there ya go) He also has stimulant injectors.
2 Bodyguard- twin-linked PR and a MP as well as HWMT (these are called superknives)
Unit of 3 Fireknives
1 suicide suit with twin-linked fusion blasters
A crisis team that has Superknife team leader and another guy with FB and MP with MT
Two units of 10 firewariors in devilfish with disruption pods
A fire warrior unit of ten with no upgrades or transport
6 pathfinders with their devilfish
2 piranhas with burst cannons and seeker missile
2 kitted out rail heads
a unit of (usually outflanking) 10 kroot.
I promised that I would post my army list at this time, but I am not at my own computer and don't have all my photos, I will post a "unit goal" item later when I get home.
Subscribe to:
Posts (Atom)