Showing posts with label Tau. Show all posts
Showing posts with label Tau. Show all posts

Monday, March 24, 2014

Tau vs New Nids Tip (with only one Vassal pic)

Hello Internets!

Just some quick thoughts on the new Nids, as I recently picked up some of their models. I wound up running a vassal game between one of the scarier new Nids list I've seen with my Tau army. Playing Tau FTW! And it was a strange game, almost a deja vu experience, teleporting me back to the days of 5th edition.


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Woah... This is crazy!

Tuesday, August 6, 2013

I'm not dead either... And Tau stuff! XV8 Crisis Suit Conversion, now with less disappoint!

Greeting and salutations readers!

I too have taken a long absence from blogging! I figure what with grad-school being a huge burden, and with all the cool blog-personalities doing it, might as well get on the train right? Well, there is that and 6th. You see, 6th and I have a love-hate relationship. But you didn't come for that, right? You came for Crisis Suits and their related conversions:

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Thursday, January 17, 2013

Tau FAQ Rule Clarification... Bummer

So, as you probably know if you spend time on the internet, the new round of FAQs are up. I'd like to say that I had a part in them, as I sent multiple emails into the FAQ department asking what "resolved normally at an assumed BS of 5" actually means. You know, since normally could mean either snap-firing or firing at a regular BS. And... they ruled not-in-favor of Tau. So, Seeker Missiles are still oh-so-worthless :(

So, sadface. It looks like Garnet and some of the other bloggers I discussed this with were right.

Thursday, January 3, 2013

Vassal Tau vs Imperial Guard 1500 pts Batrep! Also, How I Managed to Not Lose to the Flyer!

Hello and good morning!

I am excited, as I finally got around to getting my first vassal game of 6th edition in. As I am at heart a tau-fan, I played my favorite blue-skinned feudalists. I don't know that I can honestly call them communists, but that is a discussion for another time.

As I approached list-building for this game, I had no idea what I was getting myself into. Consequently, I built the most balanced list I could and hoped for a competitor that wasn't running a fighter wing. And... I was in luck! I drew a dude playing a cadian Imperial Guard list!

As far as lists go, my force composition did actually change from my traditional 5th edition list. I dropped piranhas as 3+ to hit in combat kind of negates their blocking role and 2hp is not much for 75 pts apiece. I also dropped kroot hounds as my goal was to shoot as much as possible. Shooting is king and all that. I also added some more blast marker goodness and Fire Warriors! I love the models, and with the changes to rapid fire shooting I can actually justify their use! So, lists after the break.

Monday, August 20, 2012

A Second Look at Tau Unit Efficiency: Evaluating Seeker Missiles Against Other Options.


As they enter their third sphere of expansion, the Tau Empire has an uphill battle ahead of them. With the introduction of flyers, and the loss of target locks on infantry models, there are now more targets and less ability to allocate the necessary firepower to the highest priority threats. Consequently, there needs to be an evaluation of which weapons on which units are strongest against which types of targets. This article will examine the proposal that seeker missiles be purchased and allocated against flyers, and determine whether they are a worthwhile weapon purchase. This will be determined by determining the glance and wound percentages for the available anti vehicle weapons and examining where seeker missiles fall along the scale. As this is a new edition, perhaps it is time to renew this discussion.

Tuesday, July 31, 2012

The Tau Answer to Flyers

Hello everyone!

Welcome to 6th! Since the last time I have posted, an edition has both gone (5th) and come into being (6th). 
Also, I'll be starting grad school soon! But enough about real life. I'm here to talk about the thing that others are talking about: Flyers. They are fast, they are dangerous, and they are hard to hit. Namely, they require 6's to hit. However, they are (thus far) av11 or av12 on average and wobble and crash if you can manage to land anything on them. And, without using allies or fortifications, Tau might have a way to combat fliers. 

I am proposing that Seeker Missiles might be the answer. Okay, go ahead and laugh. Do it, it is good for you. Ok, lets go back to thinking about this. I think that they may be the way to not waste tons of firepower while at the same time knocking the birds out of the sky. Alrighty, let's begin. 

Seekers can only be fired by Markerlights, so we'll discuss them first. When packed by moving Pathfinders, they only hit on 6s due to the 'snap fire' rule. So if we hit the flyers with the lights, we aren't losing anything. At 30 inch range, plus 6 inch move, the planes could likely be painted coming or going. Unlike most weapons, moving markerlights do not have any wasted accuracy on fliers.

Now, we will check the Markerlight rules. A token can be expended to fire a Seeker Missile, which is resolved at an assumed ballistic skill of 5. To recap, you shoot the Markerlight which can then trigger another shot at a specified ballistic skill. So, a shooting attack triggers a special ability which is like a shooting attack. But more importantly, its a specified ballistic skill. Why is that important? Because codex trumps rulebook! 

So, there you have it. Markerlights and Seeker missiles might be the ticket to clear out flyers. And the best part is, you don't need any new units! Seeker missiles can just be tacked onto whatever vehicles you are currently using and fired using the Pathfinders you already are using. I'll be trying this tactic out once I can manage to get some games in. Until then, 

Keep it real. 

~ Shas'el Mike
I'm the soulweeper...

Monday, February 6, 2012

off-topic, then... Tau vs Drop-Melta and JotWW!

First, the off-topic stuff. I tend to patrol eBay regularly, looking for awesome deals. As a somewhat broke post-college student, I have to stretch every dollar as far as it will go. This weeks deal was a smashed-up Dante, that was mis-labeled. As any Dante fan will tell you, he has an axe with a wicked special rule, and an infernus pistol. (I had to look that up actually, so I guess I have to admit to being a Dante-poser.) However, I did have some leftover Sanguinary Guard bitz, and Death Company bitz... so, I rebuilt him. He's not taller, and he's still metal, but I like to think he looks more awesome! Due to privacy concerns I have used state-of-the-art technology to obscure the photographers identity: 


Thursday, January 12, 2012

Team Tournament!

So, got a couple thoughts for you. There is a chance in my area to attend a 1500-pt team tournament, 750 pts per side. Each one has to bring at least one HQ and at least one troop choice. And, unless the special rule states otherwise, such as ethereals and morale check re-rolls, they apply to your allies army. Well, I own two armies: Tau and Blood Angels. So, I'm going to talk about combining them!

Monday, January 2, 2012

1500 Tau list, now with different Plasma !

New lists! So i've been playing around with my default Tau army list, and poking around the internet. At 1500 points, I want something which can pound the other army into dust, and advance rather than walking back. Its an unusual concept, and will surely throw off any player who plays Tau which run away and hug the edge of the map.

Crisis suits of the Fireknife variety are incredibly expensive, clocking in at 62 points. Especially at lower points, those are points that are easily needed elsewhere. However, as the only source of ap2 non-railgun weaponry usually there is no other choice. But what if there was? And what if it was cheaper? Additionally, what if you could virtually guarantee that every crisis suit wounds what it shoots at? I am suggesting, of course, deathrain suits, paying the points to tack plasma rifles onto broadsides, and running 3x2 of said weapon-bearers-of-doom.

Wednesday, December 21, 2011

So... Necrons v Tau Strategies

So i've been thinking about Necrons. Specifically, that nexis between Solar Pulse, Imotekh, and av13-till-penetrated hulls and how that relates to my Tau. 

Tau are terrible at nightfighting. Sure markerlight hits can be expended to ignore night-fighting on a 1-per-squad basis, but first you have to get the markerlights to hit, which in nightfighting conditions with heavy weapons is not an easy task. Additionally, having a mainly av13 army can be a bit of a challenge for tau, as now it takes fusion blasters or railguns for even the lowliest of transports, even the Crisis squad's vaunted missile pods aren't much use. And then, when it all lets up, Necrons win at CC, so letting them get into assault range is a problem.

I'm musing a bit on whether my gameplan needs to change, as the Tau i usually play are completely helpless in extended night-fighting scenarios. Additionally, those random lightning strikes suck when you can consistently max out your force org chart.

What are your experiences with Tau vs New Necrons? Share them, oh Dear Reader!

~Shas'el Mike

Sunday, December 18, 2011

1850 Tournament!

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Love this pic.
And now for an overdue update: Last weekend I had the privilege of playing in an 1850 tournament at Texas Toy Solider. It cost $15 for entry, and was a success. Sisters of Battle, Eldar, Chaos Demons, Grey Knights, Imperial Guard, Chaos Marines, Blood Angels, Space Wolves, another Tau and two Vulcan Marines were present competing for success, plus whatever other armies slipped my mind. Oddly absent were Dark Eldar and Necrons, considering they are the newest of the zenos books. Also, (with no surprise) there was no Tyranids present.

While previously I have mentioned that the traditional monobuild of Tau is the only way to go, I've been playing around with a different setup. Basically, two-man Crisis squads and two 5-man Fire Warriors in Devilfishes. The reason for the Crisis squad setup is their abysmal leadership and the expense of squad upgrades. Crisis suits are jump infantry with poor leadership, and should they break less than 50% then they can never rally. Also, if vehicles are the target often one of the suits is wasting its shots. And lastly, 3 suits are tough to hid behind cover or vehicles, as one of them is bound to have something hanging out. So, i've been playing two-man squads. They may break, but they will never run off the map unable to rally due to squad size. Also, they're easier to hide. So, I used this strategy in my 1850 list. Heres the list, in case you are wondering:

Tuesday, November 29, 2011

"Penguins come from Antartica!"

Hello Internet! You can tell i'm glad to be posting because I personified the web of insanity that is the interwebz. Yes, you may now throw stones. 'Interwebz' is one of the stupidest words ever, and has gone from ironic to stupid due to overuse. By the way, I came up with a new joke today. Want to hear it? Glad you do, here it is:

Saturday, October 29, 2011

1200 Tau v Nurgle Marines Thoughts

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Beautiful Diorama
In the last week, i've managed to read all the battle reports involving my favorite Tau bloggers I could get ahold of. Between that and my musings, I've been interested in getting a game going.

Tonight one of my buddies and I got a game going at the local gamestore. We played 1200 points, him Nurgle Marines and I Tau. Unfortunately we got capture and control, pitched battle. I placed my objective in the open and his was placed in cover. My list was as follows:

shas'el: mp, pr, mt
2x2 crisis: mp, pr, mt
2x6 fire warrior
2x1 devilfish: dp
2x1, 1x1 piranha: dp, ta, fb
2x1 hammerhead: dp, mt, rail, sms

Saturday, October 8, 2011

Tau @ 1.5k: not like I usually play

First off, a huge thank you for putting up with my touting my models I was selling here. I had my eye on three Furiosos, and the necessary bits to make 2 of them Death Company Furiosos, and one of them able to alternate between vanilla and Librarian Furioso. With some bitz-sells as well, I also picked up the bitz to finish my converted Vanguard Veterans. I'll do some posting about those when I'm done. However, thats all beside the point. For now, there shouldn't be any shameless commercial plugs. Now, on to other stuff.

Wednesday, September 7, 2011

An Update.

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Fire Warriors Look Awesome
Firstly, I have not published anything Tau-related in a while. While they are my favorite army and the one I almost always choose to play, most of what needs to be said has already been said. There is very little strategy for them, sadly, which has not already been covered. It is disappointing, but the only choice I make when putting my army together is whether to take more Broadsides or more Hammerheads. However, i hope to be posting a new batrep soon which will bring some fresh Tau content to you.

I proposed an article to The Escapist Magazine, a worthy website which you should frequent almost as much as my humble blog. However, it was turned down. I was interested in writing about the link between modern DRM, digital distribution, reduction of single-player content, and the loss of the classic PC game. By classic I mean a game whos quality is so exceptional that 18 years after its release you load it up and play it again. There may be emulators, or system tweaks, but it is still doable. Always-on connections and server-side authentication will end such things, and the consumer will be so much the poorer. Perhaps I will post it here. You never know.

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Awesometown
While I have not been able to play any 40k games recently, my Blood Angels army construction continues apace. I have 11 scratch-built drop pods ready to be painted, and two squads of Vanguard Veterans kitbashed from Death Company and Sanguinary Guards that I need to finish assembling. Also, I have two Terminators I scratch-built Cyclone Missle Launchers, which need new Storm-Bolter arms. They came with Assault Cannons, which I still have, but for now lay dormant in my bitz box. Also, I am looking at posting a couple well-painted Tactical Squads and a AoBR Captain w/ Thunderhammer on eBay. If it weren't for their awesome appearance, the termies would likely join them. Neither quite fit in the jumper or drop-pod based assault armies I am building. So naturally I built a list with them, with two variations:

x1 librarian: bolt/sword
2x5 termies: cms
3x1 sang priests: x2 infernus pistols
2x10 tac squad: ml, melta, combi-melta
x6 devs: x4 ml
2x1 dreads: hflamer, assault cannon

x1 librarian: bolt/sword powers, combi-melta
2x5 termies: cms
3x1 san priests: x2 infernus pistols
2x10 tac squad: ml, melta, combi-melta
3x5 devs: x4 ml apiece

They both come to about 1500 points. The idea is to build a BA army that uses Blood Chalices to protect them while they stride slowly across the battlefield. One version, the devs provide a firebase set off at an angle from the rest of the force. In the other version, the Dreads go with the rest of the army, providing alternate threats as well as cover for the infantry. My goal was to use shooty terminators in the 1.5k range. I think these lists are about as good as it gets without introducing units that will fast outpace the termies.

And in other news... I will soon be finished with Mass Effect! Living under a rock and all, I am a bit behind the PC Gaming times. But I must say this game does live up to its hype. I hope to begin reindulging in Starcraft soon after this.

"prosper, as Tau shall"
Shas'El Mike

Sunday, August 14, 2011

'Ard Boyz List

First off, 'Ard Boyz is stupid. For two reasons. Firstly, there is no need for craftsmanship. Customization beyond GW-parts is verboten, and painting is an unnecessary effort. Which means if you want to use models that GW hasn't provided you with a model for, you're out of luck. Secondly, the points are too high. At 2500 points, you can take anything your heart desires. There is no need to decide between taking unit A or B, or maximizing the effect of a particular FoC slot at the expense of the others. With most armies, your only remaining limitation is the number of slots. Problems aside, it does allow for something that "real" 40k battles don't: total firepower optimization. By bringing everything you could ever want, and equipping it the way you want, you can either (a) wipe your enemy out in a truly brutal manner, or (b) rent the earth in twain.

Tau aren't quite on the level of Imperial Guard at high point levels. With Tau, 1750 is the sweet spot. At this point, by maxing out your Elite and Heavy Support slots you bring enough firepower for a 2k game to a smaller one. By having the bigger stick, you stand a much greater chance of thrashing your opponent. At 2k points, you expand by adding in some diversionary units. Your firepower does not increase significantly, but your survivability and ability to bubble-wrap is much greater. At some point even this increase ends, namely at the 2k point range. At the 2.5k range, the law of diminishing returns strikes with a vengeance. At this point, you are out of Elite, Fast Attack, and Heavy slots. Troop slots do not increase anything beyond the ability to make sure your objectives stay claimed. So that only leaves HQ slots to increase offensive potential.

I propose that the HQ slots be entirely filled by deathrain suits.  The first reason I would propose such a thing is the likelihood of enemy mechanization. Most enemy armies will have extreme armor saturation at 2.5k points, whether it be rhino/razor-spam, or tons of squadrons IG-style. Or, in the case of Tyranids, lots of t6 baddies. Against all the above scenarios, loads and loads of s7 missiles are a good idea. The second reason is points allocation. Assuming you add an extra warfish and minimum-sized Fire Warrior squad for scoring redudancy, you can either take two commanders and two bodyguards as fireknives, or you can take two commanders and four bodyguards as deathrains. While the extra points from the fireknife setup could allow your piranhas to live longer and add a couple shield drones here and there, it doesnt significantly increase your offensive punch. The list is as follows:


shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122

shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122


x3 crisis: mp, pr, mt: 186

x3 crisis: mp, pr, mt: 186

x3 crisis: mp, pr, mt: 186


x6 fire warriors: 60

devilfish: mt, ta, sms, dp: 120

x6 fire warriors: 60

x10 kroot carnivores / x7 kroot hounds: 112

x10 kroot carnivores / x7 kroot hounds: 112


x2 Piranhas: fb, ta, dp: 150

x2 Piranhas: fb, ta, dp: 150

x9 Pathfinders: leader: bonding knife: 118

Devilfish: mt, ta, sms, dp: 120


Hammerhead: railgun, sms, mt, dp: 175

Hammerhead: railgun, sms, mt, dp: 175

x3 Broadsides: x3ass, leader: target lock, bonding knife, shield drone: 190




Sunday, July 31, 2011

Feast of Blades recap, or, Tau are pretty dang good.

Firstly, if you've read my site, which advocate Tau as pretty dang good, and thought "eh, they suck": I'm right. I told you so. I may or may not remove this paragraph, I'm just pretty excited by the events of yesterday. To make sure you read the whole thing, i'll sprinkle the pics and main points in with the descriptions of the missions. Mua-ha-ha.

So firstly, I brought my Tau. I burned a couple days painting and converting to make sure I had everything. I even built a Missile Pod and a pair of SMS launchers from cardboard and greenstuff. Talk about low-tech. To make sure I pulled at least the max points from painting to be added to my score, I painted everything. And based it. And slept less than usual. But, I had one of the better painted armies there, so that makes me happy. Painting is a lot of work, but you're rewarded with beautiful models on the table. So, on to the games. I took the list I mentioned in my previous post, with some modifications. Essentially, I accidentally undercosted the Hammerheads and so I had to retweak it. My list looked like so:

Crisis Shas'el: mp, pr, mt, tl
3x3 Crisis: mp, pr, mt
x6 FW
2x10/7 Kroot/hounds
2x2 Piranhas: fusion blaster, ta, dp
x8 pathfinders
devilfish: sms, ta, mt, dp
2x Hammerheads: railgun, sms, mt, dp
x2 Broadsides: ass, team leader w/ tl, x2 SD

as my last competitor said, (SPOILER: he was running dual-Land Raiders, backed up by x2 preds, x2 Baals, x2 las-plas rzbacks, mephy and a Furioso-laden Drop Pod) "wow thats a mean list."

GAME 1: vs Pre-Heresy Thousand Sons (counts-as Grey Knights)
Mission: modified Capture and Control (2 objectives 18" from short edge, 24" from long; 2 placed by players.)
Deployment: Pitched Battle (night fighting turns 5-7)

The goal of this game was to control more objectives than your opponent as primary, score more KP's than your opponent as secondary, and there were a series of Battle Point modifiers. Things such as not going voluntarily to ground, or having highest-costed unit survive, or being in the enemy's deployment zone, etc.

My opponent was using a heavily converted pre-heresy 1kSons army using Grey Knights rules. He put his marker on one corner, and i put mine towards the middle. The table we were using was one of the last ones setup, and it had some bad issues with terrain setup. As in the-middle-was-open-and-only-one-person-got-BLoS-terrain kind of bad. So we had to burn time re-arraigning the table to make it reasonable.  This resulted in us only making it turn 3. It was an enjoyable game, and we wound up tying for objective control, with a tie for secondary kill-points, and winning modifications 3-2.

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As far as game-play goes: he split his army between both corners, one of which had his objective, and put a dread, hero and retinue in a storm raven reserved. I deployed entirely in one corner, deployed kroot within running distance of one of the middle objectives. And i put the other kroot squad directly into partially los-blocking area terrain on another objective close to his other corner. Then I seized. First turn went well, with me obliterating a large chunk of the forces on my side of the board. his other bunker scored a stunned on my hammerhead his turn one, but was out of range of everything but a kroot squad the next two turns. his storm raven came in turn 2, and forced a leadership check on the kroot that forced them off the board. AND, he got a lucky hit in on my dfish and immobilized it. My turn, i wrecked the storm raven and killed off the dread and most of the retinue of the GK hero. I tried running the FW but couldnt get close enough before end of time call.The frustrating part is, the only three units left on my side of the board were mostly-dead. Coteaz still had one henchman alive, and one GK squad had a member out of LoS and another squad that was half-gone that was outside LoS.

Closing thoughts: as far as deployment goes, I rate myself as "stellar." It went off as it was supposed to. A squad of Kroot on the closest objective, going to ground every round, provided a 17-body squad with a 3+ save to soak his firepower. And the turbo-boosting Piranhas kept his Rhino squad busy when it eventualy got out of terrain that wanted to pulverize them. Everyone else on my end of the table, focusing firepower on half his force while rendering his other forces mostly useless by virtue of range. As far as target priority/movement: "pretty good." I did not keep up with the time, and should have had the Fire Warriors close to the objective before time was called. That was an error on my part. One Piranha was close enough to contest the middle objective by him, and kept him from being close enough to contest my objective there. And his forces on my end of the table did not do anything significant. Other than one lost piranha, a lost Pirahna squadron, and the Gun Drone squadron that ran off the table, the only squad i lost was due to running off the table. (freakin Kroot leadership.) I contained him well, and nearly killed two squads and killed a good number of other units. But I forgot about my Fire Warriors, which cost me a "Minor Victory," instead winning by modifiers.

Game 2: vs Space Wolves
Mission: Table Quarters
Deployment: Spearhead

The goal of this game was to control the most table-quarters, based on VP in that quarter. The catch was that troops counted double as far as VP were concerned. Secondary was Kill Points, and the modifiers mentioned earlier were also present.

This was probably my least favorite game, and yet the most informative. I say least favorite because the guy I played against was not that great of a sportsman. Not the throwing-things-and-cheating kind, more of the opinionated-always-right-arrogant type. But, the game itself went well. Due to the slowness resulting from Long Fangs being able to pick different targets for each individual, again we only made it to turn 3. We tied in primary objectives (quarters controlled), tied in secondary (kill points), and i lost by 2-1 his favor for modifiers.

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We setup quarters, me going first. I setup on one side, he deployed everything but his Scouts on the opposite quarter. Turn one, I either (a) failed almost half of my rolls or (b) he made every cover save from the shots I did make. Most annoying, and since he didn't seize and never advanced my Pathfinders were useless. His turn 1 resulted in killing a Piranha from the southern squad. Turn two, i popped Rhinos and Razorbacks, and wiped out some troops, and he killed a Piranha from the northern squad and immobilized the other in the southern, and whittled my huddled Kroot down. Turn 3, I got my Kroot up top in the center of the map, and was assaulted but stuck in. Oh, and lost my pathfinders to scouts who outflanked, and then summarily wiped them out with combined arms fire. His troops huddled in the middle and left terrain, one by my Kroot climbing up center, and psyker and LF squads top left. Here is a pic:

Closing thoughts: Overall, this battle was very informative. firstly: READ THE RULES FOR THE SCENARIO THREE TIMES. Once for an overview, once to make sure you understand everything, and once for anything you might have missed. We both naturally assumed that the quarters were like deployment: rectangles. However, it wasn't. draw two lines bisecting the table forming 4 triangles, not squares, and those are the quarters. I just realized it wasnt. GGGRR. Essentially, by shifting those Kroot right instead of center, and advancing my Devilfish 8 inches or so, I could have claimed the right quarter, and I already had the bottom and left quarters. As it was, since we thought it was squares, I had the bottom two and he had top two. But if we'd done it right, we would have each had two left and right. But, I could have had 3 if I'd paid more attention. The lesson here is play Tau more aggressively. I played defensively, and did well. I lost a squad of Crisis suits to accidentally leaving one in LOS to an unpopped Vindicator, lost a squad of Kroot to three turns of shooting, and a Piranha squadron and two Gun Drone squadrons to shooting/CC, plus pathfinders to out-flanking Scouts. However, I popped a Rhino, two Razorbacks, wiped out his Lord and squad, a Vindicator, Scouts, and mangled two of his remaining three troops badly, leaving only a kroot squad in range of anything he had. But, since I played defensively, I didnt get that quarter to my right. A little harder push and I could have taken it, since I already had two. But, live and learn. I'm solid on defense, but I don't kick it into offensive gear well. Also... TALLY UP YOUR OPPONENTS KILL POINTS TOO. It just occurred to me that he failed to tally his Scouts into the kill points. Blah. I'm hoping that it was by accident. So that means that I should have reported this as a win by secondary, since I lost modifiers by 1.

GAME 3: vs Blood Angels
Mission: Annhilation
Deployment: Dawn of War

This one was good ol-fashioned kill-everything goodness that everyone loves. I was facing a mechanized Blood Angels list. It featured 2 Baal Preds in reserve, 2 Preds, two Land Raiders, a Furioso in a DP, 2 lasplas Rbacks and Mephiston. Yikes. The primary objective was kill points, secondary was Seize Ground, with 5 objectives scattered around the map. And the usual modifiers.

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I won roll-off and opted to go second. So he placed a Land Raider center with Mephiston slightly to his right. You may notice from the picture I deployed rather close to the blood angels player. why? Other than the above mentioned Mephy and LR, everything came rolling on t1. And, what you can't see from this picture is the other corner didn't have area terrain. I seized (yes, second time for those of you counting) went first, bringing everyone on and huddling in the corner Tau-style: Piranhas in front and side, Kroot behind, everything else behind them, Broadsides furthest back. He hit me with Mephy and the DP'd Furioso which did nothing, and killed a piranha and missed the other due to only hitting on 6's. Turn two, i killed his LR, the Furioso and Mephy. Yes, I did. One piranha popped the LR, one squad of Crisis suits popped the Furioso, and everyone else and their mother shot Mephy. He took 6 of 5 possible wounds and left the field. The next 4 turns consisted of him bringing everyone on and moving closer, my failing to have my pathfinders in an ideal location for two turns, but me managing to kill off one razorback and one of four troop squads. I also rendered one Pred turretless, one troop killed down to the sarge, another at half stregnth, and a Razorback turretless/immobilized. And failing to kill the Baal preds or the drop pod.I kid you not. Turn 4 everyone tried popping Baals, Turn 5 everyone tried popping the Drop Pod for an easy kill point. I lost a Crisis squad, three Piranhas, my Broadsides and a Hammerhead turn 5 to CC.So I won a minor victory. Secondary, I was perched on an objective all game, and turn 5 blasted my Devilfish foward for the Fire Warriors could claim one. And, the only full stregnth troop squad of his spread out enough to claim two. That was sad bananas. So a tie for secondary objective. and he won modifiers 6-4. So this was a close game but I got a victory out of it.

Closing thoughts:  This match scared me a bit starting out. Firstly, DoW sucks for Tau. If you go first, the other guy gets to deploy wherever. But if you second, the other guy opens the night fighting-less salvos. But, since i deployed second then seized to go first, that worked out. However, with the way the terrain was setup, my pathfinders didn't come into play till third turn. first couple turns everything went as planned, killing everything in threat-range of CC. Turns 3 and 4 I did a lot of shaking/stunning, but nothing significant. Turn 5 I ignored the actual threats to add some extra padding to my KP by popping the Drop Pod. That was dumb. Especially since it didn't work. Don't get me wrong, I hit almost every time. I just couldn't roll more than a 2 on my damage roll. Which... since I forgot that Drop Pods count as open-topped, meant that i wasted two of my suit squads shots on a Pod that should have been destroyed it. Overall, I would say that it went very well. I pulled off defensive-Tau "mostly good." As far as deployment goes, it was solid. Everything but pathfinders had a solid place to be. Pathfinders burned two turns going through terrain. he top area was blocked by a dead Piranha, but was rolled over by the other Land Raider, which dumped Assault Marines on my HH, killing it. That should have been better protected. Especially since the sarge survived the returning salvo, which killed everyone else. Next time, I need to keep shooting scary things to the end, rather than doing what I did, which cost me the last member of a Crisis squad.

Overall, I'd say the qualifier went very well. The tables were mostly solid, with me only having to really fix the first one I played on. I had a couple mistakes on my part, culminating in a win-by-tertiary on the first game, reporting second game as loss-by-tertiary, even though it should have been win-by-secondary, and third was a win-by-primary. The people were very chill, and a pleasure to compete with. Playing Tau, I really feel the limits of the codex design. Every Heavy and every Elite slot is critical, losing a unit is a huge blow. However, I feel I did a good job killing my opponents forces while minimizing their chances to kill mine. Also, the money I spent on Piranhas was worth every bit. They totally change the game dynamic by bringing threatening weaponry and a difficult to hit target that MUST be dealt with to the opponent's side of the field t1. I feel I have defensive-Tau figured out, I need to work on offensive. Where objectives are concerned, I need to be more aware of time and make sure I have a way to jump an objective or two the last turn of the game.

Shas'el Mike out.
Join the hunt

Sunday, July 24, 2011

Feast of Blades!

So it turns out I dont have the pictures for my last batrep. Suffice to say, it was close. Basically an ironclad dread got lucky and unpinned my right-flank, rolling my army up in a way that would have awed Stonewall Jackson. Lately i've had a difficult time getting games arranged IRL. In vassal-speak, that's "in real life." So, I've been playing there. I got a game in with Blood Angels, running a dual-land raider list backed up by a rhino packing librarians versus a Green Tide list. The satisfaction in killing every single ork before the end of turn 4 is indescribable.

And, i've been getting  a couple Tau games in. Today I was at turn 4, the game in the balance playing against Tyranids when my phone killed my connection. When I got back on, either he'd lost connection too (which had happened during deployment) or he'd moved on. Basically, i could potentially had a win against an aggressive army. Possibly. Now I'll never know. I was running the following list. i'm mosty happy with it, as long as the dice are at least ambivalent to me. i'm toying with running a second FW squad, since I'm already paying for the Devilfish. Also, toying with taking a second batch of Broadsides in leiu of a Hammerhead. Will let you know on how that musings go.
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Basically Awesome

Shas'el: x2mp, tl, ta

x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x6 FW: rifles
x10 kroot / x7 hounds
x10 kroot/ x8 hounds
x6 Pathfinders
x6 Pathfinders
Devilfish: sms, mt, ta, dp
Devilfish: sms, mt, ta, dp
x2 Piranha: fb, ta, dp
Hammerhead: railgun, sms, mt, dp
Hammerhead: railgun, sms, mt, dp
x2 Broadside: ass, team leader: tl, hwdc, x1 SD




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My Firewarriors want to be this awesome
Why all this 40k flurry? Because its almost time to play for Feast of Blades! My qualifier is on the 30th, and i really want to head out west come November. So look out here I come!

Sunday, June 26, 2011

BatRep pending... and Greenstuff!

Apologies Universe about the lack of posting... I've moved to the "Big City," so delays there, and I don't get my internet hooked up till Tuesday morning... so yeah its been tough. While the last two days I've had internet due to running Android off a little 2gb micro-sd card I bought for the purpose, prior to that I had zilch.

Anyways, current projects. Firstly, I got a game in at Comic Asylum, and that batrep is pending. First I have to track down my pics... * spoiler * Ironclad Dreadnoughts are wicked against little green commies. * end spoiler. *

Other Projects... my AoBR Dreadnought is kind of plain, rather generic. Also, since he is a discount-dread he didn't come with smoke launchers. Now, I haven't got around to doing a bitz order for a while, and since im in cheaphammer mode I converted some! This was a tail-end project after a night of manic greenstuffing (first time, dontcha know). Also, used a bunch of bits from a couple Raven Wing sprues I had lying around. And here is the result: 


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I had initially bought the greenstuff to fix a couple of Assault Marines that i'd picked up off of eBay that were broken. As an aside, who the heck puts 4 knives all over a Space Marine? He's not freakin Rambo... grr. Anyways. I wont post pics of the repair jobs because that is boring. however, I will announce that:
I GOT SANGUINARY PRIESTS!!
Two of them are the old metal ones. Nothing special to them, only one of them if painted like Cortez. I kid you not. However, I did also luck out and get some of the plastic bitz from the Command Squad for the same price. So i built myself one, and I like how it turned out. Sort of a spray-the-area-in-front-of-you-with-gunfire-in-a-gangsta-sort-of-way motif:
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Also, I finally got another pair of legs and built my Devastator sergeants.  In the Blood Angels fluff the Devastators are actually the oldest most experienced soldiers, since they are less likely to go blood ragey. Also, some of the guys I've purchased are ancient (3rd ed) models, so I wanted my sarges to look old. And, since my first (and only) Dev kit purchase was a 1993 kit, I have the old-school signum. So I followed a similar path with these two guys:

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So once I was done, I wanted to experiment with greenstuffing a couple marines. I've got two bike riders that I have no use for, as I don't have any bikes. And then the idea hit me: epic poses! I know I would like to convert a plastic jumpy librarian, but these two might be too unweildy. But they do make awesome display models. Not sure what I'm gonna do with them, I may not field them at all. Also, it helped me release my frustration about my recent Tau-induced losing streak. Very few things are as satisfying as modeling a Fire Warrior about to get his own personal exterminatus after a couple games where the Cadre let you down. Also, this was my first experience cutting them up and greenstuffing them back together. Sadly I didn't think about WIP shots but if your interested I can probably remember everything I did. Probably. Looking at the robes now that they're done, I can see some work I need to do to make them more robe-like. So you'll certainly be seeing more WIP pics of them later on! So without further ado, here they are: 

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Thursday, June 9, 2011

Battle Rep 750 Tau v Imperial Guard

So... never play a scenario that involves your army being losing in terms of theory.

My buddy Andrew and I decided to do a quick game of 40k, I decided to run my Tau. They've been a bit lonely of late. Due to lack of time we went with 750 points. Not a lot, especially with a codex as damaged as Tau. I had to squelch an impulse to take the easy path and take Blood Angels. It wasn't easy. So, I went to work on a somewhat balanced list. Here it is:

Crisis Commander: x2 mp, ta, tl, shield drone: 98 pts

x2 Crisis suits: mp, pr, mt. (x1 team leader, bknife): 134

x2 Crisis suits: mp, pr, mt. (x1 team leader, bknife): 134

x7 Fire Warriors: p rifles. (x1 team leader, bknife, p carbine): 80

x12 kroot: 84

x2 Broadsides: x2 ass (x1 team leader, bknife, tl, gun drone): 180

(now if you notice my math is a bit off. I sacrificed some points due to doing the math in my head. but I didn't realize that till after the game was over)

 Andrews list was (insert correct terminology below):

melta vet squad, x2 melta, chimera

melta vet squad, x2 melta, chimera

melta vet squad, x2 melta, chimera

psyker, hung with one of the melta vet squads

leman russ, battle cannon and sponsons.


Deployment:

Imagewe rolled in the Battle Missions book and came up with  the Tau mission Fighting Withdrawl. Basically 3 objectives, I get Hit and Run USR. i deploy a kroot screen, hole my fire warriors up in some terrain, put my Crisis commander in with them, put my broadsides where they can see everything and put my Crisis suits out of sight.

Turn 1: Andrew
He comes in as close to me as possible, 3 chimeras with melta-vets and a Leman Russ as backup. He uses his psyker to fry some fire warriors and my commanders drone. Then he opens fire and wipes out all the fire warriors but the team leader. I'm so proud of them, my FW never faltered, acing every morale save.He tries to ordinance them with the LR, but scatters back onto his command Chimera and immobilizes it. el-oh-el.

Turn 1: Me
  Figuring that ive got this one sewn up, I move my crisis suits into shooting range. I open up with 4 missile shots and 2 plasma shots from one Crisis squad. They do jack. I then try the other: they get two hits that are smoked away. The commander gets snake-eyes followed by a re-roll of not enough to penetrate. on a str7 weapon. pathetic. Then, my Broadsides fire: only one hits, it penetrates. It then rolls a one, and wow. The stupid Chimera can't shoot or move on its turn. At this point I figure this game might be real quick, as I'm about to lose my troops plus whatever else. I try to assault with the Kroot: they get some hits in and stun/shake the already shaken Chimera. But thats it.

Turn 2: Andrew

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Well this gets ugly. the melta-vet squad the psyker was chillin with jump out to pursue the Broadsides. The Psyker manages to do nothing. The other Chimera tank-shocks my Kroot. THEY FAIL BY ONE. so I roll distance. THEY ROLL EXACTLY ENOUGH FOR ONE TO HIT THE TABLE EDGE. So they are removed as casualties from the board. The entire squad. I was not thrilled. Then the drone from my broadside team dies followed by a broadside. The LR tries to template my commander, but he survives by going to ground. lame.

Turn 2: Me

Imageso now i've got the team leader left from my FW. i dodge him down to the objective, and move my Broadside forward. I shoot my SMS and kill several IG. I then use my Crisis suits to pop open the closest Chimera, kill most of its occupants than charge one squad into close combat and ties. the other jumps behind the ruins. My FW team leader runs behind the objective.  I try to assault with my broadside but cant get far enough.

Turn 3: Andrew

My buddy wipes out my commander using the third melta-vet squad which finally disembarks, and uses his LR to wipe out my hiding squad of Crisis suits. He could barely see them, but 2's dont get you cover saves, even with GTG. Oog. And he executes my broadside. In close combat, nothing happens to the crisis suits engaged. I pass my initiative roll and disengage.

Turn 3: Me

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My FW team leader scores a kill on the exposed IG squad remnants and pins them, keeping them from re-engaging me in the assualt phase. My Crisis squad opens fire on the commander-killing melta-vet squad and wipes out a lot of them. Enough so they break and run. And that is all.

Turn 4: Andrew

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To finish the game, his melta-vets rally. His psyker fails his test and takes a wound. His vets and the LR kill off the last Crisis suit squad. The last mobile chimera and melta-vet squad kill the lone Fire Warrior. Tau tabled. 









Final Thoughts:

This game did not go in my favor. By any count. Statistically popping smoke will allow some survival for your vehicles. But this smoke was crazy effective. And then my inability to make saves also showed up in bright colors this game. Other than that... I think at this point level I should have gone with one Broadside and arranged my points to either introduce another crisis suit squad (deathrain most likely), or introduced pathfinders. Its a tough call with so few points. Worst decision of the game was to use my kroot to charge the Chimera. I had totally forgotten about Tank Shock, and losing them was a game-changer. Horrible call on my part. It was tough being tabled, but I think I may have encouraged it after playing less carefully after failing to touch the IG with my first turn strike. Live and learn, and hope for decent rolls.

Shas'El Mike out.
"Pathfinders lead the way"