Sunday, January 15, 2017
Why Take a Hunter Cadre?
First off, re-rolls on Warlord Traits can be nice.
Second, you get Coordinated Fire - if 3+ units pick the same target, they get +1BS, share markerlight perks, and resolve fire simultaneously. The bonus to BS helps with markerlight economy - especially since those are priority targets.
Filling out your Cadre
Step 1 - leadership
First, take a commander. You have to. Unless you're going to take multiple commanders, I have to recommend skipping the Coldstar Commander - he's not terrible, but he's likely to end up dead (and giving up the VP) moreso than an XV8 commander and you're probably not hurting for anti-air in Tau.
Step 2 - troops
Next up - troops. You need three. Your options are regular Fire Warriors, Breachers, and Kroot. Personally, I'm a fan of Kroot - they're cheap, they infiltrate (so you can grab objectives) and have the magical ability to die in one assault phase. They're also good in cover. And if you want to burn the points, they can all grab sniper rounds for those fancy kroot guns. Also, they die horribly in assault.
Fire Warriors - they've got range and you can snag a single markerlight in there on the leader. They otherwise excel in bringing the S5 shooting. You're either taking a sizeable group to camp in your DZ with markerlights and pulse rifles, or mounting up in a Devilfish - which can serve as mobile cover for your other assets.
Breachers - so, they're total murder at short range. They'll much through any infantry short of terminators, but you're basically trying to use them either as a pseudo counter-assault, or mounted in a 'fish.
My personal favorite is kroot - they're cheap, they're assault screens, they can infiltrate and let you react. Also, if you need some inconsequential shooting for the Coordinated Fire perk, well, it's a buncha BS3 guys with S4 shooting. They're either helping out some anti-personnel fire, or they're contributing to some anti-tank work.
Step 3 - suits
Here's where you get to grab some battlesuits. This is where it gets a little tricky - do you know what other formations you're going to take? You're going to take some Crisis Suits, Stealth Suits, or Riptides at this point. Think about what you're going to take as Auxiliary choices before you grab suits here.
I lean towards Crisis Suits here unless I'm deep-striking, though this is a place to grab Riptides as well. Your Crisis Suits really, really want cover - either terrain or something like Devilfish. Riptide suits don't care about cover, and can provide anti-air support OR interceptors support, because guns.
If you're thinking about grabbing a deep-striking formation/squad, then Stealth Suits are worth considering because of their Homing Beacons. Take a couple - if the other guy figures out what you're tring to do, he's gonna try to delete your homing beacons, and that's sad.
Ghostkeel suits aren't as killy as your other options, but have a bit of survivability on them. But they're also readily available as formation fillers.
Step 4 - Fast Attack types
Now we're onto some of the fun. Here's where you start grabbing the good stuff - markerlights. You'll now need to grab 1-3 fast attack types.
Vespids - not saying they're bad, but this is where you get Pathfinders and Piranhas - one has markerlights, one has speed and AV. Also drones, but you can grab one set of drones as cheap auxiliary units if need be.
Pathfinders - here's your markerlights / distraction unit. You could, if you wanted to, kit them out as shooting units with fancy-schmancy Ion Rifles - but why? You want markerlights, because cover isn't your friend at all.
Drone Squads - here's your other source of markerlights. HOWEVER - note that you'll want something like a Commander with a Drone Controller to really make use of these. Drones aren't known for accuracy (BS2 is...sad? Yes, sad.) If you want Markerlights, you're using your BS4 Commander (and his Drone Controller) to get 'lights this way.
Piranhas - remember how I was talking about screening units? Here's your other choice. I'd slap a disruption pod on them and forget about the rest of the wargear. If they split off their drones, then you now have two units to contribute to Coordinate Fire. Also, you now have two screening units after you kick the drones out, and if you jink (with your 3+ from disruption pods) then you're extra annoying to kill. Granted, you can only snap fire next turn, but if you're just trying to abuse Coordinated Fire then who cares if you're accurate? You just need to fire.
Step 5 - Big Guns
Now you're gonna get 1-3 Heavy Support (or Lord of War) type choices. You can go as cheap as a Broadside here, or you can go as high as a Stormsurge unit here; it's your choice based on what you're going to do with the rest of your slots.
Broadsides - grab some anti-air here, or grab some accurate long-ranged shooting if you'd like. If you're into the minimal spending here, grab one and call it.
Hammerheads - they're still survivable, they're still nasty, they're still S10 AP1 railguns with backup pie plates. It's hard to argue with that kind of versatility, especially with a jink.
Sniper Drones - technically they're cheaper than Broadsides, but you can get some sick anti-air out of those guys.
Stormsurge(s) - hey, you can grab a Lord of War as part of your base detachment. Is it cheap? No. (Especially after you grab the obligatory shield generator, and markerlight support to make those Destroyer missiles worth it).
Now You Have Your Hunter Cadre - Grab an Auxiliary!
So, your hunter cadre has run you a good chunk of points already (as it should). You have to take at least one Auxiliary Choice. And here's where some of your thinking is gonna have to happen, because your aux choice gets a vote on your core choice.
This is your cheap choice. Take a drone squad! BAM. Done with your aux choices. If you want a backup source of markerlights, grab a marker drone squad and you can grab a commander with a Drone Controller and have backup markerlights.
Optimised Stealth Cadre
Perks - you get rear-arc shots on vehicles with your massed S5 guns - which is funny. You're also taking some sources of positional relays, so you can deep strike stuff if you want to. You'll be taking a couple units of Stealth Suits, thus freeing up your other slots for Riptides and XV8s.
Drawbacks - your stealth suits and ghostkeels aren't super-tough. If your enemies aren't taking AV10 rear vehicles, then your biggest trick is useless.
Perks - that's a LOT of suits falling on top of the other guy, and they're going to be accurate that first turn.
Cons - you really, REALLY need a positional relay to make this work. If you're willing to grab a couple units of stealth suits and can keep them alive, this is going to be fun. If not, that's a lot of deep striking units that aren't necessarily going to be accurate.
Allied Advance Cadre
Perks - your Vespid infiltrate, and your formation gets to use Tau-style self-supporting Overwatch.
Cons - you took a heap of infantry that could've been battlesuits and/or hovertanks. I'm not saying it's necessarily bad, but I'm saying that it competes with points that could've been spent on something other than speed bumps. You're already taking three troops choices, and none of your infantry are good at swatting tanks.
Firebase Support Cadre
Perks - hey, get you some Tank Hunter / Monstrous Critter Hunter love on your broadsideds and Riptides! Buy something else in those compulsory slots in your Hunter Cadre.
Cons - really, the only con of this is that you're focusing several heavy units on a target - and that doesn't quite seem to synergize with the Hunter Cadre's Coordinating Fire rule. Still, you economize on marker lights, which is good.
Allied Air Caste Cadre
Perks - self-repair and extra armor on flyers.
Cons - your flyers aren't that killy. Not necessarily bad, but not necessarily great for the points - you're gonna need more bullets elsewhere. Also, as Tau, you don't need a ton of anti-air, because Broadsides and Riptides can make mulch out of flyers.
Assigned Air Caste Asset
Take a flyer. Just take one. Not as cheap as drones, but hey, it's your auxiliary choice, so there's that.
Perks - grab some pathfinders, piranhas, and stealth suits. You don't have to take those in your normal Cadre, and they can provide precision deep strike places (Stealth Suits) and free seeker missiles that you didn't pay for.
Cons - none of these guys have a ton of firepower. Not bad per se, but these are all units you can take in your normal Cadre and you're probably taking more of them here. It's the opportunity cost that's likely to get you, unless you fill out your core detachment with a lotta firepower.
Heavy Retribution Cadre
Perks - wait, re-rolls on Stormsurge to-hit rolls? Yes please. Keep that Ghostkeel unit alive and they'll call down accurate fire from the big guys, and also slow down whatever you're targeting.
Cons - honestly, there are only a few real cons that come to mind here - 1) Stormsurges aren't cheap (in dollar or points), 2) that Ghostkeel unit is going to take a heap of fire, and 3) Stormsurges have their own capability gaps. Seriously, this formation STARTS at like 800+ points.
Not a con, per se - but I'd wager that more than any other, this is a formation that absolutely dictates how you build your army - you want markerlight support and screening units as a start.
Armored Interdiction Cadre
Pros - hey, this is pretty much how you get Skyrays into your army here! And those guys are hard to get in otherwise. Also, if the enemy congregates around a spot, you get more accurate, and you can move that spot from turn to turn. Skyrays are nice because it's another source of marker lights - and they don't die to anti-infantry fire.
Cons - Honestly, the con of this perk is the points spent on units. Then again, you could do worse than take some Hammerheads in an army - bring the right support and this will probably be fine. The other con is that you're building around this.
Honestly, you're gonna have to think about your auxiliary choice with your Cadre, and your points values. Ask yourself the following when you're building your cadre -
1) Do I want to keep it cheap? IF yes, THEN buy a drone squad.
2) Do I want to deep-strike stuff? IF yes, THEN consider a Retaliation Cadre - provided you have the points and a willingness to bring some Stealth Suits to vector them in.
3) Do I want to bounce S5 off someone's rear armor? IF yes, THEN grab an Optimized Stealth Cadre. Also grab some fusion blasters for that, because it's fun.
4) Do I want to grab some Broadsides and a Riptide? IF yes, THEN consider a Firebase Support Cadre.
5) Do I really, really want to bring some Stormsurges? IF yes, THEN consider a Heavy Retribution Cadre. And hope you're playing like 1800+ points.
Friday, January 6, 2017
My buddy and I convened once again - I'd wanted to try out new stuff with my Tau, and my comrade wanted to give his World Eaters a whirl. Let's be honest - there's something to be said for the purity of BLOOD FOR THE BLOOD GOD, as well as a free 2d6 move on turn zero for the foot bobs. Looking at his rules and the army, I figured this one would go poorly for me if, y'know, he got across the field and got to grips with me.
Crisis Suit Commander - Missile/Plasma
3-man Crisis Suit Team - missile/plasma
Piranha w/ Disruption Pods
Piranha w/ Disruption Pods
2 Broadsides (twin-linked rail rifle, twin-linked SMS)
2 Riptides w/ Heavy Burst Cannon/twin SMS, Skyfire gubbin, stim injector
1 Riptide w/ Ion Accelerator/twin SMS, Interceptor gubbin, stim injector
Traded out the normal Hammerhead for Broadsides because of points, and because I want to see if it's worth upgrading to the new kits (since my Broadsides are a few years old and on smaller bases, and heavy conversions).
Juggernaut Lord (gear includes WE-specific relic of increased movement)
3-man Terminator Squad (combi-flamers, one fellow with a chainfist)
10-man CSM squad w/ meltas
10-man CSM squad w/ meltas
3 Chaos Bikers w/ 2 meltas
5 Havocs w/ missile launchers
Hellbrute (designated alpha of the pack)
Maulerfiend w/ Magma Cutters
So, turns out that Juggernaut Lords are crazy-killy, and while that's a lot of guys on foot, that's also a bunch of guys getting a free 2d6 move at the start of the game. WE with turn 01 is bound to be a little silly, and the warpack presents another chunk of fun - also, my crisis suits don't really like that whole Battle Cannon thing.
Spoils of War
First Turn to Tau (which is probably important)
I set up the Riptides in the middle, with the Pathfinders in the middle, and make ready to face whatever he does. Since there's a defiler on the table (and it deploys after I do) I opt to reserve my Warlord and his crisis buddies, because he rolled the no-scatter deep strike trait.
Being WE, his plan is going to involve trying to get to grips with me as soon as possible - no if's, ands, or buts. Kinda brutal, kinda simple. I should probably avoid assault with his army, or hope that, y'know, he murders what he touches first.
|Deployment AFTER the World Eater 2d6 move|
|Tau Turn 01 Results|
Casualties include the Warlord, his biker escort, and a fair number of the footslogging bobs on both sides. Here's to First Blood and Slay the Warlord.
|Khorne Turn 01|
|Tau Turn 2|
|Terminator Deep Strike, meet Interceptor|
|Khorne's second turn|
|Tau Turn 3|
|Warpsmith wonders just what's wrong with this guy.|
|I DID IT! Only several rounds of assault required. Think I'm gonna get shot now.|
Thoughts on the Tau
Riptide wings are nasty - not that I really needed to test that, but I think this loadout is the way to go. I ended up using Ripple Fire later on, largely because I managed to wound my own suits fairly reliably with Gets Hot and Nova Reactor rolls, in spite of re-rolls and 2+ and FNP.
I'm going to have to test Broadsides more, but they've got less mobility compared to the Hammerhead. Durability's a toss-up; AV13 and a silly Jink versus 2+ and two wounds with cover saves. One S10 railgun, or two S8 railguns? Or S7 missiles with skyfire?
Otherwise, the Kroot and Piranhas did what I needed them to do - get in the way, and provide lightweight shooting for Coordinated Fire.
I do kinda like having that no-scatter Warlord Trait - not enough to always build for it, but rolling it gives me some tactical options, and a chance for the reserve dice to laugh at me.
Thoughts on World Eaters
I think there's some serious potential in that army - his list was more of a test. Seems like there's a balancing act regarding unit size - you want enough bodies to get into assault, but more units on foot mean more chances to roll amazing 2d6 rolls on.
I'd be scared of what that Warpforged Hellpack could do with more than one Maulerfiend. That 12" move is kinda nasty, though the Pack was a mix of 'experiment' and 'what models were available.' I think getting some shooting in there helped, even if the Defiler's got its detractors.
The Warpsmith is surprisingly nasty with his upgraded chaos-style mechadendrites; that's extra S6 attacks, some nasty shooting (flamer and melta? Ok, what can't this guy do, other than strike at initiative?).
I think his particular list needed more fast threats, and man, if that had gone first, I'm not sure I would've won.
Getting first turn was crucial in that matchup - World Eaters getting a free turns' move at the beginning is pretty nasty. Had he seized the initiative, well. Things would've hurt, and I would've had less time to try to break his back.
That, and it was HILARIOUS to watch a Gun Drone and World Eater flail at each other for like five assault phases, especially while the Warpsmith just watched and shook his head.
Thursday, December 22, 2016
Let me start by saying I disagree - they are strong, but at the same time I don't see them as unbeatable. At least, not yet.
I see the major issue being that while they ARE fast and hard-hitting and durable, they're also a tiny model count that can't take losses well, can be tied up, and can be hosed by luck since they just aren't throwing that many dice.
Thoughts on Taking Lots of Titans
I feel like there are a few standout pros/cons on this, and most of the pros come paired with said cons because you ARE concentrating a lot of points into one model - which to me is the major pro/con.
1) Durability (...obviously a pro)
Pro - these things take work to knock down unless you're packing D weapons. You need a lot of S7+ shooting to grind through the hull points.
2) Speed (Pro)
12" a turn is pretty fast - you don't get a lot of shooting against that guy if he wants to get to grips with you, and chances are that he does.
3) FIREPOWER (...pro.)
Ouch. Those guys may not pack a lot of guns, but MAN those things hurt. It's like you took vehicle weapons and fed them a diet of steroids and hate. And not like you would for Space Marines, either.
4) Versatility (Pro/Con)
You're always going to pay a premium for versatility. If you're standing back and shooting, you're melee capability isn't getting used. If you're chainsawing/stomping things to death, you may not be shooting much. You get the most versatility out of pushing forward, shooting, and then using your melee weapons to commit things that would, in any other universe, possibly be considered war crimes. (Read: warmup in 40k)
5) Model Count (pro/con - the meat of it)
Pro - you don't have a lot of models to get in each other's way. If time is a factor, you also don't have that many models to move.
Con - You don't have that many attacks to spread around. At best you've got 1-3 shooting attacks worth talking about (the heavy stubber doesn't count; it just shoots at what you think you want to charge later). That's IF you sacrificed your Strength D melee. This also means you might have trouble in melee against large numbers of dudes - especially if they care not about losses.
Con - holding objectives. Hope you brought enough friends to do it if you went Titan-heavy. That's a chunk of points to dedicate to holding an objective.
Con(ish) - Army Composition - if you bring a chunk of titans, then they're immune to S5 or less shooting/attacks, and S6 unless you can flank them. Which means the enemy is free to focus all of that on whatever softer targets you've brought - so you have to plan around that. Not necessarily BAD, but certainly a consideration.
Baptism By Fire
We opted to go for 1500 points - I brought the same Hunter Cadre as last time, and he brought a trio of Knights with an AdMech allied group as backup. One Knight had the scaled-up large-blast multi-melta (or at least what the multi-melta wishes it could be), one had the rapid-fire battlecannon & three-shot krak missile launcher, and the warlord titan had the roid-ragin' Heavy 12 assault cannon with a krak missile launcher. The formation bonus involved upgrading the Ion Shield save to a 3+ when they were clustered together. Naturally, they all had that silly, oversized chainsword as well. His Admech lord had a trio of Kataphron Battle Servitors.
Short version? I got stomped on. I played a bad game of objectives, had some bad dice rolls, and to be honest let myself get intimidated by the knights. By turn three he'd pretty much beat down the bulk of my army that could harm the titans, and we were pretty sure a couple dozen kroot and a pair of Piranhas weren't gonna do the trick.
I ended up holding the two Crisis Suit teams in reserve for a couple of reasons - one, there was no real good place to deploy them where they'd keep cover before dying a deadly death, two - my warlord rolled the 'Doesn't Scatter when deep-striking', and three - might as well try to get into that juicy AV12 side/rear armor.
So naturally, the first team to show up DIDN'T have the warlord with them - so they stuck their landing and proceeded to have hilariously terrible armor penetration rolls, in spite of having solid BS due to markerlights and Coordinated Fire. So they kinda blew up next turn.
Then turn three the other crisis suits showed up and promptly repeated the same dice luck, followed by the same predictable (and gruesome) annihilation. I'm honestly not sure what I could have done other than 'rolled better' at that point; I don't see the value in having Crisis Suits getting shot to death at range when I can instead try to get them a good round of shooting before the enemy gets a chance to murder them.
I think my Hammerheads tanked about a half-dozen krak missiles each with nothing but scratched paint. Turns out a half-dozen titan-sized chainsword strikes aren't as easy to shrug off.
I also made the mistake of charging a Kroot squad at his treadheads on the admech side. Turns out it's really, REALLY embarrassing when you scream, attempt a charge, and fail the charge because overwatch murdered too many of your dudes.
Lesson learned - Kroot are for staying in cover and shooting, and then possibly dying. Ideally in that order.
Also, I kinda see the value in the oversized Burst Cannon for Riptides - that ROF (especially at Heavy 12 Rending) would have been useful.
He played well, I played less than well, and the dice laughed off a few of my attempts to deal with it. And honestly, there's a psychological impact of seeing a few building-sized dudes lurching towards your army. Don't lose your head, and bring something to deal with medium-to-heavy army if you want to call your list balanced.
Tuesday, December 6, 2016
So, I figured it's time to get back to the battle reports, and also to throw myself into the fray again. This is my whopping second time out with Tau, and my comrade was wanting to test out his Genestealer Cult army. Or rather, he realized a Guard player can get a new army with a book and some models.
Tau Hunter Cadre - Blue Man Group with BULLETS
Crisis Commander w/ Plasma, Missile, 2x Shield Drones
3-man Crisis Suit Team (missile/plasma)
4-man Crisis Suit Team (missile/plasma, shas'vre with 2x shield drones)
Riptide (twin-linked SMS, Ion Accelerator, interceptor gadget, skyfire gadget, Feel No Pain)
10x Kroot (played by Fire Warriors, rather valiantly I might add)
10x Kroot + 3 Hounds
10x Kroot + 3 Hounds
Piranha w/ disruption pod (model has a fusion blaster; went w/ Burst Cannons for points)
Piranha w/ disruption pod (as above; skipped the fusion blaster because suicide melta seems a little less neat than it used to be)
Hammerhead (disruption pod, twin-linked SMS, submunitions)
Hammerhead (disruption pod, twin-linked SMS, submunitions)
Much as I enjoyed a Coldstar commander, he's asking to get crushed and hand over a VP for killing the warlord. So I went with a Crisis Commander.
Crisis suit teams are there for mobile firepower - decided to add drones to see if I need the protection.
Riptide - I like the anti-air and Interceptor, and decided that the range of the Ion Accelerator was easier to use than the short-ranged buzz-saw that is the heavy burst cannon. Opted for the stim injector because I'd rather throw dice for FNP than have someone shoot a missile drone and make me take a morale check on a 200+ point model, so I can box-car it and watch it run off the table, because dice.
I went with Kroot for the infiltration and bubble-wrap factor - I'm more than willing to condemn 60-100pt units to death if they get an objective first.
Piranhas - not too sold on a fusion blaster, but I like having the mobility for harassment and objectives.
Pathfinders - markerlights are silly, and coordinated fire makes them more efficient.
Hammerheads - versatility, cost, and potential LOS-blockers are awesome. Also, 3+ jink saves are kinda fun too.
The Genestealer Cult (Purple People Eaters)
20-man Stealer Squad w/ Scything talons
5-man stealer squad
-12 man neophyte hybrid squad w/ 2x flamers mounted in Chimera w/ heavy flamer
-12 man neophyte hybrid squad w/ 2x flamers mounted in Chimera w/ heavy flamer
Leman Russ (Heavy bolter, battle cannon)
3x Scout Sentinel w/ autocannon, hunter-killer missile
Scout sentinel w/ heavy flamer
9-man Neophyte Hybrid squad w/ 2x Grenade Launchers and missile launcher
9-man Neophyte hybrid squad w/ 2x grenade launchers, autocannon
20-man neophyte hybrid squad w/ 2x flamers
Cult ambush is a potent tool for this list - he gets to roll 1d6 for each unit that has it, and depending on what they get they get to set up accordingly. It ranges from 'walk on my board edge in turn 1' to 'set up 6" away from you and I can assault turn 1." His formation gave all his footsloggers the Cult Ambush - INCLUDING those sentinels. His vehicles are out-flanking. AND, if his foot units are more than 6" away from my guys, they can Return to the Shadows to ongoing reserves, gain 1d6 models back (up to max size) and then re-roll on the Cult Ambush table. There's also his +1 bonus to reserves, so...yeah.
So - I have to deploy conservatively against someone who's going to then react to my deployment, and have to react to it. And I get a turn to deal with it before his reserves hit and get to react to my actions.
I have basically zero initiative.
We roll up diagonal deployment, and neither of us get a particularly influential warlord trait. Mercifully he does NOT roll the "choose what Cult Ambush I get." I opt to deploy first, and opt to infiltrate the Kroot to react to his deployment, and hope I can get them into decent positions. Pathfinders
We opt for a more urban-looking table, because that's how 'stealer cults would probably roll, and the Tau are probably trying to figure out just what is going on here.
"What is this 'deployment zone' you speak of?"
What about the 20-man stealer squad with the broodlord? Oh, you see that tall, skinny building? They're hiding in that. Because they rolled the 'We can assault the turn we arrive' result and clearly this means they need to be as close to my army as possible. Other highlights involve stealth and/or shrouded on turn 01, which is...oh boy.
Tau Turn - 01
When the dust finally clears, the 20-man stealer blob and their broodlord look like modern art and are largely imitating chunky spaghetti sauce.
Aftermath of Tau Turn 01 shooting
Genestealer Turn 01
Tau Turn 02
The backfield offenders fail a morale check, which is close enough. By all the blue space-commies hold dear, I'm glad my dice cooperate enough - though the +1BS from Coordinate fire SERIOUSLY comes in handy here. I brace for the random sentinels and wonder which direction the Russ and Chimeras will come from, because 2+ reserves means he's gonna get them all.
Genestealer Turn 02
Now the pain starts. His retreating backfield squad ends up within 6" of my midfield objective-camping Kroot, which means no regroup, no BS. His heavy flamer sentinel shows up behind my Pathfinders, but the Riptide turns around with the Ion accelerator and provides a short and effective lesson about the 'merit' of AV10 open-topped. This is my moral victory for the turn because I lose the wounded Crisis Suit team to the Russ, and his Sentinels with autocannons get to fire in the move AND shoot phase. I seriously luck out with jinks and end up immobilized, between his BS4 and my rear armor. His chimeras ALSO show up on this side, and the 'dozer blade one ends up rolling snakeyes going for the objective. Which is also contested by the now-grounded hammerhead. If you look close in the bottom corner you can see his 'stealers after they mowed down my Kroot squad that was on that objective.
Riptide says 'NO HEAVY FLAMERS ALLOWED!'
Tau Turn 03
GSC Turn 03
1) Cult Ambush
MAN that is a pain to fight against. Good dice can put them on my doorstep and force me to prioritze. Deploying against this is difficult as well - they go AFTER everything else, and end up getting to react.
2) Coordinate Fire
Being able to boost my BS by combining fire? YES PLEASE. Being able to economize on markerlights by combing fire AND getting a BS boost without spending a markerlight? YES PLEASE. The drawback is hoping that I get my firepower allocations right, because I've got to pretty much call them before I throw dice.
Hands-down this is the Tau MVP though, because it let me wipe his Magus and his huge genestealer blob.
3) Crisis Suits and the Missile/Plasma loadout
There were only a couple times I wished for flamers, but the range is awesome and it's more likely to contribute. Flamers still smell like death-or-glory, but at least aren't markerlight reliant.
Generally I'm glad I went with the Ion Accelerator - the range was more useful than the massed close-range fire, and I think it meshes better with the Interceptor bit as well. I think one is a good number for a 1500 list.
I was a bit concerns about ditching the fusion guns, but in all honestly they did what I needed them to do - capture objectives and be a relatively easy way to contribute to the Coordinate Fire rule. Who cares if it's snap shots? They just have to fire.
Yeah, much as I like Fire Warriors, I like the infiltrator flexibility and the cheap bodies.
Markerlights are awesome, but I think I need to investigate ways to add more than one source of markerlights - I was lucky enough to have them in position when I needed them in turn 01 and 02, but one unit can still get shot off the board if the enemy can and needs to do so. I was fortunate.
8) Cult List comp thoughts
-We both agreed that the scything talons and hunter-killer missiles were probably better spent on more bodies - specifically, beefing up that 5-man squad; otherwise the 5-man team is good for nipping at flanks and securing objectives.
-Cult-Ambush + Sentinels is pretty sick - autocannons vs. rear armor is kinda sick.
-Broodlord & Friends- the 20-man unit is required by his formations; and is legitimately sick. I don't think there's another way to play them other than ramming them down the other guy's throat - I was fortunate to murder them to the last on turn 01. Failing to do so may not have been game over right there, but it would have been an uphill batter after assaults.
-The Magus probably needs to hide in the back in a heavy weapon squad and do psyker BS.
-Overall, it might be better to start non-Sentinel armor on the table and Cult Ambush everything else; the trick is making sure whatever's on the table on turn one can't be cleared off before reserves happens.
We both had a blast - the Genestealer Cult needs some rules clarifications, but we just went with the more sensible-sounding stuff and I don't think it made too big of a difference. I have a healthy respect for (and envy of) that list's ability to react with cult ambush and reserves.
Also, Hunter Cadre's Coordinated Fire has some serious utility if you have enough units. I'm not really sure what I'd do to my list at 1500 other than look for a way to get different sources of markerlights for sake of redundancy.
Wednesday, November 30, 2016
The List - as a Standard Bit, none of those Formation Whatsits
Coldstar Commander w/ 2x Shield Drones
3-man Crisis Suit Team w/ Plasma rifles & missile pods
Riptide w/ SMS, Burst Cannon,Skyfire-granting gear, 2x Shielded Missile Drones
Riptide w/ SMS, Ion Accelerator, SKyfire-granting gear, 2x Shielded Missile Drones
8-man fire warrior squad
6-man fire warrior squad w/ Devilfish packing SMS, Disruption Pods
8-man Pathfinder squad
Piranha w/ Fusion Gun
Hammerhead w/ Disruption Pods, Railgun w/ submunitions, twin-linked SMS
Hammerhead w/ Disruption Pods, Railgun w/ submunitions, twin-linked SMS
First Company deep-striking insanity formation, consisting of -
2x footslogging terminator shooty squads (1 assault cannon, 1 heavy flamer)
Land Raider Crusader w/ assaulty terminator squad
Stormraven, lugging assaulty terminator squad, Venerable Dread w/ Assault Cannon
Short version - I lost, about 9-13 VP in Maelstrom - the one where either of us can score the visible numbered objective cards.
Longer version - I elect to make him go first - no sense in me sitting around for a turn, twiddling my thumbs.
Opening - he gets everything but the Stormraven in on the first go. His heavy flamer terminators make a bold decision and stick the landing - this ends with my Pathfinders being BBQ'ed. Turns out being able to double-tap due to formation bonuses is helpful, and I'm reminded that most infantry really, really doesn't like fire. His other terminator squad manages a decent landing but does nothing spectacular.
Lots of gunfire happens - lots of saves happen. His gutsy terminator squad ends up dying, while the other one walks to a ruined building and finds the '+1 to cover saves' objective, which is somewhat less than amusing for my AP2 shooting.
His Stormraven doesn't come in until turn 3 - which helps, but not as much as his ability to repeatedly make saves. My Coldstar commander ends up taking potshots at it, ends up baiting Land Raider fire, laughing as his assault dice fail him, and even capturing an objective. (Then dies horribly and forks over VP as my warlord.) This is after my Pirahna runs around trying to cap objectives, and never actually shoots anything before developing a severe assault cannon allergy and dying in a fire.
Around turn 3 or 4, my Ion Accelerator Riptide loses a drone, box-cars his morale check, and promptly runs off the board. His terminators eventually sweep in (very slowly and angrily) and kill my Fire Warriors, then the Dread immobilizes the 'fish, punches it to death, and eventually gets to the squishy squad inside, who are wholly unprepared to punch a dreadnought to death. (Spoiler alert - Tau still don't really belong in assault...)
By the end of the game, he's got the Stormraven, a Dread, about 3-4 terminators, an empty Land Raider Crusader, and too many objectives. I've got a Riptide (that's awfully close to his dread), both Hammerheads (who've jinked a crap-ton of shots), and
Logic behind my army
To be honest, it was "grab some stuff that used to work, add some new stuff." So, here's what drove the choices, and how they felt after taking it -
I thought - "Let's try out flyers, and have some fun with mobility!"
Now I think - "detaching the warlord from a squad and running him around the field seems like a great way to lose VP." I'm not sure I'd want to pay that much for someone tooling around that ultimately is going to get shot to death.
3-Man Crisis Suit Team
I Thought - "Hey, these used to work, let's see if they still do. They're less expensive than I remember."
Now I think - "Hey, still decent." They're plenty of gunfire for the points, but still need some protection from small arms. And certainly from rending cannons and S8 AP3 missiles of death. I can see trying to use these again. Also, maybe they need some drones, or if I'm only gonna take one squad then the Commander hangs with them.
I thought - "GIANT ROBOTS WITH BIG GUNS! WOO!"
I Think - "I'm gonna need to test these guys more to really get the most out of them."
-I like the SMS for the volume of fire - fusion blaster seems a bit close-ranged, and the plasma rifle trades the volume of fire for the AP.
-I like the volume of fire from the heavy-duty burst cannon, though that 18" range had drawbacks against someone who could see where it was deployed and then avoid it. That being said, it can throw plenty of dice, and turning into a Heavy 12 assault cannon is hilarious.
-I can see leaning towards the Ion Accelerator - seems a LOT more versatile than the burst cannon and has more range - this gun can contribute the whole time.
-The drones are interesting for wounds and token dakka, but I wonder if I could get better versatility out of things like the FNP gear or a nova-charged 3++ save.
-I really, really hate rolling a 1 or 2 with the Nova Reactor.
-Overall, it's a chunk of points - not sure a pair of them was the way to go in 1500, but T6 and 2+/5++ with four wounds is not the easiest of takedowns.
Fire Warriors & Fish
I Thought - "Hey, it used to work."
I think - "Kinda wish I'd brought bubble wrap (read - Kroot)"
-Fire Warriors still have decent basic infantry weapons, and a Fish squad can do some objective work.
-That being said, given that assault is 2d6, having some cheap bubble wrap wouldn't have been a bad thing
I Thought - Markerlights are awesome!
I think - they're probably still awesome, but having a single source in the army renders them vulnerable to, y'know, being prioritized and shot off the table. I probably would've gotten one good turn out of 'em and that would've meant dead termies sooner. Possibly two rounds, but who knows.
I thought - "Hey, used to work, plus mobility for objectives is probably important"
I think - "Not so sure suicide-melta works, and I wish I'd brought that disruption pod."
-didn't shoot once; pretty sure the meltagun is more of a bluff now than a death-or-glory attack.
-Jinking is awesome.
-Not sure if I'll end up taking them again or not; we'll see.
I Thought - "Hey, it used to work - plus huge guns."
I Think - "Probably not a bad thing still."
-...also, to be honest, I totally derp'ed out and thought they had BS3, because clearly I'm not literate enough to read my reference page. (Also, that 10-hour work day didn't help, but seriously, I could have RTFM...but it's funny now.)
-vehicles in general are tougher - but the versatility is still there.
-Not off the list yet - and jinking is hilarious. That, and if I'd had markerlights, jinking isn't always as big a deal.
The Other Guy's List
-Setting up against all reserves is nasty - I'm used to having the luxury of reacting to the other guy, not vice-versa.
-He had excellent target priority - my Pathfinders got deleted ASAP, and then the Crisis Suits were next - thus depriving me of accuracy and then a ton of my AP2.
-A whole lot of learning - much of my habits are based out of 5th edition, so...yeah. Gonna have to unlearn and relearn.
-Painting up the converted Riptides
-Looking into dusting off my Eldar
-Figuring out what to do with the ~25 terminators and heap of las/plas space bobs from my old Black Templar Termie-Spam Army (not really sure I want to go Deathwing; debating between converting them to Grey Knights and converting Dreadknights, OR doing up a first company list like the one I faced.)