Archive for June, 2009
Painting Tip: Micron Pens
Posted by NockerGeek in Painting on June 30, 2009
When I first started on painting my Tau army, I came to an early and disappointing realization: my freehand skills were not up to snuff when it came to painting Fire Warrior armor. More specifically, I had issues with painting the individual plates and leaving the gaps visible. I tried a number of techniques – freehanding each plate, drybrushing the plates over black, and using ink washes on the gaps – and none of them gave me the quality I wanted or the speed I needed. Fire Warriors are rank-and-file figures; to get them up to tabletop quality in a reasonable time, I needed to find a different way of going about things.
That’s when I remembered a tool that I’d purchased for another set of miniatures, but had never tried. A few years earlier, I’d been painting D&D miniatures for a friend, and I read about a technique for doing tattoos that involved using colored micron pens for fine detail work. I picked up a set of Zig Millennium 005 pens, and then promptly forgot all about them as no one with tattoos was needed. Fast forward to mid-2007, and I had a squad of Fire Warriors with a bunch of tiny gaps that needed precision detail. Taking a chance, I pulled out a base-coated Fire Warrior and went to work. I was very pleased with the results.

My first inked Fire Warrior
The work was quick, easy, and very precise. Better yet, the pens worked equally well for coloring the lines on everything from Gun Drones to Crisis Suits to Devilfishes. Since then, I’ve sworn by the pens, and I keep a full set around in my painting kit. I mostly use black, but I’m holding onto the other colors (blue, green, and red) just in case the opportunity for a tattoo or the like presents itself.
Some things to know about micron pens:
- There are a variety of nib sizes on the pens, ranging anywhere from 08 (0.65mm) to 005 (0.20mm). For miniature work, I recommend the 005; much larger than that, and the tip won’t fit in the small gaps between armor plates. For tanks like the Devilfish and Hammerhead, you might try an 01 (0.25mm) or even an 03 (0.35mm), but an 005 works just fine with an additional pass.
- The ink is archival quality, so it should not fade over time. It’s also waterproof, so it shouldn’t run if you use a wash on the figure.
- The ink remains wet for a brief time after applying, so if you go outside the lines (and it will happen), you can just rub off the excess with a paper towel, or even with your thumbtip.
- The best micron pens come out of Japan, but can usually be found at most hobby or art supply stores. I recommend the Zig Millennium and Sakura Pigma Micron sets of pens.
For achieving a clean, sharp look on your Tau models, or on any models with thin detail lines, give a micron pen a try. They’re fast, easy to use, and provide good results.
Tau Tactica: Dual Burst Cannons v. Smart Missile Systems
Posted by NockerGeek in Tactica, Warhammer 40K on June 27, 2009
While most discussion of Tau tank weaponry revolves around comparing the Hammerhead’s railgun and ion cannon options, as well as the Skyray’s seeker missiles, the secondary weapon options should not be overlooked. While there are three options – dual burst cannons, smart missile systems, and paired gun drones – only the first two come into play for our heavy support choices*. So, which is better, either in general or situationally?
At first glance, the dual burst cannons seem to be a very solid option. For half the cost of the SMS, you get half again as many shots, all with the same strength and armor penetration, that can be split evenly between two separate targets. You do lose 6 inches of range, but it seems to be a fair trade for what you gain. More fire is always better, right?
However, the extra 10 points spent on the SMS gets you more than just extended range. Just what do you get for the extra cost?
- 6 extra inches of range. More reach is always good, especially if it can soften up or eliminate a unit before it gets into assault range.
- Ignoring line of sight. This alone is worth the extra points. Being able to hit anything in a 24″ radius, regardless of whether it’s hidden behind a hill, wall, or another larger unit (like a vehicle) is invaluable. It allows you to remain a threat while removing the need to expose yourself to the target.
- Ignoring many cover saves. In the cover-save-rich environment of 5th Edition, this is huge. The SMS ignores any cover that the target is not inside (area terrain) or touching. This allows you to ignore intervening units (either your own or your opponent’s), as well as most terrain between the tank and the target. Also, with the rules on whether a unit is in cover or not, half the targeted unit would actually have to be touching its piece of cover before it would gain any benefit.
The SMS has some major adavantages that the dual burst cannon just can’t match. However, that doesn’t mean that the missiles are superior in every way to to the cannons. First, you do give up some killing power with the SMS. Over a standard 5 turn game, the burst cannons can potentially have 10 more shots than the smart missiles. Against a lightly-armored army like Orks or Eldar, that’s likely to be as many as 5 to 8 additional kills. Second, while cover saves are great, they’re not going to matter much against an opponent with heavier armor. Space Marines and their equivalents will get their armor save against both AP 5 weapons, so ignoring cover saves may not make as much difference as one would like. Finally, 10 points less is 10 points less; if you need to shave points off of your army list, downgrading from an SMS to dual burst cannons is a viable option.
There’s also an additional caveat on both of these weapons – the usefulness of both is highly limited without the additional purchase of a target lock. Without that upgrade, these weapons are limited to targeting the same unit as the vehicle’s main gun. For a Hammerhead with an ion cannon, it’s an annoyance; for one with a railgun, it can render the secondary gun(s) useless. In most cases, you’re going to want to take the target lock, so just figure that into the vehicle’s true cost (unless, as mentioned, you’re running an Ionhead and don’t care about splitting fire). The Skyray has an advantage in this case; it comes already equipped with a target lock, so it ignores this issue completely.
Speaking of the Skyray, it approaches the choice of secondary weaponry from a completely different angle. Its primary armament – the two networked markerlights – have no strength, making them defensive weapons. That means that whatever you choose for the front turrets become’s the Skyray’s main gun, thanks to 5th Edition’s more restrictive defensive weapon rules. With that in mind, the single SMS is a better choice than the dual burst cannons. A Skyray with an SMS can move at combat speed and still fire all its weaponry, all without the need of a vehicle multi-tracker; with the multi-tracker, it can do the same at cruising speed. The burst cannons, on the other hand, would lose half their shots, as only one would be able to fire.
So where does that leave us? In many ways, the SMS is the superior option for our heavy tanks. With its ability to ignore most of the things that would prevent you from targeting another unit and landing hits, it’s a great option that’s well worth the points. That doesn’t mean that the burst cannons are bad; they are still a viable, and significantly cheaper, option that has similar killing effectiveness. In the end, if you have the points to spare, go SMS. If not, don’t be afraid of going with option #2.
* Gun drones have weaker weaponry, don’t benefit from a targeting array, and give up more kill points, all for the same cost as the SMS. They’re not even remotely viable as a useful option for our tanks.
Trying something different – 1000 point Tau Army
Posted by NockerGeek in Army Lists, Warhammer 40K on June 26, 2009
For my recent 1000-point Tau v. Eldar fight, I decided to do something a bit different. My typical Tau list tends to be very standardized – a Centurion/Aurora pattern HQ crisis suit, a trio of Fireknives, a couple of Deathrains, three or four units of Fire Warriors, some Pathfinders, and then fill in the extra points with Hammerheads as needed. I’m comfortable with it, and it does decently well (although as I’ve mentioned, I need more Devilfish for my FWs). However, it’s predictable, and if I play the same thing over and over again, I won’t get a good feel for what the other options in my army can do. Stagnation is not a good thing, for either tactical understanding or entertainment value. To mix things up, I tossed out the Pathfinders and Hammerheads and replaced them with a Stealth Team and Piranhas.
Here’s the list:
- HQ: Shas’el Commander w/Plasma Rifle, Cyclic Ion Blaster, Targeting Array, Hardwired Multi-Tracker, Hardwired Target Lock (105 points)
- Elite: Crisis Suit Team Leader w/ Plasma Rifle, Missile Pod, Multi-Tracker, Hardwired Target Lock; 2x Crisis Suit w/ Plasma Rifle, Missile Pod, Multi-Tracker (196 points)
- Elite: 2x Crisis Suit w/ Twin-Linked Missile Pods, Flamer (94 points)
- Elite: Stealth Suit Team Leader w/ Burst Cannon, Hardwired Drone Controller, 2x Gun Drones; 4x Stealth Suits w/ Burst Cannon (175 points)
- Troops: 6x Fire Warriors w/ Pulse Rifle (60 points)
- Troops: 6x Fire Warriors w/ Pulse Rifle (60 points)
- Troops: 6x Fire Warriors w/ Pulse Rifle (60 points)
- Troops: 6x Fire Warriors w/ Pulse Rifle (60 points)
- Fast Attack: Piranha w/ Fusion Blaster, Disruption Pod, Flechette Discharger, Sensor Spines, Targeting Array (95 points)
- Fast Attack: Piranha w/ Fusion Blaster, Disruption Pod, Flechette Discharger, Sensor Spines, Targeting Array (95 points)
Final tally: 1000 points even.
The crisis suits are still using my standard setup. Why? Because game after game, they’ve worked consistently. I still have 6 spare suits to put together, so I have some ideas for other variants (possibly more Fusion/Plasma “Helios” suits), but the Fireknives and Deathstorms are the workhorses of my army. The Stealth Suits were an unknown quantity for me – and they still are. In my most recent game, I used them to outflank my opponent – but there were no good targets near the flanks, and the best they could do was contest (but not claim) an objective. For a comparable price, I could get 6 Pathfinders in a tricked-out Devilfish, which is rarely a bad alternative. The jury is still out there.
The Piranhas, on the other hand, did wonderfully on their first foray onto the battlefield. Their speed was a huge boon, able to keep up even with the Eldar’s fast skimmer tanks, and the fusion blasters made them excellent vehicle killers. Being able to split my anti-vehicle capabilities for the same price as a single Hammerhead made them a very viable choice for me. A Hammerhead with a railgun is still better at dropping vehicles, and it can also serve as a solid anti-infantry platform afterwards, but in a higher point-value game, I can easily see taking both.
What have I been up to?
Posted by NockerGeek in Warhammer 40K on June 25, 2009
It’s been a busy few months here, as home projects have taken the forefront in my life lately. Assembling, painting, and playing were all on hiatus until recently, but it feels good to get back into the swing of things. I’ve made the first addition to my army in several months – a pair of Broadside suits to give me another Heavy Support option. I have them assembled, but not yet primed or based. The other players in my circle are none too eager to see me get them table-ready. In addition, I may use the July 4th holiday weekend to make some more progress on the rest of my army. I have a squad of Pathfinders, including their Devilfish that are about 1/3rd through the painting process. Beyond that, there are Shield Drones and Crisis Suits to assemble, more suits to paint, and then I get to start tackling my tanks. Fortunately, I have one of the Citadel spray guns, so it shouldn’t be too painful a process.
Beyond that, last week I got in my first game in months – 1000 points, Eldar v. Tau, Capture and Control, Pitched Battle deployment. I nearly tabled my opponent – all he had left was a crippled Fire Prism – but the game ended in a tie. Had it gone one more turn, I would have had a unit of Fire Warriors on his objective and had a decisive victory, but that’s what I get for not focusing on the objective and not having faster troop movement available. I really need to invest in a couple of additional Devilfish transports, but buying them has been off the radar. Maybe if I can find a couple on eBay inexpensively, I can fix that.
It’s good to get back into the 40k groove. Now I just need to make sure I stay there.

