Archive for March, 2010

Tau Kill Teams: What’s Good, What’s Not

One of the things I was glad to see return to 5th Edition with the release of the Battle Missions book was Kill Team. Low point-value games seem to get overlooked, so it’s nice to see support for something as low as 200 points made official. Granted, the new version of Kill Team has been greatly stripped down from its 4th Edition version – no more brute squads or mutable rules – but the new version is much easier to run. However, that doesn’t mean that a proper list for it is easy to just throw together. There’s the low point budget, an abbreviated force organization chart to deal with – 1 elite, 2 troop, and 1 fast attack slot – and a focus on individually specialized units.

Not all units in the appropriate slots in the Tau codex are equally suited for Kill Teams, however. Here are the units that I wouldn’t run for a Kill Team:

  • Fire Warriors. Sure, you can run 2 squads of  10 Fire Warriors as a kill team force. Unfortunately, that’s about as interesting as they’re going to get. There’s no flexibility in Fire Warriors, since they can’t change up their weapon choices apart from choosing carbines or rifles. You can take a Devilfish, which helps somewhat, but if you’re wanting to take a transport, Pathfinders are a better choice.
  • Crisis Suits. On one hand, if you want to build specialists with different weapon loadouts, there’s no better choice in the codex. Unfortunately, they’re not cheap; 3 suits could easily fill up your entire 200-point budget with little to spare. Considering that you risk losing a Kill Team mission once you lose half your models, there’s not much room for error, and providing so few targets makes it easy for your opponent to focus-fire them down. At most, I might run a monat suit alongside some other choice.
  • Vespid. They’re not good for much of anything, and Kill Team doesn’t change that. They have even less weapon flexibility than Fire Warriors, and their Jump Infantry/Fleet status doesn’t help their effectiveness at all, other than helping them run away.

On the other side of the spectrum are the units that I think would work in a Kill Team:

  • Stealth Suits. You get the armor save and jet pack abilities of crisis suits and the extra defense of their stealth generation field, all for a much more reasonable price thanks to the free burst cannons. You can also upgrade to a fusion blaster, although the shorter range is risky due to the risk of assault. I wouldn’t necessarily run a list entirely of Stealth Suits, but in combination with another choice, you could have a solid team.
  • Pathfinders. In Kill Team, these are effectively better Fire Warriors. They’re better equipped, thanks to their markerlights, and they have the option for rail rifles as well. They also can take a Scout move, which can help you get a better position for targeting your opponent’s team. The mandatory Devilfish takes up enough points to ensure that you won’t running anything other than Pathfinders, but it can also net you two Gun Drones, which gives you a total of 3 extra models for determining your loss condition.
  • Gun Drones. Assuming you haven’t taken any Pathfinders, taking a unit of these can help fill out some points nicely. They get the jump-shoot-jump benefits of being jet pack infantry and have better initiative than Fire Warriors should they get caught in assault. It’s two points more expensive per drone to take them as a stand-alone unit, rather than as wargear with a drone controller, but they have the added benefit of not being tied to a controlling model. If you lose your non-drone units, you don’t start losing drones automatically.
  • Kroot. Kroot were made for Kill Team, I think. They’ve got a fair amount of variety as far as what can be put inside a Kroot unit. You’ve got your standard kroot for all-around utility, you’ve got kroot hounds for assault, a krootox for some heavier support, and you can even throw in a shaper. In the Kill Team environment, the shaper actually makes sense: with his 3 wounds he’ll be tougher than most enemy models, and by giving him Eternal Warrior as a specialist you keep him from getting doubled-out. Kroot also have the benefit of being cheap; you can easily fit 18-21 models into your team, and that includes a little bit of everything. Take a Krootox (since outflanking isn’t an issue), give him Relentless, and let him pick off the enemy at range (since he can hit the entire 4′x4′ table) while your Kroot and hounds close in for closer kills with their superior numbers.

I’ve got a few Kill Team lists that I’m playing around with, and I hope to test them in the next few weeks or so. I especially want to try the Kroot list, although I’d need to get a few things (like Kroot Hounds, a Krootox, a Shaper, and some more Kroot) before I can build it. For Pathfinders, I’d need some Rail Rifles. In the meantime, I’ll try out a Stealth Suit list and see how it goes. Here’s what I’m looking at:

Elite: Stealthsuits (4#, 140 pts)
3 Stealthsuits (Burst Cannon x3)
1 Team Leader (Burst Cannon; Hard-wired Multi-tracker; Markerlight;) – Feel No Pain specialist

Fast Attack: Gun Drone Squadron (5#, 60 pts)
5 Gun Drone Squadron

Total: 200 points

I’m up in the air on the markerlight, since its hits are only going to be usable by one figure per turn. I could downgrade the team leader and get an extra gun drone instead. First, though, I need to test it out and see how it goes.

So, what are your opinions on Tau in the Kill Team environment? What would your ideal Kill Team be?

Image © Games Workshop.

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Surprise Attack: Blood Angels v. Tau

Last night, I got in my first game against the new Blood Angels… and it wasn’t pretty.

My friend Tim was a Dark Angels player in 4th Edition, but the newest edition (and especially the vanilla Marine codex) have not been kind to that army, so he’d been taking a bit of a break from the game until the Blood Angels were announced. Now that the actual codex is available for reading and list-building, he’s been contemplating several different builds, and last night he settled on one to try out against my MechTau+Pathfinders army. With 1500 points, he built something like this:

  • Captain Tycho, Brother Corbulo, and 6 Sternguard Veterans in a drop pod
  • Furioso Librarian Dreadnought in a drop pod
  • Baal Predator w/ TL assault cannons and extra armor
  • 2 11-man Assault Squads, each with 2 meltaguns, a sergeant w/an infernus pistol, and a sanguinary priest w/ an infernus pistol

Lately, our group has been enjoying playing missions out of the new Battle Missions book, so we rolled up a themed mission and ended up with Surprise Attack. This was probably the best mission we could have rolled up for Tim’s army. I was on the defense, having to deploy my army at least 12″ from all table edges, and with no unit being less than 6″ away from any other. This left my army a bit scattered and disorganized. Meanwhile, his entire army entered on turn 1 from any and all table edges – and anything that could deep strike could do so on the first turn. This ended up putting his assault squads and dreadnought scattered amongst my armor, his veterans within rapid-fire range of my Fireknife suits, and his Baal Predator coming off the side of the board near my Piranhas. By the time his first turn was over, I’d lost one Piranha, the fusion blaster off the other one, and both Hammerheads; not a good situation for me to start with.

The rest of the game became became a game of cat-and-mouse, as I tried to pull away from his forces and focus fire on them. Sadly, most of my guns proved ineffective thanks to the Sanguinary Priests in each unit. Combining a 3+ armor save with Feel No Pain made it nearly impossible for pulse fire to stick. My Fireknives, on the other hand, were much more effective. In one round, they decimated Tycho’s unit of veterans, reducing it to Tycho (with two wounds), Corbulo (with one wound), and one remaining Sternguard, partially thanks to some very lucky fire with the Cyclic Ion Blaster – I managed to roll three 6s on my wounding rolls, meaning they ignored FNP. I also had some luck with the remaining Piranha’s gun drones, which managed to disarm the Predator with a shot to the rear armor. I then finished it off with more rear armor hits from a unit of Fire Warriors. Unfortunately, they and their Devilfish got picked off by the Furioso, thanks to a combination of Blood Lance and assaulting. My Deathrains had a chance to pick it off on my first turn, but both hits failed to penetrate its armor – my cursed dice rolling left me with two rolls of 2.

We called the game at the end of turn 4, as the only thing I had surviving was my Piranha; I had given up a ton of kill points – 20, due to the rules for Surprise Attack – and had only managed to get 2 for the Baal Predator. Partially, this is due to the scenario; it strongly favored the Deep Strike-heavy assault army that Tim was playing, and left me scattered across the board with my units unable to easily support one another. Also, there’s the MVPs of his army – Sanguinary Priests and Infernus Pistols. The combination of melta-heavy assault forces and ICs that give them Feel No Pain and Furious Charge was just killer; I was losing one or two vehicles each turn, and I just couldn’t deal enough damage in return to finish anything off. I did heavy damage to him – of his original 11-man assault squads, he had only 7 marines left between them, and his HQ/veteran squad was nearly wiped out. Unfortunately, I couldn’t seal the deal and finish off any of them. As an assault-heavy army, they were more than a match for my Tau, even with their reduced numbers.

Despite my poor showing, I don’t think it’s hopeless against the Blood Angels. It is an uphill battle, but other scenarios won’t necessarily favor them so strongly. Like other Marine armies, they’ve got a low model count, so it doesn’t take a lot of casualties to weaken them. It’s a matter of keeping them at arm’s length for as long as possible and focusing fire. It’ll be tough, thanks to the fact that, at least in this case, they’re a deep-striking army that only scatters half as far as other deep strikers. Tim was able to drop his army pretty much where he needed them, and they served him very well. Fortunately, in most scenarios he won’t get to drop all of them in on the first turn.

Images © Games Workshop.

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Quick Update: Pathfinders

I managed to squeeze in a game tonight, placing my Tau against Richard’s Tyranid army. We were only able to get 3 turns in – we got a late start, he’s still learning his army, and since there’s no English 40K Army Builder file with the new ‘nids, he’s having to reference his codex quite a bit.

We were also playing one of the new Battle Missions scenarios: First Contact, one of the Tyranid missions. The deployment mode in this one is odd, as it splits the table into six zones, places an objective in the middle of each, and then has you roll for each unit to determine the zone into which it’s deployed. It scattered my army across the board, and left all but one of his units coming off one of the short board edges. Being so randomly scattered, I wasn’t able to get my Pathfinders into a good position. That said, they helped a squad of Fire Warriors do nasty things to a Venomthrope before we called the game. 4 markerlight hits let me get their BS up to 5 and remove the Venomthrope’s cover save, which let their pulse rifles make short work of the creature.

It’s only one small result, but it’s very encouraging. Hopefully, I can get a full game in soon and see how they play out across all 5+ turns.

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Giving Pathfinders another chance

pathfinders

Last Friday, Old Shatter Hands discussed how to fit markerlights into his current army list, inspired by a run of horrible luck. I can sympathize; lately, my dice have been betraying me at key moments. It’s also one of the weaknesses of the Tau; sure, we have fantastic guns, but we just don’t seem to have the ballistic skill to utilize them effectively. The solution for this is to add markerlights to our armies, allowing us to do things like raise our BS and drop those pesky cover saves. It’s not a perfect solution, though – they’re expensive and slow (thanks to being heavy weapons), and there’s only a few ways to fit them into an army. I’ve discussed the two primary ones – Pathfinders and Stealth Suits – and it’s no secret that I’m not fond of Pathfinders. However, one of the hallmarks of the Tau army is fluidity and adaptability, so it’s no good to be stuck in my ways. If I want to fit in markerlights, Pathfinders are the least-expensive solution.

With that in mind, I re-examined my current Tau list, and discovered that I can fit in a unit of 5 Pathfinders if I drop my commander’s bodyguards:

HQ: Commander Shas’el (130 pts)
1 Commander Shas’el (Cyclic Ion Blaster; Hard-wired Drone Controller; Hard-wired Multi-tracker; Plasma Rifle; Targeting Array)
2 Shield Drones (Shield Generator)

Elite: Crisis Battlesuit (186 pts)
3 Crisis Battlesuits (Missile Pod; Plasma Rifle; Multi-Tracker)

Elite: Crisis Battlesuit (94 pts)
2 Crisis Battlesuits (Flamer; Twin Linked Missile Pod)

Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)

Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)

Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)

Fast Attack: Pathfinder (145 pts)
5 Pathfinders (Pulse Carbine x5)
1 Devilfish (Gun Drones; Marker Beacon; Disruption Pod)

Fast Attack: Piranha Light Skimmer (150 pts)
2 Piranha Light Skimmers (Fusion Blaster x2; Disruption Pod x2; Targeting Array x2)

Heavy Support: Hammerhead Gunship (165 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Targeting Array; Disruption Pod; Multi-Tracker)

Heavy Support: Hammerhead Gunship (165 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Targeting Array; Disruption Pod; Multi-Tracker)

Total Roster Cost: 1500 points

It’s a simple change, accomplishes what I want, and doesn’t hurt my killing ability – in fact, it probably enhances it greatly. It also gives me a great bait unit; people seem to hate Pathfinders with a passion. My one concern is that it adds three killpoints to the army (‘finders, their Devilfish, and the drones). I could drop the Devilfish from one of the Fire Warrior teams, which would free up some points for smart missiles, seeker missiles, or the like, but I dislike using the Pathfinder ‘fish as a taxi. It slows down the momentum of the game more than I like, and leaves a small unit of FWs out in the open for a turn or two.

I think I’ll give this list a try on my next game; we’ll see if I spoke too soon on the effectiveness (or lack thereof) of Pathfinders. I have a feeling that I may be eating some crow soon…

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Four, four, four games in two…

Work has kept me too busy to get much in the way of painting or photography, but I was able to get in a couple of very cool games this past Friday. Well, four games. Well, two games, but playing four different armies, only one of which was mine.

My three friends (Dan, Dennis, and Richard) and I wanted to do something a bit different, so we got the materials together to set up a second table last week, all ready for two simultaneous games. On table 1, I faced off against Dan. Table 2 had Dennis and Richard. Each of us brought a 1500-point army of our choice:

  • Me: my 1500-point Khorne list
  • Dan: his Salamander list: Vulkan He’stan, a Master of the Forge, two dreads w/multi-meltas, an Ironclad dread, 2 5-man Terminator squads, and 2 10-man Tactical Squads
  • Dennis: his “Sampler Platter” Eldar list: basically, a Court of the Young King (Avatar plus one of squad of each of the following w/exarch: Dire Avengers, Dark Reapers, Fire Dragons, Howling Banshees, and Shining Spears), a unit of Pathfinders, a unit of Jetbike Guardians, a unit of Harlequins, and a Fire Prism
  • Richard: his new Tyranid list: Swarmlord with two Tyrant Guards, a unit of Gargoyles, a small squad of Hormagaunts, a unit of Genestealers w/ a Broodlord, a Warrior Alpha with three extra Warriors, and 6 Raveners in reserve

To keep things relatively simple (which will become important in a moment), we went with Pitched Battle/Annihilation for our mission. Lists in hand and armies deployed, we each took our first turns. For Dan and I, it mostly involved a bit of movement, along with some fire from my Defiler that immobilized one of his dreads. On Dennis and Richard’s table, the Eldar unleashed a fusillade of fire that wiped out the Gargoyles and the Tyrant Guards, and put three wounds on the Broodlord.

With everyone’s first turn wrapped up, we then each shifted one place to the left. Our armies stayed where they were, but the players changed. I moved to the Eldar position, Dennis was now facing off against his own Eldar as the Tyranids, Richard went across the room to play as the Salamanders, and Dan took control of my Khorne Marines. Keeping things simple with the mission made it easy to pick up a new army, since the only goal was to kill your opponent’s force. On our table, the second turn saw a lot of killing. The Raveners came out of reserves, but suffered a mishap and ended up burrowing from the ground at their own board edge. The Genestealers made quick work of the Shining Spears, the Hormagaunts tore into the Fire Dragons, and the Swarmlord leeched life from the Howling Banshees right before he charged into them and finished them off. In return, I sent the Avatar forward to get into a Monstrous-Creature-on-Monstrous-Creature fight with the Swarmlord, but my dice betrayed me. Two bonesaber hits later, the Avatar fell. Meanwhile, the Harlequins managed to go toe-to-toe with the Warriors and survive, at least for a little while.

On the next turn, we switched again, and now I was in the ‘Nid’s spot, facing off against Dan again. The Swarmlord once again tried to leech life, this time from the Jetbiker Guardian squad, but couldn’t manage to land a hit. Instead, the Raveners made good use of their beastly speed to assault the jetbikers, devouring them in one turn. The Warriors managed to finish off the Harlequins, but were down to half their former numbers, and the Genestealers, stranded across the length of the table, began the steady slog to get into assault range of anything. The last Fire Dragon fell against the Hormagaunts as well. However, the Eldar began to strike back in seriousness. Bladestorming Dire Avengers cut down the Hormagaunts, and the Swarmlord fell to Pathfinder fire, including 3(!) AP1 sniper hits. The Fire Prism took fire as it could, picking off some of the Genestealers.

Turn four saw me in the Salamanders position, fighting against my own Khorne army (now in Dennis’s hands). The Ironclad and the formerly-immobilized Dreadnought (repaired by the Master of the Forge) had closed into assault with the Defiler, and all three had ended immobilized, locked in combat until one side or the other was destroyed. Fortunately, on the Chaos turn, the Ironclad slammed into the Dreadnought with a Seismic Hammer, causing it to explode and clearing line-of-sight. Across the table, Vulkan was swarmed by Chaos Terminators (his own Terminators having died the turn before), but before they could close in he and the Chaos Lord slew one another. The other Dreadnought was in the combat as well and picked off one of the remaining Chaos Terminators. With the Ironclad out of assault, it took the chance on the Loyalists’s turn to open fire with its hurricane bolters at one of the Berzerker squads that had just disembarked on its way to cut down the remnants of the last Tactical Squad. By the time the smoked cleared (with extra fire from the Master of the Forge and the other MM Dread), only one Berzerker remained in that squad. Back on Vulkan’s side of the table, the other Berzerkers had disembarked, ready to run at the Dreadnought.

On the fifth turn, everyone was back at their original positions, and I had to make the best of what I had left. From my original force, I still had:

  • Two Rhinos
  • One Land Raider
  • Two Terminators
  • One squad of one Berzerker
  • One untouched squad of Berzerkers

I ran the whole Berzerker squad up to assault the Dreadnought attacking their Terminator brothers, and the Skull Champion’s power fist made short work of the metal foe (although one Berzerker did die in the resulting explosion). The lone Berzerker on the other side of the table ran up to assault the three remaining Tactical marines, killing one with bolt pistol fire. In assault, though, all were equally matched and no wounds were struck by either side. The Land Raider pulled forward and fired on one of the remaining Dreadnoughts, but failed to damage it.

Both games ended up ending on Turn 5, and the final tallies were:

  • Khorne Marines v. Salamanders: Khorne wins, 5 kill points to 3
  • Eldar v. Tyranids: Tyranids win, 8 kill points to 4 (the Eldar had only the Dark Reapers and the Fire Prism remaining, while the Tyranids still had their Warriors, Raveners, and Genestealers standing)

It was a really interesting and fun night. Having to suddenly jump into a new army gives you a new perspective into how that army plays and what its strengths and weaknesses are. I also really enjoyed getting a chance to see the new ‘Nids in action, both as the player and as the opponent. I’m glad I’m not facing them with my Tau; they have to be one of the fastest assault armies I’ve ever seen, and I don’t think I could do enough damage to them before they closed in and made short work of me. In the end, a good time was had by all, and I have a feeling this won’t be the last time we do this. If you get a chance to try out this sort of player shuffling, I highly recommend it; it’s really fun!

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