NockerGeek.net
2Sep/100

Mont’ka: We Will Strike the Killing Blow (redux)

After a week in Kauyon education, it's time to give the counterpoint I should have given.

There's no denying that trying to stall out your opponent with walls of sacrificial Kroot can be an effective strategy. They can be used to close off routes to both infantry and vehicles, and by being able to infiltrate, they can be placed in response to your opponent's deployment. With intelligent use of cover, the otherwise-fragile Kroot can be surprisingly resilient. Behind those walls, a mix of (mostly) stationary Broadsides and mobile Crisis Suits can operate with some impunity thanks to the cover the Kroot provide. It's effective. But is it perfect? There are a number of weaknesses:

  • Tethered to Cover: To get the most out of a Kroot wall, it needs to be able to hide (at least 50%) in cover. With the average wall being between 13 and 17 Kroot (including a handful of Kroot Hounds), it can be hard to both keep a unit in cover and stretched out in wall form. This can also make it hard to move the wall forward and maintain that cover save. This is especially true with one of the common tactics with Kroot, going to ground. It can maximize the wall's cover save, but it can lock them in place until they fail a cover save. If you're trying to both keep your Crisis Suits behind the wall and to keep them moving forward, this can hamper your attempts to advance them across the board.
  • Fire Bad: One common criticism Kauyon players raise about the Mont'ka style is that skimmer walls are weak against increasingly-common melta weapons. This is true; most melta weapons are most useful inside the 12" cover offered by disruption pods. Kroot walls, however, have their own silver bullet - flamers and other template weapons. A well-placed flamer template or two can inflict heavy casualties and flush the Kroot out of their cover.
  • Assault Worse: Kroot are better at assault than almost anything else in the Tau codex, but they're still unable to go toe-to-toe with most dedicated assault troops. Again, this is a situation where cover won't aid them, and by assaulting the edge of the Kroot line an assaulter can force the rest of the unit to pile up out of cover, possibly opening a gap in the lines. While this won't allow another assaulting unit to get past them that turn, it gives the assaulting unit control over where the defensive lines are. It also allows them to assault somewhere where they won't suffer from assaulting in difficult terrain. Granted, if the Kroot lose, it leaves the assaulter out in the open on the Tau player's turn, but a smart player will try to consolidate into the very cover the Kroot just lost.
  • Around, Over, or Through: Anything that can move over the wall - jump infantry, jetbikes, and skimmers - or can just deep strike behind it counters the strategy. Outflanking scouts and infiltrators can have a similar effect. The counter to that usually involves deploying the Kroot as a loose cloud around the static firebase. It's somewhat effective, but it also makes it harder to use the Kroot as mobile cover, as they have to stay in place to keep the area safe from invasion.
  • Fire Lanes Required: Having a static firebase means you'll need to have clear firing lanes available from the start. Your heavy guns won't have the freedom to reposition themselves easily, so a good initial deployment is absolutely key to success. In a situation like a Spearhead deployment, where your opponent can put you into a less-than-stellar table quarter, or Dawn of War, where you're walking your guns onto the board, this can leave you in a bad situation. Advanced Stabilization Systems on your Broadsides can help, but you can't quickly relocate them as needed. If you have fire lanes available, you'll be reliant on your Piranhas to force your enemies to use them over alternate, safer routes.
  • Support Dependency: Most Kauyon variants run at least one, if not two, units of Pathfinders in order to maximize their firepower; they may run fewer guns, but those guns are more likely to hit. Pathfinders, unfortunately, need to stay stationary to use their markerlights, which just compounds the firing lane requirement. They also increase the area that needs to be protected behind a wall, possibly stretching the Kroot defense (who also can't benefit from the Markerlights) a bit thin. A canny opponent will realize that the Pathfinders by themselves are no threat and go after the other guns instead.
  • An Objective Too Far: Finally, the core vulnerability of the Kauyon style is its very static nature. To maintain a solid castled formation, the Kauyon player's firebases need to remain relatively stationary, or at best move slowly forward. While this can make holding an objective inside one's own deployment zone very easy, it makes it difficult to capture other objectives. Using troops as ablative cover increases this difficulty, as your units that can capture are likely going to either end up breaking or going to ground. They won't be easily crossing the field to capture points. A minimum-sized unit of Fire Warriors in a Devilfish can help somewhat, but it'll be required to go outside the defensive perimeter, where it will lose the benefits the rest of the army is built around.

Interestingly, the Kauyon style can mitigate some of these shortcomings by playing a variant Mont'ka game. Some may trade a Broadside unit out for a single Hammerhead, or may drop the walls and instead outflank with the Kroot, keeping their Crisis Suits on the move and hiding behind LOS-blocking terrain whenever possible. However, it can end up being a poor-man's version of the Mont'ka strategy, depending on how many points are tied into slow-moving/stationary units.

On the other hand, the Mont'ka strategy addresses most of those issues:

  • Making Our Own Cover: With the focus on skimmers, Mont'ka armies depend on disruption pods for cover. While this doesn't help at short ranges (which is why melta weapons are so strong against the style), it guarantees a cover save even when a unit is wide open. Those skimmers can also be used as mobile terrain for Crisis Suits trying to Jump-Shoot-Jump across the field.
  • Assault Not As Bad: A mechanized army has less to fear from assault for a number of reasons. For one, as long as the vehicles are staying mobile and moving at Cruising Speed or better, enemy assaulters will only be hitting on a 6, which greatly reduces their chance of damaging a vehicle. Also, skimmers can't be locked in combat, or even boxed in by infantry, but can still tank shock other units off of objectives. Finally, even if an assaulter does manage to destroy a vehicle (keep an eye on power fists and thunder hammers), it's not considered a win in assault, meaning the unit doesn't get to consolidate. They're stuck just where they were.
  • Making Our Own Fire Lanes: A Mont'ka army can deploy first turn in a spot where the enemy can't draw LOS to it, knowing that it can move to a clear shot next turn. As the enemy moves, the Mont'ka force can easily reposition to maintain clear lines of fire, and (with Crisis Suits) can move during the assault phase to deny the same to the opponent.
  • Support-Independent: Mont'ka armies don't often run Pathfinders because of their stationary nature. This frees up points for either more troops for capturing objectives, or more Crisis Suits/Hammerheads/Piranhas for hammering the enemy. In actual effectiveness, it's probably a wash - more shots for Mont'ka v. fewer but more reliable shots for Kauyon - but it also means that the Mont'ka player doesn't have to worry about keeping an otherwise-harmless unit alive and can focus on pressing the attack.
  • Capture and Contest: While the Kauyon player can have trouble dealing with far objectives, a Mont'ka player has far less trouble dealing with capturing, or at least contesting, points all over the table. Typically, this involves spending the first few turns trying to clear out the enemy, and then rushing in with troops in transports, usually kept in reserve, at the last moment. Of course, the Mont'ka player will often abandon their own objectives in order to go after the opponent's.

I find the Mont'ka style to be more flexible, especially when oddball deployments come up, such as some of the missions in the Battle Missions book. By being able to quickly shuffle itself about, it can overcome poor deployment options and keep itself alive by constantly moving whenever possible. It is a bit more fragile, as vehicles can be one-shotted, but I consider it a fair trade-off for the resiliency of a more static army. A mechanized list can still castle up, of course, just as a castle style can switch to mobility, but neither will be quite as good at it as an army dedicated to the tactic.

In the end, it comes down to the style you prefer. Do you prefer the flexible, quick-moving style of the Mont'ka? Or the static, tenacious style of the Kauyon? Both are effective, and each can easily take lessons from both - I'm contemplating adding Kroot in my mechanized list as cheap outflanking contesters. Which one works for you? For me, make mine Mont'ka.

And I think that's my last post for a long while on this entire debate. It's been a fun week or so, and very educational. I'd like to thank Old Shatter Hands for getting the ball rolling, Aloh'Nan'El for holding my feet to the fire, and for everyone who's visited and commented during the entire debate!

31Aug/102

Quigley Down Under

Quigley Down Under is a 1990 neo-western starring Tom Selleck as Matthew Quigley, an American cowboy and rifleman hired in Australia for his long-range shooting skills. Throughout the film, he uses a customized buffalo rifle to deal with Elliot Marston (Alan Rickman, playing an excellent villain as always) and his band of hired thugs. In fact, that's just about all he uses. During a conversation early in the film, Marston asks Quigley about shootouts with Colt Revolvers, and Quigley responds that he never had much use for revolvers.

This has everything to do with the current Mont'ka v. Kauyon debate, I swear.

See, a lot of this debate really comes down to personal preference, play style, and environment. How do you like to play, what are you used to playing,  and what are you playing against? What are you trying to get out of the game? Have you found a style that fits you well? How do you react to the tables and opponents you face regularly? I could restate these questions over and over again; my point is, these are the things that shape how we approach the game and can bias us one way or another.

Take Aloh'Nan'el, for example. He's a big supporter of the static playstyle, because it works for him. He admits that it may not be as fun to play as a more mobile list, but with the armies and players that he plays against, it gives him a better chance of winning, or at least of making his opponent fight for the win, and that makes up for any fun lost by not playing the mobile style. Old Shatter Hands, on the other hand, admits that the list works for the most part, but doesn't find it to be as enjoyable a game or as good a fit for his playstyle. Outside of tournament competition, he's mobile all the way. (As always, if I'm misrepresenting either of you, let me know.)

I outright reject the notion that there's only one way to play, or that there's even only one "competitive" way to play. I prefer a mobile style, because it fits how I play, how I've assembled my army, and, most importantly to me, I enjoy playing it. It's a very fun army for me to play, and I'm learning to use it well. I also enjoy trying to adapt it to a changing environment while keeping its flavor the same. I've heard it said that "[i]t doesn't matter if you win with it, if it's a bad list it's just bad," but I disagree with that school of thought. If you've found something that works for you, and you enjoy playing it, then it's not really bad, is it?

And now back to the movie (and be warned, there are spoilers, if you care about spoilers on 20-year-old films).

Near the end of the film, Quigley is injured, captured by Marston, and forced into a quickdraw duel with Colt revolvers. Marston, a wannabe quickdraw shooter, figures he has the edge on Quigley, who he assumes has skill only with his rifle. Quigley quickly disproves that assumption by shooting down Marston and his two remaining thugs before they can even draw from their holsters. He then walks up to the dying villain and delivers what is perhaps the best line in the film, "I said I never had much use for one. Never said I didn't know how to use it."

That's why I'm grateful for this whole debate, because one of the keys to becoming a better player is to understand more about what your army (and others) can do. Before OSH had posted about the Kauyon style of play, I was honestly unaware of that style of using Kroot. It's mostly been a development from the tournament scene, and as I'm not really a tournament player I don't usually frequent those parts of the 40K blogosphere. A week later, I've received a pretty thorough education in the basics, and having had a chance to try it out myself, I can appreciate the strengths of such a strategy in a way I couldn't a week ago. That doesn't mean I'll adopt it as my own - it's very different from how I like to play, and I find its differences to be somewhat frustrating - but learning about it has made me expand how I look at the game and re-evaluate how I build my army.

In summary, Quigley provides a good model to follow. It's best to understand multiple armies and ways of playing, while at the same time finding the style that fits you and making it your own. You can hone your skills while still getting what you want out of the game - enjoyment.

Tagged as: , , 2 Comments
30Aug/1011

Well, That Was Unexpected.

So, good to my word, I tried out a list that utilized a Kroot Wall. I didn't expect much of it, but as I said, I couldn't take a critique much further until I played it and got a feel for what the list could actually do. I ran it up against a friend's Space Wolves list, full of meltas, combi-meltas, multi-meltas, psychic powers, and Long Fangs with missile launchers. We played Spearhead/Seize Ground with 3 objectives. I had my Kroot arrayed in a double line in front of my army, ready to take the brunt of their attack, and my hopes weren't terribly high.

I'm not too proud to admit, the little guys held the line.

Now, they did have a few circumstances in their favor:

  • There was a piece of wooded area terrain near the center of the table, just far enough from the enemy forces that I was able to infiltrate over half of each squad into it.
  • I managed to pop two Rhinos full of Grey Hunters before they got to my line.
  • My opponent couldn't roll to save his life tonight (on a 6-shot attack, he rolled four 1s and two hits, and the two hits both rolled 1 to wound).

But still, they were rather resilient. They survived multiple Living Lightnings and Murderous Hurricanes thrown their way, with only 5 lost between both units. Now, had something template-based hit me, it would have been all over for them, but in this particular fight they performed decently.They even had enough rapid fire shots to start whittling away the de-transported Grey Hunters moving towards the center objective.

However, before you think I'm waxing ecstatic, I didn't find them to be perfect to work with. Getting the synergy between Kroot placement and Crisis Suit placement is tricky. The lines of Kroot take up a fair amount of space, and trying to JSJ over that and the other terrain near my table quarter blocked off more shots than I preferred. It's a much higher footprint army than I'm used to, and the lack of mobility could really be felt. Also, anything that can bypass the wall is a problem (such as deep strikers), but that's a risk with this list. Still, I will say that 20 Kroot performed better than the same value of mounted Fire Warriors. I still doubt I'd pull much else from the list, though. The rest of the components ran mostly the same as my current list.

One test is far from conclusive, though. It's going to take more tests to get the nuances down. Time to face off against a few other armies...

Tagged as: , 11 Comments
29Aug/107

Putting My Money Where My Mouth Is

So the Mont'ka v. Kauyon debate continues, and I'll be honest - I still am not fully understanding the Kroot appeal. My playstyle involves having everything in my list being a direct, mobile threat in some way or another, and all I keep hearing over and over again is that the best thing I can throw in my army is a couple of units of Kroot to just stand there and die. Frankly, the two don't fit, and the idea of a purely sacrificial unit just boggles me. I get suicide units,  but a suicide unit that can't even hurt the enemy? I freely admit that I don't get it.

However, instead of digging in my heels and continuing to argue for the sake of arguing, I've decided to see how the other half lives. I still contend that the two play styles aren't terribly different, so it took only a few changes to switch the list into something vaguely resembling the "must play" list. Here's what I've come up with:

HQ: Commander Shas'el (102 pts)
1 Commander Shas'el (Fusion Blaster; Hard-wired Multi-tracker; Hard-wired Target Lock; Plasma Rifle; Targeting Array)

Elite: Crisis Battlesuit (141 pts)
3 Crisis Battlesuits (Flamer; Twin Linked Missile Pod)

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

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

Troops: Fire Warrior (145 pts)
6 Fire Warriors
1 Devilfish (Disruption Pod; Gun Drones)

Troops: Kroot Carnivore Squad (70 pts)
10 Kroot Carnivores

Troops: Kroot Carnivore Squad (70 pts)
10 Kroot Carnivores

Fast Attack: Piranha Light Skimmer (75 pts)
1 Piranha Light Skimmer (Fusion Blaster; Disruption Pod; Targeting Array)

Fast Attack: Piranha Light Skimmer (75 pts)
1 Piranha Light Skimmer (Fusion Blaster; Disruption Pod; Targeting Array)

Heavy Support: Hammerhead Gunship (170 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Blacksun Filter; Disruption Pod; Multi-Tracker)

Heavy Support: Broadside Battlesuit (280 pts)
1 Broadside Battlesuit (Team Leader; Hard-wired Drone Controller; Hard-wired Target Lock; 2 Shield Drones; Targeting Array)
2 Broadside Battlesuits (Targeting Array)

Total Roster Cost: 1500

Here's what I changed:

  • Replaced the Centurion (Plasma Rifle/Ion Blaster) commander suit with a Helios configuration. It's a slight loss of anti-horde firepower, but in exchange I get more melta.
  • Replaced the Ion Cannon Hammerhead with a pair of Piranhas. This isn't a hard change to make; it's what I originally swapped out for the Ionhead, as I was wanting more anti-MEQ firepower
  • Replaced one squad of mechanized Fire Warriors with two squads of 10 Kroot each. I don't have any Hounds, and I'd have to start shaving off something useful to get them. In a higher-point list, there'd definitely be room for them, but for now, just Kroot will do.

Hopefully, actually playing the list will help me understand what the appeal is. I don't know if it will fit the environment I play in (there's no real fast melta threat other than deep-striking Blood Angels), but we'll see if it offers any appreciable benefit in exchange for the loss of some mobility. It's not that my own list doesn't work; I've been very happy with its performance. I just want to understand this philosophy that's so different from my own, and I don't think that can happen through just discussion.

27Aug/1013

To the Kauyon Players: Why Kroot?

I've been doing more study into the whole Kroot Wall phenomenon in order to better understand it, and there's one part of the whole deal that I'm still trying to understand - why Kroot? Why not Fire Warriors?

I understand that the purpose of throwing up lines of Kroot is to provide something else for your opponent's assault units to smash into. I'm told that Kroot Hounds are added to the mix because they offset the Kroot's problem with initiative, and give the unit a chance to hit first, as well as to avoid being swept when they inevitably break. However, I've been running the numbers, and frankly, it doesn't look terribly good for either the Kroot or their hounds. It's all mathhammering at the moment, but I've been doing sample assaults between a unit of 10 Kroot and 5 hounds and:

  • 30 Ork Boyz
  • 10 Blood Angel Assault Marines with an attached Sanguinary Priest
  • 10 Howling Banshees with an Exarch with Mirrorswords
  • 30 Hormagaunts
  • 6 Thunderwolf Cavalry
  • 6 Raveners
  • 10 Khorne Berzerkers
  • 10 Genestealers

These are all assault units that have made regular appearances on our tabletops. Assuming that the Kroot are always assaulted on the enemy's turn - there's no reason to assault on the Tau's turn and risk losing the unit, removing the speedbump, and giving the enemy a consolidation move on your turn - the Kroot lose every time, and very badly in most cases. Even with the Hounds acting at initiative 5, and pulling off Kroot as casualties before pulling off Hounds, in almost every instance the Kroot lose by such a large margin that they're guaranteed to break, and in many cases it's a 50/50 chance that they'll avoid getting swept. In a couple of cases, the Kroot are wiped off the table entirely before morale checks are even made. Having toughness 3 and no armor save all but ensures that they'll be destroyed in assault, and often they don't even return enough wounds to make a difference. Also, these combats didn't take into account any pre-assault shooting. This was purely hand-to-hand combat. With shooting involved, the odds are stacked even further against the Kroot. Now, I understand that the Kroot aren't necessarily supposed to survive, but they don't even perform well enough to bloody the enemy's nose. The attacking units barrel through the wall almost completely unscathed.

So why not Fire Warriors? True, they cost 3 points more per model, and don't have the option for Kroot hounds, but they have better guns and a 4+ armor save. Kroot may have a better Weapon Skill and slightly better Initiative, but in many cases it doesn't matter; they don't get a chance to return many attacks. A squad of 10 Fire Warriors costs the same as 10 Kroot and 5 Hounds, and can put out more firepower. Two ranks of them would be even more capable of returning fire at would-be assaulters, and would be all but guaranteed to fall in assault, avoiding the problem of getting locked in combat.

So, enlighten me - what is so special about the Kroot that makes them the go-to choice for screeners? Is it the lower point cost, allowing you to run a longer line of them? Is it the ability to infiltrate, allowing the line to go further into the field than normal, or to outflank in situations where a wall offers no advantage? Is it because they're so fragile, making it all the more likely that they'll die in assault and leave the enemy out in the open? All of these? Something else? Inquiring minds want to know.