NockerGeek.net
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.

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15Aug/104

Playing with Leftovers

Over on the Dice Like Thunder forums, someone raised an interesting question: what would you do if you lost your army? In the event that something happened where your 40K army was irrevocably gone - stolen, lost in shipping, sucked into a warp rift, etc. - what would you do in response? Would you quit the game in disgust and/or despair? Would you start rebuilding your collection as it was, or would you do something new? Would you fall back to a backup/secondary army?

If something happened to my Tau army, I would probably be heartbroken. I'm just shy of having 2000 points of painted Tau, and after two years of working on them, if they were gone I'd be inconsolable... at first, anyway. Now, I do have my Slaanesh CSM army to fall back on, but I'm a Tau player first and foremost. I don't know if I'd want to start over. However, when I answered the forum post, I started thinking. If I lost my primary Tau army, it'd be a major blow - but it wouldn't be everything. It'd be a major hit, as I'd lose most of my heavy hitters, but I have a selection of Tau miniatures that sit around unused that I could build an army with and start playing again immediately.

It'd be a very different army list, to be sure. The main features of my army - Hammerheads, Fireknives, Broadsides - would all be gone. However, in my leftover Tau miniatures, there's the backbone of an army. I'd still have 9 Fire Warriors left, and I have a unit of 12 Kroot, so there's my two mandatory troops choices. I also have 5 unused Crisis Suits, so there's at least one HQ choice. In fact, they'd all probably go into HQ slots as commanders and body guard, because I'd my Elite slots would be covered by Stealth Suits. I have 7 assembled and 3 still on the sprue, along with 4 Marker Drones, so I have Stealth Suits coming out my ears.

I'd have a few vehicles left as well. Even with the loss of two Piranhas in my primary army, I have one at home still on the sprue, so there's a Fast Attack option. I'd have a Devilfish available, although it would need some repair (it has broken engine nacelles) before I could field it. There'd be a Sky Ray as well, and the combination of that with my Stealth Suits and all their Marker Drones (and a team leader with a markerlight as well) would give the army incentive to pack Seeker Missiles. I imagine there'd be two on anything that wasn't a Sky Ray. I'd also have a single Sniper Drone Team available, so there's yet more markerlights available.

It'd be a bit of a hodge-podge of leftover bits, but there'd be a strategy to it, at least. Stealth Suits would be the backbone of the force, providing both firepower and markerlight support, while I'd have an HQ unit of Helios (plasma rifle/fusion blaster) suits to handle heavier threats. Meanwhile, the Piranha would provide another mobile threat to enemy armor, hopefully keeping them too occupied to focus on the Sky Ray that would providing my heavy fire support. A second HQ unit would provide some additional firepower, especially against massed enemy units, and my two troops would stay in reserve, hoping to sweep in and claim/contest objectives later.

If I were going to build an actual list out of it, it might look something like this:

HQ: Commander Shas'o (137 pts)
1 Commander Shas'o (Airbursting Fragmentation Projector; Twin Linked Burst Cannon; Bonding Knife; Hard-wired Drone Controller; Hard-wired Multi-tracker)
2 Gun Drones

HQ: Commander Shas'o (296 pts)
1 Commander Shas'o
(Bonding Knife; Fusion Blaster; Plasma Rifle; Target Lock; Hard-wired Drone Controller)
2 Crisis Bodyguards
(Fusion Blaster; Hard-wired Multi-tracker; Plasma Rifle; Targeting Array)
1 Shield Drone
(Shield Generator)

Troops: Fire Warriors (185 pts)
8 Fire Warrior (Pulse Rifle)
1 Devilfish (Gun Drones; Disruption Pod; Seeker Missile x2)

Troops: Kroot Carnivore Squad (84 pts)
12 Kroot Carnivores

Elite: Stealthsuits (150 pts)
3 Stealthsuits (Burst Cannon x3)
1 Team Leader (Bonding Knife; Burst Cannon; Hard-wired Drone Controller)
2 Gun Drones

Elite: Stealthsuits (150 pts)
3 Stealthsuits (Burst Cannon x3)
1 Team Leader (Bonding Knife; Burst Cannon; Hard-wired Drone Controller)
2 Gun Drones

Elite: Stealthsuits (235 pts)
2 Stealthsuits (Burst Cannon x2; Marker Drone x2; Drone Controller x2)
1 Team Leader (Bonding Knife; Burst Cannon; Hard-wired Target Lock; Markerlight; Marker Drone x2; Drone Controller x1)
4 Marker Drones (Networked Markerlight; Targeting Array)

Fast Attack: Piranha Light Skimmer (95 pts)
1 Piranha Light Skimmer (Fusion Blaster; Disruption Pod; Seeker Missile x2; Targeting Array)

Heavy Support: Sky Ray Missile Defence Gunship (165 pts)
1 Sky Ray Missile Defence Gunship (Smart Missile System; Disruption Pod; Multi-Tracker; Targeting Array)

Total: 1497 pts

It's an odd-looking list, compared to what I normally work with, but I think it's actually somewhat workable. I'm almost tempted to try it out; after all, it's never bad to have a backup plan!

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Tagged as: , 4 Comments
20May/108

Something’s Got to Give

My list isn't working. Most notably, it's not working well against Blood Angels, especially the deep striking variety. Changes are obviously required, but the question is, what changes? And are the weaknesses limited to just a few unit choices, or is it an overall playstyle issue?

Let's look at my current 1500-point list:

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

Elite: Deathrain Team (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: Railhead (165 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Disruption Pod; Multi-Tracker)

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

Total: 1500 Points

On the surface, there are a lot of solid choices here, with units that can deal with many different kinds of threats. My HQ and the Fireknife suits are killer against marines. The Deathrain suits (and the Fireknife suits, to an extent) are good against light armor and transports. The Hammerheads can deal with both heavier armored threats  and clumps of infantry. The Piranhas can also handle heavy armor, and can do so before the heavy armor gets me within range. Finally, the Fire Warriors provide objective control and ancillary fire against weaker targets. Meanwhile, the Pathfinders aren't there to do damage or handle threats; they exist solely to help other units do their jobs more effectively. Everyone has a job to do, and they can do it decently well.

However, play experience is starting to show that what's there just isn't enough. Or at least, not enough of any one thing. For example, there aren't enough low-AP anti-infantry weapons in the list. What's there can be devastating, but it's also insufficient to do more than put a few wounds on a unit. Wiping the unit out isn't likely in one round, and that's what this army needs to be able to do - focus-fire on a unit and kill it outright, removing it as a threat. At the same time, there's not enough heavy armor killers on the table. With two railguns and two fusion blasters, all of which are attached to vehicles that can (and often do) get one-shot-killed, one bad turn can ruin my day. At the same time, other units aren't contributing enough. The Fire Warriors are required, but they're not providing much that's useful. I need them for the list, and I need them for objectives, but I'm not convinced that I need so many of them. The Pathfinders are questionable as well; yes, their markerlights are useful, it's true, but I rarely get more than a turn or two out of them.

The Tau's strength is in their Elite choices - namely, Crisis Suits - and in their Heavy Support choices - Hammerheads and Broadsides. I need to maximize my list's usage of those slots, and to make room other units will have to end up on the chopping block. So, what's likely to go?

  • Fire Warrior Squad #3: Common wisdom is to run at least 3 troops choices in a 1500-point list. However, that assumes that your troops are likely to accomplish much on the table. If you're planning on keeping them in reserves (and thus off the table for at least a turn), I think you can run only two with relative safety. Hopefully, your opponent will be too busy dealing with the rest of your army to focus on the Fire Warriors, who aren't likely to contribute much more than being warm bodies on an objective.
  • Pathfinders: This is more a personal choice than one dictated by objective unit value. I know there are people who swear by Pathfinders and get a lot of utility out of them. While I've had battles where they've definitely been helpful, I don't know if I can say that any of them have been game-changing. In a larger game, I'd still hang onto them (and probably run an 8-man unit), but for me, I just don't think there's room for them in my 1500-point lists.
  • Piranhas: Cutting these is a much more painful decision than the others so far. I like these. I've gotten some good use out of them. However, they're just too fragile to enemy fire, and it's a rare occasion where they survive the entire game. They're very fast, and they have a decent gun, but when they slow down and get close to a target, it opens them up to too much enemy fire to be survivable. With a larger point list, this would be one of the first things to go back in.
  • Railhead #2 (maybe): Railgun Hammerheads are great. However, with some of the changes I'm considering, having two of them may be redundant. This is something that's on the block if I need to spare the points.

Now that I know what I'm cutting, what am I going to put in instead?

  • Fireknife Team #2: Fireknife (Plasma Rifle/Missile Pod/Multi-tracker) suits have been the multi-tool in my arsenal. They tear marines apart, they're good against light vehicles, and they've got maneuverability and survivability going for them. They have weapons that will wound just about anything and ignore armor and Feel No Pain, but still have enough range to be used at a safe distance. There's not enough that I can say about them, and given the number of Marine armies in my playgroup, taking more is a good thing.
  • Broadside Team: As I've said, one of the downsides of vehicles is that they can be taken out with one shot. Broadsides do not have this weakness; yes, they can be doubled-out, but even then you've only taken out one member of the team. A team of three Broadsides, with two shield drones for good measure, can take a great deal of punishment and dish it out in return. I can safely pull one Railhead without losing much in the way of anti-vehicle power.
  • Ionhead: With these two additions, there aren't quite enough points for two Railgun Hammerheads. However, replacing the Railgun with an Ion Cannon on one of the Hammerheads shaves off just enough points to fit in, and allows for a few other goodies, like a Smart Missile System and a Target Lock. I get more anti-marine firepower that's still decent against lighter vehicles/side and rear armor, all in a nice maneuverable package.

Here's the new list:

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

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

Elite: Deathrain Team (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)

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

Heavy Support: Ionhead (145 pts)
1 Hammerhead Gunship (Ion Cannon; Smart Missile Systems; Disruption Pod; Multi-Tracker; Target Lock)

Heavy Support: Broadside Team (280 pts)
1 Broadside Battlesuit (Team Leader; Targeting Array; Hard-Wired Target Lock; Hard-Wired Drone Controller)
2 Broadside Battlesuits (Targeting Array x2)
2 Shield Drones (Shield Generator)

Total: 1496 Points

Like the previous list, I have tools to handle a bit of everything. However, the difference is that this time, I have enough redundancy and overlap in capability that losing one unit doesn't remove my ability to do what that unit does. I can safely put some elements in reserve, for example, because there's more available that can do what they do. Also, by focusing more on battlesuits than on vehicles, I lessen my list's vulnerability to their general fragility. I've also managed to trim 6 kill points off of the list - I've gone from 19 to 13, which is a much more comfortable number to field.

I'll be getting in some games this weekend, so I'll field this list and keep you all updated on how it performs!

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6Apr/102

Pink is the New Black

With my Tau, I know what I want. I knew I wanted to play Mechanized Tau when I got into the game originally, and over the past two years I've continued that trend. Sure, I have a few static elements, such as Broadsides, but I've always had a clear vision in my mind of how I want my Tau armies to be built and how I want them to play out. With Chaos, though, I'm amazingly fickle and indecisive. The codex is just so very different that, as I've mentioned in the past, it takes a lot of adjustment for me to get a good feel for it. There are just so many options and ways to play it that I haven't been able to decide on just one way.

That said, it does seem like I jumped to playing a Khorne list rather quickly. Well, there's a reason for that. The person from whom I bought my (mostly) unassembled Chaos collection had been working on a Khornite CSM army before he moved on to other games, so half of it was already put together. This gave me an easy springboard to playing Chaos Marines. Even the Defiler with the extra close combat weapons was something he was already building towards, with extra CCW bits neatly packaged and set aside. For my second Chaos army, though, I want something that I put together myself. Deciding on that hasn't been nearly as cut-and-dry. At first, I was looking at playing a Tzeentch army, mostly because I had an Ahriman already painted and playable. Next, I leaned towards playing a Black Legion list, partly because I had Abaddon and partly because it was easy. However, after kicking around some ideas and putting a little bit of deep thought into it, I've finally made my decision.

Slaanesh.

Well, Emperor's Children/Slaanesh-themed CSMs, anyway. There's something about the sheer excess, fluff-wise, that appeals to my Chaos sensibilities. It's bright and garish and in your face, much like Khorne, but for very different reasons. It's also an interesting hybrid between the pure assault-iness of Khorne and the pure shootiness of the Tau. I think there's a lot of fun modeling and painting opportunities as well. Of course, the most important question is, what can I build? Here's what I've pieced together so far:

HQ: Chaos Sorcerer (1#, 155 pts)
1 Chaos Sorcerer @ 155 pts (Mark of Slaanesh; Familiar; Lash of Submission; Warptime)

Elite: Possessed (7#, 241 pts)
5 Possessed @ 241 pts (Icon of Slaanesh)
1 Possessed Champion
1 Rhino (Daemonic Possession)

Troops: Noise Marines (7#, 270 pts)
5 Noise Marines @ 270 pts (Sonic Blaster x4; Blastmaster)
1 Noise Champion (Doom Siren; Sonic Blaster; Power Weapon)
1 Rhino

Troops: Chaos Space Marines (11#, 265 pts)
9 Chaos Space Marines @ 265 pts (Icon of Slaanesh; Plasmagun x2)
1 Aspiring Champion (Power Weapon)
1 Rhino

Troops: Chaos Space Marines (11#, 265 pts)
9 Chaos Space Marines @ 265 pts (Icon of Slaanesh; Meltagun x2)
1 Aspiring Champion (Power Fist)
1 Rhino

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators @ 150 pts

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators @ 150 pts

Total: 1496 points

On one hand, the list satisfies my fluff quota. I'm running units of 6, the magic number of Slaanesh, I'm using Lash of Submission, and my one possessed Rhino is full of possessed marines. On the other hand, it still feels solid and fits my play style. The whole thing is mechanized (with the Sorcerer riding shotgun with the Possessed) apart from the Oblits, and each troop squad has its job. The melta squad hunts down armor, while the plasma squad focuses on those low Armor Save/Feel No Pain units that tend to be a thorn in my side. Meanwhile, the Noise Marines focus on killing standard troops, and the Oblits just provide whatever's needed at the moment.

The best part about this list, though, is that I'm probably 85% there; I have almost everything I need to build this list. To complete this army, I would need to buy a box of Noise Marines, an fourth Obliterator, and 2 more Rhinos. I could probably use 2 more Rhinos after that, so that everything will eventually be modeled as Slaaneshi, but for now I can borrow the Rhinos from the Berzerkers. For around $100, I could get the last few components for this army and get it thrown together.

Now, eventually I may replace the Sorcerer with a Slaanesh Daemon Prince with wings and Lash of Submission - the point cost is the same - but I don't have a Daemon Prince model, and I wouldn't know where to begin to model one. For now, the Sorcerer and his possessed posse will serve my purposes. I'm sure this list will shift over time, but I think it's a good base to start from.

Now, I just need to throw my Abaddon up on eBay...

Image © Games Workshop.

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31Mar/102

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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