Mont’ka: Clarification and Addendum
Well, in the last 24 hours I've been given a thorough education in the Kauyon/Kroot Wall strategy, and I want to thank everyone for contributing and pointing out issues with my counterpoint to Old Shatter Hands. I particularly want to thank Aloh'Nan'El from Shoot Tau Thrill; I've been having a series of discussions with him about his counter-counterpoint, and along with everyone else's commentary it's been very enlightening. With the new information I have, I feel it's important to clarify and revise my commentary.
One point that several people have brought up is that I seem to ignore long range, high strength, low AP weaponry, such as lascannons and krak missiles. It's true, I didn't really take those into account. The reason for this is that I don't really come across much of it. Most of the armies I play in my local play group are short range assault armies, and any armor-piercing weaponry tends to be used at melta range or shorter. This is starting to change, however; our Space Wolf player is starting to run Long Fang squads full of missile launchers, and our Eldar player is adding Wraithlords and Vypers with Brightlances and Star Cannons to his list, along with a pair of Fire Prisms. The time is coming when I'll need to start adjusting to the new threats on the field.
Another criticism is that I underestimated the utility of Kroot, especially in regards to Kroot Hounds and how they make up for the Kroot's low initiative problem. This is a fair complaint; I completely overlooked hounds. Mainly, this is because I've never used them, and have only rarely used Kroot for that matter. The couple of times I have used Kroot, they made a decent entrance, but have gotten wiped out shortly thereafter. Using them as a wall, as fragile as they are, never occurred to me, and I'm still dubious about how well they work. Hounds would definitely help, but I think the assault troops I run across - Howling Banshees, Hormagaunts, and Blood Angels with Sanguinary Priests - would tear through Kroot and Hounds alike.
(Also, as a side note, I don't own Hounds because they're ridiculously expensive. Two for $14? Seriously? And I'm supposed to be running 10 to 14 of these? Most of my money has gone towards mechanized elements instead.)
My support of Jump-Shoot-Jump tactics to break line of sight, rather than settling for just hiding them in cover, has also raised a few arguments. One comment I read was that LOS-breaking terrain was uncommon at many, if not most, tournament tables. Is this really the case? On our tables, we're not running hyperdense terrain, or even anything as busy as a Cities of Death table, but there's still no lack of terrain for blocking sight lines. Between two-level hills, bastions, ruins, and other buildings, there's no lack of cover tall enough to hide my Crisis Suits. On the other hand, there's hardly anything in the way of trees, so the Kroot's fieldcraft ability doesn't come into play. Is terrain on tournament tables really so short and sparse that hiding behind Kroot is the only option for avoiding enemy fire?
I'm also curious about whether or not this tactic would be effective below 1750 points. Most lists I'm seeing that utilize Kroot Walls are built for 1750 to 2000 points, common sizes for US tournaments. However, at 1500 points, our most common game size, I'm dubious as to whether I could shed enough points from my army to pay for a couple of units of Kroot without sacrificing killing power. I could drop my Ionhead, which would pay for two units of 10 Kroot, but they'd be prey to all the Kroot weaknesses without Hounds (which I don't own; see above side note). Note that that still doesn't give me any points for Piranhas; they're in my larger lists, but they just don't make the cut at 1500 points. Smaller games also mean smaller armies, which means smaller overall footprints, which means more room for maneuverability. At 2000 points, I could definitely see spending points on blockers and screeners, but I think 1500 points is below the Kauyon sweet spot.
Along these lines, I'm also a bit surprised at how little difference there is between the Mont'ka and Kauyon lists. Looking at Old Shatter Hands' 2000-point Kauyon list, it's very similar to one I've put together. Both lists feature elite slots full of Deathrain and Fireknife suits, fast attack slots packed with melta-packing Piranhas, and a unit of three Broadsides in one of the heavy support slots. The main differences are that I run a squad of Pathfinders and two Hammerheads, rather than a second Broadside unit, a third Piranha, and two Kroot walls. Other comments I've seen talk about how that, in cases where the Kauyon technique won't work (say, against a barrage-heavy army), the Kauyon army can shift into a Mont'ka mechanized form, with the Kroot acting as outflankers. I think it could be safely argued that these Kauyon lists are really just Mont'ka with extra padding. If the points are available, I can see tacking on some Kroot as defensive filler (another reason why I think the sweet spot for the list is above 1500 points), but really, we're playing the same tactics with slightly different tools.
My final argument against the Kauyon strategy is one that has no tactical or strategic footing, but it's one that's build more on fluff, battle philosophy, and personal feelings. Using Kroot as sacrificial stalling units seems antithetical to the Tau battle philosophy established in the fluff, and that the castling deployment somewhat sacrifices the traditional Tau strength of maneuverability. It doesn't feel, to me, like it's the most Tau-y of strategies. However, from the comments I've received, it seems to be a response to powerlists in the tournament scene, and fluff is often sacrificed to combat performance in such an environment. A number of people have stated that they enjoy playing a mechanized army more, but that they have a better chance of winning with the more static style. Some, such as OSH, have gone as far to say that they would continue to play a mechanized style in friendly play, but shift back to the Kroot Walls in tournament play. I don't think there's really a wrong way to play, and it all comes down to the environment you play in and what you're wanting from the game.
Mont’ka: We Will Strike the Killing Blow

UPDATE: This article is based on incomplete information at best. Click here for a revised counterpoint.
Yesterday, Old Shatter Hands over at The Tau of War posited that mechanized Tau was not the way to go, and that it was the Kauyon style of play that was more successful in today's environment. Being a mechanized player myself, and having taken many lessons and moments of inspiration from his past writings, it struck me as a major reversal. He's invited me to provide a counterpoint in support of the Mont'ka mechanized attack style, and I've decided to step up to the challenge.
OSH describes an army that mostly eschews mobile elements, instead setting up an army that would look very familiar to historical wargamers. The heavy-hitting units, mostly Broadsides and Crisis Suits, sit in the back of the army while a skirmish line of lighter elements, mostly Kroot, Gun Drones, and Piranha, screens them and keeps the enemy occupied at arm's length. Initial deployment consists of one or two such firebases, and during the game the army moves forward and tries to press the attack by claiming the middle of the field. It's a full-on frontal assault that pits the bulk of your army against the bulk of your opponent's, rather than the strike-and-move tactics that are commonly associated with the Tau.
I have a few issues with this strategy:
- Screening is a Two-Edged Sword. In 4th Edition, screening made perfect sense, because it was a form of target denial. In 5th Edition, it provides cover saves, which aren't nearly as effective a safeguard. In this case, you're screening Broadsides and Crisis Suits, which already have better armor than the cover save you get from screening them, and most weapons that can penetrate that armor will have to be within your screen to be in range (or are barrage weapons and will ignore your screeners anyway). Worse yet, the same skirmishers that are screening you are screening your opponent from you. They're going to be providing a 4+ cover save to them when you fire at them. Against Marine equivalents especially, this is very counterproductive; you've just neutered the threat from your plasma rifles by giving the opponent's troops a 50/50 chance to survive each shot.
- Kroot aren't hardy enough. Well, if the Kroot aren't there to shield you from guns, maybe they're there to shield you from assaulters. They're semi-competent in assault (which puts them light years beyond the rest of the Tau army in that regard), and they can be run in decent numbers. However, their low toughness, low initiative, lack of an armor save, and relatively low morale make them less than optimal for this task. Again, let's put them up against a MEQ assaulter. The Kroot will go second, they'll take a fair number of wounds they won't be able to save against, and most of the wounds they inflict when they attack will be blocked by the Marine's 3+ armor. They'll likely lose the assault, break, and very likely get swept. Now, it is true that if they do get swept, that leaves the winning assaulter open to be shot at, but you've just given up your skirmishers to be little more than a speedbump. OSH suggests using Gun Drones to try to screen your Kroot, but it's really just trading one delay for another. Neither unit is tough enough to either act as a tarpit, or to inflict enough damage on the enemy before dying to let the next unit do clean-up.
- You're stuck face-to-face. With your largest firebase engaged on the same side of the table as your enemy's strongest flank, you're forced to trade fire against one another's front armor. Granted, Tau railguns are good, and they'll still be damaging AV14 half the time, but being stuck in one forward-facing position prevents your other weaponry from having access to the enemy's weaker side and rear armor. This can be mitigated somewhat by having a second firebase, as OSH recommends, but you're still going to have to work slowly around their flank before you get full access to their weak points. Meanwhile, moving up the table face-to-face leaves your sides vulnerable to outflankers, and the rear of your army is open to drop pods and other deep-strikers.
What the Kauyon approach seems like, more than anything else, is a stalling game. By throwing ultimately disposable skirmishing troops at your enemy, it aims to keep your larger guns alive longer and maximize their utility. However, I'm not sure I'm convinced that it's a winning strategy. OSH posits that it's a reaction to the more crowded tables created by newer codexes and their lowered point cost/increased model count armies. I'm left wondering what size games he's playing where this is the case; he specifies that it's for tournament play, which would indicate 1750 and up to me. At 1500 points, even against Space Wolves or Blood Angels, there's still plenty of room to take advantage of Tau mobility.
How does a Mont'ka-style army approach the above weaknesses in the Kauyon battleplan?
- Breaking line of sight is better than cover. The bulk of your mid-range firepower is in Crisis Suits, and Crisis Suits are used most effectively when the enemy can't draw line of sight to them. At this point, everyone's familiar with the Tau jump-shoot-jump strategy. I've heard that true line of sight makes it less effective in 5th Edition, but I disagree. It's a matter of picking the right terrain to hide behind; hills and buildings are far more effective than loose foliage. The approach to handling troops is similar; Fire Warriors in Devilfish are (generally) kept in reserve. A unit that isn't on the board can't be shot at by the enemy.
- Avoiding conflict is key. Skirmishers, like the Kroot in a Kauyon army, are meant to tie up enemy units for a little while. The Mont'ka army, on the other hand, attempts to destroy an enemy unit utterly rather than just tie it up. Rather than throwing waves of disposable infantry in the way, moving around to deny cover saves, coordinate fire, and throw plenty of high strength/low AP weaponry at the target keeps them from getting at your higher-priority units. By using tougher, better-armed, more mobile units, you can aim to avoid assault as much as possible while inflicting more damage on the enemy.
- Superior position can magnify weaker firepower. While having Broadsides hammering the enemy with railgun rounds is useful (I run such a unit in my otherwise-mechanized list), having increased mobility allows other weaponry to be deadly as well. Missile pods and plasma rifles are still threats to AV10 and 11, and with the ability to quickly cross the table and put themselves in position to exploit those weaker spots, they can prove as deadly as a Broadside. Also, by having the army arrayed throughout the battle field, there are fewer concentrated weak spots in your own lines, and the mobility of a mechanized army allows you to more quickly adapt to a changing battlefield.
One other strength of the Mont'ka style is that it saturates the field with threats. In the Kauyon style, your big guns are concentrated in a couple of spots, and everything else is just filler that has to be worked through (or avoided) to get to where the core of your firepower is situated. In a mechanized Tau army, though, everything is a threat, both alone and in combination with other units. Your opponent can either spread his fire out in the hopes of hitting a bit of everything, or he can do the same focus-fire on you that you'll be doing to him. By taking advantage of the battlefield terrain and denying him targets, you can blunt his ability to react in kind.
Finally, one more advantage of the mechanized format is that, when needed, it can masquerade as a Kauyon-style army. Piranhas and Devilfish can act as blockers and mobile cover while protecting the Broadsides, Hammerheads, Crisis Suits, and Fire Warriors behind. However, as the situation changes, the army can quickly reposition itself and/or scatter as needed. The more static guns-and-skirmishers build, on the other hand, is locked into one style of fighting.
It's not that I necessarily think the Kauyon build is unworkable; Old Shatter Hands is obviously making it work for him. However, it just seems like it doesn't play to the Tau's strengths and that it's an uphill battle. I'd like to see his actual list, because maybe there's some magic that I'm just not seeing. In the meantime, though, I still contend that fast and mobile wins the day.
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!
Why I Don’t Play Fantasy

Games Workshop has just announced that the Island of Blood starter set for Warhammer Fantasy Battles is available for pre-order, and I know at least a couple of my friends (namely, WDR and Hooligan from the Undergopher podcast) are planning on picking up a couple. WDR has been on a big Fantasy kick lately, and has been talking up the game to anyone in our group who will listen. It's understandable; Fantasy was his first Warhammer gaming love, and from everything I've heard the newest edition is very good. He's even managed to get me to contemplate getting into the game, to the point where I've been on GW's website pricing out various options.
However, I just don't see myself taking it any further and actually putting anything in a shopping cart. I enjoy wargaming, and I've been pretty happy with Warhammer 40K, but crossing over into Fantasy-land just doesn't click for me. Why is that? What makes me so adverse to getting into square-basing? Let me break it down a bit.
- I'm cheap. WFB is not an inexpensive game, especially compared to 40K. There's the fact that the standard army is 2000 points, as compared to 1500 for 40K, and from what WDR has told me, even that's starting to give way to 2500-point armies. That's not a small investment, and when you consider that units in WFB generally cost less points-wise than they do in 40K, you're having to buy even more minis to fill out that point budget. Even the newer, mostly-plastic armies start to get expensive. Take Skaven, for example. Two Island of Blood sets and a Skaven Battalion box gets you a good number of minis - 120 Clanrats, 20 Plague Monks, 6 Rat Ogres, 2 Warlords, 2 Warlock Engineers, 2 Plague Wind Mortars, 2 Warpfire Throwers, 2 Master Moulders, and 3 Packmasters. It looks like it'd be a decent-sized force if it were a 40K army, but in Fantasy, that doesn't even crack 1500 points. And that's roughly $220 of plastic (assuming you split the starter sets with someone). it's enough to get you started, but it's not a complete army by any means. Granted, it's still a good deal, but that's thanks to the starter set; most armies won't be that good a deal.
To compare, I started my Tau army with a Battle Force and a Megaforce. That was also around $220, but that got me 32 Fire Warriors, 12 Kroot, 3 Crisis Suits, 6 Stealth Suits, 3 Piranhas, 2 Devilfish, a Hammerhead, and assorted Gun and Marker Drones. It's not quite 1500 points, but add a Commander Crisis Suit, and you're within spitting distance, and it's a relatively complete army. You have at least one unit in each FOC group, and you can get a feel for most different Tau units.
- I like smaller armies. Going along with being cheap, I don't like armies with tons of miniatures. There's a reason why I don't play Imperial Guard, or Tyranids, or Orks. The "massive horde of troops" army style just doesn't appeal to me, either in a tactical sense or in a hobbying sense. I'm a slow painter, and the idea of having to paint all the figures required in a Fantasy army does not sound fun. At any rate, I wouldn't finish it anytime soon, especially with two other 40K armies in the queue already.
- I prefer 40K's fluff. I'm a sci-fi nerd first and foremost. That doesn't mean that I don't like fantasy - my D&D shelf at home is a testament to the contrary - but the fluff for Warhammer Fantasy has never really caught my fancy. I don't know what specifically about Fantasy's dark grim-and-grittiness doesn't work for me, but it's just never held much interest. None of the factions really appeal to me either (other than Skaven, for their 'mad science' vibe, and maybe Warriors of Chaos or Dark Elves, but even that's iffy). On the other hand, 40K's sci-fi fluff grabs my attention, and as odd as the fluff can occasionally be, I can discuss it for hours with friends, and I enjoy delving into it. One of these days, I need to pick up a Black Library novel, but I have enough books in my reading queue as it is...
- I prefer 40K's skirmish feel. Another thing about Fantasy that doesn't appeal is wheeling large blocks of troops around. Whenever I look at a picture of a Fantasy battle, there's something about it that feels very static, and I think it's because all the minis are locked into these nice, neat rectangles. I understand that it fits the pseudo-historical style of combat that it's supposed to emulate, but it's something that just holds no interest for me. Instead, I prefer the looser feel of 40K's units and movement. Granted, Fantasy's movement trays make it much easier to move large units (anyone who's played against a mob of 30 Ork Boyz will appreciate that), but I like the freedom of 40K's fluid troop formations.
- I'm running out of space! Let's say that I had the money for a full-sized Fantasy army, and that I overlooked my other issues with Fantasy. I'd still have one more major issue - I have nowhere to put a Fantasy army. As it is now, I'm already storing the largest part of my Tau army at a friend's house. Partially, this is due to convenience - that's where we play - but it's also due to the fact that we're trying to declutter our small house right now. Until we get a bigger place, or I get rid of enough other things to have a lot more space (and we already have a good chunk of our belongings in storage), I've got nowhere to put a third army, especially one the size of a WFB army.
Now, none of these issues are saying that WFB is a bad game, or that I'm refusing to play it because of its lack of quality. In fact, if a friend invited me to play, and provided an army for me to use, I'd give it a go. These are just my personal reasons for not diving into it myself. Of course, I'll be interesting in hearing WDR's response to this...
EDIT: It's been pointed out to me that my math was wrong on the point values on two Island of Blood boxes. In fact, you can get to over 1200 points between the two of them, and adding a Battalion box gets the total up to just shy of 1800 points. Okay, that's a much better deal for $220. Add in something from the Rare Units list, and you could easily hit 2000 points for less than $300. That's not bad at all, so the "I'm cheap" point above is questionable. Of course, I am still cheap, and can't really afford to drop $300 on a new army, but the game itself isn't to blame... as much. If I wanted to play something other than Skaven or High Elves, I'm back to square one.
XV-88 Broadsides (Re-)Deployed!
After looking at my last post and noticing some areas of the Broadsides that needed clean-up, I spent tonight doing small touch-ups. Mostly, this involved breaking out the foundation paints and recoating all the areas that didn't quite match. I even found a few spots on the SMS arms that, despite priming and painting, still had small spots of bare metal showing through. The bases got some cleanup as well, with a liberal application of Gryphonne Sepia wash followed by some drybrushing with Vallejo Cobra Leather. With them finally looking a bit sharper, I decided to break out the portable studio and snap a good picture of them.
I also managed to finish up the shield drones that go with the team leader:
Somehow, I managed to have a minor catastrophe with one of the suits while I was working. As I was doing my touch-up work, one of the railguns started getting a bit... wiggly. I worked the gun back and forth to see what the damage was, and the entire gun came loose from the body. My biggest fear was that the tab at the bottom of the gun had broken loose, but fortunately that wasn't the case. The glue just gave up. Thankfully, getting the gun reglued was just a matter of cleaning up the area with my hobby knife and regluing it.
Now that these are complete (minus any decals I might apply), it's onto my third Hammerhead next, as it's already primed and basecoated, along with its Ion Cannon turret. After that, there's a couple of Devilfish that need some basecoating. I've also been giving my Kroot a closer look. I might not use them much, but that doesn't mean they don't deserve to be painted!








