Tag Archives: Tactica

Tau and 6th Edition: Initial Thoughts

After trying to digest the 6th Edition rulebook and reading through the new FAQs, I’ve started formulating how my Tau playstyle is likely to change in this new edition. Since I haven’t played a 6th Edition game yet, this is all theoryhammer at this point, but I think the basic ideas are sound.

Fire Warriors are better.
Thanks to the changes to shooting, Fire Warriors got a much-needed boost. They can fire their pulse rifles on the move at full range, and their rapid fire range has increased to 15″, making them able to rapid fire but still (mostly) stay out of assault range. Unless you really want pinning weapons, there’s no reason to ever take carbines now. On top of that, having the ability to Overwatch against an assaulting unit gives them a bit of push-back against assault armies. It’s probably not enough to win a combat, but if you can pull off a couple of models in the front of the assaulting unit, it might end up short on the charge. Thanks to the new vehicle damage rules, EMP grenades are a bit better, but I’m not sure if they’ve improved enough to be worth 3 points per model (and really, since when do we assault vehicles?). The one nerf to Fire Warriors is that transports aren’t quite as good as they used to be. No more 12″ of movement, popping out, and opening fire, since you can only disembark after 6″ or less of movement. Also, there’s no more hiding in a Devilfish and zooming up to grab objectives on the last turn, since embarked units (and vehicles in general) no longer claim or contest/deny objectives. The trade-off? Every vehicle can grab at least 6″ of movement in the Shooting phase by going flat out, so you can get them to the objective sooner. You’ll still have to pile out to claim it, though. Fire Warrior gun lines are a bit more viable.

Kroot are worse.
Overwatch cuts both ways, and with no armor to speak of, Kroot assaulting are going to get cut down. The only time I’d even think about it is if they charge out of a forest, since Overwatch happens before you actually move with your charge. Also, if you use Mysterious Terrain rules, those forests that the Kroot hide in are just as likely to kill them as protect them. They’re still passable as outflankers, and being able to fire rifles at 24″ on the move is decent, but they’re not quite as useful as before.

Blacksun filters are must-haves.
Night Fighting is much more common, being available at both the beginning and end of any mission. That makes BSFs vital, because they now provide Night Vision, which cancels the effects of Night Fighting. Better yet, so long as one model in the unit has Night Vision, the whole unit benefits, so team leaders with BSFs make everyone better. Even in Fire Warrior units, the shas’ui can take a hardwired BSF, making it easy for your entire army to see in the dark. I’d say it’s even replaced the Advanced Stabilization System as a must-have for Broadsides…

Advanced Stabilization Systems aren’t as good.
ASS was a mainstay for Broadside upgrades, but thanks to being able to shoot heavy weapons on the move (albeit at BS1), and the removal of the Dawn of War walk-on deployment type, they’re not as critical. Also, they make the unit Slow and Purposeful. While it’s not as big a downside on movement as before (you still get your full 6″ of movement), you can no longer Overwatch with S&P units. Being able to lob 4 missiles per suit at an oncoming enemy would be a hard thing to give up.

Target locks are gone.
The new FAQs have completely removed infantry target locks from the game. No more splitting fire with Broadsides, which is a notable nerf for them. They’re still a good unit, and the most reliable railgun in the game, but that particular loss of wargear hurts their overall effectiveness in large numbers.

Shield Drones are golden.
The new wound allocation rules make wounds come from the front of the unit first. Just pop shield drones in the front of your unit, and your opponent has to get through those before they can even touch the models behind. No more wound spillover if more wounds than shield drones are allocated.

Crisis Suits (and Stealth Suits) are jumpier.
The new Jetpack rules let our suits jump 2d6″ in assault, rather than a flat 6″. Less reliable, but on average a longer jump. With wound allocation being based on position, being able to quickly move around the table with our walking gun platforms is a godsend.

Stealth Suits actually function properly.
Stealth Generators actually make sense now, providing both the Stealth and Shrouded rules. This gives the suits  4+ cover out in the open, and 2+ cover just about anywhere else. Combined with Acute Senses (which now makes outflanking more reliable), and you’ve got a nice denial unit that can pop out where you want it. I don’t know if it makes them worth trading off a Crisis Suit unit, but it definitely makes them more viable.

Pathfinders are a mixed bag.
Scout no longer works the same way; it’s now a redeployment (rather than movement), and you can’t disembark during the Scout shuffle. This makes the old trick of moving the Pathfinders into position quickly and out of their transport before turn 1 no longer viable. They’re now saddled with a required transport that’s of limited utility to them (and to Fire Warriors wanting taxi service; see above).  On the other hand, they can Snap Shot with Markerlights. Sure, they might only hit with 1 out of the entire squad, but sometimes one hit is all that’s needed. They’re still the most cost-effective option for getting Markerlights.

Hammerheads are better.
Sure, vehicles on a whole are more fragile thanks to Hull Points, but they’re also more reliable since glances can’t stun-lock vehicles. Add in the changes to weapon firing (always being able to snap shot weapons on the move/when stunned), firing as fast vehicles thanks to multi-trackers (2 weapons on the move at full BS; railheads with smart missiles are more viable again), and having a 5+ cover save when moving thanks to the Jink rule, and  you’ve got a much more useful gunship. With Jink, even Disruption Pods aren’t must-haves, so your hammerheads just got that much cheaper, too.

Allies patch up some of our weak spots.
Thanks to the Allies chart, you can now bring in a secondary detachment of troops from another army. One of the best choices is an Eldar Farseer and a small unit of Dire Avengers. A Farseer with Runes of Warding and one power (which you can feel free to trade off for a core book power), and 5 avengers comes in at 150 points and provides you with a little psychic support and the best psychic defense in the game. Alternately, a unit of Rangers/Pathfinders gives you some killer snipers (which got a big boost).

I’m looking forward to getting some games in and testing out these theories, as well as coming up with new ones. 6th Edition is a shootier game by far, and that’s nothing but good news for the Tau. I wouldn’t say we’re top-tier, but we’ve definitely jumped up a few rungs… or maybe the field is just more even now.


Six is Not a Magic Number (and Other Lessons)

After the drubbing I received at the hands of the Dark Eldar this weekend, I’ve been thinking about my Slaanesh CSM army and how to improve it. The decision I’ve come to is that I must unfortunately sacrifice a bit of fluff for the sake of efficiency. Now, this is probably a big “Duh” for a lot of people, but I’ve been trying so hard to make fluff and effectiveness gel well, and it just doesn’t. That doesn’t mean that I’m completely scrapping the theme of the army – I’m not swapping in Plague Marines or Khorne Berzerkers – but like any good manager, I’m making cuts in some areas to improve the whole. So, some of the decisions I’m making include…

  • Six is not a magic number. Once upon a time, having 6 models in a Slaanesh unit meant something, but these days there’s nothing special about it. With Noise Marines, or any other unit for that matter, six models versus five just means another warm body. The points I’m spending on that extra body can be better used elsewhere – if I trim the extras out of a number of units, it can easily mean another unit on the table.
  • Not every unit needs an icon. Take my Chosen, for example. I run them forward in a Rhino with either all meltas or a combo of meltas and flamers. They’re not meant to really get into assault. Giving them an Icon of Slaanesh serves no purpose unless I’m planning on deep-striking something near them, and in that instance I can just attach an IC with a personal icon. Unless I need icon saturation on the table, that’s another 20 points I can spend elsewhere.
  • Blastmasters are out. I love the idea of blastmasters, I really do. However, the reality is that it’s like combining a heavy bolter and missile launcher, paying more for the combo, and getting less utility out of it. Pinning’s about the only notable extra you get, and frankly that’s just not enough. Too expensive for too little benefit – let’s put those 40 points elsewhere.
  • A Noise Marine squad doesn’t need to do everything. I used to pack 5 sonic blasters in a squad along with a doom siren/PW Noise Champ. Looking back, the unit ends up being kind of schizoid; is this a shooting unit or an assault (i.e., doom siren delivery) unit? It’s better to separate them out a bit. Let some vanilla Noise Marines accompany the champ, and let the sonic blaster squads sit back and shoot things that get close. Diversification is a good thing.

That’s not to say I’m all efficiency over here; I still like to run a Land Raider full of Lightning-Claw Terminator Champs, which is a ridiculous amount of points, and if I wanted to get truly efficient, I would tone that down a bit or replace it with a couple of other units. I also realize that Slaanesh is probably the hardest of the four Chaos Gods to do well with in a CSM army. Still, I still tend to skew my lists a bit towards fun over fight, so I’m thinking I can have fun with this while still being more effective. So, for example, a couple of 1750 lists with this in mind:

List One:

HQ: Chaos Sorcerer (Mark of Slaanesh, Lash of Submission) – 125 pts.
HQ: Daemon Prince (Mark of Slaanesh, Sorcerer, Wings, Lash of Submission) – 155 pts.
Elite: 5 Chosen (Meltagun x3, Flamer x2) in a Rhino – 165 pts.
Elite: 5 Terminator Champions (Icon of Slaanesh, Pair of Lightning Claws x5) in a Land Raider (Daemonic Possession) – 505 pts
Troops: 5 Noise Marines (Sonic Blaster x5) in a Rhino – 160 pts.
Troops: 5 Noise Marines (Sonic Blaster x5) in a Rhino – 160 pts.
Troops: 4 Noise Marines and a Noise Champion (Doom Siren, Power Weapon) in a Rhino – 180 pts.
Heavy Support: 2 Obliterators – 150 pts.
Heavy Support: 2 Obliterators – 150 pts.

List Two:

HQ: Chaos Sorcerer (Mark of Slaanesh, Lash of Submission) – 125 pts.
HQ: Terminator Lord (Mark of Slaanesh, Daemon Weapon/Blissgiver, Combi-Melta) – 155 pts.
HQ*: Summoned Greater Daemon – 100 pts.
Elite: 4 Chosen (Meltagun x3, Flamer) and an Aspiring Champion (Flamer) in a Rhino – 175 pts.
Elite: 4 Terminator Champions (Icon of Slaanesh, Pair of Lightning Claws x4) in a Land Raider – 435 pts
Troops: 5 Noise Marines (Sonic Blaster x5) in a Rhino – 160 pts.
Troops: 5 Noise Marines (Sonic Blaster x5) in a Rhino – 160 pts.
Troops: 4 Noise Marines and a Noise Champion (Doom Siren, Power Weapon) in a Rhino – 180 pts.
Heavy Support: Predator (Autocannon, Lascannon Sponsons) – 130 pts.
Heavy Support: Predator (Autocannon, Lascannon Sponsons) – 130 pts.

The lists should play somewhat similarly, with some notable differences. The first list is a dual lash list, and has a bit more weapon flexibility with the Obliterators. The second list still has a Monstrous Creature and keeps it out of harm’s way by having it in reserves, while having a somewhat more deadly payload in the Land Raider (since the Lord is in there). The good thing is, both lists play more or less like my past lists, but thanks to the efficiency I’ve got a bit more to play with. By making the changes I listed above, I’ve managed to trim 183 points from past lists: 2 fewer Noise Marines (40 points), no Blast Master (40 points), one less Noise Champion (65 points), one less Chosen (18 points), and no mark on the Chosen (20 points). That’s allowed me to run the Chosen and the Terminators in the same list, rather than choosing between them. Let’s face it, it needs the Chosen more. If I later decide to do a variant without the Terminators, I still have a very strong backbone to use, and with the Lord and Prince being the same cost, I can easily swap between them as needed.

Efficiency – it’s a beautiful thing, even for Slaanesh. A bit less excessive spending in your list means more excessive force on the table.

A Hybrid Hybrid: First Tests

Tonight, I got a chance to test the Stealth Team screening idea suggested by Aloh’Nan’El against my friend Jon’s Space Wolves. I wanted to see if that unit could play defense comparably to a similar line of Kroot, and if its strengths – the stealth field, the increased mobility, and the decent armor saves – would prove to be a benefit. The unit was set up as such:

Stealth Team (215pts)
3 Shas’ui (3 Burst Cannons; 3 Drone Controllers; 6 Gun Drones)
Team Leader (Burst Cannon; Hard-Wired Target Lock; Bonding Knife; Drone Controller; 2 Gun Drones)

The target lock was there because I revised the list somewhat and ended up with a few points to spare. It only came into play once, though, to negligible effect, so it’s hardly a necessary add-on. Normally, I would run without it at 210 points. Without getting into too much detail about the game itself (Sieze Ground/Spearhead, 5 objectives, Jon went first), here’s what worked:

  • Stealth Field: On Turn 1, Jon tried using his Long Fangs to punch holes in my defensive line so that one of his 3 Rhinos could plow through. The Long Fangs were perched on a hill in one of the far corners, and the combination of range and my Stealth Field made him waste a turn of fire, even with a reroll from Acute Senses. Everything else in my army had a cover save or was out of LoS, so it was one of the few shots he could take, and he lost it.
  • Mobility: After said Rhino was wrecked by a Missile Pod shot from my commander suit, Jon started footslogging towards an objective with the unit, and I was able to move my Stealth wall up take fire at them. I was then able to jump back and keep them out of assault range, leaving his troops out in the open for more firing. On the next turn, I was able to shift them into a shielding position to protect my other troops from assaulting Terminators after taking shots.
  • Armor Save: When Jon did get to fire on the Stealth team, they weren’t reliant on cover (and there was little to be had on the table; there was no area terrain, and everything else was LoS-breaking hills or ruins) to survive. Instead, the 4+/3+ saves on the drones and suits allowed them to withstand fire with few casualties.

And here’s what didn’t work:

  • Just One Unit: Jon took a risk and tried dropping Logan and a unit of Wolf Guard Terminators into my backfield, and managed to avoid scattering all together. Had I had a second screening unit, I could have filled that space with models and made it difficult/impossible to easily insert deep strikers. As is, I chose to screen off his Rhinos. I ended up losing both a unit of Fire Warriors and a team of Fireknives because of it. The rest of the army shot the unit apart, and the wall locked up the remainder until the bottom of turn 4, but it would have been better to force him to drop ahead of the screen.
  • Weak in Assault: The Stealth team ended up locked with the Terminators for 4 rounds of combat, finally getting that last wound in by virtue of numbers. Had I had Kroot with Hounds, rather than Stealth Suits with Drones, I would have had more attacks and better initiative, which might very well have tipped the combat in my favor sooner. Also, against Terminators with power weapons (in this case, Wolf Claws), the Kroot’s lack of an armor save was a moot point; my Stealth Suits would have fared no better.
  • Unable to Claim: At the end of turn 5, I managed to have units capturing 1 and contesting 3 other objectives, but ended up less than a half-inch short of contesting the one Jon was holding. The remnants of my Stealth team were sitting happily on the objective in the middle of the field, but as they weren’t troops, it wasn’t enough. We were tied on objectives 1-1, and I won the tiebreaker on Kill Points, but if that Stealth team had been a unit of Kroot (or even Fire Warriors), I would have clearly won 2-1. Now, whether or not they would have survived to the end of the game is debatable, but if even one or two models had survived, it would have been enough.

I won’t call this test a failure, but it’s not a success either. The Stealth Team managed to leverage all their strengths as I’d hoped, and they were relatively effective at blunting my opponent’s advance. Unfortunately, all their weaknesses showed through as well. For the same point cost, I could have run two units of Kroot – one at 10 Kroot/7 Hounds, and the other at 10 Kroot/3 Hounds. The Kroot lack the durability, the mobility, and the stealth tricks that the Stealth Team have, but they would make up for it with numbers and the ability to claim objectives. I love the Stealth Team, but in this instance they fell short where it counted – helping me seal a decisive victory.

If they were cheaper – perhaps 20 points a suit instead of 30 – and if there was a way to make them count as Troops, they’d be fantastic. As it is, I still feel like they fit the mobile theme better than Kroot do. In terms of pure effectiveness, though, I don’t know if they’re worth the cost and the Elite slot. I think that even a mobile list that doesn’t maintain a clearly-defined firebase would benefit from having Kroot to fill in the spaces and act as a distraction.

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!

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.