Posts Tagged tau

Spearhead: Krox Responds

In the commentary on my recent post about Spearhead deployment and facing fast/deep-striking armies, Krox at Mis-modeled Firewarrior put his support firmly behind the Alpha Strike strategy, and offered to put together a video battle report to support his argument. This evening, he was good as his word, as his video batrep is now up for viewing. He faces off against a Chaos Marine army in a 2000-point Spearhead/Seize Ground battle. I won’t give away how the battle ends – please, watch the video – but I will say that he’s able to blunt the oncoming Chaos forces and avoids getting steamrolled. Had he gone with a Null Deployment strategy, he would have ended up having to dislodge Chaos Marines all over the table, so his plan was definitely the better course of action.

I will say that there’s some luck involved, though. There’s some absolutely lousy rolling on both sides, but particularly on the Chaos side. Had the dice been more favorable to Krox’s opponent, he would have been in a much better position to overrun Krox’s positions. It’s a very hard-fought battle, though, for both sides, and I’m definitely leaning towards agreeing with Krox in the Null Deployment v. Alpha Strike debate.

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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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Spearhead: Alpha Strike or Null Deployment?

If you haven’t had a chance to listen, my first podcast appearance is available for download now.  About 38 minutes in, Tim (“ThatDamnPunk”, or just “Punk”) talks briefly about his basic strategy with his Blood Angels: pin his enemy into a corner. Late Saturday night, we tried just that scenario out, as I ran my Tau against him. Our mission/deployment? Annihilation/Spearhead. We only managed to get two and a half turns in before we had to call the game on time, but the first two turns were the key to the game, and what happened is making me re-evaluate how I deploy my army, especially in Spearhead.

First, let me just say that Spearhead is my least favorite of the three standard deployment types. The deployment area is the smallest, and my opponent is closer than in any other deployment style. With 5th Edition’s strong support of assault armies, this is that much more dangerous for me. Invariably, my army ends up being plastered along the very back corner to try to maximize my distance from my opponent’s army. Hopefully, this can buy me a turn or two of firing and maneuvering out of the corner, splitting my army to attempt to pincer the enemy between two firing lanes. I can relieve the clutter in deployment by putting some things in reserve, such as my Fire Warriors. However, while this does allow me to deploy them later outside of the box, it takes away their firepower, weakening my first-turn “alpha strike” capability. This hurt me in my tournament earlier this year, when I faced Dark Eldar. Had I left the Fire Warriors on the field in deployment, their fire would have likely brought down a number of Raiders, but by putting them in reserves, I just left them to come on piecemeal and get taken apart by the oncoming horde.

Against Tim’s Blood Angels, though, even this Alpha Strike plan didn’t work. He went first (with me failing to seize the initiative), and proceeded to, well, pin me in the corner. Between his Baal Predators rushing me with 30″ of movement (a 18″ flat out Scout move, plus 12″ of normal movement), and dropping two of his three drop pods right in my deployment area (each of which contained a Furioso Dreadnought and a Locator Beacon), he boxed me in and opened fire. Before I could even take a turn, I was down a Piranha and a Hammerhead, and my avenues for movement were highly restricted. I was able to get a bit of revenge on my turn, though. A combination of markerlight and railgun fire brought down one of the Predators, and I was able to remove the melta from one of the Furiosos. My Crisis Suits were able to start moving out a bit, but quarters were still a bit tight.

Turn two saw two of his Assault Squads deep-striking in, but because of the scattered units in and around the drop pod locations, denying him the use of his Locator Beacons. Still, he was able to drop one squad just behind my Crisis Suits, winning the gamble that he wouldn’t scatter. He proceeded to disarm my remaining Piranha, kill one of my Deathrains, and slaughter my Pathfinders in assault with a Furioso. Thankfully, the crater left from the Hammerhead I’d lost slowed down his other Furioso, keeping it out of assault with my Fireknives. In response, I had two squads of Fire Warriors come in around the middle of my board edge, and I opened fire on his forces with what I had left. A railgun round destroyed a Dreadnought, my remaining Deathrain disarmed his remaining Predator, and my Fireknives and Commander whittled away half of one of his Assault Squads.

However, even with the injuries I’d dealt him, it just wasn’t proving enough to stop him. His third turn (the last turn we played) saw his Librarian and Honor Guard dropping in near my Fire Warriors, my last Deathrain eliminated by an untouched Assault Squad, and my Fireknives caught in a pincer assault between his remaining Dreadnought and the remnants of his other Assault Squad. I was quickly running out of firepower, and once again, massed pulse rifle fire from my Fire Warriors had not made any scratches in a unit with Sanguinary Priests. At that point, we called the game, extrapolating out that while I might be able to bloody him some more, he definitely had the upper hand.

Clearly, this game was lost for me in the first turn. Even with what casualties I was able to inflict in return, I could not overcome the momentum of that initial tank/pod rush. The Alpha Strike strategy doesn’t work if you don’t get the first turn, and even if I had, what would I have had to shoot at? Two Baal Predators, and that’s all. My best bet would have been to leave the corner entirely and avoid getting boxed in. As more and more armies get solid fast/deep-striking options, I’m beginning to really question whether or not I should deploy at all. To paraphrase Monty Python, the first lesson of not being seen is not to stand up. If I don’t want to be targetted, I shouldn’t present one in the first place.

This brings me to the Null Deployment idea. Should I, instead, deploy as little as possible on the table? One strategy that got some traction in Tau circles shortly after 5th Edition was released was the Ninja Tau plan. This involved using a Shas’O Commander with a Positional Relay, usually with a Shield Generator and Shield Drones for maximum survivability. He would avoid fire as long as possible, bringing in one unit a turn to keep the rest of the army off the table until turn 4 or 5, when everything else would sweep in and catch the enemy off-guard in a “Delta Strike” of sorts. There’s something very attractive about this plan. It denies my opponent anything beyond the HQ (and possibly 2 troops in Dawn of War) to target, and neutralizes much of their battle plan. It also negates the “piecemeal army” effect of putting things into reserve, while allowing you to pull out units that can be useful on their own, such as Hammerheads and Broadsides and the like. On the other hand, it’s entirely dependent on the survival of that Shas’O; if he dies, the entire plan falls apart and you’re left with an army that comes out in small, uncontrolled clumps. With all the melta that’s popular in armies today, there are a lot of weapons out there that can easily double-out the Commander with one hit.

The Alpha Strike is too dependent on getting the first turn. The Null Deployment is too dependent on keeping one unit alive for four turns. Is there a middle ground? Perhaps it’s a matter of running a Positional Relay commander with a firebase of some sort, and then bringing in the heavy artillery as needed. It’s more of a Kauyon-style plan, but it might work. I don’t know if I would use Fire Warriors as the firebase, though, especially in any sort of objective-based mission. You need them to be able to grab/contest objectives late in the game. Perhaps it’s a Crisis Suit-based firebase, with Deathrains and Broadsides taking aim at the oncoming enemy while Piranhas, Hammerheads, and Fire Warriors in Devilfish sweep in late in the game. It’s going to take some doing, and more playing and testing, to figure out just the right strategy.

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Tau Kill Teams: Are They Even Legal?

I love the idea of Tau in a Kill Team game; I went on at length when I wrote my opinions on what would make a good Tau kill team. When the latest Army Builder update for 40K came out, I was very happy to see that support for Kill Team lists had been added. However, trying to actually build a legal Kill Team list is a bit trickier. In fact, according to Army Builder, it’s impossible.

Why? Because even though Kill Team changes the Force Organization Chart that everyone uses to build their army, it doesn’t change any other rules for army building, and the codex always trumps other rules. The Tau codex (and thus Army Builder) says that Crisis Suit Commanders are a 1+ choice; you are required to take one in a Tau army list. However, you can’t take one in a Kill Team list, as HQ choices aren’t legal. Does the revised FOC trump the Codex requirements? My gut says yes, but a literal reading of the rules would say, “No.”

Let’s just say, for argument’s sake, that not having an HQ slot does negate the 1+ Commander requirement. That’s when you have to deal with the 1+ Fire Warrior squad requirement. They’re a troops choice, so it’s still inside the FOC. Does any Tau Kill Team have to have at least 6 Fire Warriors (the minimum squad size) in it? That’s 30% of your allotment for Kill Team right there and uses up half of your troop slots. Again, I can’t help but thing that the Kill Team rules should trump any 1+ requirements in an army – it’s in the spirit of the game to have a full Kroot team, or a Stealth team, or a Crisis team – but if you want to stick with a strict rules-as-written approach, the Fire Warriors are required.

So, is there any consensus? Is Army Builder wrong/being too strict? Does Kill Team and its modified FOC trump Codex army creation rules?

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Getting the Word Out: Tau Help Desk

Old Shatter Hands over at the Tau of War has officially opened up the Tau Help Desk for answering all your Tau-related questions. Gameplay, converting, painting – whatever the question, he will answer it. Check it out!

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