Little Geek and I are off to the Games of War summer
tournament this weekend.
Games of War is a gaming store in Seaham in the North of England. They run 40k tournaments roughly every quarter and get around 20 or so people coming along. I’ve been going semi regularly for a couple of years now. It’s a bit of a drive (2 hours away) but it’s a great opportunity for Little Geek and I to get away from Mrs Geek and the Geeklets and have a “boys weekend”. So, we’re loading up the Geek Mobile tonight and heading off after work/school.
Little Geek and I are off to the Games of War summer
tournament this weekend.
|Double Death Rain Shas'vre Team Leader|
Sadly, I do not get to play very often, but this weekend I made the 1 hour trip to play a 2v2 game. My ally brought a Kroot list based on the original Kroot Mercenary list, updated for 6th edition. This guy is known as the "Nid Kid", he loves all hordes and plays Nids, Orks and Kroot. I play a Mech Tau list with no kroot, so it worked out well fluffwise.
Both sides had two armies of 1500 points each.
This game was only my second 6th edition game ever (the first was a 500 point skirmish). Also, my first doubles game, first game against Grey Knights and first game against the new Dark Angels. My first time using Battle Chronicler as well, so please overlook the errors in the pictures and use them more like a general picture of how the game developed. BC is tougher to use than Vassal but I prefer how it looks.
Beware! This is a pretty long report.
May 23, 2013
Firstly I want to thank all the new contributors to Warhammer Tau. You guys have certainly stirred up some interesting discussions, and turned the blog into a community...
The big Tau news this week is the the Forgeworld release of the Imperial Armour Volume Three, second edition of the Taros Campaign. Bringing all of the Forgeworld Tau and Kroot models up to date with the 6th edition rules.
On a personal level, I got a 1000pt game in last night, against my pal Del's Iyanden Eldar. The scenario was a capture the flag game with each of us starting in opposite corners. It turned in to a real meat grinder. I lost my Hammerhead (which had been ineffective as I forgot to give it submunitions), both my Piranhas, both squads of Firewarriors, my Pathfinders and the only Kroot left on the table was my Krootox. I had 4 Crisis suits left.
The Eldar were also reduced to 2 Wraithguard, a Farseer and a Warlock.
Neither of us held our objectives, mine was uncontested, as both of our forces were forced away from it. The game ended with 3 of my Crisis suits sitting on the Eldar objective with no Eldar in the neighbourhood!
If the game had gone to a 7th turn I feel I could have pulled a victory out of it. I just needed to move the Krootox to defend my objective and send some of my suits to tie down the last of the Eldar. However, it was not to be as the dice ended the game, just short of my plan coming into play...
Last week I posted up this list and said I was taking it to a tournament. I
wanted to experiment with using a Farsight bomb and this list
(imperfect as it may be) gave me a strong fire base to work with. My
plan was simple, dig in deep until Farsight came in using the Hammerhead
and Piranhas to keep my opponents’ at bay, then trap them between
Farsight and a wall of S5 fire power.
It seemed like a good idea… let’s see how I did. The tournament consisted of three rounds with a winner being calculated first by win/loss, then by victory points.
Round 1: Dark Angels with IG allies - Lost
Round 2: Orks - Won
Round 3: Tyranids - Won
Round 1: Emperor’s Will, Vanguard deployment. Tau lose roll off and go second.
The Dark Angels player took Aegis line with a banner that let him do lots of shooting, I took a gun line as well (plus Farsight) and we both ended up hiding behind our Aegis lines and staring each other down. He also had an IG blob that he paired with a Dark Angel HQ that gave the entire blob fearless and a 4++ save. Farsight tried to take down the blob while trying to knock them off their objective, but the blob finally caught him and ground him down. The interesting thing was that Farsight did surprisingly well in CC. My opponent only won by a single point caused by slaying my warlord. It was a close game, and I made a lot of mistakes, plus there was some confusion about what my wargear actually did... all in all it left me a little mentally shaken.
Round 2: Relic, Hammer and Anvil deployment. Tau lose roll off and go second. This was a match against my friend and we’ve played this battle out before; good news is I know his army and tactics well, bad news is he know mine just as well.
I foolishly placed my gun line within double tap range of the relic thinking it would let me wipe the speed freaks out quickly. What it also meant was that ‘da boyz’ were in CC by turn 2! Luckily Farsight came in round two and with some lucky shooting was able to draw heat off my gun line... almost too much heat since he ended up getting assaulted by 3 koptas and 10 boyz. Once again, Big Red was able to slash his way out! (3 flamers in overwatch helped a lot) Farsight challenged and slew the nob in the first round and in the second was able to use his high initiative to put the hurt on the boyz the second round and sweeping advanced them! I’m sad I had to face down my friend but it helped me put my head back on straight after the first round.
Round 3: Purge the Alien, Dawn of War deployment. Tau lose roll off but rolls a 6 and steals the initiative.
Since I had an Aegis I had to put it down before we deployed. I put it in the far back right corner fully intending to make my stand against the inevitable tide of fangs and claws. My opponent seemed to like this idea and packed everything into a dense ball of biomass on the same side hoping to run me down and spam more bugs than I could shoot. When I saw how far to one side of the board he deployed I decided to change my plans and deployed all of my forces on the LEFT side! Sure it meant I lost the Aegis, but it forced him to now have to walk almost the entire board length to get to me.
I decided not to deep strike Farsight and instead used him, my piranhas, and my hammer head to punish him from long range and jump-shoot-jumping in and out of LOS. Had the guy decided to deepstrike his Trygon along with the Zoanthrope and Doom and brought them in at the same time it might have been a little different story, but since they were all on the board nearly 6 feet away, it turned into just a giant shooting gallery. One Tervigon did try to charge Farsight and friends, but he died to overwatch shooting. (Yes I really did kill a MC in overwatch... it was pretty amazing.)
All in all it was a good time for me, I met some great guys, saw a lot of new lists and tactics, and I think I learned a lot about my own army and how to use the Farsight bomb better.
Here are a few of my thoughts:
- Flamers on the Farsight squad were immensely helpful. We all like to believe we will keep our units at optimal range but there are times against a skilled opponent where we are going to take a charge and these can be life savers.
- The Aegis line “head-fake” was an extremely, if unintentional tactic. Falsely telegraphing your deployment can allow you to control how your opponent sets up when they are deploying first.
- At I5 Farsight is surprisingly effective in CC. Now he will still go down to mobs or more significant CC characters, but in a pinch he can reliable take down a nob with a powa klaw or a Sargent with a power fist.
- When faced with a blob of guardsmen with a 4++ or a squad of marines it’s more effective to use the bomb agains the marines. While it’s easier to generate wounds on the guardsmen, the marines will not be taking any saving rolls. I smacked my forehead when I realized this after my first game… I blame it on first tournament jitters.
- Speaking of jitters, there is a very real mental component to this game, be it your mental condition going into a game versus a new opponent or army and it pays to prepare before going to a big match by taking on smaller local tournaments.
Tau crisis suits are so incredibly versatile, that magnetizing them is almost mandatory. What will you do after you've glued on that multitracker or flamer? Counts-as models are always a little bit of an admission of defeat, because you wouldn't pay enough money to have all the correct models.
However, using magnets maintains your ability to switch out weapons/systems on your battlesuits, without forcing you to buy extra battlesuits or weapons. You can also use magnets to make your devilfish/hammerhead/skyray interchangeable. An excellent tutorial on magnetizing your vehicle chassis can be found here.
I will be focusing on the XV-8 battlesuit, but magnet techniques can be adapted to just about any model.
I've been playing with a 1500 point Farsight list and having some success with it lately. I'm going to be taking this list with me to a small local tournament next week and wanted to share with everyone my list and my planned tactics.
So first, the list:
3 Crisis - Plasma, Plasma, Flamer
2 Crisis - Fusion, Fusion, Target Lock
1 Crisis - MSSS, CnC, PnC, Flamer
Cadre Fireblade + 2 Marker drones
9 Man Firewarriors
9 Man Firewarriors
9 Man Firewarriors
5 Man Pathfinders
5 Man Pathfinders
Hammer head - Railgun + submuntion + SMS
3 Piranha (squadroned) - Fusion + 2 seeker missiles a piece
Aegis Line with Lascannon
Ok so now how am I going to use this list? (This is really the most important part)
Farsight lists personify the Tau fighting style of the patient hunter. In this case the lure is our oh so fragile Firewarriors. The Fireblade will go with a squad behind the Aegis while the two others wait in reserve. With the exception of Farsight and friends every thing else begins on the table.
Deployment is critical and if it's botched up can mean the end of the game. My force will be set up on a single side of the board in what's known as a refused flank. Everything will be spread out enough that a first round template shouldn't hurt too badly and will keep damage from drop podding antic to a minimum. The whole point of this setup is too both take advantage of my long range firepower and draw the enemy forward. You see, the more spread out they become, the better it gets for me.
When Farsight eventually drops (hopefully turn two) I need to be extremely careful about where he lands. It's true I've got a ridiculous amount of low AP shots in this unit but I need to use it wisely. Plasma will go towards troops and fusion towards artillery. The best way I've found it to drop them as far into the enemy backfield as possible. Now my opponent is in the midfield faced with heavy fire in the front, and a deadly unit in his backfield. If he ignores one the other will tear him to pieces.
I've also got a fair number of marker lights and seeker missiles in this list. This means I can hide behind cover and volley AP3 shots or race forward with fusion weapons. If Farsight drops on time these units will be good forward suppport for him, but if he takes him time then I still have some anti-tank options.
So how can this list go wrong? A lot of ways actually:
1. Farsight doesn't drop early. This can be mitigated by taking a comms relay on the Aegis but I've chosen to give myself some skyfire instead.
2. Indirect fire. Hits from IG templates will obliterate the forces I have on the table. However I have a couple of troop units I can protect via reserving them.
3. Getting into assault. The bomb needs to be shooting every turn, so I need to keep them from being tar-pitted. Hopefully the overwatch shots from the flamers and Farsights I5 attacks will keep me safe... anything that that doesn't deter I shouldn't be close to in the first place.
So that's it. It's not a perfect list, but I've had a lot of fun playing it. Most of the shortcomings in this list can be mitigated through carefully planning and good tactical decisions. I still have a few days so I would love to here what everyone has to say and any last minute improvements.
Hello! For my first post I'll be talking about the direction I chose to take my Tau cadre: Mech Tau.
When I was looking to get back into the 40k scene after I finished college, I did a little bit of research. I'm more of a hobbyist than a gamer and so I was looking for an army that wouldn't be too hard to paint, offered a challenge, and would be fun to convert. Tau.
I'd always thought they looked like fun, and a conversion addict like myself just couldn't resist those XV-8's. My friend had dabbled with the Tau back in the day so I hit him up for his old models. I sold off all of my Ultramarines and started in on buying my own force. But what did I want my force to look like? Then I found Warhammer Tau. Adam Smith's Army Lists and tournament Battle Reports won me over and I decided that I too would walk the path of the Mech Tau. True, Adam's experiences were a little out of date, but the concept was still there and it had style.
Just in case some people are not sure exactly what Mech Tau (Mechanized Tau) is; this site privides a great description. I sure do hope T0nkaTruckDriver decides to revive it and update it for 6th edition. The short definition from this site reads:
Mech Tau is a Hunter Cadre that can be dropped from a Manta.
The New Codex
- No Vehicle Multi-trackers
- No decrease in Devilfish cost
- Our elite battlesuit units can deep strike and get a thrust move in the assault phase. It is not incredibly reliable, but it is something.
- Markerlight hits can improve snapshots. It is a poor substitute for the Multi-tracker, but a Tau army with alot of markerlight support can boost the snapshots of a crusing hammerhead. The downside here is that we are paying more for markerlights instead of multitrackers and none of our markerlight sources are very survivable.
- Our vehicles are all skimmers. If your board has impassible terrain on it, then our skimmers can fly over them, even if they don't fly over them very fast.
Now What?It is apparent that our vehicles took a hit. Thankfully, Mech Tau also has alot to do with battlesuits. Not many armies have elite firing platforms that can keep up with their mobile cover vehicles at crusing speed. This is where Mech Tau will pick up the slack of its gimped vehicles.
Battlesuits are cheaper overall and can pack much more firepower. Riptides are one of the most powerful units in our codex and are already very popular for their AP2 Large Ordnance blasts wiping entire units off the board. Our gunships are also a bit cheaper, leaving more points to spend on battlesuits. I am currently working on a 2000 pt single primary detachment Mech List that has over a dozen crisis suits and at least 6 vehicles. Hopefully I can test it out in the next couple weeks.
In general, I am excited for the future of Mech Tau. The loss of multitrackers hurts, but it just opens up the opportunity to adapt. Some new changes like reasonable point costs, Longstrike, Skyrays and Ion blasts all make Mech Tau deadlier. The question is how much deadlier?
I will post more of my thoughts on Mech Tau as I get some games in, but those will not be anywhere near as often as I'd like.
Let me know what you think! Is anyone else planning on fielding pure mech forces? Any particular units they are excited to use?
|Colour Scheme for my new Cadre|
For my first post (hello all!) I thought I would be general and talk about my thoughts and feelings on the new Tau codex based on the few games I have played with it so far.
So when we got the 6th edition of 40k, the Tau got a little bit of a boost. Overwatch, despite the poor hit/miss ratio for most armies, was a massive boost. The Tau have always been (and still are) poor in close combat. It really is not their cup of tea. But overwatch gave them a bit of a chance, especially with their Str5 weapons. Taking out a few models before they get into combat with you can make or break an assault for Tau. And the change to rapid fire and the other minor changes to shooting really gave them the boost an now behind-the-times army needed
In these ways, the new codex has really built on those changes and reinforced the Tau's shooting superiority. I have found that the fact that I can move and still fire 30" is immense. Especially as my usual set-up for Tau is far back on the board. If the enemy also stays back, that 36" range after moving can make all the difference.
The Cadre Fireblade is one of the few models I would say is an auto-include purely for his Volly Fire special rule. Whether I've won or lost my recent games, he and his Fire Warriors always do very well due to this. Taking 10/12 shots at Str5 is bad enough for most units, but if you then pump that up to 24/36 and you can ruin an entire squad in one round of shooting.
Example: The last game I played, I deployed as a gun-line as usual. I was playing Necrons and they were far away across the board. Only on his second turn they changed that. 2 Night Scythes jumped onto the board and threw 2 full squads at me. And a third squad Ghostwalk Mantle'd to the same location. I faced 3 full Warrior and Immortal squads with some characters in front of me. I felt like this was alreayd the beggining of the end.
Luckily, because of how he got there, he could only make snap shots. Of 3 full squads, I managed to weather the fire and only lost a few models.
Then I returned fire with 3 10-strong units of Fire Warriors (one with a Fire Blade). All within rapid fire range. He ended up losing one whole squad of Warriors and nearly a whole squad of Immortals. All just due to Tau rapid fire and extra shots from the Fireblade. How many other basic troop choices can pump out that much fire and kill that many models in a turn? Not many.
And this brings me on to probably the best and most needed aspect of ANY Tau army, no matter what else you take. Markerlights.
Now these have been covered already, see this fellow contributor's article, but I must stress that in the example above, each Necron unit only had a max of 2/3 markerlights on it. Having your Tau hit on 3s rather than 4s is something not to be sniffed at. If you feel that you missed with too many markerlights, dont fret. If you hit with one, it'll be a great help. So if you have a Pathfinder squad or two, sat in some decent cover (I found out to my cost that left out in the open by accident, they dissapear VERY fast), they can rain invisible death onto the enemy and you can take all kinds of advantage of it. 3s followed by (on average) 3s is a damn nice roll to be looking at.
I wont bore you any longer, I'm just getting used to this army blogging thing, but that is what I have found so far through playing games with the new book. We now have some of the best basic shooting units in the entire game, and they are very cheap and easy to make EVEN better. And 1 marker hit is better than none. 1 hit from a Pathfinder squad could mean 3/5/even 10 more hits from a Fire Warrior squad. Do not discount that at all.
Because if you dont kill them before they get to you, you'll still fold like an old newspaper.
May 6, 2013
I just finished up a combat patrol and thought I would share the list I used. We played by the Adepticon 2013 rules found here, with exception of no flyers. This was meant to be more of a fluffy list with mostly scout type units.
6 Stealth Suits - Counterfire defense system
10 Kroot - Sniper Rounds
2 Piranhas - Fusion guns and 3 seeker missiles split between the two
Half of this list can infiltrate, and another unit can scout if needs be. Essential this let's me deploy half of my forces last even if I get first turn.Also there is enough strength 8 in this list I feel comfortable taking out any armor I might see while marker-light assisted Kroot snipers should help me deal with infantry.
I wound up winning this little tourney among friends quite by surprise considering I was looking to really test units, war gear out and wasn't trying to be competitive. Here are a few key take aways:
- Seeker missiles are incredible versatile when used with markerlights. They negate power armor saves, kill AV12 easily, and take away jink saves. I wish I had brought more.
- Kroot snipers boosted to BS5 are amazing at killing MCs and high toughness targets like Nurgle bikers.
- BS2 overwatch sounds fun but never proved useful.
- Supporting fire can be a nasty trick at these low point levels when only 2-3 models are assaulting you.
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- New Tau's First Tournament
- XV8s Are they still good?
- Battle Report: Tau/Kroot vs. Grey Knights/Dark Ang...
- Tau News and Odds and Ends!
- Shadowsun's Ghost Cadre
- Battle Report: Tournament
- Using Magnets on your Crisis Suits
- 1500 Farsight for Casual Tournament.
- My Initial Thoughts on Mech Tau
- The Many Joys of our Hobby.
- 6th edition so far: How are the Tau doing?
- Aggresive Combat Patrol List
- ▼ May (12)
About Warhammer Tau
Warhammer Tau is a group of wargamers who feel that they have a little something different to offer other Tau Empire, Kroot, and allied players... even if it's just a starting point for discussion! Our goal is to produce at least one article per week to inform and encourage the Tau and Warhammer gamer community. For the Greater Good, of course!
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