Saturday, October 13, 2012

Battlegrounds Tau 1850 Bat Rep-ish

Tournament at Battlegrounds Today.
I ran 1850 Tau.

3 Power Armor Lists.  Worst Match Ups Ever

Overview:
Game 1 vs Mike (Vs Mike's Blood Angels)
Medium Victory (3 Pts off a tie)

Here was an interesting Blood Angels Strategy:
5 Drop Pods, 3 Empty, with Sternguard/Command Units doing all the work.
Only 2 scoring units of 5 man Assault Marines in Storm Ravens who would fly over and only jump out if it was safe to land.

Very effective strategy.

Lesson Learned: Ignore the Flyers


Game 2 Vs Ragnar's Blood Angels -Eldar Knights
(Loss)
He used The Storm Raven to drop off Death Company and the Elder have amazing cover saves.

Lesson Learned: Strike at the back lines and Eldar Burn Nicely

Game 3 Vs Brian Sisters of Battle
(Win)
Lesson Learned: I need to take better care of my transports.
Also.  Deep Striking Flamers is useless.
The Tau have plenty of long range STR 5 weapons.
If you can't shoot it, it can't shoot you.
And STR 5 @ 30 inches is really good.

Also Targeting Array on Broadsides is the best upgrade ever!

Friday, September 7, 2012

Tau 6e Winning List

I've gotten requests to share what I'm running.  You need to ultimately tailor the list to how you play but here's the high view of it.

Ultimately it's nothing special.

Troops: TAKE ALL THE FIREWARRIORS! 
Seriously 6 squads of 12 or 11 or if you have the points 5 Squads of 12 and one giant squad of Kroot to annoy, distract or  general make a nuisance of themselves.  The Kroot will die, but it's better to have the fire focused on them instead of the Broadsides.

And Broadsides.  All your heavy support should be Broadsides.  Yes, the Skyray, Hammerhead/Ionhead looks amazingly cool, it's a futuristic space tank!  But it's just so bad by comparison to twinlinked.

Why so many Firewarriors?
60 to 72 Firewarriors are pumping out 60 to 144 shots per turn.
These shots cut through Guard, Orks, some tyranids and a few Dark Eldar as well as wounding on 2 vs some of those armies.  Vs Power Armor they're wounding on 3.  That's a lot of forced saves.

It's victory by overwhelming fire power that comes with having among the farthest firing range available.

Also, you've a pile of troops to hold objectives.

Go Forth And Win For the Great Good of Our Space Buddist Robot Overlords!

Saturday, September 1, 2012

Tau in 6th Edition

Back from the Battleground Invitational.

Wow, according to the internet the Tau is the 2nd worst Codex out there.
The only thing that sucks worse is Sister of Battle.

Somehow I just won a second tournament with them.
Suck it Internet!

Thursday, August 30, 2012

Upcoming Tournament

1250 Tournament coming up on Saturday.

I'm bringing the Greater Good.  What a surprise!

It's a lot like the last list, only no dual ethereal, no markerlights and no Kroot.

Really wish I had an Aegis Defence Line to go with it.

Apparently one can fit 22 Terminators in at 1250 so it's going to be tough,

Wednesday, August 22, 2012

Tau 40K: Why I Won

Here's why I won (aside from the cover in Ruins) with the lessons to learn from it.

1) It was a 2000 point tourney.  Everyone else brought 1999+1 lists.  I showed up with 12 troops and double force org.  Build your list to the tournament.

2) No one had ever seen Tau and had no idea about what an Ethereal did.  Because really, who plays Tau?  It's a suck-ass Codex right?  Everyone not Bill focused on my troop not my HQs, Broadsides or Pathfinders.  They know troops equal victory with so many objectives.  However, when I have 100 troops, that's a lot of fire to devote to them to try to take them out.  Also, everyone fell for the Suicide Ethereal.  When the comments of "Whoa, he must be good in melee if you're charging with him."  I'm not giving away my battle plan, my answers were an honest,"He's one of my best melee units in the codex."  Which is a true statement.  You don't know the rules for something ask to see the Codex.

3) In the 3rd match I won primary by 1 point.  I read the mission and was happy to grab the 2 objectives that were worth more points.  I definitely attacked the one in the center which my opponent went for, but that was worth one point.  By his latching on to it and not focusing on the nearer higher points one, he obviously hadn't read it completely.  Always read the missions carefully.

Monday, August 20, 2012

Game On: Game 3 Grey Knight-Crons

Game 3 Vs Dan
Vanguard Strike
This would get repetitive so I’ll summarize this one.
I have 58 points, he has 54 by this point
Primary: Objectives
Secondary: Kill points
Grey Knights With Necrons.

It’s a Draigo Paladin death star with Corteaz.
3 Dreadnoughts.
3 Transports with 3, 3 and 4 guys in them.
The Necron Flyer with some Deathmarks and the HQ.


Deployment:
It's a sparse terrain table.  I have a crater to stick Shadowsun & Ethereal in.

On my side I have a tiny crater, a mini farm house and a fallen pillar for cover.  The center of the table has a house as does my front left.  He's got a grave yard on his side.  The objectives are 1 in the center 1 in each deployment zone and 2 diagonally from the center.  There is a forest next to the house on my right.

I string out my gunline to cover the objectives as best I can.  The HQ takes cover and my broadsides have a decent fire arc.  It's Grey Knights, he has a 24 inch fire reach.  I have 72 to 30.  He's got to come to me if he wants to win.

I seize, Corteaz makes me reroll.  I do not seize twice.

Turn 1.  
He pops my empty transports and focuses on shooting my troops, Kroot are murdered.
I don’t think he understood how many Troops I had.  Corteaz perils twice and takes 2 wounds.

I get my Ethereal to charge the Draigo-star and he gets overwatched into Oblivion.  The army supercharges!

Summary
I shoot the death star, about 1000 shots into it.  Dan-Draigo's Paladins only takes a wound on a “1” from Firewarriors and can FNP most of that away and “Look out Sir!” them around.
For 3 turns I pile on wounds that get parceled around and FNP.  Everything is going into this! 

If I can break Draigo’s Paladins I will win.  If Draigo closes to assault he wins.  It’s that simple.
I ignore the Dreadnoughts who start taking out my troops strung out on the on the right.

Markerlights on the Paladins, broadsides open up first rail and missiles, rapid fire next, single shot Firewarriors after that.  The railguns and missile eventually finish off all the Paladins on the 4 turn.

*Having fought Bill’s army way vital to this match as I refined the cracking of a deathstar.  And Bikerz aren’t as bad as Draigo.

Turn 3
His Necron flyer showed up (unless it was turn 2, it’d been a long day.)  I ignore because it’s annoying with the Tesla, not deadly to my entire army like the Paladins.

The Necrons pop up and he assaults.  Overwatch drops some punks.

Interesting thing, the Leadership manipulation was vital for this as I’d use the Squad’s leadership and they have a better Initiative than the ‘Cron so I could run away and regroup off Shadowsun.

Shadowsun also melta’d the Cron HQ down three times, but the Cron got up twice making me melta it over and over again.

Turn 4
Finish off the Apothecary and Corteaz.  It also saw me start running Firewarriors towards the objectives.

Turn 5
The Cron are down, Draigo’s Paladins are vapor and my broadsides start hitting the transports and Dreads.  Also it’s night fighting.  Bad for him and his dreads, good for the Blacksun filters on the Broadside and the markerlights!

Turn 6
We go into 6.  He’s got 2 troops on the objective in the back field, 1 in the center and 3 more near the building in the center.  I blow up his transport and take out 1 more guy.  Broadsides lay into the troops who go to ground for a 2 up.  My Firewarriors run and make it to the two on my side of the board.

I can’t take out his last Dread nor can I finish off his last 1 guy in the central building nor the 2 outside of it.

It ends.  I would have tabled him in 7.

However, the center objective was worth 1, the others worth 2.  I knew that.  Dan didn’t.  It was in the packet and in the rules but it’d been a long day.

I win primary.  He gets secondary by 2 units.  I get all but 1 bonus point.

Victory: For the Greater GOOD!

Game On- Game 2: Ork-Guard

At lunch Bill and I chat, the only match we don’t want is each other.
Thus of course:

Game 2 vs Bill
Dawn of War
Primary: Area Control
Secondary:  Objectives
Ork+Guard
BikerNobz
Colossus, Manticore, 3x Chimera

On the Strategic Chart I roll “Gain Stealth in Ruins” the entire table is made of ruins.  This wins me the game.

The terrain is: a big tower in the center, two towers on my side with one in the middle back.
Cathedral-ruins in all 4 quarters.   A very symmetrical ruin laden table.


I put one of the Kroot squads as close to his parking lot of Tanks as I can to keep his switching fire, he knows if he focuses the wrong way it’s 30 attacks on rear armor.

Bill has the Bikerz on my left and the parking lot of tanks on the right.
(I forgot to take pictures at this point)

I set up ShadowSun and the Ethereal behind a tower out of LOS.

It’s 2 squads of 9 firewarriors on either side of them them with a pathfinder team on the left.
A Broadside team is in the cathedral ruins to the left, right and center.  Firewarriors are in the left and rightside ruins with a devilfish on either side so 2 of the 6 man teams can embark after the shooting stops.

Turn 1
Bill unleashes hell as templates rain from the sky and the Bikers get closer ready for turn 2 assault.  Kroot die as does a shield drone.

I start peppering the Bikers with fire. “Look out Sir!” and FNP mean the few wounds are passed around.  I move my Firewarriors to screen the HQ Combo and limit assault ability.
My Ethereal charges the Bikerz, dies and the Army Super Charges.

Turn 2
More templates, some FW are lost, and another drone gets popped.  Again the Stealth Ruins are amazing.  The Bikers move in and fall 2 inches short of the assault after killing most of a squad.
A vendetta arrives and takes out some more Firewarriors.

The Boss with a 6 toughness is incredibly hard to take out as I can’t one shot him with a Railgun.
I unleash everything on the Bikerz.  If I get multiassaulted which is likely as I’m clumped up, he wins that turn.  

As he moved in between ruins towards my Firewarriors with the Boss & Bikerz he presents the side bikers to clear close shots from the broadsides.  The Pathfinders light the Biker up so I can open up with all the BS weapons.  ShadowSun leaps out and inflicts 2 wounds.  The broadsides open up with Rails and Missile from both sides thinning down the numbers.  I put in a seeker missile for good measure. The horde of Firewarriors finish them off.

Turn 3
More Pie Plates OF DOOM! from Bill and some back and forth with troops.  The other vendetta and Ork fighter show up at this point.  He thins out some of troops by a couple of heads.
The firewarriors start advancing on the objectives as my Broadsides, freed up from the Death-Star get Markerlight support from the pathfinders to start taking out tanks.  

I spackled most of the tanks except the Manticore which only has 1 shot left at this point.  My firewarriors begin to drop his IG Troops and the left and right flank devilfish fill with FW and start moving up

Turn 4
The vendettas/Ork jet lower squad size for the Firewarriors and the Broadsides are still fine.  The manticore is empty.
My Firewarriors march towards the objectives and the Devilfish moves to quarters.  Then I pop the remaining tank with Broadsides and take out the 2 flyers.  The Firewarriors finish off the Guard Troops and with only a Colussus left on the board Bill surrenders.

Max Points.