Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts

Monday, March 24, 2014

Tau vs New Nids Tip (with only one Vassal pic)

Hello Internets!

Just some quick thoughts on the new Nids, as I recently picked up some of their models. I wound up running a vassal game between one of the scarier new Nids list I've seen with my Tau army. Playing Tau FTW! And it was a strange game, almost a deja vu experience, teleporting me back to the days of 5th edition.


Woah... This is crazy!

Tuesday, July 31, 2012

The Tau Answer to Flyers

Hello everyone!

Welcome to 6th! Since the last time I have posted, an edition has both gone (5th) and come into being (6th). 
Also, I'll be starting grad school soon! But enough about real life. I'm here to talk about the thing that others are talking about: Flyers. They are fast, they are dangerous, and they are hard to hit. Namely, they require 6's to hit. However, they are (thus far) av11 or av12 on average and wobble and crash if you can manage to land anything on them. And, without using allies or fortifications, Tau might have a way to combat fliers. 

I am proposing that Seeker Missiles might be the answer. Okay, go ahead and laugh. Do it, it is good for you. Ok, lets go back to thinking about this. I think that they may be the way to not waste tons of firepower while at the same time knocking the birds out of the sky. Alrighty, let's begin. 

Seekers can only be fired by Markerlights, so we'll discuss them first. When packed by moving Pathfinders, they only hit on 6s due to the 'snap fire' rule. So if we hit the flyers with the lights, we aren't losing anything. At 30 inch range, plus 6 inch move, the planes could likely be painted coming or going. Unlike most weapons, moving markerlights do not have any wasted accuracy on fliers.

Now, we will check the Markerlight rules. A token can be expended to fire a Seeker Missile, which is resolved at an assumed ballistic skill of 5. To recap, you shoot the Markerlight which can then trigger another shot at a specified ballistic skill. So, a shooting attack triggers a special ability which is like a shooting attack. But more importantly, its a specified ballistic skill. Why is that important? Because codex trumps rulebook! 

So, there you have it. Markerlights and Seeker missiles might be the ticket to clear out flyers. And the best part is, you don't need any new units! Seeker missiles can just be tacked onto whatever vehicles you are currently using and fired using the Pathfinders you already are using. I'll be trying this tactic out once I can manage to get some games in. Until then, 

Keep it real. 

~ Shas'el Mike
I'm the soulweeper...

Monday, February 6, 2012

off-topic, then... Tau vs Drop-Melta and JotWW!

First, the off-topic stuff. I tend to patrol eBay regularly, looking for awesome deals. As a somewhat broke post-college student, I have to stretch every dollar as far as it will go. This weeks deal was a smashed-up Dante, that was mis-labeled. As any Dante fan will tell you, he has an axe with a wicked special rule, and an infernus pistol. (I had to look that up actually, so I guess I have to admit to being a Dante-poser.) However, I did have some leftover Sanguinary Guard bitz, and Death Company bitz... so, I rebuilt him. He's not taller, and he's still metal, but I like to think he looks more awesome! Due to privacy concerns I have used state-of-the-art technology to obscure the photographers identity: 


Wednesday, December 21, 2011

So... Necrons v Tau Strategies

So i've been thinking about Necrons. Specifically, that nexis between Solar Pulse, Imotekh, and av13-till-penetrated hulls and how that relates to my Tau. 

Tau are terrible at nightfighting. Sure markerlight hits can be expended to ignore night-fighting on a 1-per-squad basis, but first you have to get the markerlights to hit, which in nightfighting conditions with heavy weapons is not an easy task. Additionally, having a mainly av13 army can be a bit of a challenge for tau, as now it takes fusion blasters or railguns for even the lowliest of transports, even the Crisis squad's vaunted missile pods aren't much use. And then, when it all lets up, Necrons win at CC, so letting them get into assault range is a problem.

I'm musing a bit on whether my gameplan needs to change, as the Tau i usually play are completely helpless in extended night-fighting scenarios. Additionally, those random lightning strikes suck when you can consistently max out your force org chart.

What are your experiences with Tau vs New Necrons? Share them, oh Dear Reader!

~Shas'el Mike

Friday, February 4, 2011

Crisis Suit configuration

So after the last couple battles, i've been doing some thinking about my Crisis suit loadout. Traditionally, I do 3 Fireknifes per squad, as many squads as possible. Which boils down to 211 for a squad with plasma rifle, missile pod, multi-tracker, and a 'vre. And, at a BS of 3, at a range of over 12 inches only 1.5 shots per suit on average will hit. Needless to say an army that depends on hitting will need to do better. And, the plasma won't hit till turn 2 or 3, once your enemy is within 24 inches. This theory generally shows itself in my games. the plasma rifles are pretty much wasted until at least turn 2, while the missile pods would do better if their accuracy increased. However, the stopping power of the plasma rifle means it cannot be left at home. Recently, i've gone to running 2 Deathrains with a Fireknife 'vre. The biggest change in this setup is allowing everyone to take a targetting aray, and max out the long-to-mid versatility.This allows for everyone involved to be upgraded to a BS 4, which allows for an increase in hitting accuracy, as well as reaching targets on turn 1. And the 'vre has the plasma rifle for that extra punch. More info on how that goes. Unfortunately, this means that for my suits I am now 7 missle pods short. more on how resolving that shortage goes.



  My command squad is subject to much love but not as much play. In smaller games, that extra 10 points for a Crisis suit that is cheaper as an elite is unnecessary. However, in larger games the extra suits are nice. However, I wanted these suits to stand out. Heavier armor, more ornate helmets, different weapon loadouts something. As far as weapons go, i felt this squad should be more of a hold-the-gap type unit, so i gave the body guards dual plasma rifles, and the commander an afb and a plasma rifle. lots of AP2 death, made cheaper by twin-linking. I wound up converting my commander after being inspired by this entry on Warhammer Tau. I wanted my honor guard suits to be similar, and yet different. I figure that being who they are, they will naturally have beefier looking suits. But I couldn't figure out what to do with the head. Until I saw this post on Advanced Tau Tactica. So, with a little bit of conversion, and supergluing later, I was done. All that is left is to touch up the paint. So, here are a couple pics of my new suits. Any thoughts?





























 



















"Bring us to the Hunt"


Shas'el Mike

Thursday, February 3, 2011

Lessons from Mont'ka

Or, Why Being Aggressive Helps Keep You Alive

If you play Tau, you know this feeling: Broadsides against the wall, every other unit dead, Plague-Marines bearing down on you in an inexorable march of death.

My good friend, who i shall call Starsky, loves his Nurgle army. My Tau have traditionally lost every game to his army, generally a bloodbath. This is the bottom of turn 6 in our latest match, after two failed chances to turn it into a win and two failed chances to turn it into a draw. Which honestly is quite ok, as this battle showcases what I would like to ruminate over with you: aggressive deployment.

The forces of the Greater Good traditionally have stayed away from the middle of the map, as their prodigious glass jaw practically dares any imp to shatter it and bring them to their knees. I am of course referring to the sad lack of good close-combat options in the Tau army. Typically, this results in a gun-line on the back of the table, hoping to pump enough firepower down range to wipe out the enemy and save the day.The other alternative commonly seen is a purely mechanized force supported by crisis suits. The plan is to cruise around the map, pumping gun salvo after gun salvo into the enemy. While this is not bad, the lack of Broadsides for anti-armor, and the necessity of Fire Warriors for the Devilfish is a problem. Instead, I propose something different.

I propose a plan in two parts. (A) In the deployment phase deploy aggressively. Put your hammerhead(s), your Crisis suits, your Fire Warriors nosing the foward boundary, spread out enough that a single Leman Russ salvo won't kill you. The only exception should be Broadsides, who should have a clear view from somewhere in the back. Then, (B) deploy your kroot in front of your zone as a screen during your infiltration option.Naturally, they should be deployed close enough to your lines to be supported.

The first reason to perform this crazy deed is to seize control of the game. Historically, very few battles are won on the field of the enemy's choosing. Of those few battles, none were won by playing by the opponents plan. By deploying aggressively, you've broken the mold. By doing so, you've forced your opponent to re-evaluate his plan as well as yours. Oftentimes this means that the army you are facing will become more reactive in the begining, buying you precious time. By taking the mental lead, you are more likely to take the tabletop lead as well. Think of it as a game of chess: you want to either force a check on your opponent to make them take the defensive.

The second reason is to maximize firepower. If you allow two to three feet of empty space between armies, those IG or SM transports will be on you in no time. They will go flat-out, and run you over like a toad. By deploying at the front of your deployment zone, you chose where they disembark. By forcing them to disembark in front of your Kroot wall, or else be suppressed for two to three rounds, you have made the troops a vulnerable target for your Crisis suits, Hammerheads, or Fire Warriors. Then, you can fall back, leaving yourself more room to ready the next killing blow. If you put a unit in check, the other player has to weigh rescuing it against his previous objectives. Additionally, if transports are forced to disembark, that means your Broadsides can be used to target the tanks. Which is always good.

The other advantage I want to bring up is anti-armor tactics. By taking the target lock upgrade, your Hammerhead can fire like a fast vehicle. This means moving up to twelve inches before firing the rail-gun. Since you have already started a foot in, cruising another foot before taking your rail shot will most likely land you within the arc necessary to generate a side-armor hit. As you will likely be successful, this also puts a threat on your opponent's flank, possibly saving a couple Kroot lives. They will thank you. If you turn a flank with a Hammerhead, the check will make your opponent more likely to deal with it rather than other potentially weaker units.

Playing Tau is difficult, and requires some degree of skill. Due to the Fire Caste doctrine, you must have multiple pieces working together in harmony. If you can force the enemy to relinquish control of the Rules of Engagement, and then maximize firepower on now-vulnerable units, and aggressively use anti-armor tactics, you will likely be able to bring forth another victory for the Greater Good. Remember, the Tau do not value territory. It is better to split your forces and fight like guerrillas than to die holding that firing-line.

Prosper, as Tau Shall!

Shas'el Mike