Showing posts with label Tau. Show all posts
Showing posts with label Tau. Show all posts

List-Fu: 1650 SW+IG+INQ for GT Final

http://www.coolminiornot.com/299894?browseid=8070613
CMON, Beamo (GW)

I thought I'd put up the list that I'm working on for the 40k GT finals in March. This list has developed from the thinking behind this post and the following discussions on the blog and at the club, so thanks to everyone who contributed their thoughts (Coyote, hornywingythingy and Jamie in particular).

List-Fu: Caledonian '14 Uprising Lists

Thought I'd share this link to the army lists for the upcoming Caledonian Uprising. For anyone interested in the sort of dirty lists they might be facing in the UK, this is a good indication of what is popular among the competitive crowd at the moment. Enjoy and good luck anyone going!

Food For Thought: How to Beat Tau on 3++

3++

Some of my favourite posts on other sites are the 'how to beat army X' articles. If you don't have access to players or clubs where the latest power builds are played, being able to read up on how they work and how to approach them gives you a much better chance of forming a plan on how you're going to tackle them.

For Tau, recognising their typical weaknesses, such as limited mobility outside of jump suits, general reliance on riptides or allies for contesting/scoring distant objectives, vulnerable ethereals giving up a potentially game changing VP (think Relic and Emperors Will) and relatively squishy troops, means that you can consider how best to place objective markers, deploy your army and set up your target priority through the game.

Matt-Shadowlord does a great job of discussing these points and more over on 3++ here and here. Well worth a look if you haven't already!

40kGT Heat 2 Results


Last weekend I attended my second tournament of the year, Heat 2 of the 40kGT in Brighton. Having managed to place in the top ten in July at another tournament at Brighton I was hoping that my refined list would help me into the top half to qualify for the national finals in March.

My list was:

1650pts Space Wolves and Imperial Guard 40kUK GT Heat 2 List

Rune Priest, Jaws, Living Lightning
(IG) Company Command Squad, Master of Ordinance

4x 5 Grey Hunters, Razorback (Heavy Bolter), plasma gun
2x 5 Grey Hunters, Razorback (Heavy Bolter), melta gun
(IG) Platoon;
Platoon Command Squad, 2x flamer
2x Infantry Squad
2x 1 Sabre Defence Platform, lascannon (IA 2 2nd Ed)

3x 2 Hyperios Missile Launchers (IA Aeronautica)
(IG) Vendetta [130pts]

(IG) Heavy Quad Launcher Battery (3 guns with 9 crew) (IA 2 2nd Ed)

1650pts

Further list analysis here.

DAY 1


Game 1: Crusade vs Daemons.

Screamers, beasts and drones were all over me on turn 2, but I was winning when we timed out. However, the TO came over and gave us extra time into lunch to get turn 5 in. Timing is critical when diving onto objectives, and I'd already sacrificed a turn of shooting to get into position because I could tell we weren't going to get turn 5 in within time. Result = loss. Quite frustrated at that, but there was really nothing I could do. Oh well!


Game 2: Relic vs IG & Ultramarines

Tigerius and his grav-toting biker friends accompanied a full commissar led blob which mostly hid under his skyshield shooting lascannons. I managed to take out 75% of the enemy with minimal significant loss. Anything of his that got close to the relic died. Manticore and 3 vendettas didn't last long either! Good game.


Game 3: Scouring vs Daemons & CSM

I made a big mistake keeping all my razors off the board. Then I messed up my psychic powers, positioning and target priority all game. Didn't play well at all, lost fair and square. I don't usually make that many mistakes, and I paid for it!


DAY 2

Well after a disappointing first day I wasn't holding out much hope for getting a top half finish to qualify for the finals. I needed two more wins and a draw to guarantee a place, but one of the games was killpoints (always a hard one with MSU lists) and I'd found out on Saturday that I'd be playing against Tau/Eldar in Emperor's Will next...


Game 4 Emperor's Will vs Tau & Eldar

Going second, I deployed out of range for most of the enemy and only lost a thudd first turn. I couldn't stop one of the riptides and broadside units contesting my objective, but he only had one troops choice left to claim his and I flamed the kroot off and then scored it for myself with the PCS.

Things got a bit difficult at this point, as he'd apparently asked if there was anything in the vendetta when it came on. Unfortunately I don't remember this at all (having declared the unit embarked at deployment), but came in on the extreme right flank out of range from the broadsides and the fusion gun, so only the single remaining riptide's ion cannon had the chance to shoot. I also took out the single skyray that turn, eliminating his only skyfire unit.

Could he have fired a load of shots from the two broadside units and bought it down? Sure. But that fire wouldn't have been going elsewhere, particularly the thudds, so it may have worked out that I'd have been able to kill the last unit of kroot anyway, drawing objectives but then winning by killing the ethereal (secondaries at the GT don't count towards the result, but instead contributed towards tournament points). Who knows, but it was unfortunate to have the misunderstanding spoil an otherwise mostly amicable game.


Game 5: Purge vs CSM & Daemons

After introducing myself I said that this would probably be my opponent's easiest win of the tournament, as my list offers a 'target rich' environment with over 20 killpoints available. Comparing this to the compact 10 offered by the 4 FMC, 2 helldrakes and handful of cultists, marines in a rhino and plaguebearers, it wasn't looking good. Throw in hammer and anvil deployment and a huge (10"+) LOS blocking terrain for the FMCs to hide behind and getting siezed, things went from grim to grimmer! Oh, and one daemon prince got warp tether...

A couple of key lucky dice rolls helped keep me in the fight early on though, when I exploded the first helldrake with a sabre lascannon and the rhino with a MoO barrage hit. By the end of the game I'd also killed the other 'drake and three of the daemon princes, but had somehow only managed to lose a hyperios unit, 3 razors and a hunter squad!

Best game of the weekend by far, laughing all the way through, with an unexpected win to boot!


Game 6: Big Guns vs Eldar

2 wraithknights, Eldrad and reapers in a bastion and 3 DAVU waveserpents. Joy! Fortress of redemption (ruin) in the middle for the wraithknights to hide behind? Yep. Piloted by an ETC player? Excellent. Bring it on!

My opponent had already qualified in Heat 1 and was standing in to even out the numbers. Had this not been the case he may have focused a little more but we ended up with a friendly game and a win to me. Result!


Conclusion

After a dire first day, I somehow managed to pull three wins out of the bag day 2, placing 8th out of 45 against some very strong competition. Really happy with the result, and managed to qualify which was my main goal this year. Thanks to all my opponents and the GT crew for their efforts. Good times!

Brighton Singles Tournament - Day One Update

Tau Castle - Joy!

I return undefeated! I have to say this is thanks to a mix of strategy, luck and opponent's mistakes, but that's the game, right? Three great games so far and a lot of fun.

Three perfect aggressive deep strikes into my backfield - ouch!

So I'm 2-1-0 going into day two, just like the GT last year. Today saw me draw game one against a brutal Farsight Tau and Tau allies list in Big Guns/Vanguard, win Crusade/Hammer and Anvil against Zandreck/Oberon veiling Necrons, and win The Relic/Dawn of War against Fateweaver Demons (could have very easily been a draw).

Razorwall around The Relic

Definitely still need to speed up, and I'm expecting a hammering tomorrow, but we will see!

List-Fu: New Eldar Mechdar list

CMON - hors

Having managed to get hold of the club's copy of the new Eldar codex, I thought I might have a go at writing a list or two based around the new book to try to understand it better. I'm coming at this from an opponents eye view, and will give my first impressions and attempt to write a balanced pure Eldar list to try to understand the codex's strengths and weaknesses. First up is mechdar. Before giving you each list, I'm going to go through the thinking behind the unit selection.

Wave Serpents
As with most of the internet, I agree that initially wave serpents look great. The shield gun is very nice, if a little unpredictable, and with a scatter laser upgrade to give it twin-linking provides a decent mid-strength, cover ignoring weapon. Pinning is a bonus, but not something I would rely on. I'm thinking that I would use these as a main battle tank accessed from the troops FOC, with the added ability to transport troops in a fairly resilient box. For now we'll take 4 with minimum squads of dire avengers as the cheapest way of unlocking the wave serpents, and come back later to consider the rest of the troop choices.

Heavy Support - Fire Prisms
Since we're going mech, I look to the heavy support slot and start looking for hulls or something equal in resilience to try and increase target saturation. For me, the stand-out unit for this role is the fire prism. Comparable in cost to a rifledread, the fire prism's main gun brings superb versatility, with the ability to choose (yes choose - no rolling a dice to decide folks!) either an anti-MEQ large blast, anti-TEQ blast or a S9 AP1 lance shot. That is a lot of tools covered from one unit, and for this starter list I'll take 3.

Although the wraithknight appears to be a tough beast with T8 and W6, it only has a 3+ so it is vulnerable to missile and lascannon equivalents. Really, the wraithknight is equivalent to AV12 with 6 hull points that you need to glance to death. And for something that cost as much (or even a lot more) than a land raider, a decent shooty enemy army should be able to concentrate and whittle it down fairly quickly if required. But even then, is it's damage output strong enough to be a priority target? I'm not so sure for the points. I may be proved wrong, but I would prefer to take the fire prisms in a mech list.

Fast Attack
Moving to fast attack and noticing that so far the biggest hole in the list is anti-air, I start considering whether to take a couple of crimson hunters. Compared to the big 3 fliers (night scythe, helldrake, vendetta), in my opinion it follows the general 6th edition trend of being a decent but not jaw dropping unit.

It's offensive potential is fantastic against other fliers, but two things in my opinion hold it back. First is AV10 all round - it so fragile and such a high threat to your opponents fliers that it is likely to be targeted and bought down asap. Interceptor guns go giddy with excitement at the chance to shoot at this thing, and if you're facing forge world or Tau this is a huge problem. Even an aegis line with a quad gun has a good chance to bring the crimson hunter down. Add to this that if you're coming on before you're opponent's fliers, there is a strong possibility that your paper plane isn't going to get a change to fulfil it's primary role. Secondly is it's points cost - I'd prefer to have a vendetta that is 30pts less, as AV12 front and sides and can also carry troops.

However, we need anti-flier, so rather than write off the crimson hunter too hastily, let's consider what could be done to protect it.

First priority is getting it to arrive at the right time (i.e. after the enemy fliers). What can we get for free or little cost that helps reserve manipulation? Well, firstly there's the strategic warlord traits. This is the most useful (read - has the least number of useless rolls, and some handy rolls) table, and gives a 1/6 chance to get the re-roll reserves trait. Not something that is ever going to be reliable in getting, but it's free so there's a good reason to give it a go. Next is psychic powers, and if you're taking a farseer you can have three rolls on the Divination table. That's three opportunities to get scrier's gaze, which can be brilliant on turn two to pretty reliably bring in or hold off your reserves. Otherwise there is an autarch for the +1/-1 to the reserves roll, mount him up on a jet bike and equip him as a harassment unit. Not sure on this in a mech list though, so I would probably lean towards the farseer who I expect to be more useful by casting other powers from the safety of backfield.

So there is some hit-and-miss potential for reserves manipulation. Next is protecting the crimson hunters on the battlefield. Against a 48" interceptor gun, it is possible to try and stay out of range (or ideally out of line of site entirely). Against multiple interceptor guns that is a lot harder to achieve, especially if your opponent has wisely spread them out to cover as many angles and as much of the board as possible. So that forces us to try and create a safe zone to fly into when we come on. The range of the wave serpents and fire prisms do offer a possibility of targeting the interceptor guns/units early on one side to try to create this safe zone. It really depends on terrain, your opponent's army and deployment at this point, so it's by no means a reliable tactic, but it is something to consider if the situation arises.

Is this enough to warrant taking the crimson hunter? I'm not sure yet. Fire dragons on a quad gun have some potential, but this would be a foot element in an otherwise mech list so far. Lets stick with two crimson hunters for now and see where we get to with points.

HQ
Aiming for reserve manipulation and added utility powers, let's go with a bare-bones farseer. Quick note here is that they lost the board-wide runes of warding, so Wolves now have the best psychic defence in the game (good for my Space Wolves!). This makes other army builds like psychic-choir 'nids more reliable.  

Troops
A quick total of the points takes us to 1535pts. The list is currently very light on troops for my liking, so to take it to 1650pts I would take out one fire prism and add another 5 dire avengers with a wave serpent and throw in a small backfield unit of rangers to sit in cover. That makes 1655pts, so take off a scatter laser to hit the correct points.

1650pts Eldar Mechdar list - First Impressions

Farseer

4x 5 Dire Avengers, Wave Serpent with scatter laser
5 Dire Avengers, Wave Serpent
5 Rangers

2x Crimson Hunter

2x Fire Prism

1650pts

That's 7 mobile AV12 hulls, 2 AV10 fliers, 6 minimum sized troops and a utility HQ. This list packs some respectable mid-strength firepower, decent anti-MEQ/TEQ, anti-vehicle (light to heavy), and excellent anti-flier (if it gets to shoot!). The fire prisms can also provide a number of large blasts, but otherwise the anti-horde is just ok rather than amazing as the dire avengers should be sitting in their boxes to keep them safe in objective games and only getting out at a critical moment if required.

Playing against this list, I would notice the low number of squishy troops and paper-thin fliers, and possibly vulnerable HQ. However that is a fair few AV12 hulls to work though at this points level, also assuming a jink save all the time. I would expect the Eldar to try use their mobility to keep away and shoot as much as possible, before a late game objective grab with the dire avengers. This means that I would probably push mid-field, try to pop the paper airplanes and look to take out the scoring troops a unit at a time.

To bring the list to higher points levels I would probably look to introduce some allies to shore up the low number of troops, taking out the rangers to free up some more points. Less fragile anti-air would also be on the shopping list! I would maybe consider Tau for this, kroot could provide some temporary bubble wrap to keep the Eldar hulls away from alpha striking drop pods and on-coming mid-fielders, plus a commander and battlesuits on a quad gun would assist with anti-air. Other options are available though, so this is not necessarily the best choice!

Conclusion
Well that's a starting point at least, and it has been interesting to put a list together to highlight some of the potential strengths and weaknesses of the codex. Please feel free to add your thoughts! Now to take a look at an infantry based list with jetbikes and war walkers...

Further reading
CONCEPTS: Mech in Early 6th

List-Fu: Josh Roberts, 1st at Caledonian Uprising '13

The Warhammer Forum

Results are in for this weekend's Caledonian Uprising tournament, with UK number one ranked player Josh Roberts taking his Necrons through a strong field for the win.

83 players out of the intended 94 players braved the snow to make what is one of the highlights of the UK tournament scene's calendar, with a significant proportion of the top ranked players in attendance. By round three out of five, the top ten tables were dominated by Necrons and Daemons.

For anyone interested, pdfs of of the rules pack and all of the 1850pts lists can be found on the Warhammer Forum here.

Before getting to Josh's list, a few brief observations on the tournament and overall lists:
  • Following the UK trend, Forge World was allowed. A good number of marine and guard lists had hyperios or sabre defence platforms, but surprisingly few brought contemptor dreads. There also only a couple of lists with lucius pattern drop pods (a Space Wolves list with 3 and one in a vanilla marines army. No Blood Angels blender dreads though!). Looking at the overall results and given that the players seemed generally aware and able to incorporate Forge World units into their armies (as with the 40kUK Heat 2 I attended at Brighton in October), my current opinion is that allowing Forge World in tournaments doesn't appear to be breaking the game in the way that much of the internet would seem to believe. The lists on the top tables currently generally appear to be 'pure' GW lists. Something for further thought anyway...
  • Anti-Daemons/Wraiths tactics were notable in many of the vanilla Space Marine lists, using the Null Zone/Thunderfire Cannon combo. Given the results, it didn't seem to help much!
  • For most marine armies, drop pods predominantly replaced rhinos/razorbacks, with the notable exception being Grey Knights making the most of the strength 6 razorbacks. For my initial thoughts on mech in 6th see this article here.
  • Approximate army breakdown (attending): Necrons (15), Tyranids (8), Daemons (7), Eldar/Dark Eldar (7), Double Space Marines (7), Space Marines (6), Imperial Guard/Space Marine variant (5), Grey Knights (5), Eldar & Friends (4), Orks (4), Tau & Friends (3), Chaos Marines (3), Space Wolves (1), Others (9). 

The Warhammer Forum

Anyway, the winning list:

1850pts Necrons, Josh Roberts

HQ 1: Necron Destroyer lord, Sempiternal Weave, Mindshackle Scarabs
HQ 2: Necron Destroyer lord, Sempiternal Weave, Mindshackle Scarabs

Troop1: 10 Immortals, Tesla Carbines
Troop2: 5 Warriors, Transport1
Troop3: 5 Warriors, Transport2
Troop4: 5 Warriors, Transport3

FA1: 6 Wraiths
FA2: 6 Wraiths
FA3: 5 Wraiths

HS1: Annihilation Barge, Tesla Cannon
HS2: Annihilation Barge, Tesla Cannon
HS3: Annihilation Barge, Tesla Cannon

Transport1: Night Scythe, Troop2
Transport2: Night Scythe, Troop3
Transport3: Night Scythe, Troop4


The basics of the winning list comprises of the now familiar set-up of fast, durable wraiths with destroyer lords tanking strength 8 shots up front, backed up by the strong supporting fire power from the triple barges plus air support and durable objective grabbing from the night scythes and warriors.

Of course there is a lot more subtlety to playing the list, and the army does have it's weaknesses (AV13+ at range? Other suggestions welcome!). However, comparing this army to my list building requirements, you can see that it covers the bases well and avoids all but the most basic upgrades, leaving an efficient balanced and focused list.

There were a lot of Necron lists this year, all pretty much variants around the above theme, managing to hold off the 'unbeatable Deamon lists', Tyranids (doing well Stateside), and plenty of other strong Forge World enhanced, anti-flier capable lists.

So congrats to Josh on the win! If anyone has any tips using or playing against this type of list, please feel free to add your thoughts!