OK, after
much wailing and gnashing of teeth (and some excellent input from Rathstar and
Bottom Banana) I’ve settled on a list for Clan Wars next weekend. Here it is
Ethereal
(Warlord)
Commander, 2
Missiles Pods, Target Lock, Drone Controller, Iridium Armour, 2 Marker Drones
Riptide, Ion
Accelerator, Fusion Gun, Early Warning Override, Velocity Tracker
Riptide, Ion
Accelerator, Fusion Gun, Early Warning Override, Velocity Tracker
XV8 Shas’vre,
Puretide Chip, C&CN, Drone Controller, 2x XV8 Shas’ui 2 Missile Pods,
Target Lock, 6 Marker Drones
4 Marker
Drones
11 Fire
Warriors, Devilfish, Sensor Spines, D’pod
11 Fire
Warriors, Devilfish, Sensor Spines, D’pod
10 Kroot,
Kroot Hound
10 Kroot ,
Kroot Hound
Skyray, Black
Sun Filter, D’pod
Skyray, Black
Sun Filter, D’pod
A run down of
my thinking
The Ethereal
is there to buff the fire warriors. Twenty two Fire Warriors jumping out their
‘Fish, each of them effectively wielding heavy bolters with a 15” range, is
pretty devastating. He’s also the Warlord because; rolling on the Tau warlord
traits he can only take 3 powers, all of which are pretty good.
The Commander
is there primarily to buff the Marker Drone Squad. I’ve decided to take Rathstar’s
advice and split my drones between the Commander and the XV8 team. Bottom
Banana is right, having 8 drones all hitting on 2, with rerolls results in
wasted marker lights. This way I have 3 sources of Marker Lights (the Commander
with his Drone Squad, the XV8 team, and the Skyrays), each of them at full
strength putting between 3-5 hits on 3 separate targets. This is much more
useful than 8 hits on one target.
The Riptides
are incredibly versatile. They kill MEQ and TEQ at range, threaten heavy vehicles
with their S9 ordinance large blast, kill MCs and Flying MCs with their normal
Heavy 3 S7 AP2 shot, and are great tar pits for anything that is S4, or has no
AP2 weapons. I debated whether to drop the EWO and the Velocity Trackers,
however the EWO puts off deep striking marines and terminators, and the
Velocity tracker gives me a skyfire melta weapon. This allows me to push
forward with the Riptide against Helldrakes, either forcing them to come into
range of the intercepting Riptides if they want to flame the rest of my army,
or stay out of range, and be unable to flame the rest of my army. This also
works against Vendettas to an extent, although their range makes it harder to
do. The Velocity tracker also give me some redundancy if the Skyrays are taken
out in the first turn or 2.
The XV8 team
is primarily a marker light platform, but also brings the Puretide chip to the
table. The Missile Pods can shoot at a different target than the Drones thanks
to the target locks, and everything is twin linked. The Commander can attach to
this unit is he wants to take advantage of the Puretide Chip (e.g., lots of
Tervigons!)
Fish of Fury
is back baby! I’m really enjoying Fire Warriors in Devil Fish. The guy from
“From the Fang” (sorry mate, don’t know your name or your online “handle”)
commented that he couldn’t believe I was a fan, having been so down on them in
5th, but I am. Running the Fish up to a deathstar and unloading 22
heavy bolter wielding Fire Warriors, that (with only 4 marker lights) hit on 2s
and wound on 3s (assuming T4) is funny! Even funnier if you’re warlord trait
allows you to reroll 1s to hit. Not many death stars can take 40+ wounds and
still function (paladins with an apothecary perhaps, but then you have the 2 S8
AP2 blasts from the Riptides for them?). Funnier still, if you get your
blocking right with the Devilfish and gun drones, because then they need to
assault either a gun drone squad, or a devilfish, get over watched by all those
heavy bolters again, and shot as normal next turn…..!
However, the
key I find is making sure that anything that will template them next turn is
dead before they get out. If you get out and there’s a Thunder Fire Cannon, or
a Griffon Mortar, or a Manticore around, then you’re in trouble. You need to
protect them from retaliation.
Kroot do what
Kroot do, score, disrupt and get in the way. I thought about dropping the
hounds as suggested by Rathstar, but 9 times out of 10, my Kroot outflank to
get objectives on the sides. An acute senses from the hounds is just too good.
The Skyrays
are still there. Of all the units in the army, the Skyrays are the ones I’m
most unsure about. The alternative is 3 Missile Sides with Velocity trackers
and as many Missile Drones as I can find points for. The reason I’ve kept the
Skyrays are 3 fold
·
I worry about range.
Particularly Vendettas. My fear is that they come on out of range of the
Broadsides and snipe them with lazcannons. Vendettas with lazcannons and heavy
bolters are a worry for Broadsides. If your opponents is smart he’ll force you
to take the Heavy Bolter wounds first, burning through your drones, and the
laszcannon wounds second, doubling out your Broadsides.
·
I worry about target
saturation. If I have no other vehicles then it leaves the devilfish a little
more exposed.
·
I like having the extra
marker lights, particularly sky fire marker lights
·
The Skyrays are painted, my
broadsides aren’t.
I’ve kept the
D’pods. The reason why is that the Skyrays need to survive until turn 2 or 3 to
shoot down enemy flyers. In fact it’s worse, they need to survive a round of
shooting from the Vendetta when it comes in, before it can retaliate! A 3+ save
is better than a 4+!
So there you
are – rip it apart!
EYIG
So fyi, I was doubtful of the ethereal fish o fury combo when I read your last blog. But I tossed it in in my list last weekend and man you weren't kidding it can really bring the hurt.
ReplyDeleteGood luck next weekend