My list as it stands can deal
with most “conventional” lists. By that I mean the sort of list you might see
at your local FLGS, or of an evening at your local club. I don’t really fear
anything in power armour (podding wolves being an exception), nor really guard.
Flyers no longer worry me, and I’ve learned to deal with demon FMC spam (still
a tough game though).
I’m becoming concerned with the super durable units I’m hearing about, which some are suggesting are specifically designed as “Tau Hunters”. However, I think I’ve come up with a plan, and I thought I would throw it out there for discussion.
Some examples would perhaps help
(and if I get these wrong please correct me – I’ve never actually played any of
these yet).
The first one I’ve heard/read
about is familiar, but now revitalised – the Eldar Seer Council. Essentially a
unit of Warlocks on jet bikes lead by 1 or 2 Farseers, typically with allied Dark Eldar
, so the Baron can join them. It works if one of the Farseers gets Fortune
(bit of a disaster if you don’t, which is why it usually has 2 Farseers “just
in case”), allowing the unit to re-roll their saves (3+ armour save from the
jet bikes, or 4++ from the wraith bone armour). If one of the Farseers gets
Invisibility, then that becomes a rerollable 2+ cover save. If one of the
warlocks gets Protect/Jinx then it becomes a 2+ re-rollable armour save. The
Baron is there to give the unit “hit and run”, and a re-rollabe 2++ if he’s out
front tanking wounds.
The next one is the Dark Eldar
Beast Pack. Usually comes with an allied Farseer for a chance at Fortune and/or
Invisibility, and the Baron for Hit and Run and his 2++ (re-rollable if the
Farseer gets Fortune).
Next, the new kid on the block –
the Tzeentch Screamer Deathstar – 10 screamers, with 2 or 3 Heralds rolling on
Diviniation, with the Grimnoire of True Names. The idea is that one of the
Herlads gets Forewarning giving the unit a 4++. The Grimnoire then makes this
into a 2++, and because they are Demons of Tzeentch they get to re-roll 1s
giving them a re-rollable 2+ invulnerable save.
So – what I need in my list is
something to deal with these Death Stars, and if it also has an answer to drop podding
wolves (essentially jaws) then that would be good too……hmmm!
Death Stars
The advice one reads on
dealing with Deathstars is usually to ignore them and play the mission. The
idea being that you kill everything else, and then deal with the death star. In
theory that’s all very well, but in practise it’s hard.
The problem with all
these death stars is that they’re very fast. It’s kinda hard to ignore a unit
that can move 48” in one turn (the seer council), and can string itself out to
multi charge a whole bunch of units at once. Even the beast pack – the slowest
of these death stars is still pretty fast. Other advice you often see is to
bogg them down in assault with a really tough unit. Again, good in theory (and
might work for the Tzeentch Star, although they’re pretty damn killy,
especially if they have Prescience and Misfortune) but the Seer Council and the
Beast Pack have hit and run.
So, I
would still prefer a way to kill them.
It seems to me that these Death
Stars all have 2 things in common – firstly they’re dependent on individual
characters (e.g. the Herald with the Grimnoire in the Tzeentch star, the Baron
or the Farseer in the Beast Pack, and the Farseer or Warlock in the Seer
Council), and secondly they’re dependant on getting the powers up in the first
place.
In theory then, they could
be countered by killing the individual characters, or stopping the power.
Killing the Character
I can think of 2 ways to do this
- precision shots or barrage snipping i.e. placing the barrage template on top
of the character and hoping it doesn’t scatter. Your opponent then needs to
take all the wounds on the character first. The only barrage weapon we have is the Airbursting Fragmentation Projector, whihc is OK, but it only has a 18" range. There are a number of ways to get
precision shots into a Tau Cadre – giving all your Kroot Sniper rounds, taking
sniper drones, or giving suits Advanced Target Systems. The problem however is
that characters still “look out sir” these shots on a 2+, and you still
need to get through their save. So for it to work, you need a lot of Precision
Shots – particularly if the character has a re-rollable armour save!
The best way round this I can think of is to ally in a Vindicare assassin, whose shots are always precision shots, and can not be passed on using “look out sir”. Even better if you attach him to a quad gun – chances are you’ll put 4 wounds on the character, that can’t be transferred. That should kill a Herald in the Tzeentch Star (who only has 2 wounds, and, usually a 4++ as the Griminore doesn’t effect him). He could also be used to “break” the Barron’s invulnerable save in the Beast Pack using the shield breaker round. He would be less useful against a Farseer however (three wounds), particularly if the Farseer had Fortune up. You could however kill the Warlock with conceal or Protect/Jinx.
Stopping the Powers
Stopping the powers going off is
way more effective, but its easier said that done with Runes of Warding taking
a hit. Allied Rune Priests might be the way to go here, denying powers on a 4+.
Two of them with Jaws and something else in a drop pod with 5 Grey Hunters
would also be a good counter to opposing Tau players. However, it would have less
of an impact on the Tzeentch Star, as the Grimnoire is not a psychic power.
Another option is to kill the unit (or cripple it) before they get the powers off i.e. alpha strike the death star if you get first turn. Guaranteeing first turn however is not easy!
Towards a solution
I’ve been leaning towards the
Farsight Enclave with Grey Knight allies, essentially for the Vindicare
Assassin. Wolves are attractive, but have no real impact on the Tzeentch Star …
and Grey Knights have other benefits.
Here’s the list I’ve been thinking about. I’ve not pinned it down yet, and it would need some “jiggling” to fit it all into 1,750 points, but this is the base
Commander, AFP, Burst Cannon, Drone
Controller, 2 Gun Drones, Warscraper Drone
10 Kroot, Hound
10 Kroot, Hound
Skyray
Skyray
3 Broadsides all with Advanced
Targeting Arrays, one of them a Shas’vre
Aegis Defence Line with Quad Gun
Coteaz
10 Grey Knight Strikers
Vindicare Assasin
The first thing is that you have
a reasonably good chance of going first. The reason is the combination of
Morrocodex and Coteaz. The Mirrorcodes allows you to seize the initiative on a
5+, and Coteaz allows you to re-roll that dice. If my maths are right that’s
like seizing the initiative on a 3+! Now, getting first turn with a shooty army
is a good thing in itself. However, seizing is better, particularly
if you get the drop on Death Stars that need first turn to get their powers up.
Coteaz also has “I’ve been
expecting you”, and the Strike Squad has Warp Quake to discourage deep striking
Rune Priests with Jaws. On a similar note the Talisman of Arthas Moloch allows
you to deny the witch on 4d6 (something
like a 66% chance to deny), making Jaws even less of a concern. However, it
also makes Demonic shooting powers much less scary. Often the Tzeentch Star has
Flickering Fire which pumps out a lot of dakka when it goes off. The Strike Squad
also brings a lot of dakka (with Presience), and has Preferred Enemy (Demons)!
Finally (far the allies at
least), as discussed, the Vindicare is the ultimate sniper for taking out
crucial characters, and putting him on the Quad Gun just makes him better.
And finally, the Earth Caste
Targeting Array seems to me is the ideal compliment to the Heavy Burst Cannon.
My concern is I have weakened the
core of my list too much by introducing all the “tricks”.
Thoughts?
EYIG
The question is, are you opening yourself up with weakness towards armies you have no problem with? Also, if you come up against a tau list like one you used to play, how do you propose to beat them but with less guns and less men?
ReplyDeleteWhy do you think that grimoire won't affect the herald? Put him on a disk and he can keep up with the screamers. Also you seem to have a distinct lack of marker lights. If the screamers get invisibility off they won't even need to rely on grimoire and then you may have 2 2+ re-rollable units to deal with. Just my thoughts, feel free to disagree
@DimmyK - that's my worry I think I'm tailoring my list too much for specific threats with the result that it's weakened against more run of the mill lists. The lack of marker light in particular is a worry.
ReplyDeleteBTW the rules for the Grimoire specifically say that that it doesn't effect the bearer.
EYIG
Demonic deathstars can be kept in DS, and when arrive they can kill the vindicare with passage strike :)
ReplyDeleteThe save won't be rerollable, but they can still have a 2++ with 24 wounds :)
@Rainulf - I had thought the book went off at the start of the movement phase, but you're right "at any time during the movement phase". Bugger!
ReplyDeleteWhat's "passage strike BTW?
EYIG
The thing where they turbo boost over an enemy unit and they take D3 hits or something like that, similar to dark eldar reavers.
DeleteAhhh ... The slash attack. But it's not that bad is it? Firstly, the strikers get warp quake, and secondly the get "I've been expecting you" from Coteaz. So they will be at least 12" away (assuming Warp quake goes off), and I'll get a "free" round of shooting at them. Does anybody know when the "I've been expecting you" shooting happens - is it before they get a chance to move I.e before the herald gets a chance to fire off the book?
ReplyDeleteAlso, bare in mind the assassin will get to shoot the quad gun at the herald before the screamers performs the slash attack