Friday, October 11, 2013

Tau in 6th Edition - Shadowsun vs. XV8 Commander

After my post the other day looking at my experiments with mechanised Tau there was a discussion about using Shadowsun in place of my usual Commander. With Blog Wars just over three weeks away (tickets are still available - plug, plug) I need to decide whether or not I'll be using Shadowsun as my compulsory Special Character or not. If I decide to take her then she'll need to be built and painted pretty sharpish!

Before I go any further I wanted to quickly explain why I'm having this debate. Basically my mechanised Tau list is a lot more fun to play but lacks the punch of my gunline thanks to the loss of the Ethereal. With Blog Wars requiring a special character I was planning on fielding Darkstrider. However, the suggestion that came up was to swap the XV8 Commander for Shadowsun. This would fulfil the SC requirement and allow me to take the Ethereal instead. It should also free up some points to allow me to take more fire warriors and further address the loss of firepower compared to my previous list. Anyway, onto the debate.

For the purposes of this discussion I'm assuming that the Commander will have my standard loadout of fusion, plasma, VRT, target lock and iridium armour. This comes in at a nice round 150pts which I think is a total steal for what he's capable of. He's usually accompanied by a pair of crisis bodyguard with twin-linked fusion blaster and a plasma rifle. This squad deep strikes in and hits heavily armoured targets like terminators or even small squads of marines. It's also great for both MCs and vehicles alike. Let's assume for this discussion that Shadowsun will take the same bodyguard.

Shadowsun
When I originally reviewed the special characters I stated that Shadowsun is probably the best of the HQ specials. I'm still pretty sure that's true but I think I've only used her once. Here's a quick rundown of what you get for your points:

  • Reduced statline compared to my Commander (-1S, -1T, -1W) but increased initiative (4).
  • Two fusion blasters with split fire for one of them (other must fire at unit's target)
  • Advanced targeting system (to hit rolls of 5 are Precision Shots)
  • 3+/5++ save
  • Stealth & Shrouded which are conferred to her unit
  • Stealth suits get Sworn Protector (no use to me)
  • Drones for added protection and buffing
Pretty decent package but let's start to take a look at how she compares to my usual Commander.

Warlord Traits
Shadowsun has to take the 3D6" thrust move trait. This increases her unit's survivability but obviously means there's no chance of getting the other results which can be handy at times. Is it that big of a loss though? Being able to deep strike without scattering is great, skyfire for a turn can be crucial and so can preventing Look Out Sir rolls, however, there's the chance of getting the get back up after going to ground thing or else getting skyfire against an army with no flyers. The remaining trait that gives re-rolls of 1s to hit is mitigated by Shadowsun's command-link drone which can have the same effect on a single unit every turn. 

Of course all of this is based on the random nature of the warlord trait table. There's a good chance I'd get a useless trait and wish I'd got the 3D6" thrust. The re-roll bubble trait is nice but since they're usually deep striking it tends to only affect the Commander's unit anyway. The biggest loss to me is the chance to get Skyfire which can be truly game changing when you've got all that melta and plasma firing at a flyer. Again though it's down to luck and overall I'd have to say Shadowsun reliably getting a useful trait wins out.

Survivability
There's quite a difference between W4 T5 with a 2+ save and W3 T3 with a 3+/5++ save. Clearly the Commander wins in this category then? Well not necessarily. My version of the Commander doesn't have an invulnerable save which means low AP weaponry is stripping wounds assuming I'm not in cover. If Shadowsun is in cover she's getting a 2++ save too. Her lower toughness is rarely going to be an issue since her unit and her drones are T4 so most of the time she'll be effectively T4 too. The extra wounds come in the form of drones which can effectively give her 6 wounds if used well. The problem is that T3 is unavoidable for S6+ instant death. There's a lot of S6/7 around at the minute with so many wave serpents and the like. My usual Commander doesn't really care but Shadowsun would need to be a lot more careful. Obviously Look Out Sir comes in here and the bodyguard automatically pass their rolls.

Both the Commander and Shadowsun will do their best to avoid combat thanks to their JSJ routine and with 3D6" on top of 12" range (rapid fire for the plasmas) the unit should be safe from combat from even jump infantry. Incidentally, that 3D6" thrust also makes it easier to get the unit into cover for a 2++ save. Anyway, should the unit find itself in combat my usual Commander has S5 attacks and also has Hit & Run. This makes them very difficult to tie up with a 50:50 chance of leaving the combat (which I sometimes fail several times in a row). There's the potential to give one of the bodyguards a set of VRTs but then you're relying on them surviving the combat to give Shadowsun an escape route. Ultimately I think the T5 and 2+ save makes the regular Commander the winner here but it's a close run thing.


Offensive Power
As I've mentioned the Commander benefits from S5 attacks in combat but since we'll be wanting to avoid that if possible I don't think it's a factor. Otherwise their armament is similar with two fusions vs. a plasma and fusion. Shadowsun's split fire only allows one melta shot at that second tank whereas the Target Lock of the Commander allows the plasma to fire too. Mind you S6 isn't usually that brilliant and you're essentially relying on the melta shot most of the time. Against vehicles then Shadowsun is probably better as she can potentially take out two heavily armour tanks by herself.

Against infantry or MCs there isn't much in it. The commander obviously gets more shots but assuming you take the drone then Shadowsun can be hitting nearly every time. In this case that extra S8 shot comes in handy for MCs. Not a lot of difference then and actually Shadowsun probably wins out slightly.

Other Bonuses
Outside of the random warlord traits and the Hit and Run I've already discussed, the Commander doesn't really add anything to the unit and can be thought of as a tank most of the time. Shadowsun on the other hand can take a command-link drone that can reliably help out a unit within 12". Drop her near some Fire Warriors and aid their shooting or simply make her crisis team more accurate. If they can pick up a couple of marker hits then there's a good chance they'll be hitting with every shot.

The drones add some great ablative wounds too. The shield drones get a 3++ save which makes them great for thinning out S8+ shots that upset the suits. The command-link drone can be used as an ablative wound too of course. This makes an 8 wound unit into a 10 wound unit. Not a huge difference but worth thinking about.

The advanced targetting system has the potential to be a game winner. If shadowsun is firing both of her fusion blasters at a unit there's a good chance she'll get at least one 5+ which has the potential to take out those pesky power fists and help protect the unit should they not be able to escape combat.

Infiltrate is an interesting one. If you're going first then it allows Shadowsun and her unit to get into rapid-fire range of an enemy target straight away without the danger of Deep Strike (even more risky with the drones) and without the problem of not arriving until turn 4 sometimes. Of course it does make her a primary target from the get-go but potentially worth the risk. Outflank is obviously an option too but easily countered and if she's going into reserve I'd usually be deep striking.

Most of this stuff isn't available to the commander so this category has to go to Shadowsun.

Conclusion
Overall I'd say Shadowsun wins out in this debate. At time she'll die a lot easier than a commander but often she'll make the unit very tricky to kill indeed. Being able to Infiltrate means more units on the table at the start of the game which is no bad thing in my opinion. The command link drone potentially allows me to ditch the twin-linkage on the suits and instead take a VRT and Target Lock. Ultimately she's more interesting than the commander in terms of both the model and her rules. I can see her being a lot of fun to use so I better get her built and painted.

The other thing to consider is what I can now do with the rest of the army. My biggest concern with the mechanised list was the reduction in S5 firepower compared to my gunline. With Shadowsun as both my Commander and Special Character, I'm now free to take an Ethereal. The issue is how the Ethereal works in a mechanised list. Obviously, you want all of the "Fish of Fury" shenanigans to take place near to each other so they can all benefit from Storm of Fire.

The question is though, how does Storm of Fire work with transports. I see it like the Sanguinary Priest in the BA army in that if the Ethereal is in the transport then you measure range from the Devilfish. It's debatable whether or not you leave him in the transport solo though as he'd be at a huge risk if it blew up. Anyway, the other question is will the effect then work when you do the old "Fish of Fury"? Do the Fire Warriors need to be on the table at the start of the movement phase or is it like the BA Sanguinary Priest where they just need to be within 12" when they fire. If so you could potentially use the Ethereal for one FOF attack and then Flat Out his transport to aid another FOF unit. Answers on a post card please.

With a bit of tweaking of the list I can get three units of 11 fire warriors which is only 3 short of how many I had in my gunline. Throw in the drones from the tanks (which also get Storm of Fire) and I'm probably getting more shots than I was before. That's assuming of course that I get all 3 units within 12" of the Ethereal.

It's a shame to drop Darkstrider but I think it's the right call. It's been fun using him for the test games and he's great against MCs and marines alike but a lot of the time you just wish his -1T effect worked for all of the units firing at a target.

Friday, October 04, 2013

Tau in 6th Edition - The Mechanised Cadre

Thanks to the Eldar Wave Serpent being all kinds of useful it's a good time to look again at mech lists for the Tau army and how viable they can be in 6th edition. There's no doubt that there's been a huge shift away from vehicles since the start of 6th edition and the tank walls of 5th edition are just a distant memory. This is largely down to how much easier they are to take down. Hull point stripping means that anything with enough S5+ firepower (or gauss, haywire, etc) can easily down the humble rhino or razorback. However, Eldar and Tau (and to a lesser extent Imperial Guard) can field several AV12 transports which, whilst only having slightly thicker armour, are able to hold up a lot better. This is largely due to the shift towards mid-strength shot spam rather than the S8+ shots of late 5th edition.

There's no denying that in 6th edition objectives are key to winning games with 5 of the 6 missions featuring them. Assuming you aren't planning on simply wiping out your opponent (which is certainly possible with Tau) then you need to think about manoeuvrability. That static gunline of fire warriors is great if your opponent is forced to come to you, for whatever reason, but soon becomes impotent if the roles are reversed. With this in mind I've been looking at mechanising my Tau cadre. Here's the list I've been trying out ahead of Blog Wars 6:

1,850 pts of Tau
Dark Strider
Commander w/ fusion, plasma, target lock, VRT, Iridium suit
2 Crisis Bodyguard w/ plasma & twin-linked fusion

10 Fire Warriors in a Devilfish w/ d.pod
9 Fire Warriors in a Devilfish w/ d.pod
9 Fire Warriors in a Devilfish w/ d.pod
10 Kroot
10 Kroot

Crisis team (2 with pod and twin pod and shas'vre with 2 pods and a PENchip)
Riptide (Ion, fusion, EWO, VT)
Riptide (Ion, fusion, EWO, VT)

3x 6 Pathfinders

Obviously Darkstrider is to comply with the compulsory SC for Blog Wars but otherwise it's a very similar list to the one I took to Reanimation. The notable difference is the ditching of the Ethereal, aegis line and several fire warriors to give all three remaining teams of fire warriors a devilfish. Now, obviously this list could be more mechanised but it's a step in that direction for now. Right, let's move on to the list in action:

Game One vs. Eldar (Jamie)
What Happened
The game was pretty much a white wash. Jamie was fielding a heavily mechanised Eldar force but thanks to going first a couple of the Eldar tanks had already dropped by the end of turn 1. This was mostly due to the pathfinders getting a sickening number of hits. Sadly for Jamie his reserves arrived piecemeal which meant they were picked off as they arrived. With Darkstrider and his unit wading through masses of troops and continued marker support the fire warriors were able to hold onto the objectives pretty easily.
Tau Thoughts
Despite not having much in the way of dedicated anti-tank (only the missile crisis team really), the pathfinders helped the riptides and crisis teams to make the most of their firepower and bring down the Eldar skimmers. It might've been a very different game if I'd gone second as my pathfinders would've been a priority target but nevertheless I was pleased to have dealt with a mechanised opponent.
Eldar Thoughts
Eldar will usually be stiff competition for the Tau as they can put out similar volumes of fire but are far more mobile and with no psychic defense (not that many armies still have it) the Tau are vulnerable to the offensive powers. This was a mech vs. mech affair that really could've gone either way and there's no doubt I was lucky to kill some of the Eldar tanks when I did.

Game Two vs. Space Marines (Jamie)
What Happened
Despite getting the first turn again, Jamie stole the initiative allowing his White Scars to make the most of their speed to get in range with their grav weaponry and kill off a decent number of pathfinders. I was pretty unlucky with my return fire too which meant that one riptide died to graviton fire having failed its Nova roll. All of the fire warriors had gotten out of their transports to meet the bikes head on but this just left them out in the open and vulnerable. My commander and Darkstrider's devilfish arrived from reserve and brought down the command squad with Khan but I'd lost most of my infantry by this stage so the objectives would be a struggle. I slowly swept across the board killing everything in my path but unfortunately it was too little too late and Jamie had enough left to control objectives and win the game.

Tau Thoughts
With hindsight I should've used Nova to gain a 3++ save but then this wouldn't have saved the riptide who failed his Nova. I didn't play the game particularly well as I should've been focussing on troops more. Two of the three tranports made it to the end but sadly their occupants had long since bought it. This game served to highlight that whilst this mech Tau list is more mobile than my previous list it still can't keep pace with truly mobile armies.

Space Marine Thoughts
This was the first time I'd come up against grav weaponry and I can't say I was that blown away by it. Obviously it was effective against the riptide but if you can get that 3++ save off then it isn't going to be all that devastating. Once the big stuff is out of the equation you're mostly better off using the bolters for increased accuracy as you'll struggle to wound pathfinders with the grav-guns. If you came up against a list without any big MCs in it you'd wish you'd brought along plasma or melta. Against marines it's wounding on 3+ but that isn't particularly awesome. Whilst White Scar bikes are harder to kill thanks to effectively having Skilled Rider, they're still just T5 marines and still suck in combat. Obviously they're a strong opponent but perhaps they aren't as exciting as people think.

Game Three vs. Daemons (Matt)
What Happened
I've beaten Matt's Daemons (normally allied with Chaos) nearly every time I've played them with my gunline Tau list. This has largely come down to two things a) the overwatch from my gunline is punishing and b) daemon princes don't like Longstrike's railgun. This time I wouldn't have either of those though so I wasn't feeling especially confident. I'd also be lacking Darkstrider as we were testing at 1,750 for another tournament. Things were looking up though when I managed to kill off the portalglyph daemon prince with my opening volley. Sadly there were still 4 other flying MCs to deal with. Despite getting them grounded easily enough I couldn't force enough failed saves to bring down any more of the beasts. Thanks to Enfeeble the daemon princes were able to Smash and insta-kill my riptides and my fire warriors were devastated by Fateweaver's Sunburst psychic power. Oh and the warp storm table didn't do my many favours either! We called it towards the end of turn 4 as Matt had very much got the upper hand and I was quickly running out of weaponry to deal with his MCs.

Tau Thoughts
There's one major advantage that Tau have over other armies when facing flying MCs and that's disposable firepower. You only need to hit them to force a grounding test which means markerlights and drones are excellent. This frees up your real firepower to hammer the now grounded beasts. If you can't down them at least the riptides can hit them at full BS with great weaponry for dealing with princes. That being said there's significantly less firepower in this list with 8 less fire warriors and no Ethereal. Darkstrider's toughness modifier probably makes up for the fire warriors but losing so many shots without the Ethereal is painful. I'd say that's probably the key difference with my old list that allowed the DPs to make a real mess of my army. It didn't help that my commander was late to the party (arriving on turn 3) either.

Daemons Thoughts
This is probably the first time I've played a true "flying circus" list. The Bloodthirster is devastating in combat but obviously didn't really get chance to shine against Tau. Fateweaver and the princes get access to tons of psychic powers so some great combinations are actually pretty likely to happen. Their may be a limited number of troops in the list but if the portalglyph can be deployed out of sight then the spawned daemons are likely to get ignored when you've got so many MCs in your face. Obviously this list relies on a lot of luck from the warp storm table and random psychic powers but with the right rolls it can be extremely deadly. Can your army deal with 5 flying MCs? Of my four races, only the Tau would stand a fighting chance I reckon.

Overall Thoughts about the List
There's a big debate about how markerlights affect vehicles and more specifically how Ignores Cover works against Jink saves. Personally I think it makes sense for it to affect vehicles just as easily but until GW officially corrects it the debate will still rage. Even so, having three pathfinders teams is very useful. It means you've got a decent chance of having marker support until the later turns and being able to light up multiple targets or combine two teams onto a crucial target is great.

There's no denying this list has significantly less firepower than before. The devilfish and drones probably make up for the reduced number of fire warriors but the Ethereal is definitely missed. When you think about how many shots you're losing per turn, nevermind over the whole game, then you can see why the ethereal is a great choice for fire warrior based lists. 

I also really missed Longstrike. Whilst he's going to be a priority target, the S10 railgun doesn't half make Daemon Princes fearful. It's shame he's quite so expensive though as it'd be hard to squeeze him into this list without dropping something significant.

Moar Mech?!?
As I said above this isn't a truly mechanised cadre. To achieve that you have to start looking to Forge World for the Tetras. Otherwise the pathfinders are too obvious a target in a list of tanks. I suppose you could look to Sky Rays for marker support but they're simply not as effective and suck up valuable points. The crisis teams and riptides aren't technically mech either but they're a pretty crucial part of the list. The kroot could also be traded for more fire warriors but they're always useful for getting into the backfield and claiming objectives.

Without significantly changing the list i.e. dropping the riptides, I can't see me taking a more mechanised list than this. Love them or hate them the riptides are undoubtedly crucial and without them you're hampering yourself. Of course broadsides can fill some of the gap left by riptides but they aren't nearly as effective in most situations.

Wednesday, October 02, 2013

Blog Wars 6 - Only a month to go! (A few notes and Mech Tau)

Unbelievably there's only a month until Blog Wars 6! It hasn't half come around fast! Luckily I'm taking a very similar list to last time so I'm not having to do any last minute painting but good luck to any of you that are!

The good news is there are still a few tickets left for the event. For those who don't know about Blog Wars here's a quick rundown:
  • Originally started as an inter-blog event but now open to EVERYONE!
  • 3 games at 1,850pts with 2.5 hours per game
  • Each army MUST include a special character in their primary detachment (full list of permitted SCs on the BW6 page)
  • Imperial Armour units are not allowed
  • Prizes for 1st, 2nd, 3rd, Wooden Spoon, Best Painted Army, Best Painted Special Character
  • Spot prizes throughout the day
  • Free raffle at the end of the day (keep an eye out for the list of what's on offer)
More than half of the tickets have been sold but if you'd like one their £15 each and can be purchased by either using the contact me link or simply clicking on the PayPal button.  I'll be confirming some of the prizes in the next week or so (when I buy them!) but as ever there'll be plenty up for grabs. Full details are on the BW6 page which can be accessed by clicking on the logo to the right.

Food
There were a few issues with the food at BW5 with some people waiting a while to get theirs. I've been speaking to Darran at NWGC tonight and he says they've had a complete overhaul of the cafe and at a recent event with 30+ people everyone was served within 10 minutes. Sounds a lot more promising I'm sure you'll agree. Food choices will probably be something like spaghetti bolognese, curry or burger and chips. That kind of thing anyway. Obviously I leave it up to you guys to let me know if you have any specific dietary requirements.

Friday Night
I know a few people came up to Stockport the night before the event last time around. I'm actually off work on the Friday so if there are enough people around I'd be happy to run a bit of 40K in 40 minutes (or similar) for a pre-event warmup. I'll email everyone who's bought a ticket in the next few days and see if there's much interest. If I were to do it then there would, of course, be generous prize support for a minimal entry fee.

Mech Tau
Just a quick note about mechanised Tau. I've been toying with the idea of a mechanised list for BW6. The motivation for this was two-fold. Firstly I think that with the shift to infantry based lists recently there are a lot of armys now that struggle to deal with massed AV12. Secondly, whilst there's no denying the static gunline with Ethereal is effective, it isn't exactly much fun to play with or against.

Anyway, I've had a few games with my mech Tau recently so I'll post up some brief battle reports and after action thoughts when I get around to writing them up (GTA V is taking up a lot of my time at the moment!).

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