| Striking Gale
Join Date: Sep 2008 Location: Stirling, Scotland Age: 25
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Rep Power: 17 | 1850 point List Against Static Tau?
If everything goes to plan, I should be playing my Tau friend for an 1850 point game tomorrow afternoon. I'm trying to come up with a list that will be able to get up close and personal to his static fireline as soon as possible, with several squads outflanking or deepstriking as soon as the dice permit. We don't play any other way than all out murder. No victory points, objectives or anything like that. When the last unit falls the game is over. I've come up with an almost 1850 point list, but have about 140 points left to spare with what I've come up with so far. The list is as follows: HQ
Farseer with:
Doom
Fortune
Spirit Stones
total - 130
Avatar of Khaine
total - 155 Troops
Guardians x10 with:
Scatterlaser
Warlock
Conceal
total - 135
Guardians x10 with:
Scatterlaser
Warlock
Conceal
total - 135
Elites
Scorpion x6 with:
exarch
Biting Blade
Shadowstrike
total - 133
Scorpion x6 with:
exarch
Biting Blade
Shadowstrike
total - 133
Harlequins x 10 with:
Troup Master P.Weapon
Shadowseer
H. Kiss x9
total - 266 Fast Attack
Swooping Hawks x5 with:
Exarch
Sunrifle
Skyleap
Total - 147
Swooping Hawks x5 with:
Exarch
Sunrifle
Skyleap
Total - 147
Heavy
War Walkers x 3 with:
6 Scatterlasers
total - 180
Fire Prism with:
Holofield
total - 150
He fields something along the lines of as follows ( I can never remember all the upgrades he gives, but I'm guessing they're what's to be expected of a static fireline:
Commander with 2 Crisis Bodyguards
2 Squads of 12 Fire Warriors
1 Kroot Squad consisting of 11 Kroot Warriors, Shaper and 2 Kroot Hounds
3 Crisis Suits
2 teams of Gun Drones (15 in total between the two squads I think)
3 Broadsides with Railguns
Hammerhead with Railgun
Hammerhead with Ion Cannon
As I said what I have in my army so far brings the list to 1711 and have 140 points (the 1point over won't be a problem, we normally allow about 25 point difference). I'm not sure what to do with that extra 140 points but my strategy would be something like this...
Deploy the Avatar as close to him as possible, with my Guardian Squads and Harlequins, with Farseer attached, within the required distance to be fearless. They will move as quickly as possible towards the line. Since we seldom play on a field longer than 72 inches, good fleeting/running permitting, I should be able to get within shooting range within a few turns. The warlocks are in the guardian squads to provide some defence against the longer ranged weapons such as the Railgun submunitions, though more than likely they will be aimed right at the big bad Avatar to try and take it out as quickly as possible. He loves killing my Avatar first. But if he's shooting all the long range weapons at him, that means I may have at least a couplpe of turns where my guardians are not harassed.
The Harlequins are going to be okay due to Veil of Tears until at least 24 Inches so they won't be under too much threat until closer. One Question I have though is if the Shadowseer cna have a Harlequins kiss as well? In the Codex, it says what the cost is for each upgrade for a Harlie and what weapons it can be given, but before that it says any model can have a H.Kiss so I'm guessing it's allowed?
The Fire Prism is to offer me some kind of cover fire for my footslogging men as they move up the table. Although he has 4 things with Railguns equipped, and will clearly outgun me with them, I think it's necessary to have something that can shoot back, even if it's just the one thing. I gave the Prism Holo-fields, because I know he'll want to destroy everything that can shoot back at him and will go for my Prism either before, during or after he goes for my Avatar. Even if it gets shaken or stunned, it's still there and he's spent a shot or two trying to take it out and it may have a chance to blast something in the face before it finally goes down.
As for the rest of my army, they all start in reserves. If I'm horrendously lucky with my rolls, the War Walkers will arive, along with the 2 squads of Scorpions as close as possible to the main bulk of his army. From there, the Walkers will unload their shots into the Kroot squad. They are the biggest threat to my Scorpions and I don't want them to charge me, so any hits which wound will go right through their armour, killing them outright (assuming cover doesn't come into play). If I can thin their numbers out enough, I can either get them to take a morale check, and/or completely take the bite out of their charge.
The Two Swooping Hawk squads will drop templates as they arrive, hopefully landing on and wounding some Fire Warriors. If Scatter Dice permit, I aim to be outwith Rapid Fire Range of the Warriors Pulse Rifles, allowing me to fire my Lasblasters/Sunrifle at a squad. Although I don't expect a huge number to die, I need to reduce the number of Warriors as much as possible, with any luck causing a morale and/or pinning test.
What the Scorpions do depends on how well the Walkers and/or Hawks do. If they manage to whittle down the various squads I attempt to kill, then if possible I will have the Scorpions try to maneuver themselves to fire their pistols at the rear armour of the two Hammerheads. Although their chances to even glance rely on 6's there's still a possiblity and it might help soften it up. Either way I charge the tank, and since it will more than likely not have moved I will auto hit. He uses Flecherette (sp?) so I might take some casualties but with any luck, the armour saves will keep them low. Normal Scorpions will only be able to glance again on 6s, but the Exarch's biting blade will auto hit and have a better chance of causing some damage. If the other squads fail in their killing duties, the Scorpions will try to get to whatever can cause the most damage to the rest of my men and try to take them out.
Whilst this is happening, the units I deployed on my table half will be running as fast as they can towards the line. If possible, the Farseer will be Fortuning the Avatar to help with the inevitable Railgun for he will be taking, hopefully keeping him alive for as long as possible, more so to keep the rest of my men Fearless, as opposed to his CC capabilities. If the Avatar lives long enough to be useful, then all the better.
So yeah, that turned out to be waaay longer than I thought it would be. If you guys have any suggestions for what I should do with that remaining 140 points or any obvious flaws my strategy has, feel free to inform me. I know my plan involves a hell of a lot of good rolls for reserves, fleet etc. but with a bit of luck I might just be able to pull of a victory for a change.This is my first real attempt at formulating an army list so it might toally suck, but go easy on me if it does!
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