I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.
The way the Final Round Works - All 3 armies play each other, and the Army with the MOST VOTES at the end wins.
If you want your vote to count, you must post in ALL 3 BATTLES, otherwise this round cannot be fair.
Mission Secure and Control
1250 - Dark-Angels infantry
HQ – 122
Elites: 530
Troops: 180
Fast Attack: 220
Heavy Support 200
HQ:
Reclusiarch chaplain; Jump-pack; Bolt-pistol; Frag-grenades; terminator honours 122
Elites:
Deathwing terminator squad (5 man)
2x assult cannon 265
Deathwing Terminator squad (5 man)
2x assult cannon 265
Troops:
tactical squad (5 man)
Lascannon 90
Tactical Squad (5-man)
Lascannon 90
Fast-attack:
Assult squad (8 man)
2x plasma pistol
vet. sergeant
powerfist 220
Heavy Support:
Devastator Squad (8 man)
4x rocket launcher 200
Total: 1252 points
Tactics:
stay back and shoot when possible, When needed walk up the terminators. Use Assault squad and Chaplain as counter-assault.
------------------------------------
Kroot Mercenaries
HQ: 120
Elites: 0
Troops: 534
Fast Attack: 495
Heavy Support: 101
Master Shaper
Power Weapon; Slugga; Frag Grenades; Wings; Mark of the Favored Child; Kroothawk Totem
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Hound Pack
10x Kroot; 14x Kroot Hounds
Hyperactive Nymune Organ; 9x Kroot rifle
Shaper; Eviscerator; Blood of the Staler; Surefoot Charm
Vulture Kindred
14x Vulture Kroot
13x Kroot Rifle
Shaper; Eviscerator; Slugga; Blood of the Stalker
Hunter Kindred
10x Kroot
9x Kroot Hunting Rifle
Shaper; Kroot Hunting Rifle
Rule Notes:
-Master Shaper is a shaper with +1 I, +2 Ld, and a 5+ sv.
-Hyperactive Nymune Organ gives him fleet of foot.
-Mark of the Favored Child gives him a 4+ save.
-Kroothawk totem aloows the army to reroll when seeing who goes first.
-Sure foot charm allows shaper and unit joined to roll 2d6 and choose the best when FoF’ing. Hounds gain ability of their parent units Kroot purchase it.
-Blood of the Stalker lets unit and joined character to deploy d6� closer when infiltrating that normally allowed.
-Wings/Vulture Kroot move as jump infantry, but do not need to take difficult terrain test when landing in woods or jungle terrain.
-Kroot Hunting Rifle is a sniper rifle, same as any other.
All other Kroot rules found in the ORIGINAL TAU CODEX, except, because shapers must be taken, all kroot have the armour and Ld bonuses, and point increase, included in the cost. The Chapter Approved rules do not use the same statlines as found in codex: Tau Empires.
(Omit any of this or make it more LO friendly for the vote war if needed)
Strategy notes:
This list is designed to hit hard and fast. The Vultures and the Hound Pack are both capable of first turn assault. This is accomplished with the wargear items Blood of the Stalker, Surefoot Charm and the models Wings and Hyperactive Nymune Organ.
The Blood of the Stalker allows the unit to get closer when infiltrating, so the 18� charge of the Vultures will guarantee them a first turn assault when they infiltrate 17-12� of the enemy. For the Hound Pack, their fleet of foot allows them to do the same, and the Surefoot Charm means they are more likely to get there. In fact, they have a 74.5% chance of meeting the required distance and getting the first turn assault, when at the maximum infiltrating distance of 18�.
So, using this, coupled with the Carnivore Kindreds and Hunter Kindread, it goes something like this. Carnivores and Hunters get the best cover, while the Vultures and Hound Pack get as close as possible. The Kroothawk totem allows them to get first turn very easily. Then the Vultures and Hound Pack rush forwards, and the Carnivores use their field craft to either stay hidden and shoot through thick forest cover, or move closer with their Blood of the Stalker ability to walk up and unleash a rapid fire hail. The Hunter Kindred will stay in cover and snipe. Then the Hound Pack and Vultures hit the thinned enemy line and munch through it. They then proceed to take out other units, although it must be noted that they cannot consolidate into them, so it is even more important to stay in close combat for two assault phases. The Carnivores will continue provide cover fire and charge when the need arises, but the Hunters should try to stay away from CC (reason they didn’t get Blood of the Stalker).
Rules for Kroot Mercs may be found at: http://uk.games-workshop.com/tau/kroot-list/
Model Count – 77
61 Kroot Rifles
10 Kroot hunting rifles
The way the Final Round Works - All 3 armies play each other, and the Army with the MOST VOTES at the end wins.
If you want your vote to count, you must post in ALL 3 BATTLES, otherwise this round cannot be fair.
Mission Secure and Control
1250 - Dark-Angels infantry
HQ – 122
Elites: 530
Troops: 180
Fast Attack: 220
Heavy Support 200
HQ:
Reclusiarch chaplain; Jump-pack; Bolt-pistol; Frag-grenades; terminator honours 122
Elites:
Deathwing terminator squad (5 man)
2x assult cannon 265
Deathwing Terminator squad (5 man)
2x assult cannon 265
Troops:
tactical squad (5 man)
Lascannon 90
Tactical Squad (5-man)
Lascannon 90
Fast-attack:
Assult squad (8 man)
2x plasma pistol
vet. sergeant
powerfist 220
Heavy Support:
Devastator Squad (8 man)
4x rocket launcher 200
Total: 1252 points
Tactics:
stay back and shoot when possible, When needed walk up the terminators. Use Assault squad and Chaplain as counter-assault.
------------------------------------
Kroot Mercenaries
HQ: 120
Elites: 0
Troops: 534
Fast Attack: 495
Heavy Support: 101
Master Shaper
Power Weapon; Slugga; Frag Grenades; Wings; Mark of the Favored Child; Kroothawk Totem
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Carnivore Kindred
14x Kroot
13x Kroot Rifle
Shaper; Eviscerator; Blood of the Stalker
Hound Pack
10x Kroot; 14x Kroot Hounds
Hyperactive Nymune Organ; 9x Kroot rifle
Shaper; Eviscerator; Blood of the Staler; Surefoot Charm
Vulture Kindred
14x Vulture Kroot
13x Kroot Rifle
Shaper; Eviscerator; Slugga; Blood of the Stalker
Hunter Kindred
10x Kroot
9x Kroot Hunting Rifle
Shaper; Kroot Hunting Rifle
Rule Notes:
-Master Shaper is a shaper with +1 I, +2 Ld, and a 5+ sv.
-Hyperactive Nymune Organ gives him fleet of foot.
-Mark of the Favored Child gives him a 4+ save.
-Kroothawk totem aloows the army to reroll when seeing who goes first.
-Sure foot charm allows shaper and unit joined to roll 2d6 and choose the best when FoF’ing. Hounds gain ability of their parent units Kroot purchase it.
-Blood of the Stalker lets unit and joined character to deploy d6� closer when infiltrating that normally allowed.
-Wings/Vulture Kroot move as jump infantry, but do not need to take difficult terrain test when landing in woods or jungle terrain.
-Kroot Hunting Rifle is a sniper rifle, same as any other.
All other Kroot rules found in the ORIGINAL TAU CODEX, except, because shapers must be taken, all kroot have the armour and Ld bonuses, and point increase, included in the cost. The Chapter Approved rules do not use the same statlines as found in codex: Tau Empires.
(Omit any of this or make it more LO friendly for the vote war if needed)
Strategy notes:
This list is designed to hit hard and fast. The Vultures and the Hound Pack are both capable of first turn assault. This is accomplished with the wargear items Blood of the Stalker, Surefoot Charm and the models Wings and Hyperactive Nymune Organ.
The Blood of the Stalker allows the unit to get closer when infiltrating, so the 18� charge of the Vultures will guarantee them a first turn assault when they infiltrate 17-12� of the enemy. For the Hound Pack, their fleet of foot allows them to do the same, and the Surefoot Charm means they are more likely to get there. In fact, they have a 74.5% chance of meeting the required distance and getting the first turn assault, when at the maximum infiltrating distance of 18�.
So, using this, coupled with the Carnivore Kindreds and Hunter Kindread, it goes something like this. Carnivores and Hunters get the best cover, while the Vultures and Hound Pack get as close as possible. The Kroothawk totem allows them to get first turn very easily. Then the Vultures and Hound Pack rush forwards, and the Carnivores use their field craft to either stay hidden and shoot through thick forest cover, or move closer with their Blood of the Stalker ability to walk up and unleash a rapid fire hail. The Hunter Kindred will stay in cover and snipe. Then the Hound Pack and Vultures hit the thinned enemy line and munch through it. They then proceed to take out other units, although it must be noted that they cannot consolidate into them, so it is even more important to stay in close combat for two assault phases. The Carnivores will continue provide cover fire and charge when the need arises, but the Hunters should try to stay away from CC (reason they didn’t get Blood of the Stalker).
Rules for Kroot Mercs may be found at: http://uk.games-workshop.com/tau/kroot-list/
Model Count – 77
61 Kroot Rifles
10 Kroot hunting rifles