Welcome to Librarium Online!
The shop near my house has been running an Escalation League from 1k pts to 2k pts. At 2k, I am pretty much using every unit I have, so I'm hoping it's good enough. My weakness has been Orks (which I will explain below).
The army (I may miss a few of the buffs, but this is generally it)
- Heavy: 2 teams of 3 Broadsides with TA and 2 Shield Drones (yes that's 6 Broadsides)
- Hammerhead with Ion Cannon, SMS, MT, Disruption Pd
- HQ: Shas'El w/ Cyclic Ion Blaster, Plasma, MT, TA, 2 Shield Drones, and 2 Bodyguards, one with Fireknife, MT, TA the other with MP and Air Fragmentation, MT, TA
- Elites: 2 teams of 3 Fireknives with MP, TA, and Shield drones as appropriate (team leaders)
- Elite: 1 team of 2 Helios and Shield Drones
- 2 teams of 6 Firewarriors
- 1 team of 10 Kroot
- 1 team of 5 Pathfinders, w/ Devilfish (disruption pod)
Before hitting 2k points, I've managed to beat most marine equivalents and IG with the sheer amount of firepower. I try to keep the XV9's jumping around and causing a ruccus to avoid firepower at the Broadsides. Most people have been smart to take out the Pathfinders first thing, though.
My problem lies with an Ork horde army, primarily running:
- 2 Battlewagons with 19 Boyz and a Nob each, and one with a Big Mech (sub out a boy) w/ Dethrollas
- 3 KillaKans
- 30 Shootas
- 16 Lootas
- 6 MegaNobz in a Truck
- and most recently, Nob Bikerz
In a regular game, he can assault the back wall on turn 2 with a lot more strength than Tau can handle. Even if I go first with Pathfinders, it has taken me 2 turns just to pop open 1 Battlewagon thanks to the BigMech cover saves. I tried a variation of my list running 2 Devilfish and 2 Hammerheads to wall him off, but that only bought 1 turn as Kans and MegaNobz took them all out.
At best, I've split my Broadsides one corner with all of my suits on the other, in hopes that I can wreck the side without Big Mech Cover Saves, and that game went to turn 4 before we called it (usually turn 2).
So 2 questions after all of that rambling:
1) Would you kit out the suits any differently as an all-comers type of list?
2) What other strategies could I employ against the Horde without tailoring the list to only beat horde?
Last edited by regleant; April 9th, 2011 at 19:10.
You could try the twin link flamer + missile pod suits. I used a squad of three against orcs and they took out an entire squad of 20 boys in one shot. The suits fire missiles at their light tanks (which with orks is most things) and then when they get in close burn them up. Its cheap to boot. Hope that helps.
Army update - I played 3 games since I posted, with the following results:
- Space Marines: I tabled them in an Objective game by turn 4 (admittedly, the army list was not very good, though he did steal initiative)
- Parking Lot Guard: He chose to hold everything in reserve since I was going first, but that allowed me to concentrate fire as things as they came in. By the end of the game, he had 2 kill points on me, to my 10 on him.
- Chaos Marines: 2 Lash Princes, 2 Defilers, 3 Oblits - dead Tau. He stole the iniative then assaulted one set of Broadsides first turn! It was all downhill from there - the Terminators deep striking was just icing.
My 'fix' is to run a team of Plasma/Melta and a team of Plasma/MP, and deep strike 2 suits with Melta/flamer. I am still fleshing out the exacts, but this should give me the needed variety to take on most armies, especially in the 'mech' world. The flamers are there mostly due to point cost, but could help with horde as well. Note that in the Ork army, the masses of green are not the problem, it's the Front armor 14 with perpetual cover saves. The meltas will give me more opportunity to pop those open, as well as handle marines.
Here's to hoping! Open to additional ideas. I am even contemplating spending the $$ on 3 more broadsides to replace the Ionhead or maybe investing in a Pirhana or 2.