Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I have a 1250 pt. game coming up against Tau. It is a Take and Hold mission. His army usually consists of Railhead, Broadside squad, stealth warriors, 1 unit of pathfinders, and crisis suit leaders(one or two depending on points). He has over 3000 pts. so can also field pirahnas, vespids, kroot, etc... I am thinking of a mainly Godzilla/stealer army for this. Here is what I have worked up thus far.
H.Q.: Tyrant w/ wings, flesh hooks, warp field, Scy. Tal.x2=170 pts.
Troops: 14 spinegaunts w/ scuttlers =98pts.
3x9 Stealers w/ Ex. Car, scuttlers, flesh hooks=648 pts.
Fast:3 Bio-Acid Spore mines=36 pts.
Heavy: 2 Zoanthropes w/ Warp Blast and Synapse=130 pts.
Carnifex w/ En. Senses, Rein, Chit., flesh hooks, V. Cannon, B. Strangler=164pts.
Reasonings: I put in the scuttlers to try them out, never used them before. I put the flesh hooks on because he uses alot of stealth suits plus much of our hill/mountain terrain has steep impassible sides. I know most people here don't like the spore mines but they have done very well for me in my previous two battles with them. I use them as anti-tank. Is there too much anti-tank in the list? He will probably just field the 1 Railhead. I could swap out the gunfex for a CC fex(I am mad at him anyway, last game he hit once out of the first 5 rounds(1 for 15:cry: )). The only thing with that is that he will most likely not see any action until turn 4 or so. There is not much that needs synapse so I could also drop the Zoans. The spinegaunts are the only real synapse worry and they should be dead or in cc by turn 2 or 3 anyway.
The game is on Sunday so any help, comments, criticisms will be welcome.
P.S. He and I are the only undefeated armies left in the campaign we began last month so I really want this game. Thanks in advance for your assistance.
I'd break these into smaller squads the way I'm thinking about your playing field smaller squads would be easier to manuever.3x9 Stealers w/ Ex. Car, scuttlers, flesh hooks=648 pts.I would try and find points somewhere else and replace these with raveners or gargoyles something fast, that can pop up and effectively take down a unit.3 Bio-Acid Spore mines=36 pts.Don't see much use for synapse on these, due to there high LD and your lack of units that require synapse. I'd keep the warp blast just means you get some more easy kills in.2 Zoanthropes w/ Warp Blast and Synapse=130 pts.
The rest of the list looks good IMO.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
O.K. I could split the genestealers into 4 squads of 7, 7, 7, 6. I also thought about getting rid of the zoans and the spore mines and putting in the cc fex. Thoughts?
95% of the Tau army consisted of WS2 and I2, even a surviving brood of 6 Spineguants can kill off an entire squad of Fire Warriors then consolidate into the next. My opinion is, employing big and scary Genestealers would be a waste of point, instead, try and go for multiple unit of Termagaunt and Hormagaunts.
I would keep the Zoanthrope and the Carnifex, they should both work together to silence the Hammerhead every turn if not destroyed. Stopping it from dropping S6 large pie plate every turn is their top priority. Once the vehicle is stunned/shaken, the rest may target the other squad and leave the Hammerhead alone. Starting from the Zoanthrope, if they succeed, then the Carnifex would be free to drop his own pie plate on the Fire Warriors.
Bio Acid spore mines are actually a good idea and quite a gamble, use them to destroy the crisis suits or the stealth team.
The rest is up to your Winged Tyrand and how you use it.. if your opponent fashions a few Broadside, keep your Tyrant out of it's firing arc, use the remaining Gaunts to tie it up for the rest of the game after they wipe off the Fire Warriors, while your Tyrant jumps around killing everything else.
Good luck on your game ^^ One more thing to add, Tau is known for low leadership values, use it to your advantage .. moral check, pinning test, etc.
Anima Tactics - try it out!
Well, chalk another victory for the Tau. It went pretty well until the very end where I made a couple of mistakes that cost me the game. My carnifex actually hit this time and took care of the hammerhead on turn 3. My scuttlers allowed me a first turn charge on his stealth unit which served me very well. I ripped his stealth units and fire warriors apart with the stealers and the spinegaunts. The broadsides won the battle for him however. I could not get past the 2+/4+ save with guns and when I assaulted them I only had 2 stealers left in the squad. I killed off his drones and one broadside but the 2 remaining suits managed to kill me off and then move 6in. down off a hill toward the objective. If I hadn't assaulted him he would have had to made difficult terrain roles and would not have made it into the scoring zone in time to count. My second mistake was on turn 5 when I finished off a fire warrior unit and consolidated toward his H.Q. I should have moved toward his broadsides and tied them up before they moved into the scoring zone. That would have at least caused a draw. As it was he was able to move his broadsides into the scoring zone on turn 6 and my carnifex could not make it into the zone to tie him. Lessons learned and I will definitely pay closer attention to mission objectives next time. Thanks for everyones help. i will let you know how the next battle goes.