Please see this thread on how to participate in these games. 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.
Mission Type - Cleanse
Tau
Headquarters - 216 points
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Elites - 338 points
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
Stealth Team Squad – Six (6) men
Six (6) armed with Burst Cannons
Troops - 608 points
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Devilfish: Decoy Launchers; Burst Cannon
Kroot Carnivore Squad – Nineteen (19) men
Nineteen (19) armed with Kroot Rifles
Fast Attack – 192 points
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Heavy Support - 495
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Tactics:
The non Devilfish equiped Firewarriors and the kroot are used as a firebase with the Devilfish & Firewarriors being used as a mobile reserve to either support the FW with firepower or to tank shock any units getting close, the DF can also be used to FOF or to take objectives.
The 2 Shas'O use the drone squads as protection using the full encirclement tactic, this allows them to hunt down armour and tough units while being reasonably safe from retaliation.
The other two XV8's hunt armour and all 4 XV8's help to distract fire as they cannot be ignored, being lone suits they help to dilute firepower as well.
The Stealths are a distraction and harrasment unit working on the flanks and are primarily infantry and HQ hunter.
The Hammerhaeds are primarily infantry hunters but can be used for armour.
The list works because it splits fire and is also hard to combat tactically having both mobile and strong static elements, it works well in escalation and also is strong at take and hold and both defensive and offensive tactical variations.
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The Tempest of Blades
Eldar
HQ - 124 points
Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune
Farseer: (Join with scorpions)
Close Combat Weapon and Shuriken Pistol; Fortune
Elites - 195 points
Vyper:
Starcannon
Vyper:
Starcannon
Vyper:
Starcannon
Troops - 1050 points
Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones
Striking Scorpions squad – Eight (8) men
Exarch: Scorpion's Claw
Wave Serpent:Twin-linked Brightlances, Spirit Stones
Howling Banshees squad – Nine (9) men.
Exarch: Executioner
Wave Serpen: Twin-linked Brightlances
Warp Spiders – Six (6) men.
Heavy Support - 480 points
Falcon:
Starcannon, Holo-field, Spirit Stones
Falcon:
Starcannon, Holo-field, Spirit Stones
War Walker:
Two (2) Starcannons
Tactics:
As much as possible starts behind cover. Then, on turn 1, the wave serpent move right up next to the enemy, while the rest of the army takes out the more dangerous portions of the enemy's army. The turn after that, 1 wave serpent is probably down, and the other two squads charge, causing havoc and killing while the fire support kills as much as possible.
Vs mounted armies, this army might need to sit back and shoot down their tanks for a turn before closing in.
Vs armies that can beat this in cc (not many), this army will instead play cat and mouse. Given the incredible meneuverability, this army can avoid them, shooting the whole time. Of course, in this case the war walker will die, but that's all right, really.