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I have been thinking about the Stealth team I take as normal in my Tau list. Now I love my Stealths but they are expensive, so I have been giving them some thought and came up with a unit idea.
A normal unit costs 180pts and for this you get:
18 BS3 shots
Stealth field
6 Wounds
Jump shoot jump goodness
Infiltrate
I am going to use the standard MEQ kill rate comparison, and in this case for 18 shots we get 2 casualties a turn (normal 3+ SV and TGH4)
So 12 kills per 6 turn game works out at 15pts per kill.
Now for my unit.
Three Stealths with Drone Controllers and 6 Drones, cost 150pts and for this we get
9 BS3 shots
6 BS2 twin linked shots
9 wounds
Jump shoot jump goodness
Stealth field (Drones are covered as well)
infiltrate (Drones are classed as the unit type they belong to)
Pinning
Superior close combat abilities of the Drones
a 30pts saving
Now we get a casualty rate of 1.74 MEQs per turn (equates to 10.44 per 6 turns). So only a measly .26 difference in casualty rate. Not bad at all and 14.37 points per kill means they basically perform the same for the cost of the units (identical efficiency as near as dammit).
However lets look at the other advantages to this unit:
Six wounds have to be caused before the XV25's are even allocated a wound (mixed armour).
More wounds make it harder to force the unit to fall back due to 25% casualties (2.25 casualties).
Only one shot is lost per casualty not three, this means the unit inflicts more damage for longer.
Pinning, now I know not many will think that is much of an advantage but it is there none the less.
Superior performance in CC, make sure the Drones go in base to base and they use their better initiative. This can make all the difference to the unit surviving when caught out.
If you make sure the Drones are the only ones in B2B there is a good chance that the Stealths will survive if forced to fall back and the assaulting unit will only be able to consolidate. If done properly this can leave all the Stealths alive. It should also be noted that the number of attacks goes up from 12 to 18 and at a better INT for 6 of them.
When you consider that the Drones have the stealth field benefit and the JSJ rule, it is going to be practically impossible (if played well) to lose the Drones through the loss of the Drone controller on a Stealth by shooting. This is however one of the few drawbacks of the unit (but a very minor one in my opinion).
The unit also remains scoring for longer, even if the opponent is lucky enough to:
(a) Get past the stealth field
(b) Cause 9 wounds and get torrent of fire
The Stealth still has a 3+ save to beat, so usually it is single Drones that are going to be lost and this means 5 Drones have to be killed to lose scoring status (as opposed to 4 or a Stealth squadron but they lose 4/6ths of their fire power, while the Drone/Stealth squad only loses a 3rd of theirs).
Back to the pinning, now I know many do not rate pinning, but with Marker light help this can be an effective benefit. I use a Drone squad with my Shas'El and they often pin units that have been forced to disembark from transports popped by the El.
When you consider that the range of the Stealth and Drones weaponry is only 18" (remember that to be truly effective the unit has to be in range to cause casualties among the full enemy unit so this range is reduced to probably 12 to 14 inches), then any additional aid to survival is a boon.
It should be remembered that not every army is LDS 8, 9 or 10, plenty of units are LDS 7 or worse and with casualties of 50% the LDS is reduced by -1. If we add this -1 to even one Markerlight token we have a LDS of 5 or 6 and that is easily failed.
When you consider that low LDS units are often low armour save units as well, the odds for damage and pinning are quite high and a pinned unit does nothing.
Lastly is the 30pts saving, may not sound much until you consider it is:
3 Fire Warriors
4 Kroot
2 Shield Drones
2 Pathfinders
30pts of upgrades for vehicles
Nearly enough to upgrade a Devilfish to a Warfish
6 Bonding Knives
3 Shas'Ui upgrades for Fire Warrior squads
3 Markerlights
30pts of upgrades for your XV8 suits
The list is long and extensive and every one of these additions can make a big difference to a unit or list.
I am even considering taking this unit
Stealth team leader with Targeting array, HW Drone controller and HW Target lock 55pts
2 Stealths, Drone controllers 60pts
6 Drones 60pts
175pts
My reasoning behind this unit is that I at present use a Shas'El Helios with a Drone unit to target transports and passengers. The idea is the El pops the transport and the Drones shoot and with luck pin the passengers. This unit costs 193pts, now it is a fantastic unit but it does have one drawback, both units are doing one job.
Edit removed due to error pointed out by Skars.
The other benefit is I have a Shas'El that I can use elsewhere and a Drone squad that I can use to DS or as a nuisance unit (they can even tag along with the Stealths if needed), or I can use both units to transport hunt.
I can still use the Stealths to annoy the opponents infantry if needed, but I can also pop any armour, Dreads, MCreatures etc and I have the additional benefit of more flexibility for the Shas'El and Drone squad (I would still take them)
I think this gives the Stealth/Drone unit a bit more versatility (but obviously the shot volume is reduced and the points savings are not as good, so it is swings and roundabouts)
The Stealth unit also has a much better chance of surviving if the pinning is not successful (and the Drone squad is not just reduced to a meat shield for the Shas'El when things go wrong). The Stealth field and JSJ makes it much harder to hit back for the opponent if the passengers are not pinned.
Now this unit is not for everybody but I am used to transport hunting with the El/Drone unit and I think I could use the Stealth/Drone unit effectively (with enhanced survival as a bonus).
One last point 'footprint' the unit is only three models bigger that a standard Stealth unit, so I do not think this would be as much of a problem as it is for the full Stealth/Drone unit usually put forward.
Opinions please
A normal unit costs 180pts and for this you get:
18 BS3 shots
Stealth field
6 Wounds
Jump shoot jump goodness
Infiltrate
I am going to use the standard MEQ kill rate comparison, and in this case for 18 shots we get 2 casualties a turn (normal 3+ SV and TGH4)
So 12 kills per 6 turn game works out at 15pts per kill.
Now for my unit.
Three Stealths with Drone Controllers and 6 Drones, cost 150pts and for this we get
9 BS3 shots
6 BS2 twin linked shots
9 wounds
Jump shoot jump goodness
Stealth field (Drones are covered as well)
infiltrate (Drones are classed as the unit type they belong to)
Pinning
Superior close combat abilities of the Drones
a 30pts saving
Now we get a casualty rate of 1.74 MEQs per turn (equates to 10.44 per 6 turns). So only a measly .26 difference in casualty rate. Not bad at all and 14.37 points per kill means they basically perform the same for the cost of the units (identical efficiency as near as dammit).
However lets look at the other advantages to this unit:
Six wounds have to be caused before the XV25's are even allocated a wound (mixed armour).
More wounds make it harder to force the unit to fall back due to 25% casualties (2.25 casualties).
Only one shot is lost per casualty not three, this means the unit inflicts more damage for longer.
Pinning, now I know not many will think that is much of an advantage but it is there none the less.
Superior performance in CC, make sure the Drones go in base to base and they use their better initiative. This can make all the difference to the unit surviving when caught out.
If you make sure the Drones are the only ones in B2B there is a good chance that the Stealths will survive if forced to fall back and the assaulting unit will only be able to consolidate. If done properly this can leave all the Stealths alive. It should also be noted that the number of attacks goes up from 12 to 18 and at a better INT for 6 of them.
When you consider that the Drones have the stealth field benefit and the JSJ rule, it is going to be practically impossible (if played well) to lose the Drones through the loss of the Drone controller on a Stealth by shooting. This is however one of the few drawbacks of the unit (but a very minor one in my opinion).
The unit also remains scoring for longer, even if the opponent is lucky enough to:
(a) Get past the stealth field
(b) Cause 9 wounds and get torrent of fire
The Stealth still has a 3+ save to beat, so usually it is single Drones that are going to be lost and this means 5 Drones have to be killed to lose scoring status (as opposed to 4 or a Stealth squadron but they lose 4/6ths of their fire power, while the Drone/Stealth squad only loses a 3rd of theirs).
Back to the pinning, now I know many do not rate pinning, but with Marker light help this can be an effective benefit. I use a Drone squad with my Shas'El and they often pin units that have been forced to disembark from transports popped by the El.
When you consider that the range of the Stealth and Drones weaponry is only 18" (remember that to be truly effective the unit has to be in range to cause casualties among the full enemy unit so this range is reduced to probably 12 to 14 inches), then any additional aid to survival is a boon.
It should be remembered that not every army is LDS 8, 9 or 10, plenty of units are LDS 7 or worse and with casualties of 50% the LDS is reduced by -1. If we add this -1 to even one Markerlight token we have a LDS of 5 or 6 and that is easily failed.
When you consider that low LDS units are often low armour save units as well, the odds for damage and pinning are quite high and a pinned unit does nothing.
Lastly is the 30pts saving, may not sound much until you consider it is:
3 Fire Warriors
4 Kroot
2 Shield Drones
2 Pathfinders
30pts of upgrades for vehicles
Nearly enough to upgrade a Devilfish to a Warfish
6 Bonding Knives
3 Shas'Ui upgrades for Fire Warrior squads
3 Markerlights
30pts of upgrades for your XV8 suits
The list is long and extensive and every one of these additions can make a big difference to a unit or list.
I am even considering taking this unit
Stealth team leader with Targeting array, HW Drone controller and HW Target lock 55pts
2 Stealths, Drone controllers 60pts
6 Drones 60pts
175pts
My reasoning behind this unit is that I at present use a Shas'El Helios with a Drone unit to target transports and passengers. The idea is the El pops the transport and the Drones shoot and with luck pin the passengers. This unit costs 193pts, now it is a fantastic unit but it does have one drawback, both units are doing one job.
Edit removed due to error pointed out by Skars.
The other benefit is I have a Shas'El that I can use elsewhere and a Drone squad that I can use to DS or as a nuisance unit (they can even tag along with the Stealths if needed), or I can use both units to transport hunt.
I can still use the Stealths to annoy the opponents infantry if needed, but I can also pop any armour, Dreads, MCreatures etc and I have the additional benefit of more flexibility for the Shas'El and Drone squad (I would still take them)
I think this gives the Stealth/Drone unit a bit more versatility (but obviously the shot volume is reduced and the points savings are not as good, so it is swings and roundabouts)
The Stealth unit also has a much better chance of surviving if the pinning is not successful (and the Drone squad is not just reduced to a meat shield for the Shas'El when things go wrong). The Stealth field and JSJ makes it much harder to hit back for the opponent if the passengers are not pinned.
Now this unit is not for everybody but I am used to transport hunting with the El/Drone unit and I think I could use the Stealth/Drone unit effectively (with enhanced survival as a bonus).
One last point 'footprint' the unit is only three models bigger that a standard Stealth unit, so I do not think this would be as much of a problem as it is for the full Stealth/Drone unit usually put forward.
Opinions please