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Wednesday, October 27, 2010

Email in: Hybrid Tau Question


"Hello Kirby,

I've been getting back into 40k after a long layoff of just Fantasy, and your blog has been a great read. While I'm focusing on Blood Angels, I've also taken it on myself to show the local FLGS that Tau don't suck. So, while I'm still getting acclimated, I think I've got a decent handle on Tau and have had some success using your/Stelek's 2k list. But one issue I've run into is how to handle a particular unit, which there may be some general questions around deathstar type units. In this case, it was an eldar opponent with the following list:

Eldrad + Warlocks (8/9 or so?) in a Serpent
Farseer + 7 Warlocks on bikes
2 x 5 Jetbikes
Falcon with 6 fire dragons
2 night spinners

The scenario was dawn of war + kill points. Which is another problem entirely. So I guess I've got 2 distinct questions on hybrid tau and bubble wrap.

1. How does one go about bubble wrapping with kroot in the DoW/KP scenario where your suits come in off the board edge? Especially when...

2. A deathstar unit such as Seer Council on bikes is used as a pushback unit, which effectively pins the kroot back as they probably don't want to get assaulted on the first turn? The Council had cover, and due to DoW, my pathfinders couldn't shoot to reduce cover saves (not that it would have mattered in this case due to rerollable 3+/4+.

Thanks for any advice!

-Joe"

Well first off we discussed this before, the Farseer and Council can't both deploy on the board in DoW, so tell him to stop cheating :p. Otherwise his list is pretty terrible. Simply stick your Broadsides into the Falcon and then Nightspinners, let the Kroot take the mounted serpent charge and put all of your Crisis Suit/Hammerhead firepower into the Jetlocks. Sooner or later a failed save will occur and the Farseer will be instant-deathed otherwise he has a tiny army which revolves around that unit.

In regards to bubble-wrap, against armies which can zoom over your such as BA, DE, Eldar, etc. you need to put your Kroot where they want to land. This forces them to have to move elsewhere. You can play a bit more tricky as well and force them to move 13" or more to get where they want but then you are forced to destroy the unit in that turn (or block exits if it's an assault unit in transport, etc.). In regards to coming on from the board edge in DoW, deploy your Kroot unless your opponent has a unit which can get off a 24" charge (Jetlocks cannot so deploy 18.1" away from them). This gives you more room to move your army especially if the opponent doesn't deploy an aggressive unit.

That help Joe?

Comments (9)

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Disagree. Nightspinners first, THEN falcon. That bullshit web thing is pure death for jumpshootjump, effectively robbing you of range. Can be frustrating.
1 reply · active less than 1 minute ago
Why do you need to JSJ when he has no shooting and his minimal shooting is capable of getting around your tanks for clear LoS anyway? Just ensure you are where you need to be with deployment, strand the Dragons (which should be T1 with markerlights) then focus on the Nightspinners T2.
Interestingly enough, I focused on the falcon and the serpent and popped both in turn 1. I prioritized stopping the eldrad council (which I eventually killed to a man including eldrad) and the fire dragons. But that involved a lot of missile pods firing into them (almost my whole army). I ignored the jetlock unit. Of course, if they didn't have fortune, I'd have played it quite differently.

Thanks!
Don't forget that you can use markerlights to strip a cover save. A re-rollable 5+ or 6+ is a lot less scary than 3+.
1 reply · active 756 weeks ago
Problem was the DoW scenario + terrain + a mistake on my part. Turn 1, pathfinders come out, so can't fire. Turn 2, I had to move them as the place I had brought them on had a higher hill than I thought, and I wasn't able to see much. So they only fired turns 3-4 before eldrad ate them.

Also, the worst a fortuned save would get is a 4++. Against most Tau guns, it's a 3+ armor.
Markerlights cause no wounds, and thus can't be saved against. Tell the cheese wizard to stop creating cheese. Then, deny his cover save, and suddenly, a 7+ rerollable doesn't help, does it? Eldrad & friends are the main bit of the army. Kill them, and the whole thing dies. And with only 3+ armour (and Toughness varying between 3 and 4), he's not going to last long to Missile Pods, Plasma Rifles, and Submunition Rounds.
1 reply · active 756 weeks ago
? Would the markerlights reduce his 4+ invulnerable save? Eldrad and his unit have an invulnerable save. If I reduce his cover save to a 6+, he'll still get the invuln, as well as the re-rollable 3+ armor save on the bikes against everything short of plasma, where he'll just get the invuln.
Hey Joe, do you by chance play in Columbus Ohio?
nope, I'm in PA

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