Tuesday 3 March 2015

Problem Astartes? Starting Tau


So in the summer of 2014 I decided to jump into 40k. With fantasy dieing in my group of friends, 9th edition rumours bringing me down and utter let down that was End times: Khaine I thought it was time to give the younger brother of fantasy a go.
Army wise I was drawn towards Elder, Tau, Space marine, Nids and Imperial Guard (Or whatever they are called now) Elder despite being awesome and cool would be just another elf army. I play high elves and playing another elite, specialist, magic/physic reliant army would just be boring. The units seemed very rigid with little customisation and built to a specific purpose rather than the ability to multi task. I could be wrong! But that’s what I through from a first glance.

Space marines despite being cool seemed boring as well again another elite army plus everyone and their mums play them. Guard and Nids are also popular in my area, I have had a brief run with the Guard before and got bored of lumbering tanks, tons of infantry and just throwing pie plates a cross the table. Nids I couldn’t deal with painting hordes and going monster heavy would get expensive. Also evil armies are not usually my thing.

So Tau it is! I know its the power army with Elder at the moment but I love the models specially the battle suits and the jump shoot jump style of play and versatility really drew me. Having the ability to kit battle suits out with tons of combinations was a huge draw. Going Farsight enclaves would also reduce the amount of models and painting I would need to do.


I decided to jump in at the deep end, no looking for lists on-line, tips or tactics and only briefly reading the 40k rules. I aimed to paint build and play to 1000 points and expand to 2000 only once I actually painted the bastards.





HQ

Commander Farsight

O'Vesa + 2 Shielded missile drones

Troops

2x Units of 3 Crises suits – Two with burst cannons and twin-linked plasma rifles, One with a burst cannon, plasma rifle and drone controller. 2X Marker drones 1x Shield drones 3x Gun drones

Fast Attack

4 x Pathfinders – one rail rifle





I've built the list to combat marines, hordes and Nids that seem to be everywhere. The crises suits give me tons of mobility to dictate movement and to play jumpy shooty with the enemy burst cannons give me a silly number of shots and plasma rifles give me the anti armour. Due to their decent strength, monsters and light vehicles shouldn't last to long. I think the weapon combo works really well quality and quantity on one suit. Marker drones to guide in Riptide shots or the other unit of suits, gun drones for wounds and fire-power and shield drone to chuck out front against something that worries me.

Pathfinders in the centre marking up the biggest threats and a rail rifle for any problems on the way.

O'Vesa! Ion cannon for armour, hordes and any big threat. With the Earth Caste Pilot Array I plan to be overcharging that cannon every round sitting in midfield giving fire support to my crises suits. Its long range should allow me to dominate the field of fire and keep the enemy troops focussed on it or diving for cover.

Farsight I mostly took for his warlord trait, checking him with a crises suit in reserve allows me a pin point strike anywhere I like. His plasma rifle, shield generator and decent close combat ability are a great plus and if a tank is being a pain he can drop in and destroy it.

The plan for this army is to keep mobile and focus down targets and use jump shoot jump to prevent my enemy getting a bead on my units. O'Vesa will sit centre back missile drones in front as extra wounds and dishing out pie plates or direct fire on key units. Pathfinders to scout move tag first turn to get the most out of my shooting. One crises team will head for an objective or harry an enemy unit. The other with Farsight will sit in reserve allowing me to strike weak or dangerous targets, land on an enemies objective or just force them put units aside preparation for their arrival.

Problems I see is lack of numbers and wounds. Not to much anti tank fire power and relying on lucky marker hits to tag flyers for me. My suits are optimised for attacking at 12 inches for burst cannon range and rapid fire plasma rifles, if I don’t get a decent jet pack move it could be bad times for the unit. But daring jumps will be so fun! Marker light wise I'm not worried each unit carries two marker drones, I have pathfinders and burst cannons and twin-linked plasmas do not rely on marker hits as much. Leaving them to be used for the riptide or stripping cover saves,

Sorry for the long bind fart! But much keen for 40k and blogging again.

Pete