I've always liked the idea of a 'pirate' or 'mercenary' army performing raids in W40K. Normally the game just deals with the major political factions, but back in 3rd Edition there was some stuff (mainly based on Catachan IG) that was just neutral parties. Factor in fluff about Orks working with non-Orks for loot and the Kroot Mercenaries and there's obviously other players than the main Codexes. The new rules for Allies lets me go crazy with this.
So first and foremost know this: This will not be the most competitive list in the world. At the same time, it needs to be able to handle most lists and I'd like to at least surprise a few players with competitive lists.
The concept I've settled on involves a Primary Detachment from Codex: Tau and an Allied Detachment from Codex: Orkz. Keep in mind that, wherever possible I'm trying to avoid using the typical units you'd only see in a "real" army (e.g. no Riptides, probably no Suits or even Firewarriors). Here's what I'm planning on so far:
PRIMARY DETACHMENT 1140 points
HQ
Darkblade (110 points)
counts-as Aun'Shi; name is WIP
Troop
Kroot Carnivore Squad (150 points)
1 Kroot Shaper w/ Kroot Rifle (Pulse)
9 Kroot w/ Kroot Rifle (Pulse)
3 Krootox w/ Kroot Gun
Kroot Carnivore Squad (150 points)
1 Kroot Shaper w/ Kroot Rifle (Pulse)
9 Kroot w/ Kroot Rifle (Pulse)
3 Krootox w/ Kroot Gun
Kroot Carnivore Squad (180 points)
1 Kroot Shaper w/ Pulse Carbine
10 Kroot w/ Kroot Rifle (Pulse)
3 Krootox w/ Kroot Gun
4 Kroot Hounds
Kroot Carnivore Squad (195 points)
20 Kroot w/ Kroot Rifle (Pulse)
3 Krootox w/ Kroot Gun
Kroot Carnivore Squad (155 points)
1 Kroot Shaper w/ Kroot Rifle (Sniper)
19 Kroot w/ Kroot Rifle (Sniper)
Fast Attack
Vespid Sting Wings (100 points)
1 Strain Leader w/ Neutron Blaster
4 Vespid w/ Neutron Blaster
Vespid Sting Wings (100 points)
1 Strain Leader w/ Neutron Blaster
4 Vespid w/ Neutron Blaster
ALLIED DETACHMENT 654 points
HQ
Big Mek (95 points)
1 Big Mek w/ Shokk Attack Gun
ELITE
Lootas (225 points)
15 Lootas w/ Deffgunz
TROOP
Ork Boyz (167 points)
1 Nob w/ Rokkit Launcha, Power Klaw, Bosspole
11 Boyz w/ Shootas
1 Trukk w/ Reinforced Ram, Rokkit Launcha
Ork Boyz (167 points)
1 Nob w/ Rokkit Launcha, Power Klaw, Bosspole
11 Boyz w/ Shootas
1 Trukk w/ Reinforced Ram, Rokkit Launcha
This leaves me 56 points left over. I'm thinking of grabbing an ADL and using the remaining 6 points to add a single Kroot to one of my squads that isn't at 20 models already. The Kroot with the Kroot Hounds will usually Outflank (Acute Senses from the Hounds so I get to re-roll the table edge they come on from). Because the Lootas are Fearless until they lose 5 models, I'm planning on having both of my HQ in the Kroot unit that has no Shaper and keeping that in my backfield. My remaining Kroot will Infiltrate.
The firepower is surprising. 30 weapons that are S7 AP4. Potentially 75 S7 shots per turn, depending if my Kroot Guns can Rapid Fire and if I roll high with my Lootas. Immediate concerns are that I only have one AP2 weapon (the SAG) and only 4 weapons (5 if I'm lucky with the SAG) that can scratch AV14. Unfortunately those are the 4 Rokkit Launchas toted by my fragile Ork Boyz.
The PK Nobz may be able to help with this, if I can get them close. 12" + Flat Out followed by another 6" + 6" disembark + 2D6" charge is quite a lot of distance in two turns. So it is possible that I can do it.
My Kroot all have Stealth in Forests, Vespid have Stealth in Ruins. Vespid also have Move Through Cover so they automatically pass Dangerous Terrain tests. Being Jump Infantry I can Deep Strike them if I need to. Their 18" S5 AP3 Assault 1 weapons should make things interesting, and they are I6 Sv 4+ so aren't a complete push over in Combat.
I feel one unit of Snipers may be useful, for the Precision Shots if for nothing else. I gave the Outflanking Kroot Shaper a Pulse Carbine on the off chance he can cause a Pinning Test when they come on from a board edge (cheap at 4 points).
I'm going with Aun'Shi for my HQ for a few reasons. Number one being I don't think a non-Ethereal choice makes much sense. Number two being 110 points is cheap for an HQ and a 4++ with re-rolls in a Challenge is amusing. Should mention that when I roll on the Tau Warlord Traits table I can only get 3 results: Through Unity, Devastation or Exemplar of the Selfless Cause or Predator of the Skies. The first one allows all Codex: Tau units in 12" to re-roll To-Hit rolls of 1 once per game, the second allows units that had gone to ground to work normally the turn I take advantage of it, and the last one gives the unit he is in Skyfire for that one phase.
Did I mention he is Stubborn and all Codex: Tau forces in 12" use his Leadership? I can also make use of Invocation of the Elements, likely to make all Kroot with Pulse weapons fire an extra shot in Rapid Fire range or get FNP 6+ (both apply to all Codex: Tau forces within 12").
Other than my Tau HQ and Vespid, I only have 6+ Saves but it works for Orks. I'll just stick to cover, hopefully Forests for the added Cover Save bonus, and with Move Through Cover on everything but the Orks it shouldn't even slow me down.
If the points increase to 2000 I will likely take a small Ork Warbike unit to screen my Trukks.
My main concerns are: 1) How can I better deal with AV14 and still fit my theme idea? 2) How can I keep my Trukks alive long enough to get my Boyz up field? 3) Do I have enough shots to overwhelm 2+ saves or do I need more AP2 than the SAG?
I'm curious what you guys think. At first i thought this was just complete garbage, but the more I look at it the more I think it might not perform as badly as I initially thought on the table top. Planning on doing a few proxy games with some of my friends in the near future just to give it a go (variety is the spice of life!).
|