dementedwombat wrote:The imperial guard player says he's going to have a gray night battle master as the hq choice. I'm not sure what other intel I can give except he loves lots of small guardsman squads in transports (he figures he can't blow them all up before they get to you).
I dunno anything about the GNBM. In general, you've a lot of points in unnecessary items. Lemme help you pare down.
dementedwombat wrote:Shas`el -Airburst Fragmentation Projector -Cyclic ion blaster -Multi-tracker -hard wired drone controller --shield drone x2 -iridium armour
I'd start over with a Shas'
el FireKnife+. And no Special toys nor Iridium which are a lot of points at 1300-ish.
dementedwombat wrote:Crisis Battle suit squad (2 suits) -missile pod -plasma rifle -multi-tracker -shield drones x2
One suit needs to be a Team Leader in order to have the hwDroneControler. And, split 'em up (which means *both* will need to be Team Leader to get wargear droneControlers). They're easier to hide behind
LoS blocking terrain as single suits.
dementedwombat wrote:-11 fire warriors --pulse grenades
Toss the grenades. You don't *want* help in h2h. If your
FWs get caught, you want 'em to lose and run or die so that enemy unit that attacked is out in the open on *your* turn. Not his because your
FWs survived an extra round. Also, why have a MarkerLight when they're gonna be in a transport? Down grade the 'ui as well, unless you want to Bond them, which is what I do.
dementedwombat wrote:piranha skimmers (x3) -2x burst cannon -1x fusion blaster -disruption pod -flechette discharger
I'd go with rryannn's advice & split 'em up, but if you can, switch to all
FBs. Piranha are best suited to nailing tanks. Otherwise it's a *really* expensive BurstCannon, which is unnecessary given how the rest of tau's guns are the same
STR &
AP.
dementedwombat wrote:Hammerhead Gunship (x2) -railgun -smart missile system -disruption pod
Downgrade
SMS to the
BCs. Cheaper and adds two dice. The shorter range isn't that big a deal. Add MTs so they can move Combat Speed and shoot all guns & Target Locks so the
BCs can hit his troopers while your
RG pops his tanks.
1. Trim down the
HQ suit
2. Split up the Crisis Suits, making each a Team Leader for drone access and equip as such:
PR/
MP/Target Array - Team Leader, hwMT,
hw DroneControler and 1 to 2
SDs. Pricier but more effective with the increased
BS.
3.
HHs need MTs, Target Locks and
BCs instead of
SMS
4.
FWs lose the MarkerLights and Bond instead
Army total: 1333 points
dementedwombat wrote:I'm not a tactical expert by any means. I'm sure there's lots of things I can do to make my list better. Basically my plan is to stay mobile and try to take down his transports.
Pop his transports with the Crisis Suits first. The
HH's submunition round is great for hitting the troops once they bail out.
dementedwombat wrote:One of my favorite strategies is to actually make a "suicide commander" who I hold in reserve and deep strike way back on his side of the table. He always dies but if I can make a guardsman squad or a couple heavy weapon teams disappear first then I'm satisfied with that.
Be less than satisfied. He's way too many points to toss on a squad or set of HWep teams. Don't
DS him. Have him on the table, using a Missile Pod to break his chimeras.
Can you switch the XV8 weapons?
dementedwombat wrote:Automatically Appended Next Post:I just remembered, he was talking about how he designed his list to kill you on the first turn (he mentioned plasma and artillery specifically). He might be going for some kind of alpha strike strategy. Like I said, we're not that strategic by any means, so it will most likely be a fairly bad alpha/leafblower list.
Could be the ... death-something or other ... a
STR 10 pie plate of hell. If one of the tanks has a rack of four phallic, *really* big missiles, then going all Reserve would be a good idea *if* he gets to go first.
When you expand your army, your first purchase is more XV8s.