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Made in us
Regular Dakkanaut




]So they can all be combined into one army for say an apocalypse game, with perhaps one or two mantas attached in any combination. Sad to say, but I find it sometimes necessary to design and utilize multiple armies at once because some opponents do practice the infamous art of Tailoring. Such Tailoring is sometimes considered rude, yet not a hard and fast rule like the Rule of 3, though in fact it is not strictly enforced, even informally as the Rule of 3, it's also harder to call someone else on. I could say that someone is Tailoring if I'm known to bring a vehicle heavy army and they bring in half an army of specialized anti-vehicle units or an army 3/4ths anti-vehicle specialists, but I'd rather just hard counter them with a less vehicle heavy force rather then complain about it or try to prove my case. It really comes off as poor sportspersonship when people go to perceived authorities rather then just deal with the problem using their wits or strategic acumen. I also don't like too many house rules in general - that seems a bit contrived/restraining and this would be kinda buffing a kinda house rule that I could just overcome using another army - an action I believe better illustrates my point. Whenever possible I prefer to win by using what resources I have available, having any kind of authority intervene just feels like cheapening the game and should only be used as a last ditch effort if the game is completely broken, like breaking the glass for the emergency alarm. I'm not saying it's always wrong to appeal to the hall-monitors, but I don't like making a habit of this. Likewise I know this is a sci-fi/fantasy game, but it does harm the suspension of disbelief to think an army would really have a Rule or 3 or rule against Tailoring, like the Orks are saying " Oh gee I brought three of the same unit, that's not fair give us a little time to change our army composition." The rule of 3 is much more universal and easily enforced then rules against Tailoring however and once the Government decides something (whether that be the community or GW) it is pretty set. Again, I don't think appealing to mods or changing rules to win games is always wrong as a first choice, people are different and I can see how doing that can play a vital role in the community, especially with models being so costly that most people can't just bring multiple armies to choose from, but personally I am just averse to such practice.

Army 1 - Stellaris Ultima

Rationale -: Imagined as a kind of Bork'an Heavy-Assault squad against particularly Strong (not entrenched or Fortified, but Strong) enemy positions. This is when the Stormsurge walks in, with lots of meat shields, Broadsides and a Riptide to serve for counter-charge defense. I would see a certain degree of Tailoring more okay here, as expecting a Heavy-Assault, anti-heavy forces would be natural to deploy. [/b]

Battalion

Bor'kan

HQ

Commander in Enforcer Battlesuit:
2 Marker Drones, 4 Tau Flamers, Shield Generator, Be'gel's Hunter's Plate, Seeker of Perfection

Rationale: Mostly I intend to use this Commander to seize Middle Objectives with a swarm of Ob.Sec Meat Shields. So one thing I'm preparing for is charges or counter-attacks. For this reason I've decided to heavily use the auto-wounds of the Flamers, with the Warlord Trait that buffs wound rolls. To me, spamming this makes sense. The Warkords itself is surprisingly resilient - it subtracts 1 from damage (min. 1 ), it has a Shield Generator for a 4+ imvul., a 2+ Save, + 1 to Armor-Saving Throws, and a 5+ FNP. It is very hard to kill, even if somehow the enemy gets past the 30+ Meat Shields.

Cadre Fireblade:
2 Shield Drones, Ohr'tus Lantern,

[u]Rationale:
As a general theme you will see me take Ohr'tu's Lantern whenever possible. +5 Markerlights for free or just 1 CP is a lot, especually for a Character with 10+ Meat Shields available. This allows the unit to paint a target with up to 6 Marker Lights, 3 on averagem, making it almost necessary to kill. But I doubt the enemy will - with a Riptide in their face

Troops

3 x 10 Strike Teams of Fire Warriors[/u]
Guardian Drone, Marker Drone

Rationale:Basically they are there to accompany the HQ on 1-2 Center Objectives, so as to secure the Objective and to protect the HQ from just being mowed down. Fireblade really helps improve their damage, they have Marker Lights, and the Guardian Drone helps improve survivability - in a lot of ways they are used as bait. The enemy can't ignore them because of Ob.Sec. , but at the same time if they come out they are subjected to a "Killing Zone" of fire from 6 Broadsides, a Stormsurge and a Riptide. I like to give the enemy choices.

Elites

2 Krootox Riders
Rationale: hey are there to hold onto back objectives just so the rest the army can move forward. They are easily overwhelmed, but I imagine if the enemy has a lot of Reserve units, I can just hold by Riptide back to hold the back lines. If they overwhelm that, I imagine they invested so much in a backline attack that some of my Broadsides can turn their guns.

Fast Attack

4 Marker Drones
One thing I noticed about this build is that it seems a bit lighter on the Markers then others. So I wanted to include these to help take Middle Objectives. At worst, it is 4 extra models for the enemy to chew through.

Heavy Support

2 x 3 Broadside Battlesuites
Heavy-Rail Rifles, Twin SMS, 2 Marker Drones, Advanced Targeting

Riptide Battlesuite
Ion Accelerator, 2 Fusion Blasters, 2 Shielded-Missile Drones, Counter-fire Defense, Early Warning Override, Target Lock
[/u]Rational,e:While no longer the 'God of Tau Warfare' it was in 8th, I believe the Riptide still has an extreme amount of functionality in its specialized role as a tank that can move about relatively quick for such a large unit, soak up a lot of damage and answer with amount of firepower. It's not the most logical target but hard to ignore if it gets in your face. I can use this to reinforce the back or front lines depending on the disposition of my opponents.

[u]Lord of War Auxillary


Bor'kan

Lord of War

Stormsurge[/u]
Pulse Blastcannon, Smart Missile Systems, Flamers, Counter-fire Defense Systems, Early Warning Overrides, Target Lock

Rationale: Big and Brutal, and able to take maximum advantage of the Bor'kan unique command strategem, as well as intrinsic Sept bonuses.

I am entering this sept and putting in the rest because I hate losing data.


This message was edited 5 times. Last update was at 2022/10/07 01:26:17


 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

1. To beat tailoring have more than one army.
2. Your commander is illegal. 4 weapons plus a sheild gen? Why not take the flamer prototype upgrade... turns this guy into a combat monster.
3. skip fire warriors with drones which are vlnerable to blast weaons and use kroot that have pregame moves and cost less.
4. Krootox? cheap, but... they could give up
secondary points
5. Crazy number of marker lights, you might need half that considering you only have 4 units of note.
6. Drop the fireblade, consider something else, I would have said hammerhead, but looks like you got your heavys slotted
7. if you are running broad sides... whats protecting them? each broadside can bring 2 drones, sheild drones!! max it out!


   
Made in gb
Lord of the Fleet






London

Don't know why this is titled 6000pts?

Asenion wrote:
]

[b]Army 1 - Stellaris Ultima


Rationale -: Imagined as a kind of Bork'an Heavy-Assault squad against particularly Strong (not entrenched or Fortified, but Strong) enemy positions. This is when the Stormsurge walks in, with lots of meat shields, Broadsides and a Riptide to serve for counter-charge defense. I would see a certain degree of Tailoring more okay here, as expecting a Heavy-Assault, anti-heavy forces would be natural to deploy. [/b]

Battalion

Bor'kan

HQ

Commander in Enforcer Battlesuit:
2 Marker Drones, 4 Tau Flamers, Shield Generator, Be'gel's Hunter's Plate, Seeker of Perfection Illegal. If you want 4 weapons and a Shield take the Solid Image Projector. Would also suggest swapping him for a Coldstar, and taking Patience of the Hunter to reroll all your Flamer wounds.

Rationale: Mostly I intend to use this Commander to seize Middle Objectives with a swarm of Ob.Sec Meat Shields. So one thing I'm preparing for is charges or counter-attacks. For this reason I've decided to heavily use the auto-wounds of the Flamers, with the Warlord Trait that buffs wound rolls. To me, spamming this makes sense. The Warkords itself is surprisingly resilient - it subtracts 1 from damage (min. 1 ), it has a Shield Generator for a 4+ imvul., a 2+ Save, + 1 to Armor-Saving Throws, and a 5+ FNP. It is very hard to kill, even if somehow the enemy gets past the 30+ Meat Shields.

Cadre Fireblade:
2 Shield Drones, Ohr'tus Lantern, You know you can't move him if you want to Markerlight, so your guy will be out in the open straight from the start.

[u]Rationale:
As a general theme you will see me take Ohr'tu's Lantern whenever possible. +5 Markerlights for free or just 1 CP is a lot, especually for a Character with 10+ Meat Shields available. This allows the unit to paint a target with up to 6 Marker Lights, 3 on averagem, making it almost necessary to kill. But I doubt the enemy will - with a Riptide in their face

Troops

3 x 10 Strike Teams of Fire Warriors[/u]Guardian Drones are pretty useless. Avoid.
Guardian Drone, Marker Drone

Rationale:Basically they are there to accompany the HQ on 1-2 Center Objectives, so as to secure the Objective and to protect the HQ from just being mowed down. Fireblade really helps improve their damage, they have Marker Lights, and the Guardian Drone helps improve survivability - in a lot of ways they are used as bait. The enemy can't ignore them because of Ob.Sec. , but at the same time if they come out they are subjected to a "Killing Zone" of fire from 6 Broadsides, a Stormsurge and a Riptide. I like to give the enemy choices.

Elites

2 Krootox RidersIf you want something to hold back consider Firesight Marksmen, much more useful.
Rationale: hey are there to hold onto back objectives just so the rest the army can move forward. They are easily overwhelmed, but I imagine if the enemy has a lot of Reserve units, I can just hold by Riptide back to hold the back lines. If they overwhelm that, I imagine they invested so much in a backline attack that some of my Broadsides can turn their guns.

Fast Attack

4 Marker Drones
One thing I noticed about this build is that it seems a bit lighter on the Markers then others. So I wanted to include these to help take Middle Objectives. At worst, it is 4 extra models for the enemy to chew through.

Heavy Support

2 x 3 Broadside Battlesuites
Heavy-Rail Rifles, Twin SMS, 2 Marker Drones, Advanced Targeting

Riptide BattlesuiteI'd go with twin Plasma for more reliable damage output.
Ion Accelerator, 2 Fusion Blasters, 2 Shielded-Missile Drones, Counter-fire Defense, Early Warning Override, Target Lock
[/u]Rational,e:While no longer the 'God of Tau Warfare' it was in 8th, I believe the Riptide still has an extreme amount of functionality in its specialized role as a tank that can move about relatively quick for such a large unit, soak up a lot of damage and answer with amount of firepower. It's not the most logical target but hard to ignore if it gets in your face. I can use this to reinforce the back or front lines depending on the disposition of my opponents.

[u]Lord of War Auxillary


Bor'kan

Lord of War

Stormsurge[/u]Have you considered the Multi-Tracker? It's putting out so much firepower that exploding 6s would be useful here.
Pulse Blastcannon, Smart Missile Systems, Flamers, Counter-fire Defense Systems, Early Warning Overrides, Target Lock

Rationale: Big and Brutal, and able to take maximum advantage of the Bor'kan unique command strategem, as well as intrinsic Sept bonuses.You know LoW Auxiliaries don't get Sept bonuses?

I am entering this sept and putting in the rest because I hate losing data.


   
Made in gb
Crazed Spirit of the Defiler




Using Ohr'tus Lantern requires the same kind of set up as using the Votann Kahl's gaze or using the Thousand Son Eggleighen's Orrery.

One way to do it is, you put your character on the roof of a ruin (but not on the edge of the ruin), then you put a unit on the ground floor of the ruin out of line of sight. The idea is the character gains look out sir from the unit and then the unit is closer on all sides to the enemy than the character.

Not all ruins allow this.

I eventually dropped the Orrery because it was driving me mad trying to line it up for the next command phase.

The other option is you have to put a unit out in the open so tough you know it will survive until next turn, then you can put the Lanteran/Kahl/Orrery behind it.
   
 
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