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The Young and the Dead (Tau w/ Eldar Allies) 1850 Competitive  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut




(Note that I recently posted a similar list, but I feel this one is different enough in feel and flavor to warrant it's own discussion)

Goal: To create a list that will compete in tournaments against the current top-tier builds from every army.

Method: Initial back-field marker light support to guide heavy fire power to priority threats. After initial threat evaluation and removal, heavy weaponry will target opposing objective holders. Troops will attempt to stay in reserve and off the board as long as possible to minimize incoming threats when they do come on. Allied forces serve as situational units, acting defensively in face of enemy assault forces, or offensively to disrupt opposing gun-lines or entrenched heavy infantry.

Primary:

Crisis Commander 167
2 Marker Drones, Drone Controller, PENchip, C&C Node, MSSS
[Depending on setup will either start the game on the board with bodyguard for early marker light and missile strikes or will deep strike into opponents backfield turn two for more targeted support]

XV8 Team 171
6 Missile Pod, 4 Marker Drones, 3 Target Lock
[Deep Strike/deploy with Crisis Commander as described above]

Fire Warriors 54
[Stay off the board as long as possible using comms relay, take objectives on my side of the board]

Fire Warriors 54
[Stay off the board as long as possible using comms relay, take objectives on my side of the board]

Riptide 190
Ion, Fusion, EWO
[Eliminate heavy infantry and objective holders from range and serve as a deep strike deterrent]

Riptide 190
Ion, Fusion, EWO
[Eliminate heavy infantry and objective holders from range and serve as a deep strike deterrent]

Skyray 116
Blacksun Filter
[Air defense, provide early alpha strike against key units if flyers aren’t present, provide low-priority markerlight platform in later stages of the game]

Skyray 116
Blacksun Filter
[Air defense, provide early alpha strike against key units if flyers aren’t present, provide low-priority markerlight platform in later stages of the game]

ADL 70
Comms Relay
[Provide cover for objective holders, use comms relay to delay troop entry or enhance odds of early stage deep strike by commander]

Allies:

Spritseer 70
[Provide useful psyker buffs/debuffs, particularly to wraithguard/wraithknight]

Wraithguard 275
Wave Serpent
[Heavy scoring unit that can rapidly deploy into opponent backfield to cause damage to heavy infantry or wipe out vehicles. A situational unit that defines itself in relation to the particular opposing force]

Wraithknight 240
Wraithcannon, Wraithcannon
[Situational unit, synergizes well with long-range firepower elements of the army, can also be used to assault or disrupt opponent gun-lines or to preemptively assault opposing melee units who attempt to oppose defenses]

Total: 1713
Remaining: 137

Reflections:

I feel like this list is quite powerful and in it’s current iteration could compete with most top-tier armies out there. There are a few weaknesses that could be exploited, primarily a relatively low troop count. That being said, this army places firewarriors out of harms way as long as possible, and features a heavy wraith unit that can also stay in reserves until the opponent backfield is emptied of major threats, appearing a few turns in to clean up particularly nasty monstrous creatures or heavy armor.

What I’m struggling with at the moment is twofold. First, I am not sure what loadout will best outfit my marker’o squad. I currently have it equipped with the deathrain loadout, but I wonder if equipping them with fusion blasters wouldn’t be more beneficial, particularly if I choose to deploy them via deepstrike?

My second question is where do I allocate the remaining 137 points? My first thought is to invest in a solo broadside unit to camp behind the aegis line, providing additional base defense and manning the comms relay. Alternatively, I could invest in more troops or bulk up my existing forces, possibly some allied jetbikes to stay off the board then rush opposing objectives late game? I could also use it to more effectively upgrade some of my other forces, such as adding scatter lasers to the wraithknight etc. Really, though, I am very open to critiques here.

A final note: I haven’t actually purchased this army yet, though I plan to in the next few days. Therefore, feel free to suggest any alternate units, loadouts, etc. Money is, thankfully, not an object at this time.

This message was edited 2 times. Last update was at 2013/08/09 22:36:59


 
   
Made in us
Executing Exarch





The Twilight Zone

Spiritseers can't take jetbikes, so sorry to burst your bubble there. They work just fine in one of the serpents though.

Your crisis commander would benefit form a gun, and probably iridium armor. Maybe the hit and run upgrade too? Also, the neuroweb jammer is criminally undercosted, and should be on your commander.

I agree that your crisis suits are not optimal as deathrains, fusions are probably better.

You do need something using your ADL, but honestly it is best dropped. It is a lot of points for very limited benefit. The points for the ADL and the remaining would buy you another heavy something...

With all those markerlights, the units you have that benefit from them are limited, except to spam seeker missiles.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Regular Dakkanaut




 Dr. Serling wrote:
Spiritseers can't take jetbikes, so sorry to burst your bubble there. They work just fine in one of the serpents though.

Your crisis commander would benefit form a gun, and probably iridium armor. Maybe the hit and run upgrade too? Also, the neuroweb jammer is criminally undercosted, and should be on your commander.

I agree that your crisis suits are not optimal as deathrains, fusions are probably better.

You do need something using your ADL, but honestly it is best dropped. It is a lot of points for very limited benefit. The points for the ADL and the remaining would buy you another heavy something...

With all those markerlights, the units you have that benefit from them are limited, except to spam seeker missiles.


Thanks Serling. Updated to reflect. As it stands the ADL is there to keep my fire warriors off the board as long as possible. In my,mind, this means I will have to focus on protecting them less. Do you think that benefit isn't worth the 70 points? Placing the Spritseer with the wraithguard in the serpent opens up 137 points, dropping the ADL brings it to 207. Is there a more beneficial unit to put in at the 207 level versus the 137 level that provides more utility than threat reduction for the squishy troops?
   
 
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