Hey guys,
I'm looking to finally win a local
RTT, and here's the list I'm thinking about running:
-Tau-
Commander (MS3, CNC, iridium, VRT, sheild generator, onager)
Riptide (ion Accelerator,
SMS,
EWO, VT)
10x Kroot with Hound
10x Kroot with Hound
3x
HYMP Broadsides with
SMS,
EWO
3x
HYMP Broadsides with
SMS,
EWO
-Marines (Iron Hands)-
Chapter Master (bike, artificer armor, Shield Eternal, Thunderhammer)
5x bikers with 2 grav guns
5x bikers with 2 grav guns
3x Devastator Centurions with Missiles, Grav Cannons +
Amps, Sargeant with Omniscope
My local meta has a lot of marine players, including white scars, as well as a fair bit of tau and eldar. Plus a couple of necrons with helldrakes thrown in for good measure. Lots of very mean things running around. I was playing pure tau before, and my biggest weakness was AV13/14, and I figure grav guns can really help with that. There's a fair amount of
DS-ing, podding so interceptor is huge, which is why I'm bringing 2 missileside groups, and they just slaughter guard, orks, and nids with the
SMS.
Gameplan is pretty simple, Chapter Master starts with the centurions and
th ebuffmander to fire off his delightful orbital shot with
TL and ignores cover, then jumps around
CC-ing whatever needs
CC-ing. Grav biker do guerilla warfare hopping around taking out high value targets with grav, while the centurions keep the buffmander, who can tank in the front with his 2+/4++ while enjoying reroll hits/wounds/ and ignore cover and armor, while the sarge can fire at something else to minimize overkill. The kroot reliably infiltrate to apply pressure from the sides and grab side objectives, and the riptide jumps around doing his riptide-y goodness. The Broadsides act as anti-air and anti-horde, weight of firing down stuff, and
th ebuffmander can join them for a bit if he really needs to to help boost those goals.
Here are my concerns:
1. Is iron hands the right chapter tactics? Should I be going white scars for skilled rider and the +1 jink at the cost of
FNP on the centurions and everyone, and
IWND on the Chapter Master?
2. I feel kinda.... odd about not having a second riptide. Originally I had 2 in this list, but dropped it in favor of the second missile-side group.
3. Too few bodies? I'm worried about objective grabbing. admittedly the games at the
RTT are always 3 rounds, one
KP mission, one relic mission, and one crusade-like mission, so number of objectives is really only important for one mission. The
SMS is great for clearing objectives that you can't see, but I'm worried about holding/contesting.
Feedback would be most welcome, I'd like to actually try and take top dog at one of these finally