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The Challenge of Post PA Tau


Prot

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So I am considering bringing my White Scars against Tau tonight.

 

I don't know all their fishy little names, but what I faced last time was something like this:

Shadowsun

Dual Riptides (One had a relic gun?) One shoots 36" x 18 mid strengths shots? The other shoots longer range, hits like a truck with a high strength weapon that does 3 + D3 damage for each unsaved wound.

 

Ghostkeel (always a pain in the butt. I hate these things).

 

Standard troops/hq's a dude that gives aura bonus'

 

Standard multiple Drone squads. Not a ton, but still enough that shooting and actually 'hurting' a Riptide is nearly impossible.

 

A large squad (I think it was 6) of the battlesuits (Crisis?) That have another relic gun that allows each model to shoot 12 times at S5 -1AP. He uses a new Strat that basically lets that squad use 5 Marker Lights! So I think I took on 72 shots a turn last game. 

 

A smaller squad with the same suits, but just melta/plasma in deepstrike.

 

Two squads of Stealthsuits with Melta.

 

So how crazy am I to try playing this with White Scars? I did beat this Tau army last week, but two things of note: 1. I was using my Eldar, and out ranged him overall. He didn't realize that until it was too late. Plus I just so happened to have my 5 man Reaper squad which can't be altered for Ballistic Skill so much of his '-1 to hit' did not matter.

 

So my last list I forced myself to use Bikers, and although I beat a nasty Blood Angels army, this is going to be way different.

 

I'm stuck on one or two units, and I don't want this to be an 'anti-Tau army'. This is my call comers. I usually have no idea who I am playing before hand, this is different because of all the Covid stuff so I know this time in advance.

 

Basically most of list is set for White Scars based on what I own:

 

HQ:

- Kor'sarro Khan (I gotta have this guy. Too cool not to include. He rides in an Impulsor with hammer Intercessors).

- Chaplain with Jump Pack. I pay the CP for the second cast of Litany bascially just using Hate, and the White Scars one anyway!

- Libby in Phobos. I keep wanting to use Phobos abilities, but the White Scars powers are so fun. He infiltrates with Incursors.

- Primaris Libby. Stormcaller powers as well but I give him an extra relic for +1 to cast those. I can't fail them.. .they are key to charging.

- Captain on Relic bike, with Master of Snares.

 

Troops:

Incursors x 5

Incursors x 5 (I feel Incursors are not as good as Intercessors, but in this case their ability to always hit on 3's may be handy!)

Intercessors x 5 w/Hammer

Intercessors x 5 w/Hammer (Autobolters in case of advance / charge.) (these Intercessor squads always go in Impulsors with characters)

Scouts x 5 with CC/shotguns 

Scouts x 5 with Snipers

 

That's the core of 2 Battalions and this army goes through CP like candy. (I wish I could farm CP).

 

Invictor Warsuit (Cheap enough to cause issues - often I'll encirclement him against super shooty armies) I miss using my Redemptor on top of this guy, but can't afford it now because.....

 

BIKERS! Yup, 203 points worth! This has been my BIG experiment last few games:

- Attack Bike w/MMelta

- 5 more bikers with standard load out

- 1 Hammer carrying card member of the Biker squad.

 

So since using this unit I realized it takes a TON of CP. It advances, fires as normal (1 CP?) and gets an 3++ invuln ( 2 CP?) then after shooting, it charges. as normal per White Scars rules.

 

I am -really- on the fence with this unit. It really just acts as a fancy escort for the Captain with Master of Snares and Hammer, but it has worked so far, even though it is CP intensive.

 

Heavy:

- 3 Eliminators. I just kinda fell into using these guys. 72 points to give all these incredibly annoying bubble characters a headache has been valuable. They don't always find a solid HQ target, but they can help kill a vehicle in a pinch. No idea if I should still be using them.

 

- 2 Thunderfire Cannons. Turn 1 against fast armies, I double fire one cannon with the anti-movement shells. For one turn I get 3 rounds of firing while in Heavy Doctrine for 3 CP total.

 

- 5 Hellblasters. 165 Points. Still very much on the fence with this. The problem is I sorely need something to help soften up, or finish tough targets. 

 

Transport:

 2 Impulsors with shields.

 

+++++++++++++++++++++++++++++++++

 

So am I crazy going into a strong, competitive Tau list with this? 

 

Here's some things I need some thoughts on:

 

1. 2 x Libbies. I am thinking of using the Phobos one to try to farm CP. However having 2 guys with the Uber smite power, No overwatch ability, and extra Charge ability are huge.

 

2. Bikers, I'm still experimenting with, but if there is one bonus it's that my Captain Biker with anti-retreat Relic does not outpace the army anymore!

 

3. Hellblasters. They are decent in this list if only because they are a tough nut to crack. In T1 they sit in a shared Impulsor, get out in Tactical Doctrine and then overcharge. I know these guys have totally fallen out of favour, but I don't know how else to even threaten armour, unless.....

 

3.B Aggressors. I took them out my last few games for bikers. But is it worth using a squad in Encirclement? Replacing the Hellblasters? I'm relying on a charge and fists to get the job done, but they are slightly more economical than Hellblasters. Thoughts???

 

4. Eliminators. Am I shooting myself in the foot here? In the games where they don't have a big role, I keep reminding myself they are only 72 points. 

 

So that's it. That's what I plan on taking, but even though the game is just a few hours away, I would appreciate any insight, or thoughts on units. I'm still thinking about Redemptor and/or Aggressors in Encirclement Reserves.

 

 

 

 

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I’d definitely run some Eliminators, if nothing else they are always annoying for the opponent. Flanking the Aggressors sounds like it has some potential.

Edited by Black Blow Fly
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I like aggressors, their power fists give you some good close combat power against tanks and monsters. With the scar's trait and the hunters fusillade stratagem, they overcome a lot of their downsides. That being said, I always struggle to put enough resources into them to make them powerful, but not so much to put too many eggs in one basket.

 

I'm eager to see how you do. Most of the scar's bat reps I see just use bikers. I have a primaris army, so I would like to see how they do as scars for you.

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Hi Prot I did some thinking about where does Scars excel now... I’m thinking a swarm tactic with six or more Impulsors filled with Intercessors, Incursors, Khan, two Librarians and an Apothecary - all Primaris. The Impulsors are quite resilent and can advance then charge tying up enemy units. I’d play pure Scars.

Edited by Black Blow Fly
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Space Marine Librarians - gah I personally just find them a little tough to justify two of them in a list. The Stormspeaking Discipline is great, just that a couple of the powers are a little niche, great in that niche but niche.

 

I think that Bikes want to shoot a 5-man squad with 2x plasma guns and a combi-plasma will run you 138 pts. The twi extra bodies being ablative wounds.

 

Hellblasters, only time I use them is in a Desthwatch list to hide them in squads. They are great, but in a unit all their own they have a huge target on their head and really aren’t that hard to kill.

 

Agressors, I have run a 5-man squad routinely, they are ridiculous. With Deathwatch I deep struck them in, Outflanking will have the same results don’t worry about them not getting that second shot when they come in, the first is beautiful enough. Routinely my opponent surrendered at that point. Oh, and they got +1 wound since I played my Deathwatch list.

 

Eliminators, I don’t have experience with playing. Against them, they had to be dealt with but then I had the shooting ability with few targets for my anti-personnel weapons for it to matter.

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I’ve always had great success with Librarians and you need a pair going all in. White Scars play completely different than Deathwatch - comparisons are apples to oranges.

Edited by Black Blow Fly
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I’ve always had great success with Librarians and you need a pair going all in. White Scars play completely different than Deathwatch - comparisons are apples to oranges.

The limited comparison I talked about is valid, apples and oranges both have seeds on the inside making them fruit. Having Aggressors come in from off the board one way doesn’t invalidate coming in a different way from off the board. My reluctance on Hellblasters is because one small unit is easy to blast off the board, while taking the same number and dispersing them across a number of squads makes it a lot harder to get rid of them.

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Here's my take. Bikes, both standard and Scout, as well as Aggressors and Inceptors are T5, which is big against Tau. They enjoy wounding MEQs on 3+, and this forces them to not only hit on 4+, but also wound on 4+ which will frustrate your opponent, and really force him to make difficult decisions regarding how to allocate his marker lights. As with any battle against Tau, kill the marker lights first.

 

Also, Librarians are a great addition. Why? And I am shocked nobody mentioned this, but, to counter the Ghostkeel and those stealth suits. Their stealth drones and fields work great against shooting, but Tau have practically nothing for Psyker defence. Manifest powers, deal mortal wounds, and delete. A Primaris Librarian in an Impulsor with 5 Incursors might seem like a waste of their infiltrate, but you have a very mobile unit to respond to incursions from stealthy Tau. I mean you can plant the Incursors midfield, and the Tau will dump fire on them until you fail enough saves, or you can take advantage of them ignoring to hit penalties, and taxi them right over to the stealth suits or Ghostkeel. Careful placement of the Impulsor might even block Line of Sight for any long range enemy support.

 

Finally, 2 TFCs! Yes! Great for messing with a Tau player. It's tempting to bunker them up with a Captain and just let them hit on 2+ and reroll 1s, BUT you just gave your opponent a very tempting target to deep strike his crisis suits next to, among other things tau players do to focus fire down threats. What I like to do, especially if playing long edge vs long edge, is put them in opposite corners, with the overlap in the middle of his deployment zone. Guess where he will absolutely not want to castle up? So, deploy the TFCs that way, first if at all possible, and watch which side of the board he castles on. That will be the TFC your opponent will also try to go after. Congratulations, you have just dictated your opponent's deployment to him, and identified one of his high priority targets. Also, in opposite corners, your eggs are not all in one basket. Besides, your other TFC and Gunner can always footslog to a better position, hopefully in cover, and next to a Captain. Just add a rhino to screen and block line of sight as the TFC moves. Remember, the Gunner can repair the rhino. Make it a Hunter or a Stalker, for that sweet T8, and watch your opponent tear their hair out, because they devote all their rail guns and fusion weapons at it, or hope they can roll enough 5+ to wound, after only hitting on a 4+.

 

I know I am late to weigh in. How did the game go?

Edited by Jacques Corbin
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