I tried to get a couple of practice
games in, but ultimately I just couldn't manage to fit in a
full-length outing; the best I got were a few turns during the open
gaming periods at Black Knight. That meant the three-round
tournament on the 28th would be my first real foray into
6th edition 40K, and my first chance to put all the theory
I'd been absorbing as fast as I could from the 40K blogosphere into
practice. It would also be a 2000 point tournament, with no
artificially-imposed restrictions on what the players could bring;
double FOC, Allies, and Fortifications were all in. Which made it
all sorts of tempting to just go crazy and bring along everything and
the kitchen sink, throwing all sorts of strange new units and tactics
and combinations onto the field and seeing what worked and what
didn't. Ultimately, though, my natural inclination towards
moderation won out.
My Cadre:
Shas'el w/Twin-Linked
Missile Pod, Airbursting Fragmentation Projector, Hard-Wired
Multi-Tracker, Hard-Wired Blacksun Filter
Blood Angels Captain
(Allies) w/Power Sword, Jump Pack
3 x XV8 w/3 x Missile Pod,
3 x Plasma Rifle, 3 x Multi-Tracker
3 x XV8 w/3 x Missile Pod,
3 x Plasma Rifle, 3 x Multi-Tracker
3 x XV8 w/3 x Twin-Linked
Missile Pod, 3 x Flamer
8 x Fire Warriors
w/Devilfish, Flechette Discharger
8 x Fire Warriors
w/Devilfish, Flechette Discharger
8 x Fire Warriors
5 x Death Company (Allies)
w/5 x Jump Pack
5 x Pathfinders
w/Devilfish, Flechette Discharger
2 x XV88 w/2 x ASS, Team
Leader w/Hard-Wired Blacksun Filter
2 x XV88 w/2 x ASS, Team
Leader w/Hard-Wired Blacksun Filter
Hammerhead w/Railgun, 2 x
Burst Cannon, Multi-Tracker, Blacksun Filter, Disruption Pod
So, just two Allies units, a Captain
and 5 Death Company, and nothing else. I was hoping to have a
Tau-designed Aegis Defence Line ready to go, but alas, it was not to
be; converting the 'experimental' XV25s to stand in for a BA Captain
and Death Company took more time than I'd expected them to. I also
went back and forth on the nature of my allies for a while. Captain,
or Librarian? Death Company, or Assault Squad? Sanguinary Priest?
Ultimately, I decided the Captain's invulnerable save outweighed the
Librarian's psychic powers, and that while a Sanguinary Priest could
pass FNP to the HQ choice, he could also be sniped or challenged out
of the squad, while the only way to deny FNP to the Death Company
would be to hit them with S8+ weapons. Finally, I squeezed a power
sword onto my captain, so his superior initiative would allow him to
thin out any power armoured herds the unit might get thrown against,
leaving the whopping five attacks per Death Company model, on the
charge, to simply overwhelm the survivors through sheer weight of
numbers.
As for my core force, there were just a
few changes from my usual 2K list, discounting the units dropped to
make room for Allies. The Tau FAQ has removed the battlesuit Target
Lock, so that fell away from my commander and XV88s, and the new Jink
save for skimmers meant the disruption pod was mostly unnecessary,
especially on Devilfish, who could go Flat Out in the shooting phase
for a save that was actually superior to that provided by the wargear
at the cost of foregoing shooting I rarely used, anyway. I wavered
on the Hammerhead, but ultimately decided to leave it's disruption
pod on, to defend against the threat of alpha strikes taking it out
before I had a chance to get it moving. Hull points already make
vehicles more vulnerable, no sense making the risk any greater than
it has to be.
My plan, generally speaking, was to
play a traditional Tau shooting game; spread out, hug the edges, use
superior range to inflict significant casualties. With Firewarriors
now able to walk and shoot their full 30", they could finally
contribute alongside, well, everything else in the army; missile
pods, plasma rifles, markerlights, SMS and railguns. And with the
drop in cover saves and the introduction of both closest-to-closest
casualties, Focus Fire and Overwatch, I had some confidence that my
units would be able to reliably put down even large foot lists before
they could get the majority of their units up into my face. And for
those armies that did have either the speed or the deep strike
capabilities to get up close and personal, I had a new weapon in my
arsenal, an actually competent assault unit. Six jump packs mean six
Hammer of Wrath attacks from the get-go, plus five power weapon
attacks from the Captain and twenty-five followup attacks from the
Death Company. Combined with 3+ armour and FNP, even if it is 5+
instead of 4+ now, and not only could they dish it out, they could
take it, too. True, they wouldn't be any real help against
Terminators and Monstrous Creatures, but that's okay; those things
would be the province of my guns, not my swords, if they dared to
show their faces. The experimental XV25s, which just happened to
have the same points costs, statlines and special rules as a BA
Captain and some Death Company, were for handling large units of weak
troops or small units of mid-level assault troops, and within that
role there was every reason to expect them to be able to perform to
my expectations.
So, that was my army, and my strategy.
And how did it work? Well, since this tournament represented my
first real outing with 6th, I've decided to do something a
little different. Instead of rolling all three fights into a single
post, I'm going to break them up into their own posts, and try and
justify that by going into greater detail about what worked, what
didn't, and how all the new rules shook out under the circumstances.
So, join me next time, when we see whether the cold, precision fire
of Tau Empire can stand off the hot-blooded fury of those great 5th
edition boogeymen, Nob bikerz!
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