The glorious return of the goat-fish-people!

Hey everybody!
That’s right, I’m back to playing with my burgeoning Tau force, after what feels like an eternity where I couldn’t decide where to apply my hobby focus. Truth be told, I’d almost left the hobby on the shelf these last few weeks, and have turned instead to sorting out my garden. Well, that’s now almost finished, but I’ve been keeping myself ticking over through one thing and another, then managed to get a couple of games in last Friday, and so I thought I’d ramble for a bit here once again about my Tau thoughts!

Having had my first game with the army almost a month ago, I’ve waxed and waned a little over them, until having an invitation to a game against another guy at my local GW, Kev, whose Deathwatch I’ve come afoul of before with my Necrons! With their new Codex out, though, I really fancied a Codex vs Codex battle, to see how things pan out.

Spoiler alert: pan out, they did not!

My list was mainly infantry this time around, with three units of 10 Fire Warriors, a Fireblade and the Coldstar Commander, along with the Broadside and a Crisis team. We were playing to 1000 points still, and I failed to get the first turn, which basically obliterated most of my army. Kev uses a Corvus Blackstar to stunning effect, and I think my Fire Warriors were just blown off the table before I could blink! He also likes to have a Dreadnought supporting his Watch Master, who affects the entire table for re-rolls in an almost perverse manner. Seriously, it was quite stunning to watch, but really stressful to play!

As the game was over so quickly, we had a smaller, 500-point game, which really played to my strengths as I have so many cheaper units as opposed to the Deathwatch, but while I had reduced his entire army to just the Watch Master, he still managed to kill off everything despite being inches from death. I definitely need to stay away from close combat as Tau!

So what did I learn from my second (and third) games with Tau? 

To begin with, I really need to have that first turn to survive! It’s nothing that can be guaranteed, clearly, but in my third game, I had first turn and obliterated a unit of Veterans between the Fire Warriors and Commander, as well as taking off a decent chunk of Dreadnought. The fire power is definitely there, so it’s something I’d like to really try to capitalize upon, and so I need to either have first turn, or survive to my own turn to retaliate.

Tau Empire Drones

I also need to hang much further back. I play Bork’an Sept, which makes my Fire Warriors with pulse rifles rapid fire from 18 inches, but I still deployed much closer to the centre than I should have! I had two units of Strike Team with a Fireblade between the two, and he never got to help them one bit! (I also learnt that Fireblades grant an extra shot to models within 6″, not units).

Hilariously, Fireblades can buff Gun Drones, which I used to some effect when taking on the Vanguard Veterans. If I’d read the data sheet properly, though, I would have seen that Gun Drones have two pulse carbines, and so I would be rolling six shots each, not three, so it is a little bit sour, that. I think I need more Fireblades in my force…

Gun Drones cost 12 points, whereas Marker Drones cost 10 points. However, Marker Drones only fire a single light, and if you miss with it, those 10 points were wasted. In the absence of a battlesuit equipped with Drone Controller, those Drones are hitting on a 5+, whereas for 8 points a piece, you can get a Pathfinder who will hit on a 4+. No brainer, especially since Pathfinders are the only ones who can take Pulse Accelerator Drones, granting those Fire Warriors a rapid fire range of 21″! Pathfinders are definitely something I should be including more often, especially when they come so cheaply and bring along helpful PAC drones!

I took three Gun Drones and 8 Marker Drones, and I think I need to alter that ration much heavily for the former. I also think Shield Drones are the better option if Pathfinders are in the team. Dashing round to intercept wounds is a much better deal, overall! I think it’s safe to say that I’ve learnt that Marker Drones are doing me no favours, and I need to concentrate on more Shield Drones, with a fair few Gun Drones where I can fit them.

I also need to remember my Stratagems! I can’t remember how many times my Commander has been charged, and for just 1CP I could be using Repulsor Impact Fields to potentially make them think twice about it, if they’re potentially suffering Mortal Wounds. Neuroweb System Jammer is also a good one – especially with the amount of silly buffs Deathwatch get. Putting them back to normal ballistic skill could be very useful! I’ve noticed that, in general, I tend to be quite conservative with my Command Points, and I think I evaluate the 2CP Stratagems much more seriously than the 1CP-cost ones.

Of course, this shouldn’t be an issue, considering I also bring the Puretide Engram Neurochip as my relic, but I continually fail to ever remember it! I think the relics and warlord traits are the two things I always seem to just forget, whereas I really ought to try and put more thought into this stuff…

Speaking of under-valuing things, I frequently get so confused by Grenades that I rarely use them. Certainly, I don’t think I’ve ever tossed a grenade with my Drukhari! Photon Grenades could work amazingly in Overwatch, again potentially dissuading someone from charging if they might have to subtract 1 from their own hits until the end of the phase.

What next?

Photon grenades bring me on to where I want to go next with the force, anyway. I talked a little about a gun-line in my last Tau blog, but I’ve now drawn up a different 1500-point list that I want to work towards. To allow for greater flexibility, I’ve decided to create a Core Army that can then be added to as I like. This core army consists of 1340 points, arranged across two Battalions and an Outrider detachment. In the first Battalion, I have the Coldstar Commander and a Cadre Fireblade, along with two units of 10 Fire Warrior Strike Team (each of which has a support turret with smart missile systems) and a 10-man Breacher Team. The second Battalion has the same three troops choices replicated entirely, along with an Enforcer Commander and another Cadre Fireblade.

The Breachers bring me on to a tangent here, as I was giving them both a turret and a Devilfish transport. It just makes no sense, as I want the Breachers to get a little closer than the Strike Team, given that their pulse blasters work better at closer ranges. However, they are Assault weapons, so there’s no need to give them a transport as I don’t particularly feel like I want them to move too far away from the main line. Instead, I see them as more of a harassment unit, taking objectives where required (more on this later) and also helping to protect the gun-line with For the Greater Good when required.

The Outrider is three full squads of Pathfinders, along with two Ethereals. If I have been undervaluing photon grenades, then I have done the Ethereals a massive disservice! Granting re-rolls of 1s in the shooting phase is massive, especially since I have no plans to move my Strike Teams anywhere!

Looking ahead, I want to get myself a Sun Shark Bomber. While I’m sad they’re currently out of stock everywhere, I would like to finally try some air support for the army, having never tried flyers in a game up to now. While I know it’s not like the Corvus, I would like to see how much damage I can wreak from the skies with this bad boy in the air. It’s also a different type of unit for me to use, and I like that. While I’ve never really gotten into using either a Dark Scythe or Voidraven for my Necrons or Drukhari, I think I’m actually excited to be using flyers here in the Tau!

The Gun Line

I’m currently envisaging a deployment where I have my four squads of ten Fire Warriors, possibly in two ranks of five, with an Ethereal between squads one and two, and another between squads three and four. Ethereals buff units within 6″, so that should work fine. Fireblades buff models within 6″ of him, though, according to the way I read it, though I’ve since been told it is the unit, so I think a similar situation will occur with those. I’m still a bit caught between using the Fireblades as Markerlight hits on 2+ or firing three pulse rifle shots of their own in rapid fire range, so I guess we’ll have to see how I’m feeling when the situation arises!

I’m adding in some Shield Drones to protect the Commanders and Ethereals as well, which I’m thinking to position roughly between the Fire Warriors and the HQs. I’m giving the Fireblades two Gun Drones a piece, so that they can do their thing there.

To bring it up to 1500 points, while the Sun Shark Bomber remains out of stock, I’m planning to include the Broadside and some more tactical drones for the time being, though I think I’ll eventually want a Hammerhead for the heavier support – when playing those games last week, the 6-wound Broadside was quite easily destroyed in a single turn of shooting – great as a distraction, for sure, but I would like a sturdier chassis for the big guns.

Painting Updates!

So that’s my rambling about the gameplay done, what about the painting?

While I do still need to get the Sept markings on him, by and large I’ve finished the Commander! I’m actually really pleased with how he’s turned out – the highlighting on the green hasn’t really come across that well in the photographs, but it looks nice and subtle. It’s taken me far too long to get this guy finished, mainly due to not having a clear idea for the paint scheme, but I think now that I’m more aware of where I’m going with it all, I should be able to get moving with some of the other units I have on the go right now. I did say that I was thinking about doing a sort of Tale of (One) Warlords thing here on the blog, and that I wanted to get the Start Collecting box finished by the end of April, but clearly that hasn’t happened! However, I want to next move on to finishing the first Fire Warrior team, alongside the Ethereal, before then moving on to Pathfinders and a Fireblade. I think if I can do that, having a squad and a character, it should help to keep me occupied by enough variety that I should be able to get through them all quickly enough!

And as regards the future of the army…

 

Warhammer Fest 2018 News!

Holy Buckets, guys!

I’m still trying to digest the amount of news that happened this weekend around Warhammer 40k, Age of Sigmar, and specialist stuff from Forge World. It’s just too much! Well, is there really such a thing as too much good stuff? Anyway, there was so much awesomeness coming out from Coventry that it’s taken me a while to process.

Where to begin? Well, let’s talk about new Stormcast stuff:

These guys were the bomb for me back when Age of Sigmar launched. True, they were new and shiny and all that, but I had an absolute blast painting up my Stormcast army as Lions of Sigmar, and to this day, I think some of my proudest work can be seen in this very Liberator:

And here he is, finished! #Warhammer #AgeOfSigmar

A post shared by Mark (@marrrkusss) on

They’ve had more guys over the last few years, for sure, and I can’t say as I was a big fan of the weird lizard-riding Scout-like guys, but now we’re getting Stormcast wizards in bona-fide wizard garb, and I think I love it! I’ve been dormant with Age of Sigmar for a long time now, but I think I may well be tempted to pick some of these chaps up when they arrive. The temptation is real!

Before that, however, it looks like we’re getting some super awesome looking new Nighthaunt models to go alongside Nagash and his Mortarchs, and these are also proving to be a temptation too far! I’m trying to remind myself how fiddly and difficult it was to put those Spirit Hosts together back in the day, but even so, they look beautiful!

That’s not all though, as next month, just three years after the game first launched, we’re getting a 2nd Edition of Age of Sigmar, which sounds like it’s taking on a lot of the fan feedback from these last few years, and could be pretty much amazing! The new edition is coming with gaming aids and objective markers and terrain that sounds very much like the Dark Imperium launch from last year, and it looks as exciting as all hell! I’m still somehow resisting getting myself back into fantasy gaming, as I feel like I’m too heavily invested in 40k at this point, but I’ll certainly be keeping a very close eye on the proceedings!

Moving away from fantasy and Age of Sigmar, let’s take a look at what’s happening in the grim darkness of the far future…

Well, they did say they were starting! This is a preview of the first Sister of Battle model that will be made available as a kind of vanguard for the main releases, and she does look pretty damn awesome. The detailing is incredible, and I love that scenic base! I’m 100% sure that I’ll be picking these girls up to add to my Imperial force once they’re ready. Cannot wait!

I know I can’t not mention this, as so many people are chomping at the bit, but I’m really just not that interested in Titanicus. It looks like it’ll be a fine game, don’t get me wrong, but I’m not that bothered in Knights in general, so can’t say as I’d want to play a game devoted solely to these big guys.

What I am excited for is the next gang for Necromunda, however! I still need to do a blog on this game, but it continues to excite me with every release, and having just picked up my Van Saar pre-order recently, I’m already excitedly looking forward to the Cawdors coming to join the fray! I love how the game has been expanding, and I can’t wait for more!

We’ve also seen the announcement of the next Horus Heresy book, featuring rules for Blood Angels and White Scars among others, and we’re getting a few Alpha Legion models, including the big man himself, who looks awesome, and I’m still seriously considering picking him up soon!

I wasn’t expecting this, however – and I think I’m still pretty amazed at the fact we’re getting a Necron Titan! The thing looks immense, and I’m not sure I have the house room for it, let alone the budget!

I’m trying very hard to resist a lot of these things due to gaming budget, however something that initially passed me by late last week is going to very much be an instant purchase, and that’s the Rogue Trader skirmish game that’s coming out later this year:

I mean, this thing looks just beautiful. I don’t mean the gameplay, I just mean the models. Its subject matter is just so weird and out of left-field, I saw the blurry leak photo and wondered if it’s not just some weird knock-off thing, but it turns out that it’s very real, and it looks incredible!

Those Nurgle beasties could easily be used for Drukhari Grotesques, but I think this is another game that could very easily be kept as a game, something I think is almost a bit weird with a lot of these GW games that aren’t Blood Bowl or Necromunda. I mean, how many people bought Deathwatch: Overkill because they wanted an actual board game? I’m still wondering if there will be a way to use the Rogue Trader part of this force in regular tabletop 40k, and I’m sure the Nurgle stuff will either get rules in the same way, or you’ll be able to use things like the cleaver-guy as a Beast of Nurgle or Herald of Nurgle, or whatever.

But the fact that it’s Rogue Trader says so much about how far GW has come lately. There’s such an air of nostalgia around the products they’re bringing, along with a determination to do their own past justice with stuff like the Genestealer Cults, Necromunda, and now this. It’s not just the fifth or sixth re-release of the same Space Hulk game, but they’re pouring effort into things because, I can only assume, it’s now clear that people actively want to see this stuff, and will buy it up like nobody’s business, and will clamour for more until the cows come home. The Nurgle stuff looks gross, as it should be – some of the models manage to capture the perfect essence of creepy and cartoon grotesque-ness that Nurgle is all about, for me – while the Rogue Trader contingent looks fancy as all hell, and exactly like Rogue Traders should look. Man, it’s making me want to read that Omnibus now!

I’m finding myself genuinely excited about this, and I’m loving the fact that we seem to be getting a regular stream of board games from GW around Christmastime. It’s awesome to see how many games they’re producing now, and I really hope that it’s a success and sees further support down the line!

Enter the clowns!

Harlequins

I mentioned last year that I’d built some Harlequins, and have finally decided to do something with them, thanks in part to the announcement that they’ll soon be getting a Codex! I’ve had some kits hanging about for an age, as I’d initially thought about adding in some of these chaps to my Dark Eldar force when I was originally building it, but haven’t really done much of anything. Well, until now! So let’s catch up with what I’m up to at the minute…

The idea I’m having is to slip them into the 2000-point list that I set out back in this post, shuffling about some of the Wych Cult portion of the list to accommodate a small Patrol detachment. So I’m getting fewer command points for this build, but I think it might be worth it to start experimenting with the Murder Clowns, and see how they play etc…

I’ve not given a tremendous amount of thought to the actual viability of having these guys join the fray, it’s more about seeing what they can do. The Troupe build is basically from the original six clowns that I built for Shadow War, so hasn’t really been thought of in terms of 8th Edition. I’ve added in a Starweaver for transport, and the good thing about building it that way is you get an additional miniature in the shape of the Voidweaver gunner, so I’ve built him as a separate Troupe Master to avoid having to use one of the regular Players. Finally, I’ve added in a Shadowseer, because I have pretty much never played in the Psychic Phase, and wanted to see what all the fun was about. Adding in a second HQ allowed me to bring the list to 2000 points, exactly, rather than using the leftover points to add more Wyches or else buy a Skyweaver kit. So I need to get myself a Shadowseer, then I can look at actually painting these minis up!

Something that I do like about the Harlequins is the fact they seem to encourage a loud colour scheme, so while I’d started to do muted purples/blues/greens, I’m thinking about making them a lot more, well, loud and vibrant. I’m going to try to resist the pink and orange that popped in my head earlier this weekend, for now anyway…

I’m probably going to revert back to my initial 2000 point Drukhari build once the Harlequin codex comes out, and I can think about a bigger build (or leaving them off, altogether), so it doesn’t replace my thoughts there…

Building a Tau army: Support Systems

So, one of the things I wanted to achieve with this post was to share the fruits of my labours in researching what all of the various bits and bobs are that you find in the various Tau kits. Having spent many a long and drawn-out hour trying to discover what part represents a certain support system, for example, I thought I’d try to pull all of that together here, both for my own future reference, and also in the hope that it might help any budding Commander out there!

Speaking of which, let’s start with the Commander kit, which has all manner of bits that you can use to kit out not only the warlord for your army, but also any Crisis Suits that you want to field, and even some of the bigger stuff like Ghostkeels and Broadsides. It’s definitely worth getting hold of at least one Commander, not least because he’s actually a really awesome model, but because of this cross-pollenation that you can have.

Tau support systems 1

As far as the support systems go, however, we get three of them in this kit, along with an older piece that is still around, just no longer classed as a support system. From left to right, then, we’ve got the Shield Generator, the Target Lock, the Velocity Tracker, and Positional Relay. That last is now a 2CP stratagem. These bits are numbered 66, 48, 50 & 51, and 49.

The Crisis Suit set is another of these amazing bits box kits that has almost everything you could want to kit out all manner of battlesuits with cool stuff. The price is, of course, a bit silly, but fortunately Tau have one of the most useful Start Collecting boxes in so far as, for an extra fiver, you get a 10-man troop choice, and an HQ choice. Why Crisis Suits are on sale for £45 when they’re also in the Start Collecting box for £50 is beyond me, but there we go! As there are three of them in the box, you get almost everything in triplicate, though the support systems are more of a general mix. You do get three Shield Generators, and two Target Locks (part 74 on the sprue), along with this small array of other interesting stuff:

Tau support systems 2

From left to right again, we have a Counterfire Defence System, an Early Warning Override, and a Multi Tracker. The Multi Tracker is a single part (73), whereas the other two are made up of the stalk-piece, and the face-piece. There are two stalks (part 75), and the pieces to make one Early Warning Override (part 76), one Counterfire Defence System (part 77), or one Velocity Tracker (part 78, not pictured).

We’ve now seen six of the eight support systems, so where are the other two?

The Ghostkeel is up next, which has a couple more bits and bobs that are useful for keeping hold of! (Of course, you should never actually get rid of any bits once you’ve built a kit, but that’s a whole other story…)

In addition to having parts for an Early Warning Override (parts 72 & 73 on the sprue), the Ghostkeel is the only miniature in the plastic Tau range that has the Drone Controller bit, which is the little bulb-and-antenna you can see on its left arm in the picture above.

Which leaves us with the final piece of support system tech, the Advanced Targeting System. Well, that doesn’t actually have a bit for it in the range, and while I’ve seen some people use leftover XV8 heads with an antenna glued on, others will argue that it’s more software than hardware anyway, so would be hardwired into the suit itself. For those of us who like to go for a little more modelling fun, though, I suppose you could use anything with antennae stuck onto it to make it look the part!

So there you have it, the list of Tau Support Systems that are on offer from the plastic range. It’s worth pointing out that you can also get these bits in the Broadside and Riptide kits, and while I don’t have one personally, I think the Stormsurge also has a couple of things in there.

My first game with Tau

Hey everybody!
It’s time once more for a games day blog! Well, it has been some time. I wanted to talk about my experiences with playing Tau for the first time a couple of weeks ago, and my thoughts on both building the models and building my army. So I’m going to ramble for a bit about Tau – sit back, and enjoy!

My 1000-point list was, I think you’ll agree, slightly odd-looking. Well, that’s because I don’t know what I’m doing with Tau, and the list was built very much along the lines of, let’s throw some stuff together and see what happens. I was playing with Bork’an Sept rules, adding 6 extra inches to rapid fire and heavy weapons, with the Seeker of Perfection warlord trait, which adds 1 to the wound roll for each hit of 6+. Finally, I was using the Puretide Engram Neurochip relic to gain a command point on a d6 roll of 6 when an opponent uses a stratagem. Nice!

I have to be honest, though – I’m not sure how I did in that game! I think I managed to get the hang of certain things, and I could definitely see how the army wants to play after a couple of rounds, but I don’t really know if I won or lost. I was playing my usual opponent Robin, though this time he was playing Inquisition rather than Orks, which was a turn up for the books!

We played Burn & Pillage from the Open War cards, and the Twist we drew was Double or Nothing, drawing two extra cards: Acid Rain (yay) and Meeting Battle, which divides the armies into three (each), and one of these chunks is brought on each round. That was useful as it allowed me to bring on my army in small doses and get used to it that way.

The game went fairly okay, I think. I’d set up in the middle, and brought on the Pathfinders and Pirhana first. The Pirhana was quite useful as a melee tool, something I didn’t think I’d do with Tau. The Pathfinders probably could have been used better, but I suppose I was just getting used to them! I then brought on the Breachers, the Ethereal and the Devilfish (which had the Strike Team inside – not the Breachers! Whoops!) For the third deployment, I brought on my Commander and the Crisis Suits.

I think my main take-away from the game was that Marker Drones are very useful, but the Pathfinders are a much cheaper source of Markerlights, so I should use them to light up the field each turn, rather than worrying about saving their pulse carbine shots instead. I couldn’t quite get my head round to the idea that the bodies should be doing something useful, while the drones should be left to paint targets on everything. That clearly isn’t the way to go!

I like the idea of a gun-line, but I was a bit all over the place during this game due to the nature of the Open War cards. I think for my next game with them, I’d like to deploy as an actual gunline, and use some Fireblade support to get an extra shot off. Indeed, I want to look heavily into supporting the idea of a Tau gunline force, and have been tinkering a great deal with my list over the last few weeks.

The Coldstar Commander is something of an all-star, really, though I feel like I used him badly. The ability to advance 40″ across the field is actually really good, but I wasn’t making nearly as much of it as I should have been. He’s modelled with a Target Lock, as well, so there’s no excuse not to be dashing about and firing that high-output burst cannon all over the place. Definitely one to use again in the future, that!

The Crisis Suits are an iconic part of the army, for me, and I really want them there at the centre of all things. However, I once again did barely anything with them – I think the accompanying drones did more damage than these guys when it came to the battle! I think the fact they were the single most-expensive unit in the army made me a little over-cautious, and I ended up doing very little with them. So I think I need to re-evaluate my options for the future, there!

Overall, though, while people have been saying the codex isn’t as good as that of Necrons or Drukhari, I’m not that familiar yet with the army to feel that it is particularly bad. But I can say that my list was a bit too all over the place for comfort, and I’ve been weighing up a few options for alternative (and bigger) builds for the future. At the minute, then, this is what I’m looking down the barrel of:

I’m currently thinking a lot about playing larger-scale games, as I haven’t really explored anywhere above the 1000-point level in 8th Edition yet. So I’m going to be building towards 2000-points, but wanted to get there slowly. I’ve got most of this list actually built up anyway, and have recently picked up some more Crisis Suits in a second Start Collecting box so that I can really round things out. While I haven’t organised it as such in the above list, I have three detachments within this list, granting me a total 8 command points to use throughout the game – a very small Battalion, a fairly small Outrider, and the real meat of the force contained within the Vanguard, which itself covers more than half the total points.

I like this list because it feels like it puts the battlesuits at the centre of things, rather than the troops. The Pathfinders are there for Markerlights, mainly, though as there is the potential for redundancy here, especially since there are also six Marker Drones in the list, having the pulse carbines will be useful as well. The thought is that the Warriors will form a gunline, with the Fireblades peppered among them alongside the Pulse Accelerator Drones, which will fly off at the start of the battle to aid the pulse rifles of the Fire Warriors.

While I’m on the topic, I really like building Tau armies that use Fireblades as a cheap utility HQ, freeing up another HQ slot for a fancy Commander that can go off and do his own thing.

I freely admit that I may have been seduced into including the Broadside simply because he looks amazing. The heavy rail rifle reminds me of a longer-ranged dark lance, and I so often whiff on the damage rolls and end up getting just one point of damage that I’m invariably wary of such things now. However, the Bork’an Sept Stratagem does allow for a re-roll on random damage like this, so I suppose that will be useful!

The Ghostkeel, so far as I’m concerned, is a bit of a distraction carnifex, and I’m not particularly fussed as to what happens to it. 200 points is an expensive distraction, for sure, but it is a very pretty model, so I’m sure it’ll draw a lot of attention. Keeping the drones around will give any shooting attacks -2 to hit, so it could very possibly just walk (fly?) up the table and threaten virtually anything, firing six shots from the Cyclic Ion Raker from 30 inches away, and the Target Lock will allow for it to keep moving and firing that heavy weapon with no penalty. Add in another two shots from the fusion blasters, and it should take a lot of the heat off the other stuff I’m bringing!

I feel like I’ve been on a bit of a pendulum swing for 8th Edition so far, from building armies without a tremendous amount of thought for the CPs, to agonising over how I can get that third Battalion in there for the additional points. I think the Drukhari codex has seen the apex of the CP struggle, and I’m now getting a lot more conservative again – or, I should say, I’m back to building the kind of armies that I want to build, and not adding in an entire Spearhead detachment just because I want to add in a single Broadside. Anyway!

8 command points should be a fine number, especially if I’m sticking with the Puretide Engram Neurochip. There aren’t a tremendous amount of stratagems that I find myself wanting to use, after all. While in my first game, I didn’t use a lot of them because I was concentrating on getting the units to do what they’re supposed to do, I think on the whole there are some fairly underwhelming stratagems contained within the book, which I guess might be where a lot of folks are coming from with thinking it underpowered. There are a small handful of stratagems that I can see myself using, such as Repulsor Impact Field or Uplinked Markerlight, but on the whole I find them really quite situational, and also very specific as to the units they affect.

Maybe having underpowered stratagems is a way of balancing some of the tremendous firepower that the Tau can bring to bear in a battle.

At any rate, those are my rambling thoughts after my first game with the Tau!

Drukhari thoughts…

Hey everybody!
I’m still massively enjoying the new Drukhari codex at the minute, and have been excitedly planning out the list that I want to really concentrate on for the next while. After giving it some thought, I’ve decided to go in something of a different direction to my usual builds, thinking it might be good to break out of the established pattern and go for something new. So I thought I’d write up some of my thoughts for you all, along with presenting the list itself! Grab a cuppa, and let’s take a look!

So it’s a 2000-point list that is staying away from the Raiding Force idea of multiple patrol detachments, primarily because, after having given it some thought, I’ve decided against falling into that trap of The New and The Shiny. Sure, it’s nice that we get a really unique and flavourful rule like this, but I think it has an allure that is distracting from the main focus of what this army needs. I don’t believe we need to go for a whole mass of Command Points, as the army is going to work quite well with the basic stuff you get from a couple of Battalions. The list above will still net me ten CPs, only one off the list I presented at the weekend that was trying to go for all of that Raiding Force stuff. I do believe that we need to stick to a much more focused build when assembling a Drukhari army.

But that’s not to say that we can’t mix it up a bit and have some fun…

The Kabalite part of this that makes up the first Battalion is almost unchanged from the weekend’s list, merely juggling the Warriors about a little in order to make better use of having the Raiders now equipped with Splinter Racks. I don’t throw an awful lot of 6s, but I think the sheer weight of fire that the Raiders will be throwing out should allow for at least a couple of exploding dice here… I’m otherwise keeping things as they were, with the Court and Archons in a Venom, all three squads of Kabalites in Raiders, and a Ravager in the back to punch out some (hopefully!) decent firepower.

Dark Eldar Wyches

Where things get different, however, is that I’ve foregone the Coven builds of my usual lists in favour of Wych Cult stuff! I’ve said it before, I’ve not played a lot of Cult stuff to know what I’m doing or, well, anything, really, so this is going to be quite the learning curve. Let’s get down to some particulars.

I’m still taking Kabal of the Obsidian Rose, allowing me to gain those 6 extra inches on my weapons, which will hopefully allow me to keep things at bay while I move my Cult models into position, maybe allowing for some extra time to properly threat-assess the situation. For my Cult, I’m going with Cult of the Cursed Blade, which gives me +1 strength and ensures I only lose one model to failed morale tests. Cursed Blade also have the nice Concealed Booby Traps stratagem that dishes out mortal wounds to charging enemies. It’s a little situational, as it requires the Cursed Blade unit to be in terrain, but it’s so thematic that I just love it! They also have the relic that allows your Succubus to blow up, which is another wonderfully thematic idea!

Now, I’m actually thinking of not using the Alliance of Agony stratagem to dish out an additional Warlord Trait to a Succubus, as much as I do enjoy the Treacherous Deceiver trait. There are a lot of flying Wych Cult units in this list, and so I can see myself wanting to use Eviscerating Fly-by as often as possible; it only costs one CP, but I also think Hyperstimm Backlash is going to be another popular one for me, and so having these Wych Cult units in my force is opening up more doors!

I’m excited to use Hellions in a big way, as I’ve only used them once previously, and I don’t think I really did well with them. In particular, I think the hit and run ability should be something that is pretty much abused for all its worth, falling back to allow the unit tangled up with them to be shot at, then charging back into any survivors. I’ve had some success with Reavers in the past, although again, I think I’m not using them particularly well. For the moment, I’m not bothering with either cluster caltrops or a grav talon, although I have lots of the jetbikes modeled with both. I think I might be tweaking this list for some time once I get playing it, so there’s always more opportunity to add in specific bits. Each of those only costs 3 points, as well, so it’s not going to be exceptionally difficult to fiddle.

I’m most excited to be including Incubi, however! Now, it’s true, these aren’t the official Incubi models, but rather Wildwood Rangers that I’ve barely done any work to make them into Incubi. I’ve still got five more to build, though, so I’m thinking I might do a bit more to incorporate them into the Drukhari feel. At 160 points for ten, they are quite expensive, but then they’re a big blob of elite warriors, so it’s probably to be expected. I’m incorporating them into the Wych Cult side of the army simply because they too are melee-orientated, but as Blades for Hire, it doesn’t really matter where they go, I suppose.

As an aside, I’m also weighing up the option of swapping out the Incubi for Mandrakes – I’ve been giving it some vague thought, and I’m currently planning to convert up some Namarti Thralls once they’re released in a little under two weeks’ time, having not been entirely satisfied with my use of Sylvaneth Tree-Revenants. I think these blind chaps might prove to be very atmospheric, and I’m sure I can paint them to blend in to the rest of my force quite nicely! And both Mandrakes and Incubi weigh in at the same points cost for ten, so it’s easy to swap them around as required!

So there you have it, my current plans for my Dark Eldar / Drukhari army post-Codex. While I have the Kabalite side painted up and ready as it stands, I think I’m still quite a way off having the Wych Cult side ready. I know for sure I still have some “Incubi” to build, and likely some Wyches, too. At least I have a bit of a focus now, however, so I’m hoping that will help me to get moving with painting up some units ready to have some games!

Next week, I’ll be moving back to the Tau, and updating you all with my progress there – stay tuned!

So much new goodness!

I mean, these Idoneth Deepkin miniatures look incredible. I was keen as all hell to get myself some Daughters of Khaine, but the incredible weirdness of these deep-sea elves has just got me, man!!

Namarti Thralls Idoneth Deepkin

They’re amazing!! I’d been planning to get some for either Wyches or Incubi for my Dark Eldar, but now I think I might just get some for their own sake! I am utterly captivated!

Alpharius

And finally, it’s the big daddy of the Alpha Legion himself! Absolutely no surprise whatsoever after the rumour engine from back in the day, but even so, it’s real nice to see the full model at last.

I am so looking forward to seeing the full model kits for the new Deepkin, and I think I may actually find myself getting Alpharius to head up my Alpha Legion

So much good stuff coming out of Games Workshop right now!!!