tag:blogger.com,1999:blog-66013432147946759092024-03-05T05:02:20.758-05:00Brothers and RivalsA blog about Warhammer 40kTaubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-6601343214794675909.post-35580700068323155062011-09-28T11:09:00.000-04:002011-09-28T11:09:24.280-04:00Tales of an Ever-Changing GamerThat's right, I went and changed armies again, this time halfway through building my purifiers army! I just couldn't stand the Grey Knights codex, it just doesn't have the ability to do what I want it to do. So, I'm making a rather odd biker army, with vindicators, land speeders, and bikers. Hopefully, this army should stick around longer, like my tau did, though I will be going back to tau as soon as they get a new codex. oh, and I'm also starting a small tyranid force, as soon as my space marine army at 1750 is completed.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com1tag:blogger.com,1999:blog-6601343214794675909.post-8888627925740548242011-09-18T23:00:00.000-04:002011-09-18T23:00:57.921-04:00Burning Ring of Fire<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFhOCXcbXS2FCzg0oNrUAA9UCatIjxuP-gLitOUr1uMQPpBn878doI-su_Qu6GUmMOzOBLdCV99VZPOVFCe9f7T6flVmElkeWm_qLBzQKz1UPRrhCK3u1aqEImNU3x9Ig7xWYE82vDEVP/s1600/ring-of-fire-slice_21.gif" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQFhOCXcbXS2FCzg0oNrUAA9UCatIjxuP-gLitOUr1uMQPpBn878doI-su_Qu6GUmMOzOBLdCV99VZPOVFCe9f7T6flVmElkeWm_qLBzQKz1UPRrhCK3u1aqEImNU3x9Ig7xWYE82vDEVP/s320/ring-of-fire-slice_21.gif" width="300" /></a></div>Well, just a quick update on my resent history! In my last posts, I went over how I was going to make a Grey Knights Paladins army list. However, I found out shortly thereafter that a friend had already made one! So, I went with a Grey Knights Purifiers list. So, instead of 3 groups of paladins, draigo, and 3 dreadknights, I have 4 squads of purifiers, crowe, 3 dreadknights, 4 razorbacks, and a vindicare at 2000 points.<br />
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In all, I'm pleasantly surprised at how well this army list works for me. It has more mobility than my draigo army list, and more firepower. I think it suits my play style better, coming from the Tau like I did. Crowe has done fairly well for me, mainly holding up key units in CC, rather than killing stuff. Oh, and Purifying Flame is not much help vs marines. Not as helpful as Halberds, by a long shot. I have yet to play anything that Purifiers are supposed to "auto-win" against, but these guys play very well against really any marine variant!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-82542423132014820612011-08-17T11:51:00.000-04:002011-08-17T11:51:28.109-04:00Command Center<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwCfn9KMjczaC_2IhG_4YBhYjHsZJjqb0c1pgchBh5CsSAIQuBDfzNYYb4PH-xX0I7_nFpJ2fQ4YRmKb-TD5JX_v5UgAZ8mfaCE15NHxc-bzj5OTrxa_xcTgVIc_SfDPCmSJQa2erBtj63/s1600/cc_logo-120x66.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" naa="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwCfn9KMjczaC_2IhG_4YBhYjHsZJjqb0c1pgchBh5CsSAIQuBDfzNYYb4PH-xX0I7_nFpJ2fQ4YRmKb-TD5JX_v5UgAZ8mfaCE15NHxc-bzj5OTrxa_xcTgVIc_SfDPCmSJQa2erBtj63/s1600/cc_logo-120x66.png" /></a></div>This is a shout out to Thor from <a href="http://creativetwilight.com/">Creative Twilight</a> for his creation, Command Center. Command Center is an army list builder, and guess what: its completely free! That's right, no more paying for Army Builder, when Command Center is free! Command Center stores army lists that you put into it, so that you can access your list from any computer. However, there is a catch. You have to put the information (stats, names) into Command Center in order for it to remember them. It doesn't automatically know these things, and right now, all it can remember are unit names and stats. However, Thor is currently working on getting points costs and wargear entries that will be remembered after your initial input. So get a profile, and start making army lists! Soon enough, with a little work on your part, and a lot on Thor's part, Command Center should be able to let you build army lists from scratch, without a codex. And it should be correct, because you put all the sensetive info in straight from the Codex of your choice! Everyone, support Thor's work and give it a try! <a href="http://cmdctr.net/">LINK TO COMMAND CENTER</a>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com1tag:blogger.com,1999:blog-6601343214794675909.post-22659648715453798622011-08-16T13:31:00.000-04:002011-08-16T13:31:22.610-04:00Sale!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJV9cfxKFRXJFwbVXQfvs2JFxPyQlmtlNw9fIA0D7Tk_6JZQiba8fVw9VxfJYhaSZDSdz9scwvHPiRmbDM3I3QzgWgvgbLyRWaRiwyZql036O0r-J8rIx_pARBAlXuoPRypS39zQAuIGiz/s1600/imagesCAAATQ5J.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" naa="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJV9cfxKFRXJFwbVXQfvs2JFxPyQlmtlNw9fIA0D7Tk_6JZQiba8fVw9VxfJYhaSZDSdz9scwvHPiRmbDM3I3QzgWgvgbLyRWaRiwyZql036O0r-J8rIx_pARBAlXuoPRypS39zQAuIGiz/s1600/imagesCAAATQ5J.jpg" /></a></div><br />
I am selling/trading some Warhammer things over on DakkaDakka. <a href="http://www.dakkadakka.com/dakkaforum/posts/list/390645.page">Link to Sale</a><br />
If you are interested, please shoot me a message! I need to get those bad boys sold!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-30312826651526165062011-08-15T17:02:00.001-04:002011-08-16T13:09:22.742-04:00Grey Knights: My List and the Reasons Behind It<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpsW0_VVdrBd6v6EYKtLtFHion851XuopGJNJwbuIAiI1Wf1IkZBYwwCGHXdagSP58xxrcX3uwCVRmIiOe8vG9Yc8nyLMVKyk24mLvBb4RZStdk_WW_LUAf56uJtL_IzqRD-tg3Vjc0P1U/s1600/imagesCA4VKLTF.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" naa="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpsW0_VVdrBd6v6EYKtLtFHion851XuopGJNJwbuIAiI1Wf1IkZBYwwCGHXdagSP58xxrcX3uwCVRmIiOe8vG9Yc8nyLMVKyk24mLvBb4RZStdk_WW_LUAf56uJtL_IzqRD-tg3Vjc0P1U/s1600/imagesCA4VKLTF.jpg" /></a></div>Well, now that I've decided, I'm going to be creating a Grey Knights Paladin army. Along with the reasons in my previous post, I really like the looks of the models, and the idea of such a small, elite force just laying waste to a battlefield brings joy to my heart. So, what exactly am I planning to include in my army list?<br />
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My HQ will be Kaldor Draigo. Obvious, I know, as he is what makes the paladins troops, but still, he is worth mentioning as the powerhouse he is. Not only is he eternal warrior, but he is also the only grey knight to take a storm shield! So he is extremely surviveable. <br />
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For my troops, I'm looking at making my paladin squads in increments of 315 points. They will look something like this:<br />
Paladin w/ Nemesis Force Sword<br />
Paladin w/ Daemonhammer<br />
Paladin w/ Nemesis Force Halberd<br />
Paladin w/ Nemesis Force Sword and Psycannon<br />
Paladin w/ Nemesis Force Halberd and Psycannon<br />
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This squad is cheap (for paladins) and still has all the firepower and wound allocation capabilities of more expensive squads. It will also be striking at I6,4, and 1 throughout any assaults they find themselves in. I plan to use these squads as firebases and objective watchers, walking around and shooting stuff. at 2000 points, I will take one of these and a big squad made of two such increments that will combat squad (keeps KPs lower, and is better for Draigo's Grand Strategy)<br />
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Finally, the last addition I plan to make to this army is a few Dreadknights. The dreadknights will be kitted out with Greatswords, Heavy Incinerators/Heavy Psycannons, and Personal Teleporters. While expensive for single monstrous creatures, these guys are the mobility behind my force. These will jump into anything that is too deadly (like Lascannons, etc.) for my Paladins to face and either flame it or assault it. The Dreadknights also add some anti-tank punch that I need really badly in this army list, and the greatswords make sure that I will be hitting and wounding and penetrating things with more efficiency.<br />
So, this army is made to act in concert, as a team. Hopefully, if everything does its job, I can do very well with this list!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com4tag:blogger.com,1999:blog-6601343214794675909.post-86133225452537915662011-08-10T11:26:00.001-04:002011-08-10T11:30:25.235-04:00College and Warhammer 40k<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxqv_8kFBCbitSVI5un501xgr0_GYGtZ5RY12O6IGDqBGC5YzFj03uRLcgQgk7248PxwWXYzuBQYIAidB3dKX6cM2V47mwMGk23tKWH_eUKpz5xrhP4Qq-L3BTK1ahsRAT2rplUIXiTKjB/s1600/Grey+Knight.bmp" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" naa="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxqv_8kFBCbitSVI5un501xgr0_GYGtZ5RY12O6IGDqBGC5YzFj03uRLcgQgk7248PxwWXYzuBQYIAidB3dKX6cM2V47mwMGk23tKWH_eUKpz5xrhP4Qq-L3BTK1ahsRAT2rplUIXiTKjB/s1600/Grey+Knight.bmp" /></a></div>Well, these are two things that one doesn't normally say together, yet, it is the truth. I am going to college, and I will continue with Warhammer 40k, money and time or no. However, the one issue I will have is space, so I've been looking at different armies that fit close to my playstyle, that I like the looks of, are relatively small, and will be relatively easy to paint. So far, I'm looking at Destroyer+Monolith Necrons, Paladin Grey Knights/Lots o' Dreadnaughts Grey Knights, and Dark Angel Deathwing.<br />
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I will be selling most of my Tau and Black Templars (The better looking models, that is. The rest will probably be donate to a LGS), as I simply don't have space to keep them, and I cannot come up with an army size that is as small as I want with them. Most of my stuff is unpainted, thus I need an army that is easy to paint as my choice. The Black Templar, while a simple paint scheme, just didn't work for me, and I was spending way too much time painting them to get them to look right (mostly they still don't look right). And The Tau, well, I had a pretty funky paint scheme that I liked, but it is difficult to paint on smaller models, and only really looks right on Battlesuits and Piranhas. So I'm looking for advice on easy painting methods that are relatively quick for the armies I'm now looking at. <br />
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So anyways, the reasoning behind my choices for armies.<br />
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Necrons - Using Destroyer/Monolith Spam, I can get a relatively small army that is actually easy to paint with a speed painting method I use. Them being all metallic doesn't hurt either there. The only problem is, this army, to be good, will have to be a little bigger than I'm looking for. Verdict: Easy to Paint, A Little Large<br />
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Grey Knights - Whether I go Paladins or Dreads and Termies, this is definitely the smallest army I could get. These can also be pretty effective for the small size, and I ahve been shown a rather quick painting method or these guys from the LGS manager. Verdict: Small, Easy to Paint<br />
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Deathwing - Good size, slightly larger than Paladins but smaller than Necrons, lots of terminators blasting away. The only problem is, painting these guys will be next to impossible. Verdict: Smalle, Hard to Paint<br />
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Well, it actually looks like Grey Knights Paladins is the way to go. I was leaning Necrons, but the quick paint guide I was shown makes them actually easier to do than the Necrons!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com1tag:blogger.com,1999:blog-6601343214794675909.post-72481653861047594122011-06-24T09:47:00.001-04:002011-06-24T09:49:46.839-04:00A Relapse to Ruin<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfJLVvp7rQpuSS4R56xsyXusKVLkaEPmf7FGbylcrvaz9UvWfHYshlhQ9x9bxMJibYn7zXjcRroYddh3e3yMjkfgrTV9JFoRSye9jWBGpTv2oO3NtPEGa1DOk7nchwrWsmuX3I-ufGmI6q/s1600/TauFlag.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" i$="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfJLVvp7rQpuSS4R56xsyXusKVLkaEPmf7FGbylcrvaz9UvWfHYshlhQ9x9bxMJibYn7zXjcRroYddh3e3yMjkfgrTV9JFoRSye9jWBGpTv2oO3NtPEGa1DOk7nchwrWsmuX3I-ufGmI6q/s1600/TauFlag.jpg" /></a></div>The ethereals have activated their brain-control devices that they implanted in me at birth, willing me to come back te the Tau Empire (all in the name of the Greater Good, of course). This article will signal my long-awaited return.<br />
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<a name='more'></a>There is really one thing that I would like to discuss today. That is, different Tau army builds <br />
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Right now, the internet has it set that the Tau really only have one good army list build, the "One List to Rule Them All," so to speak. Mainly, maxing your number of Battlesuits, taking minimum Fire Warriors Squads, taking some kroot, a piranha or two, maybe some pathfinders, and Broadsides and Hammerheads with railguns. And really, this list doesn't do too well in objective matches, so every game is basically annihilation for Tau. Now, there are a few variations of this list, all belonging to different secret sects of the Tau Empire (I'm a member of one of them), that go for more mobile army lists, and some for more static weight of fire lists. Really, Mont'ka and Kauyon (Tau battle philosophies) to the extreme, with the "One List" being a sort of combination of the two.<br />
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I tend to be a fan of the Mont'ka Tau lists ( Speedy, mobile lists that run a sort of guerilla warfare) compared to the Kauyon Tau lists (static wait for the prey to take the bait then crush them with overwhelming firepower). But really, no Tau list is going to do too well in a competitive scene. This is due to one thing: what the Tau were meant for. In my opinion, in its current form, the Tau are meant to be anti-horde with some anti-tank thrown in. Really, the Tau's only good anti-tank weapon (the railgun) is on two units, with their only other true anti-tank weapon being a meltagun. So basically, for Anti-tank, the Tau must either get close (which is exactly what your opponent wants, or spend lots of points on railguns. However, everything in the Tau codex seems to be based primarily on anti-infantry. Fire Warriors have the best gun for taking out light infantry in the Pulse Rifle. we can have twin-linked flamers, our railguns on Hammerheads have a submunition round, and basically everything but Broadsides seems to be some form of anti-infantry. So basically, the current tank spam armies are what has destroyed the Tau. Throw in a little more anti-tank, and you'd have one of the best all around armies in the game in the Tau Empire.<br />
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A small rant, hopefully this helps you in some way, by showing just how one codex was ruined, and showing why these overpowered Space Wolves, Grey Knights, and (yes!) Dark Eldar are considered overpowered: They are balanced to take on anything. I think that 40k's current future path will be good for all the different armies, and I feel that by making these (internet) overpowered codices are really perfect codices in their organization.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-6628234208032798032011-06-10T16:16:00.000-04:002011-06-10T16:16:27.331-04:00Black Templars HQ: Command Squads<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgT1s812mo6OiC4jpXp-88I2bG6DjO47qJQpS2U4WkZmIU2ah6uEdGtb83P7iTP2of3MsIeS6ouUYBptZCQkZMplO87F-9pk3ko30XRcjnbMgkYw7x3m_XiO4mHUgpGTeZ7MAjOGbMBEl8I/s1600/Command+Squad.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgT1s812mo6OiC4jpXp-88I2bG6DjO47qJQpS2U4WkZmIU2ah6uEdGtb83P7iTP2of3MsIeS6ouUYBptZCQkZMplO87F-9pk3ko30XRcjnbMgkYw7x3m_XiO4mHUgpGTeZ7MAjOGbMBEl8I/s320/Command+Squad.jpg" t8="true" width="320" /></a></div>Well, after the disappointing show by the terminator command squad, its time to move on to the more popular, and probably <strike>better</strike> more fitting normal command squad!<br />
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<a name='more'></a>The command squad is definitely a better fit for Black Templar Commanders/Chaplains for really one reason: They can gear up to be CC beasts! While this squad is still going to be more expensive than a normal squad, it is (usually) cheaper than its terminator equivalent. Now, obviously this squad isn't as survivable as a terminator command squad. However, it makes up for that with customizability. You can tool this squad up to take on just about anything and have a good chance of coming out on top in any fight. <br />
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<strong>Cons:</strong> Not as survivable as terminators, and can't take as heavy weaponry for shooting.<br />
<strong>Pros:</strong> Can take an apothecary, which helps with the survivability, and is customizable to take on lots of things.<br />
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Some of the things that make this squad unique is its ability to take terminator honours, and the ability to take veteran skills. That's right, this squad can be tooled out exactly the same as its C:SM counterpart, but with Furious Charge, Infiltrate, or Counter-attack. (Personally, I'm looking at Furious Charge for these Power Weapon armed killers).<br />
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Now, with the Command Squad, there are obviously many, many possible builds that are effective for different armies. I will be listing my personal favorite, and one that can be used to surprise many an opponent. (I'm including the veteran skill points cost for a leader in the points cost as well)<br />
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<strong>CC Command Squad: </strong>5 Marines, Apothecary, Fighting Company Champion, Sergeant w/ Terminator Honours and Power Sword/Storm Shield, x2 Meltaguns, Furious Charge - 193<br />
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This squad may be best assaulting out of a Land Raider Crusader, but it is pretty good no matter how you run it. It is also pretty straight forward in use. Meltagun something (like that Chimera) then charge what comes out. the storm shield on the sergeant is for those stray low AP shots, and for those Power Weapon hits. And of course, it has Feel No Pain!<br />
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<strong>"Sneaky" Command Squad:</strong> Apothecary, Fighting Company Champion, Sergeant with Terminator Honors and Power Weapon/Combi-Melta, x2 Meltaguns, Infiltrate - 188<br />
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This command squad is for using the Infiltration to act as a deterent for your opponent to just leave his tanks sitting in their deployment zone. Scare the enemy towards you tactics. This squad requires more finese to use, but if you know anything about the Space Wolves, use them like SW Scouts that can CC stuff.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-26668379850613586112011-06-07T09:08:00.001-04:002011-06-07T09:09:51.652-04:00Black Templars HQ: Terminator Command Squads<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfclEcaQiZeexsxaBiN6wxoajsKVcMhnLvp99weQwdg_1_0YAqNpdAQ0iul_Pq_a-t5p0mGa-8Zcv6GkneH4-L0E0lREl3nXXjVNO8vOP7VLJTGNxkRqXWiUTY2wsfCIEbL70C1kIpidd/s1600/deathwing_terminator_by_lestare-d2xsu8w%255B1%255D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfclEcaQiZeexsxaBiN6wxoajsKVcMhnLvp99weQwdg_1_0YAqNpdAQ0iul_Pq_a-t5p0mGa-8Zcv6GkneH4-L0E0lREl3nXXjVNO8vOP7VLJTGNxkRqXWiUTY2wsfCIEbL70C1kIpidd/s320/deathwing_terminator_by_lestare-d2xsu8w%255B1%255D.jpg" t8="true" width="284" /></a></div>Well, now we move on to the protection that the Black Templars provide for their commanders: Command Squads! But to start off, we will be going over the little seen Terminator Command Squad.<br />
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Honestly, I can understand why a Black Templar Terminator Command Squad is rarely seen on the field of battle. Some things (like these squads) just don't make sense. We have a Black Templar Commander or Chaplain (in terminator armor of course), screaming curses at the enemy as he prepares to charge. And we have the Terminator Command Squad that he is leading, built to not get into CC. That's right, the terminator command squad for a CC beast just so happens to be made up of what is so commonly refered to as "shooty" terminators. No lightning claws, no thunder hammers or storm shields, just powerfists and storm bolters. Basically, by taking a terminator command squad, you are stopping one of your best HQs from getting into CC by nature of what his squad is made of. Now, "shooty" terminators are good in CC. Against anything basic, like guardsmen or Fire Warriors, "shooty" terminators will do just fine. The problem comes when you want to charge at something a little stronger. Charge anything with power weapons and your terminator squad will start falling like flies before making a single attack back.<br />
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Now, obviously a terminator command squad has its uses. It adds up to 10 wounds to your marshal or chaplain. It makes it so Black Templar can have up to 50 terminators on the field. They provide awesome fire support, with their ability to take assault cannons and Cyclone Missile Launchers. But they don't match the majority of HQs that the Black Templar can take. For this reason, and this reason alone, I recommend never taking terminator command squads unless it is with something like the "survivable" terminator marshal I put in <a href="http://brothersandrivals40k.blogspot.com/2011/05/black-templars-hq-marshal-and-castellan.html">this post</a>. Basically, you want a terminator command squad to sit back and shoot, while guarding something that is made to survive and not fight heavy enemies. Sure, you can still assault basic squads. But don't send these guys after the "bigger fish." It's just a waste of points to use a terminator command squad as a dedicated CC unit. <br />
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So, the builds I would recommend for Terminator Command Squads are as follows:<br />
(note, all of these squads are made to accompany the afore mentioned "survivable" terminator marshal/castellan. I would not recommend using these squads with a Chaplain, as it will kill the Chaplain to have to sit back and watch the battle take place)<br />
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<strong>Long Range Tank Hunters:</strong> 5 Terminators, Tank Hunters, 2 Cyclone Missile Launchers - 265<br />
Basically, sits back and shoots stuff with the added bonus of Tank Hunters for, well, shooting tanks.<br />
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<strong>Shorter Ranged Rending Tank Hunters:</strong> 5 Terminators, Tank Hunters, 2 Assault Cannons - 255<br />
This squad will get Close to the enemy and just overwhelm them with rate of fire, which just so happens to be rending and Tank Hunters for those pesky things (like Land Raiders).<br />
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Of these two squads, my favorite has to be the first. Using this squad as dedicated Anti-Tank leaves elites slots open for more CC-oriented units. Both squads have their merits, with the first being stronger shots, and the second having double the rate of fire with the ability to take out infantry and tanks alike.<br />
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Comments, Critiques?Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-78966391321500447352011-06-01T20:53:00.000-04:002011-06-01T20:53:21.403-04:00Killzone! (not for PS3)<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGo6m3yiVjvPNmZGMuNiOnXdNn7nFdNZBa0ftN648o6qjKVfch4yYK7IR4uskpvy_3NodTUnUur2T8KthRK2gdui-Mtp5M5Us2i4JmEbmzgDMl9jk-MQTbi6O2dLO1ywpc99AB5bUGehzW/s1600/imagesCA485RBF.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGo6m3yiVjvPNmZGMuNiOnXdNn7nFdNZBa0ftN648o6qjKVfch4yYK7IR4uskpvy_3NodTUnUur2T8KthRK2gdui-Mtp5M5Us2i4JmEbmzgDMl9jk-MQTbi6O2dLO1ywpc99AB5bUGehzW/s1600/imagesCA485RBF.jpg" t8="true" /></a></div>So, lately my friends and I have taken to playing Killzone.<br />
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For those gamers out there, this is not in reference to the popular video game, but to a Warhammer 40k supplement created by the guys over on <a href="http://galaxyinflames.blogspot.com/">Galaxy in Flames</a>. You can find the rules on their website on the right-hand sidebar, or in the link below. Killzone is truly a great game for those with small 40k armies, or those just looking to get in multiple games with the small elite squad of power we all wish we had! Really, if you haven't played before, check it out! Here's a <a href="http://www.box.net/shared/s8gq48dnkb">link to the rules</a>!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com2tag:blogger.com,1999:blog-6601343214794675909.post-38595620954049771752011-05-26T17:20:00.002-04:002011-05-27T09:32:14.398-04:00Black Templars HQ: Reclusiarch and Master of Sanctitiy<div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4nO6h8YxskTaAypQ0bfMwZllEXIL0mg540vHLjFCJklYwCUrioPZ-4KcUuwKBbNtSL5L1vrTbGhgrcHOz21RQYIJvwzIyF60U68Nt8Dwdmim3aApa9jqnqWWb9qycTeTwdd2FoSQzWPe9/s1600/Space_Marine_chaplain_from_4th_edition%255B1%255D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4nO6h8YxskTaAypQ0bfMwZllEXIL0mg540vHLjFCJklYwCUrioPZ-4KcUuwKBbNtSL5L1vrTbGhgrcHOz21RQYIJvwzIyF60U68Nt8Dwdmim3aApa9jqnqWWb9qycTeTwdd2FoSQzWPe9/s1600/Space_Marine_chaplain_from_4th_edition%255B1%255D.jpg" t8="true" /></a></div>Continuing my review of the Black Templars Codex, we come to...the Chaplain! A warrior who epitomises death and hatred incarnate, these can be a formidable addition to any Black Templar army.<br />
<a name='more'></a></div>First off, their special rules. While he can't grant your entire army his leadership value like a commander, the chaplain still provides some great bonuses to the squad he is part of*.<br />
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<strong>Unmatched Zeal:</strong> This rule grants the chaplain and any squad he is a member of the Fearless Universal Rule, while also allowing that squad to make Rightious Zeal moves towards any opponents, not just the nearest one. This rule really makes a Xhaplain a must have for larger assault squads, to get them where they want to be, faster.<br />
<strong>Litanies of Hate</strong>: This rule makes it so the Chaplain and any squad he is with may re-roll to hit rolls on the turn they charge into close combat. This rule is really good for including in Crusader squads, since they cannot take the veteran skills like the Black Templar elites. <br />
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Next, the Chaplain can take some specific wargear that no one else can take. First off, a Chaplain's command squad standard bearer may carry a Holy Relic (granting +1 attack to everyone within 2D6" of the standard bearer). A Chaplain may also take up to three cenobyte servitors, each of which allow him to add 1 inch to the movement from Righteous Zeal.<br />
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The other interesting fact about the Chaplain is that he can essentially have 3 arms! This is because he already comes with his crozius,and he may also take two items from the wargear. <br />
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Here are some common builds for the Chaplain, other than him being run just as he is.<br />
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<strong>Versatile Chaplain</strong>: Powerfist, Terminator Honors, Bolt Pistol, Frag Grenades - 137/152<br />
This Chaplain can either attack with a Powerfist or his Crozius, allowing him to take on any opponent.<br />
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<strong>Versatile Terminator Chaplain:</strong> Powerfist, Terminator Armor, Frag Grenades, Storm Bolter - 151/166<br />
This Chaplain has the bonus of being more heavily armored and survivable than a regular Chaplain, while still costing very little compared to some HQs out there.<br />
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These two builds are the ones that I find the most effective, with which one being used depending on how your army is run. Of course there are other builds out there that are effective, these are just the ones I've found most common! Also, I personally run a Reclusiarch over a Master of Sanctity, since the difference isn't as great as that between a Castellan and Marshal. But, once again, personal preference reigns supreme!<br />
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* This is different for Grimaldus, who I will cover in his own post at a later time.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com2tag:blogger.com,1999:blog-6601343214794675909.post-37197423881510170332011-05-23T16:04:00.001-04:002011-05-23T16:04:50.678-04:00Black Templars HQ: Marshal and Castellan<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyUMj-Y061zF5QnGt1cX10LQMFxTM6jk2JN6BRWJiuv-ruU52BWXWLmCJHrl-Ew7Ikg3NNXJ4On2c3v26r570xDzNYCgYeDQmnxlfrY7_VYSrBAejwxX3SEbBGl-T8CrmApNqMEojO3qR1/s1600/Black_Templar_Marshall_by_slaine69%255B1%255D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" j8="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyUMj-Y061zF5QnGt1cX10LQMFxTM6jk2JN6BRWJiuv-ruU52BWXWLmCJHrl-Ew7Ikg3NNXJ4On2c3v26r570xDzNYCgYeDQmnxlfrY7_VYSrBAejwxX3SEbBGl-T8CrmApNqMEojO3qR1/s320/Black_Templar_Marshall_by_slaine69%255B1%255D.jpg" width="320" /></a></div>Well, after 2 weeks of moving and vacation, its time to get back to the blog! This post will continue to go through the Black Templars codex, with a review of the Commander*!<br />
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While the Marshal and Castellan are not as great in CC as their brethren codex counterparts, they still have one thing that the others lost; Rites of Battle. This rule lets your entire army use the Marshal or Castellan's Leadership for Morale, Pinning, and Leadership tests. For this reason, I feel that a Marshal or Castellan is a must have for any army. That extra leadership means you pass those Righteous Zeal test even easier! <br />
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Generally, it is better to take a Marshal over a Castellan, since, for only 15 points, you get +1 Ld and +1 Wound. This allows your entire army to basically be Ld 10 for a longer period of time. <br />
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So with that, some common builds for your Commander! (the two points costs are for Castellans/Marshals, respectively)<br />
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<u><strong>Power Armour/Artificer Armour</strong></u><br />
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<strong>Basic Commander: Power Sword, Bolt Pistol, Frag Grenades - 82/97</strong><br />
This commander is used when you don't want to spend many points for him, but he can still dish out the pain. This commander can easily be given Artificer Armor and an Iron Halo for 45 points if you wish to make him more survivable.<br />
<strong>CC Commander: Twin Lightning Claws, Frag Grenades, Terminator Honours, Artificer Armour, Iron Halo - 156/171</strong><br />
This Commander really isn't as points effective as his Terminator Armoured counterpart, but is good if you want to fit him in a Land Raider with a larger Crusader squad. He can also do a sweeping advance.<br />
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<strong><u>Terminator Armour</u></strong><br />
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<strong>Survivable Commander: Power Weapon, Storm Shield, Terminator Armour - 120/135</strong><br />
This commander is cheap, and is mainly meant to survive while still being able to dish out some pain. He can't sweeping advance, but he is still a force to be reckoned with.<br />
<strong>CC Commander: Twin Lightning Claws, Terminator Armour, Iron Halo - 145/160</strong><br />
This Commander is cheaper than his Artificer Armoured counterpart, but cannot sweeping advance or take Frag Grenades, which is the real downfall of terminator armour for this build.<br />
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Obviously, there are more build options out there, but these are some of the most common and most resilient ones. As you can see, the Terminator Armour Commanders are cheaper, since terminator armour already includes the terminator honours, but you still can't take Frag Grenades, which is one of the reasons alot of commanders are taken with artificer armour instead of terminator armour. I also think that the Artificer/Power Armoured models are much more dynamic looking and better pose-wise, but it really comes down to personal preference. Try both types out to see which you prefer!<br />
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*I will go over High Marshal Helbrecht in his own post at a later time.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-27418246867061459852011-05-06T08:45:00.001-04:002011-05-06T16:44:49.994-04:00Black Templar HQ: Emperor's Champion<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX-Fz_4crdGi0tWzs243Y5BTVZccRnczta9rHWGViu7Xn5cZD6LGbFR4vgyYaS8Z3kQ2gW3AcIiwA7Kmf1lwOEi7SOGd2gAW_ue26fW7BWod0F9oCQQguxW1_7YMXo-l4-y3GzPWsIYP_d/s1600/101368_md-Black%252520Templars%252C%252520Emperor%2527s%252520Champion%252C%252520Oil%252C%252520Painting.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" j8="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX-Fz_4crdGi0tWzs243Y5BTVZccRnczta9rHWGViu7Xn5cZD6LGbFR4vgyYaS8Z3kQ2gW3AcIiwA7Kmf1lwOEi7SOGd2gAW_ue26fW7BWod0F9oCQQguxW1_7YMXo-l4-y3GzPWsIYP_d/s320/101368_md-Black%252520Templars%252C%252520Emperor%2527s%252520Champion%252C%252520Oil%252C%252520Painting.jpg" width="240" /></a></div><br />
Well, after looking over the Black Templar Rules, now its time to start on their codex entries! And where better to start than with the HQs? (This post will be relatively short, but it covers alot in that shortness!)<br />
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First off, We'll look at the Emperor's Champion, as he must be included in any army over 750 points.<br />
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First off, we notice that he is the only thing in the codex that is WS 6. This gives him an edge in combat over the other HQs. Plus, the fact that he already has artificer armor, an iron halo, terminator honors, crusader seals, frag grenades and a bolt pistol, along with an awesome weapon in the Black Sword, makes him the cheapest HQ with that wargear you can take.(This includes the price of any vow you take with him!)<br />
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However, there are a few bad things about him. First off, he's only BS4, while all the other HQs are BS5 (I know, he only has a bolt pistol, but every bit counts). For a warrior who is supposed to be great in CC, only coming with 2 Attacks in his profile (Terminator Honors included) is not a good thing for him. I'd expect him to at least have 3.<br />
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However, any cons to the Emperor's Champion are usually placed aside due to what you get for his price. For an HQ that is at a max 140 points, you get a lot more than you pay for! The only problem that comes in is when you want to use another HQ choice, the points spent in HQ start to rack up rather quickly.Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com2tag:blogger.com,1999:blog-6601343214794675909.post-55838051300770281832011-05-05T11:14:00.002-04:002011-05-05T11:19:00.450-04:00Black Templar Rules<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif0bxTRT95S5SeQILPelL6ki9aWtztU6I3L2Kg16osPbD1XUHUw50CmP0-dhNXH7boP4fCZcKZdq77kJyoSpr82P3QaZpAeut-hloLuQQ8hxVtq0vQnCyNNZyRLKRKQw81SSuCQDHWZ02M/s1600/W40k_Black_Templars_wallpaper_by_Potanek%255B1%255D.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" j8="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif0bxTRT95S5SeQILPelL6ki9aWtztU6I3L2Kg16osPbD1XUHUw50CmP0-dhNXH7boP4fCZcKZdq77kJyoSpr82P3QaZpAeut-hloLuQQ8hxVtq0vQnCyNNZyRLKRKQw81SSuCQDHWZ02M/s320/W40k_Black_Templars_wallpaper_by_Potanek%255B1%255D.png" width="320" /></a></div>Today, I'm going to look at some of the Black Templar's more interesting and unique army-wide rules.<br />
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To start with, the most obvious are the vows of the Emperor's Champion.<br />
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<strong>Suffer not the Unclean to live:</strong> Basically, every Black Templar, including Dreadnoughts (but not neophytes) gets +1 Strenght and -1 Initiative. And this doesn't combine with Furious Charge. So really, it is Furious Charge, but with a negative Initiave bonus. In today's faster wins game, not such a good idea.<br />
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<strong>Uphold the Honour of the Emperor</strong>: You can't use cover saves, but everything is immune to pinning, and has a 6+ Invulnerable Save. Honestly, I'd be able to be pinned and have my cover saves. Another not so good deal.<br />
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<strong>Abhor the Witch, Destroy the Witch:</strong> This is basically a D6" scout move that everyone must make towards the nearest visible enemy unit if the enemy has a psyker. And everyone gets a 5+ Invulnerable against all Psychic powers (including things like Jaws of the World Wolf!). Honestly, I can see this one making a comeback over the usually taken Accept Any Challenge vow.<br />
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<strong>Accept Any Challenge, No Matter The Odds:</strong> If you can charge the enemy, you have to, and everyone but Neophytes gets Preferred Enemy towards whatever you are facing! The having to charge is easily averted, so this is almost like having a free Preferred Enemy for your army. Kinda obvious why this is the most common one taken.<br />
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Now, on to the Black Templar Special Rules.<br />
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<strong>Righteous Zeal:</strong> Whenever a Black Templar unit takes a casualty, it must take a morale test. If they pass, they move D6" towards the nearest enemy. If they fail, they fall back as normal. This rule can be a difficult one to learn to use properly, but once mastered, you have can a freakily fast Black Templar army.<br />
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<strong>Abhor the Witch:</strong> Simple. The Black Templar cannot ally with anyone using psykers, except the Grey Knights.<br />
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<strong>Kill Them All: </strong>Black Templar Infantry, Jump Infantry, and bikes must pass a Leadership test at -1 to their leadership to not shoot the nearest enemy unit. This rule, honestly, is probably why the Black Templar require more finesse than other space marine armies. You have to be very good at positioning to be able to get this right, and I'm sure it is a reason for lost games.<br />
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<strong>No Pity! No Remorse! No Fear!</strong>: This rule is really straightforward. All black Templar are Fearless in Close Combat.<br />
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These rules are what make the Black Templar unique from other space marine chapters. These rules are also what currently make the Black Templars harder to master than other chapters. Yet, when mastered, these rules can allow you to have an utterly devastating army!<br />
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Next up, a review of Black Templar HQs!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-88625313986425362072011-05-02T20:22:00.001-04:002011-05-04T21:06:16.388-04:00Much Ado about an (old, but we don't mention that) Angry Marine<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn2AkN0M8n6vhz5EY1RELurepyJUk4IfW7pIjwg58dxHZW3vk3P76GNIjr3nQr1zMNPiQoYKo4blh-wVYAYMRVVqZU0OEcmm2k5K5gsY5MpLOgnXRzVsnZGyUOpnZDxcwGkgOHtC8rnI24/s1600/Black_Templars_by_SpAdezz%255B1%255D.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" j8="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn2AkN0M8n6vhz5EY1RELurepyJUk4IfW7pIjwg58dxHZW3vk3P76GNIjr3nQr1zMNPiQoYKo4blh-wVYAYMRVVqZU0OEcmm2k5K5gsY5MpLOgnXRzVsnZGyUOpnZDxcwGkgOHtC8rnI24/s320/Black_Templars_by_SpAdezz%255B1%255D.jpg" width="256" /></a></div>Well, today I'm going to look at some of the aspects of one of my brother's armies...The Black Templar! Having recently read Helsreach, I have to say that Black Templar are utter beasts. Not only do they do all kinds of awesome stuff in the book, but in regular 40k, who doesn't love assault terminators with twin lightning claws, furious charge, and prefered enemy? Anyway, I've been looking over the codex more thoroughly, and I have to say, being a 4th edition codex has its perks. Ld 10 from a marshal, cheap Typhoons, Min/Max squads of everything, and my most favorite, Power of the Machine Spirit Vindicators! Of course, there are also the downfalls, like marshals only being WS 5, none of them having grenades, and rather expensive anything that hasn't been FAQ'd. But hey, they can still be beasts! So, my next few posts will look further into the depths of the Black Templar, and hopefully surface with a competitive 4th edition codex army (I like being competitive, by the way)!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-16973506490272662962011-04-20T21:43:00.005-04:002011-05-02T20:11:38.558-04:00Space Marine Terminators<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTe6D17iPb1Yl1XV2VOs9L1mAgJ_eiP9fyjrhOw0nzMhnMfBJMYsuStiGvUn3zqbBMWofx61tX1z1azzNfgTb9MX3fx-icBJb2sNTkEtx3_9uzB6izi0rCIScVrPzFsc_282_sGJu8dMtq/s1600/BB+115+-+Copy.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTe6D17iPb1Yl1XV2VOs9L1mAgJ_eiP9fyjrhOw0nzMhnMfBJMYsuStiGvUn3zqbBMWofx61tX1z1azzNfgTb9MX3fx-icBJb2sNTkEtx3_9uzB6izi0rCIScVrPzFsc_282_sGJu8dMtq/s1600/BB+115+-+Copy.JPG" /></a></div><br />
<div class="MsoNormal" style="text-indent: 0.5in;">Hey guys, I will be filling in for John today. My name is Clay and I will be talking about Codex:Space Marine Terminators (both types) today. Now don’t be expecting a tactica, that will come in a later article. Let’s start with a general overview. Well for starters, a terminator is durable (I know everyone knows this, but it still needs to be stated) and can put out a lot of damage if used right. Now for the details. I typically run a 10 man squad of tactical terminators and this is what I have learned. For one storm bolters are deadly. You get 16-20 shots (with a 10 man squad). Now it’s time to look at the upgrades. Heavy flamers are ok, but you will probably kill more with a storm bolter. Cyclone missile launchers are very deadly and have range but lack the ability to penetrate the heaviest armour. Now, to my personal favorite, the Assault Cannon. It packs a high number of shots and when combined with the rending rule it has the chance to kill heavy armour. </div><div class="MsoNormal" style="text-indent: 0.5in;"><br />
The Assault phase is where Terminators really can shine. They are so good at what they do. Some drop their guns for more deadly weapons. Heresy you say, space marines without guns! Surely not. Joking aside, Assault Terminators can be even deadlier than their storm bolter armed brethren if used correctly. Now, on to armaments. A standard Terminator has a power fist for close combat. This makes them incredibly deadly. This means you can land a power fist on Independent Characters so you can trigger instant death, and even though you strike last, you can bet on doing a predictable amount of damage. Take the chain fist upgrade, and even Land Raiders will scream in terror. That’s just the standard Terminator! Assault Terminators are even better. The basic armament is lightning claws. This will tear through low initiative opponents such as guardsmen and Tau. That’s not all. We also have the thunder hammer storm shield option as well, which most people choose for the improved invulnerable save. They are very effective at killing tanks and enemy elites, as a thunder hammer works like a power fist.</div><div class="MsoNormal" style="text-indent: 0.5in;"><br />
This is how I use my terminators. I find that walking a 10 man tactical terminator squad down a flank is very effective. As they not only tend to soak up a lot of firepower, but also tend to kill lots of enemy infantry. To help achieve this goal, I equip them with 2 assault cannons. For the assault terminators I tend to stick them in a land raider redeemer and slam them into my enemy's line with a mix of 3 TH SS and 2LCs.<br />
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That’s all for today, folks! Hope you enjoyed the post, look for more to come!</div>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-79258027629354639262011-03-15T13:48:00.001-04:002011-03-15T13:48:52.973-04:00Tau Rumors<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWqGc8pioWzSS0-UdJ0qZE7bTXvMjtASlJcKKMa6BDGm5HQMfM66Bei5nBUTlLrbGcy_fUqEzxfbrduRJacFV9b2Viu-Hukb7xQPHxfCa9JVXSrffBVFZ4rw-FTVnmhoeEMWsYDvew2UgN/s1600/DemiurgStronghold21%255B1%255D.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="202" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWqGc8pioWzSS0-UdJ0qZE7bTXvMjtASlJcKKMa6BDGm5HQMfM66Bei5nBUTlLrbGcy_fUqEzxfbrduRJacFV9b2Viu-Hukb7xQPHxfCa9JVXSrffBVFZ4rw-FTVnmhoeEMWsYDvew2UgN/s320/DemiurgStronghold21%255B1%255D.jpg" width="320" /></a></div>Apparently, according to some recent rumors, the Tau will be out late this year with Demiurg allies! Of course, take with much salt, as this is a rumor. Quotes below:<br />
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<strong>from Stinger989 on Warseer</strong><em>Well after posting some GK rumors i have returned with some more interesting tid bitz.<br />
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Squats will be returning with the TAU! <br />
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depending on printing problems it is possible they will be slated for November 2011 moving the Necrons back<br />
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Squats will be a troop choice and have t4 s5(with battle axe) 5+ 5+FNP(intoxicating save) and SAP but will be allowed to charge 6" instead of rolling <br />
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There is a squat HQ but no info yet.<br />
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Kroot are still in as well as the firewarriors<br />
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Character unlocks crisis suits as troops and they have gotten much better.<br />
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update: demiurg is what i ment but im sure you all know that by now.<br />
hopefully more to come in the upcoming months. Enjoy</em>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-33184051054230252292011-03-10T12:37:00.002-05:002011-03-10T13:12:00.286-05:00Change!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-dctjWzB12sJO4Rvh6kKCeNZ7zgZvPhUtz7pdrltkHiqUH_ixrWQ9T_u3dwqMf0v7fKLZqFeX2EDwH_yZ7ebx8uONROUbYcOhA2MilTGRdNd6hom49L6eIIsnfTVSf19xjpscdGt-_VgS/s1600/633568479338551958-ChampionofTzeentch.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-dctjWzB12sJO4Rvh6kKCeNZ7zgZvPhUtz7pdrltkHiqUH_ixrWQ9T_u3dwqMf0v7fKLZqFeX2EDwH_yZ7ebx8uONROUbYcOhA2MilTGRdNd6hom49L6eIIsnfTVSf19xjpscdGt-_VgS/s1600/633568479338551958-ChampionofTzeentch.jpg" /></a></div><em><span style="font-family: inherit;">Disclaimer: No, I am not slamming the President. I though this was pretty funny!</span></em><br />
<br />
<span style="font-family: inherit;">So, change. Is it good or bad? It really depends on the kind of change, as well as how much time it takes to let the truth be known. Hopefully, my change in my Tau army will be fast, good change.(Note the hope)</span><br />
<span style="font-family: inherit;">So, on to the change.</span><br />
<a name='more'></a><br />
<span style="font-family: inherit;">I'm taking more Devilfish in my armies. Not only have I had good luck with them in the past, they make great mobile terrain. I'm also not going to take pathfinders, as I am finding they don't actually do much for my army. Maybe I'm using them wrong, but hey, to each his own. I'm also going to start twin-linking all of my Battlesuit weapons. No more only making half of my Missile Pod or Plasma Rifle shots when I'm stuck in a corner 12 inches away from charging terminators!</span><br />
<span style="font-family: inherit;">So, with out further ado, I present the Tau JSJ-Annoying List of Being a Tau!</span><br />
<br />
<span style="font-family: inherit;"><u>HQ</u><br />
Shas’El – 89<br />
TL Plasma Rifle, Flamer, HWMT<br />
Bodyguard – 148<br />
2 Shas’vre, TL Plasma Rifle, Flamer, HWMT<br />
Shas’El – 89<br />
TL Plasma Rifle, Flamer, HWMT<br />
Bodyguard – 148<br />
2 Shas’vre, TL Plasma Rifle, Flamer, HWMT</span><br />
<br />
<span style="font-family: inherit;"><u>ELITES</u><br />
XV8 Team – 141<br />
3 Shas’ui, TL Missile Pod, Flamer<br />
XV8 Team – 141<br />
3 Shas’ui, TL Missile Pod, Flamer<br />
XV8 Team – 141<br />
3 Shas’ui, TL Missile Pod, Flamer<br />
<br />
<br />
<u>TROOPS</u><br />
Fire Warrior Team – 145<br />
6 Fire Warriors, Devilfish w/ DP<br />
Fire Warrior Team – 145<br />
6 Fire Warriors, Devilfish w/ DP<br />
Kroot Carnivore Squad – 88<br />
10 Kroot, 3 Kroot Hounds<br />
Kroot Carnivore Squad – 88<br />
10 Kroot, 3 Kroot Hounds</span><span style="font-family: inherit;"><u>FAST ATTACK</u><br />
Piranha – 75<br />
Fusion Blaster, TA, DP<br />
Piranha – 75<br />
Fusion Blaster, TA, DP<br />
<br />
<br />
<u>HEAVY SUPPORT</u><br />
XV88 Broadside Team – 160<br />
2 Shas’ui, TA<br />
XV88 Broadside Team – 160<br />
2 Shas’ui, TA<br />
Hammerhead – 165<br />
Railgun, BCs, DP, MT<br />
<br />
<br />
<br />
Total - 1998<br />
<br />
<br />
Here are my tactics.<br />
1-Broadsides set up in the corners, with a kroot squad to bubble wrap them. These guys aren't meant to survive that long, just long enough to help take out heavy armour/MCs, while distracting my opponents from my main force.<br />
<br />
2-My Devilfish (with FWs inside) set up wherever I need them to (usually center of board) with my Hammerhead. My 3 TLMP battlesuit squads will be JSJing out from behind these and moving along behind them so they stay out of LOS; sort of a mobile tank wall.<br />
<br />
3-My 2 HQ squads will stick close to my tank wall or follow my piranhas, hunting MEQ, TEQ, and anything FNP that gets within range. I might make some changes to give these squads at least one shield drone each. <br />
<br />
4-Finally, my piranhas will be speeding up to block off travel for large tank mobs, infantry, etc.</span>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-17478828223324471412011-03-09T14:15:00.002-05:002011-03-10T13:12:27.815-05:00Improving My Tau, One Step at a Time<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHlvHpYaI7GdLOCSWytPK2sQ6-1pQ2kOiiV0nDzNe5cw3dQAa2Af0ZOnhyphenhyphenTh1bBPUHiuRev7PVq6Dtnw1riqeZO060fmToe5BH6Jih0S3MkoUdoQBJYiooCEiDybJsLtHqmn73DAz1juMo/s1600/m1710175a_99120107003_DreadKnight01_445x319.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="229" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHlvHpYaI7GdLOCSWytPK2sQ6-1pQ2kOiiV0nDzNe5cw3dQAa2Af0ZOnhyphenhyphenTh1bBPUHiuRev7PVq6Dtnw1riqeZO060fmToe5BH6Jih0S3MkoUdoQBJYiooCEiDybJsLtHqmn73DAz1juMo/s320/m1710175a_99120107003_DreadKnight01_445x319.jpg" width="320" /></a></div> <br />
Well, to start things off on a side note, Grey Knights are here!! And oh my, I think I love these guys! That Dreadknight is pretty cool too!<br />
<br />
Anyways, back on my train of thought (no Grey Knights here, please!). Tau. I love the Tau because of their models, fluff, and playstyle. But there is a problem; Right now, Tau stink pretty badly. Sure, I still manage to win with them, but that is more due to superior tactics. And they are getting increasingly harder to play with. SO, as my opponents evolve into harder, more difficult to beat roles with increasingly better army lists, I find myself constantly thinking about ways to change my tactics to outsmart my opponents. <br />
<a name='more'></a>So far, I am finding some increasingly more common things coming to my mind, which I will start listing below:<br />
<br />
1) Tanks! My recent tournament showed me just how valuable to my playstyle Tau tanks are. The way I use tanks (most commonly Devilfish, vut I use all tanks for this) is as as a sort of mobile LOS blocker for my Battlesuits. Using the standard Tau Jum-Shoot-Jump (JSJ) tactic with my battlesuits, I tend to use their assault phase move to try and get them behind a Disruption Podded tank, so they won't be shot at the following turn. <br />
<br />
2)JSJ. I am increasingly using this to hide my Battlesuits rather than to make them a tasty bait to follow after. I'm finding that Battlesuits perform very well using this tactic mixed with my mobile terrain pieces (tanks). <br />
<br />
3) Long range firepower. I'm finding that I am taking less and less the plasma rifle and other battlesuit weapons in favor of the lovely, all around goodness of the Missile Pod. with 36 inch range, I tend to sit my army back, wait for the enemy to approach, then shoot off to one side to keep that long range between me and my opponents. <br />
<br />
What do these three tactics mean? They mean I am increasingly needing a more mobile firebase that is long range enough to keep the enemy away, and powerful enough for my opponents to shoot at it rather than my Broadsides. I will be going over some of the more inticrate details of what this means army list wise later on, as soon as I collect my thoughts into an organized pile. Stay tuned for more Tau tactics!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-24693264315422666382011-03-07T14:34:00.002-05:002011-03-10T13:12:40.484-05:00Grey Knights: How to Counter?<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOGtFi3vnOMBoNcNuDdxpJl71rijrMSLobuNQu9IFNAmFvl6tCrkTBF4DYLa7iSpjS3mRjt4qFdHGYI6mfiDQqLX3ryl9K0BNjJdYqfWOTiM5dCvMztPjyYfO5NtpEXemZEXpmiOFOWSio/s1600/GreyKnights1-300x240.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOGtFi3vnOMBoNcNuDdxpJl71rijrMSLobuNQu9IFNAmFvl6tCrkTBF4DYLa7iSpjS3mRjt4qFdHGYI6mfiDQqLX3ryl9K0BNjJdYqfWOTiM5dCvMztPjyYfO5NtpEXemZEXpmiOFOWSio/s1600/GreyKnights1-300x240.jpg" /></a></div> <br />
With the Grey Knights coming out soon, we will probably be seeing tons of codex grey miniatures, along with all kinds of counts as armies based off this codex. I know that at least two friend's of mine are going to get into the Grey Knights, one of whom crushed me with his deathwing. The other friend will be jumping from the IG, since Grey Knights were what he originally wanted to start with (the old codex and expensive models crushed his dreams there). As a result, I think we are going to have to make some serious changes to any army lists we make, especially with this new codex seeming so threatening. I know my Tau will probably (ok, definitely) have a hard time facing all that psychic, close combat terror! And it seems that the Grey Knights will be pretty good fire-power wise, too. Uggh. Why do the new codices have to be so well-rounded? The older codices are definitely going to have the worst time of everyone.<br />
<a name='more'></a><br />
Anyways, some of the things I plan to do are to start making my Tau more mobile (i.e., no one stands around except Broadsides). Ways to do this? More Fire Warriors in Devilfish, no kroot, no pathfinder assistance (aaugh!) and plenty of long ranged Battlesuits to try and keep that fast stuff away. I have bee thinking of also including at least one Twin-Linked Plasma Rifle XV8 squad, as I had great luck with the Twin-Linked Missile Pod variant at my last tournament. Very accurate stuff here! Who knows, this may be the way I outfit my commanders, so I can benefit from the extra BS. Keep coming back to see more ideas on how to counter 40k's newest (and possibly greatest) threat to date!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-30487713066455873992011-02-28T12:23:00.001-05:002011-03-10T13:12:53.031-05:00Crazy Tournament ResultsWell, I went, I saw, and I didn't quite conquer. However, seeing as it was my first tournament, I was pleasantly surprised to come in 5th-4th! I ended up facing Deathwing (and losing horribly), Ultramarines (and winning handily), and Space Wolves (and coming very close to winning. Battle Reports are here: <a href="http://www.librarium-online.com/forums/40k-battle-reports/208283-1500-tau-empire-my-first-tournament.html">Crazy Tournament Battle Reports</a><br />
<a name='more'></a><br />
Some of the things I learned at the tournament were to always use cover for battlesuits (I only had my batlesuits die in my first game due to this), that I love Disruption Pods, need an army designed specifically for taking out Deathwing to beat them (at least with Tau), and that I should always double-check my army list and models before I leave, because I ended up going the entire tournament without one of my Battlesuit squads (I totally forgot them and didn't even bring them)!<br />
<br />
For me, the stars of the tournament were my twin-linked missile pod battlesuits. While they didn't kill as many marines as I'd hoped, they still managed to kill off a ton of light tanks, landspeeders, and 3-4 marine squads. I will defenitely be using them in every army list! The twin-linked really helps, and I never failed to wound with less than 5 of my 6 shots with each squad. Truly, a wonderful unit!<br />
<br />
Anyways, for now, my time will be taken up with scheming and creating different plans to blow away Deathwing. Right now I'm thinking twin-linked Plasma Rifles to take away FNP...Stay tuned to see what comes up!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-53163679425494056202011-02-25T12:16:00.003-05:002011-03-10T13:17:08.116-05:00Crazy Tournament: Mission 3 - Open War<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnHpu8MfmRRZmIs4oJkfOlaq-PVTYDVVUXPNV3M8AIrjevN0u8XYy48Ut-d6CxTHcWM2iU5VQjlHcuvdGSorgHWizGJP4Glp1DB3tPuIPAe4HzDJ4w2gJXnQhPO97IjIwdSWTIK1lN0__k/s1600/0.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnHpu8MfmRRZmIs4oJkfOlaq-PVTYDVVUXPNV3M8AIrjevN0u8XYy48Ut-d6CxTHcWM2iU5VQjlHcuvdGSorgHWizGJP4Glp1DB3tPuIPAe4HzDJ4w2gJXnQhPO97IjIwdSWTIK1lN0__k/s320/0.jpg" width="320" /></a></div>Mission 3 of the Crazy Tournament is Pitched Battle, with 3 objectives on the center board line. You score points by controlling objectives, having more kill points, and killing off all HQ choices. These are some of the tactics I plan to employ:<br />
<br />
1)Sit back and shoot. I will be probably sit back and shoot kill all of the opponent's troops, for kill points and objective denial. I will also be taking out all the weak transports, small units, etc. in an effort to harvest kill points.<br />
<a name='more'></a><br />
2)Hide with my commander! Not only does he give a KP, he also will give my opponent 5 extra points. I will probably sit him back in terrain or behind my army, out of LoS, to keep those points away from my opponent. Some JSJ my be used to get him to do some damage, but this game will be all about his survival.<br />
<br />
3)Last turn tank shock! turn 5, I will blast forward with my Devilfish and try to tank shock anything off the objectives. hopefully, due to a Devilfish's size, I can keep the enemy more than 3" away if the game goes to turn 6 and further.<br />
<br />
This game will be all about the easy kill points and the last turn objective push. I should be able to kill off my opponent's HQ as well, provided he isn't with something like a 10-man terminator squad. If I pull these off correctly, I should win this match.<br />
<br />
<strong>What do you think? Good? Bad? Any additional tactics I should think about?</strong><br />
<br />
<strong>Thanks to Marnepup on Librarium Online for help with these tactics!</strong>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-57409538958548089732011-02-24T12:29:00.004-05:002011-03-10T13:16:43.855-05:00Crazy Tournament Tactics: Mission 2 - Border Skirmish<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6xt-kpVaIlh-eMv9ZnUq39IpRf9Ydy8qnXkSnjpA_x0EagSguYTJMImemw9xhO5IB-l6ZW2shpU3P2umIRFbvGHKqsEiCVD2hsWXu2lrXpDXQffIvMQB-ApV-plmvp9f3iu_lV8FjFNcG/s1600/Imperial_guard_art.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6xt-kpVaIlh-eMv9ZnUq39IpRf9Ydy8qnXkSnjpA_x0EagSguYTJMImemw9xhO5IB-l6ZW2shpU3P2umIRFbvGHKqsEiCVD2hsWXu2lrXpDXQffIvMQB-ApV-plmvp9f3iu_lV8FjFNcG/s1600/Imperial_guard_art.jpg" /></a></div>Mission 2 of the Crazy Tournament is Spearhead, with points being scored by controlling table quarters, Victory Points, and destroying all your opponent's Fast Attack choices. Some of the tactics that I will be using are as follows:<br />
<br />
1)Put everything deep in my quarter. This way, I can stay back and hopefully not have to worry about my opponent getting me caught in CC. Of course, if I face Eldar or Dark Eldar, or some equally fast army, I will probably use the Tau Tank Wall tactic, creating a protective wall with my tanks to (hopefully) minimize my opponent's ability to get close to my battlesuits and piranhas. This battles will depend on a last turn push with Devilfish to take as many quarters as possible.<br />
<a name='more'></a><br />
2)Go after point sinks. Since I can score points by having more Victory Points, I will probably focus on taking out the expensive stuff first, i.e., Land Raiders, Terminators, etc. If I do well here I shouldn't have to worry too much about controlling board quarters.<br />
<br />
3)Play tag with a piranha. I will probably be running 1 of my piranhas around with the sole intent of it not getting killed. This way, I can deny 5 points to my opponent.<br />
<br />
This mission will probably be more about the Victory Points than anything else. Whoever wins victory points will probably win the game, unless one of us gets lucky and somehow controls 3 table quarters.<br />
<br />
<strong>What do you think? Will these tactics work in the given environment? Comments and additions, anyone?</strong>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-73802649823408885682011-02-23T17:16:00.002-05:002011-03-10T13:13:34.658-05:00Crazy Tournament Tactics: Mission 1 - Midnight RaidMission 1 of the Crazy Tournament is Dawn of War, with the points being scored by having troops in your opponent's deployment zone, destroying a communications array, and wiping out your opponent's heavy support.<br />
<br />
Some of the tactics I intend to employ go as follows:<br />
<a name='more'></a><br />
1) Keep the opponent back in his deployment zone. If I get first turn, I will likely start as far forward as possible, keeping him lined up against his back board edge. If I play this right, I should be able to line Fire Warriors on the centerline, then run then back to waiting Devilfish's on turn 1.<br />
<br />
2)Destroy the opponent's Communications Array while protecting my own. Destroying his communications array shouldn't be too hard, while protecting my own will be more difficult. Probably I will just destroy his and not guard mine at all, so as to at least break even on this objective. Depending on the army list, I may sit a Devilfish in front of mine to protect it, and if my Devilfish gets wrecked, so much the better!<br />
<br />
3) Destroying Heavy Supports shouldn't be too hard with Railguns, so no real worries there. <br />
<br />
4)Finally, destroy my opponents troops! While the last tactic I mention, this one is probably the most important one. If I can destroy all his troops without losing all of mine, I should win this handily. Since this isn't a kill points mission, I will probably use my battlesuits and piranhas as distracting throw-aways to protect my troops if need be.<br />
<br />
<strong>Any advice on these tactics or further tactics? Any help is greatly appreciated!</strong>Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com0tag:blogger.com,1999:blog-6601343214794675909.post-52707634424548888902011-02-22T14:25:00.002-05:002011-03-10T12:52:14.906-05:00Life and Warhammer 40k<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicrN0RQAxb0aNoW_CaUnQfb6EAoV2s0SNOZWIZTvxMNxaHhhGD5ttdtXvsZGoqr45asyyIYVI6ZK3uA0brN1b7IrWypwAhR85YbKFDlx0VPhoHYMl4i9KxY7yotL975NOiQ5-6HbToQxwE/s1600/20090220.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" q6="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicrN0RQAxb0aNoW_CaUnQfb6EAoV2s0SNOZWIZTvxMNxaHhhGD5ttdtXvsZGoqr45asyyIYVI6ZK3uA0brN1b7IrWypwAhR85YbKFDlx0VPhoHYMl4i9KxY7yotL975NOiQ5-6HbToQxwE/s320/20090220.jpg" width="240" /></a></div> <br />
My last post was about the Tournament this Saturday that I am attending with the Tau Empire. Since then, I have been busy number-crunching and building my Tau army list. As this tournament doesn't recquire the models to be painted, it allows me to play without worrying about my half-finished army(half-finished due to moving, studies, and work). I plan to post some pics of my army up soon, but be warned, I am not the best painter, and younger siblings subtract a certain number of years from the lifespans of my painting equipment! But anyways, here is my Tau army list that I will be taking to the Crazy Tournament.<br />
<br />
<br />
<strong><u>HQ</u></strong><br />
Shas'El - 112<br />
<span style="font-size: x-small;">Missile Pod, Plasma Rifle, Targeting Array, Hard-Wired Multi-Tracker, Hard-Wired Drone Controller, x1 Shield Drone</span><br />
<br />
<strong><u>Elites</u></strong><br />
XV8 Battlesuit Team - 141<br />
<span style="font-size: x-small;">x3 Shas'ui with Twin-Linked Missile Pods, Flamers</span><br />
XV8 Battlesuit Team - 77<br />
<span style="font-size: x-small;">Shas'ui Team Leader with Missile Pod, Plasma Rifle, Targeting Array, Hard-Wired Multi-Tracker</span><br />
XV8 Battlesuit Team - 77<br />
<span style="font-size: x-small;">Shas'ui Team Leader with Missile Pod, Plasma Rifle, Targeting Array, Hard-Wired Multi-Tracker</span><br />
<br />
<strong><u>Troops</u></strong><br />
Fire Warrior Team - 145<br />
<span style="font-size: x-small;">6 Fire Warriors in Devilfish with Disruption Pod</span><br />
Fire Warrior Team - 145<br />
<span style="font-size: x-small;">6 Fire Warriors in Devilfish with Disruption Pod</span><br />
Fire Warrior Team - 145<br />
<span style="font-size: x-small;">6 Fire Warriors in Devilfish with Disruption Pod</span><br />
Fire Warrior Team - 145<br />
<span style="font-size: x-small;">6 Fire Warriors in Devilfish with Disruption Pod</span><br />
<br />
<strong><u>Fast Attack</u></strong><br />
Piranha - 85<br />
<span style="font-size: x-small;">Fusion Blaster, Disruption Pod, Targeting Array, Flechette Dischargers</span><br />
Piranha - 85<br />
<span style="font-size: x-small;">Fusion Blaster, Disruption Pod, Targeting Array, Flechette Dischargers</span><br />
<br />
<strong><u>Heavy Support</u></strong><br />
Hammerhead - 170<br />
<span style="font-size: x-small;">Railgun, Burst Cannons, Disruption Pods, Multi-Tracker, Blacksun Filter</span><br />
Hammerhead - 170<br />
<span style="font-size: x-small;">Railgun, Burst Cannons, Disruption Pods, Multi-Tracker, Blacksun Filter</span><br />
<br />
Total - 1497<br />
<br />
<br />
As you can see, this army is made to be mobile, fast, and to benefit from long distances. Tactics to come later!Taubeasthttp://www.blogger.com/profile/05164609988533404162noreply@blogger.com2