Monday, 16 July 2018

Lando's Friday Challenge - Alfie's Armageddon Astra Militarum

This week saw my second challenge game, against Alfie Bennet's Astra Militarum. For reference, my army is here;


http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html 


Alfie took the following (in order of deployment)
  • Tempestor Prime (in deep strike)
  • Militarum Tempestus Command Squad (in deep strike)
  • Company Commander
  • Heavy Weapons Team, with Missile Launchers
  • Taurox Prime, containing a squad of 10 Tempestus Scions
  • Chimera, containing a Company Commander and Infantry Squad
  • Tempestus Scions
  • Tank Commander, in Leman Russ Battle Tank
  • Leman Russ Demolisher
  • Stormlord, filled with the rest of the infantry (38 models)
 I foolishly didn't make note of how they were organized. I think it was 2 Battalions and a Supreme Command. I know the Scions were in a Militarum Tempestus Detachment and the regular Guard were Armageddon Regiment.

It was a lot of troopers and a Super-heavy Tank to boot. That's a lot of firepower, and quite intimidating.

Alfie wanted to play the Open War cards. For deployment, we got standard Dawn of War. The Objective card was Burn and Pillage. That's 3 objectives in each deployment zone and if you control an opposing one at the end of the turn, you destroy it. The winner is the first one to destroy all three of their opponent's objectives. Finally, the Twist was Warpstorm, adding one to all Psychic and Deny the Witch tests. Great for my three Shadowseers, less good for Alfie's lack of Psykers.

The Game

With the Stormlord carrying so many units, I feared going second. So I put my Skyweavers in the Webway, to bring in at an opportune moment. My fears were realised when he finished deploying before me and I failed to seize the initiative.

Round 1

Astra Militarum turn 1

The Chimera moved to the middle of the table to start heading towards my objectives, followed by the Taurox Prime. Then his guns opened up on a couple of Troupes and two of the Death Jesters. It felt like I couldn't make a save and I took a lot of casualties and lost the Death Jesters. If that carried on, this game was going to be an uphill struggle.

Harlequins turn 1

I wasn't going to gain much by sitting back. I left the two dwindled Troupes guarding objectives and ploughed forward. Heroe's Path once again sent my heroes forward to key positions and the bulk of my force moved straight up the centre. I also once again used the Shadowseer with Twilight Pathways to send the Starweaver forward.

My shooting finished off the Tempestus squad out in the open, after Mirror of Minds had killed four of them, and the remaining Death Jester dropped the Commander with the Heavy Weapons squad to 1 wound.

My charge phase saw me successfully engage the Tank Commander with the Starweaver, the Heavy Weapons and Officer with the Death Jester, The Taurox Prime with a Shadowseer and the Chimera ended up surrounded by the bulk of my force. The only disappointment was the Solitaire failing its charge.

The Death Jester killed off the Company Commander and held up the Missile Launchers, meanwhile the Shadowseer and Starweaver prepared to stop their tanks from firing in the next turn. Versus the Chimera, my goal was to surround it and lock it in combat to keep the bulk of my force from being shot in Alfie's second turn. To my horror, the Troupe with Kisses killed it outright, leaving my army out in the open right in front of Alfie's.

Round 2

Astra Militarum turn 1

His deep striking Storm Troopers arrived on my back line, near the Voidweavers. The Leman Russ' fell back from the Starweaver and a lot of troops disembarked. There were a lot of guns pointing at the bulk of my force.

The good (for me) part of his shooting phase was him losing 3 Tempestus Plasma Gunners overcharging against a Voidweaver. Everything else found its mark and I took a hammering. By the end of his turn, I had gone from 3 Troupes, the Great Harlequin and a Shadowseer at his front line, to just the two characters. Both of whom were surrounded by Guardsmen and Officers.

Harlequins turn 2

I had gone from being outnumbered to being severely outnumbered and on the verge of being tabled. 4+ Invulnerable saves don't cut it when mixed with Toughness 3, and the Shadowseer's aura can only do so much. Luckily, the mission we were playing had an instant win condition - control all three opposing Objectives at the end of turn.

One Objective had the Missile Launchers on it. If the Solitaire and or the Skyweavers could kill them in melee, that would easily give me that one. Even if they failed, the bikes should outnumber the heavy weapons at the end of turn.

The second Objective was currently held by the Leman Russ and the Stormlord. While the Russ is Objective Secured, so is the Troupe in the nearby Starweaver. If they disembark and sit on the Objective, I can steal that one away.

The final Objective was the tricky one. After some measuring, it was clear that the Taurox and the Stormlord were out of range to control it. I could also move the Starweaver into range after the Troupe disembarked. However, it was being controlled by a lot of Objective Secured Storm Troopers. This could be the one that makes or breaks me.

The second Objective was easy. The Troupe disembarked and moved onto their Objective. As long as I didn't go crazy and assault either tank, that one was mine.

The first Objective was straightforward. The Death Jester fell out of combat, as his firepower would be needed elsewhere. The Solitaire moved up and I brought the Skyweavers out of the Webway.

That third Objective.....
The Great Harlequin and Shadowseer fell out of combat, ready to brave the Overwatch from the Tempestus if needed. The Death Jester prepared to fire. The Starweaver moved over behind them to hold the Objective should they fall. The remaining Voidweaver moved into range of them. The final Shadowseer even used Twilight Pathways on herself to close the gap.

It took pretty much all of the Psychic and Shooting phases, but the Tempestus' were slain, leaving the Starweaver in control of the Objective. The Troupe it had protected were in control of another, leaving just the Skyweavers and Solitaire to succeed in the Fight phase to give me the win.

Thankfully, the Skyweavers made their charge, only losing 1 bike to Overwatch. I fear that if they had failed and the Solitaire had to move in, thee n an errant Krak Missile would have spelt it's doom. Their Zephyrglaives being 2 damage each sealed the Heavy Weapons Team's fate, giving me the third Objective and the game.

Aftermath

Looking back, Alfie reflected that he could have positioned better on the Objectives. While he is right, as it allowed me to steal the game out from under him, I was so under pressure from his other decisions that I had to go for the desperate triple grab.

His firepower was really good, and it felt like I was unable to make any saves. That last bit probably isn't true, but I was pulling a lot of models off the table at a worrying rate. I was able to close the distance really quickly though, so getting to his army wasn't a problem.

If positioning was Alfie's mistake, underconfidence was mine. When the Chimera died to the first unit I had activated, I realised I had made a grave error. My goal was to lock it in combat, to skip Alfie's second shooting phase,  and instead, I put all the best targets directly into Rapid Fire range. To make matters worse, I had jumped across terrain that would have protected me from so much firepower by blocking lines of sight, allowing me to pick and choose what I engaged in my second turn. If the mission hadn't had an instant win condition, I doubt I could have taken control of the game back and would have been tabled turn 4, if not turn 3.

This teaches me two things; firstly, don't get carried away trying to do sneaky tactics. Sometimes patience is the way forward. Secondly, always play the mission.

ALWAYS PLAY THE MISSION!

Many players get distracted trying to table their opponent and lose because their opponent was either too hard to kill or better at killing than them. But the mission allows you to win when facing superior troops. Every turn you should be keeping in mind what you need to do to achieve the mission, this being a wargame means killing will be part of that. Learning to play to win rather than play to kill will increase your ability to win games and still lead to epic stories.

As an aside, Alfie has long been wondering about the Stormlord as a choice for his army. His worries have been twofold. If he puts it in every Guard army, does that make him boring? Also, as a Titanic unit, is it fair on his opponents for him to bring it?

For the latter point, at 2000 points it seems silly to stop someone playing Titanic units. Thier reputation from 7th Edition for dominating the game just isn't true anymore. You can ignore them, their effectiveness lessens as they take damage and every weapon has a chance of hurting them. In this game, I used terrain where I could to block its lines of sight and mostly ignored it. Killing it wouldn't have achieved the mission, so I didn't look to doing so.

As for the former point, is starting your army building with the same unit everytime boring?

No. We all have a unit or character we like to field. Maybe they are the character that attracted us to the game/army. Maybe we really like the model/paint job/conversion and want to show it off. Maybe we really like what it does on the tabletop or how efficient it is. Whatever the reason, we should be able to field that unit. What's the point in spending money on a unit and spending time putting it together and painting it, if we are going to guilt trip ourselves into not using it?

I look forward to facing my next opponent.

Tuesday, 10 July 2018

X-Wing Store Championships 2018 - event 1

This season, I'll be participating in 3 X-Wing Store Championships; 2 as a Judge and 1 as a player. End of June was the first of these, Judging at Antics.


We had 9 players out of the maximum 12 that Antics can host. Not much to report from a Judging point of view. Things ran smooth, although I did let the timing slip about 20 mins by the end. The players know what they are doing, so there were next to no Judge calls as well.


We had 1 Scum list, with the most popular ship being the Kihraxz. It's a shame to see a faction so underplayed.

We had 2 Rebel lists, both flying the Falcon and an Arc. While that's not much better attendance than the Scum faction, at least we didn't see the dreaded Ghost Fenn.

We had 6 Imperial lists, with Quickdraw, Omega Leader, Colonel Vessery and Countess Ryad all appearing on 2 lists each but with no duplicate lists. Aces were the order of the day, with only one list taking a Decimator.





After 4 rounds and no top cut, our winner was.....

Matthew Vicary

Kylo Ren (TIE Silencer)

  • Autothrusters
  • First Order Vanguard
  • Push the Limit
  • Fire Control System
  • Threat Tracker
Whisper (TIE Phantom)
  • Advanced Cloaking Device
  • Veteran Instincts
  • Sensor Jammer
  • Director Krennic
With his brother Jon winning down in St Austell, that gives the Vicarys two Store Championship Titles so far this season. It's also Matt's second year winning at Antics proving the brothers are ones to watch this year.


Next event for me is playing at Kirton. Can I do better than my performance at the Regional? What am I flying? Guess we will find out in two weeks.....




Quick Hits Bonus July 2018 - Renegade Knights

Here comes a bonus Quick Hit, Index Renegade Knights. Most of the opinions are the same as in the Imperial Knights review (see here http://hiveoffunandsilliny.blogspot.com/2018/07/quick-hits-july-2018-imperial-knights.html ) so I will focus on the differences.


Lord of War

Renegade Armiger
Can be taken either as Helverins or Warglaives.

Renegade Knight Dominus
Can be taken as a Valiant or a Castellan.

Renegade Knight
This has fully customizable weapon options. While this allows you to match any Questoris build, it also allows you to take two of the same weapon choice. Two Rapid-fire Battle Cannons sounds terrifying.

Strategems

Only 2 Stratagems; Rotate Ion Shields and Trail of Destruction. Both are really good.

Warlord Traits

Only one choice; Infernal Quest. Gives the model Objective Secured while also counting as 10 models.

Quick Hits July 2018 - Imperial Knights

Our latest quick hit is Codex Imperial Knights


Special Rules

Knights don't have any, just some clarification on how their Faction Keywords work.

Fortification

Sacristan Forgeshrine
It's hard for your opponent to interact with this, but the benefits take a turn to kick in and make the Knight unable to really do anything for a turn. Great for scenarios though.

Lord of War

Armiger Helverin
The Autocannons are ridiculously long-ranged, on a mobile shooting platform. Plus enough shots to make shooting at Infantry seem worthwhile.

Armiger Warglaive
The Thermal Spear seems really unreliable in regards to the number of shots, but the Reaper Chain-cleaver seems good in both modes. Getting it into melee as quickly as possible seems to be the way.

Knight Preceptor
The Las-impulsor looks impressive until you see the range on its high-intensity mode. It does allow both types of Armiger to re-roll 1s to hit though. It's expensive for a buff unit but stands up quite well on its own.

Knight Paladin
Rapid-fire Battle Cannon and melee weapon. The "standard" Knight. Good against a wide range of targets.

Knight Errant
Thermal Cannon and melee weapon. Supposedly good against heavy targets, but 2 Armiger Warglaives can do the job better.

Knight Gallant
Pure melee, and the cheapest Questoris class Knight. It's a shame that Chainsword and Gauntlet are wasted against the majority of targets, due to Titanic Feet being mathematically better.

Knight Warden
Avenger Gatling Cannon and melee weapon. Good at thinning out elite infantry, but possibly outclassed by a pair of Armiger Helverins.

Knight Crusader
Your choice of ranged weapons, I think the best loadout would be Avenger Gatling Cannon and Rapid-fire Battle Cannon.

Canis Rex
A named Preceptor, but without the Mentor ability. Kewl concept and doesn't count as destroyed until Sir Hekhtur is also slain, which could frustrate your opponent in some missions.

Knight Castellan
Huge firepower, but Dominus' only have 4 more Wounds than Questoris. A good centrepiece for a gunline, that can be mobile if it wants.

Knight Valiant
The close assault Dominus. The Thundercoil Harpoon looks amazing, but being single shot will probably let you down more often than not. The Conflagration Cannon makes up for it though and makes the Valiant a nightmare to charge.

Knight Lances

Extra Command Points for taking pure Knight Detachments is always a good thing.

Household Traditions

An interesting mix, with two really good ones - Hawkshroud and Taranis.

Stratagems

Stand-out Stratagems
  • Noble Sacrifice
  • Rotate Ion Shields
  • Exalted Court
  • Oathbreaker Guidance System
  • Full Tilt
  • Death Grip
  • Bonded Oathsmen
  • Valiant Last Stand
  • Machine Spirit Resurgent
  • Sally Forth!
  • Slayers of Shadows
  • Our Darkest Hour
  • Saturation Bombardment
Warlord Traits

There are some hits and misses here, but there are ways of giving them to multiple Knights, allowing lots of room for combinations and experimentation.

Heirlooms of the Noble Houses

Stand-out Relics
  • Sanctuary
  • Armour of Sainted Ion
  • Endless Fury
  • Traitor's Pyre
  • Mark of the Omnissiah
  • Cawl's Wrath
  • Thunder of Voltoris
  • Angel's Grace
As a side note, with Titanic Feet being so good, there is little point taking Ravager, Honour's Bite or The Paragon Gauntlet.

Freeblade Qualities and Burdens

An interesting way of building and customizing your Knight, at the expense of a Household Tradition. Looks especially fun if you are taking just a single Knight.

Monday, 2 July 2018

Lando's Friday Challenge - Newby's Sisters of Battle

This week saw my first challenge game, against Dave Newby's Sisters of Battle. For reference, my army is here;

http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html

Newby took the following;

Sisters of Battle Battalion
  • Cannoness (Warlord)
  • Cannoness
  • Battle Sister Squad
  • Battle Sister Squad
  • Battle Sister Squad
  • Battle Sister Squad
  • Imagifier
  • Imagifier
  • Imagifier
  • Exorcist
  • Exorcist
  • Exorcist
  • Immolator
  • Immolator
  • Immolator
Sisters of Battle Outrider
  • Cannoness
  • Seraphim Squad
  • Dominion Squad
  • Dominion Squad
  • Dominion Squad
  • Immolator
  • Immolator
  • Immolator
That's a lot of Tanks to deal with, especially protecting the Sisters from my melee capabilities. I could see this being a difficult game. I was going to have to focus on the mission, killing what I can while trying to keep enough of my units alive to keep the game going. Once the Sisters disembark, they become much easier to shift, but that still leaves their transports.

Newby chose the Cloak and Shadows mission, which has the standard 3 Objective cards a turn but if you shoot a unit over 18" away, you get -1 to hit. There is a 1 point Stratagem to ignore this for a phase against one unit. While that feels like it helps should he get the first turn, it potentially hurts what little early shooting I have, and his army is pretty mobile too.

The Game

After setting up the objectives, I rolled on the deployment table and got Vanguard Strike. Due to all of his Transports, Newby easily finished deploying before me. Here came his first mistake.

Given the option of choosing to go first or second (we are playing the rules as written), he chose to let me go first!

I had a die in hand ready to try and Seize the Initiative. I think you need a really good reason to choose to go second. Some mission types favour the player who has the final turn, for instance. The majority of the time, however, I feel you want the first turn when possible.

His second mistake came shortly thereafter. Dominion Squads and their Immolators have the ability to make a free move at the start of the game after the first player has been determined. This allows them to get closer to the enemy and start using their Immolation Flamers sooner, as well as get to Objectives quicker. Newby chose to not use this ability.

Talking to him after the game, I saw his reasoning. He let me go first as Harlequins want to close with their opponents. That would allow him to maximise his firepower in his first turn. He also didn't scout move in an effort to minimize my ability to get First Blood.

I'll discuss why both of these ideas were wrong after the report.

Round 1

Harlequins turn 1

My priority this turn was scoring points and minimizing which units he could kill during his turn. I had to keep the core of my force back due to some of the Objective cards I drew, which also meant I had to be surgical. I moved a Shadowseer, the Voidweavers, the Starweaver, the Skyweavers and used Heroes Path to move the relic-bearing Shadowseer, a Death Jester and the Solitaire.

My Psychic Phase saw me cast a few powers, the two key ones being Path of Twilight on the Starweaver to get deep into his lines and Mirror of Minds, which killed a surprising 3 members of the only Sister unit not in a Transport.

In the Shooting Phase, I opened up with the Skyweavers against one of the Exorcists, using the Stratagem to negate the shadows for the turn. Haywire is insane. I managed 6 Mortal Wounds just from the 4s and 5s to wound, let alone the d3s from the 6s. They deleted their target and I used Fire and Fade to move them back behind terrain. The Voidweavers also killed the Seraphim,

My characters charged 3 of the Immolators (not the Flamer ones) to lock them down and cause a couple of wounds, while the Starweaver managed to charge BOTH Exorcists to remove their firepower.

I scored First Blood, Secure Objective 3 and Secure Objective 6 (both in my deployment zone) to make the score 3-0.

Sisters of Battle turn 1

He moved up one Immolator to get some shots on the Skyweavers and fell his other stuff back from combat. The lead Cannoness and the Sister squad with her moved to deal with the Starweaver, and the rest of the tanks that could shoot attempted to deal with my Heroes.

His shooting phase was ineffective, and he caused 6 wounds across his targets but failed to force me to remove a model. I suspect he may have needed to disembark more units to get more shots.

The Cannoness and Sisters charged the Starweaver and continued to fail to bring it down. It survived quite a bit from them, only losing 1 Wound across the turn.

He scored Secure Objective 5 to make the score 3-1

Round 2
  
Harlequins turn 2

I moved the Great Harlequin, a Shadowseer and two of the Troupes to deal with the Immolator nearing my lines and moved the other Troupes up towards his deployment zone. My Heroes prepared to take on specific targets, with the Solitaire rolling a double 6 for his Blitz. All the skimmers moved into the deployment zone, with the Starweaver dropping off it's Troupe.

My Psychic Phase was spent baiting out his Deny Stratagem and causing Mortal Wounds to nearby targets.

In the Shooting Phase, the Skyweavers claimed their second Exorcist, some Fusion Pistols killed the Immolator near my lines to force the units inside to disembark. My shooting at his few disembarked units was a little lacklustre, however.

In the Charge Phase, my Solitaire went for his Warlord, my Shadowseer went for an Imagafier and the Great Harlequin and support went for the Dominions and Imagifier. Everything else charged the nearest tank in an effort to jam Newby up and remove movement options. The Skyweavers charged and surrounded the final Exorcist, meaning of the 3 the only one that got to fire did it as Overwatch.

The Solitaire killed his Cannoness to grant me Warlord kill, the Troupes killed the Dominion and Imagifier, the other Troupe reduced their foes to 1 model. The damage done to the tanks was inconsequential, but the key was removing their firepower for the next turn.

I scored Strike and Evade, Dominate, Psychological Warfare and Warlord to make the score 9-1.

Sisters of Battle turn 2

This turn is where the full impact of his mistake cost him. He couldn't get the majority of his units out of combat, nor could he disembark the units within them. There simply wasn't enough room. I had successfully jammed him into his own deployment zone. This left him only a couple of units to work with.

They put in work, managing to finish off the original Shadowseer and the Starweaver to score some points. But that was literally all he was able to do with his turn. He scooped as he felt that he was losing too many points and expected to be hit heavily as my Troupes would reach his lines in my next turn.

He scored Witch Hunter and Scour the Skies, but the game end meant I scored Linebreaker to make the score 10-3.

Aftermath

As I said, we discussed the rationale for his costly decisions. Letting me go first gave me the ability to dictate the flow of the game, and shut down a lot of his firepower. Not scouting with the Dominions meant he was stuck in his corner deployment zone, which robbed him of the ability to move in the second turn. These are the things, as a Harlequin player, that are key to victory.

If you can decide where the fights are happening and lock the opponent's key shooting in combat you control the game. This battle was an extreme example of that, as normally there is some counterplay. But those early decisions proved costly.

Whenever a game presents a decision to you, always consider why you are making the choice you are making. Every decision is important, that's the nature of games.

I look forward to facing my next opponent.

Quick Hits - July 2018 T'au

Our next quick hit is Codex T'au Empire.


Special Rules

Accompanying Drones
22 units can be accompanied by Drones. This gives you a lot of potential extra models without taking the Drone units. With Saviour Protocols (see the Drones), that's a lot of potential extra wounds for your key units.

For the Greater Good
Multiple units can Overwatch when one unit is charged! This is a key ability for the T'au, who want to not be in combat. Be aware that a careful opponent can use this against you, so always consider if you need to activate it.

Master of War
A once per game choice of either stay still and shoot better (Kauyon) or move faster and still shoot normally (Mont'ka). It only lasts for one turn. I'd recommend building your army with an eye towards which one you are likely to activate but to keep the other in mind in case it ends up being a better tactical choice.

HQ

Commander Shadowsun
On her own, she isn't that impressive. Where she shines though is with her ability to activate Master of War - Kauyon, even if you have already used the ability, and her Command Drones. The Command-link Drone saves on Markerlights for a key unit. A great choice for a Warlord.

Commander Farsight
A melee model for the T'au, he helps nearby units get a few extra hits in the Fight phase and also lets you activate Master of War - Mont'ka, even if you have already done so this battle. An interesting choice for a close combat army, but it's going to be an uphill struggle.

Commander in XV8 Crisis Battlesuit
All the Support Systems are good, but this model is begging to be given 4 of the same weapon and aimed at the enemy. Can also upgrade to have a 2+ Armour Save.

Commander in XV85 Enforcer Battlesuit
As the regular Commander, but with an extra wound. Worth the extra 4 points, although you lose the 2+ save option, so a good budget choice.

Commander in XV86 Coldstar Battlesuit
Both a 20" Move and a 20" Advance, this can deliver the firepower you want, where you want. Combine with Mont'ka to ignore the hit penalty too.

Aun'Va
He reverses the effect of AP from weapons that shoot at him and can activate 2 Elemental powers a turn. Where he falls down is against massed low AP firepower, as his bodyguards aren't characters and remove the protection that keyword gives him. Pass.

Aun'Shi
Only worth it over a regular Ethereal if you are expecting him to get into melee. And you don't want that. Pass.

Ethereal
Failure Is Not An Option and Invocation of the Elements are both fantastic rules, so you would be hard pressed to justify not taking at least one Ethereal in your army.

Cadre Fireblade
Not only does he come with a Markerlight and decent Ballistic Skill, but he gives nearby Pulse weapons extra shots. A great choice for an infantry heavy army.

Darkstrider
A Markerlight, a boost to wound rolls and allows your infantry to shoot even if they fell back. This guy is fantastic.

Longstrike
A better Hammerhead that buffs nearby Hammerheads. Worth a look, but I find the other HQ's (apart from the named Ethereals) are better choices.

Troops

Breacher Team
The closer the enemy is, the better their guns get. These are your mobile infantry.

Strike Team
Your regular infantry. Take Rifles for the gunline, or Carbines for mobility.

Kroot Carnivores
Better in melee than the rest of the army, but still poor compared to the rest of the game. They can scout move at the start of the game though, which can be key for controlling the battlefield.

Elites

Kroot Shaper
Worth taking to buff your Kroot, but bear in mind that it can't scout move with them.

Krootox Riders
The gun on this unit is alright, but it feels weird in a T'au army. Would be better if you were taking a pure Kroot army, but they lack an HQ choice.

XV25 Stealth Battlesuits
Infiltrating, harder to hit and Burst Cannons. A great unit for denying objectives to the enemy.

XV8 Crisis Battlesuits
The typical T'au unit. Deep strike and decent weapon choices make these guys great.

XV8 Crisis Bodyguards
Not worth taking over regular Crisis suits, as the Sworn Protectors role is performed at a much cheaper cost by Drones.

Firesight Marksman
Worth taking if you have Sniper Drones, otherwise avoid.

XV95 Ghostkeel Battlesuit
Harder to hit and infiltrate, it's a bigger and more powerful Stealthsuit. It's going to be frustrating for your opponent to deal with.

XV104 Riptide Battlesuit
Still an absolute beast of a unit. The Nova Reactor is amazing, especially Nova-charging the Heavy Burst Cannon.

Fast Attack

Pathfinder Team
Scout move and Markerlights. They also have Pulse Carbines if you would rather have the extra firepower. The Ion and Rail Rifle options are interesting too.

TX4 Piranhas
A fast Fusion Blaster delivery system for when you run out of Commanders. Just be aware that they aren't too hard for the opponent to kill.

Tactical Drones
They ignore the penalty for moving and firing Heavy weapons, so make these your main source of Markerlights. Take the other options as your attached drones with other units.

Vespid Stingwings
Fast moving, deep striking and decent anti-Marine firepower. Often overlooked and they really shouldn't be.

Kroot Hounds
The only thing holding them back from being an amazing assault unit is the Strength 3.

Heavy Support

XV88 Broadside Battlesuits
I really like the Heavy Rail Rifle, but I see why people take Missile Pods. These guys are slow, so try and deploy them with good lines of fire and consider Drones to keep them alive longer.

TX7 Hammerhead Gunship
The Railgun suffers from its solid shot only being 1 shot, which makes bad dice worse. Otherwise a pretty standard battle tank.

TX78 Sky Ray Gunship
An odd tank, as it's primarily a source of Seeker Missiles. Pass.

MV71 Sniper Drones
Harder to hit, and they are like normal snipers, but with Strength 5 guns. A solid choice for taking out utility characters, especially alongside the Firesight Marksman.

Dedicated Transports

TY7 Devilfish
A solid transport with decent weapons and survivability.

Flyer

AX3 Razorshark Strike Fighter
An anti-flyer flyer, it's Ballistic Skill gets worse against ground targets. Avoid unless you are expecting a lot of Fly keyword targets.

AX39 Sun Shark Bomber
The Drones that come with this have a great weapon and its bomb is really good. Not sure it's worth the points investment, but your mileage may vary.

Fortifications

Tidewall Shieldline
Like a really slow transport, except the passengers can still fire. The ability to reflect shots is ok, and it seems a good choice for a gunline army with lots of infantry.

Tidewall Droneport
Another mobile bunker, this one comes with Drones.

Tidewall Gunrig
A mobile bunker that comes with a Railgun, but has more shots than the Hammerhead? I'm not sure why you don't see more of these.

Lord of War

KV128 Stormsurge
The thing holding this back the most is Toughness 7. The Pulse Blastcannon is shortish ranged but gets stronger the closer it gets and its "worst" profile is pretty good.

Matched Play Rule: Commanders

This limits the number of Commanders you can take. While some argue that this rule isn't needed while you have the Rule of Three in the FAQ, 5 datasheets have the Commander keyword.

Sept Tenets

While each of these encourages a specific playstyle, the T'au Sept's improved Overwatch is too good to ignore.

Stratagems

Stand-out Stratagems
  • Fail-Safe Detonator
  • Automated Repair System
  • Neuroweb System Jammer
  • Repulsor Impact Field
  • Command-and-Control Node
  • Uplinked Markerlight
  • Branched Nova Charge
  • Point-Defence Targeting Relay
  • Stimulant Injector
  • Focused Fire
  • Strike and Fade
  • Drop Zone Clear
Warlord Traits

All of these are good, and because none of them regains Command Points, you don't feel forced into one choice.

Signature Systems

Stand-out Relics
  • Puretide Engram Neurochip
  • Solid-Image Projection Unit
  • Vectored Manoeuvring Thrusters
  • Dynamic Mirror Field
  • Grav-Inhibitor Field