Capture the Paint pot


So without a proper name for our custom scenario it'll be referred to as 'Capture the Paint Pot' for the moment since that is what I am using as objective markers. They are actually pretty good for the task. I may have to actually paint my paint pots so they blend in a bit better....

Anyway the rules follow the normal Warhammer 40k FOC however troops are not scoring by default now. Instead you need to by a 20pt wargear upgrade on an infantry unit to allow them to cap. This has presented me with many interesting choices. What's clear is that several resilient scoring units will be required. You can't rely on protecting them by keeping them in reserves either since objectives score on a per turn bases. No, the units must be on the board from turn one and need to survive reliably until turn 4.

My Scoring Choices


I decided to go for four scoring choices - 80 points worth of wargear right there but I think it will pay off. I have gone for two upgrades on full XV8 Crisis Suit teams both with an XV8 Commander attached and a full compliment of drones. That is a lot of wounds, good toughness and should not run with the HQ level leadership. 



The next choice was more battlesuits, this time XV9's with twin-linked burst cannons. I am determined to get a good game out of these beautiful models and now that they are scoring I think this could be their time. I went all out with the squad, going for all three and another full compliment of gun drones. There are a few things I like about this squad. Firstly they come with vectored retro-thrusters meaning they can hit & run. This is enhanced by the 6 gun drones pushing them up to majority initiative 4 (initiative test is required for successful hit & run). Next is that everything is twin-linked, reducing their reliance upon markerlights considerably. This is important since the rest of my army is quite markerlight hungry as it is. Finally, I have given them Early Warning Override for interceptor presenting a a fairly scary amount of shots on the inevitable incoming drop pods. One of the major downsides to this unit is it's huge footprint. They XV9's have dreadnought size bases making them hard to manoeuvre around terrain as a squad.



My final choice is a full squad of Fire Warriors in a Devilfish. I like this choice because it is mostly ignored in initial game turns due to much more scary targets being on the field. 12 Pulse Rifles is a scary amount of fire power though, and they are quite well protected in an AV12 Jink vehicle with Disruption Pods. I usually don't run with so many troops in one squad (I prefer 8 or 9 to not invest too many points) but since this squad is capping I decided to bulk it out some what.


The Rest of the Army


Those scoring choices were all quite potent on their own, so filling out the rest of the army was all about complimenting this. I already had 12 BS5 markerlight drones attached to the XV8 units so my Marker supply was sorted. One Crisis squad and Commander will be taking all Fusion guns and target lock so my anti armour power is also in a good place. I took another anti armour choice with a standard Hammerhead with Rail and sub-munitions as a backup and also for the range. I followed this up with two more Hammerheads this time with Ion Cannons. They are just so great at squishing power armour with marker support. Finally, to add some resilience I was missing last week - a Riptide. The Riptide has Feel No Pain and an Ion Cannon. 


The List



2000pt Codex: Tau Empire Roster (Primary Detachment)

Codex: Tau Empire (Primary Detachment) Selections:

HQ (304pts)

  • Commander (152pts)
    Independent Character, Supporting Fire, Very Bulky
    Crisis battlesuit, Drone controller, 2x Plasma rifle, Target lock
    • 2x Marker Drone
      2x Markerlight
  • Commander (152pts)
    Independent Character, Supporting Fire, Very Bulky
    Crisis battlesuit, Drone controller, 2x Fusion blaster, Target lock
    • 2x Marker Drone
      2x Markerlight

Elites (658pts)

  • XV104 Riptide (220pts)
    Nova Reactor, Supporting Fire
    Ion accelerator, Riptide battlesuit, Riptide Shield Generator, Stimulant injector, Twin-linked plasma rifle
  • XV8 Crisis Team (219pts)
    Supporting Fire, Very Bulky
    • Crisis Shas'ui
      Crisis battlesuit, 2x Plasma rifle, Target lock
    • Crisis Shas'ui
      Crisis battlesuit, 2x Plasma rifle, Target lock
    • Crisis Shas'ui
      Crisis battlesuit, 2x Plasma rifle, Target lock
    • 4x Marker Drone
      4x Markerlight
  • XV8 Crisis Team (219pts)
    Supporting Fire, Very Bulky
    • Crisis Shas'ui
      Crisis battlesuit, 2x Fusion blaster, Target lock
    • Crisis Shas'ui
      Crisis battlesuit, 2x Fusion blaster, Target lock
    • Crisis Shas'ui
      Crisis battlesuit, 2x Fusion blaster, Target lock
    • 4x Marker Drone
      4x Markerlight

Troops (267pts)

  • Fire Warrior Team (54pts)
    Supporting Fire
    6x Fire Warrior Shas'la with pulse rifle, Photon grenades
  • Fire Warrior Team (213pts)
    Supporting Fire
    11x Fire Warrior Shas'la with pulse rifle, Photon grenades
    • Devilfish
      Burst cannon, Disruption pod, Two Gun Drones
    • Fire Warrior Shas'ui
      Pulse rifle

Fast Attack (312pts)

  • XV9 'Hazard' Close Support Team [FW] (312pts)
    Bonding Knife Ritual, Extremely Bulky, Supporting Fire
    • Hazard Shas'yr
      Early warning override, Twin-linked burst cannon, Twin-linked burst cannon
      • XV9 'Hazard' battlesuit
        Blacksun filter (Night Vision), Photon Casters (*), Vectored retro-thrusters
    • Hazard Shas'yr
      Early warning override, Twin-linked burst cannon, Twin-linked burst cannon
      • XV9 'Hazard' battlesuit
        Blacksun filter (Night Vision), Photon Casters (*), Vectored retro-thrusters
    • Hazard Shas'yr
      Early warning override, Twin-linked burst cannon, Twin-linked burst cannon
      • XV9 'Hazard' battlesuit
        Blacksun filter (Night Vision), Photon Casters (*), Vectored retro-thrusters
    • 6x Marker Drone
      6x Markerlight

Heavy Support (380pts)

  • Hammerhead Gunship (130pts)
    Railgun with submunitions, Twin-linked smart missile system
  • Hammerhead Gunship (125pts)
    Ion cannon, Twin-linked smart missile system
  • Hammerhead Gunship (125pts)
    Ion cannon, Twin-linked smart missile system     

The army looks solid. We'll find out this evening when the Space Wolves arrive once again to fight over key paint pot strategic assets.    

  
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