Sunday, October 27, 2013

Graviton Weapons and Vehicle Cover Saves

A Treatise on Graviton Weapons and Vehicle Cover Saves.

Spoiler "..units in cover get a saving throw regardless of what's firing at them."

This includes Vehicles.


With the introduction of Graviton weapons in the new Space Marine Codex there seems to be much confusion regarding the resolution of graviton hits vs obscured vehicles.  Specifically, people want to argue that:

"Vehicles do not get cover saves versus gravity guns because gravity guns do not roll for armor penetration and vehicles are only allowed to take cover saves versus glancing or penetrating hits."  

Now, to understand why this is patently incorrect, we must first know what the rule actually says.  In regards to resolving hits versus vehicles, the "Graviton" special rules states:

"Graviton: ...(this part is about non vehicle models) When resolving a hit against a vehicle, roll
a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an immobilised result and loses a single Hull Point."

Now the wording here is actually quite important, in that, read correctly, the entire false argument resolves itself.  The rule actually states in it's own verbiage, that you are rolling for armor penetration.  Notice, it says:
"roll a D6 for each hit instead of rolling for armour penetration as normal" 
The key words in this sentence are "as normal"..  The graviton special rule does not state that you do not roll for armor penetration.  It says you do not roll for it as normal.  Instead it gives you an alternative method of determining penetrating hits.  On a 0-5 you do not.  On a 6, you do with an immobilized result.   Can a glance cause an immobilized result normally?  No.  Can a failed penetration roll take off a hull point and immobilize a vehicle?  No.  The only result that can do so is a penetrating hit which is what you get when you roll a 6.  You simply rolled a d6 instead of rolling for penetration as normal.  You have still rolled for penetration, but the only result is a penetrating hit or a misss with this alternative method.  Hence, as the result is in fact a penetrating hit, the arguement fails.

EDIT - I just realized there is precedence for my argument here since people have already tried to argue that the "as normal" verbiage doesn't actually mean you are rolling for penetrationg still.  It does in fact mean exactly that, and as evidence I give you the Haywire rule:

"HAYWIRE
Haywire weapons send out powerful electromagnetic pulses that disable electrical wiring and all kinds of mechanical systems.  When a weapon with this special rule hits a vehicle, roll a D6 to  determine the effect rather than rolling Armour Penetration normally:"
D6         Result
1            No effect
2-5        Glancing hit
6           Penetrating hit"


As you can see, GW has used this same basic wording in the past to imply an alternative method for rolling penetration is used.  Granted the results table actually says Penetrating hit, but the important thing is that when they say to do something one way, rather than doing it normally, they are in fact saying it is an alternative method of accomplishing the given task as I stated above.

Also, as I can't find anyplace else to include Tims point below, the fact that an imobilized vehicle loses an additional hull point for an imobilized result, is only included on the Vehicle Damage Table in the Basic Rule Book which is only rolled on for Penetrating hits when resolving them normally.  If we were to conclude that Graviton weapons do not cause pentetrating hits, than we also can't imply that they lose 2 hull points for the second imobilized result, as that table, and that result are only used for resolving penetrating hits normally, the Graviton weapon has a different table that doesn't mention an extra hull point.. Hence, you don't get to combine the two different tables.


However, none of that actually matters, because units get a cover save (refer to spoiler above):

"regardless of what's firing at them." BRB. Page 18, first paragraph.  In case you don't have your book handy, that paragraph reads in it's entirety:

"COVERSAVES
Often, you'll find enemy models are partially hidden or obscured by terrain, also known as being in cover.  Cover shields troops against flying debris and enemy shots, enabling them to get their heads down or crawl amongst the ruins and (hopefully) avoid harm. Where this is the case, the model will be entitled to a cover save. Cover saving throws are not affected by the AP value of an attacking weapon, so units in cover get a saving throw regardless of what's firing at them."
Now, this entire page is important.  Page 18 lays down all of the basic rules for getting cover saves.  It breaks out those rules into specific sections, most importantly:

Determining Cover Saves:

Types of Cover Saves:


And in it's own breakout box is the most important entry to this discussion, the rules for:

Going to Ground


Now, why is this important?  Because the rules for vehicles cover saves are based on the rules on page 18 but they are further clarified on BRB Page 74-75.  These clarifications are prefaced by the following entry:

"VEHICLES AND COVER - OBSCURED TARGETS
Vehicles do not benefit from cover in the same way as Infantry - their sheer size and bulk mean they can not take advantage of cover as well as smaller, more agile troops.  They can, however, position themselves in such a way as to make it harder for the enemy to hit them in a vulnerable location. The difference from the way cover works for other models is represented by the following exceptions to the normal rules for cover:"

Now, this paragraph sets the stage for the true failing in the proposed argument above.  This paragraph stipulates that a vehicle follows the basic rules for taking cover saves modified by:
"the following exception to the normal rules for cover."

Now what does an exception to a rule mean?  Well, first it means we have to have an existing rule to follow, and that we then have a situation where we change that existing rule (in this case when the unit taking a cover save is a vehicle).

So, we already know that our existing rules for cover are explained on page 18.  Now we have listed on page 74 and 75 exactly 3, THREE exceptions to those rules listed in the form of bullet points.  See the quote above where it says "the following exceptions to the normal rules for cover"?  Well these 3 bullet points are those exceptions.  Lets see what rules we are making exception for:

"• Atleast25% of the facing of the vehicle that is being targeted (its front, side or rear) needs to be hidden by intervening terrain or models from the point of view of the firer for the vehicle to be in cover. If this is the case, the vehicle is obscured (or hull down'). If a unit is firing at a vehicle, the vehicle is obscured only if it is 25% hidden from the majority of the firing models that are able to damage the vehicle.. (truncated for brevity) "

So our first exception seems to deal with the rules from page 18 that fall under:

Determining Cover Saves:

What has actually changed here?  What is the exception?  Well in short were an infantry model gets a cover save if it is 25% obscured from view to a single model in the firing unit, a vehicle has to be 25% obscured in a given facing from the MAJORITY of all models firing at that facing that are able to damage it.  So one model having an obscured view isn't enough to get cover, a vehicle needs a majority of models in a given facing that are able to damage it to have obscured views before it gets cover.  So, the exception works similar to the base rule, with a minor caveat that does not affect a graviton weapon in any way. 

Next Exception:

"• Vehicles are not obscured simply for being inside area terrain. The 25% rule given above takes precedence."

Alright, looks like our second exception is going to cover the next sub-heading in the cover save rules:

Types of Cover

Specifically area terrain which is listed in the chart at the top right of page 18, then mentioned in the break out box on the bottom of 19 but is specifically explained on page 91 as follows:

"Area terrain is always difficult terrain. Models in area terrain receive a 5+ cover save, regardless of whether or not they are 25% obscured. Models that Go to Ground in area terrain receive +2 to their cover save, rather than +1."

What is the difference in our exception to the types of cover rule?  That vehicles do not get a cover save simply by being in area terrain.  They must still be 25% obscured as described in the previous exception.  That's it.  The entire rest of the "Types of cover" entry on page 18 also applies to vehicles with that one exception.  Vehicles get the same cover save depending on terrain types that other models get, be it a 6+ from razor wire (admitidly that would have to be some very thick razor wire) to a 3+ for being obscured by a fortification.  Still nothing in these exceptions that denies a vehicle a cover save. 

What is our third and final exception then?

"• Obviously, vehicles cannot Goto Ground, voluntarily or otherwise. If the target is obscured and suffers a glancing or penetrating hit, it must take a cover save against it, exactly like a non-vehicle model would do against a Wound (for example, a save of 5+for a wood and so on). If the save is passed, the hit is discarded, no Hull Points are lost and no roll is made on the Vehicle Damage table. If a special rule or a piece of wargear makes a vehicle obscured even if in the open, this is a 5+ cover save,unless specified otherwise in the codex."

Now, as you are all aware, this is the entry that everyone has been mistakenly quoting as the reason vehicles don't get a cover save against graviton weapons, but I ask you this:

What rule is this exception too?

We've already addressed the first two sub-headings of the Cover Save rules, IN ORDER mind you.  So we've addressed  "Determining Cover saves"..  We've addressed "Tpes of terrain".. The final sub-heading under the basic cover save rules that we need to make an exception for is:

GOING TO GROUND

"What?" you might ask.. These exception aren't just a collection of random new rules, but are actually exceptions to specific existing rules, listed in the same order they are presented on page 18?.. YES!!  That is exactly what I'm telling you.   The third exception, starts out specifically addressing the issue of GOING TO GROUND.  That is all that is covered in the third exception.  The rules as they pertain to vehicles GOING TO GROUND. 

What does it say about a vehicle going to ground?  IT CAN'T.  Honest, go re-read it right now, I'll wait for you to catch up.  

Done?  Good.  If you honestly read the third exception, you see that it explains that a vehicle can't go to ground.  It states that if a vehicle is already obscured that it MUST take a save versus glancing and penetrating hits just like an infantry model would against a wound using the same cover save the infantry model would get for the terrain in question, but without the benefit of going to ground, so no +1 or +2 if in area terrain, it just gets it's normal cover save.  Since the vehicle can't go to ground, if it does not currently have a cover save, it can't gain one like infantry can for going to ground in the open.. BUT, it can get one from any wargear that would make it obscured..  Great. 

So, after reading the third exception, which specifically addresses the topic of vehicles going to ground, we discover the verbiage that everyone has latched onto out of context to make the argument that Vehicles don't get cover saves.   The fact that it mentions glancing and penetrating hits.. Only it doesn't matter because the rule that is being clarified is weather or not the vehicle can go to ground.   It can't..  Furthermore the reference to glancing and penetrating hits is meaningless anyway.

Why?  Because the rules are permissive.  You can't do something unless they say you can right?  Well, when do the rules say we can take a cover save?  We've already determined that the cover save rules for vehicles are not in and of themselves the entire rule, but rather they are exceptions which simply change part of the existing rules for cover saves listed on page 18.

What is the first and most important rule established on rule 18 as they relate to this discussion?  It's the closing sentence of that first paragraph:

"units in cover get a saving throw regardless of what's firing at them." 

This is the permission portion of the cover rules that we are interested in.  We are hereby granted permission to take cover saves no matter what weapon shoots at us.

Lets take a look at the three exception listed above.  I'm not going to relist them, just take a moment to consider them on your own.  Each of the three exceptions addresses one of the first 3 sections of rules for cover saves, and thus, apparently, are the only rules that are changed for vehicles.  You'll notice that further down on page 18 and 19 there are some other sub-headings.. Focus Fire, maximum save and so on, yet none of our exceptions address those.. Apparently they don't change.  If we look at the sections that the exceptions DO change, they all come after the opening paragraph, and not a single one of them PROHIBITS us from taking cover saves regardless of what is firing at our vehicle.

The first addresses how a vehicle determines weather or not it gets a cover save.

The second describes briefly that vehicles aren't automatically obscured in area terrain, but doesn't touch the rest of that section at all.  All the cover values remain untouched and unmentioned in the vehicle cover rules themselves, we have to use the basic cover save rules in their entirety, and then simply modifiy them as required

And the Third and final exception simply covers weather or not a vehicle can go to ground. 

What did we decide needed to exist in order for their to be an exception?  An existing rule to change.  What rule does the third bullet point then change?  It says vehicles can't go to ground. 

Do any of these rules say a vehicle CANT take a cover save against any weapon regardless of what it is?  NO.  That is a permission established at the head of the cover save section, and not changed by any of the exceptions.  Even taken out of context, bullet point 3 simply states you HAVE TO take the cover save versus glancing and penetrating hits.. No where does it say you can't take other saves that are allowed.   Perhaps in their infinite wisdom, GW forsaw that they would eventually introduce weapons that didn't specifically cause glancing or penetrating hits, and in that infinite wisdom granted us permission to take cover saves against them without having to mention them by name?

Honestly, if the graviton weapons were meant to deny a cover save to vehicles, rather than rely on a poorly worded and confusing section of the basic rule book, taken out of context which doesn't even apply to normal cover saves, just going to ground, why wouldn't GW have simply stated:

"This weapon has the "Ignores cover" special rule versus Vehicles." ?

There is already an existing USR that would do in one sentence, undeniably, irrefutably, exactly what people are relying on multiple pages of the BRB to exploit out of it.. 

Also, I've heard it suggested that it ignores cover because it's a gravity well and the vehicle is so much heavier than infantry.. Yet, it has NO EFFECT on buildings.. How could it be that it's unreasonable strength is based on the weight of the vehicle and yet it doesn't completely annihilate a building based on it's mass?  And why does it not affect MC by denying cover saves based on their mass?.. No I'm sorry but that just doesn't cut it either.

I really feel at this point that I am flogging a dead horse.  I hope, that you have read this treatise with an open mind, and considered my points objectively and based on their merits and set aside any preconceived notions you had when you started reading it.  Hey, I have a white scars army just like everyone else, but honestly, Gravity guns are already powerful enough, we don't need to cheat the rules to make them even better.

Please, if you still disagree with my position in this regard after reading my thoughts on the matter, leave me a comment and explain your position.  I'm really at a loss as to how anyone can honestly believe this ridiculous argument.

Given that I've quoted a portion of the BRB I feel obligated to point out that all the rules outlined above, are the property of Games Workshop.  I feel that I have used them under the guidelines of Fair use, that I have not infringed on any copy right according to those guidelines.

Monday, August 12, 2013

Tau Vs. Orks 1850  - A rematch


Bottom of Turn 2 after thrust moves
For the second weak in a row I played Zac and his Orks Friday at Battle Front Games Friday Game night.  He ran the same list as last week, while I was testing out a Farsight Enclave + Tau allies list based off my usual Tau + SM build.. We got the kill point mission with hammer and anvil deployment.

I ran Farsight plus bodyguard all with dual FB + target locks w/ 11 gun drones and one Shield warscaper drone and the Amulet, 4 3 man crisis teams with dual MP all as troops, as allies I had a commander with the Puretide chip, cnc node and multi phasic sensor and 2 10 man kroot teams.

I'm on the fence about losing my SM Librarian ally.  I don't like putting 1200 pts in reserve and hoping they show up on turn 2.. I've lost a game before because my reserves didn't come in and was tabled at the top of turn 4..  But coming in on turn 2 it isn't bad.. I miss the mobility of the 24" GOI every turn, but with farsight not scattering when he arrives you can get his bomb where it needs to be pretty readily.  I killed something like 17 shoota boys, and exploded 2 battle wagons and took a hull point of a third with just the command team the turn they came in.  Also the 4 scoring crisis teams managed to kill a looted wagon on turn one for first blood.  I'm not sold on the dual MP suits either.. It's nice to have range, but when his mega-nobz came out to play, I'd rather have had dual Plasma to throw at them..  I'm considering actually running (and it makes me cringe to say so) Fireknives as troops instead.. 

The game only ended up running through turn 4?.. maybe we called it after turn 3.. Don't recall.. Zac was left with his warlord and a squad of boyz by that point while he had killed 4 crisis suits (2 from 2 different teams) and a squad of kroot..  I'd wiped out his 2nd squad of boyz after they assaulted my command team and got swept, and I then killed the remains of both teams of mega-nobz and the third wagon..

From now on I'll have to make sure to bring enough Tau to run 2 lists.. While I'd like to be able to test my tournament list some more before the Michigan GT, it doesn't make for a very fun friendly game for anyone..

Just another view of my team after turn 2.  The kroot were in the ruin to the right off screen to the left having outflanked.



Monday, August 5, 2013

Tau Vs. Orks 1850 = Victory for the other green horde!




So it's been a while since I posted anything to my blog but I got a game in Friday against Zac's Orks and remembered to take a few pictures so I thought I'd throw them up here.  Our game was played at Battle Front Games in Grand Rapids where we are trying to get a regular Friday night Games night started.  This was the second week and we had 40K, Warma/hordes and XWing players all gaming.  Hopefully this catches on and we'll finally have a regular game night in Grand Rapids again.


Zac and I were both running new lists for this battle.  He was trying out 3 battlewagons and 2 teams of mega-armored nobs plus a couple warbosses to make the nobs scorring, a looted wagon and a 3 squads of boys. 

I put away the farsight bomb and ran an infantry heavy list with 3x12 firewarriors, and 3x20 kroot (the missing kroot team outflanked to briefly contest his center objective by the looted wagon before being wiped out).  I also had 2 teams of pathfinders of 6 and 7 models.  I knew I'd be facing the battle wagons in advance but had hoped the piranha, Riptide, and two teams of 4x stealth suits with a fusion blaster in each would be enough to take them out.    It didn't work out that way, but even after 7 turns and with two wagons still on the board I managed to pull out a win by contesting the center objective and having first blood.  We both controlled the 2 objectives in our respective deployment zones.


Don't really have time for a proper write up, but I'll just mention that the Riptide continues to disappoint me.  Nova Charge Failure turn one, got hot turn 2, and got assaulted and wiped out top of turn 4.. I don't think it killed a single model all game.. For 220 points I'd rather put 5 crisis suits on the board with weapons that actually fire every turn.  SOOoo glad I cancelled my order for 3 of them and only bought the one.  He'll look nice sitting on my shelf with the other models I don't bother running.

Forgot to mention the two Skyrays also failed to do anything useful (as did the piranha) lacking any flyers in Zac's list.  The str 8 seekers were worthless vs AV14, and the two marker lights each had could have been replaced for 28 pts of added pathfinders in the pathfinder teams.  The only use I got out of them was that Zac actually bothered to waste a turn to assault and kill one of them saving my other units from suffering said fate for a turn..   The skyrays and piranha will be rejoining the Riptide on the shelf of shame.

At the end of the game despite my riptide/skyrays/piranha sucking arse, I have to say it was still a fun game.  We went 7 turns and it was a tight game up till the end.  If I hadn't rolled a 6 for my Kroots run roll, I would have failed to contest the center and he'd have won 9-7.. 










Wednesday, April 17, 2013

Test of Khaine Photo Dump:


So I don't have time for a proper post, but wanted to share some images from Test of Khaine last week.  I scored a Major Victory vs Tau, Resigned after 2 turns vs MC Nidz list, and got a minor victory vs Orks.  I found the orks game particuliarly amusing in that my 1000 + pt command blob didn't really score any points, but my 2 suits and a drone crisis team took out a whole unit of Lootas and maybe a team of grots?.. Don't recall who won that scrum.. Maybe the grots did..   Anyway, enjoy the pics, I'll try to add some more meaningful comments later.

















Wednesday, April 10, 2013

So I'm headed to the Test of Kaine tournament Saturday for my last tournament with the old 4th edition Tau..  I'm hoping to win a game or two for a change and as such have been studying the missions and am trying to come up with a list/strategy to increase my chances.

That said, I see that 2 out of 3 missions have Kill Points/VP's as one of two Primary Objectives, and  objective markers (2 and 5) as the second Primary, while the third has the relic and 2 objectives as primarys, and all 3 have the standard first blood, slay the warlord, and linebreaker as secondary's.

So my plan is to make a list that excels at denying Kill points (or slay the warlord), has ample opportunity to get line breaker and hopefully contest the enemy's objectives, and hopefully has some chance of holding my own objectives and or grabbing the Relic (very unlikely)..  With those goals in mind I've come up with a few lists that I think could work, some more so than others.  Let me know what you think of them:

1850 Pts - Tau Empire Roster - TOK Farsight SM
Total Roster Cost: 1848

HQ: Commander Farsight (20#, 1034 pts)
   1 Commander Farsight, 170 pts
      1 Crisis Bodyguard, 105 pts = (base cost 35 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Stimulant Injector 10 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)
         1 Shield Drone, 15 pts
         1 Shield Drone, 15 pts
      1 Crisis Bodyguard, 97 pts = (base cost 35 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)
         1 Gun Drone, 10 pts
         1 Gun Drone, 10 pts
      1 Crisis Bodyguard, 92 pts = (base cost 35 + Hard-wired Multi-tracker 5 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)
         1 Gun Drone, 10 pts
         1 Gun Drone, 10 pts
      1 Crisis Bodyguard, 92 pts = (base cost 35 + Hard-wired Multi-tracker 5 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)
         1 Gun Drone, 10 pts
         1 Gun Drone, 10 pts
      1 Crisis Bodyguard, 97 pts = (base cost 35 + Fusion Blaster 12 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Plasma Rifle 20 + Shield Generator 20)
         1 Marker Drone, 30 pts
         1 Shield Drone, 15 pts
      1 Crisis Bodyguard, 97 pts = (base cost 35 + Fusion Blaster 12 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Plasma Rifle 20 + Shield Generator 20)
         1 Marker Drone, 30 pts
         1 Marker Drone, 30 pts
      1 Crisis Bodyguard, 89 pts = (base cost 35 + Fusion Blaster 12 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Missile Pod 12 + Shield Generator 20)

HQ: Space Marine Librarian in Terminator Armour (1#, 190 pts)
   1 Space Marine Librarian in Terminator Armour (HQ) [SM], 190 pts = (base cost 125 + Storm Shield 15) + Epistolary 50

Troops: Fire Warrior (12#, 181 pts)
   11 Fire Warrior, 154 pts = 11 * 14 (base cost 10 + EMP Grenade 3 + Photon Grenade 1)
      1 Shas'ui, 27 pts = (base cost 20 + EMP Grenade 3 + Photon Grenade 1 + Hard-wired Blacksun Filter 3)

Troops: Fire Warrior (12#, 181 pts)
   11 Fire Warrior, 154 pts = 11 * 14 (base cost 10 + EMP Grenade 3 + Photon Grenade 1)
      1 Shas'ui, 27 pts = (base cost 20 + EMP Grenade 3 + Photon Grenade 1 + Hard-wired Blacksun Filter 3)

Elite: Crisis Shas'vre (4#, 142 pts)
   1 Crisis Shas'vre, 66 pts = (base cost 25 + Fusion Blaster 12 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Flamer 6 + Team Leader 5 + Shas'vre Upgrade 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts
      1 Crisis Battlesuit, 46 pts = (base cost 25 + Flamer 4 + Fusion Blaster 12 + Multi-Tracker 5)

Troops: Scout Squad (5#, 120 pts)
   4 Scout Squad (Troops) [SM], 87 pts = 4 * 16 (base cost 13 + Camo Cloaks 3) + Heavy Bolter w/Hellfire Shells 10 + Sergeant 46
      1 Sergeant [SM], 33 pts = (base cost 10 + Camo Cloaks 3 + Melta Bombs 5 + Teleport Homer 15)

I like this one in that it's got 7 Kill points at 1850.. My Warlord is burried in a group of  20 models with a total of 27 wounds and a lot of invuln saves.  The space marine Librarian can attach to them and GOI then Nullzone anything within 24" while also using his hood to counter psychic powers.  There are 3 troops, and the obligatory crisis suit team is pretty durable.  Downsides is that it has limited anti-vehicle capacity, and no AA ability.  Another downside is this is similiar to the list I ran lastweek where I jumped a team of broadsides around to little effect..

1850 Pts - Tau Empire Roster - TOK Broadside Trifecta

Total Roster Cost: 1845

HQ: Commander Shas'o (1#, 162 pts)
   1 Commander Shas'o, 162 pts = (base cost 75 + Hard-wired Multi-tracker 5 + Iridium Armour 20 + Stimulant Injector 10 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)

Heavy Support: Broadside Battlesuit (5#, 313 pts)
   1 Broadside Battlesuit, 113 pts = (base cost 70 + Bonding Knife 5 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Plasma Rifle 10 + Targeting Array 10 + Team Leader 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts

Heavy Support: Broadside Battlesuit (5#, 313 pts)
   1 Broadside Battlesuit, 113 pts = (base cost 70 + Bonding Knife 5 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Plasma Rifle 10 + Targeting Array 10 + Team Leader 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts

Heavy Support: Broadside Battlesuit (5#, 313 pts)
   1 Broadside Battlesuit, 113 pts = (base cost 70 + Bonding Knife 5 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Plasma Rifle 10 + Targeting Array 10 + Team Leader 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Kroot Carnivore Squad (18#, 168 pts)
   16 Kroot Carnivore Squad, 112 pts = 16 * 7
      1 Kroot Shaper, 50 pts = (base cost 28 + Pulse Rifle 5) + Squad 6+ Armour Save 17
      1 Kroot Hounds, 6 pts

Troops: Kroot Carnivore Squad (18#, 168 pts)
   16 Kroot Carnivore Squad, 112 pts = 16 * 7
      1 Kroot Shaper, 50 pts = (base cost 28 + Pulse Rifle 5) + Squad 6+ Armour Save 17
      1 Kroot Hounds, 6 pts

This list obviously fares better in the Anti Vehicle/anit-air department (lots of twin-linked railguns), and has 5 troops for a better volume of fire and better chance of claiming objectives.. However, the kroot seem like an easy kill point and there are 9 KPs in this list instead of 7.  It also suffer from not being very aggressive and not threatening the enemy's side of the board unless I infiltrate or outflank the Kroot.

Lastly, I have a list which I have numerous variations of, but all revolve around Eldrad attaching to a broadside team and handing out buffs while interfearing with enemy psychers.  This list has 11 kill points available, but 7 troops.  I'm thinking the firewarriors and a team of kroot guard my objectives while a kroot team and the bikes would threaten the enemy objectives:

1850 Pts - Tau Empire Roster - TOK Dual Broadside Eldrad bikes

Total Roster Cost: 1850

HQ: Commander Shas'o (1#, 170 pts)
   1 Commander Shas'o, 170 pts = (base cost 75 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Iridium Armour 20 + Stimulant Injector 10 + Missile Pod 12 + Plasma Rifle 20 + Shield Generator 20)

HQ: Eldrad Ulthran (1#, 210 pts)
   1 Eldrad Ulthran (HQ) [EL], 210 pts

Heavy Support: Broadside Battlesuit (5#, 308 pts)
   1 Broadside Battlesuit, 108 pts = (base cost 70 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Plasma Rifle 10 + Targeting Array 10 + Team Leader 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts

Heavy Support: Broadside Battlesuit (5#, 308 pts)
   1 Broadside Battlesuit, 108 pts = (base cost 70 + Hard-wired Blacksun Filter 3 + Hard-wired Multi-tracker 5 + Hard-wired Target Lock 5 + Twin Linked Plasma Rifle 10 + Targeting Array 10 + Team Leader 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Broadside Battlesuit, 85 pts = (base cost 70 + Twin Linked Plasma Rifle 10 + Multi-Tracker 5)
      1 Shield Drone, 15 pts
      1 Shield Drone, 15 pts

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Fire Warrior (12#, 136 pts)
   11 Fire Warrior, 110 pts = 11 * 10
      1 Shas'ui, 26 pts = (base cost 20 + EMP Grenade 3 + Hard-wired Blacksun Filter 3)

Troops: Kroot Carnivore Squad (16#, 152 pts)
   14 Kroot Carnivore Squad, 98 pts = 14 * 7
      1 Kroot Shaper, 48 pts = (base cost 28 + Pulse Rifle 5) + Squad 6+ Armour Save 15
      1 Kroot Hounds, 6 pts

Troops: Kroot Carnivore Squad (16#, 152 pts)
   14 Kroot Carnivore Squad, 98 pts = 14 * 7
      1 Kroot Shaper, 48 pts = (base cost 28 + Pulse Rifle 5) + Squad 6+ Armour Save 15
      1 Kroot Hounds, 6 pts

Troops: Guardian Jetbike Squadron (3#, 76 pts)
   3 Guardian Jetbike Squadron (Troops) [EL], 76 pts = 3 * 22 (base cost 22) + Shuriken Cannon x1 10

Troops: Guardian Jetbike Squadron (3#, 66 pts)
   3 Guardian Jetbike Squadron (Troops) [EL], 66 pts = 3 * 22

I have some other variations on these, one runs 6 stealthsuits with a bunch of drones.. One has sisters of battle allies, but as desperate allies, the sisters are neither scoring nor denial units limiting their utility..  Though, I could Make sisters the Primary, run a team of 3 broadsides as a heavy ally, and then I could have 2 squads of 20 scoring sisters.. that wouldn't be awful..  Comments welcome.

Thanks in advance.

Y.

Sunday, March 3, 2013

Infiltrate vs. Infiltrators

The infiltrate USR:

It recently came to my attention that the infiltrate USR is poorly written in that it uses the terms "Infiltrate" and "Infiltrators" in such a manner to make them seem synonymous and interchangeable when they are in fact not interchangeable at all. 

After discussing said rule with other 40K players, and doing some research online, I discovered that I'm not the only person who finds it confusing and as such, rather than getting into a prolonged argument with other players over RAW vs RAI etc..  I chose to write a letter to Games Workshop directly.  This is not the first time I've done so, and it likely won't be the last.  Even though I doubt it will do much good, I can only hope that as with casting my ballot on election day, my participation in the process will somehow have some effect.  But, that said, I want to again encourage all of you fellow gamers to send GW your own letters.  The meaning of the term FAQ is after all "Frequently Asked Quesions"..  So if we as players want GW to fix our much beloved game and clarify the rules that are not clear, then we need to be part of the process and ask the questions.  Please feel free to use my argumens verbatim, or paraphrased, or to make a unique argument all your own, just please, write them a letter so we can all have this faq'd into a clearly worded unambiguous rule.

Dear Games Workshop,

I have recently ran into some confusion with the infiltrate USR and independent characters, and a brief search online turned up the fact that I am not the only one confused by this USR's wording, so first I'm going to pose a few questions appropriate for inclusion in a future FAQ (take your pic) and then I'm going to clarify for you why this USR needs faq'd regardless of your answer (But please answer, and soon)..  The questions (s):

Can an independent character without the infiltrate USR join a unit with the infiltrate USR during deployment, if they ARE NOT infiltrating?

If a unit with the infiltrate USR does not deploy utilizing the special infiltrate deployment method, and instead deploys normally, or is held in reserve, are they still considered "infiltrators"?

If a unit with the infiltrate USR is held in reserve and chooses to walk on the board edge normally, or chooses to utilize the "Outflank" USR, are they still considered "infiltrators", or are they then just "reserves" and or "Outflankers" respectively?

If a unit that has both infiltrate and scout is held in reserve and outflanks, can an independent character join them?  The infiltrate USR would seem to prohibit it RAW, but both scout and outflank would allow it..  How is that unit classified during deployment, as "Scouts, "Infiltrators", or "Outflankers"?

The problem with the wording of the infiltrate USR as I see it, is that you utilize the words "infiltrate" (as per the name of the USR) and "infiltrators" interchangeably as if they are synonymous which they are not.  In part this seems to be done as a labor saving device in which you've chosen to use the word "infiltrators" when you should more accurately use the phrase "unit with the infiltrate USR"..  The difference being that a unit with the "infiltrate" USR has the ability to "infiltrate" but does not in fact become "Infiltrators" until they choose to utilize the ability to infiltrate.  To further confuse this USR the description of it reads in part as follows:
"Units that contain at least one model with this special rule ARE DEPLOYED LAST, after all other units (friend and foe) have been deployed." 

The USR later goes on to explain:

"Having infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page 40)"

The problem here being that you have stated earlier in the description that a unit with a model with this USR must be DEPLOYED last.. The way it's written, the deployment of a unit with infiltrate as infiltrators is not optional.  You clearly state that they ARE DEPLOYED LAST, and as such could not be held in reserve and thus could not outflank as they had to have already been deployed.

It doesn't say for instance:
"Units that contain at least one model with this special rule MAY BE DEPLOYED LAST" it specifically requires them to be deployed utilizing the infiltration method, making the rest of the description meaningless.  It's also worth noting at this point that the wording for the "Outflank" USR makes it clear that:

"During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy..." 

The wording for the "Scout" USR also contains verbage that makes it clear that making a scout move is an optional ability, only the infiltrate usr is written in such a manner as to sound like there is no choice in using it.

Ignoring the prohibition RAW you still refer to the unit which is not in fact infiltrating, but rather is being held in reserve in order to gain and utilize the "Outflank" USR as "Infiltrators" as opposed to saying:

A unit with the "infiltrate" USR which is held in reserve also gains the "Outflank" special rule.

By refering to non-infiltrating units with the infiltrate USR as "Infiltrators" and then later prohibiting Independent Characters from joining a unit of "infiltrators" during deployment you effectively prevent said I.C. from ever joining a unit that has the "infiltrate" USR prior to the game no matter what method they in fact utilize for their Deployment.  If that is in fact your intent, then so be it, but the wording is very confusing.  It also doesn't make any sense to prohibit an Independent Character from outflanking with a unit that gained "Outflank" by having the "infiltrate" USR, when they can outflank with a unit that gains the "Outflank" USR by virtue of having the "Scout" USR.. No matter the origin of the "Outflank" USR, it reads and works the same in either case.. And an Independent Character that can outflank with one, should be able to outflank with the other.

I apologize for the verbose nature of this rules query but sometimes it's necessary to state ones meaning clearly even if that means using a few more words.  I hope you will consider my questions and revise the wording for the infiltrate USR and hopefully clarify the difference between "infiltrate" and "Infiltrators"  and when an IC can or can not join units with the "infiltrate" USR as opposed to units that are "infiltrating"..

Thanks in advance, and if at all possible, I'd appreciate a reply to this particular correspondence directly if you don't plan on releasing a FAQ for the BRB soon as this particular rule significantly effects how my army deploys as the TAU have very few units to begin with and two of them have the infiltrate USR..  Speaking of which, the TAU codex could stand the rules for KrootOx to be faq'd if you agree with my interpretation of the infiltrate USR.  The codex says that units of Kroot without a Krootox gain the infiltrate USR..  While I agree a Krootox may be too big to sneak up the middle of the field and infiltrate.  Outflanking Calvalry is a long standing military tactic and one that does not require stealth so much as speed.  I think the Kroot should be clarified as having the infiltrate USR and thus also outflank, but then simply be prohibited from infiltrating if the unit contains a Krootox while retaining the ability to outflank with one..

Sincerely,

Yancy E. Small

Friday, March 1, 2013

Grandiocity 2000pt Team Tournament

February 23rd, 2013 Team Tournament

My half of our team.
 This is just a place holder for  my write up on the team tournament.  For the moment I just wanted to put up the images from it.  My team went draw/loss/win..

So I was going to do a write up on this tournament, but then realized I'd failed to get any decent pics of my teammates army, or of most of our opponents.. For now I think I'll just let the pictures tell the tale till I find some motivation to do so.  If you were involved in one of these games, feel free to guest narrate from your perspective, and I will copy your narrative into the body for that battle..
Half of our First opponents list.
Game 1:

















Game 2:



















Just the game behind us during round 1.. Not sure who the players were.