Crouching Tiger, Hidden Strike

Ground 'em and Pound 'em!
As I was collecting the ideas for the Unseen Enemy list and the Alpha Strike list, I couldn't help but notice some equipment and units that were common to both. They might not have been the highest efficiency in either list, but they could support both roles. This gave me the idea of combining the two concepts into a single list. After a bit of thought, I realized that not only were they _not_ mutually exclusive, but that each could actually benefit the other. An Alpha Strike list needs a focus after it has destroyed all the enemy vehicles, and pulling back to strike from out of Line of Sight certainly works well there, not to mention protecting that Victory Point advantage you just achieved by quickly nuking their vehicles. The Unseen Enemy list also works better if you have taken out the vehicles that might be used to bring the enemy to you more quickly or to outmaneuver you. Strand them without their transports and their mobile gun platforms, then pull back and pound them with artillery from a safe distance. Okay, now we've got a plan!

First off, I had to see what units I could use in both lists. Broadsides provide good antivehicle ability, even if they aren't perfect for the Alpha Strike, and they _are_ perfect for the Unseen Enemy as they are the most efficient SMS-Carriers out there. Pirahnas with Fusion work great for Alpha Strike and they are a great source for inexpensive Seeker Missiles. Finally, Pathfinders in Devilfish provide a good source of inexpensive Markerlights to guide the Seekers, their Devilfish can bring some more Seekers _and_ they provide an inexpensive way to get more BS4 SMS on the board. Sweetness. So here's what we've got for the main part of our list...

180 1x2 Pirahna: Fusion Blaster, Target Array, 2xSeeker Missiles each
346 2x4 Pathfinders in Devilfish with SMS and Target Array and 2xSeeker Missiles each

720 3x 3 Broadsides: TL Railgun, SMS, A.S.S.

Knowing that we'd need a commander, and without one that is particularly helpful for Alpha-Strike, I chose the AFP commander from the Unseen Enemy list:

95 Commander Shas'O w/Plasma Rifle and Airbursting Fragmentation Projector, HWMT

Note that while you can get Helios or Sunforge commanders and have them deepstrike in to slag enemy armor, they will likely die on the following turn, which is more points than I want to give up in this list. Another option would be to use a Ninja 'O. Equipped with Stimulant Injectors for longer life, IC status to avoid being fired on most of the time, and Vectored Retro Thrusters to shoot an enemy unit, charge in and tie them up, then jump out after their turn to shoot them again, the Ninja 'O can be very effective. However, given the fast nature of the Alpha Strike part of the list, and the "out of sight, out of mind" nature of the Unseen Enemy part, he would be quickly isolated and killed off in this army list, I think.

Picture

Since I still needed 2 Troops choices, I considered what I could do with them. One option would be to make the team leader into a Shas'ui and give them a Markerlight. At 80pts for a single BS3 Markerlight, it's not terribly impressive, but it does make use of a mandatory organization slot _and_ make the list a little more effective.

Then another thought occurred to me. There's a member of Advanced Tau Tactica that uses one or more units of similarly equipped Firewarriors, but he also gives the Shas'ui a Hard-Wired Drone Controller and 2 Marker Drones. That gives 3 Markerlights for the unit, though it brings the cost up to 140pts. While that's pretty steep for only 8 models, it brings the per-marker cost under 47pts, which is pretty comparable to a small unit of Pathfinders in a Devilfish. He refers to such units as "Firefinders." I thought to myself that he might be on to something and decided I'd take a closer look at the unit.

However, if I replaced the Pathfinders, I'd need to replace their ride, since I was relying on it for 2 Seekers and a BS4 SMS. Handily, the Firewarriors can also take one, so I could just shift it over to them and leave a Fast Attack slot free. Or so I thought. With all the gear, this unit ends up running 265pts, compared to the 173pts that the Pathfinders run. I could take the basic Firewarriors and a Shas'ui with just a Markerlight, PLUS the Pathfinders and have points left over (plus an extra Markerlight per unit of Firewarriors.) I think the idea still has merit, but I don't think it fits as well with this particular army. If I didn't need the Devilfish for the Seekers or the SMS, it would be a winner, however.

The next thought that occurred to me was Kroot. If you can find a section of woods that is more than 6 inches deep, they can hide in it and be completely obscured, but still fire. Yet another way to add some damage without taking any. Admittedly, you won't always find such terrain available or in a useful place, but 10 Kroot can be useful anyway, and they don't break the bank, either. That gives us this configuration for the Troops selections...

80 Firewarriors 5x Shas'la with Pulse Rifle. Shas'ui with Pulse Rifle, Markerlight.
70 Kroot Carnivore squad. 10x Kroot with Kroot Rifles.

Picture

Okay, so our final list, incorporating the AFP commander and the Firewarriors and Kroot, looks like this...

95 Commander Shas'O w/Plasma Rifle and Airbursting Fragmentation Projector, HWMT
80 Firewarriors 5x Shas'la with Pulse Rifle. Shas'ui with Pulse Rifle, Markerlight.
70 Kroot Carnivore squad. 10x Kroot with Kroot Rifles.

180 1x2 Pirahna: Fusion Blaster, Target Array, 2xSeeker Missiles each
346 2x4 Pathfinders in Devilfish with SMS and Target Array and 2xSeeker Missiles each

720 3x3 Broadsides: TL Railgun, SMS, A.S.S.

1491pts


That gives us...

2xFusion
8xSeeker
9x Markerlight (3 different targets)
9xBS3 TL Railgun
9xBS3 SMS
2xBS4 SMS
AFP

(Note that I am not counting the Kroot rifles or the Pulse Rifles of the Firewarriors, as I am looking at either Alpha Strike capability or Hidden Strike capability. The Kroot could count as the second _if_ they can get more than 6 inches deep in forest terrain, but I don't want to count on that here.)

I also did a quick comparison to see how the Alpha Strike weapons compared in terms of Predator vs. Rhino capability. As I expected, some were a bit better against one target over the other. I calculated by dividing the chance to damage a Rhino by the chance to kill a Predator. A higher score meant the weapon was more efficient against Rhinos, a lower score indicated that it was more efficient versus Predators. (To see this clearly, consider that if it is twice as good against Rhinos, you would end up with 2 divided by 1, giving a rating of 2. On the flip side if it was twice as good against Predators, you would have 1 divided by 2, yielding 0.5.)

Rhino/Predator
Fusion Blaster 51/40: 1.25
Seeker Missile 32/19: 1.68
BS3 Twin-Linked Railgun 25/16: 1.56

Picture

So we can see that Fusion Blasters are more efficient versus Predators and Seekers are more efficient versus Rhinos, with the BS3 TL Railgun being sort of in the middle. That tells us that the Fusion Blasters should be targeting Predators where possible, and Seekers should be fired at Rhinos where possible, with the Railguns filling in the gaps. Admittedly, there isn't a huge difference between even the highest and lowest numbers, but it does give us a little idea about what to target if we have the choice.

Fired in this manner, we get these expected results for turn 1:

2xFusion, 6xRailgun on turn 1: 1.80 Damaged Predators
3xRailgun, 4xSeeker on turn 1: 2 Damaged Rhinos

If we did it the other way around, the numbers wouldn't be quite as good, but they'd still be acceptable:

2xFusion, 6xRailgun on turn 1: 2.5 Damaged Rhinos
3xRailgun, 4xSeeker on turn 1: 1.24 Damaged Predators

Okay, so that's our Alpha Strike Capability. Let's take a look at our Unseen Enemy capability, the capacity to reach out and damage the enemy and severely limit our exposure to taking damage in return.

9xBS3 SMS= 59.9pts of damage per turn.
2xBS4 SMS= 17.7pts of damage per turn.
AFP= 8.33pts of damage per turn.

59.94+26=85.93pts/turn in SMS and AFP unseen nastiness.

How do I work this?So then, how would we play this army list? Well on the first two turns, we would be going for our Alpha Strike capability. Aggressively move the Pirahna up the sides of the board and make sure that any Markerlight hits use the Pirahna Seekers first. (Because they are light skimmers and we'll be using them aggressively, they may well not be around by turn 2, so we want to use those Seekers before they get shot down.) The Broadsides and Seekers and Fusion Blasters will all be targeting vehicles. The only exception to this is to make sure that light vehicles (AV10, maybe AV11) are targeted by SMS, to leave the bigger guns free to target the heavier vehicles that only they can effect. Kroot attempt to infiltrate deep into forest terrain that has decent line of sight. Failing that, they will place themselves near the Broadsides, but out of sight.

At the end of turn 1, all the light vehicles and most of the heavier ones should be destroyed. At this point, SMS fire and any free heavy weapons should switch to fast infantry targets, or simply infantry if there are no fast units left. If there are no targets available for Markerlighting (or none worth the effort) then the Firewarriors and Pathfinders will simply pull a fade and hide from view, preferably near or with Line of Sight to the Broadside firebase (or firebases.) Unless the Broadsides have good targets, they should fade as well, since otherwise they will be nice, juicy targets for the enemy.

Picture

From turn 3 onward, we are simply trying to hide from the enemy as much as possible and hit them with Smart Missiles from behind cover. A very important point is to protect the Broadside Firebase(s.) As the largest concentrations of our points, they are an obvious target. While they won't be easy to damage with all the enemy vehicles gone, the opponent will try anyway and must be stopped. This might be as simple as moving them back away from the enemy and or slowing them down with the Kroot. If the Broadsides are threatened, use everything in your inventory to help them out. Use Markerlights to increase the BS of the Broadsides themselves, or perhaps the Kroot or Firewarriors, depending on what you've got available and what the targets are. If there is a serious threat to the Broadsides, it is worth coming out of hiding and using direct fire to take out the portion of the enemy that is threatening them. Aside from that, keep cool, hang back and chew them up a little at a time.

If you enjoyed this, email me and let me know

Return to Warpstorm!