Fields of Failure for Tau Once Again

Concluding from my previous article regarding my experimental 1500 point Tau army, the odds were stacked against me as I faced an experienced player using a deadly Eldar force.

Or so I thought.

When I had played him before he had used a few large squads of infantry, who seemed very tooled up for your standard infantry. Beside these he also brought some smaller squads of equally devastating power. So my plan, which hopefully should be somewhat reflected in my 1500pt Tau army list, was to bring as many multi-shot, anti-infantry weapons that my suited heros could handle.

Unfortunately due to a rather embarrassing communication mishap, which occurred off the table, I wasn’t facing Eldar at all.

In fact, it turned out that instead of facing a 1500 point, infantry heavy, Eldar army I was in fact facing a rather armour-filled Space Marine force.

The game was going to be my first game in excess of a thousand points, it would also be the first time I had faced up against the rock-sturdy Land Raider, a squadron of Space Marine bikers, Whirlwinds or even a Razorback tank.

So how did Tau do?

Well even though I finished 12-4VP down, the game was a lot closer than the score reflects. Out of 4 objectives, my opponent had 1 bike and 1 lonely marine on 2 of the objectives. On the 3rd he had two squads, dancing merely in front of my Riptide who was rather torn when it came to target acquisition.

The Space Marines also, against the odds, won a challenged fight against my Commander (stupid insta-death!) to take ‘Slay the Warlord’.

He claimed first blood in his second turn when I forgot to move my Hammerhead skimmer, robbing it of its jink save.

We both had line-breakers by the end, even if his was acquired in the final turn.

Given an extra turn…

As I said above, Tau actually performed a lot better than the score suggests.

Given another turn, the 7th, my commander squad and surrounding Fire Warriors would have been able to snatch the Space Marine biker leaders final wound. From directly above that combat, my sniper squad would have easily overcome the final Marine standing all alone on their second objective. After that and across the other side of the battlefield, it would have been likely, although not a given, that my Riptide could have stopped the Marines from holding onto their 3rd objective.

Given that scenario, the game would have ended 6 all.

Pathfinders – didn’t work (again!)

I posted the precursor to this article because even though I’m inexperienced with Tau, it seems that there is a flaw in some of their units, or at least in a strategy I’m employing without knowing it.

The Pathfinders, which I hid back in the corner of my deployment as they clutched to the sparse cover, again didn’t seem worth the ~90pts I spent on them. They had 2 turns at full strength. Their first turn was spent running for cover as my opponent had deployed a Whirlwind, scouts and the dreaded Land Raider nearby. They snapped some markerlights but only managed 1 onto the scouts. On their second turn they managed to get 5 out of 8 markerlights on the only target they could spot, the Land Raider. I hoped this would help the nearby Riptide lay down some devastating fire power. Unfortunately before the Riptide could benefit from a BS of 8, it failed to Nova-charge its power-plant and therefore drew his weapons against the easier Whirlwind, whom had started pounding the precious infantry squads with barrages from turn 1.

Sadly in Space Marine turn 2, a perfectly placed Whirlwind strike reduced the Pathfinder squad to little more than a pile of smouldering Tau shoulder pads. From that point on, even though one survived to round 6, they played no beneficial part in the Tau battle strategy.

Maybe my opponent was wise in targeting them early or I badly deployed them. Either way, they brought no noticeable benefit to them team. Not even being a scoring unit, they couldn’t hold onto the nearby objective when the Fire Warriors were blown to pieces.

Deep Striking Stealths and XV8 Crisis Units

I planned to be facing Eldar and lots of infantry, so when Space Marine armour turned up I knew I’d be struggling with the weapons I had brought to the party.

On turn 2, slightly earlier than I had hoped, both my deep striking reserves came down in one hit. Before the game I decided I would deep strike my Stealth Suits and then guide my 2 XV8 Crisis units to the ground with a homing beacon. This would enable me to safely bring them down and avoid the dangerous terrain that littered the battlefield.

Unfortunately between those two units, whom both dropped without any mishap, they had about 26x strength 5 AP5 shots. Great for anti-infantry I’m sure. Not so great for what they faced.

The problem came from the fact that the only useful place for them to deploy near the enemy, was behind the 1 remaining biker, the Marine Warlord. Next to him was a Dreadnaught and the Land Raider. A 4th target, the one remaining Terminator, managed to hide behind a bulk head when I was looking around, saving him from certain death I’m sure. Sadly though, even with all that focused fire-power, the biker Warlord refused to die and was left with his final wound keeping him going.

Rolling two rather abysmal jet pack thrusting moves, both squads were left dangerously close to their opponents. I tried to place the Stealths in cover, while pushing the XV8 (shielded by their drones) up against the board edge. This placement would at least cause the Land Raider to have to turn significantly to bring its weapons to bear down on them.

With bikes, an infantry squad and 2 land speeders coming on as Marine reserves, the deepstriking units didn’t survive to have another go.

Did they make a difference? Yes and no. They nearly wiped out the Warlord, although with him seriously injured my opponent kept him well guarded and hidden from sight until the last turn.

Were they worth it? All together those two deep strike units cost me about 350pts, so for 3 wounds against the Warlord that then forced him underground for the rest of the match, the answer is no. However this was mainly due to my load-out of anti-infantry blast cannons and deep strike strategy. Perhaps I should have acknowledged there were no suitable deep striking locations they would survive in and drop them closer to home.

Would I use them again – yes – but with different armaments.

Sniper Drones – bargain of the year!

One of the new units I was fielding for this game was a squad of 4 sniper drones and 1 marksman controller. Due to their rather high cost on eBay, I customised 4 of my normal drones to be hovering with 4 longer than usual pulse rifles. Even with the super glue accidents that are bound to happen when you glue several miniature gun components together, the sniper drones turned out to by my unit of the match.

Their ability to move, shoot and jet pack away was perfect. I had them split over two levels of a building, with the marksman downstairs and not budging all game. The drones moved from behind cover, fired their weapons and then retreated to the safety of the shadows. Brilliant!

I wish I had remembered to take note of what units killed what, like I had planned to, but I’m fairly sure that these 4 sniper drones (which survived to the end) racked up 5 Terminator kills, 5 biker kills and possibly 10 Marine infantry kills. They probably would have had another few kills if I didn’t misunderstand the rules and brought their rapid firing sniper rifles to target the dreadnought. Strangely enough that round they spilt no Space Marine blood.

They were by far the most dangerous Tau unit on the day. The only thing that probably had more kills on the table by the end of the game was the Whirlwind tank, but that was laying in a crater slowly smoking away… so that doesn’t count.

On top of their performance, they only cost me 73 points! I would take a second squad of them over Pathfinders in a heartbeat.

First outing with the Tau Riptide

The second new unit I was wielding for the first time was the gigantic Riptide. I had it equipped with the ion accelerator, something that made relatively short work of the Whirlwind. However even with it managing nova-charging once, the powerful accelerator didn’t manage a single damaging hit against the 14 strength armour Land Raider.

Ironically the Riptide was better equipped to handle armour than anything else in my list, yet it was mainly facing infantry. I still brought its weapons to rain down on the armour when perhaps I should have equipped it and used the default heavy burst cannon to take on infantry.

I found the anti-armour ion accelerator combined with the smart missile system was a poor combination. Firing on armour meant that the strength 5 missiles were wasted, while firing on mass-infantry meant the ion accelerator wasn’t used to its maximum strength 9 (although the large blast did help at strength 8).

Even after being the target of a few lascannon shots, the only wound the Riptide received was self-inflicted from its nova power-plant. Something that re-assured me when considering it for future games.

Would I take it again? Most probably. Its a fair amount of points, and using the nova-charge is an interesting option to beef up its weapon – however I think next time I’ll be using it with the heavy burst cannons and accompanying twin-linked missile systems to reduce squads to ashes.

Tau Hammerhead Death

So…. it turns out you don’t get jink if you don’t move your skimmers. I knew this before the game. In the midst of battle however I completely forgot to employ this simple tactic. With disruption pods and jink, even in the open the Hammerhead should have been getting a 4+ save, however what I stupidly did dropped that to only a 6+. The gunship failed his first role, immediately and catastrophically causing him to explode in one well placed hit from the Space Marines.

Before destruction the Tau Hammerhead managed to squeeze off a few hits, although I forget who on. Probably infantry as that was all the opponent deployed in front of him. Sadly by the time the Land Raider had moved across the battlefield and into view, (perfect prey for the heavy 3, strength 10, AP1 railgun), all that remained of the Hammerhead was a slain Longstrike commander inside its burning shell.

In hindsight the Hammerhead was probably the only thing that could have defeated the Land Raider, which it would have done with relative ease thanks to Longstrikes tank-hunter ability.

Did I deploy it incorrectly? Yes definitely. I forgot it moves over terrain without any hindrance, so why I deployed it with nothing but open space in front of it was an obvious mistake. It could have easily gained ground on the Land Raider and caused serious issues for it.

Improvements to the 1.5k Tau List

The Commander

After the game I found a great online article reviewing the Tau Commander unit, some advise I wish I had read before this latest match. One point the author makes is to equip the Commander with both the Iridium suit and Vectored Retro-Thrusters. After reading, the Iridium suit seems a must have. If I switched the role of the Commander to one of a more deep-striking anti-armour, the VRF seems a good fit too.

So a Commander with these two systems, combined with stimulants and dual fusion blasters gives the following set-up:

  • 2x Fusion Blasters – meltas with strength 8 AP1 shots,
  • XV8-02 Iridium Battlesuit – boosting the Commanders toughness to 5 (preventing the insta-death I suffered) and a 2+ armour save,
  • Stimulants – granting a 5+ secondary save after armour/cover/invuns,
  • VRF – Gives the Commander Fleet and his whole unit Hit & Run (the ability to leave combat in the Assault phase with 92% reliability)

I definitely think this would have helped, especially if dropping him in as a anti-tank Commander. This combo in fact grants the Commander a 89% save against every unmodified wound. Not bad!

His bodyguards, of which I’d try taking 2, would be equipped with both a blast cannon (or plasma rifle) and a fusion blaster (maybe twin-linked). Hopefully a few shield drones or gun drones would boost the squad as well as taking the first few hits.

Sniper Drones

More of these! Now! These guys were pure gold. They stopped both bikes and Terminators coming close to my HQ, 50% of my infantry and an objective. Perhaps next time I’d take two squads of these, offering overlapping firing arcs.

Riptide

As mentioned above I’d probably leave this big guy with his default heavy blast cannon. I’d probably nova-charge it a few times too, depending on how anti-armour the other guy is looking. Heavy-12 with rending does seem ridiculously good.

The Hammerhead

I wouldn’t deploy and use him so pathetically. You live and learn I suppose. With Longstrike in he would have been golden I’m sure, as long as he didn’t die on turn 1 or 2.

Pathfinders

Hmmm, my current bug-bear with Tau. I think I’ll be dropping these squishy units unless someone can convince me otherwise. The points could be so used much better elsewhere I’m sure.

Fire Warriors

These guys did okay, taking out a terminator and a few scouts, but generally just sat on the objectives and went to ground a few times. Maybe next time I’ll take more squads, or deploy them in a transporter coming on as a reserve.

1.5k Tau Army Round-Up

So there we have it, the big 1.5k under my belt. It was a close game and hopefully some of the above reflects some of the things I’ve learnt. There’s definitely a lot more complexity to 40k since I first played it years ago, so still picking up many of the rules, but I think I’m getting there.

For the Greater Good – long live Tau

 

 

1500 point Tau army – Any good?

So after recently becoming a Tau convert in the 40K Universe, I’m still struggling to get reliable results from this supposedly ‘weapon-savvy’ and ‘hard-hitting’ race. I’ve probably played 4 games with them now, so not many, but I have noticed the following things:

  1. Fire Warriors often get wiped out before they can do anything significant against infantry. Their weapons are great once they’re all raining dual shots down on the enemies, but just before this usually happen they get torn to pieces by 30″+ weapons.
  2. Markerlights don’t seem worth it. I’m usually deploying squads of 8, getting usually 2 or at a max 3 lights down on the enemy. This can obviously be used to improve BS by 3, or both bump BS and get some Ignore Cover weapons in play. Is the gamble of using a 100 points for just only ever helping other units out worth it? They are pretty squishy too, so my opponents quickly takes them out it seems. You could get 3x XV8 Crisis suits tooled up and Deep Striking behind the enemy defences for little over 100 points.
  3. Deep Striking Stealths’ seem to work brilliant, throwing down 12 twin-linked shots for only 4 suits (1 has a C&C Node so doesn’t fire but enables essentially twin-linking the others weapons). However after their initial strike they quickly get picked off. Perhaps I’m just making them too much of a target. Anywhere they jump to for safety they get gunned down or assaulted without fail.
  4. I’ve been using a Commander with a C&C Node as well as the Drone Controller, with 6 Missile Drones in his unit (4 from bodyguards), which works great. However I’ve just read that you can only take 1 C&C Node per army, and I’ve got another on the Stealths’, so that’ll sadly have to go from the Commanders arsenal.

I’m facing an experiences player tomorrow, wielding a new Eldar army for my largest ever game of 1500 points each side. With a few more points than normal I’ve decided to bring in some new toys; namely a Riptide and a Sniper Drone squad.

My Tau line up consists of:

  • HQ squad:
    • 1x Commander with T/L missile pods, cyclic ion blaster, drone controller and a repulsor impact field.
    • 1x XV8 Crisis Bodyguard, 1 missile pod and a T/L plasma rifle,
    • 4x missile drones,
  • 2x Fire Warrior squads, each with:
    • 8x Fire Warriors,
    • 1x Fire Warrior Shas’ui,
  • 1x Pathfinder Squad:
    • 8x Pathfinders,
  • 1x Stealth squad:
    • 4x Stealth Shas’ui with burst cannons. (1x Shas’ui has a C&C Node),
    • 1x Stealth Shas’vre with airbursting frag projector and a homing beacon,
  • 1x Gunship:
    • A Hammerhead gunship with a railgun (and submunition), T/L smart missile system, decoy launchers and a disruption pod.
    • Commander Longstrike,
  • 1x Riptide:
    • 1x Riptide armed with an ion accelerator and a T/L smart missile system,
  • 1x Sniper squad:
    • 4x Sniper Drones,
    • 1x Marksman,
  • 1x Broadside squad:
    • 2x Broadsides armed with T/L heavy rail rifles, T/L plasma rifles and stimulants,
    • 3x Gun Drones,
  • 1xXV8 Crisis squad:
    • 2x XV8 Crisis suits armed with T/L burst cannons and an additional burst cannon for luck!
    • 2x Gun Drones.

And if I’ve done my maths right, my Tau army comes in at 1498 points.

We shall see how this fares up against his seemingly bizarrely strong and hyper-mobile Eldar army. Hopefully I shall post a report tomorrow, although not probably a fan-fiction story like my first Tau game: Tau vs Space Marines vs Chaos match. Maybe Shas’va’el will have to make a return :)

I would be very grateful if other 40k players, not just Tau ones, could point out any obvious strengths of weaknesses I’ve got in my above mentioned army list.

Till tomorrow then…

(The conclusion of this article can be found here – 1500 point Tau game writeup)

Tau Victory on the Plateaus of Ketla’ 5

Tau Victory on the Plateaus of Ketla’ 5

Tau2With a chilling rush of frozen air, the transporter ship doors slid open to reveal a white-out of snow and ice. The Tau XV8 Battlesuits embarked outwards, their night vision sensors peering into the blizzard that engulfed them on all sides. Visual enhancements, laser scanners and thermal mapping arrays built up an overlaid image of their surroundings onto their suits HUD’s. Silently a XV8 signalled the two weary squads of Fire Warriors to disembark from the hovering vessel, they did so without hesitation. The whole cadre was diverted from their homeward bound trip after a month of training exercises in a nearby star system, they were all exhausted, but they never faulted upon their instructions.

A small squad of Pathfinders jumped down from the boarding ramp just as the transporter fired up its ion rockets and disappeared into the snowy wilderness above them.

The sun would be up in a few hours; and they still had to track the missing datacore. Little was known of Ketla Tr’n Five; although orbital sensors had picked up tiny scrambled signals coming from near the datacores position, so the Tau cadre knew they weren’t alone on this frozen rock.

Shortly before sun rise the Tau cadre assembled on the edge of a high windswept plateau, the beacon on the datacore was emanating from only a short distance away, but so was another signal. A spurious second signal was overlaid over the datacore’s beacon. What was that?! A homing beacon? A secondary distress call? In fact the magnetic reading for this entire plateau were significantly higher than they expected; something was not adding up.

With the wind slowly beginning to die down, Shas’va’el , the newly appointed commander of Fire cadre 62X, raised her motorised left arm and ordered her small Pathfinder squad to scale a tall disused thermal vent. From their, with the snow blindness and darkness soon to disappear, they would provide ample information and support to her troops.

That other signal though, it’s frequency was now increasing rapidly. She knew she should know what that could mean, but her mind was numb from the cold and weary from the training exercises.

She altered her internal suits environment settings and also gave herself a boost of stimulant. This mission was regarded as priority 2, so whatever was on that datacore was important.

The readings from her gravitational sensors were increasing now… not by much, but with the stimulants were now clearing her mind and answers would be coming quick enough.

She turned her head and saw the two 8 Tau strong Fire Warrior squads stood ready in the bleakness of the snow. They didn’t speak to each other, mission silence, the Tau way. The squads would stand their for hours in the freezing cold, scanning the horizon and always being ready to engage, awaiting further orders from Shas’va’el. Equally her bodyguard stood beside her, motionless but carefully covering the Pathfinders as they climbed the icy rungs of the ladder up to the roof of the thermal vent.

Shas’va’el’s attention was diverted to a status report coming in from her missile drone when the ground heaved hard…

Ketla Tr’n Five – Recovering the Truth

The Chaos ship slipped undetected through the darkness of space – closing in on its target like a silent eagle in the wind.

Infidius Fang was an experimental escort class ship, it’s usual blistering array of armament had been stripped, as had most of its defense and life support systems. It was left as a fragile hulk, carrying only one crucial cargo system. Its cargo, that took up a significant portion of the lower decks, was a new weapons system; untested and vastly incomprehensible to even the greatest Chaos minds. Technology, stolen by chance, without question or thought of consequence, from the clutches of an Eldar lunar research station.

As it closed in on its target, the elite skeleton crew of Chaos marines fought to keep the weapons temperature constant, while also bringing the craft to a full halt. The moon, Tasurn Cah, lay some 450,000KM straight ahead, in partial shadow of its host planet. It was classed category D4, almost as primitive as you could get. The humanoid populous didn’t even have the technology or sciences of flight, let alone stellar craft detection or deterrents.

Data and planetary readings started pouring into the ‘Demon’s Gate’, the affectionate name the crew had given the weapon. The system was calibrating itself, preparing itself, teaching itself about every contour and fluctuation of Tasurn Cah’s terrain. No, not just the terrain; it had moved onto the atmosphere composition, the electromagnetic planetary shell, the heat signatures, the periodic elements.

It was learning everything in preparation for delivering its payload. A single blast.

Half the marines on board were kept busy keeping the weapon systems cooled, venting heat into the void of space while drawing on thermal sumps to generate super cooled gases. The remaining crew were rerouting the ships inferior power to the datacore, insuring the vital calculations the weapon needed and recorded wouldn’t go offline. The system had been some 50 years in development, the Chaos empire couldn’t afford to miss out on the opportunity of testing the platform. The Demon’s Gate blast was rumored to disrupt organic material at a cellular level, meaning a loss of coherence between neighboring biological cells. All biological systems, planet wide, would instantaneously perish as its inhabitants were liquefied.

All plants. All animals. All life forms.

Gone.

In a heartbeat.

That was the rumor.

That was today’s goal for the Fang. That was the fate of the peaceful primitive moon in the distance.

Had the crew been on the bridge their remaining systems could have alerted them to the detection of an inbound object on a collision course. It could have magnified the now-missing visual array system to show them the Tau plasma torpedo, glowing silently as it escaped the moons gravitational field. In fact if they had understood the power requirements of the Demon’s Gate, their minuscule remaining ship defenses would still be online and could have attempted to deploy the ships pulse countermeasures.

The torpedo was tracking a perfect arc from the shadows of Tasurn Cah to the starboard engine casing.

With the scanners of the Fang now picking up close to a dozen inbound torpedoes, the Tau cruiser finally punched clear of the moons shadowy region. Cloaked from spectrum sensors and hidden from visual arrays, the experimental craft had no chance of detecting Sha’an’ill until the deadly salvos were already on route.

The Demon’s Gate was now drawing every bit of power from Infidius Fang; it would have continued to draw many times over its limited supply if it could. The ship, now plunged into darkness, sat perfectly silent in the coldness of space. As it sat their, with its crew unaware of the closing Tau weapons, a deep crimson hue was building on the ships crescent shaped firing array.


The Tau commander now watched on her sensor panel; confused as to the nature of the enemy ship that now sat stationary, dark and defenseless out in the void.

However she knew that one less Chaos ship, no matter how small, acting even as bizarrely as this one, was one less for the empire to encounter later.

It was for the Greater Good those torpedoes had been launched.

Destruction of the Chaos will also be for the Greater Good of the Tau empire.

As she watched the square glyphs counting down, measuring the immanent arrival of the plasma to its target, her digital codex finally de-scrambled the low-range energy signature coming from Infidius Fang firing array. The Tau empire had come across this before; but not near here; not in those hands either. As the codex instantly uploaded the information to her helmet, she immediately ordered the self-destruction of the torpedoes.

The Shas’vre weapons operator hesitated as he heard the instruction. The visual read out on his helmet relayed the order perfectly however; the command stood as valid, the unknown reason for the order was irrelevant to him. The order would be followed.

Unaware to him as he now entered the termination codes into his console, other consoles began to light up around the bridge as sensors detected the distinct stellar patterns of close ranged plasma explosions. The order to abort the attack had come too late for the first few torpedoes, their payload now burning through the Fang’s fragile skin, tearing it’s delicate decks apart as if they were stacks of paper in a hurricane.

The Tau commander bolted upright out of her chair; daring the next few seconds not to replay themselves in the same way the first encounter of this device had…

In the distance, crimson lightning now flickered wildly from the Fang’s drifting hulk. The crippled and now unregulated Demon’s Gate was raging out of control. Energy was being drawn from the fabric of space, it was drawing light in on itself, distorting and harvesting it. Nothing short of a miracle would now stop the Gate from going super-critical.

The female Tau commander only stood in disbelief a few more seconds before that miracle failed to occur.

With a brilliant flash of crimson light; the lifeless hulk of the Fang, and the entire Sha’an’ill cruiser as well as its crew, ceased to be.

No wreckage, small or large, was ever recovered from those city sized ships.


Until now, nothing has ever been discovered to shed light on what happened above the moon skies of Tasurn Cah.

Until now, neither Chaos or Tau, know what happened to cause both ships to vanish.

Until now, that is.

For the datacore has started broadcasting it’s emergency tracking beacon. Its time for answers. Its time to recover all that data and use it for our own ends.

In case the two opposing empires weren’t confused enough regarding the legendary story of Tasurn Cah, the events in the depth of space occurred over half a millennia ago!

Where has the wreckage been for 500 years – what went wrong with the Demon’s Gate – only the datacore has the answers.

Tomorrow, we recover the datacore from the outposts of Ketla Tr’n Five, and with it we recover the truth….

(This Tau storyline now concludes here)

 

 

Dark Vengeance is Dawning

Dark Vengeance is Dawning

After well over a decade of not playing Warhammer 40K – I have finally relapsed back into its addictive dice rolling ways. I find board games just don’t have the immersion and tactical nature to them that 40K did. Also Xbox and Playstation games lack the ‘collect-ability’ and social aspects.

Back further into the world of geeks – let the cursing of the dice, struggling awkwardly to check LoS, and hours of painting commence.

A Dark Vengeance Taster Platter

Part of my desire to get back into the 40K universe was ignited by the fact a friend who is well versed in Games Workshop games offered to come round and give me a game.

Chaos VS customised Ultramarines.

As the Ultramarines,  I held out quite well thanks to some great/lucky placement of a Predator, some scouts and a Terminator squad, (even claiming the First Blood victory point), but the inevitable happened and I lost the game after 6 turns, somewhere in the region of 11-7.

But it was good! It was indepth. It was challenging. It was engaging.

I was sold. Time to dust of the credit card and invest.

Races of the 40K Universe

Back in the day, I used to collect the Imperial Guard and Ultramarines, while my brother collected Tyranids, Chaos and Space Marines. Back in the day when  I don’t think Tau, Adepta Sororitas and Dark Elder had even been created yet. Apart from a few squads, 3 tanks and a few specials, my army were fairly limited. This could quite easily correlate to the fact I was in my early teens and my money was about as vast as my patience and amateurish painting skills.

Needless to say, now I’m dabbling back in the dark dice arts, I’ve turned to Ebay to initialize my new collection. Although the races have developed and expanded significantly (as have the rules, hello v6!), I’m a bit at a loss over which units are worth getting early on in a collection etc. This however hasn’t hampered me placing bids left right and center on my 2 favorite race candidates – Cadian of the Imperial Guard and Tau.

Win win win!

My eagerness to start re-collecting has perhaps both been a blessing and a curse when combined with Ebay. I don’t normally Ebay, I should probably specify that now. I spread my bids evenly over some great deals, early bidding and no max bid above 50-60% of the RRP. No one wins by bidding early. Right?

Apparently my strategy wasn’t cautious enough. I am now awaiting the arrival of a far bigger collection than I  had originally thought I’d win.

Ooops.

The list currently winging its way to me from all over the country includes:

  • 34x Cadian guard,
  • 3x Cadian Heavy Weapons platforms
  • 6x Imperial Guard Sentinals (6! haha, ooops)
  • 2x Tau Battlesuits
  • 6x XV15 Tau Stealthsuits
  • 1x XV15 Shas’ui character
  • 22x Tau Firewarriors
  • 25x Pathfinders
  • 1x V6 Dark Vengence Rulebook
  • 1x Necron Codex
  • (Templates, dice, misc books)

My future with 40K

With 2 things left in my Ebay bidding queue, one of which is hopefully a new Tau Codex for only £20, I have a lot of planning to do. Do I go down the Imperial Guard route, they do have a new codex and units coming soon I’ve heard, or do I go down the Tau route?

Or expensively, do I do both?

Only time will tell.