Observations and Lessons Learned
Read Your List Carefully
When Bryce looked at the size of my force versus his, he actually asked if it was my entire list (i.e., 1483 points). Although I thought I did, the next morning I realized that I had forgotten to field the multi-melta Dreadnought that was on the list. My plan when I made the list earlier in the week was to drop the Dreadnought within range of Longstrike's Hammerhead and attempt to disable it while footslogging my Ironclad Dreadnought. Even if the standard Dreadnought was initially unsuccessful, its proximity would serve as a distraction and possibly buy me some time. By game night, however, I was careless in reading my list and saw only "Ironclad Dreadnought" and "drop pod", having skimmed right over the Dreadnought entry.
Sometimes Your Dice Just Hate You
That game night saw some of my worst rolling since I started using the Munitorum dice. I rolled low both when we were choosing table sides as well as when deciding who was going first. I rolled a 1 or a 2 almost every time I needed to make a 3+ save or had to hit something with a BS4 Marine. When I most needed my reserves to come in, I rolled a 2. It's frustrating to know that your dice are balanced because you tested them ad nauseam but they still roll lower than average when you can least afford it.
Be Careful with Reserves
|Agemman didn't even get to play|
In retrospect, the Terminators would have done a lot more good had they started the game on the table. It turns out that 948 points worth of 5th Edition Space Marines have very little chance against almost 1500 points of 6th Edition Tau.
Scouts Don't Do Well Against Tau:
6th Edition Tau have the infuriating ability to deny cover in a number of ways. Since they were wearing camo cloaks, each one of my Scouts cost as much as a Tactical Marine. When Bryce's marker lights denied Telion and his squad the cover they needed to survive, I lost a 163 point unit to AP4 fire in a single turn. Clearly my army is too dependent on Telion's relatively expensive squad.
|They were all dead before the end of turn 1|
The Wrong Army Build
Upon further reflection, I realized that my army as currently built is an anti-Ork force; it lacks long ranged anti-tank weapons and instead focuses on close range mass killing. Instead of a lascannon Dreadnought I field an Ironclad Dreadnought with dual heavy flamers (our Ork player hates the thing). I have a Destructor-Pattern Predator with twin heavy bolters to maximize the number of shots instead of a tank-killing Annihilator-Pattern Predator. The Vindicator can kill a tank easily enough, but only if it's within 24". Usually I'm trying to land a Demolisher Cannon shell on heavy or massed infantry. Instead of a plasma gun, my Tactical Squad carries a flamer. The army as a whole doesn't field enough low AP weapons to reliably take out Battlesuits. Instead of bringing Fast Attack units that can quickly cross the table and engage a long range enemy like the Tau, I have a force that hunkers down and waits for the enemy to charge.
Obviously I'm going to have to diversify my army if I want to avoid getting stomped by the Tau on a regular basis.
My drubbing resulted from a combination of things: mostly poor strategy and planning on my part, bad luck, a limited selection of models (I'm just not painting them fast enough and I hate fielding unpainted models), and the fact that Bryce is a long time, highly competitive player. I also think that the fact that I played an older 5th Edition codex against a strong 6th Edition codex may have handicapped me slightly (i.e., it may have been the difference between a thorough defeat and the slaughter it was). The general consensus I've seen on several forums is that 6th Edition codexes are reasonably well balanced against other 6th Edition codexes, but that 5th Edition codexes may be at a disadvantage. Anyway, here are my thoughts on future games against the Tau.
Sternguard are practically designed to kill Tau. Long range AP4 Kraken rounds slaughter Fire Warriors, AP5 Dragonfire rounds can pick out Pathfinders in cover, AP3 Vengeance rounds are pretty handy against Battlesuits, and 2+ poisoned Hellfire rounds are useful against Riptides.
|A Sternguard Marine/Tyrannic War Veteran in progress|
With the flexibility granted by their special ammunition, the Tyrannic War Veteran-themed Sternguard Squad may very well be the next one I work on after I finish the Close Combat Terminators. My only hope is that the 6th Edition C:SM doesn't do something silly like eliminating special ammunition. This seems unlikely, though, given how iconic the Sternguard have become for Codex-compliant Space Marine chapters.
If Longstrike is on the table, you are practically guaranteed to start losing tanks. C:SM Devastators could help to neutralize the Tau's anti-tank capabilities. And if you have the points available, you can add an insurance policy of five additional Marines. I'm starting to think that a Devastator Squad with a number of ablative wounds and broken into two combat squads is a lot more likely to give my heavy weapons some staying power, albeit for a prohibitively steep price.
This is where I expect GW to come through with the the 6th Edition Space Marine Codex and rectify the fact that vanilla Marines have the most expensive heavy weapons squad of any of the power armor armies. Currently, a ten man Devastator Squad with two missile launchers and two lascannons will cost you a mind-boggling 270 points. If 6th Edition C:SM Marines are priced more like Dark Angels then the same squad will cost only 210 points, allowing you to bring along a lascannon Razorback for a total of 285 points.
One of the major shifts from the 5th to the 6th Edition is a general reduction in troop costs, usually with little to no reduction in capability (Chaos Daemons being a notable exception). This tends to give 6th Edition codexes an edge over previous ones. For instance, my army has yet to receive the 2-3 point per Marine cost reduction that Chaos Space Marines and Dark Angels have received while Bryce's Fire Warriors saw a discount with their latest codex.
I fully expect Codex Marines to get a bit cheaper in the near future. Right now two bare bones 10 man Tactical Squads cost me 340 points. Soon I expect the same two Tactical Squads to cost closer to 280 points (~300 points with Veteran Sergeants).
A More Balanced Army
Many are saying that balanced armies are the way to go in 6th Edition. Bryce's army is very balanced while mine is not. Early on in in the hobby, I made several theoretical lists and bought a huge number of models thinking that my painting would get faster over time. (It turned out that I got slower as my skills improved and I started paying more attention to detail.) Last year I bought a further $300 worth of models when I found out that GW was going to increase their prices. When Death from the Skies came out, I bought a Stormraven and two Stormtalons, thinking I'd move them up in my building queue. Sadly enough, the new codex will be out before I ever build the flyers, meaning that I'll never have actually used the supplement.
I estimate that I have between 5,000 and 6,000 points of models, only 1,600 of which have been built. I'm certainly not lacking for models.
|So many unbuilt models...|
Some may be surprised by what I haven't built. For example, it has taken me two years to finally start painting the Close Combat Terminator Squad I bought early on. I still don't have a finished Land Raider, I only have two playable units of Troops, and I haven't assembled a single Fast Attack unit. These are glaring limitations, but I'm finally starting to work on them.
Within my collection of unbuilt models is a well balanced army, I just have to get them to the table.