Asuryani v T'au

 

I’ve played with a number of Asuryani lists recently, and decided that Hail of Doom is the pick of the bunch. It just hits so hard, and does so with so many units and so much mobility. However, most of those units are pretty fragile, so how would it do against another army with heavy shooting? To that end, Owen was trying out Andrew Gonye’s recent Dallas build. Can the mighty Stormsurge do what the Chaos Knights could not?

 

Asuryani Custom Craftworld (Hail of Doom/Masterful Shots)

This is a total of 247 shots, all of which auto-wound on sixes. Brutal

Patrol

Farseer with Guide, Convergence of Fate (Seer Council)                  90

Farseer Skyrunner with Sunstorm, Fortune, Will of Asuryan           120

2 Warlocks with Quicken/Restrain, Seer Council                                40

10 Guardian Defenders                                               90

2 x 1 Vyper with scatter lasers                    80

2 x 9 Dire Avengers, Exarchs with extra catapult                 216

 

Outrider Detachment

Farseer Skyrunner with Doom, Executioner, Kurnous’ Bow and Mark of the Incomparable Hunter   120

Baharroth                           140

2 Warlocks with Jinx                                     40

2 x 3 Windriders with shuriken catapults                                             120

9 Windriders with shuriken cannons                                      270

3 Shining Spears, Exarch with paragon sabre, Heartstrike, mirrorshield and shuriken cannon                125

10 Swooping Hawks, Exarch with The Phoenix Plume                      180

6 Swooping Hawks                         108

6 Dire Avengers, Exarch with extra catapult                         72

5 Howling Banshees, Exarch with Piercing Strikes, mirrorswords and Cronescream             105

Webway Gate                                                 80

 

Total: 1996 points

This list is bonkers. It’s got a couple of key shooting units that can pop out of cover, fire, then return to safety in the Windriders and Swooping Hawks. It also has heaps of cheap chaff it can yeet forward to pick up points so you don’t fall behind on scoring. That all forces opponents to play aggressively into it, and as we saw last game it has the firepower to brutally punish any attempts to do that. It’s a very, very good list, and I’m slowly figuring out how best to use it.

T'au Sept


Patrol

Crisis Commander in Crisis Battlesuit with Precision of the Hunter, Cyclic Ion Blaster, Missile Pod, Plasma Rifle, The Be’gel Hunter’s Plate, and Thermoneutronic Projector, plus 2 Marker Drones  165

Ethereal with Sense of Stone, Exemplar of the Kauyon, Wisdom of the Guides, Hover Drone, The Humble Stave and 2 Marker Drones 85

10 Kroot                             60

5 Crisis with missile pods and twin plasma rifles, 4 with target locks and one with iridium/early warning override/ stimm injectors, plus 4 Marker Drones    330

5 Crisis with plasma and twin airbursts, 4 with target locks and one with iridium and early warning override, plus a Gun Drone and 2 Shield Drones                287

2 x 4 Kroot Hounds                         48

2 x Hammerhead Gunship with railgun and gun drones    290

 

Patrol

Longstrike with railgun and gun drones 160

10 Kroot              60

4 Kroot Hounds                 24

Hammerhead Gunship with railgun and gun drones          145

 

Super-heavy Auxiliary Detachment

Stormsurge with Early Warning Override, Pulse Blastcannon, Twin Airbursting Frag, Velocity Tracker                                                                                                                                                                      345

Total: 1999 points

Speaking of overwhelming firepower, this list has guns. 4 Hammerheads and a Stormsurge is wild levels of firepower, and the presence of two big Crisis teams and lots of chaff means it’s hard to play around as well. There’s still a decent weight of indirect fire to trouble me, especially with Longstrike to buff the Crisis team, but hopefully the Dataslate changes will make it more survivable. I definitely can’t survive a shootout, but if I’m able to play defensively I might be able to eak out a win on points.

 

Secondaries and Deployment

TtL/Engage/Banners v TtL/Engage/Warp Ritual

On Recover the Relics, both of us are on effectively the same Secondary plan, starting with Engage and To the Last. Engage is a lock on a 6-objective mission, because neither of us feel confident in getting Stranglehold with any reliability and we each have chaff we’re happy to trade for points. To the Last is a little riskier, as both of us have tools to take out the opponent’s big stuff. However, the terrain on this map should allow all of our TtL targets to operate with relative impunity, with only the Stormsurge (the toughest model on the board) unable to jump-shoot-jump somehow. For me, I’m also quite interested in luring Owen into wasting his indirect fire on the Windriders instead of wiping out my smaller squads. The final slot for me came down to whether I’d rather do psychic actions with a Farseer or RND with my infantry, with the eventual decision being made on the basis that Owen has no denies and I can Warp Ritual from safely behind a wall. For Owen, he doesn’t really have the infantry to make RND happen reliably, and my army doesn’t give up killing Secondaries unless it’s tabled, so Banners was the best of a bad lot.

T'au hidden, but ready to blast anything that shows itself

Deployment was very defensive for both of us, with nothing exposed but Kroot, which were all ready to use their pre-game move to get into cover anyway. Otherwise we’re clearly both committing to turtling up and letting the other player come to us. I have two squads of Avengers and the Banshees in the Webway, ready to take advantage of whatever openings Owen gives me.

Aeldari resolutely not showing themselves

T’au Turn 1, 27:25

In this context, I’m pretty happy to be going second. Owen picks Kau’yon, reasoning that if neither of us are likely to commit much early he may as well boost his output in the lategame. Plus, fall back and shoot could be critical against my tricksy Elves. On his turn, Owen pushes up lots of Kroot and the airburst Crisis into the right-hand building, ready to pummel me with indirect fire, while the rest of the army Raises Banners and hides. A lone squad of Kroot Hounds is sent speeding over the centre line to rack up some Engage points, and that’s movement.

T'au move to occupy the forward staging position
Kroot Hounds doing their job. 24 points well spent and ready to die

Critically, a heap of careful measuring and placement of models sees us decide that Owen can’t fully screen out either of his buildings. He just doesn’t have enough Kroot in the right building to stop me either getting within 1” or slipping models into the building itself, and Crisis bases are too big and clunky to close those gaps without getting too close to the wall. So Owen can force my Shining Spears to take the long route, but not Baharroth or (eventually) the Banshees.

In Shooting, Owen opens up with his airburst unit on my large Windrider squad. Thanks to the Crisis Commander and Longstrike, he’s hitting on 4’s rerolling 1’s, and is able to destroy a bike. The Stormsurge also chips away with his SMS and airburst, but is unable to get any damage through. Hitting on 5’s with reduced AP is a big deal!

 

Asuryani Turn 1, 27: 31

My turn largely mirrors Owen’s, with not too much excitement. Baharroth speeds forward to annoy the airburst Crisis, the small Hawks squad flits out to kill the Kroot Hounds then Skyleap to safety, and a Vyper is Quickened onto Owen’s left objective to tick off Engage. 

Well, this was predictable
No banner for you!

Cunning use of Will of Asuryan also means I take down Owen’s banner, which is fun. Otherwise, everything just repositions into better staging positions, while remaining nice and safe behind cover.

Still playing very defensively to avoid giving Owen any decent shots

Warp Ritual goes off, starting my Secondaries ticking along, and the Kroot Hounds obviously evaporate as soon as they are looked at. Finally, Baharroth goes speeding into the airburst Crisis team, kills all their Drones then disappears. If Flyrants with Encircle the Prey didn’t exist, I’d say Baharroth was the most busted unit in the game. 

Hello! Goodbye!

Edit: This article was written before the recent Tyranid FAQ. I can now conclusively say that Baharroth is the most busted unit in the game. 

 

T’au Turn 2, 40:31

Scores effectively dead even

Owen’s turn is about as exciting as mine. He advances his central Kroot over to his left building, getting them onto the objective with a clutch advance roll. No more easy takedowns of that banner for me. 

Ah well, it was fun while it lasted

He also makes the mistake of leaping the double-plasma Crisis squad out to blast the Vyper. They do so with impressive overkill, but it’s only once they’ve Fired and Faded back that Owen realises he now has no one on that objective to put the banner back up. The Vyper’s legacy lives on!

Vypers are surprisingly tough for their points, but not tough enough to survive this

Elsewhere, another squad of Kroot Hounds moves forward to score some Engage points, and the Hammerheads screen a little to prevent my Reserves coming in anywhere wild. The indirect fire contingent opens up on the Windriders again, but thanks to Fortune they survive with seven models remaining. Thank you Balance Dataslate!

 

Asuryani Turn 2, 40:48

Points still very tight

In my turn, I’ve got a few more opportunities to do sneaky things. First, the large Hawk unit moves up and evaporates the Kroot Hounds, then returns to safety in the rightmost ruin. It’s simple work, but someone has to do it. I also Warp Ritual, because points are good.

Overkill is just another way of saying reliable

More excitingly, the other Hawks and Baharroth both leap over some containers to draw LoS into Owen’s right ruin. Combined with the small Avengers squad that pops up by the board edge, I’m able to wipe out all of the remaining Kroot Hounds and the Carnivores on this flank. 

Sneaky Aeldari pop up to ruin Owen's day

I do make one dumb call, however, by opting to charge Baharroth into the Crisis team once again. Because I’d positioned to shoot at them, they have LoS back to me, and they promptly Overwatch for free and chip three wounds off me. Bah!

Finally, the large Windrider squad are able to draw some narrow LoS on one of Owen’s Hammerheads. Those railguns stick out a long way! I pop Bladestorm, but my failure to cast Guide or roll even one six to hit means the vehicle survives on 8 wounds. Unperturbed, the Windriders use Matchless Agility to return to the relative safety of their building.

It's tight, but you can narrowly see a Hammerhead through there

Baharroth, annoyed by being shot up in Overwatch, then proceeds to roll all the sixes the Windriders didn’t to slaughter two Crisis Suits (before flapping back home to his building, of course). 

He's mad now!

Combined with the deaths of the Kroot on this flank, it leaves Owen feeling dangerously exposed.

T'au right flank, ready to collapse

T’au Turn 3, 51:48

To that end, he makes the somewhat risky call to move his right-hand castle backwards one ruin, with just the damaged Hammerhead left holding the right objective. This probably means I’ll take down his Banner next turn, but it’s better than the Banshee/Shining Spear/Baharroth multi-charge he’d likely get to enjoy otherwise. So the damaged Crisis squad and the characters all flit backwards, where they combine with the Stormsurge to utterly annihilate the small squad of Avengers I’d brought in last turn.

Retreeeeeeeeat

Thankfully, the net result of all that is that Owen’s indirect shooting into my Windriders is much reduced, with only the Stormsurge getting to chip away and deal a wound. 

It also obliterates my poor Dire Avengers with some ludicrous overkill

Owen puts his banner back up on the left objective, but doesn’t have the expendable chaff remaining to push forward for Engage. However, he has done an excellent job of screening out my reserves, including using Designated Tasking to detach a couple of Drones from a Hammerhead to screen out one board edge.

 

Asuryani Turn 3, 51:67

This is the last turn in which I can bring in my reserves, and there flatly isn’t anywhere good to put them. The Banshees could go for a long bomb assault into the Hammerhead, but even with a Fate Die I don’t trust 9” charges. The Avengers could pop up somewhere and shoot at… the damaged Hammerhead, or maybe some Drones. Hmm.

In the end, I decide that I’m better off keeping assets alive for the lategame than throwing them away for no gain. So the Avengers pop up all the way back in my deployment zone, while the Banshees do the same in my left-most building. Their time will come.

Thankfully, I do have some more exciting moves to make this turn. The two small Windrider squadrons zoom forward onto Owen’s two forward objectives, while the big one sticks its nose out to target Longstrike. 

Asuryani Fast Attack ready to do some more damage and disrupt Owen's scoring

The banner on Owen’s right objective comes down, as the three Windriders are enough to control it. That’s true despite the damaged Hammerhead managing to survive 40 shots from my Hawks and 6 shuriken cannon shots from the Windriders!

Throwing away precious Aeldari lives to mess with Owen's Primary

I have more success into Longstrike, where my Windriders apparently remember how to roll sixes (thanks to Guide) and use Bladestorm to utterly eviscerate the tank ace. Then they Matchless Agility to pop back into cover, of course.

Guide/Bladestorm/Hail of Doom is one hell of a combo on this unit

Finally, on my right flank Owen’s banner is still flying defiantly. I have 3 ObSec models on the point, thanks to Will of Asuryan going off on the Windriders. But because of the Kroot, Owen now also has ObSec, and outnumbers me to boot. So a Farseer uses Multifacted Mind to cast Executioner after completing my Warp Ritual, killing 4 Kroot. Baharroth charges in and kills 4 more (after blasting the two detached Drones first), then the Windriders charge forward to finish off the last two! It’s a shockingly good effort, and at the end of it I’m holding both of Owen’s forward objectives. Baharroth disappears and the Windriders tag the Crisis Team to give themselves a marginally better chance of survival next turn.

Other squad of Windriders pretending that they're Shining Spears

This turn put me thoroughly in the lead, and I have enough materiel left to punish Owen if he tries to push back against me.

 

T’au Turn 4, 61:67

Scores falling thoroughly in my favour

Owen starts his turn with a 4 on Primary and a 1 on Banners, which is pretty grim. He does put his right banner back up, holding the objective with the Crisis Team and the Drones he detached from the crippled Hammerhead. That Hammerhead manages to roll high on its advance roll to drift over the halfway mark, so at least Engage won’t be a bust this turn. The double-plasma Crisis team falls back from the Windriders and obliterates them in shooting, before using Strike and Fade to return to cover.

Yeah, this was predictable

On the other flank the Crisis Commander effortlessly evaporates the Windriders holding that objective, while the airburst Crisis pummel my Banshees and kill 3. I then fail the resulting Morale check on a 6, leaving just the Exarch alone. Oh well, she’s what I take that squad for anyway.

The Commander rolled max shots on his Thermoneutronic Projector, just to flex

That’s all Owen can really do on his turn. He just doesn’t have enough units left to push, and anything that gets exposed will die on my turn. Time to tighten the screws even further.

 

Asuryani Turn 4, 61:80

I do this by sending yet another wave of expendable chaff onto each of Owen’s objectives. The Shining Spears surge forward on my left flank, gunning down the nearby Drones before using a Fate Die to easily make a charge onto the airburst Crisis, even through Repulsor Impact Field. 

Zoom!
Super-Exarch goes chop chop

They do substantial damage, but the 5+++ litany from the nearby Ethereal sees a lone Suit survive on 2 wounds. On the other flank, Baharroth goes after the double-plasma Crisis team. I make the mistake of swinging with the Spears first, giving Owen the chance to interrupt and potentially kill my TtL character. Thankfully Lightning-Fast Reactions is on hand to make the T’au hit on sixes, and I save the two wounds they get through on Fate Dice. Baharroth then kills the Iridium suit and several Marker Drones, before Skyleaping once again.

His fellow Hawks are less exciting, with the small squad chipping some wounds onto a Hammerhead and the big one finishing off the damaged tank in my half. 

Hammerhead finally goes down

Finally, a squad of Dire Avengers uses a Fate Die on an advance to sprint onto Owen’s left objective, meaning Owen will once again be starting his turn on a 4 and with one Banner.

The left Crisis are actually behind cover at the end of my turn, they pop out first thing in Owen's Movement

T’au Turn 5, 68:80

Asuryani inexorably pulling ahead

That last turn was probably the death knell for the T’au, but Owen keeps fighting. His plasma Crisis leap forward and unleash hell on the Dire Avengers, reducing them to a lone model who wisely flees the field. 

10 Aeldari lives for 4 Primary points, a good trade

Firepower from the Stormsurge and Crisis Commander sees the Shining Spears evaporate, as Owen Raises his Banner once more and tries desperately to prevent me taking it down.

T'au try desperately to stop me stealing their objectives again

Edit: I’ve subsequently realised in writing up this report that Banners doesn’t let you start the action when an enemy model is on the objective, so Owen would have been unable to Raise his Banners after they’d been taken down on this or previous turns. Thankfully, I don’t think he scored a point for Banners on either of his forward objectives after Turn 2, so it didn’t affect the game, but it’s a little unfortunate to know that that Secondary pick was actually even worse than we thought.

That aside, the lone Crisis Suit falls back into Owen’s backfield to try and hide as best as he can, and the Stormsurge lines up a lone Vyper. It had stuck its head out to help bring down the damaged Hammerhead last turn, and a pair of Destroyer Missiles promptly reminds it why that was a bad idea.

Stormsurge demonstrating the wisdom of my gameplan of 'expose nothing of value'

Asuryani Turn 5, 58:95

Remaining Asuryani, ready to go zoom

The T’au guns are done firing, and now it’s go time for everyone. My whole army surges forward out of cover, with everything from Guardians to Windriders to the Farseers zooming into the open. My goal is to score a 12 on Primary, take down the last Banner (or last two Banners, as we were playing it) and wipe the TtL Crisis Suits.

Aeldari show off their speed in one final assault
Even the Warlocks are in the open!

That last goal starts well, with the Kurnous’ Bow/Incomparable Hunter Farseer effortlessly gunning down the last airburst Crisis. 

I like to imagine this Farseer as a Wild West-style gunslinger, astride his steed

A hail of psychically-boosted shuriken from the Windriders sees the other squad reduced to a lone Suit, and Baharroth charges in to finish it off in combat. I can only chip a couple of wounds onto the Stormsurge, but that was probably never going to happen.

Baharroth does the final honours to take another 5 points off Owen

That gives me control of Owen’s left objective, and the Sunstorm Farseer easily takes down the Banner on the back objective as well. The only challenge is Owen’s right, where the Crisis Commander is ready to heroically intervene into my Hawks as they attempt to take the objective from under him. I pour firepower in, but the Plate of Bagel Hunting does its job and he survives on three wounds. It’s up to the Banshee Exarch, who makes her charge, forgets to use Cronescream and promptly butchers the Commander anyway with 10 D2 attacks. She’s wild.

'Your friends killed my squad, now I'm killing you'

With that, the Asuryani are solidly in control of the field and the surviving T’au retreat. They have been defeated 95:58, but someday they will return.

A tight game, but Aeldari pulled ahead
Still a surprising amount of T'au alive, but Aeldari control the field

Post-Game Analysis

This game was extremely cagey and technical, and I felt like the tension was constantly high. The scoreline was relatively solid, but it seemed like one mistake would be enough for it all to fall away.

Thankfully, the combination of this army’s raw power and the nerfs to indirect fire in the last Dataslate made it a very winnable game. Ultimately, the capacity of my Swooping Hawks, Windriders and Baharroth to keep chipping away at the enemy without exposing themselves was critical. They were able to take out a lot of Owen’s chaff, while squad after squad of jetbikes/Vypers/Avengers flung themselves heroically forward to die on Owen’s points. Without the mobility to threaten me in return, or the ObSec to stop me flipping his objectives, it was a death by a thousand cuts for Owen’s points tally.

Plenty of dead Asuryani, but nothing that actually mattered

What could he have done differently? We talked it out after the game, and honestly, it’s hard to say. He probably had to play more aggressively early on, to try and do some critical damage and stop me overwhelming his scoring in the lategame. But there weren’t that many great angles for doing so, and his best offensive tools in the matchup (the Crisis and the Stormsurge) were also those he needed to keep safe. Probably the Hammerheads needed to be making pushes, but I’m not really sure those have the damage output to do much to an army like mine, which lacks any critical big targets. They’d probably have just died sooner to massed shuriken, and left Owen with even less screening tools.

If I could have started doing this from Turn 1, it would have been pretty painful for those T'au

One change that we agreed definitely would have made a difference would have been to take Decisive Action instead of Engage on All Fronts. We didn’t realise this till after the game, but Decisive Action is worded as ‘control half or more of the objectives’, making it far more achievable on a six-objective game. Owen would have scored it fairly easily on all three turns, making it a safe 12 points I’d have struggled to do much about. That’s much better than the 6 he got on Engage, which also required him to throw away potential screening units for it. Otherwise, none of Owen’s Secondaries really went well, but it’s hard to see what else he could have picked. Killing Secondaries were a recipe for disaster, and something like RND would have likely ended up on a 4.

The T’au list probably needs a few more infantry in this matchup, and definitely an Enforcer Commander. My ObSec edge was massive in this game, and Owen just didn’t have the model-count to screen me out of his buildings. Swapping two Hammerheads for another squad of Kroot and an Enforcer would make it way harder for lists like mine to play the objective game and whittle away its Primary scoring without needing to commit. It’d weaken the Tyranids matchup though, which is a pretty big deal. Hopefully having only two Hammerheads and a Stormsurge would be enough there.

Wiping almost all of Owen's chaff this turn was a huge deal

As far as my list and strategy, I’m not sure I’d change much. Every unit is performing an important role, and I don’t think there’s anything I’d trade away. This is a game where I would have preferred character Warlocks instead of pairs, but most lists don’t have as much indirect fire as this T’au one. And character Warlocks are just asking for Perils, after all. I’m loving the tweaks I’ve made from Nanavati’s version: it’s a shame to lose the extra shuriken cannons he fitted in, but the Hawks and Spears have been consistently excellent. The Hawks give me that extra bit of uninteractive firepower, while the Spears are an excellent trade unit that remains a massive threat until the last model is dead. 

This list is incredibly strong, and I really feel like I’m not even close to figuring out all its tricks. Sorry Ulthwé, but Hail of Doom is just too good. Now I just need to come up with an actual name for my Craftworld…

I hope you enjoyed this somewhat cagey battle report, I really got a lot out of the tactical aspect of it. Less of an out-and-out brawl than Chaos Knights v Tyranids, that’s for sure! What Asuryani lists have you been enjoying recently? And how have the T’au players in your meta adapted to the Dataslate? Are there any cool Craftworlds I should look into to represent my Custom Craftworld? As ever, I’d love to hear from you.

Until next time, may you always win the chaff-war!

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