Ultimate Apocalypse Build Order: Tau Empire

It’s been a long time since I wrote one of these, but I know the others I published years ago are long irrelevant due to many many patches since they were written. The newest version of UA at the time of this post is the one we will be focusing on. THB.

So Tau have long been my favorite faction because I like the units and build order plus the melee to ranged ratio is very nice in my opinion. I have a preference to play them, but against the Hard and Harder AIs I have a little trouble, or, had. I have since implemented a new build order which maximizes the potential for success while limiting the vulnerability to the rush. Orks and IG will hit hard and within the first five minutes so it is important to have a strat that compensates.

The goal of the strat is to balance tech with unit production and timely units as well. Transition to vehicles quickly. Backloads armies with elite ranged.

I still think there’s no defense to an Ork rush, but every other faction can fall victim to this sequence.

Within the first few minutes:

Go barracks (ranged) then as many requisition nodes as possible until 4 – 5 are capped and listening posts are built. Then hit the first two power plants to quickly go tier 2. While all of that is going on. you need a commander and 1 melee or ranged squad (whichever is better). The military units should come out of the barracks not HQ building. These steps are core to any future build order because they enable fast leveling for the commander unit.

As Tau, I choose the ranged commander, the XV22 and a squad of Fire Warriors. Keep them together at some central point so they can act on intrusions. I also get a Kroot Alpha squad out and hold the next front with them. I need to get to tier 2 very fast. I’ll back up a second squad of FW and max out their squad size.

Next is a mad dash to tier 3. Try to build some Hounds out to beef up a unit presence and I will drop a Devilfish or two since the AI will have vehicles at this point as well. I stay away from the Skyrays since they don’t really mature as decent artillery until tier 3. So I do the best I can to hold ground until I get to both types of tier 3 that the Tau have (melee and ranged). I crank on tier 3 units and the new commanders/squads. I The secondary ranged commander and the command squad for ranged are good enough to hold a front by themselves with limited interaction from units and vehicles. They pack quite a punch once the base-level is up above 5.

Also, get that Ethereal out as soon as possible and flip on the create bodyguards function on all the time. Set the Ethereal somewhere where it isn’t in immediate peril and let it keep popping out free Fire Warriors in the backline somewhere. Those three unit squads pack a hefty punch, can capture nodes and are reinforceable if they lose members.

I get the Kroot Commander out on that massive beast and just let him tank the shit out of any melee that is happening on the battlefield. The Kroot Alphas are usually pretty strong by then too, and I do make sure to have them cannibalize as much as possible along the way so they end up with some late game relevance. The final push should be made when the commanders are all at max level. I typically go to production increases when it comes to the passive upgrades.

Barracudas are good at holding the sky and pummeling vehicles which is needed in my infantry-heavy approach. Since Knarloc Riders count as vehicles I’d say 50/50.

All along the way, I buy my technologies once the units I need are in play. I work on making them stronger only after I have secured some ground. I’ll spend up-front money on units and then make them stronger as they are in play, hopefully creating an instantaneous advantage. I think this start works, with the 4 or 5 requisition nodes first thing and then tiering up as fast as possible. The command units can hold ground for the most part, and I’ll combine the Kroot Alphas and the XV22 if I need to in order to hold a point. I value the Tau since they have multiple ways of countering.

ECONOMY UPGRADES YES: As soon as they are available since nodes and generators have limited yields. Get the economy upgrades to power your push and maximize your resources. Decay is based on time.

Try that and see if it works for you. A real hardcoire Ork rusher will still kill you. There’s no stopping an Ork rush. I’ve decided.

Slammy Susan Update

Hoping to be saved from the pit of irrelevance, I had all my eggs riding on this week’s matchup with last place Bangle-Doof. As the innings fade here on the final evening of scoring, things are looking solidly W. I was saved by a somewhat less effective C. Sale on a second start as the Astros knocked him around a bit. His T. Bauer failed miserably as did my gamble on C. Paddak. I nearly lost it because of my bad waiver moves.

This next week I’m taking a flyer on B. Buxton. I think Minnesota is due for some run. They’re pretty scrappy and that’s what I look for as a metric. Hard to quantify but not hard to see when players either have the stuff or don’t. Often times I find my instincts on picking in this way are less than accurate. Carpet bombing draws a familiar parallel to my methodology up to this point. I feel like I’m getting better at recognizing trends. When teams get hot, they hit better, and that sliding percentage improves depending on the batting order, venue and so on. It’s a lot like football, but that stats go three levels deeper. They have sub metrics for damn near every aspect of gameplay. The Yahoo! league editor only lets you carry 15 statistical categories between batting and pitching, but there are twice as many choices of things to track. The data scrutiny is not a thing I have yet come to terms with. The guys who make money at daily fantasy know who to pick, on what day, and why it is a high percentage pick. Even down to the history of the individual batter’s past plate appearances versus the starting pitcher for the day… the comparisons allow for a super-informed perspective if one has the willingness to comprehend the data set in its entirety.

I am finding I continue to tune my focus; I’m working on understanding the various comparisons that might be of value. I experiment with risks in this somewhat prideless forum. Though, I am unhappy that DerpyDerpDerp is RUNNING AWAY with 1st place and has yet to be defeated. This unbelievably fortunate team is raking in several relevant offensive categories like HR, R and RBI as well as earned strikeouts for pitchers. It’s gross that I didn’t even think that team was relevant, giving in the preseason 3 of 4 ranking. Third place team, trashing me like yesterday’s pancakes.

 

Well my RP F. Vasquez just got a save to put me in the running for 1st place in terms of overall score. Not bad considering I was on the verge of losing 3 in a row. Yikes.

 

 

FMLB Reset Boop

I’m changing the scoring system in the league today. This is what I was trying to figure out with my artificial league in my first experiment with fantasy baseball. I needed to find out what day-to-day scoring looks like. The ups and downs, the flashes and fizzles… then create a league scoring system that was both competitive and fair. Based on player skills, dramatic achievements and overall consistency. I didn’t know how to score a league how I had conceived it in my mind, since I’ve never played in one before, Head-to-Head. Now that I have seen what it looks like, I noticed a few things:

  1. If I’m scoring Assists, why not Put Outs? The Put Out is the real scoring play, not the Assist. This has been added and both have been scaled.
  2. Pitchers are not getting penalized for Hits, and scoring double on Relief Wins. This stat has been eliminated.
  3. Grounding Into Double Plays is overly penalized considering its day-to-day value.
  4. Runs and Hits for batters should have their values juxtaposed.
  5. Triples should not be worth more than Home Runs.
  6. Batters should be smacked for Balks, period.
  7. OFAs are now worth 20 times more than regular Assists: degree of difficulty, yo.
  8. Other categories were scaled and balanced as well

I concluded I wanted regular offensive players to have scaling and incremental scoring over the period of the day-to-day activities. Pitchers should provide massive bursts (potentially) of scoring to push a manager over the top or projection. Pitchers can make you or break you, but without consistency you’re nothing. After much testing and deliberation, I have decided on the final settings that will carry on into perpetuity. There might be a chance that I could revise again after the season was over, but I felt it necessary to do so now in order to not diminish the season’s potential. If I held on to the same rudimentary settings all year, It would be a disappointment. If I change them now, there’s still 18 weeks of fun now that I know much more than I did when I started.

This is going to be fun!

See below for all the categories on both sides of the ball that I’;m going to be scoring. This is going to be a fiercely competitive league, with a serious threat in the league of sound defeat. Things are much more balanced than they have been for the first three weeks. Things are going to be very different now, and much more interesting.

 

FMLB Week 1: Results

A win for my team this first, very long game week. I’m starting to see a few league trends:

Strikeouts are killer at -.75

Singles and Runs should have their values juxtaposed

Some of the bonehead plays are being punished too harshly

Player value is in avoiding calamity. Catchers seem to consistently let me down, much the way the TE did in the NFL

The 1 day unlock is FUCKING AWESOME, and adds an element of difficulty that mirrors FNFL

I can see PO should have been a stat in my league

Some days are all negative, others are conveniently rocket ship

Did I mention about the strikeouts?

I just saw Dan Plesac drop a solid 35-foot putt on live tv, funny as hell how his fellow hosts reacted. Go look it up I’m not sure about the distance. They went apeshit.

NPR – Capital Public Radio PSS Article

Here I am with my first interview for a media outlet!

http://www.capradio.org/articles/2019/03/28/peer-mental-health-workers-could-become-state-certified-under-proposed-california-law/

MCU Rankings

Thor: Ragnarok

Avengers: Infinity War

Guardians of the Galaxy

Captain America: Civil War

Guardians of the Galaxy vol 2

Marvel’s The Avengers

Dr. Strange

Avengers: Age of Ultron

Ant Man and the Wasp

Ironman

Captain America: The Winter Soldier

Thor: The Dark World

Black Panther

Thor

Ant Man

Ironman 2

Captain America: The First Avenger

Ironman 3

The Incredible Hulk

Spider Man: Homecoming