Switch Theme:

1850 Tyranids (Stealer shock) vs Tau (Maps)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fixture of Dakka






San Jose, CA

Got to try out a list idea last night, courtesy of Sazzlefrats. I thought I'd be playing 'mech Eldar; I got Tau, instead. With the 'stealers painfully inadequate 5+ armor save, this could be interesting....

My list:
Prime w/pair of Boneswords & Toxin Sacs

2x Zoanthropes in a Pod
3x Hive Guard
8x Ymgarl

9x Genestealers w/Toxin Sacs
9x Genestealers w/Toxin Sacs
9x Genestealers w/Toxin Sacs
9x Genestealers w/Toxin Sacs
14x Hormagaunts w/Adrenal Glands

Tyrannofex w/Rupture Cannon, Cluster Spines, and beetles
Tyrannofex w/Rupture Cannon, Cluster Spines, and beetles

The Tau:
Shas'el w/2x Gun Drones, Missile Pod, Burst Cannon, Fusion Blaster, and necessary toys
Shas'el w/2x Gun Drones, Missile Pod, Burst Cannon, Fusion Blaster, and necessary toys

3x Suits w/Missile Pod, Burst Cannon, and necessary toys
3x Suits w/Missile Pod, Burst Cannon, and necessary toys

12x Firewarriors in Devilfish w/SMS & toys
12x Firewarriors
12x Kroot
12x Kroot

9x Pathfinders in Devilfish w/SMS & toys

Ion Hammerhead w/SMS & toys
Ion Hammerhead w/SMS & toys
3x Broadsides w/SMS, 2 shield drones, & toys

We randomly selected from the 2010 Adepticon Championship Primer missions, and got mission 3.
Spearhead deployment
One player place 3 objectives at least 15" apart; the other selects one of them as the primary.
Primary: Primary objective is 11 pts; the other 2 are 5 pts each.
Secondary: Have one unit fully in every quarter of the board (doesn't have to be scoring)
Tertiary: Win by 750 VPs.

I placed the objectives in a triangle; he selected the center-most as the primary. I lost the "who goes first" roll, and he chose his deployment zone and deployed, saving the Kroot out to infiltrate. I chose to infiltrate all of my genestealers; the Ymgarl were dormant (hiding in the big ruins near the primary objective); and the Zoanthropes were in their pod.



(Blue circles are objectives, with the dark blue circle as the primary. Green ovals are forest. Grey rectangles are ruins; these are lovely pieces of gothic multi-story wreckage, with windows in many spots, but some intact walls in spots, as well. As a bonus, they are plenty large enough to give a Tyrannofex cover, if he's in there.)

I attempted to seize the initiative, and failed.

Thoughts on Deployment:
First, it was fairly obvious that Sazzlefrats was a little concerned about outflanking stealers - he deployed everything at least 17-18" from the short edge, leaving him fairly compressed in his deployment zone. Once he did that, I no longer needed to outflank - the threat had been sufficient to affect his deployment.

Second, I'm not quite sure how to handle infiltrating genestealers - I just felt like I had too many to place! He used his kroot to further limit my options, while keeping them close enough for mutual support. I made some mistake here; I think I should have dropped all four squads on a single side (probably the NE corner), and pushed.

Third, I put the Ymgarl in the obvious location, mostly because I figured I could keep enough of it clear for 8 models to arrive.

Tau, turn 1

A little rearranging of the Kroot to the NE, and some movement in the suits & Devilfish. Pathfinders lit up the 'stealers hiding behind the western forest, and they get wiped in a hail of fire from the Devilfish, suits, and Kroot, in spite of Going to Ground. On the east side of the board, 4 Stealers die to SMS from the Hammerheads, while Ion cannons kill off a Hive Guard. A single hormagaunt dies to the central 'fish. Railgun fire from the broadsides bounces off the building sheltering a Tyrannofex.

Tyranids, turn 1

Ouch. Tau and their markerlights/SMS, and massed S5 guns can definitely hurt me!

The central devilfish had poked it's nose out a little far. The Prime moved to the Hive Guard (which prevented them from moving), while the Hormagaunts bounded forward to try and capitalize. Genestealers & tyrannofexes generally moved up; the western-most stealers got some poor Run movement, and couldn't quite get half the unit inside area terrain.

Shooting saw Cluster Spines from the Tyrannofexes knock down some Kroot in the eastern squad, and the Hive Guard killed a single Kroot in the central unit. The eastern kroot failed their morale test, and ran a little. Hormagaunts charged w/33 attacks, hit 4 times, and did no damage to the fish. Ooops.

Tau, turn 2

First, the broken Kroot rally. A little more shuffling of the suits occurs, and the embarked Firewarriors get out of their transport, after it backs up a little.

Then, it's time for Fish of Fury! In a hail of pulse fire, the Hormagaunts all die. Ion cannons put 2 wounds on the Prime and 1 onto a Hive Guard, while Railgun fire puts 2 wounds on a Tyrannofex. Pathfinders light up the western 'stealer squad, and massed suit, kroot, & devilfish fire kills off 7 of the 9 stealers after they go to ground. I think an odd SMS shot kills a stealer in the NE corner as well.

Tyranids, turn 2

I'm starting to get concerned about keeping scoring units alive.

Reserves time: the zoanthropes decide to come in, but the Ymgarl hit "Snooze" on their alarm clock. (Too bad - they could have caught both suit units if they arrived this turn.) I aimed the pod for the pocket formed by the two Hammerheads, the Kroot, and the Devilfish...and preceded to scatter 9" in the only direction I could scatter, right back into the ruins. The Zoanthrope get out, and peek through a window at a Hammerhead. The intact 'stealer squad in the middle moves out of their runis, and heads up to charge some Kroot. The Hive Guard + Prime get into cover. The wounded Tyrannofex slows down, and lets his buddy get in front.

Shooting time. One Zoanthrope promptly rolls box-cars and gives itself a nasty headache, but the other a) passes the test; b) hits the hammerhead; c) penetrates it; d) gets past the cover save; and e) blows it apart. Good boy. The first Tyrannofex fires into the Devilfish, and hits 5 Fire Warriors w/the Cluster Spine marker while doing it. Then he penetrates the Devilfish with the Rupture cannon (inside 12", so no Disruption Pod save) and blows it apart in a 4" radius. Ends up doing 14 wounds to the FW (5 die), a few to the Kroot, and one to the rear FW squad. The other Tyrannofex then tosses it's shots at the Kroot, and kills a bunch more with the Cluster Spines; one lives, but doesn't break. The Hive Guard shoot at the FW in the ruins, but do nothing.

In assault, the 'stealers kill 7 kroot on the charge, and lose a couple to return attacks. They win, run the survivors down, and try to look inoffensive in the ruins.

Tau, turn 3

The surviving Devilfish drives over, and the last kroot on the board jumps inside, hiding like the chicken he evolved from. The 7 FW in the ruins move up, to ensure rapid-fire range on the 'stealers, and the suits rearrange themselves. Shooting is relatively ineffective for him - he markerlights the wounded T-fex and puts a couple more wounds on, kills off the wounded Hive Guard, and kill 4 of the 7 stealers after they go to ground. And the positioning of those units around the ruins is interesting....

Tyranids, turn 3

The Ymgarl wake up, look around, and get very excited. I deploy them along the NE edge of the ruins, and between movement and running, set them up for a triple-charge, catching a unit of suits and both units of FW. It will be a charge through terrain, of course. The Prime parts company with the last Hive Guard, and the last two genestealers along the southern border hide behind a solid wall in the ruins. The Zoanthrope rolls snake eyes for movement, but just barely has range to fire on the Hammerhead; it promptly misses.

In the uber-assault, the Ymgarl morph for T5, and make all 3 of the saves they are called upon to make. Then then do about 11 wounds spread across all three units, and break them all. I choose to run down the suits; the large FW squad flees 11" (and off the board), and the last living FW flees about 4"; he is incapable of regrouping.

Sazzlefrats' face, as this was happening, looked pretty shocked. 8 models popped up, and proceeded to alter the outcome of the game, all by themselves, and without taking a single casualty.

Tau, turn 4

The Tau mill about a bit, and dump fire into the Ymgarl. The pathfinders light them up...but only get 3 hits for their 9 shots. When the smoke clears, 2 Ymgarl live, after going to ground, and a single genestealer is still alive near the primary objective.

Tyranids, turn 4

That last living 'stealer moves to hide behind a piece of solid wall, and hopes he's forgotten. The Hive Guard can't quite make it into cover. The Zoanthrope drifts through the ruins, and the other living stealers move a bit, to get closer for turn 5 rushes to the minor objectives.

Shooting sees the Zoanthrope miss the pathfinders, but one of the Tyrannofexes hits them with Cluster spines, while firing on the Hammerhead. The hammerhead is wrecked, and the pathfinders lose a few models, fail their morale test, and call it a day. The devilfish shrugs off 3 penetrating hits from the Hive Guard and other T-fex, courtesy of Disruption Pods.

Turn 5

The Tau move a bit more, and park the devilfish w/single kroot near the objective, while killing the last two ymgarl. All the rest of his fire either misses, or bounces off.

The Tyranids try hard to shoot down the Devilfish, but fail; a Tyrannofex ends up wrecking it in close combat. Stealers are on all three objectives, but that last living kroot manages to get out of the devilfish wreck, and pinned or not, he's within 3" of the objective when the game ends on a "2."

Post mortem:
Tyranid Prime: He's an HQ, and I have to have one. I misplaced him initially - he should have been with the Hive Guard all along, and never with the 'gaunts. He definitely benefits from the T6 majority toughness in that unit. Otherwise, he serves some purpose as an ablative wound sink for the Hive Guard, and he may be useful as a little counter-assault punch.

Genestealers: I need to give more thought to what to do with my units of 'stealers when not outflanking. Here, they were relatively useless - I killed one unit of kroot in hand-to-hand, and finished the game with 7 models living, out of 36. As it happens, they were all in good spots, but they need to be more effective. Against HtH opponents, I'm not worried about their utility, but against shooting armies, I think I need to aim for local-area target saturation, rather than spreading out and letting every gun in the enemy army have a target.

Ymgarl: Hands-down, the best unit of the game. 8 models show up, destroy 3 crucial enemy units (yes, they were Tau, but still!), and don't lose a model in the process. I'm keeping them, even at the cost of another unit of Zoanthropes.

Zoanthropes: They're fine. Initial landing was way off, which kept them from having a huge impact on the game, but they blew apart a Hammerhead when no one else was going to get close to it, and that's a "win" in my book.

Hive Guard: I may need them for dealing with rhinos/razorbacks/vendettas, but they're not thrilling me so far. They get a couple more chances, if only because I bought the models already.

Hormagaunts: Useless. I would have been happier with the 2 units of 10 'gants I had originally scripted. They're probably useful in huge numbers, but a little investment like this is wasteful.

Tyrannofexes: Very solid performers here. Strangely enough, the Cluster Spines were at least as important as the Rupture Cannons, particularly when dealing with units that were clustered near vehicles - it was like being able to split fire.

For the future:
First thing to try is dumping the Hormagaunts, and just grabbing some termagants instead. Alternatively, I could drop the Prime and squeeze a Tervigon in, either to take cover behind the T-fexes or to provide it, as seems necessary. I also wouldn't mind trying to fit Regeneration in, but not at the cost of a scoring unit, as seems required.

This message was edited 2 times. Last update was at 2010/02/28 23:32:04


Quis Custodiet Ipsos Custodes? 
   
Made in us
Committed Chaos Cult Marine





Ymgarls, Take more of them. The ability for genestealers to pop up and instantly assault is sick. Trust me.

Try Hormagaunts in a drop pod maybe?

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in us
Nasty Nob






Gardner, MA

Thats for the batrep and sharing lessons learned Janthkin!!

I like how the Ymgarl Stealers work with infiltrating/outflanking stealers - one makes them want to hug the center - the other can assault the center given area terrain.

Maybe using an HQ that re-rolls outflanking table edge along with a good size unit of Ymgarl's and 2 other units of stealers is the fix.

1850 points
Swarmlord
10 Ymgarl Stealers
12 Genestealers, Adrenal Glands, Broodlord with Talons
12 Genestealers, Adrenal Glands, Broodlord with Talons
Tyrannofex with Rupture Cannon
Tyrannofex with Rupture Cannon
Tervigon
11 Termagaunts
2 Zoathropes in a Pod

A man's character is his fate.
 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Good report! I like the colour maps.


I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in gb
Deadshot Weapon Moderati





Rochdale (GW Manchester)

Nice colour maps. Good report

"Innocence Proves Nothing... Except That You've Done Nothing Wrong"

Welcome to the Daemonhunters, the ranks of the exalted Ordo Malleus and their cannon fod....er, I mean, loyal allies. Remember...the only ones who need fear the righteous might of the Ordo Malleus are the Daemonic.


quote: Dashofpepper: ...sad rivulet of demon prince tears. He ponders for a moment, then lashes the demon hunters into him. He assaults them, kills a terminator or two....and then demon hunters being demon hunters....they proceed to wtfpwn him. Second player leaves the table... 
   
Made in us
Fixture of Dakka






San Jose, CA

kaiservonhugal wrote:Thats for the batrep and sharing lessons learned Janthkin!!

I like how the Ymgarl Stealers work with infiltrating/outflanking stealers - one makes them want to hug the center - the other can assault the center given area terrain.

Maybe using an HQ that re-rolls outflanking table edge along with a good size unit of Ymgarl's and 2 other units of stealers is the fix.

1850 points
Swarmlord
10 Ymgarl Stealers
12 Genestealers, Adrenal Glands, Broodlord with Talons
12 Genestealers, Adrenal Glands, Broodlord with Talons
Tyrannofex with Rupture Cannon
Tyrannofex with Rupture Cannon
Tervigon
11 Termagaunts
2 Zoathropes in a Pod

I think we've got slightly different approaches at the moment - I'm thinking, for massed stealers to work, you really do have to mass them. Outflanking will generally take care of itself, if I'm outflanking 4 units of stealers. And for the present, I'm not willing to trade out the Hive Guard for the Swarmlord.

I prefer Toxin Sacs to Adrenals on the 'stealers, too. Rerolling to wound against T4 or less means more rending, and poison means having a good shot against Monstrous Creatures.

I may try a Tervigon as an HQ next game, though. Dump the Prime + the Hormies, and that's plenty of free points. It'd be nice to get the third Zoanthrope, if I could, but I'm not sure I can spare the points.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fixture of Dakka






on board Terminus Est

I would trade the prime for the tervigon... He will synergize with the army a lot better. That said have you consider spodding the Prime with hte Zoies?

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Fixture of Dakka






San Jose, CA

Green Blow Fly wrote:I would trade the prime for the tervigon... He will synergize with the army a lot better. That said have you consider spodding the Prime with hte Zoies?

G

Thought about it, and discarded it - I don't want to risk Instinctive Behavior on the T-fexes in the first couple turns of the game. I need that early shooting too much. Against some opponents, the pod will drop empty, and the 'thropes will deploy. If I ever need to do an all-reserves deployment (looking at you, Mr. IG Gunline), then the Prime might drop w/the zoanthropes.

This message was edited 1 time. Last update was at 2010/02/28 03:12:07


Quis Custodiet Ipsos Custodes? 
   
Made in us
Nasty Nob on a Boar





Galveston County

How did the Tau HQ have 3 weapons? Thought they could only take 2 weapons and system?

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Fixture of Dakka






San Jose, CA

Uriels_Flame wrote:How did the Tau HQ have 3 weapons? Thought they could only take 2 weapons and system?

Nah, he's fine - 3 hard point devices (weapons), and all the support systems hard-wired.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fixture of Dakka






on board Terminus Est

Okay now I see why you are running the Prime as is and it makes good sense for the cost.

I am working on a stealer shock army as well but with Trygons to soak up some dakka so the stealers can get in. I agree with your points on the hormigaunts. To me they are very situational.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Good report!

I do have some questions about the Tau force, though...

1. Why Burst Cannons on the Crisis Suits? You can get S5 AP5 EVERYwhere in the Tau army, but there are other systems that are available only (or almost only) on Crisis Suits.

2. Why no flechette dischargers on the vehicles?

3. How did he get 9 Pathfinders into the squad?

I have found that the Tau don't do as well when they castle up; spreading out to minimize melee problems (like Sazzlefrats had here) works much better for me.

I'm probably one of the only folks interested in how the Tau fared in this report.

DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Fixture of Dakka






San Jose, CA

Lorek wrote:Good report!

I do have some questions about the Tau force, though...

1. Why Burst Cannons on the Crisis Suits? You can get S5 AP5 EVERYwhere in the Tau army, but there are other systems that are available only (or almost only) on Crisis Suits.

2. Why no flechette dischargers on the vehicles?

3. How did he get 9 Pathfinders into the squad?

I have found that the Tau don't do as well when they castle up; spreading out to minimize melee problems (like Sazzlefrats had here) works much better for me.

I'm probably one of the only folks interested in how the Tau fared in this report.

I should get Sazzlefrats in here to answer these, but I'll give it a shot:
1) He was trying a "volume of fire" list, as a possible counter to a "30 terminators walking across the board" army that we've seen locally recently. It also happens to present non-trivial problems for Tyranids. (I'm a Fireknife kinda guy, myself.)

2) Too expensive for situational utility, I guess? As it is, they wouldn't have helped him much here (the Hormies all died anyway, and flechettes wouldn't likely have killed the T-fex that killed his other devilfish; the 'heads died to shooting).

3) Mistake. He hasn't played Tau a lot in recent days, and probably was concerned with spending that last 12 pts.

Look at it from the deployment perspective, Lorek: You're going to go first, it's spearhead deployment, and your opponent has four units of potentially-ouflanking genestealers, plus the Ymgarl and a spore pod. Do you spread out across your deployment zone, and worry about outflankers assaulting you on arrival, or do you castle? Once I deploy, do you fall back to the empty quarter, or do you shoot with the Kroot/Fire Warriors? I can see the arguments either way. Personally, I would have done a couple things differently (I think the Kroot in the center building should have moved, rather than accepting assault from 'stealers out in the open), but wiping out the Hormies was necessary, as just a few of them can ruin a Fire Warrior's day.

Quis Custodiet Ipsos Custodes? 
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Oh, man, I missed the Spearhead deployment. Yeah, that'd about do it. Makes a lot more sense.


DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

Yup, I agree with everything that has been said. I always run fireknife config and I wanted to try something different (burst cannons).

The combination of 4units of possible outflanking genestealers and the 5th unit of the ymgral geenstealers and me being forced to set up first, really screwed up my deployment.

In general I knew that once kevin got sneaky and didn't outflank anyone but instead infiltrated them, my game was going to me a mad rush of can I kill the frickn bugs quick enough. Having the burst cannons wasn't too bad, I don't think I got more utility out of them that I would have gotten with plasma guns, so i think I'll switch back. My problem was that I heavily underestimated the 8 ymrgrl genestealers. He assaulted 2 firewarrior squads and a full crisis team, wth 2 drones and a shas el... and took no losses at all.... and he charged through cover... I think it was a ridiculous combat, statistically I should have lost, just not as bad as I did. I won't underestimate those guys again. But if you look at it, I had like 4 units of genestealers within 18" of me... and I basically murdered all of them. But... since my back was against the wall the entire game, I knew I was going to have to let something take it in the face.

The end of the game was what really annoyed me. He had 7 units left, most of them.. just a single model... 2 genestealers, 1 genestealer, 1 hive guard, 1 prime warrior, 1 terrorfax thing, another terror fax thing. I had lost a lot, but... only 4 units left.


The way the adepitcon mission reads, it benefits horde armies that can field tons of small units. I should have been running 5 units of 10 kroot, that all outflanked. Devilfish cost too much or maybe I shouldn't have run 2 hq's... I'll reinvent the list again I think. There were a few errors in judgement that I can correct for our next game. I was glad to run my original army that I played for my first 5+ years in 40k. I learned a lot, especially since I haven't been playing them in a long while. I think next time Kevin won't be able to pull off such a marginal win :p



   
Made in us
Fixture of Dakka






San Jose, CA

Sazzlefrats wrote:The end of the game was what really annoyed me. He had 7 units left, most of them.. just a single model... 2 genestealers, 1 genestealer, 1 hive guard, 1 prime warrior, 1 terrorfax thing, another terror fax thing. I had lost a lot, but... only 4 units left.

Hey now, there were 9 units still alive! 1 Zoanthrope, 1 Mycetic Spore Pod, 2 Tyrannofexes, 1 Genestealer, 2 Genestealers, 4 genestealers, 1 heavily-wounded Prime, and 1 Hive Guard. (You only destroyed 3 total units: the Ymgarl, 1 unit of Stealers, and the Hormies.)

The way the adepitcon mission reads, it benefits horde armies that can field tons of small units. I should have been running 5 units of 10 kroot, that all outflanked. Devilfish cost too much or maybe I shouldn't have run 2 hq's... I'll reinvent the list again I think. There were a few errors in judgement that I can correct for our next game. I was glad to run my original army that I played for my first 5+ years in 40k. I learned a lot, especially since I haven't been playing them in a long while. I think next time Kevin won't be able to pull off such a marginal win :p

Keep in mind that my "tons of small units" aren't exactly cheap - 9 Poisoned stealers runs 153 pts, and even those useless hormagaunts were 112. But in general, Adepticon does favor multi-objective missions, with Kill Points included at least once, to keep MSU lists honest.

As far as your list goes, I'd go back to Fireknife, use Railguns on the Hammerheads, and drop 1 HQ. I'd also run 2 separate units of pathfinders, and let the Kroot borrow their rides. We'll see how the rematch plays out.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fixture of Dakka






San Jose, CA

We played two more games last night. I was going to do pretty batrep pictures, took deployment shots of game #1...and promptly forgot.

I tried the Tervigon HQ, and was left feeling a little "blah." Next option, I think, is to drop one unit of Stealers, put the Tervigon in Troops, and put the Prime back in. I need the extra synapse - Hive Guard who break, or fail Instinctive Behavior, are not useful.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

Well I've learned something important about the new tyranids... my hammerheads are not safe, neither are my devilfish. In the first of our two games last night, I saw that early in the game, but didn't have an effective counter strategy (i.e. terrain wasn't cooperative) plus I still can't figure out how to deal with the ymrgrill genestealers, and in the last 2 turns of the game, my dice completely abandoned me.

Our second game, was dawn of war... for a million reasons, I was happy. We started further apart, and... we started further apart :p Even still, it took me 6 full turns to shoot down 4 units of genestealers in cover, nearly forcing a draw game.

Tau truly do not wish to be on the board at the start of the game, thats my only conclusion.
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

You bringing nids to the Slaughter in Space?

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Fixture of Dakka






San Jose, CA

Somnicide wrote:You bringing nids to the Slaughter in Space?

Not sure yet; I've got a couple tournament options before I need to turn in my list, so I can get a little more practice in before deciding.

Quis Custodiet Ipsos Custodes? 
   
 
Forum Index » 40K Battle Reports
Go to: