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Made in gb
Tower of Power






Cannock

Report from my game with Poddy on Tuesday. Poddy is getting better each game, though yet to score his first win. I've given him some tips on how to beat my Dark Eldar, I hope he get can his first win thise game .

Dark Eldar "Kabal of a Thousand Cuts" - 2,000 points


HQ

Baron Sathonyx

Elite

4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon

Troops

5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon

Fast Attack

Beastmasters - 3 x beastmasters, 5 x khymerae & 4 x razorwing flocks
Beastmasters - 3 x beastmasters, 5 x khymerae & 4 x razorwing flocks

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield


Tau - 2,000 points

HQ

Shas'El - plasma rifle, missile pod & multi tracker
Crisis Battlesuit Bodyguard - plasma rifle, missile pod & multi tracker
Shas'El - plasma rifle, missile pod & multi tracker
Crisis Battlesuit Bodyguard - plasma rifle, missile pod & multi tracker

Elite

2 x Crisis Battlesuits - plasma rifle, missile pod & multi tracker
2 x Crisis Battlesuits - plasma rifle, missile pod & multi tracker
2 x Crisis Battlesuits - plasma rifle, missile pod & multi tracker

Troops

6 x Fire Warriors
6 x Fire Warriors
10 x Kroot - 2 x kroot hounds
10 x Kroot - 2 x kroot hounds

Fast Attack

Piranha - fusion blaster, target array & disruption pod
6 x Path Finders w/ Devilfish - Devilfish w/ disruption pod
6 x Path Finders w/ Devilfish - Devilfish w/ disruption pod

Heavy Support

3 x Broadside Battlesuits - team leader w/ target lock & 2 x shield drones
Hammerhead - 2 x burst cannons
Hammerhead - 2 x burst cannons

Pre-Game Analysis

I don't like Tau. I don't like them as a army (just not into the manga fish thing) or like them as a opposing army when I am playing Dark Eldar, reason is all their guns have chances of popping my light skimmers. Now, Poddy should be clued up as I sent him a essay on how to beat my Dark Eldar and he has read my basic deployment guide (see here), I wonder if he has been paying attention? lol.

As normal, the railguns are my targets as these auto pen my Venoms. If I can stop the Hammerheads from shooting and knock out some Broadsides early on, then I will be happy. The missile pods aren't much of a threat as at least they need 3+ to glance. I am really more concerned with Pathfinders seems they can increase ballistic skill and take away my cover, if I can kill those units early on then the Tau won't hit so much as I can survive that little bit better.

Game: Annihilation + Pitched Battle

Deployment

I won the roll off thanks to Baron, was a toughie were to deploy as the board was setup as a mirror image with two open areas on either side of the board and a large ruin in the middle. Mainly due to room, I deploy on the left side of the board. Ravagers at the front length ways on to give cover to Venoms and Beastmasters while the Beastmaster unit with Baron hides behind a tower ruin.

Poddy deploys the bulk of his army top right corner of the board. He makes a nice castle with his vehicles and places all infantry behind them, his Broadsides right at the back. He does deploy a unit of Pathfinders in a ruin directly opposite and a Crisis Suit unit in a ruin far left corner.







* Tactical Notes

Poddy has got his deployment almost spot on, almost. He has hung the Pathfinders and Crisis Battlesuits out to dry and I will capitialise on that. I will move my Venom fleet up the left side of the board and use the large shrine ruin in the centre to block LOS and also keep myself out of range from the missile pods and plasma rifles at least.

Due to deployment, two Ravagers are easy targets for railguns and are on borrowed time. I'll just get them to blast the two Hammerheads and then write them off.


Turn 1

Poddy infiltrates the Kroot along the right table edge over 18" away from me, he's taunting Baron and the Beastmasters! Pathfinders scout and climb up a ruin in the top right corner. Poddy then tries to seize the intiative, he gets a 5 and fails.

My first turn then; I move my fleet up 12" and spreading out while using the shrine ruin for cover. The two Ravagers move together around the other side of the shrine while Beastmaster units just dick about.

Shooting; splinter cannons open up and blast the Pathfinders to death and wipe them out along with the Crisis Battlesuits. I get some shots off on a Fire Warrior squad behind a Devilfish and kill two of those, they pass morale. All Ravagers fire dark lances at the two Hammerheads, I either do nothing and Poddy saves all damage I actually do make thanks to disruption pods.

Poddy's first turn; he moves the bulk of his army down the the right table, both Fire Warriors jump into Devilfish while two units of Battlesuits, one of those a Shas'El unit moves to blast some D.E Venoms. The Kroot move closer to my Beastmasters, taunting them.

Shooting; missile pods and railguns blast one Ravager and I get extremely lucky with flickerfield saves and only taken a weapon destroyed. The supporting Ravager goes down without much of a fight, while the remaining Ravager with the Venom fleet asborbs some damage thanks to flickerfield, though it eventually explodes.

In assault the Battlesuits jump away and hide.

Kill points - Dark Eldar: 2 Tau: 2





[imghttp://images.dakkadakka.com/gallery/2012/1/19/318659_md-.jpg[/img]

* Tactical Notes

Ok, not a bad turn, though could have gone better. I was hoping with all the Ravager shots that at least a single Hammerhead would have taken some damage. The unit of now dead Pathfinders also absorbed too much damage, I wanted to put more shots into the now depleted Fire Warrior unit. I guess beggars cannot be choosers and I have two kill points at least.

Poddy has made a mistake with two units of Crisis Suits. He has brought them closer to my force instead of moving them away with the rest of the army, these Battlesuits are now unsupported and easy kills. I just need to line my Venoms up to get LOS and I'll blow them away. If I have got any shots left I'll put them into the remaining unit of Pathfinders and probably the Kroot which has deployed in front of the Broadsides.


Turn 2

I suicide my last Ravager and move it forward towards a Hammerhead so the Tau vehicle will at least not get the disruption pod saves. Baron and his Beastmasters move towards the infilitrated Kroot, though won't be in assault range while the other unit of Beastmasters moves behind the shrine ruin after getting poor cover movement and run rolls. Venoms move around the shrine, though keep their distance and on standby ready to blast some Battlesuits.

Shooting; solo Ravager blasts a Hammerhead and scores immobilised. Splinter cannons blast both Battlesuit units, both units go down without much of a fight and give me three kill points. I fire the remaining splinter cannons into the Kroot by the Broadsides, four of them left and they pass morale.

Poddy moves his battered Kroot behind the ruin the Pathfinders have deployed in, his vehicles shift further down the right board side in attempt to get away from the Venoms, though they are only moving closer to my Beastmaster units! .

Shooting; railguns blast my Venoms, I get lucky on flickerfield saves and Poddy does poor damage rolls, he immobilised a Trueborn Venom and breaks a splinter cannon off another. The last Ravager is finally slagged by missile pods while a blast from a Hammerhead kills a single Khymerae, others pass cover saves thanks to Baron.

In assault the remaining Battlesuits hide away.

Kill points - Dark Eldar: 5 Tau: 3




* Tactical Notes

I've managed to take a lead with a few kill points here, I must say thanks to Poddy for that as he really handed me two Battlesuit units on a silver platter - thanks mate! . Poddy though has managed to get a kill point taking out the last Ravager, I knew it was going to go, so moving it up into his face has served as a nice distraction.

Next turn I will split Baron and send him to assault the Kroot while the Beastmasters should be able to assault a Devilfish which has moved down the right flank - I don't want to really assault it, but this will 'leap' them up to board to assault more interesting units. Venoms will fire at the Pathfinders and Broadsides, this should take away the Tau's anti tank and buffing units, any blasters will fire into the immobilised Hammerhead.


Turn 3

Baron splits from the Beastmasters and moves and runs towards the Kroot, though will be out of assault range so runs into area terrain. Beastmasters move up to assault the Devilfish while the other Beastmaster units moves into the shrine ruin - they should assault something next turn! Venoms start flanking around the shrine ruin to get the splinter cannons and blasters into range of Tau armour and infantry.

Shooting; splinter cannons fire at the depleted Kroot unit and wipe them out. More splinter cannons fire Broadsides and kill both shield drones and put some wounds on the unit - they pass morale. Some splinter cannons fire at the Pathfinders, one left if I remember right and passes morale.Blasters fire at the immobilised Hammerhead, my blasters are crap and fail to hit.

In assault the Beastmasters charge the Devilfish and do jack gak.

Tau's third turn; Broadsides move away from the oncoming Dark Eldar and use the ruin where the single Pathfinder is to get cover saves from possible blasters next turn. A single Devilfish moves up to the oncoming Dark Eldar skimmers and the depleted Fire Warriors bail out ready to suicide and unleash rapid fire death. Unit of Battlesuits moves to support the Kroot against the Beastmasters while the other Devilfish moves 12" so now in the bottom right corner and Fire Warriors bail out ready to blow holes in Baron Sathonyx.

Shooting; depleted Pathfinders fire at a Venom and score weapon destroyed. Broadsides fire at two Venoms (target lock) a Trueborn Venom is wrecked - squad passes pinning test but then he blasted by the immobilised Hammerhead, all but one Trueborn are killed - survivor pass morale test. Remaining Hammerhead blasts the weapon destroyed Venom and scores another weapon destroyed. Fire Warriors blast Baron, though his shadowfield is too strong. Two Battlesuit units and Kroot blast into the Beastmasters - a single Khymerae and Beastmaster remains - they pass morale.

In assault the Battlesuits run and hide.

Kill points - Dark Eldar: 6 Tau: 4







* Tactical Notes

I'm keeping my lead on Poddy, which is nice, though I think he will catch up soon. I've got two Venoms which have taken damage results, they cannot take more much pounding. I know the depleted unit of Beastmasters will be killed next turn as well.

Next turn I will use the Beastmasters in the shrine ruin to assault the depleted Fire Warriors while the Venoms move up and blast the final Pathfinder, torrent the Broadsides and also blast the immobilised Hammerhead. Baron will assault the Fire Warriors in front of him while the depleted Beastmasters will go out in a blaze of glory and charge the Kroot in front of them.


Turn 4

Venoms move forward while leaving a gap for the Beastmasters, they move up and get ready to assault the depleted Fire Warriors. Baron moves to charge the Fire Warriors as does the depleted Beastmasters to the Kroot. The double weapon destroyed Venom moves up and the Warriors inside go on a suicide run.

Shooting; Baron fires at the Fire Warriors and does nothing, Beastmaster kills a Kroot though. Venoms blast the Broadsides, only two left and both wounded. Can't draw LOS on the single Pathfinder, Poddy has hidden him well! Blasters fire at the immobilised Hammerhead and stun it. Warriors on foot blast the Broadsides, I hope to gib one with the lance, though Poddy makes the save.

Assault; Baron charges the Fire Warriors and issues a beat down, though the plucky fish-people hold in assault. Beastmaster unit charges and kills a single Kroot, the Kroot batter them and eat them all up. Full strength Beastmaster charges and rips to pieces the depleted Fire Warrior unit.

Finally the Piranha arrives, it comes in behind my Venom fleet.

Tau's turn; Kroot move to assist the Fire Warriors against Baron while Tau skimmers continue to move about.

Shooting; Devilfish fires burst cannon at the single Trueborn and gibs him, kill point for Tau. Broadsides blast a Venom and only stun it, though the target lock team leader does better and makes one explode - squad is depleted thanks to shrapel in the face, they pass morale but are pinned. Hammerhead drops a blast on the Warriors and wipes them out. Piranha immobilised a Warrior Venom.

In assault the Kroot charge Baron and kick his ginger ass all the way back to Commoragh.

Kill points - Dark Eldar: 7 Tau: 9




* Tactical Notes

So Poddy has now taken the lead by a single kill point. If I can get some kill points next turn I should be able to take the lead, though this is going to be a close lead. I am a bit gutted that Baron didn't kill those Fire Warriors, idiot rolled two 1's and a 2 to hit, plus add my noobish in as when writing this I just remembered about his phantasm grenade launcher - total noob! I did expect the single Trueborn and depleted Beastmasters to go, though another noobish mistake was I forgot to fire the single Trueborn - he was hiding in a ruin!

Next turn I'll move the single weapon destroyed Venom up to get the single Pathfinder, I'll also bail out the unit in the stunned Venom into terrain so they can fire at some Tau vehicle. Beastmasters will move up and assault the immobilised Hammerhead
.

Turn 5

The double weapon destroyed Venom I move flat out back to the other side of the shrine so LOS cannot be drawn to it. I bail out the Warriors from the stunned Venom and they move into the shrine ruin for cover while I send another unit on a suicide run to blast a unit of Battlesuits. I send the operational Venom carrying Trueborn towards the Broadsides, they bail out ready to blast the Broadsides.

Shooting; I blast the Piranha with four blasters from the unit of three Trueborn and the Warriors in the immobilised Venoms, I score weapon destroyed and stunned. Venom blasts and kills the single Pathfinder. Trueborn open up with quad blasters and gib the Broadsides. Warriors on foot blast the last Shas'El unit, blaster gibs the Crisis Suit while the Shas'El falls to mass poison. Venom which the Warriors just bailed out fires into the last Battlesuit unit and leaves one left - Crisis suit passes morale.

In assault the Beastmasters charge the immobilised Hammerhead and cause mass damage, though it is still hanging on.

Tau's fifth turn; Kroot move to rapid fire the exposed Warriors with the single Crisis Suit support, while the Hammerhead and Devilfish float about. The other Devilfish turns to blast the pinned Warriors.

Shooting; Devilfish blasts and kills the pinned Warriors. Hammerhead blasts the Trueborn and kills them all. Kroot blast the Warriors and wipe them out while the last Crisis Battlesuit fires at the closest Venom, though the shots bounce off thanks to flickerfield.

In assault the Beastmasters wreck the Hammerhead.

Kill points - Dark Eldar: 12 Tau: 12

We roll for next turn and it doesn't happen. Game is a draw.





Summary

That was a really enjoyable game, perhaps the best game I've had with Poddy. I really wanted him to win, though my Beastmasters put a stop to that, the spoil sports! .

I made a quite a few mistakes this game. I think tactically everything was sound, though bailing out of Venoms is questionable, the outcome when firing worked 2/3 times. I forgot to fire two units on foot, I guess this was because they was hiding in ruins, though I should pay more attention. I also forgot that Baron had the phantasm grenade launcher, I am not sure if this would have affected the out come in assault (Baron had to take 7 armour saves) but it would have made a difference.

Poddy played well. His deployed was almost spot on, though he did hang a unit of Pathfinders and Battlesuits out to dry and with me taking these units out first turn put my fleet on a path which put most of his missile pods out of range and blocked LOS. His other mistake was moving those two Battlesuit units closer to me in his first turn instead of moving them away, they went down pretty easily (which is down to bad dice rolls on Poddy's half) though they gave up 3 kill points, which Poddy could have done without.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ie
Norn Queen






Dublin, Ireland

Nice report as always.
Poddy did very well, working down his left flank and stayed moving well with distance.

I think for you around turn 3 you could have diverted one or two of your central units (at the central ruin) to your right flank as poddy had started to use your bottom right corner to turtle up in. Basically have those units follow the path the beastmasters took to get into Poddys units there. As it was everything you had hit his bottom left corner leaving kroot/DF untouched?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gb
Tower of Power






Cannock

Thanks about the report, bud.

I could have moved two Venoms over the shrine and unleashed a salvo of splinter cannons into the Kroot, this would have thinned them out more for the Beastmasters. It's not like they did huge amount of damage on the Broadsides that turn.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Sinewy Scourge




Grand ol US of A

This was nice. Good tactics by Poddy. Glad to see him getting the hang of Tau.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in gb
Tower of Power






Cannock

Thanks man. He's getting there and I think he has got his list sorted now.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Sinewy Scourge




Grand ol US of A

I do like his list. I'd just swap out one hammerhead for another set of broadsides, but those can be pricy.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in gb
Tower of Power






Cannock

If it was me (and keeping in mind I am not a Tau player) I would drop the Hammerheads altogether and take 3 x 2 Broadsides. Though this does mean no useful blasts any more. The Piranha is pretty useless as well, needs to be within 12" and always gets taken out.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Ratius wrote:Poddy did very well, working down his left flank and stayed moving well with distance

Cheers mate. I did try and keep my distance but Mercer closed the gap before I knew what to do!

Akroma06 wrote:This was nice. Good tactics by Poddy. Glad to see him getting the hang of Tau.

I feel I'm improving with almost every game. A few mistakes still need ironing out but I feel I'm learning from each and every one I make. I'm happy with my list now and as far as 2k points goes I think it's reasonably competitive.

Akroma06 wrote:I do like his list. I'd just swap out one hammerhead for another set of broadsides, but those can be pricy.

I think that dropping a Railhead and running with two units of two Broadsides looks a larger threat but I find that with the help of my Pathfinders my Railheads hardly ever miss and nearly always do something. I'd struggle to factor in the extra points cost also. Mercer I reckon, would probably drop the Piranha to free up the points to accommodate the Broadsides but I honestly feel that the lone Piranha has something to offer to a 2k point TAC list. Lets not forget that Railheads bring pie plates to the table also!

Getting back to the game and turn two when I hung out my Shas'el to dry, man I was kicking myself there. Silly, silly mistake. I was annoyed as it cost me three Kill Points and I think for the briefest of moments that annoyance showed. Mercer must have thought 'feth, he's going to do a Connor!'. Suffice to say the moment passed thirty seconds later and the smile was back on my face. I don't do tantrums!

I was relieved when I rolled a two and the game ended before turn six. I was running out of units that could fight back towards the end and I think if the game had continued I would have really started to suffer at Mercer's hands. I'll take a draw!

I've heard it said more than once that drawing with Tau is as good as a win and for the time being I'll take that. That's fifteen games for me now, thirteen losses and two draws.
   
Made in ca
Thunderhawk Pilot Dropping From Orbit






Great battle report I enjoyed reading this. And you're a nice friend giving up so many tips on how to defeat your own force!

I feel bad for tau players. It just seems like their army is less effective than others. I play my friend and his starter tau army and usually decimate them, and it's very discouraging and frustrating for him.

 
   
Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Cave_Dweller wrote:Great battle report I enjoyed reading this. And you're a nice friend giving up so many tips on how to defeat your own force!

It is a great battle report isn't it. The format Mercer uses is spot on because it's easy to follow. His tactical notes are a great insight into how he formulates his strategies which in turn helps me nurture and develop my own. I wouldn't say he's a friend though, more like my nemesis!

Cave_Dweller wrote:I feel bad for tau players. It just seems like their army is less effective than others. I play my friend and his starter tau army and usually decimate them, and it's very discouraging and frustrating for him.

I'm relative new to all things 40K and I think that Tau in hindsight are a poor choice for a starter army. I think they're quite a complex army to play effectively with. It feels to me that more emphasis has to be placed on unit synergy than other armies. I really should have learn't the games mechanics with Space Marines as it would appear that it's harder to make costly mistakes with them and overall they seem to be more of a forgiving army to play. Maybe I'm wrong. What I do know and agree with Cave_Dweller is that Tau can be discouraging and frustrating to play when you consistently lose with them... If you let them be. I love a challenge and every day is a school day for me with them and that's the type of mindset I try and maintain.

What I do dislike about Tau is the amount of money that I've had to throw at them trying to make them competitive. At times it's felt like I've been throwing good money after bad.

Salamander army next for me, me thinks!
   
Made in gb
Tower of Power






Cannock

Lol, nemesis

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Ancient Space Wolves Venerable Dreadnought




The oceans of the world

Very nice report guys, as usual. Keep up the good work.
   
Made in us
Stalwart Dark Angels Space Marine





Goldsboro, NC

Good battle report.




"Say when!" 
   
Made in gb
Tower of Power






Cannock

Great White wrote:Very nice report guys, as usual. Keep up the good work.


Thanks bud

Go Big Green! wrote:Good battle report.


Thanks mate

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Great White wrote:Very nice report guys, as usual. Keep up the good work.

Does that mean it's my report too? Woohoo yay me! I'll pinch some of Mercer's thunder. Nemesis. Neeee Meh Seees! Woooooo......
   
Made in gb
Daring Dark Eldar Raider Rider





Cambridge Uk

I feel bad for tau players. It just seems like their army is less effective than others. I play my friend and his starter tau army and usually decimate them, and it's very discouraging and frustrating for him.

I agree. My cousin took Tau as his first army and really need's to work on tactics. He only wins in games when they are small or when they are two on two ( apart from the occasional objective steal due to my phobia of fielding any dedicated transports.) He learns from each game but is still far too concerned with his kroot mass. 56 kroot in a 2000-2500 point army is mad. They crush small heavy weapons teams sure, but I've learnt to stay clear of board edges, now keeping a troop destroying unit about 18" from the board edges. Tau just need lots more structure which is hard due to inflexibility... Tau armies almost never have an element of surprise. :(

4000 points

1500 points 
   
Made in gb
Tower of Power






Cannock

Pilgrim Pod wrote:
Great White wrote:Very nice report guys, as usual. Keep up the good work.

Does that mean it's my report too? Woohoo yay me! I'll pinch some of Mercer's thunder. Nemesis. Neeee Meh Seees! Woooooo......


He's probably given you credit as he doesn't want you to feel left out

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fixture of Dakka





Los Angeles

Great report, as always.

Poddy, do your Railheads have MTs? What is the exact load-out on them? I ask since the listing doesn't mention Dispods, but we know you used them.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Hey there Brothererekose. Both of my Railheads are packing BC's, Dispods, MT's and BSF's.

The exact list I used in this game and shall use for a few more to see how I get on is...

HQ

-Shas’el w/ MP, PR, MT
Shas’vre w/ MP, PR, TA, HWMT
-Shas’el w/ MP, PR, MT
Shas’vre w/ MP, PR, TA, HWMT

Troop

-10 Kroot with 3 Kroot Hounds
-10 Kroot with 3 Kroot Hounds
-6 Fire Warriors
-6 Fire Warriors

Elite

-2 XV8s w/ MP, PR, MT
-2 XV8s w/ MP, PR, MT
-2 XV8s w/ MP, PR, MT

Fast

-5 Pathfinders in Devilfish w/ DP
-5 Pathfinders in Devilfish w/ DP
-1 Piranha w/ DP, TA, FB

Heavy

-Railhead w/ BC, DP, MT, BSF
-Railhead w/ BC, DP, MT, BSF
-3 XV88s w/ ASS, one a team leader w/
HWTL, HWDC, 2x Shield Drones, BK, BSF

Total - 1999pts

This message was edited 2 times. Last update was at 2012/01/24 19:24:27


 
   
Made in us
Fixture of Dakka





Los Angeles

To help achieve that eventual win over mercer's DE, I think we can squeeze in more dakka:
Pilgrim Pod wrote:-Railhead w/ BC, DP, MT, BSF
-Railhead w/ BC, DP, MT, BSF
All BSFs (XV88s too) out for two Target Locks on the Railheads. The railgun still insta-puffs a venom, but the HH will Move Combat Speed and then fire two BCs at another target. Trueblasters or venom/victim #2.

Do this for both tanks. I didn't read any account of the BCs shooting in that batrep, so I assumed they weren't necessarily getting used. 12 more STR5 dice could make some difference.

12 shots.
8 hits at BS4
Odds are a glance and a pen on a venom per turn.

Yes, range is short, but anything to go 1 - 13 - 2.

This message was edited 1 time. Last update was at 2012/01/24 21:19:27


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Thanks for the advice! I'm going to take that on board and do as you suggest. Target Locks for the Railheads it is. I might aswell keep that lone BSF on the Broadside Team Leader as there's nowhere else I can really use those spare points. At least none that I can think of!
   
Made in us
Fixture of Dakka





Los Angeles

Pilgrim Pod wrote:Thanks for the advice! I'm going to take that on board and do as you suggest. Target Locks for the Railheads it is. I might aswell keep that lone BSF on the Broadside Team Leader as there's nowhere else I can really use those spare points. At least none that I can think of!


BSFs are X points.

TLs are X+2 points.

Your list is 1999. So, subtract the cost of 3 BSFs and you'll get 1990.

Add two TLs and you're up to an even 2k.

Lookin' forward to the next batrep where you send the sicko pirates back to Commorragh.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in ca
Cold-Blooded Saurus Warrior




The Great White North

I still dont think you need bodyguards until you fill out all your suits... IE; 9 elites....

They are 10 pts a piece more and you can simply add the 2 suits to the other elites... Saving 20 pts.... Thats a shield drone or more wargear for sure....

Also Fireknives do kick ass but Firestorms are cheaper and more horde friendly.... Always take 3 fireknives but perhaps 6 storms or even 3 Deathrains?

More broadsides with TL will help over the Hammerheads.... Maximizing Broadsides and suits is the only viable tactic Tau have.. Most other things in our codex are worthless... With that said im still a fan of NO Pathfinders.... Waste of points to me... Buy more things that shoot! Not shotting lasers that dont kill and only hit 50% of them time.




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Made in gb
Yellin' Yoof on a Scooter




Tamworth, England

Brothererekose wrote:BSFs are X points.

TLs are X+2 points.

Target Locks are the same price as BSF's on vehicles if I'm not mistaken. BSF's on suits come in at two points cheaper if memory serves. So I'm better off leaving the BSF on the Broadside Team Leader and just swapping out the BSF for the Target Lock on the Railheads. I think I'm right.

Milisim wrote:I still dont think you need bodyguards until you fill out all your suits... IE; 9 elites....

They are 10 pts a piece more and you can simply add the 2 suits to the other elites... Saving 20 pts.... Thats a shield drone or more wargear for sure....

Yeah, I hear what your saying and it makes sense to me but I like running just two suits together in five seperate units including the HQ's. It is something I've thought about and I might have a jig about with it in the future if results don't start coming my way.

Milisim wrote:Also Fireknives do kick ass but Firestorms are cheaper and more horde friendly.... Always take 3 fireknives but perhaps 6 storms or even 3 Deathrains?

I've tried various load-outs on my suits and nothing really seems as effective as the Fireknive configuration. Initially I used Deathrains and they were very usefull upto a point. As soon as troops started jumping out of transports their usefullness seemed to go out of the window. I'd much rather just take all of my suits as Fireknives and have the option of firing each units Missile Pods when the enemy is further away and then throw a bit of plasma into the mix as they get closer.
   
Made in us
Sinewy Scourge




Lawrence, KS

Um, aren't you better off leaving BSF's off of suits all together? I though BSF's gave you a reroll to Night fight. Which is what Acute senses does. Which is what suits have anyway...

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in us
Fixture of Dakka





Los Angeles

Pilgrim Pod wrote:
Brothererekose wrote:BSFs are X points.

TLs are X+2 points.

Target Locks are the same price as BSF's on vehicles if I'm not mistaken. BSF's on suits come in at two points cheaper if memory serves. So I'm better off leaving the BSF on the Broadside Team Leader and just swapping out the BSF for the Target Lock on the Railheads. I think I'm right.
Oh. Ah. Yes, your memory serves you better.

It is X-2 for Suits and X for vehicles. My bad.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
 
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