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Made in us
Water-Caste Negotiator





So nevermind the name I just went with a Fishy name as everything in Tau seems to do. This list is for an upcoming game where I will be teaming up with Imperial Fist and an Imperial Knight to go against Eldar, Necron and opposing Imperial Fist. 2000 pts for each member.

I am unsure of what my allies will be bringing other than the Knight, legion of the damned, a couple dreadnoughts, assault marines and plenty of dev squads to provide some decent las cannon fire. I'm fairly certain the opposition will take something like this.
Eldar; Wave serpents (at least two) Jet-bikes (with a chance at a seer-council) Wraith lords and Wraith Guard.
Necrons; Ghost Ark, Doomsday Ark, Monolith, Scarabs, plenty of warriors with a chance at an Overlord in Command Barge or even Imotekh. It's possible that he will take a detatchment of Orks for Blitza Bombas instead of Night Scythes/Doom Scythes(I'm unsure of which)
Imperial Fist: I've been informed that this player will be bringing about 20 las cannons. This can be trouble but meant for the Knight initially. He could also be bringing a bastion and dreadnoughts.

This game I think is going to be insane and if desired I could try to write it out or at least grab some pictures.

Having said all that brings me to my list. This is based strongly off of Zagman's competition list featured here
After having studied his list I quite like the build for the commander unit and I think it will prove to be a great asset in the coming battle as I will be facing a decent amount of armor as well as monstrous creatures which this unit should be able to deal with decently. I'm also anticipating at least one or two orbital strikes along with long range fire from the Doomsday Ark - so it's important that this unit remains as spread out as possible - luckily I believe the drones will help to make this unit a less than desirable target for large blasts. Another issue for concern is the amount of lascannon fire which ultimately will be pointed at the Knight and my Riptides.

HQ - FE
Commander (2 Missile Pods, Target Lock, Velocity Tracker, Talisman of Arthas Moloch & 2 Marker Drones)
HQ - TE
Commander (C&CN, MSSS, NWSJ, Onager Gauntlet, PEN, Iridium Armor, Drone Controller, Shield Gen, Stim Injector, Vectored Thrusters)
ELITES - FE
XV104 Riptide (Heavy Burst Cannon, TL Plasma Rifle, ECPA, EWO, Velocity Tracker)
TROOPS - FE/TE
XV8 Crisis Team (2 Shas'ui w/ 2 Fusion Blasters)
XV8 Crisis Team (2 Shas'ui w/ 2 Fusion Blasters)
XV8 Crisis Team (3 Shas'ui w/ 2 Plasma Rifles)
XV8 Crisis Team (3 Shas'ui w/ 2 Missile Pods & Target Locks) - 6 Marker Drones
Fire Warrior Team (x6 members)
FORMATION - Firebase Support Cadre
XV88 Broadside Team (3 Shas'ui w/ TL HYMP, TL SMS) 2 EWO, 1 Target Lock) 3x Missile Drones
XV88 Broadside Team (3 Shas'ui w/ TL HYMP, TL SMS) 2 EWO, 1 Target Lock) 3x Missile Drones
XV104 Riptide (Ion Accelerator, TL Fusion Blaster, EWO)


So wow. This is a lot of missiles with a lot of buffs included. I think the culmination of this many high str shots will effectively deal with most of the targets that I will be presented with. The major issue I think I'll have is with the amount of Dev Squads I will be dealing with - though combined marker support for the Burstide should allow me to clear out at least one unit a turn the only problem with that is the many MSU that he cleverly employs. I'm curious if I should swap out my fusion teams for plasma and then run three separate dual fusion suits. I'm also nervous about having a Knight on my side - As cool of a model as I think it is I don't want a Nuke on my end of the board and this many Dev Squads are going to ensure that the thing goes down more-than-likely on turn two if not before - in the past I've had an opposing Knight Titan kill most of my army by dying - I would hate for this to happen again with an Ally. The Eldar Force is interesting - I haven't really faced a Jetbike Council but I'm thinking that the talisman should help avoid some of the issues if any psychic powers come my way. The Necron are also an interesting foe but I believe friendly las cannon fire should bring quantum shielding down so that my teams can punch through the rest.

So what do you think? Will it whether the storm? or will it drown in the madness? I'll be ecstatic if my fire warriors survive. I'll be happy if anything survives!

Regardless - I'm very much looking forward to this game and I know all of the players who will be attending and none of them are WAAC types - perhaps competitive but in a friendly spirit which these are the games I love to play. I'll update tomorrow - hopefully with pictures and a recap though I can't promise much because with this much craziness it will be hard to report on.

This message was edited 1 time. Last update was at 2014/10/13 23:07:57


 
   
Made in us
Water-Caste Negotiator





Just a picture update for this thread - hope that's alright. The game went really well despite being a heavy loss for our team.
Hopefully this works - I had these set up to post on our local games shop page on fb.
Opponents Deployment

Allied Deployment

Teams:
Necrons with 2 Doomsday Arks and all the usual suspects - Imperial Fist with 20 las cannons and Bastion with Icarus - Wraith and Serpent Eldar
vs
Farsight Enclave - Imperial Fists with LotD - Imperial Knight Gerantius with Dark Angels Deathwing Assault (turn one drop)

Mission: Maelstrom of War: Cloak and Dagger
Deployment: Hammer & Anvil

Initiative/First Deployment went to Eldar/Imp Fist/Necrons and allies failed to seize the initiative.
FYI Captain Ameritide is not an actual player in the game - merely a show of support.

Turn one - we lost the Knight Gerantius as expected but it did take almost the whole weight of the opponents firing to accomplish and luckily he stumbled off of the board so no super-heavy explosion to worry about(the last thing we would have needed in this uphill stuggle) We had some mix ups about void shields so you'll notice the two sections of ADL and the Quad Gun were supposed to be the markers for the void shields however my ally only purchased ONE void shield with three shields rather than three void shield generators. I deployed my bomb unit as spread out as possible in the middle of the board in order to avoid orbitals and AP1 blast shots from TWO doomsday arks. We also lost the front dreadnought and a smattering of assault marines and vanguard veterans. I also lose a broadside on the right flank I believe as well as their most of their drone support on either side from Imp Fist Las Cannons and an orbital strike.
On our turn one - the Tau Missile Bomb Unit manages to take out a 2+ jinking wave serpent and combined fire manages to drop another down to one hull point. Death Wing Assault and Tau Fire Power manage to bring down one Doomsday Ark. My Commander also manages to scrape a wound or two off of the Wraith Knight. Surviving Sternguard/Vanguard Vets fail morale and break - hindering their effectiveness in the next turn.



As you can see - the opponents advance is going well while our teams numbers are slowly being dwindled. I deny my opponents the chance to outright kill my riptides by hiding them behind the buildings for the most part and JSJ'ing to keep them as safe as possible taking advantage of my Conqueror of Cities WL trait. I manage with combined overwatch to eliminate the assaulting Wraith Knight (phew) but teams of Wraith Guard with D-Scythes and another team with the Str 10 AP 1 as well as a unit of sneaky wraith blades with Axes manages to make it into our lines to charge my Blue Riptide - he manages to survive the combat with a few wounds after making several invulnerable saves against the blades. My Missile Bomb unit also gets charged by a large unit of scarabs in the subsequent turn and manages to stay alive to Hit & Run away after losing a crisis suit and drone but manage to tie combat with my commanders. I lose both units of Broadsides to D-Scythes and Las Cannon fire. My deep striking crisis suits don't really do enough damage to count and end up being removed quite easily. My allies end up losing most of their units and I decide to concede around turn five when I see that there is absolutely no chance at a win. - (the shop was closing soon as well so that factors in) would the game have continued another turn it is very likely that we would have been tabled.



 
   
 
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