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2013/06/04 22:52:57
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 1 Pre-game posted!)
Theorius wrote: How do the space wolves have any chance? Not all of them come in same turn do they?
Intercept alone will do 24 missiles into 1-2 units.
Then he tries to shoot dudes past the aegis with bolsters and a few plasma?
Then the suits do 50 more shots?
The troops have 30 str 5 guns, 20 snipers and an auto cannon.
The ethereal makes them all stubborn with his leadership...
30 will come down on Turn 1.
Fire Interceptor and then you can't fire on your own turn.
Fire warriors can go-to-ground if they want. I would have no problems with them snap-firing next turn.
The troops will have less than 30 str 5 guns, 20 snipers and an auto cannon after 1 turn of GH shooting (or they will be snap-firing if they g-t-g).
Yeah for stubborn because now you're going to have 1 less shot each for your troops next turn.
Decisions, decisions....
But most importantly, don't miss the forest by focusing on the tree. The job of the hunters is to keep the Tau army distracted while the guardsmen go after the objectives and table quarters. Yeah, they may kill all the hunters by the end of the game, but if Tau is not careful, they are going to find themselves grossly out of position relative to the objectives. They may take VP's, but SW/IG should be able to take objectives and table quarters.
However, none of this takes into consideration the skill of the general. We know TK is a very good player. We know nothing of the skill of his opponent. Overall, the OP will have an uphill battle but it is still a very winnable game for him.
This message was edited 1 time. Last update was at 2013/06/04 23:28:09
Theorius wrote: How do the space wolves have any chance? Not all of them come in same turn do they?
Intercept alone will do 24 missiles into 1-2 units.
Then he tries to shoot dudes past the aegis with bolsters and a few plasma?
Then the suits do 50 more shots?
The troops have 30 str 5 guns, 20 snipers and an auto cannon.
The ethereal makes them all stubborn with his leadership...
30 will come down on Turn 1.
Interceptor can only snapshot and then you can't fire on your own turn.
Fire warriors can go-to-ground if they want. I would have no problems with them snap-firing next turn.
The troops will have less than 30 str 5 guns, 20 snipers and an auto cannon after 1 turn of GH shooting (or they will be snap-firing if they g-t-g).
Yeah for stubborn because now you're going to have 1 less shot each for your troops next turn.
Decisions, decisions....
But most importantly, don't miss the forest by focusing on the tree. The job of the hunters is to keep the Tau army distracted while the guardsmen go after the objectives and table quarters. Yeah, they may kill all the hunters by the end of the game, but if Tau is not careful, they are going to find themselves grossly out of position relative to the objectives. They may take VP's, but SW/IG should be able to take objectives and table quarters.
However, none of this takes into consideration the skill of the general. We know TK is a very good player. We know nothing of the skill of his opponent. Overall, the OP will have an uphill battle but it is still a very winnable game for him.
It only snap fires if it has sky fire. Interceptor works fires just fine at regular reserves. Turn 1 posted so far.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
If tau go first I don't see how the Wolves/IG stand much of a chance, Tau have enough shooting (and a handy re-deploy from Eldrad to make sure it's all in postion) to put a serious dent in those blobs, then deal with the wolves as they come in piece-meal. Wolves getting first would give them a better chance at doing so decent damage. Space in the Pods for the priests would have made a huge difference.
2013/06/04 23:27:37
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 1 Pre-game posted!)
This used to be one of the friendly sub forums. Now there is a lot of hyper criticality. If your list is not good enough to win a GT then it is deemed as non competitive. If these opinions were coming from lots of GT winners I'd be fine with that but it's not the case.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Also, not noticing how drone controller works is epic fail..
Nonetheless, I'm still rooting for you, TK. Hopefully, RoW's last hurrah will be a good one.
Yea what is worse is no one ever pointed it out either. I played several practice games with this army and then the tournament. Either way you will see in the later games how much i actually used them. As for the spoilers. It makes for easier loading. I dropped 2 of them out and cleaned it up some though.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
TK forewarning is any friendly model within 12" of the psyker. Foreboding and precognition are psyker/psyker and sqaud only. You let your RD 1 opponent get one over on you! ;p As you were playing it right to begin with. Not sure how much difference it would have made.
This message was edited 2 times. Last update was at 2013/06/05 01:05:58
2013/06/05 01:12:15
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 1 Completed)
Tomb King, I believe you used the Drone Controller correctly. There are 2 entries in the Tau codex that specify what the Drone Controller gear does:
Page 68 : All Gun Drones, Marker Drones and Sniper Drones in the same
unit as a model with a drone controller use the bearer's Ballistic
Skill instead of their own. If a unit contains several Drone
Controllers, use the highest Ballistic Skill amongst the bearers.
Page 105 : Drones in the unit use the bearer's BS.
I have checked the latest Tau Codex FAQ and see no mention of this. If some one has a reference to new FAQ please kindly post it. Until then I see no reason not to allow a missile drone to use the bearer's BS.
2013/06/05 06:25:04
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 1 Completed)
thejughead wrote: Tomb King, I believe you used the Drone Controller correctly. There are 2 entries in the Tau codex that specify what the Drone Controller gear does:
Page 68 : All Gun Drones, Marker Drones and Sniper Drones in the same
unit as a model with a drone controller use the bearer's Ballistic
Skill instead of their own. If a unit contains several Drone
Controllers, use the highest Ballistic Skill amongst the bearers.
Page 105 : Drones in the unit use the bearer's BS.
I have checked the latest Tau Codex FAQ and see no mention of this. If some one has a reference to new FAQ please kindly post it. Until then I see no reason not to allow a missile drone to use the bearer's BS.
missile drones are not gun drones, sniper drones or marker drones.
you listed the rule correctly, and he used drone controller incorrectly as he used it on missile drones.
Either way what is done is done. They will faq it eventually to fix it.
Round 2:
Opponent: Imperial Guard
Mission:
Primary: Kill Points
Secondary: 3 Objectives in no mans land (Big Guns)
Tertiary: Table Quarters (Same for all 6 missions )
Deployment: Vanguard Strike
His Army:
CCS in Chimera w/ 4 flamers
Elites:
5 Storm troopers with 2 melta
5 Storm troopers with 2 melta
Troops:
Veterans w/ 3 melta in chimera
Veterans w/ 3 melta in chimera
Veterans w/ 3 plasma in chimera
Veterans w/ 2 melta & 1 plasma in chimera
Veterans w/ Melta, plasma, and flamer in chimera
Fast Attack:
Scout Sentinel w/ lascannon, HK missile
Scout Sentinel w/ lascannon, HK missile
Devil Dog w/ heavy flamer
Well no one said it would be easy. This is definitely not a match-up I am looking forward to. Heavies are scoring and he has 2 leman russ that I dont really have a good solution for. In fact I dont have much of a solution for AV12 either. He has a ton of flamers and the demolishers can ID all of my broadsides. The only way this could get worse is if he had manticores. Top this all off with the fact that are board is . Lets just say their is a good amount of LOS blocking terrain on this board. This will be a tough match-up and the first 2 turns will be telling of how the game will go. I have to kill those leman russ somehow and keep them from killing the broadsides.
Deployment:
Spoiler:
As expected he forms a AV12 wall. He deploys the hydra's on the far right. My only benefit is I can stretch the flanks some but this nice large structure in the middle is BLOS for just about everything. We rule it as not DT as it has ramps and walkways and its 3" to climb to upper levels etc... I deploy the hammerhead on the far left. One broadside unit with commander in the tower and one in a ruin/crater in my deployment zone. One unit of fire warriors deploys ready to run up a ramp and the other deploys in a line ready to run up behind the aegis and claim that middle objective. My warlord trait is FnP while within 3" of an objective. Not much good that will do given his amount of high strength shots. The ethereal joins this squad along with eldrad. I outflank the kroot and reserve one fire warriors squad and the bikes. The pathfinders infiltrate on the top of one of the buildings ready to marker light one of his leman russ. He rolls to seize and fails to seize.
Tau Turn 1:
Spoiler:
I cast prescience on the back squad of broadsides and on the hammerhead. The hammerhead moves out to the left flank to shoot at his leman russ side armor. I use the pathfinders to ignore cover but I only manage a glance. The red fire warriors on the right flank move up into the building and run to get behind cover. The top squad of broadsides takes some pot shots at his leman russ and manage to cause one glance. 2 HP down but still kicking. My broadsides in the back finally deal the first blow as they explode one of his chimera that had a hull heavy flamer. Other then that I fail to do any real damage.
IG Turn 1:
Spoiler:
He advances his far right chimera and move the leman russ up behind the structure so I cant see them. He fires at my pathfinders and kills 3. They flee off the top and another dies from DT. They wont rally. Most of his vehicles fire at my middle fire warriors but I make a decent number of saves. There numbers are definitely dwindling though. He fires his hydra flak tanks at my back broadsides and kills off 3 of the drones. He takes a few pot shots at my hammerhead but doesnt do any damage.
Tau Turn 2:
Spoiler:
Kroot and fire warriors fail to come in. The bikes come in so I hide them on the far left of my tower to avoid them getting killed off. I get nervous with eldrad being in the fire warriors in the center so he leaves them and joins the back broadsides. The red fire warriors on the right flank get triple shot from the ethereal and move out to shoot into the vehicles side armor. They pen a ridiculous amount of times but only wreck it. The broadsides in the middle explode another vehicle this time it is the one next to the leman russ. I was trying to wreck or immobolize it and block the leman russ behind the train. On the left flank the hammerhead shoots and destroys a vehicle as well. The rail guns are really carrying their weight in this one.
IG Turn 2:
Spoiler:
Both sentinenals come in as well as both stormtrooper squads. One sentinal comes in from each table edge. The storm troopers deepstrike both on the left flank. One behind the hammerhead the other closer to my broadsides. I intercept with all 3 units. The back broadsides fire SMS at one of the storm troopers and kills off 4 of them. The last one flee's. The quadgun shoots the storm troopers behind the hammerhead and again 4 die. They also flee. The last broadside unit shoots the sentinal on the left flank and kills it off as well. On his turn I killed 270pts with interceptor. He moves up with his other chimera on the right flank and flames the red fire warriors. Every model he can see and that is in range dies. Only 3 remain. The back broadsides take a wound from the hydra's and lose the remainder of their drones. My opponent attempts to move the wounded leman russ forward and roles a for DT taking the vehicle out of the fight. He moves the other leman russ around and takes a pot shot at the broadsides. This is what finishes off the last of the drones in that unit. They pass their morale though.
Tau Turn 3:
Spoiler:
My kroot and fire warriors come in from reserves. The kroot make it to the right flank. The fire warriors approach the guardsman to their front now in the open. The broadsides up top shoot their drones and wreck his last sentinal. The hammerhead fires a blast on the imperial guardsman moving up the ramp. The SMS and the big blast kill off that squad. The 3 warriors on the tower move up and explode his last chimera on the right flank. Those models fail and flee. The kroot shoot the back of his leman russ. Even with snap shots I manage to glance once with a sniper shot and the krootox pens but does not damage. The broadsides in the back try to get the last hp off of it and manage to glance it finishing off his last leman russ. With that we decide to call the game.
Post Game AAR: The game went very well for me. I cant remember if we called it on turn 3 or turn 4. But the basic facts were provided above. The railguns were amazing in this one. S8 ap1 can really do work on vehicles. This is only increased when you can give yourself ignore cover and tank hunter. My opponent got a little unlucky with some of his roles and the board was crazy with that terrain but the Tau/mainly the broadsides really showed up in this one. At this point I am finding it hard to not auto include interceptor on the broadsides. It just that good. Being able to stop peoples first or second turn suicide units is amazing. This game gives me hope as I figured I would of had a harder time against the imperial guard. My list is built for flyers and as of yet I have only played one. With there being a few drops in the tournament there is a very small chance I could come back and win the GT still. Fingers are crossed and I will need to max points just about every game.
This message was edited 5 times. Last update was at 2013/06/14 15:06:35
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
missile drones are not gun drones, sniper drones or marker drones.
you listed the rule correctly, and he used drone controller incorrectly as he used it on missile drones.
You have two interpretations of the same rules at odds with each other, why does one override the other?
I will post this in YMDC as I do not want to hijack this thread.
2013/06/06 13:58:27
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 2 Pre-Game Posted)
Automatically Appended Next Post: Round 3:
Opponent: Orkz
Mission:
Primary: Kill Points
Secondary: 4 Objectives placed by players)
Tertiary: Table Quarters (Same for all 6 missions )
Deployment: Hammer and Anvil
His army:
HQ:
Mega-Armoured warboss; cybork body; power klaw; stikkbombs
Mega-Armoured warboss; cybork body; power klaw; stikkbombs
Elites:
15 Lootas
Troops:
6 Meganobz (2x shoota/Rokkit kombi weapon; shoota/Skorcha Kombi weapon)
6 Meganobz (shoota/Rokkit kombi weapon; shoota/Skorcha Kombi weapon)
with BattleWagon (Deff Rolla; Armoured Playes; Red Paint Job; Big Shoota (X2)
20 Shoota Boyz with Nob w/ Power Klaw
20 Shoota Boyz with Nob w/ Power Klaw
BattleWagon (Deff Rolla; Armoured Playes; Red Paint Job; Big Shoota (X2)
BattleWagon (Deff Rolla; Armoured Playes; Red Paint Job; Big Shoota (X2)
BattleWagon (Deff Rolla; Armoured Playes; Red Paint Job; Big Shoota (X2)
Pregame Analysis:
Spoiler:
Nothing like an AV14 wall that can wreck my entire line before assaulting. I will have to get them out of their transports fast or this game could get ugly. Deffa Rolla's could panic my army off the board if I am not careful. My best course of action is to get the hammerhead firing and try to get it to pen them. If that doesn't work I will have to try and take advantage of side shots. The only hard part is the deployment makes my ability to get to the flanks harder. If I keep his battlewagons from hitting me I got this one. If at least 1 of them makes it to my lines I will most likely fall to mass green orkz. At this point if I lose it would make it easier to pack up and head home as I have no hope of pulling anything out. Either way I am gonna give it my best shot.
Deployment:
I deploy in a line ready to go to ground when needed. I place the commander on the left flank up front to tank wounds for the broadsides and the other broadsides on the right flank. The Hammerhead takes the center. The kroot are outflanking and the bikes are in reserves. He deploys loota's in the far left battle wagon. Then has nobz in the next one with a warboss. Then the battle wagon with the shoota boyz and on the right flank the last nobz squad with the warlord in it. He rolls to seize and fails.
Tau turn 1:
Spoiler:
I unleash the paylod as broadsides fire diagonally across the board trying to get side armor. After all of my shooting though only 1 battlewagon is taken out. Atleast one of the nobz squads is foot slogging.
Orkz Turn 1:
Spoiler:
The other turn battle wagons move up and flat out towards me. His loota's target my warlords squad but he makes all of his saves.
Tau turn 2:
Spoiler:
Luckily I manage to finish off the last two battle wagons advancing my posiiton. The nobz make pretty good saves though. The boyz on the other hand take some wounds from the fire warriors and flee. I try to shoot at the loot battlewagon but to no affect. None of my reserves made it in.
Orkz turn 2:
Spoiler:
His boyz rally up top. The nobz begin there slow movement towards my line. The loota's shoot and kill off some of my firewarriors in front of the nobz.
Mid game analysis:
Spoiler:
With all of his battlewagons gone I can now dictate the engagement. His nobz are still a big issue though and will need to be dealt with. If I can kill them off I should be able to pull this game off. If they finish making it to my lines they will most likely eat a unit or two easily.
Tau turn 3:
Spoiler:
http://www.dakkadakka.com/core/gallery-oembed.jsp?format=json&url=http://www.dakkadakka.com/gallery/505637-.html Both of my reserves come in. The kroot outflank on the left side and come in with the krootox behind the back left battlewagon. The bikes move up on my right flank and are waiting for a last turn flat out. The kroot actually wreck the last battlewagon and mass fire from the fire warriors and broadsides bring down the nobz and send them running. ON the right flank the ethereal and fire warriors again force the ork boyz to panic. This time neither will rally. With both of them running and little chance of turning and the game out of reach we call it.
Orks Turn 3:
Spoiler:
His two troops continued to flee so we called it.
Post game Results and Thoughts:
Spoiler:
Primary: Tau
Secondary: Tau
Tertiary: Tau
Post Game AAR: After entering the game I realize the deployment actually favored me rather then hamper me. With me having the ability to limit his avenues of approach and also deploy farther back from his assault based army it prevented him from doing any real damage. As soon as the battle wagons went down it was only a matter of time. The kroot outflanking the way they did was just icing on the cake. I am seriously impressed with how this army preforms. The kroot are amazing and I might try and find a way to get another unit in the army in future tournaments.
This message was edited 5 times. Last update was at 2013/06/11 03:15:46
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I predict that you'll get 3 down before they assault but impact of the 4th will be minimal as the shoota boys will be the ones that make it. The meganobs will go down to broadside fire.
2013/06/08 01:53:51
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 3 PRE-GAME Posted)
Fantasy tournament tomorrow so probably wont get this one done until sunday.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Good reports, happy you won, but as an IG player its sad to see one of our biggest advantages, Tanks and Av12 transports, being dealt with so easily, the meta is really different vehicles are looking less and less viable.
Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me.
2013/06/11 03:26:04
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 3 PRE-GAME Posted)
Spartan089 wrote: Good reports, happy you won, but as an IG player its sad to see one of our biggest advantages, Tanks and Av12 transports, being dealt with so easily, the meta is really different vehicles are looking less and less viable.
I know how you feel. I have the 56th MID sitting around collecting dust. I am still an IG player at heart.
Round 4:
Opponent: TYRANIDS Mission:
Primary: 5 Objectives (Placed in X)
Secondary: Kill Points
Tertiary: Table Quarters (Same for all 6 missions )
Deployment: Vanguard Strike
His army:
HQ:
Swarmlord (Got Iron Arm)
Flying Hive Tyrant Twin-Linked Devours
Elites:
Doom of Malan'tai (Psychic Shriek) in spore
3 Hive Guard
2 Zoanthropes
Troops:
Tervigon
Tervigon (Got Iron Arm)
16 Termagaunts
15 Termagaunts
Fast Attack:
15 Gargoyles
Heavy:
2 Biovores
Fortification:
Skyshield Landing Pad
Pregame Analysis:
Spoiler:
Great so I have a static gunline against spawning nids with 5 objectives as the primary. This is going to be a hard one to pull off. Especially given that he has a skyshield he just camp out on with the big guys and receive some invuls. To make matters worse if he is able to close the distance with the Flyrant then he can kill off an entire squad with its shooting. I would be lying if I said I was looking forward to this match-up. My target priority has to be tervigons and then the flyrant unless I cant possibly ignore the flyrant. I have to control his troop spawning to an extent or there will be no winning this one. It is safe to say I am in trouble on this one. Win or lose it was a good run. If I lose here it will make it easier to head home as I have training late the next day.
Deployment:
Spoiler:
I win the roll to go first. I will have to make it count. I deploy both broadside units on the top right part of my deployment. The hammerhead is placed in the back of the hill. 2 units of fire warriors deploy behind the aegis. I infiltrate the pathfinders in the area terrain on the right side of my deployment. He deploys the flyrant on the far left flank with a unit of gaunts next to them. He places a unit of biovores behind the ruins in the back of his deployment. Both tervigons are deployed on the skyshield. The swarmlord to the right of skyshield behind the middle piece of terrain along with the last unit of gaunts. The 3 hiveguard, and 2 zoanthrope deploy behind the skyshield along with the 15 gargoyles. I then use eldrads d3+1 redeploy and place one broadside unit on the hill in my deployment and the other on the far left flank to maximize my range to the tervigons. He attempts to seize and fails.
Tau turn 1:
Spoiler:
With my risky redeploy I put all of my shots into the iron arm tervigon. After fire from the quadgun, broadsides and the hammerhead it finally falls killing a few gaunts. The last broadside unit targets the other one and does 1 wound.
Nids Turn 1:
Spoiler:
He attempts to cast iron arm on the swarmlord and takes a perils. He gets the tervigon off the skyshield and hides behind the blos terrain in the middle. The flyrant advances up the left flank and sits behind the ruins their poised to advance next turn. The gaunts on that side move around behind the ruins. His biovores move up a little and fire but fail to kill anything major. The gargoyles move onto the skyshield as they advance. The dangerous hive guard move up behind the skyshield as well. Luckily still out of range.
Early Game analysis:
Spoiler:
Taking out the iron arm tervigon first turn was huge for me. It actually gives me a fighting chance now that his spawning is cut in half. Still have no solution for the swarmlord next to the middle objective. The ruins on the left flank are going to give me fits as well as I have no way of getting any unit behind them that could hold that objective. As it stands I am still unsure of how I will take the objectives. Could really use my kroot to silence those damn biovores.
Tau Turn 2:
Spoiler:
I roll for reserves and actually get one of my kroot in along with hte bikes. I was kind of mixed on whether I wanted the kroot in or not because of doom. They outflank but get the right side. Which is kind of nice but not what I wanted. They can now make a play for that objective but I needed them in the enemies backfield. The bikes I didnt want to see until late game. I try to cover some area and make sure doom doesn't come at me. I dont really have too many viable targets. The top broadsides can barely see his tervigon so I take some pot shots at it and wound it some more. The bottom broadsides decide to pick off a biovore and instant gib it. Not much goes on this turn.
Nids Turn 2:
Spoiler:
Naturally doom comes in first chance and lands right next to the kroot. I intercept with all i got. I start with the quadgun and it kills the pod he is hiding behind. Then I fire the broadsides.
Gotta love them to wound rolls. The instant death shots that make it through are saved. He levels the kroot with casualties including a psychic shriek that he gets off. The kroot actually flee towards me. losing around 40% of their numbers. The swarmlord moves up some along with the gargoyles. They begin to close the distance. The hive guard move under the skyshield. His tervigon spawns gaunts for his back objective. The gaunts on the far left flank advance up some. His flyrant holds put or he forgets to advance it. Either way its safe atm.
Mid-game Analysis:
Spoiler:
Seriously not looking good for the greater good atm. He is bearing down on me. My one way to get one of the objectives is currently running and they didnt even run far enough to escape doom if they rallied. . I have a near full unit of gargoyles at my front door a flyrant one fly move out and the swarmlord a turn away from charging. At this point its go big or go home. Either way if I lose it makes leaving easier. Actually went into this game with only 7 people undefeated. So its possible that I could climb back into it if I pull this one out. Slim chances but a chance none the less. <<<hates fighting nids in obj games. Its like fighting draigowing in kill points.
Tau Turn 3:
Spoiler:
My last unit of firewarriors enter from reserves and I decide to go for the gold. I move on 6" and target the flyrant with everything I got. The greater good is with me and I manage to do 3 wounds to it. On the other side the kroot rally. I cast invisibility on them to help survive their impending doom. The firewarriors with prescience fire into the gargoyles along with the quadgun. The back broadsides also fire into the gargoyles. The result is devastating and they kill off the gargoyles. The bottom broadsides fire the drones into the swarmlord but I only manage four wounds. My opponent rolls his saves. , , two, two and the swarmlord dies. The fire warriors in the back fire into doom and I manage 1 wound finally. That turn was huge I might actually be able to pull this off.
Nids Turn 3:
Spoiler:
Doom starts making his way to my home objective. He has his ability go off and the kroot make their leadership. The pathfinders are not so lucky. Doom also takes a perils wound from trying to cast psychic shriek. On the far left flank his flyrant jumps over to charge me. He fires at me but I make some decent saves. The gaunts charge first and I kill one or two on the charge but they make it. The flyrant comes barreling in. I encircle him and the disciplined fire warriors slap fight him as he advances slowely through the ruins. Somewhere along the line a firewarrior trips and falls firing his pulse rifle into the flyrants face killing it instantly. (The fire warriors actually roll two 's to wound in close combat and he failed one. The gaunts do a number but its a tie combat.
Tau Turn 4:
Spoiler:
The kroot move farther away from doom and move up to shoot at some of his gaunts now approaching that objective. The broadsides on the hill fire and finish off his last tervigon. I move back to around 13" from doom and fire everything at him. He takes a few wounds but is still alive. The instant death shots dont hit him. On the left flank I move the missle drones and the broadsides up some. The firewarriors in combat get slaughtered by the gaunts and they consolidate onto that far left objective.
Nids Turn 4:
Spoiler:
Synapse starts becoming an issue and the far left gaunts in the ruins fail and stay where they are. The zoanthropes move over to escort his gaunts to the far right objective. Doom advances towards my lines and is just out of 6" and he elects not to charge given the amount of shots I could fire at him via snap fire and triple tap from ethereal. His gaunts at the top shoot at the kroot but fail to do any damage.
Tau Turn 5:
Spoiler:
Well its now or never. I cast invisibility on the bikes and turbo them to the far left objective where the gaunts are hiding. I cast prescience on the fire warriors up front and triple tap them. All of the fire warriors unleash hell into doom and he finally falls. With my opponent only having the zoanthropes left I target them with the broadsides and instant kill both of them. Killing off the last of his synapse creatures. The kroot move up and rapid fire the gaunts in the back all but 2 die. The commander joins the bottom broadsides and the drones move up and fire twin linked ignore cover shots in the the gaunts on that objective killing the 5 they can see. They pass their leadership though but I am pretty sure they are still over 3" away from the objective atm.
Nids Turn 5:
Spoiler:
Just about everything fials synapse. One guant squad in the middle passes and he attempts to make it to the middle objective but is out of range. We roll to see if the game ends and it does.
Post game Results and Thoughts:
Spoiler:
Primary: Tau
Secondary: Tau
Tertiary: Tau
Post Game AAR: Holy I actually pulled it out. My army preformed admirably in this one. I was able to eliminate threats as they came up in this one. All except doom that is. Man I hate that bug. "The only good bug is a dead bug!" 10pts for correct movie reference. The kroot once again saved my bacon in this one staying alive and holding that objective. I think my opponent thought he could handle them with the gaunts and biovores while doom tied up my home objective for the game had he made combat. The best part about all of this is I didn't just win I managed to still max my points. I start hovering over at the judge table to hear the results to see if I could still make best general as there were 2 rounds left and if only 3 undefeated remained I might be able to climb back in. Unfortunately who ever played the undefeated player had lost. 4 Undefeated players remained. With me having no chance to win the competition as I never really try for the painting award, and me having training from 2100-0300 the next night I inform the judges that I will be dropping and heading home. It sucks as I was making a hell of a run out of it. The added bonus is I save money on a hotel. I say good bye and made my way to the exit.
Spoiler:
I got the doors and thought... man I have already drove up here and this will make a nice report. it! I turned around and walked back in and told them I will play. Myswell, as I had already driven the 3 1/2 hours to get there. Now the added bonus is I spent $120 for a one night stay. Hope I made the right choice staying.
This message was edited 12 times. Last update was at 2013/06/13 02:53:12
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Have a puppy training class tonight but should be able to get this round up. The final round for day one. Figures no predictions for this one.
This message was edited 1 time. Last update was at 2013/06/12 17:07:05
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I would say, that Nids take this, unless you have a daring and very lucky excuted plan...
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
2013/06/12 21:33:20
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 3 Finished, Game 4 Pre-Game UP!)
Valek wrote:I would say, that Nids take this, unless you have a daring and very lucky excuted plan...
Spartan089 wrote:Might have to agree, Nids will probably get you on objectives if they cant get close to cc you.
At least were all in agreement with this match-up here. I am having trouble seeing how I am going to pull off objectives in this one.
Dozer Blades wrote:"I am still an IG player at heart."
Eeeeeeeeewwwww !!!
If only they could hold objectives in vehicles.
Well lets get this report rolling. Will be posting turn to turn until finished.
This message was edited 1 time. Last update was at 2013/06/13 01:35:38
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)