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1750 Jy2's Soul of LoC-N-Load Daemons w/Be'Lakor vs Commander_Farsight's O'Vesa-star Tau (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Chaos vs Tau, Be'Lakor vs O'vesa, so what do you guys think?
Chaos takes it. Tau does not have much in the ways of skyfire and Jy2 has the experience edge.
Draw. Hope both Be'Lakor and O'vesa dies.
Tau for the win! There's a reason why the O'vesa-star is a top-tier GT-winning tournament build.

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Vior'la Sept

I am very excited to see what people reactions are at the final outcome of the game.
   
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Fort Campbell

Sticking with persistence, JY2 will win this.

People talk down CC based armies this edition, but he seems to make them work against all expectations. Even if you manage to "destroy" him early on.

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Battle report completed (on p.1).


 djones520 wrote:
Sticking with persistence, JY2 will win this.

People talk down CC based armies this edition, but he seems to make them work against all expectations. Even if you manage to "destroy" him early on.

Assault is still strong with fast and resilient assault units as well as adequate terrain (i.e. some LOS-blockers as well).

One thing people will notice is that I tend to run very durable and somewhat fast units - wraiths with Destroyer Lords, flying monstrous creatures, Fast Attack daemons with the Grimoire, nob bikers, etc. Other options will include assault units in either fast or durable vehicles (i.e. stormravens, land raiders) or just a large amount of bodies if your are not fast (ork horde, blob-quad IG).




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OK

Nice battle. What are your thoughts on Be'Lakor?



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herpguy wrote:
Nice battle. What are your thoughts on Be'Lakor?

I like him a lot. He's not so much of a brute-force unit (i.e. like the Tau R'varna or a Black Mace Daemon Prince) as he is a great force-multiplier (i.e. like Fateweaver or Tigurius). There's nothing better than free Puppet Master, Terrify, Invisibility and Hallucination. If you play him the way he should be played, then daemons have just gotten that much better.

I can definitely see people running him a lot in competitive or tournament play, at least for those that allow dataslates.


BTW, I forgot about his +D3 warp charges whenever the opponent fails morale (which happened a few times in this game). That would have allowed him to use even more powers! Imagine casting Terrify, Hallucination, Invisibility and Psychic Shriek all on the same turn! That's insane!


This message was edited 1 time. Last update was at 2013/12/12 03:39:32



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OK

 jy2 wrote:
herpguy wrote:
Nice battle. What are your thoughts on Be'Lakor?

I like him a lot. He's not so much of a brute-force unit (i.e. like the Tau R'varna or a Black Mace Daemon Prince) as he is a great force-multiplier (i.e. like Fateweaver or Tigurius). There's nothing better than free Puppet Master, Terrify, Invisibility and Hallucination. If you play him the way he should be played, then daemons have just gotten that much better.

I can definitely see people running him a lot in competitive or tournament play, at least for those that allow dataslates.


BTW, I forgot about his +D3 warp charges whenever the opponent fails morale (which happened a few times in this game). That would have allowed him to use even more powers! Imagine casting Terrify, Hallucination, Invisibility and Psychic Shriek all on the same turn! That's insane!




Haha I was wondering why you weren't using that. Might have made something go through the talisman a lot earlier!



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Just happened onto this thread post-battle.

When I read the Tau list I immediately thought that the fact he had 2 Ion Riptides instead of 2 Burst Cannon Riptides put him into an almost unwinnable situation against this Daemon list, and my initial thoughts proved to be correct.

When I first read the stats for the Ion Accelerator I thought it was the clear choice to take for the Riptide, but after realizing how necessary the Burst Cannon is for taking out flyers (and FMCs) the only reason I'd take the Ion Accelerator would be because I was taking O'vesa. Or at the very least I might take the Ion Accelerator as a 3rd Riptide if I already had 2 Burst Cannons.

As the Riptide models were being proxied, I was curious as to why exactly the decision was made to go with a 2nd Ion Accelerator instead of a 2nd Burst Cannon?




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 yakface wrote:

Just happened onto this thread post-battle.

When I read the Tau list I immediately thought that the fact he had 2 Ion Riptides instead of 2 Burst Cannon Riptides put him into an almost unwinnable situation against this Daemon list, and my initial thoughts proved to be correct.

When I first read the stats for the Ion Accelerator I thought it was the clear choice to take for the Riptide, but after realizing how necessary the Burst Cannon is for taking out flyers (and FMCs) the only reason I'd take the Ion Accelerator would be because I was taking O'vesa. Or at the very least I might take the Ion Accelerator as a 3rd Riptide if I already had 2 Burst Cannons.

As the Riptide models were being proxied, I was curious as to why exactly the decision was made to go with a 2nd Ion Accelerator instead of a 2nd Burst Cannon?




He mainly got it from input from his thread:

How to beat Chaos Daemons

I'm seeing somewhat of an East Coast-West Coast difference in the metas. I'm not sure why that is, but it seems like some of the competitive players on the East Coast plays somewhat different builds from some of the competitive players on the West Coast.

How example, I see many of the East Coast players prefer to play FMC-spam daemons in competitive play. Here we tend to see more Fast Attack-heavy daemons (i.e. the Dog-rush). In the East Coast, people tend more to run the O'vesa-star with ions. Here in the West Coast, I tend to see more Tau players play more traditionalist Tau foot lists and with a preference for HBC's over ion accelerators.

Personally, I prefer the HBC myself. If running triptides, I prefer to go with 2 HBC's + 1 Ion.



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herpguy wrote:
 jy2 wrote:
herpguy wrote:
Nice battle. What are your thoughts on Be'Lakor?

I like him a lot. He's not so much of a brute-force unit (i.e. like the Tau R'varna or a Black Mace Daemon Prince) as he is a great force-multiplier (i.e. like Fateweaver or Tigurius). There's nothing better than free Puppet Master, Terrify, Invisibility and Hallucination. If you play him the way he should be played, then daemons have just gotten that much better.

I can definitely see people running him a lot in competitive or tournament play, at least for those that allow dataslates.


BTW, I forgot about his +D3 warp charges whenever the opponent fails morale (which happened a few times in this game). That would have allowed him to use even more powers! Imagine casting Terrify, Hallucination, Invisibility and Psychic Shriek all on the same turn! That's insane!




Haha I was wondering why you weren't using that. Might have made something go through the talisman a lot earlier!

Yes as I read the report I was thinking like why not get d3 here and then here? But reading is completely different to playing and in the rush to do everything you forgot stuff. I imagine only as you mentioned that with the extra d3 for 2 times at least as I recall he would be a beast. Not that he wasn't already.. and as I noticed your opponent got to deny a lot of significant powers that might change the course of the game earlier. Finally I have to say that it was a great game and report, I enjoyed reading it!

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I never realized that FMC benefit from area terrain. That seems... wrong.

   
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 avedominusnox wrote:

Yes as I read the report I was thinking like why not get d3 here and then here? But reading is completely different to playing and in the rush to do everything you forgot stuff. I imagine only as you mentioned that with the extra d3 for 2 times at least as I recall he would be a beast. Not that he wasn't already.. and as I noticed your opponent got to deny a lot of significant powers that might change the course of the game earlier. Finally I have to say that it was a great game and report, I enjoyed reading it!

Thanks. Yeah, Be'lakor is still so new. This is only my 3rd game with him and in the other 2, my opponents never had a failed morale test so his special rule never came into play.

My opponent was rolling so hot for the Talisman in the beginning. At one point, he even rolled 4 6's! But the law of averages was bound to catch up, especially with the amount of psychic powers, including psychic shooting, that I was throwing at him.


Ricter wrote:
I never realized that FMC benefit from area terrain. That seems... wrong.

It also seems wrong that a wraithknight can claim cover just by putting his toe in area terrain.

If it made you feel any better, Be'lakor could have jinked for the exact same save.

RAW-wise, a FMC, even when swooping over area terrain, is still a monstrous creature who is in area terrain. Hence, they get the cover.




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Shouldn't the O'vesa star's shots ignor cover if the buff commander was attached? Be'lakor wouldn't get the jink or area terrain saves in that case...

I agree that having more than one burst tide would have helped the Tau big time. The O'vesa star is a tough unit, but having to waste ECPA on an ion tide is quite a drawback. The talisman did some work in this game. Great report as always, jy2!

 
   
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Vior'la Sept

I thought that it was a good match, and I thank Jim for helping me out thorough the game. I think that for my second game (this time with coaching) I did fairly well. Here are some of my thoughts on how the O'Vesa Star preformed:

Pros:
  • Talisman KILLED IT! It did exactly what I needed it to do, all the way until the final turn

  • Bursttide took out a Soulgrinder when hitting on 5s and 6s (I believe those were the numbers)

  • Bursttide also did fairly well considering I gave it the wrong support system by accident


  • Cons:
  • Kroot did pretty much nothing and then got owned my the Hell Turkey

  • I got my reserves way to early

  • Crisis suits did not do anything except get killed by Fateweaver

  • Bad deployment of O'Vesa Star


  • Now with that said, there was a single point in the game where I could have most likely taken the game. When My Crisis Suits were not able to lock Fateweaver in combat when he was grounded. If I had done this, Fateweaver would have been out for the whole game. If he was out, then the O'Vesa Star would not have taken so many hits in the final turn. Also, Be'Lakor!!! I was so disappointed when he made the save that would have killed him. Jim had to roll six die and all I needed was for one of the to be a one. Statistically one should have been, unfortunately for me, there were none. If Be'Lakor had gone down, the O'Vesa Star would have been able to actually do stuff on the last turn. If it had been able to it most likely could have taken out almost all of his troop units.

    Even though these are some big "what ifs", I still had a great time and learned quite a bit about my army, and what to do next time against Daemons. I really appreciate Jim coming out to have a match against someone so unexperienced. After I learn the game and my army better I would love to have a rematch.


    Automatically Appended Next Post:
     jy2 wrote:
     yakface wrote:

    Just happened onto this thread post-battle.

    When I read the Tau list I immediately thought that the fact he had 2 Ion Riptides instead of 2 Burst Cannon Riptides put him into an almost unwinnable situation against this Daemon list, and my initial thoughts proved to be correct.

    When I first read the stats for the Ion Accelerator I thought it was the clear choice to take for the Riptide, but after realizing how necessary the Burst Cannon is for taking out flyers (and FMCs) the only reason I'd take the Ion Accelerator would be because I was taking O'vesa. Or at the very least I might take the Ion Accelerator as a 3rd Riptide if I already had 2 Burst Cannons.

    As the Riptide models were being proxied, I was curious as to why exactly the decision was made to go with a 2nd Ion Accelerator instead of a 2nd Burst Cannon?




    He mainly got it from input from his thread:

    How to beat Chaos Daemons

    I'm seeing somewhat of an East Coast-West Coast difference in the metas. I'm not sure why that is, but it seems like some of the competitive players on the East Coast plays somewhat different builds from some of the competitive players on the West Coast.

    How example, I see many of the East Coast players prefer to play FMC-spam daemons in competitive play. Here we tend to see more Fast Attack-heavy daemons (i.e. the Dog-rush). In the East Coast, people tend more to run the O'vesa-star with ions. Here in the West Coast, I tend to see more Tau players play more traditionalist Tau foot lists and with a preference for HBC's over ion accelerators.

    Personally, I prefer the HBC myself. If running triptides, I prefer to go with 2 HBC's + 1 Ion.



    If I were to run 4 Riptides, would you go 2 Ion 2 Burst, or 1 Ion 3 Burst? I think that you are right in that 2 Bursttides would have been a lot better, but I was also told that I would not be cool to change up the list after you had posted it on this thread, so I decided not to change anything due to respect.

    This message was edited 1 time. Last update was at 2013/12/12 18:18:35


     
       
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    You sound like a new player, and having proxies is fine for just this type of situation. My advice would be to not purchase a 4th riptide if you plan to play competitively, I don't think it was ever a super strong build, just a meta buster that caught folks off guard. With all the new books hitting and data slates it may just be safer to build a more TAC army with the comp meta being so uneasy right now. Heck, Khan bikes were hot for a month then Inquisition hit and ruined their gimmick. I know of people who built whole armies in that short span on that gimmick.

    Go for it though if you really want, I just figured I would warn you before you spend 360+ just in riptides :/ Especially with nids chomping at the bit. Nids are great for hurting other MC's already, who knows what will hit in a few weeks.

    At any rate good luck with your endeavors!

    This message was edited 1 time. Last update was at 2013/12/12 22:32:07


       
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     Red Corsair wrote:
    You sound like a new player, and having proxies is fine for just this type of situation. My advice would be to not purchase a 4th riptide if you plan to play competitively, I don't think it was ever a super strong build, just a meta buster that caught folks off guard. With all the new books hitting and data slates it may just be safer to build a more TAC army with the comp meta being so uneasy right now. Heck, Khan bikes were hot for a month then Inquisition hit and ruined their gimmick. I know of people who built whole armies in that short span on that gimmick.

    Go for it though if you really want, I just figured I would warn you before you spend 360+ just in riptides :/ Especially with nids chomping at the bit. Nids are great for hurting other MC's already, who knows what will hit in a few weeks.

    At any rate good luck with your endeavors!

    Listen to this guy. Meta is in a state of fluctuation at the moment and I wouldn't advise trying to guess how it will turn out if you are a newbie especially as pointed out with the new nids dropping in January.
       
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     jy2 wrote:

    It also seems wrong that a wraithknight can claim cover just by putting his toe in area terrain.

    If it made you feel any better, Be'lakor could have jinked for the exact same save.

    RAW-wise, a FMC, even when swooping over area terrain, is still a monstrous creature who is in area terrain. Hence, they get the cover.


    I didn't mean wrong rules-wise, I meant wrong as in... it feels dirty, wrong.

       
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    Well played, Jim!

       
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    San Jose, CA

     k0v wrote:
    Shouldn't the O'vesa star's shots ignor cover if the buff commander was attached? Be'lakor wouldn't get the jink or area terrain saves in that case...

    I agree that having more than one burst tide would have helped the Tau big time. The O'vesa star is a tough unit, but having to waste ECPA on an ion tide is quite a drawback. The talisman did some work in this game. Great report as always, jy2!

    The O'vesta-star didn't hit Be'lakor because he was still in the air (they might have hit once, but I think I made my Invuln for it). It was mainly the skyfiring Burstide who hit but he failed to ground Be'lakor.

    Yeah, it sucks that O'vesa with Ion has the ECPA, but as a staunch Tau opponent, I'm not going to lose any sleep over that. The Talisman was a boss in this game. Otherwise, I'd probably have won the game sooner.


     Commander_Farsight wrote:
    I thought that it was a good match, and I thank Jim for helping me out thorough the game. I think that for my second game (this time with coaching) I did fairly well. Here are some of my thoughts on how the O'Vesa Star preformed:

    Pros:
  • Talisman KILLED IT! It did exactly what I needed it to do, all the way until the final turn

  • Bursttide took out a Soulgrinder when hitting on 5s and 6s (I believe those were the numbers)

  • Bursttide also did fairly well considering I gave it the wrong support system by accident


  • Cons:
  • Kroot did pretty much nothing and then got owned my the Hell Turkey

  • I got my reserves way to early

  • Crisis suits did not do anything except get killed by Fateweaver

  • Bad deployment of O'Vesa Star


  • Now with that said, there was a single point in the game where I could have most likely taken the game. When My Crisis Suits were not able to lock Fateweaver in combat when he was grounded. If I had done this, Fateweaver would have been out for the whole game. If he was out, then the O'Vesa Star would not have taken so many hits in the final turn. Also, Be'Lakor!!! I was so disappointed when he made the save that would have killed him. Jim had to roll six die and all I needed was for one of the to be a one. Statistically one should have been, unfortunately for me, there were none. If Be'Lakor had gone down, the O'Vesa Star would have been able to actually do stuff on the last turn. If it had been able to it most likely could have taken out almost all of his troop units.

    Even though these are some big "what ifs", I still had a great time and learned quite a bit about my army, and what to do next time against Daemons. I really appreciate Jim coming out to have a match against someone so unexperienced. After I learn the game and my army better I would love to have a rematch.

    Thanks for the game, Jamie.

    I will use this as your Post-game Analysis when I get around to it.

    BTW, I'm ok with you making changes to your list. Making it 2 HBC + 1 Ion would have definitely made it a better TAC list as well as a tougher army for me to play against, but it helps to even out the experience edge that I have in this game.


     Red Corsair wrote:
    You sound like a new player, and having proxies is fine for just this type of situation. My advice would be to not purchase a 4th riptide if you plan to play competitively, I don't think it was ever a super strong build, just a meta buster that caught folks off guard. With all the new books hitting and data slates it may just be safer to build a more TAC army with the comp meta being so uneasy right now. Heck, Khan bikes were hot for a month then Inquisition hit and ruined their gimmick. I know of people who built whole armies in that short span on that gimmick.

    Go for it though if you really want, I just figured I would warn you before you spend 360+ just in riptides :/ Especially with nids chomping at the bit. Nids are great for hurting other MC's already, who knows what will hit in a few weeks.

    At any rate good luck with your endeavors!

    Agreed. Don't go with 4 riptides. IMO 3 is all you'll ever need. Anymore and the list becomes imbalanced. It will still be a very strong list. However, you're more likely to encounter a hard counter.


    Ricter wrote:
     jy2 wrote:

    It also seems wrong that a wraithknight can claim cover just by putting his toe in area terrain.

    If it made you feel any better, Be'lakor could have jinked for the exact same save.

    RAW-wise, a FMC, even when swooping over area terrain, is still a monstrous creature who is in area terrain. Hence, they get the cover.


    I didn't mean wrong rules-wise, I meant wrong as in... it feels dirty, wrong.

    Yeah, there are literally so many legal rules RAW-wise in the book that makes me want to take a shower.


     Reecius wrote:
    Well played, Jim!

    Thanks! Looking forwards to our game tomorrow. I want to kill your Revenant. Nah, j.k. I just want to test out my theory on how to play against a Revdar Escalation build.




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    @Jamie,

    If I understand correctly, one of your biggest mistakes was deploying the HBC tide outside of the star. Remember how we talked about the importance of keeping the 3rd tide close to the star in case you needed to swap out in-game? This goes for deployment as well.

    Vs. a flying circus like Jim's, you needed to have the HBC benefit from TL+Ignore Cover.

    Also, don't forget how good the star can be in HtH. I wouldn't have been scared of Fatey or Bela'kor. They're both T5. Use the PENchip to get Stubborn, fire up those 3++s and go to town with smash attacks. Then Hit and Run out.

    As for how to continue given the meta changes, I'll go back to the advice I gave you in your first thread. Play what you want to play, how you want to play it. Unless you're independently wealthy, this meta is changing way to fast to try to game the system. The days of buying Grey Knights or Necrons and being good to go for 18 months are GONE.

    @Everyone,

    I'm an East Coast guy, and the reason IA is more prevalent than HBC is because it's less dependent on Nova. 3+'s are failed routinely and without ECPA, there's no insurance. Sure, you can give it FNP but that doesn't help you shoot better. The HBC is really only effective IF it's Nova'd.

    This message was edited 3 times. Last update was at 2013/12/29 21:28:21


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    Vior'la Sept

     The Shrike wrote:
    @Jamie,

    If I understand correctly, one of your biggest mistakes was deploying the HBC tide outside of the star. Remember how we talked about the importance of keeping the 3rd tide close to the star in case you needed to swap out in-game? This goes for deployment as well.

    Vs. a flying circus like Jim's, you needed to have the HBC benefit from TL+Ignore Cover.

    Also, don't forget how good the star can be in HtH. I wouldn't have been scared of Fatey or Bela'kor. They're both T5. Use the PENchip to get Stubborn, fire up those 3++s and go to town with smash attacks. Then Hit and Run out.

    As for how to continue given the meta changes, I'll go back to the advice I gave you in your first thread. Play what you want to play, how you want to play it. Unless you're independently wealthy, this meta is changing way to fast to try to game the system. The days of buying Grey Knights or Necrons and being good to go for 18 months are GONE.

    @Everyone,

    I'm an East Coast guy, and the reason IA is more prevalent than HBC is because it's less dependent on Nova. 3+'s are failed routinely and without ECPA, there's no insurance. Sure, you can give it FNP but that doesn't help you shoot better. The HBC is really only effective IF it's Nova'd.


    I appreciate your help (again, lol). So far I have gotten some more games under my belt and am starting to see some of these importances more too.
       
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    San Jose, CA

     The Shrike wrote:
    @Jamie,

    If I understand correctly, one of your biggest mistakes was deploying the HBC tide outside of the star. Remember how we talked about the importance of keeping the 3rd tide close to the star in case you needed to swap out in-game? This goes for deployment as well.

    Vs. a flying circus like Jim's, you needed to have the HBC benefit from TL+Ignore Cover.

    Also, don't forget how good the star can be in HtH. I wouldn't have been scared of Fatey or Bela'kor. They're both T5. Use the PENchip to get Stubborn, fire up those 3++s and go to town with smash attacks. Then Hit and Run out.

    As for how to continue given the meta changes, I'll go back to the advice I gave you in your first thread. Play what you want to play, how you want to play it. Unless you're independently wealthy, this meta is changing way to fast to try to game the system. The days of buying Grey Knights or Necrons and being good to go for 18 months are GONE.

    @Everyone,

    I'm an East Coast guy, and the reason IA is more prevalent than HBC is because it's less dependent on Nova. 3+'s are failed routinely and without ECPA, there's no insurance. Sure, you can give it FNP but that doesn't help you shoot better. The HBC is really only effective IF it's Nova'd.

    Great advice Shrike!

    Keep in mind a couple of things about combat:

    1. Be'lakor is Eternal Warrior so regular attacks will be better against him (as opposed to Smash attacks).

    2. Because of the difference in Weapon Skills, the riptides will probably be hitting FMC's on 5's (though I'm not sure what O'vesa's WS is).

    3. Daemons can issue challenges to take 1 model out of the fight. Decline and I will take Farsight or a smashing riptide out of the fight.

    4. Against a "fighty" deathstar, I usually attack in packs. That means they will most likely going to be fighting against both Be'lakor and the LoC at the same time.


    It's true that HBC's are more reliant on Novas. They can, however, minimize the Get's Hot drawback usually with the aid of a farseer ally w/Guide + Prescience. For some strange reason, people here tend more to run Taudar with Burstides than Tau/Tau with Iontides.


    PS - also, one thing to note is that the positioning of the star itself is very important. You have to carefully consider how to position the models within the star. Basically, Jamie had Farsight next to his Buff Commander. I then maneuvered my LoC into a position to assault his Buff Commander. Now he has to Look-Out-Sirs my Smash attacks or lose his Buffmander. Well, guess where the LOS wounds go? Yup, I ended up killing Farsight and now the star is getting out of combat only on I3.

    As with any deathstar build - Draigowing, Seer Council, the Dark Harliestar - you really have to carefully consider the positioning of each and every model in the group.


    This message was edited 2 times. Last update was at 2013/12/31 03:57:05



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    As a Tau player I'm disappointed that this O'Vesa list didn't include Skyrays. Those are super easy way to help take out fliers so the list isn't reliant on the HBC riptide to do all the work.

    I would've fielded a list fairly different than that. I would only bring 2 riptides (O'Vesa + HBC) and work with that. That commander suit was also equipped pretty horribly. ATS and no guns? Repulsor field? No stims+shield? I would run him with the 3 buffs, Iridium, shield, VRT, and stims only. Still clocks in a hefty pricetag, but does his job a lot better. Heck, I'll just post the list I'd run (and my local place doesn't allow me to play xD)


    Spoiler:

    Tau Empire 6th Ed (2013) (Allied Detachment) Selections:

    Commander (220pts) - Command and Control Node, Multi-spectrum Sensor Suite, Puretide Engram Neurochip, Shield generator, Stimulant injector, Velocity tracker, XV8-02 Crisis 'Iridium' Battlesuit
    Kroot Carnivore Squad (70pts) - Sniper rounds


    Tau Empire: Farsight Enclaves (2013) (Primary Detachment) Selections:

    Farsight's Commander Team (305pts) - Honour-Shas'vre O'Vesa
    Commander Farsight (165pts)

    XV104 Riptide (230pts) - Heavy burst cannon, Talisman of Arthas Moloch, Twin-linked smart missile system, Velocity tracker, Target lock

    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Fusion blaster
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Fusion blaster
    XV8 Crisis Team (159pts) - 3xCrisis Shas'ui, 6x Plasma rifle
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Missile pod
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Missile pod
    XV8 Crisis Team (compulsory) (159pts) - 3x Crisis Shas'ui, 6x Missile pod

    Sky Ray Missile Defense Gunship (115pts)
    Sky Ray Missile Defense Gunship (115pts)


    That makes it a much more TAC style list (still deathstar like, but 7 troops helps keep scoring up). The biggest benefit to a list like this is the skyrays. Those 4 marker lights will make the HBC riptide SO much better at killing what he needs to, even if it's in the skies. Plus, they can force grounding checks on FMC's (which is another pants on head style rule). I saw a couple problems with the Tau player, like not killing the Grimoire carrier quickly. No grimoire, no 2++.
       
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    Vior'la Sept

    @jy2

    Thanks for your help too on how to make the list better. I will tweak it some more and then I will post it to get more feedback. The only question I had (And I know that this depends alot on how deployment goes) was what would be your general rule of thumb for deploying a death star?

    @Mulletdude

    So I checked out your list and I have some questions. Dont you need to take 2 troops for your allied detachment? Why dont you have EWO on your Bursttide? What are you planning on doing with all of the single suits? Thanks for posting your list, I appreciate it.
       
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    Bristol

     Commander_Farsight wrote:
    @jy2

    Thanks for your help too on how to make the list better. I will tweak it some more and then I will post it to get more feedback. The only question I had (And I know that this depends alot on how deployment goes) was what would be your general rule of thumb for deploying a death star?

    @Mulletdude

    So I checked out your list and I have some questions. Dont you need to take 2 troops for your allied detachment? Why dont you have EWO on your Bursttide? What are you planning on doing with all of the single suits? Thanks for posting your list, I appreciate it.


    No allies only need one troop + one HQ min.
    Because he'd rather have skyfire? (Velocity tracker) shoot down the flier the turn after it comes in
    The single suits are all troops (farsight supplement) so most likely scoring objectives but can also contribute depending on their loadout(s).

    Armies: Crimson Fists, Orks, Eldar 
       
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     Commander_Farsight wrote:

    @Mulletdude

    So I checked out your list and I have some questions. Dont you need to take 2 troops for your allied detachment? Why dont you have EWO on your Bursttide? What are you planning on doing with all of the single suits? Thanks for posting your list, I appreciate it.


    Only need 1 troop for the allies. The single suits can either deploy and be AT with the missile pods or deep strike later for scoring. The fusion suits hunt tanks and missile suits just pew things at long range. Don't have EWO on the bursttide because there is no room. The VT and TL take up the 2 hard points it has. The two riptides, buff commander, and farsight all make one ball and rampage around causing havok while the support units actually support it (because markerlights exist). Thanks for asking questions! If you have any more let me know and I'll be happy to answer them.

       
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    San Jose, CA

     Mulletdude wrote:
    As a Tau player I'm disappointed that this O'Vesa list didn't include Skyrays. Those are super easy way to help take out fliers so the list isn't reliant on the HBC riptide to do all the work.

    I would've fielded a list fairly different than that. I would only bring 2 riptides (O'Vesa + HBC) and work with that. That commander suit was also equipped pretty horribly. ATS and no guns? Repulsor field? No stims+shield? I would run him with the 3 buffs, Iridium, shield, VRT, and stims only. Still clocks in a hefty pricetag, but does his job a lot better. Heck, I'll just post the list I'd run (and my local place doesn't allow me to play xD)


    Spoiler:

    Tau Empire 6th Ed (2013) (Allied Detachment) Selections:

    Commander (220pts) - Command and Control Node, Multi-spectrum Sensor Suite, Puretide Engram Neurochip, Shield generator, Stimulant injector, Velocity tracker, XV8-02 Crisis 'Iridium' Battlesuit
    Kroot Carnivore Squad (70pts) - Sniper rounds


    Tau Empire: Farsight Enclaves (2013) (Primary Detachment) Selections:

    Farsight's Commander Team (305pts) - Honour-Shas'vre O'Vesa
    Commander Farsight (165pts)

    XV104 Riptide (230pts) - Heavy burst cannon, Talisman of Arthas Moloch, Twin-linked smart missile system, Velocity tracker, Target lock

    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Fusion blaster
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Fusion blaster
    XV8 Crisis Team (159pts) - 3xCrisis Shas'ui, 6x Plasma rifle
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Missile pod
    XV8 Crisis Team (53pts) - Crisis Shas'ui, 2x Missile pod
    XV8 Crisis Team (compulsory) (159pts) - 3x Crisis Shas'ui, 6x Missile pod

    Sky Ray Missile Defense Gunship (115pts)
    Sky Ray Missile Defense Gunship (115pts)


    That makes it a much more TAC style list (still deathstar like, but 7 troops helps keep scoring up). The biggest benefit to a list like this is the skyrays. Those 4 marker lights will make the HBC riptide SO much better at killing what he needs to, even if it's in the skies. Plus, they can force grounding checks on FMC's (which is another pants on head style rule). I saw a couple problems with the Tau player, like not killing the Grimoire carrier quickly. No grimoire, no 2++.

    Well, too be fair, my opponent is a fairly new player and he was limited by his models. But yeah, skyrays are pretty great.

    As far as killing the Grimoire, initially I had him out of LOS so that my opponent couldn't target him. Then on the next turn, Be'lakor failed his Grimoire test so the temptation to kill him was much greater. Would you rather kill a T6 FMC with re-rollable 5++ saves and 5-6W or a T5 FMC with only a 5++ save, 4W and a host of super-nasty powers?


     Commander_Farsight wrote:
    @jy2

    Thanks for your help too on how to make the list better. I will tweak it some more and then I will post it to get more feedback. The only question I had (And I know that this depends alot on how deployment goes) was what would be your general rule of thumb for deploying a death star?

    Your deployment with them was fine. The only thing I would have done with them was to advance them instead of pulling them back. By pulling them back, basically you were limiting your shots to only a flying Be'lakor with 2++ save. By advancing them, you might have denied my Grimoire LoC a place to hide. Moreover, by advancing them, you'd be heading towards my deployment zone with the ability to threaten my troops there. By pulling them back, you had no chance to threaten either my troops or my objectives.



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    Jy2, if the LoC was out of LOS how did you charge that turn? I'm not sure you can charge what you can't see.
       
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    San Jose, CA

    He hid his Buffmander behind the BLOS ruins. I then moved my LoC there as well so that I was 1" away from his Buffmander and could see him, but the rest of the unit couldn't see my LoC due to the BLOS ruins.



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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    Thanks. The pictures did not convey that.
       
    Made in us
    Fixture of Dakka





    San Jose, CA

    No worries. I couldn't capture the LoC, Buffmander and the rest of the O'vesa-star all in 1 shot so I just took a photo of what I thought was the best angle.


    This message was edited 1 time. Last update was at 2014/01/02 19:54:54



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    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
     
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