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Jy2's 7E Necron Battle Reports - 1850 AV13-spam Necrons vs Commander_Farsight's Tau (Completed p. 2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fixture of Dakka





San Jose, CA

Game #6 - 1850 AV13-spam Necrons vs Commander_Farsight's Tau/Tau


Another competitive practice game for the BAO. This time, I switched it up and tried something a little different. My opponent brought out something different as well....and it turned out that his army naturally countered mine. I am not looking forwards to facing all those fusion guns with my vehicle-spam Necron army.

The first time I played against Jamie was back in 6th. Back then he brought the O'vesastar against my Soul of Loc-'n-Load Daemons:

1750 Jy2's Soul of LoC-N-Load Daemons w/Be'Lakor vs Commander_Farsight's O'Vesa-star Tau

Since then, Jamie has been itching for a rematch. He's been running the Farsight-bomb as of late and is on a 15-game winning streak with it in 6th Ed. He has not run it yet in 7th Ed. so this will be his first game with them in the new edition. He is planning on going to his first major tournament - the Bay Area Open GT - and so wanted to practice against top-notch competition. Well, I was happy to oblige. I am always happy to put the smackdown on any Tau or Eldar player who dares to challenge me in a competitive game. Haha...j.k.! I also wanted to test out a new Necron build of mine (new to me at least, as I had never run Ghost Arks before). Well, with them being Objective Secured 4-HP AV13 vehicles in the new edition, it looks like the time is right for Necron AV13-spam.


1850 Necrons (My list)

Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge, ResOrb
Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge
2x Crypteks - Eldritch Lances
3x Crypteks - Voltaic Staves

5x Immortals - Gauss, Night Scythe
5x Immortals - Gauss, Night Scythe
5x Warriors - Night Scythe
5x Warriors - Ghost Ark
5x Warriors - Ghost Ark

Annihilation Barge
Annihilation Barge
Annihilation Barge



1850 Farsight-bomb Tau

CAD #1:

Farsight
7x Bodyguards - Bonding Knives, 14x Fusion Blasters, 4x Target Locks

Riptide - SMS, Ion Accelerator, EWO
3x Stealth Suits - Homing Beacon
3x Stealth Suits - Homing Beacon

3x Crisis Suits - Bonding Knives, 6x Fusion Blasters
2x Crisis Suits - Bonding Knives, 4x Fusion Blasters
2x Crisis Suits - Bonding Knives, 4x Fusion Blasters
1x Crisis Suit - Bonding Knife, 2x Fusion Blasters
1x Crisis Suit - Bonding Knife, 2x Flamers

Aegis Defense Line - Comms Relay

Allies:

Tau "Toolbox" Commander - CCN, Puretide, MSS, Iridium Armor

19x Kroots


-------------------------------------------------------------------


Mission: Bay Area Open

Primary - The Scouring, 4-pts

Secondary - Modified Maelstrom, 3-pts

We actually customized it for this game. I did not like the Maelstrom objectives scoring at the end of the Game Turn as it gave too much advantage to the person going 2nd. Thus, we played it as each player draws 2 Tactical Objectives at the beginning of their turns and then scores objective points at the end of their turns.

Bonuses - First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Hammer & Anvil


Initiative: Tau


-------------------------------------------------------------------


PRE-GAME THOUGHTS:

Necrons:

Holy batcaves! Jamie's army is probably one of the toughest matchups for my AV13 Necrons to draw! 30 fusion blasters, half of which are twin-linked, ignores cover and can re-roll armor penetration, is bad news for my army. To make matters worse, my opponent will reserve his entire army and will be guaranteed the alpha-strike no matter what I do. Hammer & Anvil deployment will only help my opponent as it will let his unit(s) deploy outside of my alpha-strike range on Turn 1. Then on Turn 2, practically his entire army should come in. His army is highly mobile and he's got a lot of Objective Secured (OS) troops as well. Depending on how much my opponent has improved since the last time we played, this game could potentially be a blowout if he really knows what he is doing or if my dice is even slightly below-average (translation - I need to make my jink saves!!!).

However, the Tau is not without its challenges as well. I am going to go after his OS troops. I'd like to see how he can protect them as my necrons have a very long reach. My bargelords (Overlords on Catacomb Command Barges) are going to be tough for him to deal with as I can allocate the fusion shots onto my Overlords with 2+/3++ saves. Lastly, I've got a huge mobility advantage and I am going 2nd. That means that I am almost positive that, unless he is able to table me, I should be able to pick up the objectives at the end (and assuming the game ends on Turn 5). Overall, it's going to be a tough game for my Necrons, but I am going to enjoy the challenge from being a slight underdog in this matchup.


Tau:

Hey, what the heck Ill share too. So going into the game I was quite honestly worried. I had no idea what Jim was going to bring, other than flyers, damn! Pretty much the only thing that was going to hurt my army was the flyers. Having all of the barges was like Christmas for Farsight and his bros. Losing the roll of really sucked for me. This meant that I wasn't going to have the second turn. This was my first game of 7th Ed. (for playing someone that was actually above my skill level, every other game has been against people just starting to play etc.) I felt like the underdog here. Although my list was a huge counter to Jim's he has the experience on his side, and lest just say that my last outing against him was, well, a disaster. I knew that with the new rules for chariots they are good, but not THAT good. Not knowing that my target priority was skewed. I feel like it was mostly a game for me to lose, and I managed to do that When you take a look at objective placement, I shot my self in the foot as I learned around turn 4. Without that mistake as you will see in the score, there was a way larger possibility for me to win the secondary, and that would later mean, the game. In general, the only thing that was going to kill me were my own mistakes... and Jim's 5 barges It was a good game, and I would be happy to throw down again, this time also reading the mission more carefully. To be honest, when we rolled the BAO scouring mission, it was the only mission I was really unfamiliar with, and the only one that was not advantageous for either the primary or secondary. Sorry, if this is a little pre/post game talk too. Thanks for the game, and I will enjoy spending my week here fixated on how to beat you so if we do rematch on Thursday, I will be ready.


-------------------------------------------------------------------


Deployment:

Spoiler:
I will be playing this game with the following assumptions (I tend to be more conservative with rules issues):

1. The Catacomb Command Barge DOES NOT benefit from the Overlord's 3++ phase shifters.

2. The Bargelord (Overlord on the CCB) CANNOT join another unit.


Also, note that we played a slightly modified BAO mission. For the Maelstrom secondary mission, we played it as you draw 2 Tactical Objectives at the start of your turn and then scored them at the end of your turn.


For the Warlord traits, we get:

Necrons - Move Through Cover in ruins for all units within 12" of the Warlord.

Tau -Deepstrike with no scatter.



Tau deployment. We apologize for the proxies, but my opponent forgot to bring his Aegis Defense Line.

The rest of his army will be deepstriking.


Necron deployment. I keep all my troops in reserves.


Overview of our deployment.

I elect not to try to steal the initiative.




-------------------------------------------------------------------


Tau 1

Spoiler:
Tau Tactical Objectives:

1. Claim Objective #3.
2. Kill an enemy unit.


Tau movement, shooting and assault. His turn lasted about 2 seconds.

Tactical Objectives achieved - Necrons: 0, Tau: 0




Necrons 1

Spoiler:
Necron Tactical Objectives:

1. Claim Objective #2.
2. Kill an enemy unit.


1 barge moves flat-out to claim Objective #2.

Tactical Objectives achieved - Necrons: 1, Tau: 0


Necrons advance.



I then spread out to the 4 corners with my flat-out moves, making sure to protect my rear from the Tau alpha-strike to come.




Tau 2

Spoiler:
Tau Tactical Objectives:

1. Claim Objective #1.
2. Claim Objective #3.

On his turn, Jamie's ENTIRE ARMY COMES IN!


The Farsight-bomb lands without scattering.


We used Grey Knight proxies in this game. The terminators represent the crisis suits. The Grey Knight strikers represent the stealth suits. Stealths drop in first. Then crisis suits land off of the stealth's homing beacons without scattering.


Once again, stealths land first. Then suits and riptide land unerringly around the stealths.


Riptide fails his Nova.


The table after all the suits come in.


With Ignore Cover, Twin-linked shooting and Tank Hunter, the Farsight-bomb easily takes out 1 annihilation barge (AB).

First Blood goes to Tau.


Actually, the bomb takes out 2 AB's due to target locks (4x2 fusions on 1 barge, 3x2 on the other).


Another 3x2 meltas take out my last barge. He actually only penned once, but rolled a 5-6 on the damage charts.

Just like that, all 3 barges gone in just 1 turn of shooting by the Tau.


Lastly, the suits target my Warlord with 10 fusion shots. Fortunately, I allocate them on my Overlord instead and make 4 out of 5 3++ saves.


The Tau then do their assault moves. The unit of 2 suits make it into range of Objective #3.

Tactical Objectives achieved - Necrons: 1, Tau: 1


The single suit (in black) then makes an incredible 11" jump to make it into range of Objective #1 as well.

Tactical Objectives achieved - Necrons: 1, Tau: 2




Necrons 2

Spoiler:
Necron Tactical Objectives:

1. Claim Objective #2.
2. Kill an enemy unit.


Both ghost arks come in. Sorry, but I forgot to bring my bases for them. They come in on Objective #2.

Tactical Objectives achieved - Necrons: 2, Tau: 2


However, only 1 night scythe comes in.


My strategy is to go after his troops.


My Warlord does a Sweeping Attack on the unit of 2 suits and kill 1.


Ghost ark (and the guys inside) manage to shoot down the lone flamer suit. This gives me 1 Tactical Objective (kill an enemy unit).

Tactical Objectives achieved - Necrons: 3, Tau: 2


Shooting from the other ghost ark and my bargelord only manages to put 1W on a suit.


My bargelord then charges and wipes them out.

My Warlord, on the other hand, fails a 6" charge against a unit of 3 suits even with his re-roll.

Overall, not a great turn for me. I only manage to kill a unit of 1 suit (who was useless with flamers) and another unit of 2 suits.




Tau 3

Spoiler:

Overview of the top of Turn 3.

Tau Tactical Objectives:

1. Claim Objective #2.
2. Claim Objective #3.


Single suit goes for rear shots on my bargelord. Riptide jumps back towards my opponent's deployment.


The rest of the Tau moves. Lone suit goes to claim Objective #3.

Tactical Objectives achieved - Necrons: 3, Tau: 3


The Farsight-bomb shoots at my flyer. They hit and penetrate it twice and then proceed to blow it up on a 6 on the vehicle damage charts.


The bomb actually splits-fire and targets my Warlord (along with the unit of 1 and 3 suits). 14 meltas is more than my Warlord could handle and he goes down.


Unfortunately for me, he doesn't get back up, thus giving my opponent Slay the Warlord. The Tau then do their Assault jump moves.

If you haven't noticed a pattern yet, my opponent's shooting is on fire . Basically, almost everything that he targets just dies and every vehicle he hits, he would roll a 5 or 6 to blow it up.




Necrons 3

Spoiler:
Necron Tactical Objectives:

1. Claim Objective #1.
2. Claim Objective #2.


The rest of my reserves come in.


Immortals come in as well. They go to claim Objective #2. Ghost ark goes after some troops.

Tactical Objectives achieved - Necrons: 4, Tau: 3


Ghost ark goes after the single suit.


Bargelord decides to go after the riptide.


I take out his troop.


Night scythes, ghost ark, the warriors inside and the immortals focus fire to take out 3 bodyguards.


The bargelord then makes the assault.


The riptide does manage to take off 1W from my bargelord before I sweep him in combat.

Overall, not too bad considering most of my offense is gone. I managed to take out 1 troop, 1 riptide and 3 bodyguards. I can't really complain, but I still have to try to claw my way back for a victory....if that's even possible.




Tau 4

Spoiler:
Tau Tactical Objectives:

1. Claim Objective #1.
2. Kill an enemy unit.


The 3 suits go after my bargelord. Farsight and crew will go after my flyers.

My bargelord makes his save against the 2 wounds caused by the suits.


Bam! 1 down. They only hit once, but then roll a 5-6 on the damage charts to take it out.

Tactical Objectives achieved - Necrons: 4, Tau: 4


Stealth suits then try to make it over to Objective #1. However, he only gets a 3-4" assault move and fails to reach it.


The rest of the Tau army do their Assault jump moves.




Necrons 4

Spoiler:
Necron Tactical Objectives:

1. Claim Objective #2.
2. Kill an enemy unit.


Arks move forwards.


Warriors come in from Ongoing Reserves.


Ghost ark prepare to broadside both units of stealth suits. Immortals make sure to claim Objective #2.

Tactical Objectives achieved - Necrons: 5, Tau: 4


Flyer and bargelord both go after the 3 Musketeers.


Shooting takes down 1.


Between the ghost ark and the Necron warriors, I take out 1 unit of stealth suits, thus giving me another Tactical Objective point.

Tactical Objectives achieved - Necrons: 6, Tau: 4


Both ghost arks combine to take out the other unit of stealth suits as well.

I don't do anything to the Farsight-bomb as Farsight tanks all the wounds by himself.


Bargelord makes it into assault.


They then have a romantic encounter and the bargelord was able to sweep them off their feet.

My, how the tides have turned. Through attrition, I was able to wear down Jamie's troops. He only has Farsight's unit, 1 unit of 1 suit and his kroots remaining. I have my bargelord, 1 flyer and all of my OS troops still alive. By focusing on taking out his troops, I have been able to methodically turn this game around.




Tau 5

Spoiler:
Tau Tactical Objectives:

1. Claim Objective #2.
2. Kill an enemy unit.


Kroots finally make a move for the objectives. They should have done this 2 turns earlier.


Farsight splits off from the unit.

Lone suit goes and sits on a 3-pt Scouring objective. He also shoots at my bargelord and actually manages to cause another 1W to him (just 1W remaining).


The unit shoots down my last flyer, giving Jamie a Tactical Objective point (again, he rolls a 5-6 on the damage charts after only hitting once).

Tactical Objectives achieved - Necrons: 6, Tau: 5


Farsight then charges into my transport....


....and blows it to smithereens.

Like I said, my opponent's dice was golden this game. Every Necron vehicle that he even looked at would die.




Necrons 5

Spoiler:
Necron Tactical Objectives:

1. Claim Objective #2.
2. Kill an enemy unit.


Damn ark! Why do you have to immobilize yourself at this time!!!

The unit of warriors inside then gets out and run, but they are about 1" short of the 1-pt objective.


Necron troops advance. They go to grab the 3-pt, 2-pt and 2-pt Scouring objectives and there's nothing Farsight and his cronies can do about it.

My immortals still have Objective #2.

Tactical Objectives achieved - Necrons: 7, Tau: 5


Bargelord prepares to take the lone suit off of the 3-pt objective.


I focus my entire army to try to take down his Warlord, but I only manage to take off 2W from him instead. My opponent did make a mistake though. He thought Farsight was T5 (he's only T4) and that he had a 3++ save (he only has a 4++). But it won't matter....unless the game goes on. Gulp!


Sufferin succotash! I actually lose my bargelord to Overwatch....and he doesn't get back up!!!


-------------------------------------------------------------------


Moment of truth....


Currently, I have troops on a 3-pt, 2-pt and 2-pt objectives for a total of 7 Scouring points.


Jamie only has 1 suit on a 3-pt objective for a total of 3 Scouring points.

I am also winning on the Secondary, the Maelstrom mission, 7-5.

My opponent has First Blood (my AB), Warlord and Linebreaker (Farsight and friends). I don't have any of the Tertiary bonus points.

If the game ends now, I win 7-3. If the game continues, it could be very bad news for me, especially with the way my opponent is rolling in this game.


Jamie rolls the dice to see if the game continues and.....





Tau 6

Spoiler:

...he rolls a . Game ends.

Necrons take it 7-3.





Crushing Victory for the Metallic Dead - Necrons!!!






Necrons 6

Spoiler:
Sorry, but the game ended last turn.




-------------------------------------------------------------------


POST-GAME THOUGHTS:

Spoiler:

Wow....how'd I manage to pull that off? Despite the fact that:

1. Jamie's army killed off all 3 of my annihilation barges on Turn 2 whereas I hadn't done anything to his army yet.

2. His dice was on fire. Almost every vehicle damage result he got was a 5 or 6 on the vehicle damage charts with AP1. Every vehicle he targeted (other than my chariots because I allocated the shots onto my Overlords), he killed with just the 1st unit shooting at it.

3. None of my bargelords got back up.

4. I immobilized one of my arks.

5. I failed a crucial 6" charge with my Warlord. So instead of killing his unit of 3 suits, I gave up my Warlord instead.


So here is why I won:

1. Experience. I knew exactly what I needed to do - kill off his fragile troops and all the supporting units in his army. I also played to the objectives (the Scouring) whereas my opponent was somewhat "distracted" by all of my units.

2. My army is just made to pick off MSU troops. This makes it quite good against deathstar builds as I have the mobility and firepower to go after my opponent's troops.

3. Target Priority. Jamie needs to work somewhat on his target priority. Killing the barges on Turn 2 was a good move. He then went after my flyers, which was also a good move. After that, he should have gone after my ghost arks and troops. Instead, he went after my bargelord, which was exactly what I had hoped he would do. In an objectives game, the OS troops are the real prize, especially when objectives are easily within their reach. Everything else is just a distraction, including my Warlord (hey, I'd give you the point for Warlord if it means that I would win the game ).

4. Positioning. This is a major area where my opponent needs to work on. You ALWAYS have to pay attention to the positioning of your units. Some examples of this include:

  • Leaving his kroots in his deployment zone for far too long. After his entire army came in on T2, he should have moved his kroots forwards already, both to grab objectives and to potentially threaten any potential enemy units. Worst case scenario, he may lose them if I sent my bargelord after them, but then his unit of 3 suits would have probably survived.

  • He really didn't know what to do with his riptide and just left him "dangling" near his deployment zone. Since my bargelords were already in a forwards position (i.e. in my opponent's half of the table), I would have probably moved the riptide more towards my deployment zone to threaten my troops. Best case scenario, he kills some of my troops and potentially achieve Linebreaker as well. Worst case scenario, he soaks up firepower from the rest of my army and the rest of his units survive.

  • The positioning of his OS troops. He needs to position them in such a way that 1) he can potentially target my units and 2) they are within easy reach of the objectives. Well, he achieved some of the objectives, but he never once got Objective #2, which came up a few times.

  • Spread out. That is one of the drawbacks of relying too much on homing beacons - it brings all your units close together. That just gave my bargelords plenty of targets. They were basically killing 1 unit a turn. Ideally, what he needs to do is to spread them out to force my lords to waste a turn just getting to the next target. So instead of kill 1 unit on Turn 2 and kill another unit on Turn 3, it could have been kill 1 unit on Turn 2, move on Turn 3 and kill another unit on Turn 4. So while it is nice to rely on homing beacons, when you are playing against a fast, assaulty army, sometimes you just can't afford to do that (at least not with your entire army).

  • More than ever, 7th Edition is about positioning and the Movement phase. That is what many people fail to realize. My opponent's army has the mobility to succeed in this edition. Now he just needs the experience to utilize it properly.

    5. Objective #2. This was actually a mistake my opponent made before the game even began. If he was familiar with Necrons, he'd know not to place the objectives near the board edges. That just makes it easier for my troops when he shoots down my flyers - they come on in and they are right on an objective. Well, in this game, we got Objective #2 as a Tactical Objective in 7 out of 20 objectives!!! That was 5 for me and 2 for my opponent! So every turn, I am putting OS troops on Objective #2 when my foot soldiers walk in from reserves. Meanwhile, Objective #2 happens to also be the furthest objective from Jamie's army and it is guarded by multiple of my OS units (ghost ark, warriors inside and the troops coming in from Ongoing Reserves). If Objective #2 didn't come up so many times, I might have actually lost the Secondary.




    This message was edited 9 times. Last update was at 2014/06/25 15:44:25



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in us
    Purposeful Hammerhead Pilot




    Vior'la Sept

     Zagman wrote:
    Panzer1944 wrote:I’m a little biased on my vote, but hey it was you last game of 6th so can tag it as the last game in the 6th Edition thread to finish it up

    Also it was the last time my army was seen on a table as the next day they disappeared into the warp (aka. stolen out of my car) so would like to see their last hooray one more time.


    That is just terrible. My condolences.

    mortetvie wrote:Commander, I have always felt that more drones and some Marker lights go a long way. The drones can soak up hits and spread out footprint to grab objectives while if any of them are marker drones they will greatly increase utility of other units.

    For example, just getting 2 marker hits negates a Jink save or greatly increases accuracy. Riptides are nothing without Marker Support in 7th (IMO).

    So with all of that said, a few suits with Marker drones could go a long way for your army as a Skyray might as well (and help with anti-flyers).



    I'll reinforce what Mortetvie is saying. The only force multiplier you have in your army is the BuffCommander. I would strongly suggest getting some form of markerlight Support in that army. Even adding Markerdrones to the Command Squad and making sure all 7 suits have Target Locks would be good. Its Ablative Wounds for LOS attempts from your BuffCommander who should be packing Iridium, a Shield Generator, and FNP to keep that Bomb alive. Riptides need to be supported to flourish, otherwise an IA Riptide is only going to be resilient and will have lackluster damage output.

    Obviously for games that aren't against Jim, you'll want a more diverse loadout. All fusion is well and good until you run into any other army.

    Obviously your list is severely lacking in AA, I'd recommend an ECPA HBC Riptide with Fusion and a VT to help shore up that weakness.


    I think the idea for the AA HBCtide is great. For marker lights, I do believe that adding some is good here is the thing. I was initially thinking of putting 6-8 marker drones on the farsight bomb. With all the suits split firing too. I gave the buffmander drone controller, so all my markerlights hit on 2s. The only bad thing about this is that I am really overkilling one unit then (all misses are re-rolled too). So what solution do you have to spread the love on marker light support? I feel like the hitting on the normal 5+ isnt reliable enough if I need to get something done.

    For a Skyray. Honesly, its good, but there inst space in my list and it doesn't really go with it. If I really have to take out a flyer, then I will. Ill skyfire my markerlights at it, snapshooting, and then Ill re-roll gettting an average of 2, with 8 marker drones. That also lets the bomb fire at something else. I just dont see how a skyray would work being that I am full reserving other than the kroot. It would just become an easy target because I dont know why someone whould shoot at a 2+ save (if I have to I would go to ground), or a tank in the open,

    This list was for playing against Jim, I plan on our next game using a more diverse load out, yes. I actually ran into that problem during the game. My target priority wasn't great on turn 3 I believe, so when he went after my troops, I should have done the same. If any thing I will be adding a lot more flamers and maybe some plasma. Thoughts on that?

    For the buffmander. With all of his tools that are buffing the unit, this is getting to be an expensive guy. In that case, where do I put him in the bomb? I am not sure if all of that "anti-death" wargear is necessary, unless I want him up front taking the hits. Personally, I put him at the back as most of the bomb hinges on him being alive. So what were you thinking? Drones as bubble wrap, and then the buffcommander takes a bunch of hits but goes back before he dies? I am really just curious why you want to tack on so much more wargear, because now this guy is approaching 200 points.
       
    Made in us
    Purposeful Hammerhead Pilot




    Vior'la Sept

     jy2 wrote:


    Ok, I will start my first game when this thread gets to p. 2. So you know what to do, guys.


     Commander_Farsight wrote:

    Thanks for the mercy Jim Ya know, except for the fact that the Objective 2 was just terribly placed on my part. I would also like to make an amendment to how your have written my list. Here it is: (please excuse me for all the wargear, just doing a quick copy paste)
    Spoiler:

    1850/1850pt.)
    @HQ [ 2 ]

    Commander Farsight (165pt.) Crisis battlesuit; Multi-tracker; Blacksun filter; Shield generator; Plasma rifle; Dawn blade;

    7x - Crisis Bodyguard Team (468pt.) Bonding knife ritual; Farsight's Bodyguard Team;
    > 3x - Crisis Bodyguard (62pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2);
    > 4x - Crisis Bodyguard (67pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2); Target lock;

    @Elites [ 3 ]

    3x - Stealth Team (113pt.) Bonding knife ritual;
    > 2x - Shas'ui (30pt.); XV25 Stealth battlesuit; Multi-tracker; Blacksun filter; Burst cannon;
    > 1x - Shas'ui (50pt.); XV25 Stealth battlesuit; Multi-tracker; Blacksun filter; Burst cannon; Homing beacon;

    3x - Stealth Team (113pt.) Bonding knife ritual;
    > 2x - Shas'ui (30pt.); XV25 Stealth battlesuit; Multi-tracker; Blacksun filter; Burst cannon;
    > 1x - Shas'ui (50pt.); XV25 Stealth battlesuit; Multi-tracker; Blacksun filter; Burst cannon; Homing beacon;

    XV104 Riptide (190pt.) Riptide battlesuit; Multi-tracker; Blacksun filter; Riptide shield generator; Ion accelerator; Twin-linked smart missile system; Early warning override;

    @Troops [ 5 ]

    3x - Crisis Battlesuit Team (159pt.) Bonding knife ritual;
    > 3x - Shas'ui (52pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2);

    2x - Crisis Battlesuit Team (106pt.) Bonding knife ritual;
    > 2x - Shas'ui (52pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2);

    2x - Crisis Battlesuit Team (106pt.) Bonding knife ritual;
    > 2x - Shas'ui (52pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2);

    Crisis Battlesuit Team (53pt.) Bonding knife ritual;
    > 1x - Shas'ui (52pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Fusion blaster (x2);

    Crisis Battlesuit Team (33pt.) Bonding knife ritual;
    > 1x - Shas'ui (32pt.); Crisis battlesuit; Multi-tracker; Blacksun filter; Flamer (x2);

    @Fortification [ 1 ]

    Aegis Defense Line (70pt.) Comms relay;

    @Secondary Detachment [ 1 ]

    @HQ [ 1 ]

    Commander (160pt.) Crisis battlesuit; Multi-tracker; Blacksun filter; Command and control node; Puretide Engram Neurochip; Multi-spectrum Sensor Suit; XV8-02 Crisis 'Iridium' Battlesuit;

    @Troops [ 1 ]

    Kroot Carnivore Squad (114pt.)
    > 19x - Kroot (6pt.); Kroot armour; Kroot rifle;

     jy2 wrote:
    It's looking like people are wanting to see me beat up on some Tau before Eldar. Lol. Or maybe they want to see me teach the Seer Council a lesson. Haha. Or maybe they just want to see my crons get their arses handed to them by the upstart Space Communists and some Space Elves.
    In any case, vote soon. The 1st battle shall begin tonight!

    Good to know!

    I want a rematch too!! This time I WILL kick your Necrons to the dust! Same lists rematch?
    @thread

    All CONSTRUCTIVE criticism is welcome, I would appreciate all the help.

    Thanks for the list correction. Will update the list above.

    Rematch could be same or slightly different list. I am still experimenting with Crons in the new edition and would like to try different stuff out.

    BTW, you might want to consider redesigning your list slightly. Your list currently matches up well against my AV13 Necrons, but you are going to find it works much, much differently against something like my Wraithwing Necrons. A good tournament Take-All-Comer's list needs to be very well rounded so that it can handle any threat thrown at it.


     Commander_Farsight wrote:

    Here is a question I have for the community, as you will see in the batrep, my Riptide did nothing, almost literally. So, with that in mind, I cut it all together for more crisis suits. I have been advised to keep it so my Kroot don't get killed by drop pods and things of the like, so therefore I don't get tabled. When you think about this it makes sense, but it was 190 points out the window. IMO, in a tournament that's really risky to have 190 points that can be so hit or miss. What do you guys think? Iontide with interceptor yes or no?

    It is true what Zagman and others have said. A riptide works best if it is buffed up by other units. That was why they were so crazy effective in the last edition. Between markerlights, the Buffmander and farseer allies to act as force-multipliers, a good unit became really great.

    However, there IS a role for them in your army. Right now, your current weakness is anti-air. Well, your riptide is your solution as he is one of the best AA units in the game. You've already got a lot of AP2 shooting with a bajillion meltas shots. Swap out the Ion with HBC and give him Skyfire/Interceptor and now your problem with AA is solved.

    Also, another problem with him in your list is that you didn't really know how to use him well. If it was me, instead of hanging him back in/near your deployment zone, I would have pushed him up aggressively into my deployment zone. This way, you can threaten any of my reserves (i.e. troops) that came in.


    I think I have solved the AA problem by marker drones and a tricked out Bursttide with ECPA and EWO/VT. The problem I'm running into now is that I am losing troop slots. I had 7 OS troops in our game, one of which did nothing (kroot). Now I am looking more at 5. I know that it isn't too bad, but I am struggling to know what is a good stopping place for firepower that I am pouring in, and where I need to start focusing on how to take objectives more effectively, etc.

    I agree, I was lost as to where to put him. I found that his lack of effectiveness was really not helpful, and so putting him closer to your chariot (and his death) wasnt either If anything you are totally right in the sense that I should have added another threat to your deployment zone.

    Pregame Thoughts

    Hey, what the heck Ill share too. So going into the game I was quite honestly worried. I had no idea what Jim was going to bring, other than flyers, damn! Pretty much the only thing that was going to hurt my army was the flyers. Having all of the barges was like Christmas for Farsight and his bros. Losing the roll of really sucked for me. This meant that I wasn't going to have the second turn. This was my first game of 7th Ed. (for playing someone that was actually above my skill level, every other game has been against people just starting to play etc.) I felt like the underdog here. Although my list was a huge counter to Jim's he has the experience on his side, and lest just say that my last outing against him was, well, a disaster. I knew that with the new rules for chariots they are good, but not THAT good. Not knowing that my target priority was skewed. I feel like it was mostly a game for me to lose, and I managed to do that When you take a look at objective placement, I shot my self in the foot as I learned around turn 4. Without that mistake as you will see in the score, there was a way larger possibility for me to win the secondary, and that would later mean, the game. In general, the only thing that was going to kill me were my own mistakes... and Jim's 5 barges It was a good game, and I would be happy to throw down again, this time also reading the mission more carefully. To be honest, when we rolled the BAO scouring mission, it was the only mission I was really unfamiliar with, and the only one that was not advantageous for either the primary or secondary. Sorry, if this is a little pre/post game talk too. Thanks for the game, and I will enjoy spending my week here fixated on how to beat you so if we do rematch on Thursday, I will be ready.

    This message was edited 1 time. Last update was at 2014/06/24 17:02:10


     
       
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    Seems Farsight believes as I do that 7th will be a vehicle meta.

    Melta all the things!

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    Vior'la Sept

     WrentheFaceless wrote:
    Seems Farsight believes as I do that 7th will be a vehicle meta.

    Melta all the things!


    I cant even begin do describe the satisfaction I get when I get my double penetration rolls and blow stuff up.

    After re-reading that, I could see how the dirty mind might perceive that as a sexual innuendo, just and FYI, it really not!
       
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     Commander_Farsight wrote:

    I think the idea for the AA HBCtide is great. For marker lights, I do believe that adding some is good here is the thing. I was initially thinking of putting 6-8 marker drones on the farsight bomb. With all the suits split firing too. I gave the buffmander drone controller, so all my markerlights hit on 2s. The only bad thing about this is that I am really overkilling one unit then (all misses are re-rolled too). So what solution do you have to spread the love on marker light support? I feel like the hitting on the normal 5+ isnt reliable enough if I need to get something done.

    For a Skyray. Honesly, its good, but there inst space in my list and it doesn't really go with it. If I really have to take out a flyer, then I will. Ill skyfire my markerlights at it, snapshooting, and then Ill re-roll gettting an average of 2, with 8 marker drones. That also lets the bomb fire at something else. I just dont see how a skyray would work being that I am full reserving other than the kroot. It would just become an easy target because I dont know why someone whould shoot at a 2+ save (if I have to I would go to ground), or a tank in the open,

    This list was for playing against Jim, I plan on our next game using a more diverse load out, yes. I actually ran into that problem during the game. My target priority wasn't great on turn 3 I believe, so when he went after my troops, I should have done the same. If any thing I will be adding a lot more flamers and maybe some plasma. Thoughts on that?

    For the buffmander. With all of his tools that are buffing the unit, this is getting to be an expensive guy. In that case, where do I put him in the bomb? I am not sure if all of that "anti-death" wargear is necessary, unless I want him up front taking the hits. Personally, I put him at the back as most of the bomb hinges on him being alive. So what were you thinking? Drones as bubble wrap, and then the buffcommander takes a bunch of hits but goes back before he dies? I am really just curious why you want to tack on so much more wargear, because now this guy is approaching 200 points.


    I think your best bet is adding in an ECPA VT HBC Riptide for AA. With an ECPA he is one of the best AA platforms around, unbuffed he puts 7 S6 Rending hits on a flyer, and if you run it with a Twinlinked Fusion Blaster using Ripple Fire can be devastating vs Flyers.

    I would definitely add as many Markerdrones as you can afford into the Bomb. As long as target locks are on everything else you can Mark one unit while Target locking onto other targets. Granted, you can only light up one unit this way, but it means you've got a good chance of dropping that unit independent of the Bombs targets. Your BuffCommander Twinlinks the marker drones meaning 97% hit against ground targets and a 31% hit chance against air targets.

    If you run an AA ECPA HBC you don't need a Skyray. They are a phenomenal unit, but not required.

    For the Buffcommander, I'd put him out front. With Iridium and LOS to Marker drones you can have him face the greatest threat and Tank for the entire Bomb. A Shield Generator and or Stim Injector make him incredibly difficult to kill. Throw him out front, with his defensive upgrades and ablative Marker Drones for LOS when needed he can greatly improve the survivability of the bomb. Drone Controller, Shield Generator, Stim Injector, and Vectored Retro Thrusters really bring alot to the unit in addition to his normal Iridium, MSSS, C&CN, PEN, NSJ package. My BuffCommander runs ~220pts, and I'm glad to spend it every single time. In 6th, mine was decked out in that price range and attached to a Riptide and was Tanking for whichever Riptide was most Wounded or whose Firepower was needed the most. Now I can't join him to Riptides so hes rolling around Tanking and buffing a 3xDual MP TL Crisis Suits with full Markerdrones with another FE Commander with Dual MPs TL and VT to throw out a lot of potent firepower. Its not a Bomb, the the premise is the same.

    Also, did you start the Riptide on the Board?

    To not derail the thread too much, you can feel free to PM me what you are thinking or what you are looking at and I'd be glad to show you what I am doing and currently planning for NOVA. Me and Mortetvie bounce ideas back and forth and it helps to get another perspective even if the changes you make are small, it makes you think and critically analyze your lists.

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    Vior'la Sept

    Wow I appreciate all of your help. I am not quoting for the sake of space on the thread, but this is a direct response to you. I don't start the Riptide on board because compared to the Kroot, he would just get a whole army shooting at it and they would remove my main AA threat fast. By DS him, I ensure that I get my Interceptor on Flyers, and I also get a second turn of shooting due to the HBC range. I have more to tell you but I'll PM you for the sake of the thread, not now but expect one by the end of the day, thanks so much.
       
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     jy2 wrote:
    Game #6 - 1850 AV13-spam Necrons vs Commander_Farsight's Tau/Tau




    1850 Necrons (My list)

    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge, ResOrb
    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge
    2x Crypteks - Eldritch Lances
    3x Crypteks - Voltaic Staves

    5x Immortals - Gauss, Night Scythe
    5x Immortals - Gauss, Night Scythe
    5x Warriors - Night Scythe
    5x Warriors - Ghost Ark
    5x Warriors - Ghost Ark

    Annihilation Barge
    Annihilation Barge
    Annihilation Barge



    Jim get out of my brain! I just ran this yesterday for an upcoming battle report:

    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge, ResOrb
    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge
    2x Crypteks - Eldritch Lances, solar pulses
    3x Crypteks - Voltaic Staves

    5x warriors - Night Scythe
    5x warriors - Night Scythe
    5x Warriors - Night Scythe
    5x Warriors - Ghost Ark
    5x Warriors - Ghost Ark

    Annihilation Barge
    Annihilation Barge
    Annihilation Barge

    Great robot leaders think alike apparently.

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    Rough turns for your vehicles, all those meltas

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    Vior'la Sept

     WrentheFaceless wrote:
    Rough turns for your vehicles, all those meltas

    Mwa ha ha
       
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    San Jose, CA



    Battle report completed.


    @Commander_Farsight

    Thanks for your Pre-game. I have added it to the report.


     Zagman wrote:

    I think your best bet is adding in an ECPA VT HBC Riptide for AA. With an ECPA he is one of the best AA platforms around, unbuffed he puts 7 S6 Rending hits on a flyer, and if you run it with a Twinlinked Fusion Blaster using Ripple Fire can be devastating vs Flyers.

    I would definitely add as many Markerdrones as you can afford into the Bomb. As long as target locks are on everything else you can Mark one unit while Target locking onto other targets. Granted, you can only light up one unit this way, but it means you've got a good chance of dropping that unit independent of the Bombs targets. Your BuffCommander Twinlinks the marker drones meaning 97% hit against ground targets and a 31% hit chance against air targets.

    If you run an AA ECPA HBC you don't need a Skyray. They are a phenomenal unit, but not required.

    For the Buffcommander, I'd put him out front. With Iridium and LOS to Marker drones you can have him face the greatest threat and Tank for the entire Bomb. A Shield Generator and or Stim Injector make him incredibly difficult to kill. Throw him out front, with his defensive upgrades and ablative Marker Drones for LOS when needed he can greatly improve the survivability of the bomb. Drone Controller, Shield Generator, Stim Injector, and Vectored Retro Thrusters really bring alot to the unit in addition to his normal Iridium, MSSS, C&CN, PEN, NSJ package. My BuffCommander runs ~220pts, and I'm glad to spend it every single time. In 6th, mine was decked out in that price range and attached to a Riptide and was Tanking for whichever Riptide was most Wounded or whose Firepower was needed the most. Now I can't join him to Riptides so hes rolling around Tanking and buffing a 3xDual MP TL Crisis Suits with full Markerdrones with another FE Commander with Dual MPs TL and VT to throw out a lot of potent firepower. Its not a Bomb, the the premise is the same.

    Also, did you start the Riptide on the Board?

    To not derail the thread too much, you can feel free to PM me what you are thinking or what you are looking at and I'd be glad to show you what I am doing and currently planning for NOVA. Me and Mortetvie bounce ideas back and forth and it helps to get another perspective even if the changes you make are small, it makes you think and critically analyze your lists.

    Some excellent suggestions from a Tau veteran.

    I also gave Jamie a recommendation for a list, only my recommendation is to just run another riptide (keep in mind I don't have the Tau supplement and so don't know the costs for the wargears listed there).


    Farsight
    7x Bodyguards - 8x Plasmas, 6x Fusions, 3x Target Locks, Bonding Knives

    Riptide - Ion, EWO, TL-Fusion
    Riptide - HBC, TL-SMS, EWO, Skyfire
    3x Stealth Suits - Homing Beacon

    3x Suits - Bonding Knives, 6x Fusions, 1x Target Lock
    1x Suit - Bonding Knives, 2x Fusions
    1x Suit - Bonding Knives, 2x Fusions
    1x Suit - Bonding Knives, 2x Plasmas
    1x Suit - Bonding Knives, 2x Plasmas
    1x Suit - Bonding Knives, 1x Flamers

    Bastion - Comms

    Allies:

    Commander - Iridium, CCN, PEN, MSS, Vectored Retro-thrusters

    10x Kroots


    thanatos67 wrote:

    Jim get out of my brain! I just ran this yesterday for an upcoming battle report:

    Spoiler:

    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge, ResOrb
    Overlord - 2+/3++, Mindshackle Scarabs, Warscythe, Catacomb Command Barge
    2x Crypteks - Eldritch Lances, solar pulses
    3x Crypteks - Voltaic Staves

    5x warriors - Night Scythe
    5x warriors - Night Scythe
    5x Warriors - Night Scythe
    5x Warriors - Ghost Ark
    5x Warriors - Ghost Ark

    Annihilation Barge
    Annihilation Barge
    Annihilation Barge

    Great robot leaders think alike apparently.


    I know, great minds think alike.


    This message was edited 2 times. Last update was at 2014/06/25 04:34:51



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    Vior'la Sept

    Truly a fun game, thanks Jim. I'll be responding to all the PMs I have recieved tomorrow.

    Also, big news for me. I will be making the debut of my YouTube channel Greater Good Gaming so keep it locked to this thred for a link. I'll be featuring 2 games on it, the first a 1750 game vs. Mech Iron Hands (More melta targets ) and the second against an undecided tournement list against Team0comp's own Spam Adams! I hope you guys check it out for more batreps and BAO practice games. Thanks!
       
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    Was an interesting game, though I think it really highlights the one dimensional aspect of this particular tau list (which has probably already been discussed). Speiically, metas can only get you so far and armies with a lot of bodies and not so many vehicles/MCs would pose a problem as fusion alone isn't enough.

    This is why I am a big fan of crisis suit units like 3x suits w/ dual plasma, target lock and full gun drones and 3x suits w/ dual burst cannons and full gun drones...not only is rolling all those dice fun, they also murder infantry!

    Gg though, some better positioning would have probably won you the game, tau commander. I find mobility and positioning is more of a factor in 7th!

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    Commander after getting First Blood and Warlord you should have kept going for the Secondary and made sure you got linebreaker. And just forget the Primary. This gives you 6 pts in the match and Jim would only be able to tie you if he ended up killing Farsight for Warlord. For these BAO missions after seeing who gets First Blood you have to make a decision and choose which one do you want most to win the game (Primary or Secondary) and stick to it.

    P.S Getting Maelstrom points at the end of the game turn at the BAO is gonna make a big difference on how you play for them since you get to see what your opponent is trying to achieve.




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    I felt that many meltas were abit ridiculous (seems I'm not the only one), I'll leave it at that as it seems it's already been discussed.

    The homing beacon on the stealth suits, do they not need to already be on the table to affect other units deep-striking? I know locator beacons/teleport homers (SM) do, but icons don't (Daemons)...

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    POST-GAME THOUGHTS:

    Spoiler:

    Wow....how'd I manage to pull that off? Despite the fact that:

    1. Jamie's army killed off all 3 of my annihilation barges on Turn 2 whereas I hadn't done anything to his army yet.

    2. His dice was on fire. Almost every vehicle damage result he got was a 5 or 6 on the vehicle damage charts with AP1. Every vehicle he targeted (other than my chariots because I allocated the shots onto my Overlords), he killed with just the 1st unit shooting at it.

    3. None of my bargelords got back up.

    4. I immobilized one of my arks.

    5. I failed a crucial 6" charge with my Warlord. So instead of killing his unit of 3 suits, I gave up my Warlord instead.


    So here is why I won:

    1. Experience. I knew exactly what I needed to do - kill off his fragile troops and all the supporting units in his army. I also played to the objectives (the Scouring) whereas my opponent was somewhat "distracted" by all of my units.

    2. My army is just made to pick off MSU troops. This makes it quite good against deathstar builds as I have the mobility and firepower to go after my opponent's troops.

    3. Target Priority. Jamie needs to work somewhat on his target priority. Killing the barges on Turn 2 was a good move. He then went after my flyers, which was also a good move. After that, he should have gone after my ghost arks and troops. Instead, he went after my bargelord, which was exactly what I had hoped he would do. In an objectives game, the OS troops are the real prize, especially when objectives are easily within their reach. Everything else is just a distraction, including my Warlord (hey, I'd give you the point for Warlord if it means that I would win the game ).

    4. Positioning. This is a major area where my opponent needs to work on. You ALWAYS have to pay attention to the positioning of your units. Some examples of this include:

  • Leaving his kroots in his deployment zone for far too long. After his entire army came in on T2, he should have moved his kroots forwards already, both to grab objectives and to potentially threaten any potential enemy units. Worst case scenario, he may lose them if I sent my bargelord after them, but then his unit of 3 suits would have probably survived.

  • He really didn't know what to do with his riptide and just left him "dangling" near his deployment zone. Since my bargelords were already in a forwards position (i.e. in my opponent's half of the table), I would have probably moved the riptide more towards my deployment zone to threaten my troops. Best case scenario, he kills some of my troops and potentially achieve Linebreaker as well. Worst case scenario, he soaks up firepower from the rest of my army and the rest of his units survive.

  • The positioning of his OS troops. He needs to position them in such a way that 1) he can potentially target my units and 2) they are within easy reach of the objectives. Well, he achieved some of the objectives, but he never once got Objective #2, which came up a few times.

  • Spread out. That is one of the drawbacks of relying too much on homing beacons - it brings all your units close together. That just gave my bargelords plenty of targets. They were basically killing 1 unit a turn. Ideally, what he needs to do is to spread them out to force my lords to waste a turn just getting to the next target. So instead of kill 1 unit on Turn 2 and kill another unit on Turn 3, it could have been kill 1 unit on Turn 2, move on Turn 3 and kill another unit on Turn 4. So while it is nice to rely on homing beacons, when you are playing against a fast, assaulty army, sometimes you just can't afford to do that (at least not with your entire army).

  • More than ever, 7th Edition is about positioning and the Movement phase. That is what many people fail to realize. My opponent's army has the mobility to succeed in this edition. Now he just needs the experience to utilize it properly.

    5. Objective #2. This was actually a mistake my opponent made before the game even began. If he was familiar with Necrons, he'd know not to place the objectives near the board edges. That just makes it easier for my troops when he shoots down my flyers - they come on in and they are right on an objective. Well, in this game, we got Objective #2 as a Tactical Objective in 7 out of 20 objectives!!! That was 5 for me and 2 for my opponent! So every turn, I am putting OS troops on Objective #2 when my foot soldiers walk in from reserves. Meanwhile, Objective #2 happens to also be the furthest objective from Jamie's army and it is guarded by multiple of my OS units (ghost ark, warriors inside and the troops coming in from Ongoing Reserves). If Objective #2 didn't come up so many times, I might have actually lost the Secondary.




    ---------------------------------------------------------------------


     Commander_Farsight wrote:
    Truly a fun game, thanks Jim. I'll be responding to all the PMs I have recieved tomorrow.

    Also, big news for me. I will be making the debut of my YouTube channel Greater Good Gaming so keep it locked to this thred for a link. I'll be featuring 2 games on it, the first a 1750 game vs. Mech Iron Hands (More melta targets ) and the second against an undecided tournement list against Team0comp's own Spam Adams! I hope you guys check it out for more batreps and BAO practice games. Thanks!

    Congrats! Can't wait to check it out.

    Adam's army is going to be another tough matchup for you. His Tau is chock full of Interceptor firepower. That's going to be a challenge all in itself that you will have to creatively think of a solution for - how to get your units in safely from Deepstrike reserves.


     mortetvie wrote:
    Was an interesting game, though I think it really highlights the one dimensional aspect of this particular tau list (which has probably already been discussed). Speiically, metas can only get you so far and armies with a lot of bodies and not so many vehicles/MCs would pose a problem as fusion alone isn't enough.

    This is why I am a big fan of crisis suit units like 3x suits w/ dual plasma, target lock and full gun drones and 3x suits w/ dual burst cannons and full gun drones...not only is rolling all those dice fun, they also murder infantry!

    Gg though, some better positioning would have probably won you the game, tau commander. I find mobility and positioning is more of a factor in 7th!

    I can't really blame his list though. One of the specialties of my Necron army is in its ability to reach out and kill MSU troops. It is a MSU list that excels against other MSU armies. So really, no matter what type of wargear he gives them, if he is running a deathstar army, then he would most likely be running MSU troops. In that case, I can always make it a tough game for my opponent, even if his army is actually a bad matchup for mine.

    But I myself am liking 2x missile pods on single suits. As they are incredibly fragile, it'll be best to give them the longest ranged weapon they can carry so that they can do their JSJ tactic. I also like the idea of 3x suits with plasmas. Ohhhh....that's nasty.


     Julnlecs wrote:
    Commander after getting First Blood and Warlord you should have kept going for the Secondary and made sure you got linebreaker. And just forget the Primary. This gives you 6 pts in the match and Jim would only be able to tie you if he ended up killing Farsight for Warlord. For these BAO missions after seeing who gets First Blood you have to make a decision and choose which one do you want most to win the game (Primary or Secondary) and stick to it.

    P.S Getting Maelstrom points at the end of the game turn at the BAO is gonna make a big difference on how you play for them since you get to see what your opponent is trying to achieve.

    Secondary would be tough for him, especially since many of the Secondaries were on Objective #2 which was guarded by multiple of my OS troops.

    Yeah, getting Maelstrom points at the end of the game turn would probably make it a much different game. I also really don't like it as it gives the player going 2nd an even bigger advantage. Now, going 2nd, you get the last turn objective grab in the Primary as well as the last turn Maelstrom contest for the Secondary. I will communicate this with Reece, but if the rule stays, then I can tell you that the majority of the armies that will win will be the fast armies that are going 2nd.


     CaptainJay wrote:
    I felt that many meltas were abit ridiculous (seems I'm not the only one), I'll leave it at that as it seems it's already been discussed.

    The homing beacon on the stealth suits, do they not need to already be on the table to affect other units deep-striking? I know locator beacons/teleport homers (SM) do, but icons don't (Daemons)...

    For Tau, no, they don't need to be already on the table to work. Tau homing beacons work more like Daemon icons than they do SM teleport homers/locator beacons.


    This message was edited 5 times. Last update was at 2014/06/25 16:02:18



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in us
    Longtime Dakkanaut





    Eye of Terror

    The end results were predictable due to the difference in experience between the two players. I hope to see a batrep versus a more experienced opponent .

    My blog... http://greenblowfly.blogspot.com

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    DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
       
    Made in gb
    Rough Rider with Boomstick



    Wiltshire

     jy2 wrote:
    great minds think alike
    Fools seldom differ

    Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
       
    Made in us
    Fixture of Dakka





    San Jose, CA

     Dozer Blades wrote:
    The end results were predictable due to the difference in experience between the two players. I hope to see a batrep versus a more experienced opponent .

    It'll be interesting to see how Jamie improves over time. Perhaps the next time we play, the experience gap wouldn't be as great.

    Of all the opponents that I played against recently, I would say that Mortetvie's Eldar is probably the biggest challenge to my army. He doesn't play your typical netlist, but he is really good with whatever he runs.


    Tactical_Genius wrote:
     jy2 wrote:
    great minds think alike
    Fools seldom differ

    Haha. Who you fooling now?


    This message was edited 1 time. Last update was at 2014/06/26 00:54:43



    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in us
    Focused Fire Warrior



    Rockwood, TN

    Two questions about the report.

    1. How could he use the homing beacons the turn they dropped onto the field?

    2. I thought since the riptide started its turn in reserve, it couldn't use its nova reactor. Is this wrong?

    Great report though! I really enjoyed it

    Noc
       
    Made in us
    Fixture of Dakka





    San Jose, CA

    Nocturus wrote:
    Two questions about the report.

    1. How could he use the homing beacons the turn they dropped onto the field?

    2. I thought since the riptide started its turn in reserve, it couldn't use its nova reactor. Is this wrong?

    Great report though! I really enjoyed it

    Noc

    The rules for Tau homing beacons act like Daemon icons in that they don't have to already be on the table at the beginning of the turn for you to use.

    As for the riptide, as the owning player, I think you can choose which to activate first, though I am not 100% sure.




    6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
    ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
    7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
    Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
     
       
    Made in us
    Foolproof Falcon Pilot





    This game REALLY made me want to busy out an Avatar or two .

    Jesus Christ changed my life, He can do the same for you!

    My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

    My WIP Tyranid Fandex:
    http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
       
     
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