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'Ard Boyz grudge match- Tau vs DE 2500 pts - Poll! (Finished!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Who will come out on top?
Dark Eldar! Their weaponry and speed will outmatch the Greater good!
Tau! The insidious dark elves will fall apart at the power of our ranged weaponry!
Draw! Both sets of dice have gone cold!

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Made in us
Huge Hierodule





Louisiana

Alright Dakka! It's that time of year again! 'Ard Boyz prep time! Last year fellow dakkite acsmedic and I faced off with his Death Company blood angels vs my Monster Farm tyranids, I won by the bare skin of my teeth (talons?). Now he's out for revenge, and I'm cutting teeth with a new army I've only had for a week so far - Tau! His army of choice? Well what else but the evil, dictatorial, slave-driving DARK ELDAR! Our game will be this weekend, I'll take pictures and post the results after all the dust settles. Until then, we have agreed to post our army lists with a poll to see what the community thinks. The game(s) will be a randomly determined mission from the 'Ard Boyz missions for 2011.

And without further Ado, the lists! (sorry jy2, i stole your format! It's so effective I just had to!)

2500 Points - Tau-Rific!
HQ: Commander Shas'el - Airbursting Fragmentation Projector,Bonding
Knife, Hard-wired Blacksun Filter, Hard-wired Multi-tracker, Stimulant Injector, Missile Pod, Targeting Array
2 Shield Drone

Elite: Stealthsuitsx3 - Team Leader/Markerlight/Hard-Wired Drone Controller
2 Marker Drone

Elite: Crisis Battlesuits - Team Leader/Missile Pod/Burst Cannon/Targetting Array/ Hard-Wired Multi-Tracker/Blacksun Filter,
2x Crisis Suits with Missile Pods/Burst Cannons/Multi-Tracker

Elite: Crisis Battlesuit - Team Leader/Fusion Blaster/Hard-Wired Multi-Tracker/Plasma Rifle/Targetting Array
2x Crisis Suits with Fusion Blaster/Plasma Rifle/Multi-Tracker

Troops: Kroot Carnivore Squad
15 Kroot Carnivore Squad,
3 Kroot Hounds

Troops: Kroot Carnivore Squad
14 Kroot Carnivore Squad
3 Kroot Hounds

Troops: Fire Warrior
8 Fire Warrior
1 Devilfish + Disruption Pod + Multi-Tracker + Targeting Array

Troops: Fire Warrior
8 Fire Warrior
1 Devilfish + Disruption Pod + Multi-Tracker + Targeting Array

Troops: Fire Warrior
8 Fire Warrior
1 Devilfish + Disruption Pod + Multi-Tracker + Targeting Array

Troops: Fire Warrior
8 Fire Warrior

Fast Attack: Pathfinder
8 Pathfinder
1 Devilfish + Disruption Pod + Multi-Tracker + Sensor Spines +Targeting Array

Fast Attack: Piranha Light Skimmer
1 Piranha Light Skimmer + Disruption Pod + Targeting Array +
Fusion Blaster

Fast Attack: Piranha Light Skimmer
1 Piranha Light Skimmer + Disruption Pod + Targeting Array +
Fusion Blaster

Heavy Support: Broadside Battlesuit
1 Broadside Battlesuit,+ Hard-wired Blacksun Filter + Hard-wired Target
Lock + Advanced Stabilisation System + Team Leader
1 Broadside Battlesuit, + Advanced Stabilisation System
2 Shield Drone

Heavy Support: Broadside Battlesuit
1 Broadside Battlesuit,+ Hard-wired Blacksun Filter + Hard-wired Target
Lock + Advanced Stabilisation System + Team Leader
1 Broadside Battlesuit, + Advanced Stabilisation System
2 Shield Drone

Heavy Support: Broadside Battlesuit
1 Broadside Battlesuit,+ Hard-wired Blacksun Filter + Hard-wired Target
Lock + Advanced Stabilisation System + Team Leader
1 Broadside Battlesuit, + Advanced Stabilisation System
2 Shield Drone

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com

2500 Points - Beast cult DE!
Vect

haemi -webway
2 haemi venom blade and liquifier

Troops

8 wyches hekatrix w/agonizer, haywires
raider FF,NS,GT,ES

8 wyches hekatrix w/agonizer, haywires
raider FF,NS,GT,ES

9 wyches hekatrix w/agonizer, haywires
raider FF,NS,GT,ES

5 warriors w/blaster
raider FF,NS,GT,

5 Warriors w/blaster
Venom NS,GT,xtra splintercannon

5 Warriors w/blaster
Venom NS,GT,xtra splintercannon

Fast Attack

Beastmasters 5
khymerae x10
clawed fiend x1
razorwings x4

Beastmasters 4
khymerae x9
razorwings x4

Heavy Support

Ravager x3 lance
NS,FF, GT

Ravager x3 lance
NS,FF,

Razorwing x2 lances
NS,FF

Looks like quite a matchup. If i'm unable to stop his rush quickly his troops will make mincemeat of my firewarriors, suits, and broadsides. We will update with commentary, and I'll photograph the game for the report when we play this weekend!

Alright everybody, here's what you've all been waiting for - The report!

The Mission: Git That Dirty Git! - Annihilation, Pitched Battle, Night fighting turn 1, with a traitor. Acsmedic received one of my Kroot, while I got one of his Wyches.
Dark Eldar won the roll to go first, and took it. Here is deployment:
[img[/img]
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Dark Eldar Deployment - Razorwing jetfighter is in reserve.
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Tau Deployment - I made a castle in the bottom right corner. 2 Devilfish are in reserve, one with the traitor. The helios crisis suits are deep-striking. Not pictured on the left flank are a piranha skimmer and the pathfinders in an upper level of some ruins.

Tactical notes - (these will be posted from my perspective, as i don't want to put words in acsmedic's mouth) - I castled on one side to avoid the larger of the 2 beast squads on the table for a turn or two, but left the pathfinders and pirahna as bait, hoping to draw the enemy into a fire lane. The castle is wrapped in 2 kroot squads, again taking into account the beasts will find combat very quickly.

DE Turn 1 Summary - DE manages to see and shoot my pathfinders with lances/venom fire and drops 4 models. The pirahna is successfully out of LOS. Vect's wyches uses ES to boost adjacent to the ruin they are hiding in. The large beast squad in the middle of the table moves forward and runs something like 3". The smaller beast squad moves and runs, but aren't quite yet in range to assault. Wyches assault my first kroot wrap around my castle, chew apart my kroot, But we hold. I might have killed a wych or two but I don't remember.

Tau Turn 1 - I answer back in kind by cruising my devilfish to block his beast squad while still being able to shoot the wyches through the building they're hiding in after attacking my kroot. I love tank shock! As an aside, between our two games we played yesterday I must have caused over 20 morale checks with tank shocks and pinning..acs medic only ever failed 2. The 4 pathfinders (who made their morale) lit up a raider on the far left side of the board. One of my broadsides pulled a marker to ignore night fight and exploded it...good start! 2 models died in the blast, but they weren't pinned and made morale. The piranha wrecks vect's vehicle, but they pass their pinning check...boo. On the right side of the board I fired my crisis team at the beast squad but I think only missile pods were in range. Between cover saves and kymaera he doesn't lose many models. Burst cannons and gun drones fire at the beasts by the building, again not doing much. In close combat my kroot somehow manage to kill all but 1 wych before dying to a sweeping advance.
Pictures at the end of Game Turn 1:
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DE Turn 2 -No reserves yet. A raider full of wyches goes for my far left broadside team (leaving their haemonculous in the raider when they disembark, but taking his pain token with them...those conniving bitches...haha). The beasts obviously go for my fish, that are in their way to my tasty suits. His dark lances line up some shots, i fail my d-pod saves, and wreck the pathfinder's fish that had fire warriors in it (they jumped in on my first turn) and pins them. Shooting sees the middle broadside team take a wound on both the team leader and the grunt. Vect's haemi leaves the squad and boils my pathfinders in the ruin with an ap2 liquefier gun! Beasts assault and explode the other devilfish, with minimal-to-no-casualties. Vect's team assaults the piranha and stuns/immobilizes it with haywire grenades, and rips off the fusion blaster. The single wych goes for the gusto and assaults my other kroot squad, pulling them away from their screening duties. Somehow we manage to lock in combat. In the combat that would rage until late turn 4, a squad of wyches assaults my broadside team, keeping them from their shooting duties.

Table after DE turn 2 -
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Tau turn 2 - All of my reserves come in, now where do I put my helios suits? With such low range and no obvious targets (plus my half of the board was very crowded with the entire dark eldar army over there) I placed them within rapid-fire range of the large beast squad, but they scattered back and to the right about 6 inches. I passed my single DT test, and was good. The two devilfish moved up 12" in an attempt to FoF the beast squad to a manageable size (or cause a morale check). I disembarked gun drones to help block an assault after the shooting phase was done. My unharmed piranha zoomed forward to the gap that had been created by the exploded devilfish. The stealth marker team was doing its job fairly well this game, painting targets with markerlights until the bitter end. Here is where I moved forward with my HQ crisis team and unloaded on the beast squad. I think in the shooting phase i caused something like 14 wounds with missile pods, burst cannons, and the AFP on my shas'el. The other beast squad lost some kymarea and a base of razorwings to 32 rapid-fire pulse rifle shots, plus the fusion blaster and plasma rifles on the crisis teams. The gun drones caused 2 pinning checks, they passed both, and they passed morale at the end of the phase...oh crap. The broadside teams that could shoot both whiffed, maybe one raider was wrecked I don't remember. At the end of the turn I managed to get my kroot out of assault with the wych and consolidate backwards...Into a nice little clump that will come into play very soon...

End of tau turn 2 -
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" border="0" />

DE Turn 3 - The razorwing hits the table! And it lines itself up right with that big clump of crisis suits, broadsides, and stealth suits, and kroot. This isn't going to be good for me. The beasts move around the pirahna, ready to take it out. The other beasts move and roll a for their run roll...Enough to get a line to my crisis suits from around my gun drones with a 12" charge. Damn! Vect and his girls don't do much, just hang out in a crater/building after having wrecked my piranha with auto-hitting haywire grenades. Shooting takes the piranha out of the equation, but the real champ this phase was the Razorwing Jetfighter - He targetted one of my drones on a broadside team and managed to cause 11 hits (9 wounds) on Kroot, 7 or 8 hits (6 wounds) on the broadside team, 4 wounds on my crisis team in the back, and 3 or 4 wounds to my stealth team. My suits for the most part made their armor saves but the kroot, having no cover or armor, didn't fare well. I believe they fell back after losing morale. Dark lances took out one broadside team even w/ cover and shield drones. The wych/broadside battle continued on in the assault phase. The beasts multicharged my firewarriors and my last broadside team. We somehow lock in combat.
On the other side of the game table, the beast squad multi-charges 2 sets of 2 gun drones, both devilfish, and the crisis team. They kill everything, only the green fish is unhurt. The purple fish gets immobilized and weapon destroyed.

End of DE turn 3 - Sorry for the blurry pic
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" border="0" />

Tau turn 3 - Wow! That was a lot of losses for me...In fact At this point i realize i'm just playing the game out for experience's sake, his battlefield position (and the fact that what I need to shoot at has typically been locked in combat all game) has given him quite the advantage. Plus I should have known better to clump up my models with a razorwing in reserve. Anyhow, i pretend my HQ is farsight and move towards the beasts in combat with my firewarriors and broadsides in an attempt to help them out. The kroot fell off the table, so they were done. The Traitor who was in the green devilfish hops in, then the tank shocks through the beast squad..they pass morale. The firewarriors make a last stand and rapid-fire into the beasts, but they don't cause enough wounds to get through the wound-allocation shenanigans. In combat my HQ team holds, but the fire warriors and broadside flee.

Tau turn 3
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That was the last picture I remembered to take before the very end of the game. The last couple turns played out pretty quickly so i'll give a little update for each one then display the post-battle photos.

DE turn 4 - Just mopping up. His wyches finally defeat my last broadside and consolidate in a v pattern towards my corner of the board. shooting manages to bounce off of the traitor's devilfish. Venoms fire into the larger fire warrior team and drop them down to 5 models. The smaller fire warrior team takes a beating from a liquefier gun and drops to 2 models. Both fail morale but only fall back a few inches each. Beasts assault, the fire warrior squads each make their morale checks and fight the combat, but lose and are both wiped out and/or swept. Razorwings wreck the immoblized devilfish. I managed to win combat vs the smaller beast squad and get my crisis suits out of combat.

Tau turn 4 - The traitor cruises towards the DE deployment zone hoping to evade the 6+ dark lances/blasters and the beasts for one more turn. The stealth marker team lights up the wyches and the crisis command squad lays into them with everything. they don't get back up. I made a mistake and thought my broadside had a bonding knife, and regrouped/fired with him. I checked my list and we un-did the immobilized result he managed on a ravager, and pulled the suit from the table. Something stunned a ravager, too, but I don't remember what exactly. The firewarriors regrouped and moved towards a small building. They rapid-fired and killed a haemonculous.

DE turn 5 - I feel lucky with the devilfish after his shooting phase and it's still alive...then the beasts assault it and wreck the thing. The traitor hops out on the other side, making a run for the deployment zone. On what's left of my base, dark lances fry the command squad leaving 4 smoking pairs of boots in their stead.

Tau turn 5 - Ok, all I have left is the stealth team, a few fire warriors, and the traitor - I run the traitor towards his deployment zone, hoping the game will end and give me a few battle points despite the obvious loss. The firewarriors and stealth team just try to hide.

We roll, the game goes to turn 6 - He manages to kill the traitor and we call it there.

Final pictures of the battlefield:
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VICTORY TO THE DARK ELDAR, 22 KP TO 8


End-of-Battle reflections - Well, that was rough! I know the threat range for beasts are huge, as are wyches in raiders...I don't get that much chance to shoot at them before they've locked up my lines. I could probably have done better if I had chosen the other half of the board that was more open to castle in, since his shooting was mostly splinter fire from 2 venoms and I would have been able to call cover saves from his dark lances. Also being a KP mission my fire warriors should have been deployed gunline style to take those 30" single shots at the beasts as they closed the gap into my kroot. I think having smaller kroot squads would be better too, anything staying locked in combat on my turn is something i can't shoot with, and an enemy i can't shoot AT. Overall it was a great game, intense but not in a bad way, and Taylor is always a very difficult person to win against. Congratulations to acsmedic for the win, he deserved it.

This message was edited 6 times. Last update was at 2011/08/08 04:47:17


 
   
Made in us
Fixture of Dakka





San Jose, CA

It's going to come down to who goes 1st. If Tau goes first, you have decent chance of surviving the DE onslaught. However, if DE was to go first and be able to setup (i.e. deploy their WWP), it may be a massacre.

Also, in any mission other than annihilation, Tau is going to have a real hard time trying to contest enemy objectives. Either ways, I think it's going to be a big win for either side and not a close battle.

Good luck!



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
Regular Dakkanaut





Looking forward to this game. it has been too long.

My assault army is based on getting in quick. The key will be target prioritization. If tetris does not choose his targets appropriately I will be inside his lines turn 2.

My guys are VERY allergic to Railguns and the NS do not help even a bit... I hope we fight mission 1 or 2 as I think DOW is the DE's strongest scenario.

Itching to fight this...

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Huge Hierodule





Louisiana

Certainly! Even if i lose terribly I won't get my feelings hurt; I'm just starting with this army and it takes time to get the movement phase and target priority locked down. Not to mention acsmedic is one of the toughest opponents tactics-wise i have faced with any army. I'm not-so-secretly hoping we play prelims at different stores so he won't knock me out of contention until semi-finals (if i advance that far, that is). If i get shots off first, the wwp haemi is the first to go down (if possible), followed by the wych raiders & contents. Starting on turn 3 or 4 i need to move to hold at least 2 objectives in a seize ground mission, either with fw in fish or kroot blobs depending on what is in my face and terrain...it's all very situational. Table time is the most important teacher so i'm excited just to roll dice this weekend.

@ACSmedic...wanna bet another burger on the game? Loser buys lunch!

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Regular Dakkanaut





tetrisphreak wrote:
@ACSmedic...wanna bet another burger on the game? Loser buys lunch!

It's a bet!

The wyches are IMHO a bigger threat than my beasts, however that is why I have the beasts, they can absorb a lot of firepower before taking a leadership test and with fleet and 12" charge are a very real threat as well. The trick is can the beasts be slowed down (or pinned or flee from 25% or fear of darkness etc..) long enough to take care of the wyches?

So far since I have been running the beasts the only thing that consistently gets them is a dedicated combat unit that gets the charge. They will destroy the Kroot (unless the Kroot is in cover, then with the pack sizes that are in this list it is 50/50) Some markerlight lowering leadership could be bad for my beasts, but it will take some significant fire power to make them test giving my wyches the edge they need to get stuck in.

Against the suit squads I want to try a 1-2 tactic to get rid of the drones. first fire a venom in hopefully causing enough wounds to force allocation on the drones (then they die right? hehe) followed by some instagib lances. may be a way to strip the drones off and reduce their effectiveness.

also let's not count the night shields completely out.. they may have no effect vs Railguns, but missle pods, fusion blasters and such will be effected.... hey fire warriors and your S5 rapid fire.... only at 11" so positioning and distances will (as always) be a deciding factor.

We always have tough competitive games and I do enjoy them. Only wish we had time for more...

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Reliable Krootox






Everett, WA

This should be an interesting game though if I had to put money on it I'd bet on the dark eldar. It should be a close game though depending on how many transports you can down, and whether or not you can keep your distance.
   
Made in us
Huge Hierodule





Louisiana

I agree, hivefleetmonolith. I put blacksun filters on my HQ and Broadside teams because there is a 2/3 chance of nightfighting playing into the game on the first turn. My friend Skeeter who has played tau for years and I were talking, and we both agreed that I needed, absolutely needed, to have a strong pair of shooting phases in turns 1 & 2, and even then it's not a lock for the win. However, if my shots miss, can't see, fail to pen, get cover/flicker saved, etc (all of which can and will happen) I will be in poor position to handle the onslaught of wyches and beasts chewing through my kroot and firewarrior teams.

2 more days until the big battle! I'm hoping to get an 1850 game in vs DE today at our store's weekly 40K league. Any experience is good experience, I say.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Huge Hierodule





Louisiana

Alright quick update for those who care ---

I got an 1850 league game in today vs a regular opponent who plays DE - The game was cap & control, dawn of war. at the end of turn 5, i was playing for a draw game 1-1 on objectives with a 4 man squad of firewarriors on foot. The game went to turn 6 and pressed for time, I conceded since my 4 lowly firewarriors were about to be pounced upon by 6 reaver jetbikes, 6 hellions, & the baron. The entire game was a back and forth bloodbath and made for a really fun time. I didn't win, but i got some very valuable field time with my tau in prep for this upcoming match.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Reliable Krootox




I would put my money on the Dark Eldar, although this game relies greatly on who wins the opening move. If Tau get to go first then they can move into a position to repel the DE and just buckle down, but if the DE go first then I doubt the game will last four turns. DE are so manoeuvrable and quick to get into range it could really hurt. A Kroot screen is going to be all but essential for the Tau. Nevertheless, I look forward to this.

   
Made in us
Regular Dakkanaut




In normal missions I might give the edge to the Tau army, since they seem to be packing a truly horrific amount of firepower. But since two out of the three missions in 'Ard Boyz this year involve night fight on first turn (and the other one has night fight on the critical final turn of an objective game), I have to go with the dark eldar.
   
Made in us
Huge Hierodule





Louisiana

I would never take blacksun filters unless i was trying to fill points (and even then, 2 BSF's = 1 firewarrior) but knowing ahead of time night fighting will be present in all 3 missions in some form or another I went ahead and paid 15 points in my list for 5 team leaders w/ BSF's. Hopefully it pays off and I get some turn 1 shooting to help slow down the killy death in skimming boats.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Regular Dakkanaut





blacksun filters? ha! regardless of your trickery you will live what's left of your pitiful lives in the slave pits. We will allow you to serve my "greater good" by dying; painfully I might add.

Enjoy your last night of peace for tomorrow we come.....

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Hardened Veteran Guardsman






This sounds SO cool.
Can't wait for the batrep.
   
Made in us
Huge Hierodule





Louisiana

The game has been concluded. Battle report to be formatted and posted in the top post at some point tomorrow.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Longtime Dakkanaut






Bay Area

@tetrisphreak:

I know you are borrowing jy2's format, but even he didn't take longer than 4 days to post an actual report right after the lists. Please hurry, the suspense is killing me!

   
Made in us
Huge Hierodule





Louisiana

I got hasty and should have posted the lists on friday instead of wednesday. I'm photobucketing pictures now, report will be posted within an hour.


note - We played our game yesterday afternoon. It was pretty epic. Time will factor in to 'ard boyz for me more this year than last year, one thing about a new army i've noticed is that I seem to be playing slower than usual while making my decisions.


Automatically Appended Next Post:
Battle report finished! check the top post

This message was edited 2 times. Last update was at 2011/08/07 16:11:07


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Fixture of Dakka





San Jose, CA

Ouch. That was painful. This is proof why Ard Boyz DE need beastpacks. They are just such a huge threat.

How did the stealth suits do for you? I believe most good Tau players don't really use them, opting instead with more fireknives or even deathrains. Also, it seems as if the trend right now for Tau players is minimal 6-man fire warrior units and more other killy stuff or support units (like squadrons of 2 piranhas or even more kroot bubble wraps).

Someone once said to me: a veteran player with a new dex will do better than a good player with a new army. Don't worry, you'll rebound as this is probably one of your first games with your new army. Good luck at the Ard Boyz.



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
Regular Dakkanaut





A big thanks to Tetris for putting up the report. He did all the hard work (even made the drive out this time. My turn next time)

All in all things went very well for me. I did make some key leadership rolls helped by the 5 point grisly trophy upgrade for the few that I did fail. But on the other hand my wyches could not kill 2 broadsides for 6 rounds of combat and I had multiple times that I fired a ravager and rolled 1,1,2 to hit. All in all I would say that my dice were average.

In retrospect my deployment was poor, I should have reserved one beast pack to deploy by portal once I knew where Tet would deploy. This was the first time that I tried the razorwing and I was impressed. It was amazing and actually survived the game.

Tet is a very competent general, and I think that as he learns tau he will be a big threat at the Semi's (if I make it anyways)

I do love my beast packs, they almost never disappoint. Although some fire warriors ran off a full pack in another game. (that was funny and a major mistake on part)

I look forward to when we next meet. Victory burgers always taste better Good luck next weekend.

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Huge Hierodule





Louisiana

jy2 wrote:Ouch. That was painful. This is proof why Ard Boyz DE need beastpacks. They are just such a huge threat.


No Kidding. They don't cost as many points as your average death star, but without a reliable way to nullify them they cause an incredible amount of damage.

jy2 wrote:How did the stealth suits do for you? I believe most good Tau players don't really use them, opting instead with more fireknives or even deathrains.


Stealth suits did exactly as I intended them to - His long range didn't even try to target them because of their stealth fields, and they were able to move and fire markerlights to line up shots that stationary pathfinders would not be able to get. I think though for markerlight support, I might just put networked markers on my crisis teams for the same effect in the future. As for the suits, I'm definitely changing out the helios patterns for deathrains or fireknives because missile pods are a must-have weapon.

jy2 wrote: Also, it seems as if the trend right now for Tau players is minimal 6-man fire warrior units and more other killy stuff or support units (like squadrons of 2 piranhas or even more kroot bubble wraps).

Someone once said to me: a veteran player with a new dex will do better than a good player with a new army. Don't worry, you'll rebound as this is probably one of your first games with your new army. Good luck at the Ard Boyz.



Very true...I have some tweaks and changes to add to my list. I think I will swap some shield drones for gun drones since they're ablative wounds more than anything else, and I can gain cover saves vs shooting with bubble wrap. I think reducing my squad sizes to have more suits on the table is good too because too often i managed to stay locked in combat instead of just being swept. I want to shoot, not withstand 2 rounds of CC, just to be re-assaulted. the Losses i dealt with yesterday (we played the 2nd scenario after this game but didn't take pictures for a batrep - DE won that one 7 obj to 2 (but i had him on the ropes for a little bit ) were important because it helped show me some mistakes not to make this saturday.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Reliable Krootox






Everett, WA

what a wonderful match. Yea dark eldar can be quite the challenge for the standard tau armies. I really hope my list just makes my opponents laugh for than anything because its anything but conventional but I've been practicing and practicing and I've got a good feel for my list though most would say its terrible, here it is if you care to look.

Spoiler:

HQ Shas'el = 112
plasma/missile/MT, HW Shield drone
Bodyguard x2 = 179
1.plasma/missile/TA, HW MT, HW Shield drone
2.plasma/missile/TA, HW MT

Troop Firewarrior x12 = 120 (x4)
Devilfish = 100
disruption pod, multi-tracker, TA

Troop Kroot x11 = 77

Fast Attack Piranha x4 = 315 (x2)
Targeting array x4, fusion blaster x4, disruption pod x4, target lock x3

Fast Attack Gun Drone x8 = 96

Heavy Hammerhead = 175 (x3)
Railgun, disruption pod, gun drones, multi-tracker

= 2499


But yea, I'm just gonna have a ton of fun whether I do well or not. But wish me luck cause with no broadsides, markerlights and only 3 battlesuits every tau player and his brother is probably looking at my army going, "WTF is he thinking?". But I see you've decided to take tyranids this year, not a bad choice and best of luck to you! Dont give up on the tau though! Hopefully we'll get a new codex soon.
   
Made in us
Huge Hierodule





Louisiana

I'm not giving up on the tau - if this were a regular FLGS tournament i'd bring them and fight with gusto! However, it is ARD BOYZ so i figured i should stick with my guns i know best. I will certainly keep practicing with my tau and you can count on seeing them in future tournaments/batreps.

A point i noticed on your list - you have lots of points invested in piranha squadrons...being open-topped, and squadroned, any penetrating hit will destroy one of your skimmers on a 3+...that is a very scary proposition to me. Now correct me if i'm wrong but doesn't the vehicle target lock work differently than the infantry based one? as in, the vehicle can shoot its own weapons at different targets as it's others..but not necessarily split fire within a squadron..I'm not sure how that works actually. Anyhow the 800 or so points you have invested there seems like a really good place to buy at least one team of broadsides for the first and second turn long range support while the other piranhas get into position. I'm a noobie, but that's just my 2c.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Regular Dakkanaut





Good Luck to everyone tomorrow! Except the folks I play against j/k

I have been debating switching up my list a bit, I even thought about bringing a 7 dread BA list just for the fun of it. We shall see; my DE have been so strong that I will probably stick with them. I need more games vs GK to fully vet my anti-GK tactics/list, hopefully I will play at least one GK player tomorrow. (all of us NOVA players anticipate many GK armies which probably means everyone will bring a "surprise" army instead... would be funny) Unless of course my ideas are wrong and I get curb stomped.

See you in the Semi's (I hope)

This message was edited 1 time. Last update was at 2011/08/12 14:34:16


http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Reliable Krootox






Everett, WA

tetrisphreak wrote:
A point i noticed on your list - you have lots of points invested in piranha squadrons...being open-topped, and squadroned, any penetrating hit will destroy one of your skimmers on a 3+...that is a very scary proposition to me. Now correct me if i'm wrong but doesn't the vehicle target lock work differently than the infantry based one? as in, the vehicle can shoot its own weapons at different targets as it's others..but not necessarily split fire within a squadron..I'm not sure how that works actually. Anyhow the 800 or so points you have invested there seems like a really good place to buy at least one team of broadsides for the first and second turn long range support while the other piranhas get into position. I'm a noobie, but that's just my 2c.


Well a lot of player may grief me by saying that I cant split fire but I in that case I always use the logic of, "ok then buddy all of my piranhas' drones fire at one vehicle, and then ALL of their fusion blasters are now firing at different targets so F you."
The beauty of a piranha assault is that you are more than 12" away on the first turn and thus get your cover save, then when the enemy moves closer you can turbo boost right next to them keeping that valuable cover save while at the same time getting in range, and then on turn 3 you can molest anything you'd like. Little units like space marines cant hurt you with bolters, the vast majority of assault attacks wont even hit you (cause they need 6's). On turn 3 you can also drop off the drones if you want behind the piranhas (so they dont block the fusion blasters) then move them in front of the piranhas and any dangerous shooty unit that might be within 12" which gives them yet another turn of cover saves. It may be expensive and piranhas might go down easy but for the amount of dmg they can deal and the amount of fire they can soak up via cover saves (not to mention they are only worth 1 kill point per squadron (2 if you unload the drones)) means that they can save the rest of your armies' ass.
   
 
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