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Made in us
Deadly Dire Avenger





Now i am well aware that this following synergy ends up being a very expensive unit, however the question is, do the abilities and survivability of this combination, outweigh the cost? That is the heart of the matter. Please give me any strategies or other related ideas that might perfect this duo of death!
This is also the focus unit of a static gunline Eldar/Tau list that will be used in a tourney setting*

Eldar Unit:

Dark Reapers x 8
Starshot Missiles x 7, Exarch w/ Night vision (first turn pain), Starshot Missile, Fast shot - (not in question, worth its points)

Cost - 331

+

Tau Unit:

Crisis Suit Commander x 1
Iridium Armour, Stim injector, CCN, MSSS, Pure chip, 2 Shield drones. (This is less in question than his armament)
what should he have for weapons to benefit his role? ?
Cost so far: (199)

Total Cost : (530) - after all this is a death star shooty unit. My main sword.
I will include an Aegis D Line, in reference to the following tactical ideas i have -

So heres the plan, 8 Reapers joined by the Commander in front with two drones. The Commander mans the quad gun, the entire squad is surrounded by the ADL. Giving them all a 4+ cover.
All wounds will be taken on the Commander from front shooting. I will most likely set up in a corner to deny side shots as much as possible. The Commander will be making a 2+ armor, 4+ cover, 5+ FNP, 2+ look out sirs to 4+ inv shield drones when his wounds get low.
The entire squad of reapers puts out 17 x (S5 Ap3) shots, or 9 x (S8 Ap3) shots per turn, at BS 4. The entire squad is twin-linked, and ignores cover saves (MSSS + CNN). The whole squad can be given tank hunter from the Pure Chip.
If first turn is night fighting the reapers can crush any 10 man marine squad or tank, right off the bat no questions asked. First blood to them, more so to tanks than large squads though. The Commander will not fire if the reaper squad has a juicy unit to fire at, however he will be able to fire his interceptor shots at the end of the enemy movement phase. This does not in any way restrict his bonuses to the reapers in my following shooting phase as he will not be firing anyway. If it is night fighting both units have night vision giving me a tank hunting quad gun and a reaper squad that fires normaly. This makes for reliable shooty unit that can destroy many units without a save of any kind.

I also will have a wave serpent in my army, if I am facing weaponry that is Ap3 and barrage, so that it would negate my aegis and wound allocation i will take refuge for a turn inside with the reapers, then they can walkout thanks to slow and purposeful, and proceed to return fire in kind.

What do you guys think of these combinations?
What else should i give my commander if anything?
Can you think of a better way to keep the reapers safe?
Sky shield landing pad perhaps?
What other odorous french cheese ideas do you have up your sleeves?











It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

It looks ok although is quite expensive and it would probably be cheaper to just have a unit of broadsides and missile drones to do the same job, but with superior rate of fire boasting 24 S7 and 12 S5 shots.

Also, you don't need to buy Night Vision for the Exarch, the Commander's BSF already provides that for free.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Regular Dakkanaut




I run a version of this is my weekly list, 8 reapers is overkill and you doing a couple things non optimally.

Take 5 reapers with exarch EML fast shot with starshot

Commander with iridium mss pure chip 2 shield drones !!!!Vectored Retro Thrusters!!! and if you have the points a fusion or plasma with EWO and Velocity trackers but your paying alot of points for one extra skyfire shot at 18/24 i normally take him without a weapon neuroweb if you have 2 extra points at the end because gets hot in 12 inch range is usable if something gets close.

also you don't need a CCN take a farseer and prescience or guide the unit save the points.

Important part your missing is a seer from the eldar, conceal will give you a 2+ cover save behind an aegis.

Man an icarus lascannon with the EXARCH because his fast shot gives you 2 shots, if you aren't facing any flyers use the gun instead of his weapon when shoot tanks its str 9 ap 2 instead of str 8

The real cheese is taking a fortress of redemption and fast shotting both the twin linked icarus and the missile system 2 barrage large blast ordance (2d6 take the highest armor pen on side armor)

This unit is very good at murdering anything AV 13 or below but what you have to understand is that it is very very fragile v.s. certain things. Template weapons from behind or any direction your commander isn't covering. Cover ignoring shots from any direction your commander isn't covering, and most importantly barrage weapons. If your opponent has barrage weapons with AP 3 prepare to lose the whole unit. You wont be able to tank the wounds and you wont get cover because its originating from the whole. You can gtg for a 4+ but than you have taken yourself out of the game for a turn.

Definitely bring a wave serpent and hide inside first turn if going 2nd, put the farseer and the spiritseer inside to cast powers on the unit before it disembarks, and make sure commander a different unit. Slow and Purposeful allows you to move out just make sure you have set it up so you can get into the correct position seeing as the wave serpent only has one access point.

This message was edited 2 times. Last update was at 2013/08/30 12:47:36


 
   
Made in us
Trustworthy Shas'vre






If you are going all out, a Spiritseer to give them the 2+behind the Aegis would greatly aid survivability.

Although I second the statement about Broadsides, I think their RoF makes them a better choice as neighter are AP3 and this unit isn't meant to shoot at marines, you've got a hundred other options for that.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Deadly Dire Avenger





Thanks for the tips guys, i actually have missile sides in this list already so thats not really the problem, i like the icarus idea, however against flyers the quad gun is a bit more dependable when gunning them down, main reason for it anyway. The only reason i took CNN is because i have the Riptide and a squad of vauls weapon platforms being twinlinked by the prescience/guide farseer, who will be my warlord and with the artillery making him T7 for the win
If i bring 8 reapers, I can reliably remove a 10 man marine squad, while yes they have S8 missiles, i need the versatility of a tournament setting to be able to handle those kinds of enemies.
Hey great point about the BSF, thanks
As to barrage ap3 weapons, should i be taking a skyshield landing with this unit to negate their effects of no cover? I mean a seer is nice and all but 1 barrage will negate that


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
Made in us
Executing Exarch





McKenzie, TN

mortetvie recently won the Golden Throne with a similar unit. He took a farseer and spiritseer to further buff it though.

http://www.dakkadakka.com/dakkaforum/posts/list/545243.page
   
Made in us
Deadly Dire Avenger





Thanks that gives me considerable moral boost in my army list making list skills as much of what we are taking list wise is the same. I really appreciate this one


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
 
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