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1850 Double-Whammy Mechdar vs Triptide Tau - Who is the Best? (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which army is the more dominant army - Riptide Tau or Mechdar Eldar?
Mechdar has this. Tau cannot reliably take down those wave serpents.
Draw.
Tau has this. Eldar lacks the AP1/2 guns to take down those riptides.

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Made in us
Fixture of Dakka





San Jose, CA

It appears that Tau and Eldar may be the 2 most dominant armies currently. Both have been kicking some major butt recently. At the recent Nova Open GT 2013, Tau and Eldar (as the Primary armies) combined to take 8 out of the top 10 finishers:

1. Tau/Tau
2. Tau/Tau
3. Eldar
4. Tau/Tau
5. Eldar/Dark Eldar
6. Tau/Eldar
7. Eldar/Tau
8. Grey Knights/Tau
9. Tau/Eldar
10. Necron/Orks


And if you think that's bad, it gets even worse. This is the results from the Northern Warlords GT Warrington, UK:

1 Eldar
2 Eldar
3 Tau
4 Eldar / DE
5 Eldar / SW
6 Eldar
7 Mark Pocock Daemons
8 Necrons / Tau
9 Tau / Eldar
10 Eldar / Tau
11 Eldar
12 Eldar
13 Eldar / Tau
14 Tau / Eldar
15 Tau

Yikes! 13 of the top 15 were Tau/Eldar!!!

There is no question that the 2 armies are top tier. However, the question is....which is better? In the US (results from Nova), Tau appears to be the more dominant army whereas in the UK (Warlords GT), eldar appears to reign supreme. Although both tournaments don't really prove anything conclusively, I found the results very interesting to say the least. Thus, when my opponent asked me for a game, I decided to put my theory to the test. It will be his tournament, very competitive Triptide Riptide Tau list against my ultra-competitive Double-Whammy Mechdar army.

My opponent for the game is Adam. The first time I played against his triptide list was with my necrons:

2K Competitive - Wraithwing Tesla-spam Necrons vs Triptide Riptide Tau

Since then, Adam has improved his play greatly. As a matter of fact, he just recently beat my Abaddon triple-heldrake, triple-land raider CSM list. He is so good with his Tau now that I cannot bring just a casual list to play against them. Every time I face his Tau, I need to bring a tournament-caliber TAC list. So far, we have just about split our games against each other. However, whereas I play many different armies (and normally play a different army every week), Adam has only been playing his Taudar exclusively since they came out.


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


1850 Jy2's Double-Whammy Mechdar

The list that I am bringing is a slightly trimmed-down version of the list I used against Frankie's Dark Eldar/Eldar list. It will be only my 2nd time using this list:

40K Video Battle Report: Jy2's Mechdar vs. Frankie's Dark Mechdar


Autarch - "the Works" (Mantle, Jetbike, Fusion, Laser Lance, Banshee Mask)

10x Guardians
Wave Serpent - TL-Scatters, Holo-fields

10x Guardians
Wave Serpent - TL-Scatters, Holo-fields

10x Guardians
Wave Serpent - TL-Scatters, Holo-fields

10x Guardians
Wave Serpent - TL-Scatters, Holo-fields

10x Guardians
Wave Serpent - TL-Scatters, Holo-fields

3x Guardian Jetbikes

Wraithknight
Wraithknight



1850 Triptide Riptide Tau

Adam runs a more traditional gunline Tau army. However, don't be fooled by this list. He's actually got some mobility with his 2 guardian jetbike troop units and his 3 riptides.

This is an approximation of his list from memory.


Tau Commander - Iridium Armor, Missile Pods, Plasma Rifle
2x Bodyguards - Fusion Guns, Plasma Rifles
Ethereal
Farseer Ally

Riptide - Heavy Burst Cannon, TL-Smart Missile System, Skyfire, Interceptor
Riptide - Heavy Burst Cannon, TL-Smart Missile System, Skyfire, Interceptor
Riptide - Heavy Burst Cannon, TL-Smart Missile System, Skyfire, Interceptor

10x Fire Warriors
10x Fire Warriors
10x Fire Warriors
3x Guardian Jetbikes
3x Guardian Jetbikes

6x Pathfinders
6x Pathfinders
6x Pathfinders

Hammerhead - Ion Cannon, Disruption Pods

Aegis Defense Line


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


Mission: Big Guns Never Tire - 3 Objectives


Deployment: Dawn of War


Initiative: Tau


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


PRE-GAME ANALYSIS:


Mechdar:

I'm going to do my Pre-game a little differently. Instead, I'm going to go with a Top 10 format.

Top 10 Reasons why Eldar will win:

1. My opponent's army cannot take down wave serpents reliably. He's only got the 3 riptides, ionhead and command squad to do so and in order for the command squad to get close enough to use their fusion guns, they will have to move into threat range of my wraithknights.

2. I should be able to easily kill his pathfinders thanks to my serpent shields.

3. I should be able to kill his troops easily thanks to my serpent shields.

4. Wraithknights should be able to own his riptides. At the very least, they will draw a lot of fire otherwise meant for my wave serpents.

5. Wraithknights are scoring. Good luck trying to kill them.

6. Guardians will shred his riptides. If he thinks my serpents are nasty, wait til I disembark my my guardians in front of his riptides.

7. Target priority issues. Shoot at my serpents and my wraithknights will go-to-town on his army. Go after my wraithknights and my serpents will go-to-town on his infantry.

8. I've got speed in a objectives-based game. I've also got 8 scoring units.

9. I'm going 2nd and thus have final say on the objectives.

10. Adam is coming into this game very fatigued. He just came back from a trip and instead of resting, opted to come out and play. I've been there before. When you're in this state, you're bound to make some mental mistakes.

Verdict: I expect a dominating win with my mechdar.


Taudar:

Top 10 Reasons why Tau will win:

1. Marketlights are deadly and he's got lots of it. Markerlights will also render my Warlord practically ineffective as well as negate my serpent resiliency. They MUST die pronto!

2. I cannot efficiently kill his riptides other than with my wraithknights or by disembarking my troops and then putting them at risk. His riptides should be able to easily get away from my wraithknights.

3. His shooting will hurt. Nova-charged heavy burst cannons, coupled with Markerlight support and psychic powers (i.e. Prescience, Guide) will average 1.5 pens per riptide, assuming no cover. And each hit will be a pen because I will most likely be firing my serpent shields every turn.

4. Even his fire warriors can hurt my wraithknights. Assuming he does the triple-shot effect with his Ethereal and I am within range - and factoring either Markerlight support or Prescience/Guide - each unit of 10 fire warriors can potentially average 1.4 unsaved wounds. If all 3 units fire, they can potentially do 4 unsaved wounds and then finish off my wraithknight with the rest of the army.

5. He's got 2 very fast troop units.

6. Target priority will be a problem for me as well. If I go after his pathfinders, his entire army can shoot unmolested. I could go after his riptides but that is going to take up a lot of my firepower. Finally, I could go after his troops but they aren't really a threat to anything other than my wraithknights and any disembarked infantry.

7. Adam's got much more experience with his triptide army than I've got with my mechdar.

8. Tau will get the alpha-strike since they are going first.

Uh....that's all I could think of.

Verdict: Tau will get crushed unless they can find a way to deal with my serpents more reliably.


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


Deployment:

Spoiler:

Tau deployment. Adam deploys slightly to my left. He forgets to bring his suits so we are proxying my grey knights as his commander and bodyguards.

Psychic powers for his farseer include Guide, Prescience and ?.

Warlord traits not a factor.


I then counter-deploy to the far-right in a refused flank formation. I actually have everyone on the table (besides my jetbikes in reserves). I also manage to deploy out of range of his Markerlights and behind cover.

Deployment may be a case of my opponent being tired. Basically, he gave me a niche to deploy my units safely.


Ionhead deploys to the right corner.


He then scouts 1 unit of pathfinders (the closest ones to me) forwards so that they are in range to target my lead wraithknight only.


Overview of our deployment.

I elect not to seize the initiative.




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


Taudar 1

Spoiler:

Farseer casts his powers. Pathfinders shift towards my army.

2 of his riptides fail their Nova-charges.


Riptides then advance.


His ionhead takes off 1 HP from one of my serpents.

Pathfinders markerlight my lead wraithknight, the only unit they had range to, but the rest of his limited shooting does nothing.


Riptides then jump in the Assault phase.




Mechdar 1

Spoiler:

My army advances. I make sure to get within scatter laser range of at least his pathfinders or riptide.


3 of my serpents fire at his pathfinders. They go-to-ground and 1 guy survives. First Blood.....denied!

Wraithknights fire at riptides but he makes his saves.


Laughtarch then turbo-boosts after his ionhead, making sure to stay out of range of his pathfinders. Got to be careful not to give up both Warlord and First Blood next turn.




Taudar 2

Spoiler:

Both units of jetbikes come in and they come in as far away from my forces as possible.


Riptides move. Jetbikes turbo-boost behind LOS-blocking terrain in the Shooting phase.


Tau movement. Suits jump on top of the impassable terrain.


The closest riptide nova-charges his SMS and fires at my autarch, ignoring his cover. He survives and only takes 1W of damage. Woooh....


The rest of his shooting only manages to take off 1W from my wraithknight.


Tau movement in the Assault phase. Unfortunately for my opponent, he doesn't roll high enough for his suits to jump off of the tower and so they are stuck there. That's going to suck for him next turn.




Mechdar 2

Spoiler:

My jetbikes come in.


Autarch goes after his ionhead.


The rest of my army moves. 1 wraithknight jumps on top of the terrain and gets ready to assault his suits. The other will attempt a charge against his closest riptide (about 9-10" away).


My other serpents will go after his pathfinders.


I vaporize 4 pathfinders here.


My 2 right serpents shoot down 4 fire warriors.

The wraithknight insta-kills 1 battlesuit with his wraithcannon.


No, I didn't forget about his lone pathfinder. I take him out with a serpent for First Blood.


Both wraithknights make their charges!


Laughtarch fails to shoot down the ionhead with his fusion gun and therefore charges as well. However, he would fail to kill the Tau skimmer.


Wraithknight sweeps the riptide. The other WK kills 1 battlesuit only and his commander passes Morale.




Taudar 3

Spoiler:

Tau movement. They get away from my WK. I believe his Ethereal makes the units around him extra shooty.


All my serpent shields are down. His riptide stuns one of my serpents.


He focuses his entire army (at least those in range) at my closest WK and brings him down to just 1W remaining.


He also does 1W to my other WK, though it is probably from a unit that could not fire at my almost-dead WK.

Finally, my WK crushes his commander (and Warlord) in combat.

Not bad....but I'm afraid he's going to be in deep doodoo next turn when my WK's hit his lines.




Mechdar 3

Spoiler:

My dragnet is definitely getting closer and tighter. There will be no escape for Tau today.


The rest of my forces move.


Laughtarch finally kills the ionhead (with his fusion gun).


I wipe out 1 unit of pathfinders (his middle unit) and kill 3 from his last unit of pathfinders.

My serpents start killing his troops now.


WK with 1W left charges his riptide but dies to his Overwatch.


However, my other WK makes it into assault (with his Ethereal's unit). I kill 3 but they stick around.




Taudar 4

Spoiler:

This time, his Ethereal makes his units Stubborn. His plan is to tarpit my WK.


He finally takes out a serpent (with his riptide). 2 guardians die in the explosion and they then get pinned.


Farseer's unit charges in. I then remind him that they are going through terrain (his own Aegis). He then rolls and they fail their charge! Boy, talk about adding insult to injury.


WK then kills another 3 fire warriors.


Finally, riptides jump around in the Assault phase.




Mechdar 4

Spoiler:

I go in for the kill. I disembark my guardians.


As a matter of fact, I disembark everyone. I have a feeling the game isn't going to continue after this turn.


Guardians and serpents wipe out the rest of his troops as well as farseer. Laughtarch turbo-boosts to threaten his riptide. WK punks all but 1 fire warrior and his Ethereal in combat.


But the final straw is when I shoot down his riptide and only needed to do it with just 1 unit of guardians.

I also take the objective with a Battle Focus run.


My jetbikes turbo-boost to claim another objective.


Lastly, my WK locked in combat is within claiming range of the last objective.


With that, my opponent concedes.





Complete Domination by Craftworld Pangaea Mechdar!!!





Taudar 5

Spoiler:
Sorry, but the game ended last turn.




Mechdar 5

Spoiler:
Sorry, but the game ended last turn.




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


POST-GAME THOUGHTS/RESULTS:

Spoiler:
My theory was that mechdar would be tough for Tau, at least for my opponent's build. His army's got a lot of firepower, especially against infantry. However, it just doesn't have the firepower to take on a couple of T8 baddies and AV12 skimmer-spam. But I don't blame his army. Most armies don't have what it takes to take down mechdar on a consistent basis (barring extreme dice), his build included. Tau can definitely fight against mechdar IMO, though he'll probably have to "adjust" his TAC build somewhat. But by doing so, this would also help him take on another build that will probably give him problems....necron AV13-spam.

In any case, this battle isn't definitive of anything between Tau and Eldar. They are both still super-strong armies and depending on how the armies are built, I believe there are no clear-cut favorites between the two. What there is is a rock-paper-scissors effect between the various different builds and I believe the different builds will net out an even result when the 2 armies go head-to-head. Then again, only time will tell as we get more data when the 2 armies go head-to-head in more tournament play.




This message was edited 13 times. Last update was at 2013/09/18 18:49:09



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London

I'd go for the Tau in this match, but it seems that their biggest advantage, namely the Riptides, could be quite easily taken down by mass pseudo-Rending Shuriken fire. Would be an interesting match though.

   
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purging philadelphia

I think eldar should win this one pretty easily. The wave serpents should kill off the pathfinders pretty quickly, and with no buffmander the tau will be sorely lacking for the needed shooting support to render their firepower truly effective. The farseer could be key, was he on a bike for your opponents army (and therefore can keep up with a tide jumping around?)

2013 Nova Open Tournament Champ-
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Fortress of Solitude

I'd say the Eldar have the edge here. The main edge of the Tau, the riptides, will be in much negated by aggressive maneuvering of wraithknights. I think the Tau gunline will be too static to cope with wave-serpents.

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Made in se
Longtime Dakkanaut





Gothenburg

It appears that Tau and Eldar may be the 2 most dominant armies currently. Both have been kicking some major butt recently. At the recent Nova Open GT 2013, Tau and Eldar (as the Primary armies) combined to take 8 out of the top 10 finishers:

1. Tau/Tau
2. Tau/Tau
3. Eldar
4. Tau/Tau
5. Eldar/Dark Eldar
6. Tau/Eldar
7. Eldar/Tau
8. Grey Knights/Tau
9. Tau/Eldar
10. Necron/Orks


And if you think that's bad, it gets even worse. This is the results from the Northern Warlords GT Warrington, UK:

1 Eldar
2 Eldar
3 Tau
4 Eldar / DE
5 Eldar / SW
6 Eldar
7 Mark Pocock Daemons
8 Necrons / Tau
9 Tau / Eldar
10 Eldar / Tau
11 Eldar
12 Eldar
13 Eldar / Tau
14 Tau / Eldar
15 Tau

Yikes! 13 of the top 15 were Tau/Eldar!!!

Wow. This is really beyond sad.
Talk about clueless morons designing the codexes this way.

Someone should email this to the gw dev team just to drive home the point.

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Confessor Of Sins






With that much firepower lined up on both sides, going second will hurt unless you put a lot in reserve.

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purging philadelphia

 Shandara wrote:
With that much firepower lined up on both sides, going second will hurt unless you put a lot in reserve.


I'd actually think the eldar wants to go 2nd in this case. The max effective threat range of the tau outside of a single ionhead is only 42 inches. I'd want to counter deploy that tau list and utilise my range/mobility advantage.

2013 Nova Open Tournament Champ-
2014 Las Vegas Open Best Tau Player/13th overall
2014 NOVA Open Second to One
2015 Las Vegas Open Best Tau Player/10th overall

I play:
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Made in gb
Longtime Dakkanaut





Suprised at the triple HBC, much prefer the IA seeing as the rest of the list lacks much ap1/2 punch to it. Although the Eldar can outrange the Tau its Dawn of war so not that many places to hide really, I feel eldar would need to go first to get the cover saves from jinks and use scatters and shields on a few to take down the pathfinders and the WK;s to put the hurt on some riptides before they have the 3++ up.

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Meh, not much creativity in these lists. It's just spam the most abusive units from the newest books and point and click. Really don't see much of a game here beyond a few rolls determining the games start and then whoever rolls better. Go Go Yahtzee!

To play along I guess I say the eldar have the edge since they are newer and because the Tau list looks like he tried to fit in more then 3 choices beyond HQ's. He is using 5 *sigh*

   
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Don't forget its big guns. Those wraith knights are scoring. Once the allied jet bikes are dead the tau troops are going to need to leave their wall. This looks like a instant objective win to me.

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CT

Efficient eldar win. HBCs will not break serpents well once the pathfinders fall. Knights can easily advance against this with one one unit of ap 2/ap1 needing 4s and 6s to wound. Riptide loadout is very questionable.

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I foolishly picked tau but then upon better review of the lists, could not believe that the tau player took heavy burst cannons over ion accelerators on his riptides. If I could change my vote, I'd go with eldar. Ion is pretty much an auto-take on a riptide in my opinion.

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I have beaten a triple-wraithknight / 5 Serpent list with my Tau, but my list is a bit more balanced than the Triptide list above... If Jim can take out the markerlights early I think he'll be in a good position.
   
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Illinois

Personally even as a Tau player I think the eldar probably have it. That said 3 riptides with heavy burst cannons are really a gamblers unit. They could be good or not so good depending on rolls (between nova charge and rending being the only hopes for taking down two scoring wraithknights).

This message was edited 1 time. Last update was at 2013/09/17 21:57:35


 
   
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I personally think tau are the better of the 2 armies. Eldar arent the best at taking down riptides though they aren't terrible, but with tau you can take sniper drones that will down a wraithknight per turn with bs5/no cover shenanigans. I think the tau are more flexible and therefore take the matchup. But eldar are pretty much THE army to make it an argument.
   
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OK

Eldar have this I'm pretty sure, sigh....

This game is way unbalanced beyond the point of 5th edition Grey Knights...
How can playing these lists even be fun?



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Made in us
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San Jose, CA


Sorry for the wait guys. Without further ado....


thanatos67 wrote:
I think eldar should win this one pretty easily. The wave serpents should kill off the pathfinders pretty quickly, and with no buffmander the tau will be sorely lacking for the needed shooting support to render their firepower truly effective. The farseer could be key, was he on a bike for your opponents army (and therefore can keep up with a tide jumping around?)

 ImotekhTheStormlord wrote:
I'd say the Eldar have the edge here. The main edge of the Tau, the riptides, will be in much negated by aggressive maneuvering of wraithknights. I think the Tau gunline will be too static to cope with wave-serpents.

 Red Corsair wrote:
Meh, not much creativity in these lists. It's just spam the most abusive units from the newest books and point and click. Really don't see much of a game here beyond a few rolls determining the games start and then whoever rolls better. Go Go Yahtzee!

To play along I guess I say the eldar have the edge since they are newer and because the Tau list looks like he tried to fit in more then 3 choices beyond HQ's. He is using 5 *sigh*

 VorackTheGrim wrote:
Don't forget its big guns. Those wraith knights are scoring. Once the allied jet bikes are dead the tau troops are going to need to leave their wall. This looks like a instant objective win to me.

 Clauss wrote:
Efficient eldar win. HBCs will not break serpents well once the pathfinders fall. Knights can easily advance against this with one one unit of ap 2/ap1 needing 4s and 6s to wound. Riptide loadout is very questionable.

herpguy wrote:
Eldar have this I'm pretty sure, sigh....

This game is way unbalanced beyond the point of 5th edition Grey Knights...
How can playing these lists even be fun?

Agreed with all you Tau-haters out there. Haha....j.k.

The key for a tau victory is the ability to take down my serpents. Unfortunately, I don't think that is his list's strong point, thus I'd have to agree that his Tau would be an underdog in this matchup.

Then again, his list has surprised me before, beating my triple-heldrake, triple-land raider list when I didn't think he had to tools to do so either.


 Pyriel- wrote:

Wow. This is really beyond sad.
Talk about clueless morons designing the codexes this way.

Someone should email this to the gw dev team just to drive home the point.

Yeah, this really isn't great design by GW. Tau/Eldar in this edition is basically like Chaos Daemons back in Warhammer Fantasy 7th Ed.

I honestly don't think any of the other codices yet to come out will be able to match up to the pure power-output of these 2 armies without resorting to list tailoring.....but I hope I'm wrong.


 Shandara wrote:
With that much firepower lined up on both sides, going second will hurt unless you put a lot in reserve.

I'm actually very concerned about going 2nd. With his markerlights, I think he has the ability to down 2 serpents a turn if I don't get my jink saves up.

I think the key to the game will depend largely on his 1st shooting phase.

Luckily for me, I'm a very crafty general.


thanatos67 wrote:
 Shandara wrote:
With that much firepower lined up on both sides, going second will hurt unless you put a lot in reserve.

I'd actually think the eldar wants to go 2nd in this case. The max effective threat range of the tau outside of a single ionhead is only 42 inches. I'd want to counter deploy that tau list and utilise my range/mobility advantage.

Yeah, that's what I'm going to have to do. At least I have the final say with regards to the objective.


MarkyMark wrote:
Suprised at the triple HBC, much prefer the IA seeing as the rest of the list lacks much ap1/2 punch to it. Although the Eldar can outrange the Tau its Dawn of war so not that many places to hide really, I feel eldar would need to go first to get the cover saves from jinks and use scatters and shields on a few to take down the pathfinders and the WK;s to put the hurt on some riptides before they have the 3++ up.

 Clauss wrote:
Efficient eldar win. HBCs will not break serpents well once the pathfinders fall. Knights can easily advance against this with one one unit of ap 2/ap1 needing 4s and 6s to wound. Riptide loadout is very questionable.

 augustus5 wrote:
I foolishly picked tau but then upon better review of the lists, could not believe that the tau player took heavy burst cannons over ion accelerators on his riptides. If I could change my vote, I'd go with eldar. Ion is pretty much an auto-take on a riptide in my opinion.

 Blood Hawk wrote:
Personally even as a Tau player I think the eldar probably have it. That said 3 riptides with heavy burst cannons are really a gamblers unit. They could be good or not so good depending on rolls (between nova charge and rending being the only hopes for taking down two scoring wraithknights).

I disagree with you guys here. The HBC is an awesome weapon. I actually like it more than the ions as an all-comer's weapon. The only change I would make to his tides is to go 2 HBC's + 1 Ion.


olliswe wrote:
I have beaten a triple-wraithknight / 5 Serpent list with my Tau, but my list is a bit more balanced than the Triptide list above... If Jim can take out the markerlights early I think he'll be in a good position.

Tau definitely can beat mechdar, though his build is IMO less optimized to do so. I think missilesides with a buff commander can do the job quite well.

I think I definitely will try to take out his markerlights first.


Chancetragedy wrote:
I personally think tau are the better of the 2 armies. Eldar arent the best at taking down riptides though they aren't terrible, but with tau you can take sniper drones that will down a wraithknight per turn with bs5/no cover shenanigans. I think the tau are more flexible and therefore take the matchup. But eldar are pretty much THE army to make it an argument.

I think it will depend on the build. Basically, even between the 2 armies, it's a rock-paper-scissors type of matchup. For example, Tau will have trouble against the seer council deldar because most tournament Tau builds nowadays don't spam plasmas/fusions/low AP weaponry. However, the farsight bomb may give them trouble. Then again, the farsight bomb may be susceptible to the awesome firepower of mechdar, which can down 2+ models fairly easily with their volume.


herpguy wrote:
Eldar have this I'm pretty sure, sigh....

This game is way unbalanced beyond the point of 5th edition Grey Knights...
How can playing these lists even be fun?

40K never really was a balanced game.

Fortunately for some (like me), I enjoy the challenge of tackling tougher armies.

This message was edited 3 times. Last update was at 2013/09/18 04:32:58



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mechdar

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I don't even think the tau list has a chance. The heavy burst cannons will do nothing to the waveserpents or the wraithknights. Even with bs5 and overcharge a single burst cannons only do 1.66 wounds to a wraithknight and 1.66 hp to a waveserpent with no jink save. Eldar can easily just kill off the pathfinders, then the firewarriors and then worry about the riptides. Also the riptides have to worry about the advancing wraithknights because if a wraithknight gets a riptide in cc the riptide will most likely go down.

From what I see of the board tau may be able to see into the window to hit the autarch. If the pathfinders in the woods can see and shoot him and the riptide in the back can get some shots off then they may have a chance at first blood and slay the warlord. From there tau can only really hope to kill the wraithknights and contest the objectives. Tau can't beat the army, it can only beat the mission at this point.
   
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Based strictly on deployment and the tired state of the Tau player, I gotta go with Mechdar for the win. It doesn't help that all of his Markerlights are weak and will evaporate turn 1. (PROTIP: Take Drone Controller and hide your Markerlights via Drones in a Target Lock'd suit squad.)

Good to see you've taken some good advice and learned how to use your massive mobility advantage to refuse flank, Jim.

Adam can still make this a good match if he advances his Riptides to prevent getting jammed and losing midfield. It will also force you to disembark your weak troops. Those Riptides will have to find some cover saves by sticking their toes in area terrain to survive the return fire tho.

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I think I'm with the consensus here. Tau is going down hard.

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Tau are going down.

Those tournament results are hilarious.

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Battle report completed.




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Lol I didn't see it going THAT bad for tau. Good game JY2 solid moves all around.
   
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That was a painful but inevitable end for the Tau.

You're deployment was perfect. It negated any first-turn advantage. That's just how it goes with a gun-line that requires proximity for synergy.

 
   
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For your next game you should take your pals sisters up against tau. Now that game I would give you props on, win or lose. With this eldar list though, all it involves is pointing and clicking. I really would like to see a push for more composition from the community. That way it at least makes for an entertaining battle. If these are as you said "40k's fantasy demons" then all I can foresee is a decline in involvement like fantasy suffered.

   
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I agree with Red Corsair. We know you are a good player so let's see some creativity or variety. It justifies your skill even more to win with a non point and click build.

   
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 BlueRift wrote:
That was a painful but inevitable end for the Tau.

You're deployment was perfect. It negated any first-turn advantage. That's just how it goes with a gun-line that requires proximity for synergy.

Yeah, you can't really afford to make any mental mistakes against my armies or I will make you pay. That was exactly what my opponent did with his deployment. Though in all fairness, he was really tired and probably just going through the motions with his deployment without really thinking about it.


 Red Corsair wrote:
For your next game you should take your pals sisters up against tau. Now that game I would give you props on, win or lose. With this eldar list though, all it involves is pointing and clicking. I really would like to see a push for more composition from the community. That way it at least makes for an entertaining battle. If these are as you said "40k's fantasy demons" then all I can foresee is a decline in involvement like fantasy suffered.

Or perhaps I will run my fun-crons against them.

Nah, I'll get smoked. Gotta bring a competitive army against a competitive army. We are actually going to play again this Thurs and I'm thinking either a rematch with my wraithwing necrons or perhaps....Draigowing!




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As expected. To be honest, I suspect you would have won even if you had forgotten to deploy your Wraithknights-- that Tau army really didn't have any solid answer to your Wave Serpents.

That said I think the tournament results indicating Tau and Eldar dominance are overblown. One common thing in 40k is people switching to the latest army because it is new and cool. As a result, I suspect much of the popularity of Tau and Eldar is thanks to factors other than their competitive strength.

Are Tau and Eldar strong armies? Definitely. But are they totally dominant? To me at least that doesn't seem to be the case.
   
 
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