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2013/06/13 04:23:22
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 4 Finished!!!!)
Good win against the tyranids. Your opponent played directly into your hands, he fed his army into your guns piecemeal. He needed to jam all his forces at you at once and hope that enough things got through to slaughter your fish in assault. Learning to cope with losing a ton of models early to have a chance to win later is a difficult lesson to learn. Trying to keep everyone alive is a guarantee that most of your models will get slaughtered.
What kind of puppy do you have?
2013/06/13 13:57:12
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 4 Finished!!!!)
Slight OT diversion, but earlier in the thread you mentioned you were going to a fantasy tournament last wekend. Was that at Table Top Games and how did you do there?
I noticed, in the first report against the wolves, that you intercepted with your SMS and missiles on your right most broadsides. I don't think you can do that. Multitrackers only work in the shooting phase, so you can only shoot 1 gun in the opponents movement phase, unless you are the riptide.
2013/06/13 22:47:20
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 4 Finished!!!!)
Thanks. I love that movie. Though the 2nd one is definitely the worst of the 3.
Dozer Blades wrote:Very impressive win there versus the bugs.
Reference is from Starship Troopers.
I was impressed with my army in this one. They held in there and made this win possible. The biggest issue he had was hiding his monstrous creatures. They were tall enough that the middle piece of terrain wasn't able to fully hide them and I ignored cover.
Spartan089 wrote:Congrats on defeating those damn bugs, great read! Who said you can't play aggressively with Tau.
MVP moment was the fire warriors killing that flyrant. Dealing 3 wounds to it from shooting was bettter then I hoped for. Getting 2 wounds in combat was just icing on the cake.
bogalubov wrote:Good win against the tyranids. Your opponent played directly into your hands, he fed his army into your guns piecemeal. He needed to jam all his forces at you at once and hope that enough things got through to slaughter your fish in assault. Learning to cope with losing a ton of models early to have a chance to win later is a difficult lesson to learn. Trying to keep everyone alive is a guarantee that most of your models will get slaughtered.
What kind of puppy do you have?
Well he didnt necessarily come in piece meal. The swarmlord showed his face the same time the gargoyles did and the flyrant was one move out. Had either the swarmlord or the gargoyles survived one turn of shooting he would of been able to put pressure on me.
As for the dog I have a 10 week old full bread German Shephard Puppy. His name is Russ!
JWhex wrote:Slight OT diversion, but earlier in the thread you mentioned you were going to a fantasy tournament last wekend. Was that at Table Top Games and how did you do there?
Yes it was at TT. I ran my VC's with 2 mortis engines, a 43 block of ghouls, and a Ghoul King on a terrorgheist. Massacred a tough skaven army game one, was massacred by some cannon wielding ogres game two and my third round opponent had to bug out so I was given an auto massacre. Not a bad showing for the VC's.
crazedcatatonic5 wrote:I noticed, in the first report against the wolves, that you intercepted with your SMS and missiles on your right most broadsides. I don't think you can do that. Multitrackers only work in the shooting phase, so you can only shoot 1 gun in the opponents movement phase, unless you are the riptide.
Yea I did it with the right broadsides only in one of the turns. The opponent made all the saves from the SMS either way. He corrected me on it too for a different reason. He said I could only fire one weapon with the interceptor rule. So that is how I played it for the rest of the day. Multi-tracker would be the right reason you cant. Interceptor is for the model not the weapon in the tau codex.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
It seems that you were hesitant (putting it mildly) at your ability to win for EVERY game. Yet you won all but one. Perhaps your pre-game analysis is not particularly accurate?
Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General
2013/06/13 23:41:32
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 4 Finished!!!!)
Inf Platoon
PCS - plasma gun x 2; plasma pistol
Inf Squad: Flamer
Inf Squad: Flamer
Inf Squad: Flamer
Heavy Weapons Squad: 3x Mortar
Heavy Weapons Squad: 3x Mortar
Heavy Weapons Squad: 3x Heavy Bolter
Heavy Weapons Squad: 3x Heavy Bolter
Heavy Weapons Squad: 3x Heavy Bolter
Inf Platoon
PCS - Melta gun; 2x Plasma Gun; plasma pistol
Inf Squad: Flamer
Inf Squad: Flamer
Heavy Weapons Squad: 3x AutoCannon
Heavy Weapons Squad: 3x AutoCannon
Heavy Weapons Squad: 3x AutoCannon
Heavy Weapons Squad: 3x AutoCannon
Heavy Weapons Squad: 3x AutoCannon
Fast Attack:
Vendetta
Fortification:
Aegis Defense Line
Pre-Game Analysis:
Spoiler:
Holy dakka this isnt going to be a fun game. Win or lose its pretty much just going to be roll some dice and remove some models for both sides. The army reminds me of horde orks. The conclusion can be drawn pre-game and you just need to roll the dice and see if they win or not. DJ is the owner of the army and he is actually a local player that I have played several times before. I have faced this army once before and that was at the midwest massacre last year. I had won that one narrowly as my Space wolf allies claimed the relic for me and he could not kill them off in time. On this occasion he traded out his ork allies for more guardsman. I am pretty sure I can pull kill points but its the objectives that are going to give me fits. His army is pretty much a point denial force. If I win it wont be a big win. If I lose it wont be a big loss. Kind of sucks but that is the cards I have been dealt in this one. I am going to target prioritize his lascannons unless I see an easy kill available. I hate playing the dakka game with guard as they have a silly order to make you re-roll cover saves. This is one of the few armies in the tournament that can actually outshoot me and possibly shoot me off the board. The deployment both aids and hampers me. It guarantee's my fire warriors are out of range but in the same since my broadsides can back off and use their range if I want them too. However, I might need to get my droids involved to help limit his firepower.
Ladies and Gentlemen your predictions?
The army to be faced:
I seem to have a lack of pictures for this game but there isnt that much moving for either side.
Deployment:
Spoiler:
He deploys with his troops covering most of the board. I deploy back some but use eldrads ability to move up so I can use the drones on turn 1 atleast to help limit some of his shooting. I have first turn which should help me do some damage before he can bring his full amount of fire power to bare. I also bring the kroot on to help hold my objective as I need the bodies. If I outflank they will just get slaughtered on the turn they come in by the amount of dakka that he has. No use in throwing them into the meat grinder. After I redeploy up some to take full advantage of my drones and such he rolls to seize and gets a .
IG Turn 1:
Spoiler:
He opens up on my drones and kills off every drone in the bottom squad. The commander makes the saves that get to him. He does take 1 wound from a lascannon(iridium armor saved me from ID). Auto cannons and heavy bolters pelt the firewarriors squad with eldrad and the etheral in it. They actually break and flee. Morters are dropped in and do a real number on the kroot. They manage to hold at least. The fire warriors on my left flank take some casualties but hold. That was a painful turn.
Tau turn 1:
Spoiler:
Luckily the ethereal and eldrad rally with that firewarriors squad in the ruins on my side. I put forewarning on the kroot to help them stay alive. The broadsides on the left flank open up and with the ability to ignore cover do a real number on a heavy weapons team which flee's but cant retreat because there is no room which auto kills them. On the right flank the broadsides kill off a heavy bolter team in the same way. The hammerhead drops a template trying to kill the squads off that have the lascannons. It does a good deal of damage.
IG Turn 2:
Spoiler:
His vendetta arrives from reserves and he takes it along the back edge of the board diagonally to avoid interceptor. It has a PCS in it. I intercept with the bottom broadsides but fail to do any damage to it. He moves a few of his troops to leave room for them to fall back if needed. The mortars come in again doing some damage on the kroot. It is a basically a game of endurance as I continue to whether the storm. I really need my troops to hold that middle objective and currently its not looking good for their ability to survive. He takes some more shots at my commander but he makes his saves taking one more wound in the process.
Tau turn 2:
Spoiler:
One unit of fire warriors comes in from reserves the bikes do not thanks to the officer of the fleet. I move the firewarriors up to join the ones already hiding in the ruins. Eldrad joins the broadsides on the right flank to make use of his perfect timing power. I also cast forewarning on the kroot again. On the left flank since I intercepted I take this time to move the broadsides back out of range of most of his weapons. The broadsides on the right flank open up and kill his lascannon heavy weapons team on that flank.
Mid-Game Analysis:
Spoiler:
I am doing alright on kill points with 3 at this point but my objective is struggling to hold on as he is pounding it with firepower every turn. I need to keep them alive and get a few more kill points as he can kill off those two squads and this becomes a game again.
IG Turn 3:
Spoiler:
His vendetta makes its move towards me and lines up on my commander and the broadsides and hammerhead. He fires into the hammerhead trying to finish it off as it had taken a glance earlier in the game. I make my jink save on the one pen he has. The mortars rain death on me some more and the autocannons are also doing some damage. His guardsman on the flanks start to advance.
Tau Turn 3:
Spoiler:
The kroot get forewarning again and my broadsides on the left flank bring down his vendetta finally. The hammerhead drops a template on the lascannon squad again on his side and this time I force them to flee. On the right flank the broadsides kill off an auto cannon team. The most important thing that happens in this turn is my jetbikes fail to come in still and time is looking like we will only have one more turn.
IG Turn 4:
Spoiler:
With victory out of reach my opponent moves all of his troops towards his objective to maximize how many are holding them. Basically playing point denial at this point. He fires some more mortars and snap fires a couple of guns at me but I am able to hold my home objectives.
Tau Turn 4:
Spoiler:
My bikes come in but they are too little too late as the objectives are 54" away and I cant make it to them in one turn. I direct fire at one objective trying to clear them off but he passes his leadership for one and holds.
Post Game Results and Analysis:
Spoiler:
Primary: Tau
Secondary: Draw
Tertiary: Draw
Post Game AAR: As I stated before its not really too fun a game in these match-ups. The army is so one dimensional that it forces you to match it and deny what it does best which is dakka. I still manage 20 Victory Points in this one as I win primary and tie the other two. So I still have a pretty good chance at the top 5 but every point counts. The hammerheads template in this one was big because it was S6 which instant killed heavy weapons teams and even when it scattered it still did a number to other units. I actually gave up 0 kill points in this game. Had my opponent had some leman russ to throw my way he probably could of pushed me off of my objectives. Even worse if he had a manticore or two to hide behind that big BLOS hill in his deployment zone it could of brought an early end to all of my scoring troops. I actually predicted pre-game that the best I could do in this one was win primary and draw secondary and tertiary. This was too my opponent who was a local and that is how the game ended. I don't like when games just require dice to be rolled and the outcome is pretty much set. Foot guard can be viable but they need some assault elements. Making them all shooty is IMHO not the way to take them. DJ's army is at least themed though and he has a back story to them so I cant really dislike his build. Believe it or not I am a bit of a fluff guy myself. It was one of the main reasons I never played grey knights.... their fluff is terrible!
Spartan089 wrote:I don't see your hammerhead doing that much work in your games, was it worth it to bring it?
It was instrumental in some of the games. Its my only unit that can threaten av14. Also its pie plate helped in game on and game two as I dropped them on space wolves and then guardsman in the open. You might see it get some action in this one as well.
ImotekhTheStormlord wrote:It seems that you were hesitant (putting it mildly) at your ability to win for EVERY game. Yet you won all but one. Perhaps your pre-game analysis is not particularly accurate?
A good general recognizes the weakness in his army and see's how his opponents army can exploit them before he ever does. That being said if I can prevent those said weaknesses from being exploited then I can pull of a win where it is likely that I shouldn't have.
Take for example game 1: I should of been massacred. However, with interceptor and psychic powers I was able to deny my opponent his main advantage which is his turn 1 alpha strike. He gets a good turn 1 alpha strike and that game ends by turn 4 with me being wiped from the board.
Game 2: My opponent has his leman russ demolishers which i have no good solution for and they can instant gib my broadsides. Had my opponent deployed them a little better and got them forward he could of taken a real toll on my fire power and probably won that game easily.
Game 3: The deployment ended up hosing my opponent. That and the fact that I got first turn really hurt him. Had my dice not been hot on turn 2 then I would of had either meganobz or a 20 man strong of boyz hit my lines. Take note that I am leadership 10 so if I hold then he grinds me down and kills me off. They would be contesting my objective if it locked for the game and he could of just sat back on his two.
Game 4: The main advantage of my opponent is he had throwaway scoring units. Had he deployed his skyshield better which he had placed when he walked over and just left it where it was he could of used it either more defensively or more offensively. Me killing off his iron arm tervigon on turn 1 cut his ability to spawn in half. If that tervigon spawns then he can spawn to units of gaunts turn one and send them my way as cannon fodder. If he does this with doom coming in turn 2 and the flyrant moves up instead of hiding for a turn then one turn 2 I would have 15 gargoyles, 2 units of guants, swarmlord, and a flyrant to deal with. My opponent made a few tactical mistakes along with some bad saves and I was able to capitalize on them.
This message was edited 5 times. Last update was at 2013/06/14 17:10:03
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
You pre-game analysis have been a little conservative but in actuality, Tau can still hold their own against most of the opponents you played against. Game #5 will be no exception. He's got a bunch of easy kill points and you're likely to get more of his than he is of yours. Then your jetbike can easily contest/claim a table quarter. Overall his rate of fire will drop much more quickly than yours. However, I predict that this game won't go past Turn 3, with you taking all 3 mission objectives.
BTW, the tyranid/tau matchup brings up some painful memories. I went up against Tau/orks and charged a unit of 6 fire warriors with a flyrant with 3W remaining. He then dies in assault, thus costing me the game...
Then in another game vs Tau, my bugs fail 5-6 charges from 6" and less. Ahhh....more good times....
This message was edited 1 time. Last update was at 2013/06/14 00:19:04
I really like this report. It's good insight. I play Tau myself and when I first saw your list I immediately thought there are a few things I would do differently, but you are doing a great job playing this list. Congrats. I really never would have considered rail sides over missilesides. Knowing that the drone controller can't boost the missile drones, would you still take them? I imagine the new eldar would eat them up pretty easy. Also, what is your MVP so far? It seems like one of your support units would take this prize.
2013/06/14 00:57:12
Subject: Re:TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 4 Finished!!!!)
jy2 wrote:You pre-game analysis have been a little conservative but in actuality, Tau can still hold their own against most of the opponents you played against. Game #5 will be no exception. He's got a bunch of easy kill points and you're likely to get more of his than he is of yours. Then your jetbike can easily contest/claim a table quarter. Overall his rate of fire will drop much more quickly than yours. However, I predict that this game won't go past Turn 3, with you taking all 3 mission objectives.
BTW, the tyranid/tau matchup brings up some painful memories. I went up against Tau/orks and charged a unit of 6 fire warriors with a flyrant with 3W remaining. He then dies in assault, thus costing me the game...
Then in another game vs Tau, my bugs fail 5-6 charges from 6" and less. Ahhh....more good times....
The pre-game analysis are taken into account of what I am worried about before that game starts. I didnt have an opponent this GT that I rolled up and stated this is whats going to happen and its a shoe in victory for me. In past tournaments I have had that experience a few times though. On those occasions it is not my form to criticize a players chances pre-game because you know as well as I that most armies at a GT level can win any given day against most opponents. If I had to pick one I would say the orks had the biggest miss match against me. That and the missions deployment made sure none of his battlewagons would hit my lines.
crazedcatatonic5 wrote:I really like this report. It's good insight. I play Tau myself and when I first saw your list I immediately thought there are a few things I would do differently, but you are doing a great job playing this list. Congrats. I really never would have considered rail sides over missilesides. Knowing that the drone controller can't boost the missile drones, would you still take them? I imagine the new eldar would eat them up pretty easy. Also, what is your MVP so far? It seems like one of your support units would take this prize.
Without a doubt the mvp in my army doesnt even shoot a weapon. Eldrad is amazing but I would have to argue that the commander is the undisputed MVP. What he gives to his unit is borderline broken. Twin linked shots, that ignore night fight and cover. Ill take that anyday of the week. The only down side is ethereals are auto-include in tau armies. Limiting my ability to spread the love.
This message was edited 1 time. Last update was at 2013/06/14 03:57:05
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Spartan089 wrote: Hey just noticed, where is the snap shot of your army?
Being that I didn't try on painting I didn't take one really. The deployments are the best way to see them aligned. They are barely met the 3 color minimum as I changed to this army last minute.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I really enjoy reading the reports for your sixth edition armies. It showcases your talent a lot more than IG in my opinion. I like how your pre analysis does not give away early who will win and keeps it exciting from turn to turn.
Dozer Blades wrote: I really enjoy reading the reports for your sixth edition armies. It showcases your talent a lot more than IG in my opinion. I like how your pre analysis does not give away early who will win and keeps it exciting from turn to turn.
That is another reason I post the pre-game analysis the way that I do. I will post the results to this game in the morning. Got a 4 day this weekend. Gives me time to bust open this eldar codex. I swear eldar are the new marine killers.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Dozer Blades wrote: Cool beans! : ) Can't wait to a batrep of yours featuring the new eldar.
Yea I have been testing them out. The council only being able to join a couple of squads kind of sucks and if you bring a spirit seer and dont get the good powers then it kind of sucks for what your trying to do. It seems like eldar will depend a lot on pre-game rolls. I love how guardians can now be AP2. That totally isn't over-powered when your basic troops can fire rending equivalent shots.
Round 5 posted. In round 6 you all are going to see me match-up against the army build I dread more then any other army in the warhammer 40k universe.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I'm really impressed with your Army, Im sad to say I doubted your Tau in the beginning but it shows you don't need the new toys to win (Riptide) just superior strategy.
Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me.
2013/06/14 20:59:19
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 5 Finished!!!!)
Spartan089 wrote: I'm really impressed with your Army, Im sad to say I doubted your Tau in the beginning but it shows you don't need the new toys to win (Riptide) just superior strategy.
Yea I am not a fan of the new riptides. They draw fire which can be nice but anything that tempts me to wound it myself is a no go for me. Especially on something that is almost as expensive as my broadsides.
Alright ladies and gents. The match-up I loathe.
Round 6:
Opponent: Grey Knights
Mission:
Primary: Objectives (Placed in the middle of the board)
Secondary: Kill Points
Tertiary: Table Quarters (Same for all 6 missions )
Deployment: Dawn of War
10 Strike Squad w/ 2 psycannon, psybolt, daemonhammer on justicar
10 Strike Squad w/ 2 psycannon, psybolt, daemonhammer on justicar
Heavy support:
Nemesis Dreadknight w/ heavy incinerator
Nemesis Dreadknight w/ heavy incinerator
Pre-Game Analysis:
Spoiler:
I knew I would draw it eventually. Draigowing. Not a fan at all. With the primary being objectives and those objectives being in the middle of the board I am not really feeling to confident going into this game. I did get misfortune as a power which is nice. If I can get that off it might help me kill off the paladins. Also with his army having a 24" threat range I can deploy back and limit that amount of shooting he has turn 1. The paladins hit my lines and I seriously lose this game. Plain and simple. They definitely have priority. Hopefully I can kill draigo off quick enough to start directing fire at the paladins themselves. If draigo makes some good saves then there is nothing I can do to stop them from reaching me and I am not fast enough to get away from them. This is another one of those nightmare match-ups for me. Every unit in his army can cause some serious damage to mine.
Your all's predictions?
Deployment:
Spoiler:
I win the roll for first turn and deploy with the broadsides in the ruins on the far left side. With the intent of moving them with eldrad of course. He deploys his paladins on the far right flank and then I use eldrads ability to redeploy to get good LOS on them. As stated before I deploy back just over 30" to minimize the damage they can do turn 1. He uses grand strategy and gives scout to the paladins and the dreadknight on the left flank. He then rolls twice to seize and gets a . That is back to back games where I have been seized on. is all.
GK Turn 1:
Spoiler:
He advances his paladins and the dreadknight on the left flank. They are within range to do so damage and they lay into me with both fire and bolter. The red fire warriors squad on the left flank is engulfed in flame. 8 fire warriors perish instantly. The paladins unload into the commander and the broadsides. He manages to cause 2 wounds on the commander through dakka and also kills 2 drones from LOS. Everything else in his army moves ups and runs and gets a very nice run roll. His army is already closer then I want it to be.
Tau Turn 1:
Spoiler:
I misfortune the paladins on the right flank ready to bring some of them down. The broadsides on the right flank shoot and manage to kill off the dreadknight on that flank. The rest of my army proceeds to shoot at the paladins. Draigo only takes 1 wound despite misfortune and him eating all but 1 railgun(precision shot killed a paladin). I only manage to kill 3 paladins despite the amount of wounds that I cause.
Early Game Analysis:
Spoiler:
At this point it is hard to see me pulling this one out. Even getting the powers off the way I did the dreaknight is going to devastate my lines and the paladins at the latest will hit me on turn 3. The best I can hope for is bringing him down under weight of dice. If he makes a bunch of 2+ re-rollable saves then there is nothing I can do about that.
GK Turn 2:
Spoiler:
He advances all units except the one that is within range on the middle objective. His dreadknight drops a template on eldrad and the ethereals squad. He kills all the firewarriors and then the ethereal makes 2 los and eldrad tanks them but takes a wound. The paladins open up on the commander and the broadsides. Again the commander takes the saves and los's a bunch to the broadsides killing off a few drones and one of the broadsides. I get down to the last wound to save and just decide to take it on the commander and roll a . His strike squad fires at the other broadsides and kills off the front broadside. The middle squad fires at eldrad and the ethereal and I go to ground keeping them alive.
Tau Turn 2:
Spoiler:
Neither of my reserves come in. I misfortune the dreadknight and try to misfortune the paladins but he denies it. The broadsides on the left flank open up on the dreadknight and the quadgun helps with a few shots and the dreadknight falls to a clamor of joyful cries amongst the tau ranks. I rapid fire on the right flank into the paladins and manage to wound draigo once. The fire warriors on that flank along with the broadsides moved back to get more of a gap between draigo and my forces. On the far left flank the 2 fire warriors from the red fire warrior group continue moving out wide left to try and draw fire as he only has 4 units left that can shoot now down to 3.
GK turn 3:
Spoiler:
He begins to close the distance almost close enough to charge me. Eldrad and the ethereal make a silly amount of saves this turn to stay alive. He kills off some of the fire warriors and the broadsides do pretty well on saves as well. Not much happened this turn.
Mid-game Analysis:
Spoiler:
He had a chance to cripple me there and I made some good saves and stayed alive. I have one more turn to punish him or he will be on me. My hardest challenge atm is even if I can kill the beast at my door... it is still an objective game. Lets see what I can do. "FOR THE GREATER GOOD!"
Tau Turn 3:
Spoiler:
I get misfortune off on the Paladins again. The jetbikes come in from reserves and enter on the right flank. I then turbo them to the back right corner of the board out of range and los. The fire warriors shoot first and manage to bring down draigo in a hail of gunfire. I immediately divert all broadsides to the paladins and start instant gibbing paladins with every shot. My broadsides are hot here and all the railguns hit and wound. For the first time this game I can see me actually pulling this off.
GK turn 4:
Spoiler:
He advances the strike squad on the left flank at the broadsides and he pulls the paladins back as the game is waning and he needs them to hold that objective on that side. He fires into my left broadsides and kills the front broadsides. With only 1 broadside and a missle drone left I roll a leadership and get an 11. :wow. I remove them and then my opponent states and the drones too. I had tunnel vision and didnt realize I had 3 more drones in the squad. They didnt need the test afterall. I put the 2 models back on the board. With the front broadside dying my opponent has just over 6" to charge for the very front model. If he charges my entire line gets to snap fire at him. Not sure what I would of done here but he elects not to charge. There is no right answer in that situation. I probably would of charged though as I am going to fire at him either way next turn.
Tau Turn 4:
Spoiler:
The kroot outflank and come in on the right side. Instead of running them i elect to shoot at the paladins. I misfortune both the strike squad and the paladins. My army opens up with devastating effect at the tide begins to turn. The bikes in the back corner turbo to the far side of that objective on the right flank as I am unsure if we will have time or not to keep playing. I probably could of held them for a turn. The paladins are taken down to just the single paladin and coteaz.
GK Turn 5:
Spoiler:
He pulls back to his objective on both sides trying to maximize the range from me to him. He fires his middle squad at the bikes on the right flank and shoots amazingly well and I fail my saves. The paladins now hold the objective. The strikes on the far left flank cant make it to that objective.
Tau Turn 5:
Spoiler:
I misfortune the paladins again as well as the squad in the middle. The ensuing barrage kills them along with coteaz. The kroot run onto that objective, the 2 fire warriors on the left flank move up and run to that objective but dont make it. I kill off the last 2 strikes on the left flank with small arms fire. I fire whats left of my army at his final unit in the middle and kill all but 3 strikes. He makes his leadership check. With only 3 models left on the board we roll to see if the game continues. He rolls a . The game ends.
Post Game Results and Analysis:
Spoiler:
Primary: Draw
Secondary: Tau
Tertiary: Tau
Post Game AAR: I managed to weather the storm in that one and bring the pain late in the game. I was surprised at how handedly this army dealt with that match-up. I loathe grey knights and it feels good to beat the match-up I loathe more then any other. Had the game continued I would of been able to max points in the final round. Misfortune proved instrumental in this one as I was able to nullify the advantage of terminator and power armor. In addition, eldrad shut down his psychic powers as most turns he didnt try his powers thanks to a perils early on. The only bad thing about this game was that I am pretty sure my opponent tanked my sportsmanship score for no apparent reason after this one as he was less then secretive about being obvious when flipping it over real fast and trying to hide it. Its another reason why i am not a fan of sportsmanship scores on a per match basis as the games result directly affects sportsmanship scores. Not discrediting my opponent or anything as it happens all the time. Just sucks each time it does. Other then that it was a good outing and I had a lot of fun at this tournament. I will post a tournament result and AAR for the whole event later.
This message was edited 10 times. Last update was at 2013/06/17 01:27:07
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Awe no predictions for the final round? Will get this one posted this evening. The wife is making me go garage selling.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
In my eyes it comes down to how fast you can blow up the dreadknights. You have the weight of fire to be able to down the paladins, but not if the dreadknights end up blowing up your firewarriors on turn two. Down the dreadknights early on and you should be able to survive the paladins impact and with a bit of luck win. On the other hand, you can't tie, otherwise he wins on killpoints, so its going to be tough.
2013/06/15 14:52:35
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, Round 5 done, Round 6 Pre-game Up!!!)
You've got enough VoF to take down those dreadknights. Paladins will probably make it to your lines, but they won't do so unscathed. You definitely have enough VoF to make him concerned, though with your lack of AP2 weaponry, it's not going to be easy for the Tau either. This game may depend on what psychic powers you get. If you get Misfortune or Hallucination for Eldrad, you're golden. Otherwise, it's going to be a tough fight for Tau, though a winnable one.
jy2 wrote:You've got enough VoF to take down those dreadknights. Paladins will probably make it to your lines, but they won't do so unscathed. You definitely have enough VoF to make him concerned, though with your lack of AP2 weaponry, it's not going to be easy for the Tau either. This game may depend on what psychic powers you get. If you get Misfortune or Hallucination for Eldrad, you're golden. Otherwise, it's going to be a tough fight for Tau, though a winnable one.
I got misfortune but did not get hallucination. Would of been nice to get it though.
Spartan089 wrote:Those heavy flamers templates are going to suck if the dreads reach your lines. Coteaz's buffing is going to be a problem too.
Well Coteaz buffing can be limited by 3d6 to cast. Eldrad does help in that regard. Actually forgot in pre-game set-up how annoying torrent can be.
Deployment is posted. Will get the rest posted up tomorrow morning.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
The Tournament is finished.. Will get tournament results, final rankings, and review up later. Thoughts?
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
If you continue to play Tau Eldar what changes do you envision with the new eldar codex out now?
I have been looking in to that a lot lately. Trying to a grasp of this new dex. It is hard to not take eldrad as his redeploy ability is so broken still. You saw me use it throughout the tournament to gain positional advantage pre-game. The bikes are still amazing and cheap. The biggest change is eldrads powers are not as reliable and he doesnt shut down other psykers the way he did before. Still trying to finalize what I am going to bring to nova. Might run two different armies.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
As far as i have seen now pure Tau are crazy, but if they need to come out for objectives they have issues. I would say Tau-Orcs is the best you can get, adding a horde element to the gun line is what they need.
Anyhow well played as your skill did win you some very unfavourable match ups.
This message was edited 1 time. Last update was at 2013/06/17 05:56:12
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
2013/06/17 15:11:11
Subject: TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, GT Complete 6 of 6 AAR TO FOLLOW!!)
Valek wrote: As far as i have seen now pure Tau are crazy, but if they need to come out for objectives they have issues. I would say Tau-Orcs is the best you can get, adding a horde element to the gun line is what they need.
Anyhow well played as your skill did win you some very unfavourable match ups.
Well that is what kroot bring to the fight. That horde aspect. Not sure I would take 30 boys over 20 kroot, krootox, and hound.
Tournament Results and After Action Review:
Tournament Results:
Spoiler:
Best General Totals: (This cant be right as Brad lost the last round. He should have 125 battle points.)
Matt Root 6-0 141
Brad Townsend 5-1 150
Eric Bailey 5-1 134
Cody Jiru 5-1 121
Brett Perkins 5-1 120
Sweepstakes totals: (They didnt calculate battle points in sweepstakes but only win loss, otherwise Eric might have taken sweepstakes)
Brad Townsend 5-1 125Bp Sport 52, Paint 30, Bonus Paint 5, (Total) 0.914815
Eric Bailey 5-1 134BP Sport 50, Paint 30, Bonus Paint 3, (Total) 0.885185
Player’s Choice: Connor Hogan (Daemons)
Best Sports: Anthony Guidotti (Tyranids)
Best Painted: Richard Coles (Imperial Guard)
Tournament Runner Up: Cody Jiru (Dark Eldar / Eldar)
Tournament Champion: Matt Root (Tyranids)
Sweepstakes Runner Up: Eric Bailey (Chaos Space Marines / Necrons)
Sweepstakes Champion: Brad “Hulksmash” Townsend (Dark Angels / Imperial Guard)
Review:
Spoiler:
It was a good overall event. The venue is a high school and the money is donated to the debate club as a fund raiser. So I like that and they provided food both days for 7 dollars which also went to the club. The only thing I really didnt like is the missions. Having table quarters as the tertiary every game and alternating two primary missions made for a really boring run. Might suggest next year mixing it up a little more. Mind you they did have one where heavies were scoring and scouring where fast were scoring but those were modified from the book missions so they could of just said HQ's scoring one game and gotten the same effect. Other that it was a well run event. My 5th round opponent playing point denial and then my last game ending on turn 5 ended up costing me tournament runner-up by 1 point. I didnt leave without a prize though.
My army grades and review:
Spoiler:
Ethereal: (A-) This guy was good for me throughout the event and didnt die once. His 12" bubble of leadership really helps the tau stick around. I wish he wasnt an auto include because his only roll is as support and he is very squishy.
Commander: (A+) This guy was amazing throughout the event. He really made my broadsides which area already good IMO that much better. He didnt fire a single shot the entire tournament but still managed to help accumulate the most kills out of all of my units. He will be in just about every tau list I run if I can help it. The iridium armor helped me tank some instant death wounds that frequently find their way towards your broadsides.
Eldrad: (A+) Too bad he has changed now. He was so damn good. His powers were pretty much auto-pass. He shut down armies that relied on psykers. I am sad to see him change but who knows I might field the new eldrad to a similar effect. (lvl 4 psyker now). However, the biggest impact he had was his redeploy ability. If your facing an eldrad based army and your opponents deployment doesnt make sense be mindful it will most likely change.
Kroot (A) These guys outflanking is a must for gunline tau. They provide a way to get to those distant objectives. The only downside is their leadership. If I could do anything differently I would throw in a kroot hound to give them re-roll to which side they come in. Their biggest kill is they did 2 HP to a leman russ on outflanking.
Fire Warriors: (B) They are good for dakka but so is the rest of the army. I keep them around to benefit from their range and as a deterrent if someone decides to get close. They are still too stationary though as they hide behind the aegis to stay alive. If I was better at 4+ saves I would be more aggressive with them.
Pathfinders: (B-) These guys did a few minor things but my army doesnt really need them. I ignore cover through the commander or through psychic powers. That is their biggest boost. They can jump the fire warriors to BS 5 but that bonus is minimal considering the points. Might not take them in the next event.
Hammerhead: (A-) Its solo shot is nice for trying to instant Gib T5 models and for AV14. However, its best quality is its versatility. The S6 ap4 template is great against GEQ and even MEQ if they are clustered up enough as not many people expect pie plate tau. People are telling me to take the skyray but I am unsure I want a one turn 6 shot and done vehicle. Especially if I whiff. I love the range on this guy.
Broadsides: (A+) Everyone is telling me to run these guys as missile sides. I cant justify 4 S7 shots at 36" over 1 S8 Ap shot at 60". Plus the drones are firing missiles. I can mix it up and have the best of both worlds. Plus in that last game you all saw the effect it had on paladins. If I had gone missile heavy they probably would of shredded me. I like the range on this army and the ability to reach out and touch the enemy from just about anywhere on the board. Plus I have to say early warning override is an auto include on these guys. Being able to shoot at peoples reserves when they come in is amazing. Especially when the drones can still shoot next turn as well as any weapons you didn't fire.
Aegis Defense Line: (B) This thing saved my bacon on multiple occasions. However, the quadgun didn't get a single flyer kill. I was right to assume people would start drifting away from flyers with the new tau dex hitting. It was still nice for overwatch though as people are deepstriking and/or outflanking more often now.
Overall army preformance: (A) I really liked how this army handled situations. That last game in particular they took a beating at the hands of the grey knights and I lost only 1 Kill Point. In fact most of the games I didn't lose much of the army even when facing the drop pod space wolves. I will have to dive into this new eldar codex and see what I want to run with the tau or if I feel the eldar enough I might make them the primary. I should have an idea of what I am bringing to nova by mid july.
This message was edited 3 times. Last update was at 2013/06/17 16:45:53
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)