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2022/07/24 14:39:27
Subject: Devestating loss VS Tau. Fun game though. (SW.)
I had a fight VS Tau. He got first turn. Shot a lott of stuff. (450 around.) I killed around 450 point on my turn 1.
It is worth noting that there where no place where you could perfectly hide from the broadsides as he can redeploy 3 units after we see who gets first turn.
Lists:
Spoiler:
Tau:
Chatacters:
Ethernal
Sombero field firewarrior (loads of bells and whistles)
HQ Criss suit (loads of bells and whistles)
Big ghost suit
How ever I could not for the life of me kill the broadside battles units. My redemtor dreads are very swingy. Turn one: Two rolled 1 for the plasma. And the last one rolled a 6. But one dice did a mortal wound even with the rerolls. And the 5 that made it in got all saved on a shield drone (4++). Nect turn he shoots one redemptor dread. It explodes. The 2 remdemtors, Bjørn, Ragnar og the attack bikes each took 3 mortal wounds. The maximum amount possible. (See second picture.)
The wulfen really amazed me. Good movement. Re roll charges. Killed a lot of stuff.
Things I would change in my list: The blood claws with Terminators really sucked. The terminator did not help as it just poured on wounds from Tau. In fact I am not impressed by the Terminators at all (my five man squad got shot down turn 1, so I suppose they saved the life of a redemptor that way.)
Things I want to remove:
1. I wish I had cheaper HQs. VS Tau their melee prowess are not important.
2. Change my detachments to have less troops.
3. Perhaps the 3rd redmetor is to much, or a bit redundant.
4. The Terminators just got shot off.
5. My deployment zone got a bit crowded.
6. I had a hard time finding good secondaries.
What I missed:
1. Other cheaper HQ's as I said.
2. More wulfen, or other long movement units. But wulfen where A+.
3. Get some servitors. 30 point units to hold objectives would be good.
4. Get some fenrisian wolves. 35 point is a bargain, and they have movement for screening. This could also unlock the cheaper eliminators to do other things.
5. A dangerush long ranged weapon. I am having a REALLY hard time identifying this unit in the codex. I know drop pod devestators/long fangs is a popular choise, but that unit is very suisidal. Outflanking eradicators do not come in before turn 2. Both can to some degree be screened.
What I liked:
1. Redemtor re-roll castle was good, even if the dice betrayed me. But moving around 4 dreadnoughts is a big footprint blocking other things.
2. Wulfen overperformed.
3. I was swimming in CP. Very nice.
4. The melta attack bikes did a lot of heavy lifting.
Perhaps a list like this would be better.
Spoiler:
++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [47 PL, -3CP, 890pts] ++
+ Configuration +
**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage
Detachment Command Cost [-3CP]
+ HQ +
Primaris Techmarine [5 PL, 100pts]: Chapter Command: Master of the Forge
You are thinking about the Stormwolf as it has 16 in transport cappasaty. The regular SM Stormtallon Gunship has 12 and a dreadnought.
The reason I consider them bad is that baring some very few lists most armies can kill it turn one. Most armies have enough long range weapons to threaten something like that turn one. Perhaps I am overthing it though. But it just seems very fragile for the points.