Switch Theme:

How to beat Farsight Tau Deathstar  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran




Bay Area

 Tuagh wrote:
Theorius wrote:


reason 1 - Psychic powers have RANGE LIMITS - It only has 18 range, so it will be very hard to get it to land on the deathstar because of reason number 2!!!!! (18" confirmed on 3++ from the battle in the white dwarf))

reason 2 - Psychic powers are before movement (limits your abiltiy to get within range safely since you need to move within)



Reasonable assumptions: Your bomb has a large footprint. Eldar players likely have multiple warlocks.

Are you saying that you think you can keep a footprint that large isolated >18" from 3-4 separate points on the field while simultaneously remaining outside the charge distance of any viable melee threats and without clumping to the point of being template bait or drifting out of cover (and thus out of that sweet 2+ save)?


At this point it seems that your only remaining arguments are "My list is awesome!" or "But I can counter that by changing my list!", neither of which supports your case well.



I dont know if i should respond to you as you seem to be on the verge of making this ugly but i will go for it!!

I guess i I am saying with my big footprint I can fight off threats from 3 separate fields while simultaneously remaining outside the charge distance of viable melee threats without clumping to the point of being template bait.....FOR AT LEAST 2 TURNS!!!! ((i dont count on 2+ save btw, never even had it, but i want a 4+ save for the ap3+ weapons))

and my only remaining arguments have never been my list is awesome....in fact that seems to be most everyone elses arguments (including yours) on how they can kill it. I am providing analytical/real world experience on how the bomb operates and how proposed counters work or dont work based on my experience and opinion and nothing more.

Trust me, I am not hear saying all of you are losers and you cant win!!! just give up go tau!!! I want to find weaknesses just as much as the next person.

It is a threat a dangerous one, and you dont ignore the hungry lion with super accurate plasma guns who can see you hiding in the bushes dude!!!

This message was edited 1 time. Last update was at 2013/05/23 02:52:01


   
Made in us
Longtime Dakkanaut





Triple Drake will give this a hard time..

In one turn they can do ~20 AP3 ignore cover wounds to the deathstar. Their mobility can also allow them to remove drones easily.

Bee beep boo baap 
   
Made in us
Dakka Veteran




Bay Area

 LValx wrote:
Triple Drake will give this a hard time..

In one turn they can do ~20 AP3 ignore cover wounds to the deathstar. Their mobility can also allow them to remove drones easily.


how do you get 20 ap3 hits? all from the flamers? or is this with vector striking or something of that nature?

   
Made in us
Fixture of Dakka





San Jose, CA

Depends on how the unit is positioned. If they aren't spread out and are closer to the chaos deployment edge (or near the center of the table), then each AP3 template can potentially hit 6-8 Tau models. Then you've also got D3+1 models hit from vector-strike by each heldrake. That can easily average out to 20+ AP3 wounds (which are all auto-hits).

Of course, that is not factoring in Intercepting riptides with heavy burst cannons.



This message was edited 1 time. Last update was at 2013/05/23 08:08:17



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 za
Fixture of Dakka




Temple Prime

Make them roll lots, and lots, and lots of saves and get them in assault with things that can penetrate those saves through sheer numbers, special rules, or power weapons. I keep a block of bonesword tyrant guard to bumrush farsight bombs who thought they were safe after nuking the trygons.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Even a few tyrant guard might go down to the overwatch this unit can put out. You really need to throw a bait unit at it first.

This message was edited 1 time. Last update was at 2013/05/25 09:48:24


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in nl
Longtime Dakkanaut





@Theorius: I got a nice Battle report for you. Its based upon your 1500 point armylist and my tyranid monster list (I revered to earlier):

Spoiler:


Setup: Hammer and anvil
Mission: The scouring



Nightfight: first turn (tyranid warlord trait and also normal nightfight first turn)

Tau’s side got objective: 3 + 1 + 3 and tyranid got the other :2+4+2 (small red counters)

Tiranid’s got the following psychic powers:

Hive tyrant: endurance
Hive tyrant: nothing of use

Tervigon: Iron arm + endurance
Tervigon: Iron arm + nothing of use

Tau deploys first:

farsightbomb set’s up in cover and riptides take the midfield. FarsightBomb doesnt fear any templates first turn (seize) so the all get compfy.



Tiranid deploys all monsterous creatures outside 42 inch so tau cannot see it when its dark even if the move first. one gaunt unit outflanks (Hive commander).


TAU FIRST TURN
Tau Farsight bomb moves forward out of cover. Riptides also moves forward but not to close because the want to stay outside devourers range. The want to keep their distance and wait for those hive tyrants to attack and reserves to come in.



TYRANID FIRST TURN

One Hive tyrant gives itself feel no pain
One tervigon gives the other feel no pain
Other tervigon gives itself Iron Arm (+2 toughness)

Hive tyrants fly 24 inch and shoot at Farsight bomb. Both Hive tyrants together kill 8 drones each because thats all the can reach. Farsight bomb makes morale test.



TAU SECOND TURN

2 kroot units come out of reserve, one at each side. The run towards the objectives in the back of the tau’s deployment zone.

Riptide 1: uses nova for extra shots and gives Hive tyrant 1-3 wounds. Tyrant stays in the air. Riptide 2: overheats (so gets a wound) and shoots at Hive Tyrant 2 but no wounds and Hive Tyrant still stays in the air.

Farsight bomb moved forward and decide to use:

2 drones+ 2 plasma rapid fire Suits+ Farsight + one fusion shot from shadowsun towards the badly wounded Hive tyrant and the rest towards the healty Hive Tyrant.

Wounded Hive Tyrant drops dead but Healthy Hive Tyrant only gets one dissapointing wound and still keeps flying.

Bomb + riptides move backward in the assault phase.

TYRANID SECOND TURN

Both Trygons + 10 guants come out of reserve but the Doom doesn’t.
Trygon 1 gets feel no pain from Tervigon
Trygon 2 gets feel no pain from Hive tyrant
Tervigon 2 gives itself Iron Arm (+2)

Riptides intercept and put 4 wounds on a trygon.

Hive tyrant flies to the side of the farsightbomb. 10 outflanking guants +Trygons shoot down the two remaining drones and Hive tyrant only kills one plasma suit.



TAU THIRD TURN
Last kroot come out of reserve and joins the other unit at the right objective

Riptide one overheats and the other gets double shots.
Kroot unit shoots at Hive Tyrant to bring it down but no 6’s.
Riptide 1 shoots at Hive Tyrant and does 2 wounds (with jinx-save) Hive tyrant keeps on flying.
Riptide 2 shoots at hive tyrant and does nothing. Hive Tyrant keeps on flying!

Farsightbomb shoots at :

Flying Hive: 2 missle dudes and kill’s it.
Wounded Trygon: Shadowsun and farsight and kill’s it.
Healthy Trygon: the rest and he gets 4 wounds.

Farsightbomb gets 8 inch and thats not enough to evade the trygon so the spread out to avoid the doom-blast next turn.

TYRANID THIRD TURN

Doom comes out of reserve. Doom fears Interceptor so he deploy’s near the kroot units and out line of sight behind a tree.



Wounded trygon gets ‘endurance’ from tervigon. Trygon moves toward riptide because I fear that the Farsightbomb will kill it during overwatch. The I remembered that ‘endurance” Also gives “it will not die”. At the end of the movement phase the trygon heals one wound and at that point I decide that I going to assault the Farsight bomb.

Doom drains 5 kroot warriors and kills another 2 with his blast from the other unit. the kroot unit of 5 runs of the table.

Trygon charges and get only hit by 3 missle pod hits. The only give him one wound. Trygon charges closest plasma suit and I forgot that farsight got Initiative 5! So he moves toward the trygon and hits it but doesn’t wound it. Trygon uses smash to kill two suits. Other suits join dont wound the trygon at all. Trygon wins with 4+ wounds and the Bomb fails it morale check and runs away but gets sweeped by the trygon.



TAU FORTH TURN

Both riptides overheat. One riptide moves toward the doom and shoots his big template in an attempt to instant kill it. Its the only chanche to make sure those kroot’s survive and get the objective. The template scatters and didnt hurt the doom.

The other Riptide shoots at the Trygon and gives it a dissapointing one wound.
Kroot also shoot but didnt hurt him.

TYRANID FORTH TURN

Trygon assaults the Riptide and gets one wound with overwatch. The trygon then kills the riptide!

Doom drains the remaining 6 kroots.

At this point I got 2 fearless Tervigons with iron arm sitting on a 4 point objective with 4 units of gaunts sitting on the other objectives. kroot unit only go a 3points objective. So its pretty much game over.

By the way: I made a mistake because I thought that those Nova-double shots also works for your Ion excellerator. I realised this halfway the battle.



This shows a few things:

* If you haven't got enough scoring units and you're not capable to destroy your enemy completely then you could fail the mission.

* If you decide the way you want to divide your shots then theirs a good chance that you will overkill sum units or fail to kill others. Sum treats you need to take down (like a fast trygon) and then you use overkill and those shots are lost.


(edit: Tau turn 3: I shot with the riptides but the already uses interceptor. mistake... )










This message was edited 2 times. Last update was at 2013/05/24 05:57:26


 
   
Made in ru
Fixture of Dakka




Temple Prime

Coyote81 wrote:
Even a few tyrant guard might go down tot he overwatch this unit can put out. You really need to throw a bait unit at it first.

Given my propensity for either model spam or MTO lists for my Tyranids I should have no trouble finding some bait in my massive hordes of models in high point double FOC games. Sacrificial genestealers are just scary enough for him to try shooting them up first so that the bonesword guard can get into assault and start handing out instant death. Meanwhile, as Farsight bomb is the single costliest death star that I know of, even with my large numbers of MCs I'll probably have more models than he does to take the objectives and win the game while his suits are busily slapping at guards for the rest of the game.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Dakka Veteran




Bay Area

shogun wrote:
@Theorius: I got a nice Battle report for you. Its based upon your 1500 point armylist and my tyranid monster list (I revered to earlier):



Nice report dude! couple of mistakes but not alot.

However, this definetly shows tyranids are a danger to the bomb due to high str volume of fire and every damn one of them is dangerous in assault so it is harder to run. They also have alot of good resilient deep strikers that can weather the intercept and come out fighting.

Wrong tau stuff:

1 - Every suit and the riptides have blacksun filters, turn 1 they should have killed some things before your psychic choir got into action which could have drastically changed your game.

2 - I also do not see how 24 twin linked devourer shots can kill 8 drones if they were in cover for a 2+ save or were the drones outside of it? ((assuming outside))

3 - When the trygon assaulted was the command suit still alive? he would have given either monster hunter to kill the big dude(or more likely) stubborn so they would have always taken leadership tests on a 10.

4 - I was going to ask if your extra shots were the sms or ion cause it seemed you were going ion.

battle comments:

Personally i would never have infilitrated the kroot vs in your face tyranids I use them to double/triple wrap my bomb so you have to shoot them if you ever plan to get to the bomb. (this also makes sure they have 2+ cover unit you kill them) Typically i try and find some area terrain for them to sit in and put the bomb behind it so the kroot get good cover saves and so does the bomb, not all maps provide such a thing but its the goal!

Its a shame all that dakka couldnt bring down that hive tyrant, they must have been making some awesome grounding checks!

This message was edited 1 time. Last update was at 2013/05/23 18:04:35


   
Made in nl
Longtime Dakkanaut





Theorius wrote:
shogun wrote:
@Theorius: I got a nice Battle report for you. Its based upon your 1500 point armylist and my tyranid monster list (I revered to earlier):



Nice report dude! couple of mistakes but not alot.

However, this definetly shows tyranids are a danger to the bomb due to high str volume of fire and every damn one of them is dangerous in assault so it is harder to run. They also have alot of good resilient deep strikers that can weather the intercept and come out fighting.

Wrong tau stuff:

1 - Every suit and the riptides have blacksun filters, turn 1 they should have killed some things before your psychic choir got into action which could have drastically changed your game.

2 - I also do not see how 24 twin linked devourer shots can kill 8 drones if they were in cover for a 2+ save or were the drones outside of it? ((assuming outside))

3 - When the trygon assaulted was the command suit still alive? he would have given either monster hunter to kill the big dude(or more likely) stubborn so they would have always taken leadership tests on a 10.

4 - I was going to ask if your extra shots were the sms or ion cause it seemed you were going ion.

battle comments:

Personally i would never have infilitrated the kroot vs in your face tyranids I use them to double/triple wrap my bomb so you have to shoot them if you ever plan to get to the bomb. (this also makes sure they have 2+ cover unit you kill them) Typically i try and find some area terrain for them to sit in and put the bomb behind it so the kroot get good cover saves and so does the bomb, not all maps provide such a thing but its the goal!

Its a shame all that dakka couldnt bring down that hive tyrant, they must have been making some awesome grounding checks!


Thanks for the response!

1: Forgot about the blacksun filter! Hive Tyrants were standing behind cover (ruin) but I believe only one Riptide could have seen one partially after moving 6 inch. Hive Tyrant would have gotten a 4+ coversave but thats extra wound or two could make a difference.

2: As you can see I moved the Farsightbomb forward out of cover and the drones only got a 3+ coversave. Still a good round of shooting for the Hive Tyrants..

3: I used the monster hunter because I really needed to kill them! I knew that the Healthy Trygon might survive it but probably not with a lot of wounds left. I was hoping that Overwatch would deal with him. I also made the mistake not using the Riptides 'supporting fire'. Dont know if the were within 6 inch but the should have been... On the other hand, Riptides should'nt have been shooting at all because the used interceptor!!!

4: After turn 3 I realised that the ion excellerator doesn't get double shots with the Nova upgrade! These riptides where shooting more than the where allowed to! My mistake..

I could have used kroot for bubblewrap but then there was no way of winning with 2 tervigons + gaunts on the objectives. I outflanked the kroot to get the (Tau)objectives and was hoping that in the end I could deny the big tyranid objective (4) and win.

And yes, Tyrant did very well and kept on flying. But on the other hand I would really liked it if at least one of them got Iron arm.
   
Made in us
Dakka Veteran




Bay Area

shogun wrote:
Theorius wrote:
shogun wrote:
@Theorius: I got a nice Battle report for you. Its based upon your 1500 point armylist and my tyranid monster list (I revered to earlier):



Nice report dude! couple of mistakes but not alot.

However, this definetly shows tyranids are a danger to the bomb due to high str volume of fire and every damn one of them is dangerous in assault so it is harder to run. They also have alot of good resilient deep strikers that can weather the intercept and come out fighting.

Wrong tau stuff:

1 - Every suit and the riptides have blacksun filters, turn 1 they should have killed some things before your psychic choir got into action which could have drastically changed your game.

2 - I also do not see how 24 twin linked devourer shots can kill 8 drones if they were in cover for a 2+ save or were the drones outside of it? ((assuming outside))

3 - When the trygon assaulted was the command suit still alive? he would have given either monster hunter to kill the big dude(or more likely) stubborn so they would have always taken leadership tests on a 10.

4 - I was going to ask if your extra shots were the sms or ion cause it seemed you were going ion.

battle comments:

Personally i would never have infilitrated the kroot vs in your face tyranids I use them to double/triple wrap my bomb so you have to shoot them if you ever plan to get to the bomb. (this also makes sure they have 2+ cover unit you kill them) Typically i try and find some area terrain for them to sit in and put the bomb behind it so the kroot get good cover saves and so does the bomb, not all maps provide such a thing but its the goal!

Its a shame all that dakka couldnt bring down that hive tyrant, they must have been making some awesome grounding checks!


Thanks for the response!

1: Forgot about the blacksun filter! Hive Tyrants were standing behind cover (ruin) but I believe only one Riptide could have seen one partially after moving 6 inch. Hive Tyrant would have gotten a 4+ coversave but thats extra wound or two could make a difference.

2: As you can see I moved the Farsightbomb forward out of cover and the drones only got a 3+ coversave. Still a good round of shooting for the Hive Tyrants..

3: I used the monster hunter because I really needed to kill them! I knew that the Healthy Trygon might survive it but probably not with a lot of wounds left. I was hoping that Overwatch would deal with him. I also made the mistake not using the Riptides 'supporting fire'. Dont know if the were within 6 inch but the should have been... On the other hand, Riptides should'nt have been shooting at all because the used interceptor!!!

4: After turn 3 I realised that the ion excellerator doesn't get double shots with the Nova upgrade! These riptides where shooting more than the where allowed to! My mistake..

I could have used kroot for bubblewrap but then there was no way of winning with 2 tervigons + gaunts on the objectives. I outflanked the kroot to get the (Tau)objectives and was hoping that in the end I could deny the big tyranid objective (4) and win.

And yes, Tyrant did very well and kept on flying. But on the other hand I would really liked it if at least one of them got Iron arm.


How in the world is their enough los blocking terrain to keep all those monstrous creatures out of sight of the bomb and both riptides on turn 1? the riptides alone should have seen most everything with their 72" ion cannons if not the 36" sms (same with the farsight missile pods) did you play on a cliff map with the cliff on their side, lol, damn!

the deathstar either has a 4+ cover in the open / or a 2+ with any form of cover

the riptide could supporting fire with the weapon he did not use for interceptor.

Going for a chance kill on the tryron with monster hunter would be unadvisable in most situations, making sure you do not run away or get swept is far more important to keep the 1000pt bomb around! then they could have hit and run and shot him and anything else they wanted in turn 4.

Still a close match! and shows tyranids have some chops since none of them had iron arm or enfeeble which would have made it far more difficult, but the tyranid are by no means a hard counter in my eyes they are top tier though!


Automatically Appended Next Post:
 jy2 wrote:
Depends on how the unit is positioned. If they aren't spread out and are closer to the chaos deployment edge (or near the center of the table), then each AP3 template can potentially hit 6-8 Tau models. Then you've also got D3+1 models hit from vector-strike by each heldrake. That can easily average out to 20+ AP3 wounds (which are all auto-hits).

Of course, that is not factoring in Intercepting riptides with heavy burst cannons.





if they are all hugging sure, but if you have 3 helldrakes, I am using my 2" coherency ruler to make sure they are all max spread in which case shooting suit(1.5"), drone(1" base) suit (1.5" base) (equals 8" flame template with 2" coherency between the suits and the drone between them)

Never faced them though, can I judge where they will come in for vector? and make sure shadowsun, farsight and the iradium are at the front so he can take the vectors on his 2+ armor?

Its bloody nasty but it just requires the deathstar to be very careful and even then your only going to mitigate some of the damage but not stop it. Hopefully I can hide in assault and hit and run out. Id almost rather be in assault with a greater deamon than take 3 helldrakes to the face.

This message was edited 2 times. Last update was at 2013/05/24 19:08:22


   
Made in us
Sure Space Wolves Land Raider Pilot




I haven't read any of this thread, but I've had 2 games vs the Farsight 'bomb', and both times I just had to assault it with 2 Flying Monstrous Creatures and a unit of paltry Troops. The little guys charge thus either getting Overwatched or not, who cares, then 1 of the MCs takes the inevitable challenge, and the other either Smash attacks to Instakill every other Tau suit, or if he's got a Staff of Change (and Iron Arm sometimes then he gets a few more attacks. And the Tzeentch FMCs have Prescience on them usually, so they mostly hit.

Of course for armies who don't have FMCs, they're probably screwed!
   
Made in us
Dakka Veteran




Bay Area

 Lord Krungharr wrote:
I haven't read any of this thread, but I've had 2 games vs the Farsight 'bomb', and both times I just had to assault it with 2 Flying Monstrous Creatures and a unit of paltry Troops. The little guys charge thus either getting Overwatched or not, who cares, then 1 of the MCs takes the inevitable challenge, and the other either Smash attacks to Instakill every other Tau suit, or if he's got a Staff of Change (and Iron Arm sometimes then he gets a few more attacks. And the Tzeentch FMCs have Prescience on them usually, so they mostly hit.

Of course for armies who don't have FMCs, they're probably screwed!


I bought the daemons codex and have been studying it. I play to challenge jy2s monsterous flying pink horror army one day when we can meet at the game store we both frequent to see how it goes!

   
Made in us
Hoary Long Fang with Lascannon






Theorius wrote:
 Lord Krungharr wrote:
I haven't read any of this thread, but I've had 2 games vs the Farsight 'bomb', and both times I just had to assault it with 2 Flying Monstrous Creatures and a unit of paltry Troops. The little guys charge thus either getting Overwatched or not, who cares, then 1 of the MCs takes the inevitable challenge, and the other either Smash attacks to Instakill every other Tau suit, or if he's got a Staff of Change (and Iron Arm sometimes then he gets a few more attacks. And the Tzeentch FMCs have Prescience on them usually, so they mostly hit.

Of course for armies who don't have FMCs, they're probably screwed!


I bought the daemons codex and have been studying it. I play to challenge jy2s monsterous flying pink horror army one day when we can meet at the game store we both frequent to see how it goes!


Easy prediction because JY2 doesn't run Fateweaver. You table him or he tables you. lol. JY2 is obviously a fantastic player, but his Demon Army is intentionally leaving a lot to the dice.

Edit: As for Drakes, it doesn't matter where you put your 2+ guys, it wounds randomly. I discovered that by attempting to tank a Vector Strike with a TDAWG. I was so proud of my placement, and it didn't matter, four Grey Hunters still died.

This message was edited 1 time. Last update was at 2013/05/24 23:13:02


Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in ca
Shas'ui with Bonding Knife





 Lord Krungharr wrote:
I haven't read any of this thread, but I've had 2 games vs the Farsight 'bomb', and both times I just had to assault it with 2 Flying Monstrous Creatures and a unit of paltry Troops. The little guys charge thus either getting Overwatched or not, who cares, then 1 of the MCs takes the inevitable challenge, and the other either Smash attacks to Instakill every other Tau suit, or if he's got a Staff of Change (and Iron Arm sometimes then he gets a few more attacks. And the Tzeentch FMCs have Prescience on them usually, so they mostly hit.

Of course for armies who don't have FMCs, they're probably screwed!


We're assuming the player is good enough not to leave his bomb in an assaultable position. If they're just dicking it around in the open, and not dancing it behind bubblewraps or onto impassable terrain, (and if they're not taking advantage of I5 hit and run on Ld10 Stubborn) then they're really not doing it right.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in nl
Longtime Dakkanaut





Theorius wrote:
How in the world is their enough los blocking terrain to keep all those monstrous creatures out of sight of the bomb and both riptides on turn 1? the riptides alone should have seen most everything with their 72" ion cannons if not the 36" sms (same with the farsight missile pods) did you play on a cliff map with the cliff on their side, lol, damn!


With hammer and anvil deployment I deployed more than 42 inch away because I didn't want to be seen (nightfight). As you can see on the picture I deployed both hive tyrants behind cover but one would probably be sticking out a bit. Without the wings (because the dont count) they're actually pretty slim (watching their diet). The big piece of terrain in the middle of the field would block the view of one riptide completely towards the Hive tyrant. The both could have shot a tervigon but killing it would be very unlikely. After that the tervigon would survived the match unharmed.

Theorius wrote:

the deathstar either has a 4+ cover in the open / or a 2+ with any form of cover


Oh yes, used another extra stealth for nightfighting...ah well the drones sucked at their cover saves so that compensates for that.

Theorius wrote:

the riptide could supporting fire with the weapon he did not use for interceptor.


Yes, but in this case he used all his weapons.

Theorius wrote:

Going for a chance kill on the tryron with monster hunter would be unadvisable in most situations, making sure you do not run away or get swept is far more important to keep the 1000pt bomb around! then they could have hit and run and shot him and anything else they wanted in turn 4.

Maybe so but if the didn't use monster hunter the wouldn't wound them as much. What if the other Trygon also survived? Another 4 smash hits would cripple the Bomb more and I still needed them to get rid of those tervigons in the end.

Theorius wrote:

Still a close match! and shows tyranids have some chops since none of them had iron arm or enfeeble which would have made it far more difficult, but the tyranid are by no means a hard counter in my eyes they are top tier though!


True, but with 1700+ tournament matches Tyranid will lose a lot because at sum point the cannot take the shooting anymore. And don't get me wrong...you need to play it smart to beat the farsightbomb or else you get crushed.
   
Made in us
Fixture of Dakka





San Jose, CA

Theorius wrote:
 Lord Krungharr wrote:
I haven't read any of this thread, but I've had 2 games vs the Farsight 'bomb', and both times I just had to assault it with 2 Flying Monstrous Creatures and a unit of paltry Troops. The little guys charge thus either getting Overwatched or not, who cares, then 1 of the MCs takes the inevitable challenge, and the other either Smash attacks to Instakill every other Tau suit, or if he's got a Staff of Change (and Iron Arm sometimes then he gets a few more attacks. And the Tzeentch FMCs have Prescience on them usually, so they mostly hit.

Of course for armies who don't have FMCs, they're probably screwed!


I bought the daemons codex and have been studying it. I play to challenge jy2s monsterous flying pink horror army one day when we can meet at the game store we both frequent to see how it goes!

Anytime buddy. Just give me a PM if you can make it out there one of these days (but not next week).

BTW, my daemon list is constantly evolving. The newest daemon list I call my Soul of LoC-N-Load daemons - 2x LoC's and 3 soulgrinders. You'll see it very soon in a video batrep against Reecius' tyranids which he took to Adepticon.


anonymou5 wrote:

Easy prediction because JY2 doesn't run Fateweaver. You table him or he tables you. lol. JY2 is obviously a fantastic player, but his Demon Army is intentionally leaving a lot to the dice.

Edit: As for Drakes, it doesn't matter where you put your 2+ guys, it wounds randomly. I discovered that by attempting to tank a Vector Strike with a TDAWG. I was so proud of my placement, and it didn't matter, four Grey Hunters still died.

Actually, I'm thinking about running Fateweaver again in my list. Recently, I've been running dual-LoC's but I may just give Fateweaver a go. Might as well since I'm already using the model (just proxying him as a LoC).

In my last game against Reecius, I failed my Grimoire 3 times!!!



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
Shas'o Commanding the Hunter Kadre




Olympia, WA

8Pages of "Thius Deathstar can't be beaten and here's why" followed by "...well it CAN be beaten and here's how" followed by more stuff on "nuh uh and here's why"

Probably be easier at this stage to play it or dont and let life teach you lessons about the correctitude of those theories. Cause theory hammering it seems to have run its course.

Hehehe

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in ca
Shas'ui with Bonding Knife





 Jancoran wrote:
8Pages of "Thius Deathstar can't be beaten and here's why" followed by "...well it CAN be beaten and here's how" followed by more stuff on "nuh uh and here's why"

Probably be easier at this stage to play it or dont and let life teach you lessons about the correctitude of those theories. Cause theory hammering it seems to have run its course.

Hehehe


Uh, the first pages saying how easy it is to win with it come from the person's experience.

I'm 6-2-1 with it right now, with a single loss against another Tau player who went first and splatted it (Commander with MSSS & C&CN attached to Riptide w/ Velo-EWO - didn't even need ML) and 2 ties against Heldrake spam that took out my scoring units but died to Skyrays, leaving me chasing down plague marines and deepstruck seekers.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Fresh-Faced New User




So initially I was thinking about necrons using death+despair teks in scythes to drop in and ruin the unit with 4 "2+ wounding, cover ignoring, ap1 flamers along with some rapid fired sniper shots (exact number depending on how many marks are left after interceptor fire) possibly twinlinking the whole lot with a stalker.
(2 x Barge lords, 2 more scythes + 20 warriors in 5 man squads to fill out to 1500)

Not exactly a TAC list, but one that heavily punishes the dire lack of anti air in the list and can pretty effectively murder any deathstar in the game...

But where is the fun in that, How about...

1x Bargelord
2x tremor crypteks
1x5 warriors in an ark
2x5 warriors in Scythes
1x C'Tan Shard with Lord of fire+Writhing Worldscape
1x Doomsday Ark
1x Monolith
Leaving you with 155 points for whatever else takes your fancy possibly an anni barge and some more teks or toys, 3 spyders (though im loathe to run a list with them and no scarabs) or a triach stalker.
A super fun list providing at least 2 ID pieplates on platforms that are heavily unlikely to be damaged by the Riptides...The devious part however comes because...
The Farsun star relies on being in cover and its 3d6 move to get to where it needs to be...
Against this list it needs to be 9" away to stand a chance of melting the vehicles smashing hell out of them.
Unfortunately if they want to use the aforementioned cover and JSJ to get closer
1. The unit is going to be moving as per dangerous terrain during the movement phase . On the roll of a 1 or 2 each for each model will be taking a wound no cover saves allowed (tremor teks/writhing world)
2. Any model that then goes on to use its jetpack to thrust, if it leaves or lands in area cover (which it most likely will to avoid being splattered next shooting phase) On the roll of a 1 or 2 will be taking a wound no cover saves allowed (writhing world)
3. Assuming any models ever make it into 2d6 melta range they will then be praying that every time they shoot, lord of fire doesn't cause them to be removed from play... no wounds, no look out sir, just removed from play. Obviously this hurts people with the ability to fire 2 melta type weapons per turn twice as hard.

A list which hits the star in its mobility, takes advantage of their inability to deal with av13/14 and leaves them crapping their pants in fear of doing anything...which i would consider pretty important after winning X fights being totally unstoppable, retired because its too good etc etc.
Eat hubris you Blue, fishy, commie b4stards.
   
 
Forum Index » 40K General Discussion
Go to: