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TauDar at Bugeater GT 2013 (Pictures of Armies Posted in OP, GT Report Completed with Review!!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How do you think the TauDar did in the GT?
They go undefeated and I claim my 2nd Straight GT best general.
I fight valiantly but fall one time and end up 5-1.
Cant win them all and sometimes your just beat. 4-2
Split it even down the middle. 3-3
Couldnt quite keep it 500. 2-4
It was a bad day for the greater good. 1-5
A rough outing.... 0-6 and/or I dropped

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Made in us
Powerful Ushbati





Manhatten, KS

I traveled up to the bugeater this weekend in Omaha, NE and tried my luck against some of the players in the midwest. I will post a complete GT Report with pictures. Wont be able to get it posted tonight but here is my list.

1850 Pts - Tau Empire Roster

Total Roster Cost: 1850

HQ:
1 Ethereal, 55 pts + Blacksun Filter

Troops:
1 Kroot Carnivore Squad, 165 pts
20 Kroot, (Sniper Rounds)
1 Krootox Rider,

12 Fire Warriors, 108 pts
10 Fire Warriors, 90 pts
10 Fire Warriors, 90 pts

Fast Attack:
5 Pathfinders, 55 pts

Heavy Support:
1 Hammerhead Gunship, 146 pts = (Submunition Rounds + Disruption Pod) + Blacksun Filter

1 XV88 Broadside Team, 300 pts
1 Broadside Shas'vre, + (Twin Linked Plasma Rifle) + Shas'vre + Early Warning Override
2 Missile Drone,
1 Broadside Shas'ui, + Early Warning Override
2 Missile Drone,
1 Broadside Shas'ui, + Drone Controller
2 Missile Drone,

1 XV88 Broadside Team, 297 pts
1 Broadside Shas'vre, + (Twin Linked Plasma Rifle) + Shas'vre + Early Warning Override
2 Missile Drone,
1 Broadside Shas'ui, + Early Warning Override
2 Missile Drone,
1 Broadside Shas'ui, + Early Warning Override
2 Missile Drone,


Troops:
3 Guardian Jetbike Squadron (Troops) [EL], 66 pts

HQ:
1 Eldrad Ulthran (HQ) [EL], 210 pts

HQ:
1 Commander, 168 pts = (Drone Controller + Command and Control Node + Puretide Engram Neurochip + Multi-Spectrum Sensor Suite + XV8-02 Crisis 'Iridium' Battlesuit) (yes I gave him no weapons.. he is there purely to boost the broadsides and eat s8 shots.)

1 Aegis Defence Lines, 100pts (Quad-gun)



What are your alls predictions on how I did?

Alright here are some of the armies that showed up. The pictures are done with my phone as I recently moved and couldnt locate my camera to bring out for this one. Either way this is why I dont try to hard when painting as I already know I am not the best out there.

Some of the Armies at the Bugeater 2013:

Spoiler:


Nids

http://www.dakkadakka.com/gallery/503512-Imperial%20Guard2.html?m=2
Loved this IG Army


Scott's NORKS

Its inquisition and those are dreadknights.. what army it actually is...? Either way it looks cool!

Chaos Crons

Tau with a riptide and possibly farsight!

Your alls ideal build. 3 Riptides and plenty of marker lights. Tau

Necron AV 13 Spam

CORKS!

Horde IG!


Brad's Dark IG!

IGORK

This message was edited 34 times. Last update was at 2013/06/17 15:12:07


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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




Let's hope you don't run into too many Landraiders/Russes. All I see is missile drones so what's the point of the Drone Controllers? Those are pretty scary broadside units and Eldrad means they're never deployed out of position, and you've got decent mobility in your troops between the infiltrators and the jetbikes. If your opponents are disciplined enough to take out your troops or can get something in combat with your broadside units you're in trouble, but that's easier said than done. I figure you probably did pretty well as long as you didn't run into lots of AV14.
   
Made in us
Death-Dealing Devastator




Omaha, NE

I'm glad you could make it back up after missing last year. I don't know if you saw the results, but you were 1 battle point away from tournament runner up. Really, really close.
   
Made in us
Powerful Ushbati





Manhatten, KS

 TimmyMWD wrote:
I'm glad you could make it back up after missing last year. I don't know if you saw the results, but you were 1 battle point away from tournament runner up. Really, really close.


No spoilers you!

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

Your list isn't exactly optimized, but because the new Tau are a top-tier codex and your skill level is high, I'd say you did pretty well. I predict a 4-2 finish.



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
Crazed Spirit of the Defiler






Thinking its a split, as JY2 said it isn't exactly optimized and fire warriors and kroots are pretty squishy.

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. 
   
Made in gb
Deranged Necron Destroyer






Voted 4-2, Tau dex is is outrageous op if they can keep their gunline intact, so i think you lost the two where you where forced to leave that line to soon.

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


 
   
Made in us
Powerful Ushbati





Manhatten, KS

 jy2 wrote:
Your list isn't exactly optimized, but because the new Tau are a top-tier codex and your skill level is high, I'd say you did pretty well. I predict a 4-2 finish.



I am curious to know what part of it is not optimized?


To Thread: Will have the first round started tonight. You all are gonna love my first round match-up.

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Regular Dakkanaut




greensboro,northcarolina

I think if your face the imperial gun line and they go first you lose?
   
Made in de
Ultraviolent Morlock







I think you have nothing to kill off av14s. One HH is not enough to do the job. I'm even worried a drop pod furioso oder iron clad dred might ruin your day.
   
Made in us
Fixture of Dakka





San Jose, CA

 Tomb King wrote:
 jy2 wrote:
Your list isn't exactly optimized, but because the new Tau are a top-tier codex and your skill level is high, I'd say you did pretty well. I predict a 4-2 finish.



I am curious to know what part of it is not optimized?


To Thread: Will have the first round started tonight. You all are gonna love my first round match-up.

Not that they need it, but it will sure make things easier (and better) for the army:


Riptides.

More markerlight support.


Without those two elements, your list is good, but it isn't a tournament-winner.




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
Tunneling Trygon






I would agree on the lack of Markerlights. Honestly all it would take is losing first turn and you've lost the Markerlights. Even if they survive, it'll be by going to ground, and that basically neuters them. Its a good list, and everything I've read of yours indicates you are a skilled player, but I think your list could show some improvements. I'm not overly bothered by no Riptides personally, so I'm voting 5-1. But, I'd definately say this isnt a tournament winner.


 
   
Made in us
Powerful Ushbati





Manhatten, KS

Alright I understand markerlights are good. What is the main benefit of markerlights that can be done to the same effect with prescience and perfect timing. Not to mention the commander that does both?

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Deranged Necron Destroyer




I would argue markerlights do very little that the Commander doesn't, but his powers combined are worth about 4-6 markerlight hits. For 168 points, you could have taken an additional 15 pathfinders, which is 7-8 markerlight hits on average. Granted, that doesn't give a Broadside unit the awesome Puretide stuff, nor the survivability. However, it does give you 15 more contesting bodies on the field and their markerlights can be used by any of the units rather than a single one the commander has joined. Also if you need it, it gives you an additional 30 S5 shots (though this is rarely useful, it is there). IMO it just splits up your threats a bit, whereas at the minute the Broadsides appear to be number 1 priority for most lists and you're in the interesting position where the model you've relying on to tank shots is also presumably your Warlord and crucial to the power of a unit. I may be wrong and you have far more experience with the army/at tournaments than I do but that seems like a list weakness to me.

This message was edited 1 time. Last update was at 2013/06/03 21:02:47


 
   
Made in us
Tunneling Trygon






 Tomb King wrote:
Alright I understand markerlights are good. What is the main benefit of markerlights that can be done to the same effect with prescience and perfect timing. Not to mention the commander that does both?


True, but rolling for powers is inherently unreliable, even Eldrad. Perfect timing can only be given to one unit, and since Eldrad wont have fortune then he can be killed. Obviously your Batreps will show how it worked out, and hard results always matter more than Theory hammer. My guess is though that any losses also involve a very early loss of Markerlights.


 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Tomb King optimized his list by not taking a lot of markerlights. To me this shows good design philosophy for list building. Psychic powers that are Blessings are highly reliable if the casting psyker is Ld10. Also using Divination in lieu of markerlights can equate to this lasting longer throughout the game. Pathfinders can be forced to go to ground or even quickly eliminated with shooting... For example they really don't like Griffons. For this GT points level I think this was a good decision.

This message was edited 1 time. Last update was at 2013/06/03 23:47:06


My blog... http://greenblowfly.blogspot.com

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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Powerful Ushbati





Manhatten, KS

jifel wrote:
 Tomb King wrote:
Alright I understand markerlights are good. What is the main benefit of markerlights that can be done to the same effect with prescience and perfect timing. Not to mention the commander that does both?


True, but rolling for powers is inherently unreliable, even Eldrad. Perfect timing can only be given to one unit, and since Eldrad wont have fortune then he can be killed. Obviously your Batreps will show how it worked out, and hard results always matter more than Theory hammer. My guess is though that any losses also involve a very early loss of Markerlights.


Eldrad had 4 psychic powers which he took on 3d6 dropping the highest. My chances of having divination where way higher then marker lights.

Dozer Blades wrote:Tomb King optimized his list by not taking a lot of markerlights. To me this shows good design philosophy for list building. Psychic powers that are Blessings are highly reliable if the casting psyker is Ld10. Also using Divination in lieu of markerlights can equate to this lasting longer throughout the game. Pathfinders can be forced to go to ground or even quickly eliminated with shooting... For example they really don't like Griffons. For this GT points level I think this was a good decision.

This is something a lot of people dont realize. Pathfinders are nice. But they are 11 points a model. They cant move otherwise they snap fire and they only have a 5+ armor save. This all added up equals me unwilling to run to many of them in a list. I tried multiple pathfinder units. Thought it was a bit overkill. TBH there arent many builds I fear with this army. There are only like 1 or 2 builds that I think would give me some trouble.

Alright here we go.

Round 1:
Opponent: Space Wolves/IG
Mission:
Primary: 5 Objectives deployed in an X on the board.
Secondary: Kill Points
Tertiary: Table Quarters (Same for all 6 missions )
Deployment: Dawn of War

His Army:
Rune Priest PA
Rune Priest PA
CCS in Chimera

Troops:
10 Grey Hunters w/ flamer; plasma; Wolf Standard, in Drop pod
10 Grey Hunters w/ flamer; plasma; Wolf Standard, in Drop pod
10 Grey Hunters w/ plasma; plasma; Wolf Standard, in Drop pod
10 Grey Hunters w/ Melta; Melta; Wolf Standard, in Drop pod
10 Grey Hunters w/ Melta; Melta; Wolf Standard, in Drop pod

Infantry Platoon:
PCS
3 x INF Squad w/ Autocannons

Infantry Platoon:
PCS
3 x INF Squad w/ Autocannons

Vendetta


Pre-Game Analysis:
Spoiler:
all in one! My strategy going into this match-up is seriously along the lines of I don't think I can win this game. Drop pod armies can be nasty for gun-lines. Not to mention Grey Hunters are imho the best units for drop pods. My biggest issue I see with this game is trying to protect myself while also getting to the objectives. Also I have to be able to handle his alpha strike and hopefully weaken him enough before he runs me through. I am missing my black mace prince and the ugly misfits already. After the initial shock of being paired with my worst possible match-up against one of 2 drop pod armies in the entire tournament I start to form a plan and hope it works. I can bubble wrap with the kroot. The powers I rolled were prescience, forewarning, invisibility, and foreboding.


Initiative: TauDar


Deployment: I deploy the aegis on my left flank. Rather then outflank the kroot which would probably die to mass las fire I bubble wrap with them on the outer most point inside the aegis. Inside of them I place the pathfinders, Hammerhead, Ethereal & Eldrad with some fire warriors and the unit of broadsides without the commander. On my far right flank I place the commander and the other broadsides on a hill. The commander is up front to tank wounds for the broadsides. I reserve 2 units of fire warriors and the jetbikes. He deploys both squads in a blob with the rune priest one on each flank. The rune priest both get prescience along with another power. He rolls to seize but fails to seize.

Tau Turn 1:
Spoiler:



I cast forewarning on the kroot and invisibility on the squad with eldrad and the ethereal. I put prescience on the left broadside unit. Shooting does minimal damage. On the right flank the SMS do some damage along with some of the drones as they all shoot twin linked and ignore cover. He passes his leadership though. Now its just time to weather the storm... Praying for a mishap!


SW Turn 1:
Spoiler:


So come the wolves. He deep strikes the 2 flamer squads on the far left flank and drops a 2 melta squad on the right flank to hit the commander and the broadsides. On the far left side one of the pods scatters back some so he has to move up a good deal to get in range with the flamer leaving it at the front of his squad. The kroot fire the quadgun and kill only one marine but it just happen to be the flamer. The left unit of broadsides fires SMS into that squad and drops 2 members of the far left squad also killing off the flamer. On the right flank the space wolves are in the open and pay for it. All 3 of the broadsides open up with everything. I kill 3 space wolves including one of the melta that is precision shot out of the squad. They actually flee but only go 3". On the left flank his grey hunters open up. Shooting at my pathfinders. They kill 1 pathfinder as the pathfinders go to ground. The other squad shoots at the ethereals squad but only kill 1 fire warrior. His left flank blob fires at the ethereal squad as well but only kills 1 fire warrior as they have a 2+ atm. At the end of this turn I have lost a total of 3 models. He has lost 7 including plasma overheats.


Early Game Analysis:
Spoiler:
I played a near perfect first turn and it really gives me a lot of hope in a game I looked at as a possible auto lose situation. Interceptor was crucial in hampering the amount of damage I could take. However, it came at a cost as now my broadsides cant shoot those same weapons. This is where the missiles earn their keep and keep the squad firing. Also any weapons not fired for interceptor can still be used so the left broadsides can still fire just not their sms. I wouldn't mind getting my reserves in this next turn as it would help me clear the immediate threat I still have at my door. Even with the early success it is hard to kill 23 MEQ that are currently at my doorstep.


Tau Turn 2:
Spoiler:


I roll for reserves and none of them come in. This is fine though as I would like to see where his other marines come in. Would of been nice to see if I could kill off his space wolves though. Eldrad cast foreboding on the kroots as well as forewarning. He also drops prescience on the broadsides. They move up to shoot the marines on the far left flank. The kroot move over ready to receive a charge if needed. They also maximize the ethereals bubble of extra shots. On the far right flank I decide I am going to charge the 7 space wolves. I can give them furious charge but 7 is a lot. I decide the best course of action is to shoot them first with the missile drones. I succeed and drop them to 4 but they auto flee . I am now closer then i want to be and primed to get charged back. On the far left flank the kroot, broadsides, fire warriors, and the hammerhead shoot at the space wolves. The result is they clear the left flank of any space wolves. Of the 30 original spacewolves only 4 remain alive.


SW Turn 2:
Spoiler:
The emperor smiles upon the wolves as all of their reserves come in. Both drop pods land on the far right flank. After seeing the destruction wrought in the marines on the left flank this was the right choice. The vendetta also comes in ready to level the broadsides as well. I intercept his vendetta and hit it twice and manage a pen and a glance. However, since I only ignore cover in my shooting phase he makes his jink for the pen result. I fire the quadgun that way as well but only manage one more glance. The vendetta shoots at the broadsides but is snap firing and fails to hit. The space wolves on the flank auto rally. He moves up and all of those squads fire at those broadsides. He manages to kill 1 broadside and 3 of the drones. He also does a few wounds to the commander. The 4 man squad then charges me while popping their banner. The end result is a tie combat 1 to 1.


Tau Turn 3:
Spoiler:

This time all of my reserves come in. Both fire warriors squads come in the right flank to help and eliminate the wolves there. This is a must as I cant afford to let him claim that obj or table quarter. I just hope the broadsides can hold. I make the broadsides stubborn with the commander. Eldrad gives the bikes invisibility and I turbo them to the center. I did this because my opponent didnt want to agree we could get another turn in and left it open for either way. I give the kroots forewarning and move them up giving them run and shoot with the ethereal to a little bit of when the pathfinders made them BS 4 still. I focus fire on the closest SW squad on the right flank and they flee with only 5 survivors. In combat the commander manages to hold and they kill 1 more of the space wolves and lose combat but stubborn lets them hold.


SW Turn 3:
Spoiler:

He cast prescience on his rune priest. The one on the left gets it to go off the one on the right perils. He takes out some of the kroot. The 5 man squad that fled rallies and moves to hit the jetbikes but fails their long charge. His space wolves finally kill the commander in combat with the final wound that I decide to take instead of passing to my last drone. They sweep the drone and consolidate towards that far right objective. The vendetta moves that direction and lands on the objective. He appears to be trying to contest it automatically if I am unable to get within 3".

Current score is:
TAU: 2 OBJ
SW: 2 OBJ
Tau: 2 KP
SW: 2 KP
Tau: 1 Table Quarter
SW: 3 Table Quarter

We decide to play another turn as it is tied all the way to tertiary and there is still enough time. Also we didnt measure how close I was to bottom obj so this is just quick glance.


Tau Turn 4:
Spoiler:

I cast invisibility on the middle bikes again. I go to cast forewarning on my kroot and my opponent says that is for psyker and his squad only. I apologize as I had been casting it all game differently. It is perfect timing that is cast on the psyker and his squad. Didnt realize this mishap til later. Either way I settle for putting prescience on the broadsides. The ethereal does the same run and shoot ability. The bikes move towards his guardsman but I get a poor run with the kroot and only one model makes it within 3". With only a 6+ save they wont be able to hold it so instead of turboing up to contest his objective I turn around and make sure I get the middle because if I lose it I am hosed. On the far right flank I move up one squad to hte left of the objective and move the other to intercept the space wolves. The hammerhead shoots down his vendetta finally. The entire squad inside is killed off. The combined firepower from the kroot and the broadsides kills off his squad in the middle. I run the fire warriors onto the obj better on the right flank and run the other squad up to keep him from getting past me. Even if I lose one of the 2 objectives I still have the game locked up pretty good with kill points. Now its just time to ride it out.


Current score is:
TAU: 3 OBJ
SW: 2 OBJ
Tau: 5 KP
SW: 2 KP
Tau: 1 Table Quarter
SW: 3 Table Quarter


SW Turn 4:
Spoiler:
He cast prescience on both rune priest and perils with both. The one on the right dies. He moves his left blob up and issues the command fire on my target re-roll successful cover saves and shoots at the bikers. I roll my 2+ saves: , 3, ! He then shoots the chimera at the last one and I roll my save. ! That really hurt. He then shoots his auto cannon at them in the blob and does 3 wounds. He also shoots his 3 drop pods on the right flank at my fire warriors on that objective doing 1 wound per pod. My saves: . My leadership ,3! They flee off the board. The auto cannons in the middle give me a 5+ cover save. I roll a 5, 6, and 6. That at least redeams some of what just happened as I was able to hold onto the middle objective. He charges my fire warriors remaining on the right flank and does 16 wounds. I fail 11 and get wiped out before swinging. He consolidates onto that objective. All i can do at this point is . Victory was snatched from me just like that as my opponent managed to do everything he wanted to do except kill the kroot.


Final Score Results and Post-Game Thoughts:
Spoiler:
TAU: 2 OBJ
SW: 3 OBJ
Tau: 6 KP
SW: 5 KP
Tau: 1 Table Quarter
SW: 3 Table Quarter

Victory Space Wolves: 18 VP to 7 VP

AAR:That was a painful loss to take. The tau did so well and then just fell apart there a the end. I am still proud of how well the army did considering the match-up. Had the dice been just a pinch more kind on that final turn I would of been able to hold on to the upset win. I actually consider dropping out and just heading back home here because I had training the next night throughout the night. After some consideration I decided I drove 3 1/2 hours myswell get some games in and see how well I can do the rest of the day. The mvp for this game is pretty close between the commander and eldrad. Eldrad was a constant not failing a single power. The commander would of been MVP hands down had he held out for just 1 more turn. lol. Either way it was a good outing and I enjoyed the challenge of taking on one of my worst possible match-ups. Especially when my opponent is a skilled general.




This message was edited 9 times. Last update was at 2013/06/05 00:44:59


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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Haemonculi Flesh Apprentice






Ha ha ha OH EM GEE! That is a bad draw man, but if you can scrape by this you are well on your way

What was Hulksmash's primary? I know it's supposed to be an ironwarrior dark mechanicus theme, or I thought but is he using C:SM?

   
Made in us
Youth wracked by nightmarish visions



Kansas City, Mo

I wish I could have gone this year. I will live through your games.

One question on the list though. Drone controllers can't control missle Drones. Is this faq'ed and if not then did no one say anything to you?

I play 40k. 
   
Made in gb
Secretive Dark Angels Veteran






That Chaos Cron army.... Only way it could be worse is two more ABs.

Strong Ork showing, I'm surprised.

This is Eldrad's last hurrah. Was your plan to drone controller your Missile Drones foiled in the end?


Mechanicus
Ravenwing
Deathwing

Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
Made in us
Dakka Veteran




Bay Area

I agree on not taking marker lights especially pathfinders.

I am biased personally towards farsunstars but even without that unit I would run minimal to no markerlights.

Alot of the good elite troops have twin linked options or just plain dont need it!

   
Made in us
Fixture of Dakka





San Jose, CA

I feel a JAWS or 2 coming!

If that is Hulksmash's army, then I think you will lose this matchup. It's hard enough for your army to deal with 60 MEQ's coming down in drop pods and getting the alpha strike on you, but one that is run by a general the caliber of Hulksmash? And can we say bye bye broadsides as they fall through the gaping chasms.


Asmodai Asmodean wrote:
That Chaos Cron army.... Only way it could be worse is two more ABs.

Not really. In this case, he is trading 2 AB's for 1 more heldrake with CSM being primary.


 Dozer Blades wrote:
Tomb King optimized his list by not taking a lot of markerlights. To me this shows good design philosophy for list building. Psychic powers that are Blessings are highly reliable if the casting psyker is Ld10. Also using Divination in lieu of markerlights can equate to this lasting longer throughout the game. Pathfinders can be forced to go to ground or even quickly eliminated with shooting... For example they really don't like Griffons. For this GT points level I think this was a good decision.

Hmmm....interesting.

Psychic powers are anything but reliable nowadays. 4 powers isn't guaranteed to get you the power you want. I've seen Swarmlord fail to get Iron Arm just as many times as he has gotten it. Divination is a single-point-of-failure. Enemies that focus on Eldrad's unit can and will wipe it out, especially since he is forgoing Fortune to get Divination. Same as 1 unit of pathfinders. That is why you need multiple sources for markerlights (not necessarily pathfinders) - for redundancy against the situations you just described.

But the Tau are still new. I'm pretty sure they will win a major GT and very soon, especially when more and more good players start running Tau. Trust me, you're going to see winning builds more similar to Yakface's Rippling Markerlight army (though with some riptides thrown in).


 Tomb King wrote:
Alright I understand markerlights are good. What is the main benefit of markerlights that can be done to the same effect with prescience and perfect timing. Not to mention the commander that does both?

Markerlights can benefit more than 2 units. It can also remove cover for multiple units. The commander's buffs only affect the 1 unit he is with.

My philosophy on force multipliers is this - the more units you can benefit, the better. That's why powers and abilities such as Enfeeble, Misfortune, Doom and Markerlights I feel are superior. They benefit the entire army. The exception is a power that benefits a single unit but only if that unit is a deathstar-type unit (i.e. Invisibility, Fortune, Iron Arm, Precognition on deathstars or monstrous creatures).



This message was edited 3 times. Last update was at 2013/06/04 08:08:40



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Jaws can be a problem, but this SW army is using the Rune Priests in the blob squads - remember that SW Drop Pods can only hold 10 models, so there won't be any psykers podding in. With proper movement, Tomb King can probably keep out of the 24" range.

I'd still give this one to the Space Wolves, if only due to the number of scoring units. The TauDar list can't engage enough targets (or deal enough damage) to fight all those Grey Hunters.
   
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People it's the old Eldar codex. Runes of Warding is still active so JAWWS isn't as deadly as it is with the new Eldar codex.


JY2 you've seen Swarmlord fail to get iron arm as many times as he's gotten it? Then you haven't seen him roll 4 times on Biomancy many times. The odds say differently. 4 rolls to get one power out of 6 rerolling any doubles. He will get iron arm more times than he won't. Those are the odds and how we love our odds in this game.
   
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Eye of Terror

Yeah jy2 it's not nearly as bad as you make it out to be. He does have to face off versus two rune staffs this game but something like that is fairly rare now.

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No my opponent was from minnesota but was not brad. As for the drone controllers. No I did not catch that. I was playing it wrong all weeekend. My apologies to all of my opponents. Though TBH the main damage caused by those units were from the broadsides themselves. You all will see. I will try to post this round one tonight.

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)

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San Jose, CA

Siphen wrote:
Jaws can be a problem, but this SW army is using the Rune Priests in the blob squads - remember that SW Drop Pods can only hold 10 models, so there won't be any psykers podding in. With proper movement, Tomb King can probably keep out of the 24" range.

I'd still give this one to the Space Wolves, if only due to the number of scoring units. The TauDar list can't engage enough targets (or deal enough damage) to fight all those Grey Hunters.

Hmmmm....guess I'm a little rusty with my Space Wolves. The last time I ran them with drop pods was back in the 2010 Ard Boyz. Lol.

In any case, if it was me, I would have left 2 hunter units with only 9 men for some flexibility for these types of situations. Great against tyranids, tau and wraithwing necrons.


DarthDiggler wrote:
People it's the old Eldar codex. Runes of Warding is still active so JAWWS isn't as deadly as it is with the new Eldar codex.


JY2 you've seen Swarmlord fail to get iron arm as many times as he's gotten it? Then you haven't seen him roll 4 times on Biomancy many times. The odds say differently. 4 rolls to get one power out of 6 rerolling any doubles. He will get iron arm more times than he won't. Those are the odds and how we love our odds in this game.

Then I've bucked the odds. This is from my experience running the Swarmlord and from playing against Janthkin's Swarmlord nids. Though in Janthkin's defense, he normally goes for Telepathy first in order to try to get Invisibility (I still don't see him get Invisibility consistently enough, however).

And actually, you could get the same power twice. It's happened to me before. Get a crappy power. Swap out it for your Primaris. Then roll and get the same crappy power again. Lol.


 Tomb King wrote:
No my opponent was from minnesota but was not brad. As for the drone controllers. No I did not catch that. I was playing it wrong all weeekend. My apologies to all of my opponents. Though TBH the main damage caused by those units were from the broadsides themselves. You all will see. I will try to post this round one tonight.

He's got a decent list, though if it was me, I'd take out 1 grey hunter each from 2 units for the flexibility of being able to put my HQ's in there if I wanted to.

This message was edited 2 times. Last update was at 2013/06/04 16:28:43



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How do the space wolves have any chance? Not all of them come in same turn do they?

Intercept alone will do 24 missiles into 1-2 units.

Then he tries to shoot dudes past the aegis with bolsters and a few plasma?

Then the suits do 50 more shots?

The troops have 30 str 5 guns, 20 snipers and an auto cannon.

The ethereal makes them all stubborn with his leadership...

   
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Manhatten, KS

Theorius wrote:
How do the space wolves have any chance? Not all of them come in same turn do they?

Intercept alone will do 24 missiles into 1-2 units.

Then he tries to shoot dudes past the aegis with bolsters and a few plasma?

Then the suits do 50 more shots?

The troops have 30 str 5 guns, 20 snipers and an auto cannon.

The ethereal makes them all stubborn with his leadership...


Intercept isn't on the drones. It is only on the broadsides themselves and if they shoot with interceptor they cant shoot in the following turn.

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)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
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Bay Area

 Tomb King wrote:
Theorius wrote:
How do the space wolves have any chance? Not all of them come in same turn do they?

Intercept alone will do 24 missiles into 1-2 units.

Then he tries to shoot dudes past the aegis with bolsters and a few plasma?

Then the suits do 50 more shots?

The troops have 30 str 5 guns, 20 snipers and an auto cannon.

The ethereal makes them all stubborn with his leadership...


Intercept isn't on the drones. It is only on the broadsides themselves and if they shoot with interceptor they cant shoot in the following turn.


thats why i said 24 missiles, 4 missiles from High yield per broadside, yes no? or they 2 per?

it is also why i said only 50 in the following turn which would be sms and the missile drones.


   
 
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