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Made in gb
Tower of Power






Cannock

Played Shaun and his new Tau on Sunday; here is the bat rep:

Dark Eldar 'Kabal of a Thousand Cuts' - 2,000 points

HQ

Baron Sathonyx

Elites

4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon

Troops

5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon

Fast Attack

Beastmasters - 3 x Beastmasters, 5 x Khymerae & 4 x Razorwing Flocks
Beastmasters - 3 x Beastmasters, 5 x Khymerae & 4 x Razorwing Flocks

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield

Tau 'Kick Ass' - 2,000 points

HQ

Commander - command node, irdium armour & puretide chip
Commander - 2 x missile pods & target lock
Ethereal

Elite

Ripetide - stimulant injector & twin-linked fusion blaster
Ripetide - stimulant injector & twin-linked fusion blaster
3 x Crisis Battlesuits - 6 x missile pods
Crisis Battlesuit - 2 x fusion blasters
Crisis Battlesuit - 2 x fusion blasters
Crisis Battlesuit - 2 x fusion blasters

Troops

7 x Fire Warriors
7 x Fire Warriors
7 x Fire Warriors
7 x Fire Warriors

Fast Attack

5 x Pathfinders
5 x Pathfinders
5 x Pathfinders

Heavy Support

3 x Broadsides - 3 x high yield missile pods
3 x Broadsides - 3 x high yield missile pods

Game: Big Guns Never Tire + Hammer & Anvil - night fight is on

Deployment

I won the roll off for table sides and deployment; I chose the short edge to my left and objectives were placed two in the centre - one in a large ruin in the centre and one in a shrine ruin on the table edge I am on. Shaun placed another objective bottom right corner. Reason I put my objective mid field is I am going that way anyway with my Venoms and I can use my fire power to supress Shaun while Ravagers or a few troop units take the objectives.

I deploy the bulk of my army on the lower left hand side with Baron's unit in a ruin. A Beastmaster pack and two Venoms take the other flank.

Shaun has his aegis across the lower right, behind is are all the Fire Warriors and Ethereal in the centre with Pathfinders positioned in ruins, one unit is manning a multiple missile pod turret (custom turret). Both Riptides take cover in large ruin on the top right flank, this blocks LOS to them. Commanders with triple Crisis Suits take cover in a ruin behind the missile pod and the Broadsides take cover in a ruin and one unit up on the hill. Single three Crisis Suits will deep strike for suicide purposes.

* Tank traps are proxy ADL and HWT are proxy Broadsides.















* Tactical Notes

Broadsides and the Crisis Team are my biggest threats; each unit could take down one of mine a turn. I need to instagib these as quickly as possible with my dark lances and then move up and dish out the pain with Blasterborn.

Pathfinders aren't a threat onw their own, but provide great buffs for the Tau army as whole. I will need to splinter them as quickly as I can so Tau lose their buffs.

Ethereal will be a pain in the ass as the Tau's S5 long range guns can knock out my Venoms. I need take out this unit and get Beastmasters behind that ADL as quickly as I can.

Riptides don't bother me as much as everything else, but still will be a pain as they can over charge those burst cannons. If I can send Beastmasters to tie them up and start taking wounds off with rending I'll be happy.


Turn 1

Shaun attempts to seize but fails.

I move all units up 12" and Beastmasters follow.

Shooting; all Trueborn Venoms move up as I do not want them to go pop and the Blasterborn being out of range. Beastmasters run, Baron's unit gets a crap roll and fails to make it mostly into terrain while other unit gets completely in the centre ruin where the objective is. Ravagers rip into the Broadsides and I wipe out the unit in the ruin bottom right corner and take one from the other unit. Splinters fire and I erase the Pathfinders on the missile pod (I do not want large blasts coming down on my Beasmasters) and seriously deplete the unit bottom right - they pass morale test thanks to the Ethereal bubble.

Tau; Commander power unit comes out to play as do the Riptides, one fails to overcharge but saves thanks to feel no pain.

Shooting; Pathfinders on the bottom right light up the oncoming Trueborn Venom closest to them while the remainding unit lights up the other Trueborn Venom with four dudes in. Broadsides take out the Blasterborn Venom by my table side while the Commander power unit takes out the other Venom - both units are pinned as well! Fire Warriors rapid fire into the supporting Venom on my table edge but night fighting keeps me alive - ha ha no night vision for the fish foot sloggers! One Riptide fires across into Baron's unit and manages to wipe half of them out and kill Baron! Other Riptide dakkas the other Beastmasters, Khymerae absorb a lot of the wounds. Remaining Blasterborn Venom gets shot at by Fire Warriors, it goes down and two remain as it explodes, they then get shot to pieces.

Jetpack moves back into hiding.







* Tactical Notes

Not exactly what I wanted first turn, could be worse I guess. I have taken out a Broadside unit which gives me first blood and a victory point as we're playing Big Guns. Nailed a Pathfinder unit, though the other unit did ok thanks to the ADL.

I have lost Baron and half of the same Beastmaster unit and all Trueborn Venoms are down. I've taken it hard this turn.

Next turn I hope to finish off the Broadsides and get some shots into the super Commander unit. If I can also deplete some wounds off the closest Riptide, I can get the Beastmasters in and tie it up. I will also need to splinter the Fire Warriors and get the other Beastmaster pack behind the ADL so they can cause havoc - I'll need to pick who I shoot carefully so I do not become too much of a victim of supporting fire via overwatch.


Turn 2

I move all Ravagers together and they form up mid field - they will unleash lances on the Broadsides and Commander unit. Both Beastmasters move up while Venoms move to support each Beastmaster unit and the Broadsides - at the moment by army is split, which I am not keen on, but due to LOS from the ruins I should be fine plus need to split so I can get better LOS myself.

Shooting; it takes all three Ravagers to put the Broadsides down after some good cover saves by Shaun and crap shooting rolls by me, but at least they are down. I splinter Fire Warrior units and one unit has a solo dude left (passes morale) and the other unit only loses a single fish-man after wicked saves - not killed as much as I would like. The two Venoms supporting the Beastmasters on the other flank fire into the Commander unit and kill a single Crisis suit while the Kabalite Warrior inside fire through a ruin window in the Riptide, it drops a wound.

Assault; Beastmasters lower right charge, several Fire Warriors overwatch them and I am put out of charge range :( - luckily they are in cover. Other Beastmaster unit manages to charge the Riptide, but Shaun has placed the other Riptide within 6" and I couldn't draw LOS on it, so my Beastmasters take 20 S6 overwatch shots - they survive and charge, Riptide passes all invulnerables/feel no pain from rending Razorwing attacks and only kills a single Beasmaster in return, but yeah, I fail morale and fall back!

Shaun rolls for reserves and two Crisis Suits arrive, one lands close to my Ravager the other scatters away so not in 2D6 armour pen range.

Riptide pursues Beastmasters while the other comes out to shoot some Dark Eldar scum. Commanders unit also comes out to play.

Shooting; markerlights light up the Trueborn by my table edge and they are destroyed by pulse weapon fire thanks to the Ethereal's bonus. Markerlights light up a Ravager for the Crisis Suit, who hits once, but flickerfield saves . Missile pods rain down and take out another Venom, it explodes and two Warriors die. Riptide moans down surviving Trueborn. Other Riptide blasts the falling back Beastmasters, luckily Shaun does rubbish to shoot and I only lose a Razorwing Flock and a Beastmaster.

Suits run and hide again, except Riptide who shot at Trueborn who gets snake eyes.



* Tactical Notes

Looks like this wasn't a turn for the Beastmasters as one unit got seriously mauled by overwatch and the other unit got stopped in their trackers by feel no pain and then chased away :( Also took far too many shots to put down two Broadsides and I didn't kill enough Fire Warriors with splinter fire. Hopefully next turn things will change around.

Next turn I hope to regroup the Beastmasters and get them back in the fight. I'll move the Warriors out their ride to deal with the Crisis Suit sitting mid field while the Ravagers move up - one can claim the objective in the shrine ruin.


Turn 3

Beastmasters regroup and move towards the Riptide which shot at them while other Beastmasters move to the ADL with support from a Venom. Ravagers move a little bit so out of melta range while one claims the shrine ruin. Warriors on foot move through terrain to instagib the Crisis Suit nearby. Venoms supporting the Beastmasters who regrouped move up so the Warriors can rapid fire the Riptide and Venoms blast the Commander unit. Remaining two Venoms move up so if they do get taken out at least I have multiple units to get linebreaker and in range for rapid fire splinter rifles.

Shooting; Venoms by the Beastmasters who regrouped fire into the Commander unit, two Crisis Suits go down and the shooty Commander takes a wound. Squads inside blast the Riptide and take another wound off it. Remaining Venoms and squads blast the Fire Warriors, one unit fails morale and runs off while another only has two dudes left - only two Fire Warriors remain now. Squad in terrain fires at the Crisis Suit, blaster misses, but poison shots take a wound off. Ravagers fire into the Commander's unit, but only manage to instatgib one Crisis Suit and take a wound off the iridium Commander.

Assault; Beastmasters make it over the ADL as limited units to do supporting fire, though only got a two Razorwing Flocks and Beastmaster left, they murder the small Pathfinders and bunker down in a ruin by the objective. Other Beastmasters charge the Riptide, I lose combat, though Riptide takes another wound, only a Razorwing Flock remains who fails morale and falls back - needs double 1 to regroup now as under 25% starting size.

Shaun rolls for reserves and the last Crisis Suit arrives, though it scatters and lands within 1" of my Warriors on foot - I place it top left corner as Shaun has three Crisis Suits getting linebreaker and I doubt I'll kill them all anyway, have I shot myself in the foot here?

Riptides start to flank across to support the remaining Tau force. Commander's depleted unit comes out to take aim at Beastmasters as Ethereal leaves depleted Warrior unit (only one left) and joins the full strength unit, only full strength unit left.

Shooting; Riptide nova charge - I think one fails and has four wounds left while the other Riptide (one Beastmasters kept attacking) has a single wound left and doesn't nova charge. Crisis Suit slags a Ravager giving Shaun a point. Both Venoms at the front of the ADL get toasted by heavy burst cannons - one blows up and kills ALL inside while the other blows up and two dudes remain - they pass morale. Remaining Pathfinders mark the Beastmasters but only hit once after poor rolls, Fire Warriors and Commander unit fires into them but I only lose a single Razorwing.

Suits run and hide, but Riptides are out in the open now.







* Tactical Notes

Things have turned around here and I think I have Tau on the back foot; Commander unit has taken a proper beating, Fire Warriors have limited numbers and Beastmasters among them and Riptides are starting to run out of wounds.

I think Shaun has also made a mistake here as is has ignored the two Venoms close to the Riptides and gone for the ones further away. He could have shot and assault those Venoms/Warriors and probably wiped those units completely out. Now they are in rapid fire range and could put down a Riptide.

Next turn the Beastmasters will do what they do best while supporting Venom will move to the objective. Remaining Ravagers will fire on the Riptides will poison will tackle the two Commanders as the Riptides take fire power from splinter rifles and blasters.


Turn 4

Venoms near the Riptides move up so in rapid fire range while my last operational Venom moves over the ADL ands lands in terrain. Beastmasters move up to the Ethereal's unit while supporting two Warriors on foot move up. Warriors on centre objective move to get better LOS on the Crisis Suit hunting my Ravagers.

Shooting; single wound Riptide gets shot by dark lances and goes down. Other Riptide gets shot by splinter rifles and blasters, it remains with two wounds I think. I fire shots into the two Commanders and the warlord remains with a single wound. Shots go into the Fire Warriors and the two man squad goes down to splinter rifle fire.

Assault; Beastmasters assault the Ethereal's unit - they take NO hits from overwatch, Beastmaster challenges Ethereal, who declines. Tau lose combat, but remain locked - that's fine they cannot shoot in their turn.

Lone Riptide moves towards my bulk of D.E ignoring the two fully intact Venoms. Crisis Suits move up to get into melta range after I moved my Ravagers away. Commander unit comes out to dish missile pod death on the Venom in the ruin.

Shooting; Riptide nova charges and fires into a Ravager, scores immobilised. Crisis Suits fire into the same Ravager, Crisis Suit within 2D6 fails both shots while the other rolls a 1 to damage on rear armour, yeah it was bad. Missile pods explode the Venom after it got hit with markerlights, all dudes are ok though, but are pinned, but within range of the objective.

Assault; Beastmaster challenges Ethereal who refuses, Tau lose again, but remain in combat, damn these guys are brave!





* Tactical Notes

Right, I think this game is in the bag now almost. I have got three objectives, but Shaun could still sort them out with Crisis Suits and Riptide. I do though have points for killing two heavy support choices, first blood and linebreaker. It is make or break this turn.

If I can take out one Crisis Suit then that model cannot contest the centre objective. If I can take out the Commander and finish off the remaining troops (locked in combat), then I think I will have this.


Turn 5

Warriors on centre objective re-position so they are inside the area terrain of the ruin so they do not get assaulting so easily - the area terrain acts as a buffer.

Shooting; Ravagers fire onto the Riptide and it is toast. Splinter cannons open up on the dual Commander unit and they are destroyed, I now get slay the warlord. My unit on the centre objective wipe out one Crisis Suit In assault the Beastmaster and Flock destroy the Ethereal and single Fire Warrior via sweeping advance.

At this point we call it a day as Shaun has no troops to claim any objectives and only has two Crisis Suits and a full intact Pathfinder unit left.

Dark Eldar win with 14 points to Tau 3 - crushing victory!

Summary

That was an extremely brutal game and despite the points saying a crushing victory is was a hard won victory; I have two Venoms left along with three intact Warrior squads, depleted Warriors, depleted Beastmasters and an immobilised Ravager along with a fully operational Venom.

Tau did well, lot better than previously, the supporting fire did me damage twice. To get around this you just need to think who you want to assault and then fire on units close by to deplete them so less fire from supporting fire. This of course is easier said than done when an ADL is there and Ethereal giving more shots.

Shaun played well, but I feel he should have used those Riptides to tackle the two Venoms and squads inside closest to him and then later move up to the centre objective and mash up some Ravagers. Unfortunately the Crisis Suits landed too far out of range to contest any objectives and one of them got gibbed by a blaster.

Cracking game all in all, really enjoyed it, brutal just the way it should be!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut




The Tau player needed to put target locks on those crisis and then have both commanders join that unit. That would have been 4 skimmers being hit with 4 TL st7 shots with Tank Hunter that ignore cover each turn. I run something similar and it just wrecks any vehicle heavy lists. I played an identical dark eldar list at a tourney three weeks ago in the first round and the guy conceded 2nd turn. Although, I will add that him not going first does help you a lot, his list definitely wasn't maximally optimized.

This message was edited 1 time. Last update was at 2013/06/03 15:12:43



7000pts
(In Progress)

"I don't need to hold a single objective to win any of the missions" -FlingitNow 
   
Made in gb
Tower of Power






Cannock

Both Commanders did join the 3 man Crisis Suit unit. One Commander also has target lock.

The command note is re-roll to hit btw. Doesn't matter massively about cover saves as D.E get flickerfields anyway and not always moving flat out.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut




Sorry, my mistake, I didn't notice that he didn't have a mutli-spectrum on that commander as well. (which is odd) He needed to add that as well. I understand the benefit of the flickerfield. He still didn't have the target locks on those crisis though. That would allowed him 4 targets instead of 2, greatly increasing how many skimmers you would have lost each turn.


7000pts
(In Progress)

"I don't need to hold a single objective to win any of the missions" -FlingitNow 
   
Made in us
Major




Fortress of Solitude

I got distracted by those adorable children.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in gb
Tower of Power






Cannock

ajsnips44 wrote:Sorry, my mistake, I didn't notice that he didn't have a mutli-spectrum on that commander as well. (which is odd) He needed to add that as well. I understand the benefit of the flickerfield. He still didn't have the target locks on those crisis though. That would allowed him 4 targets instead of 2, greatly increasing how many skimmers you would have lost each turn.


I wrote the list for him and at the time of writing I thought the re-roll to hit was more important than ignores cover. And yes, more target locks would be useful.

ImotekhTheStormlord wrote:I got distracted by those adorable children.


thanks, they be my brood

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Daring Dark Eldar Raider Rider





Florida

The children look properly excited by the game, as they should.

Loved the battle report. Dark Eldar (me) vs Tau has been my match up for the last four games, the first 2 crushing losses for me, the third a slight loss and the last one was tied. I think my modified list should finally be able to put them under, though. Unfortunately I don't like truborne/venom spam, so I'm somewhat handicapping myself by not doing that. However since we typically make all-comers lists, it's probably for the best.

In any event, it can be a hard battle for the Dark Eldar against the Tau, and you played admirably for the Greater Evil.

This message was edited 1 time. Last update was at 2013/06/06 12:12:11


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Made in gb
Tower of Power






Cannock

Well, they are probably excited as girl baby comes and steals the scatter dice and rolls it up and down the hills and boy baby tries to steal models - he was nearly off with a Riptide! Once he stole someone's Eldar off the table and ran off, I had to pursue him into the garden to re-capture!

I feel D.E haven't got much options besides Venom or Raider spam and I believe Raider spam to be the weakest. What is your list out of interest?

Was a uphill battle, but the dark kin prevailed

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Rough Rider with Boomstick





Georgia, US

Man, you weren't kinding when you said vemon spam.

My blog!
 cincydooley wrote:
It don't want none unless you got buns, hon.
1,500 Points II 1,500 Points II 125
Have a nice day. 
   
Made in gb
Tower of Power






Cannock

I never kid when it comes to spam my friend. If I spam then I do it right

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Rough Rider with Boomstick





Georgia, US

And you did it right.

My blog!
 cincydooley wrote:
It don't want none unless you got buns, hon.
1,500 Points II 1,500 Points II 125
Have a nice day. 
   
Made in gb
Tower of Power






Cannock

Spam approval

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Daring Dark Eldar Raider Rider





Florida

 mercer wrote:
Well, they are probably excited as girl baby comes and steals the scatter dice and rolls it up and down the hills and boy baby tries to steal models - he was nearly off with a Riptide! Once he stole someone's Eldar off the table and ran off, I had to pursue him into the garden to re-capture!

I feel D.E haven't got much options besides Venom or Raider spam and I believe Raider spam to be the weakest. What is your list out of interest?

Was a uphill battle, but the dark kin prevailed


This is off memory without referencing my list but...

Baron Sathonyx
w/ 15 Hellions
Helliarch, Power Lance

Haemonculus w/ Hexrifle
w/ 4 Wracks (to give two pain tokens to Hellions)

2x10 Kabalite Warriors
w/ Raiders, Splinter Racks, Nightshields

5 Wyches w/ Haywire Grenades
w/ Venom, Splinter Cannon

Venom w/ Splintercannon (the Wracks', though they aren't in it)

2x5 Scourges
w/ 2 Haywire Blasters

6 Reaver Jetbikes w/ 2 Blasters

Ravager w/ Nightshields

Razorwing Jetfighter w/ Flickerfield

Voidraven Bomber w/ Flickerfield

It's not a super optimized list, but I win more than I lose, except against Tau. I'm getting better in that department though. I mostly just think this list is a lot of fun, though.

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Lead-Footed Trukkboy Driver




Elizabethtown College

Awesome battle report mate! I just started collecting DE and I'm loving it. If you have a second I have a few questions and would love to hear your opinion. How do you feel about Baron and Hellions joined by a Farseer on a bike? How do you think it compares to the beast pack? I would really like to play with a beast pack, but its pretty expensive to collect. One last question, do you ever take night shields on your venoms or raiders? They seem awesome. Thanks, and once again great bat rep!

I always press dat, if you know what I mean. 
   
Made in gb
Tower of Power






Cannock

Glad you liked the bat rep.

Hellions, Baron and Farseer are a nice combo. Powers are random for the Farseer though that is the problem, but if you get fortune then you are laughing.

Only played against Hellions several times never with them and I can say from absorbing punishment view Beastmasters are loads better. Beastmasters have a lot more wounds, more attacks and don't need to worry about terrain so much. Down size is the Beastmasters cannot score, but you need Baron to make Hellions score anyway.

Never took night shields. I find they do not have that much effect, really. Things going for Ravagers are autocannons, missiles, lascannons etc which all out range the Ravagers lances. On Venoms the blasters are 18" so the night shields only effect rapid fire weapons and meltas etc. Anything with longer range won't be effected i.e multi lasers, autocannons, shuri cannons etc.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Hellion Hitting and Running






Nice game. It is good to see Dark Eldar still has some fight in it. However I think in the DE vs Tau match-up who ever goes first has a huge advantage. First turn you were able to kill off a whole unit of broadsides (which is probably the scariest unit for you) and 1/3 of another, if tau went first the broadsides could have taken down two ravangers and you wouldn't have killed the broadsides so easily. Both armies are really fragile so they need to soften up their opponent before their opponent can fire back at then. That being said DE does have a huge mobility advantage over tau and the number of troops it can field really help in objective games (even if most of them end up dying). The DE list looks really solid Ravagers to pop open tanks and transports and mass splinter weapons to kill off everything else. The tau list is a very solid TAC list but against DE missile pods on the crisis suits would have been so much better than fusion blasters and target locks for the braodsides so they could take multiple things down a turn.

   
Made in gb
Tower of Power






Cannock

I think D.E are perfectly fine to be honest and are a pretty strong codex in 6th ed. I very rarely have problems against any list and the only lists which will give me problems will be extreme shooty ones such as Purifier spam, Mech Guard, Tau and Serpent Spam, but thanks to hull points the blasters etc will glance those down. Not had problems against Mech Guard yet.

The Tau list I wrote for my mate and hasn't been changed a lot. The fusion blasters are mainly for suicide drops against tough armour as the Tau list hasn't got much answers for that.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Tough Tyrant Guard






I play venom spam and night shields are a HUGE deal against Tau. Most Tau weapons are 36", bringing them down to 30" means you outrange him with the vast majority of your guns. In fact, you can deal with not having your blasterborn in range because you can keep almost the entirety of your army out of his range pretty safely.
   
Made in gb
Tower of Power






Cannock

Well, providing the ranges are right, the Tau could just move up 6" and be in range of Venoms then. You still have the issue of blasters inside the vehicles too.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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