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.
2013/10/06 13:22:38
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
jy2 wrote: . . . For my next matchup, I do something very unconventional to try to throw my opponent off. . .
Now that's just as bad as ending the season of a tv show with a to be continued.
Replace his dice with d3's?
Glue magnets under his mini's and use a strong magnet under the table to slide them back an inch when he's not looking?
Coat his tau with LSD when his attention lapses?
What could it . . . Oh fine I'm just shamelessly bumping you to page 4. Great rep's so far.
3900 pts 1300pts
2013/10/06 15:16:02
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
Tau Commander - 2x Missile Pods, 2x Shield Drones, Early Warning Override, Velocity Tracker, Command & Control Node, Puretide Engram Neurochip, Multi-Spectrum Sensort Suite, Iridium Armour, Yada, yada, yada....
Commander Shadowsun - 2x Shield Drones
Riptide - Ion Accelerator, TL-SMS, Early Warning Override
Riptide - Ion Accelerator, TL-SMS, Early Warning Override
Riptide - Ion Accelerator, TL-SMS, Early Warning Override
8x Fire Warriors
8x Fire Warriors
8x Fire Warriors
8x Fire Warriors
Who knew Tau could be so intimidating? Almost as intimidating as my army. Ok, guys (and gals), time for the Top 10's of the day.
Top 10 Reasons why Taudar will win.
1. Awesome firepower.
2. My army has problems against massed 2+ units.
3. He can potentially kill off all my flyers with the amount of Intercepting guns in his army.
4. Big Guns gives him some super-resilient scoring units - his broadsides and skyray.
5. Riptides need to be dealt with and yet, they are non-essential, sacrificial units.
6. Tau is going 1st for the alpha-strike. He'll actually get 2 turns to shoot down my army before any of my reserves (i.e. flyers) can come in.
7. He actually has 2 objectives on his side of the table to my 1.
8. Against my army, ion accelerators may actually be better than the Heavy Burst Cannons as they will double-out my wraiths. Against my flyers, however, he's just going to have to rely on volume-of-fire from his broadsides, who are at least twin-linked.
9. Jetbikes and farseer gives him the mobility he'll need to contest/grab my objectives.
10. With the amount of blast weapons he's got in his army, he is going to screw with my positioning, forcing me to spread out more than I'd like. That includes my annihilation barges and not just my wraithstars. Spreading out will also make deployment harder for me, as I plan to do a refuse-flank deployment to try to minimize his alpha-strike.
Top 10 Reasons why Necrons will win.
1. I've got super-durable units.
2. My army is very fast. Can he kill enough before my units break into his lines?
3. Necron flyers in an objectives-game. 'Nuff said.
4. My firepower is not to be trifled with. Under-estimate it at your own peril.
5. I'm going 2nd and will have the final say.
6. Though I have never played against Israel before, I have a lot of experience playing against the new Tau.
7. He can't take out my flyers reliably.
8. Other than by assault with riptides or with his Buff Commander + missile-sides, he can't take out my scoring annihilation barges reliably as well.
9. My wraiths, who are my "non-essential, sacrificial" units, cannot be ignored. He has to deal with them and at the same time, I want him to.
10. I've got a secret weapon. **Cough, cough....ResOrbs....cough. Ahem.**
His Commander is his Warlord. I forget his Warlord trait.
I get a very good Warlord Trait - the ability to re-roll reserves. That is going to come in very handy....or at least I hoped.
It is night-fight.
Tau deployment to the right (from my perspective).
And to the left.
Shadowsun + 1 unit of fire warriors will be outflanking.
As for my deployment, I try something very different and unconventional.
First off, I do a refuse-flank deployment with my wraiths. I deploy them all on the right flank.
By the ways, my Warlord is the Destroyer Lord furthest away from my opponent's army (along the right table-edge).
Overview of our deployment.
Notice anything missing?
That's right....I reserve ALL of my annihilation barges. This comes as a surprise to say the least to my opponent.
Will my gambit work? Or am I crazy for leaving all my firepower off the table? What do you think, guys?
Finally, Israel scouts his pathfinders towards my army.
I had hoped to avoid them, but with their scout move, they are now in range to illuminate my left-most wraithstar. Oh well, it couldn't be helped. Because of his riptides, I had to spread out and by doing so, I couldn't completely avoid most of his units (and in particular, his pathfinders). This is going to hurt, but there's really not much I can do about it.
Tau movement. Farseer puts Prescience on the pathfinders and Guide on a riptide. He puts Forewarning on a 3rd unit.
Broadsides who are out of range instead run.
Pathfinders put 4 markerlights on the closest wraithstar unit (the only one they had range to).
Everyone who can fire does.
His limited shooting takes out my left D-lord and 3 wraiths from that unit as well as put 1W from my middle D-lord and take out 2 wraiths from his unit.
Riptides then move in the Assault phase.
His Commander also moves in the Assault phase, though he only shifts his position within his unit.
Fortunately for me, my D-lord gets back up. So despite my best efforts to deny my opponent some of his shooting, he still manages to take out 5 wraiths and wound both of my D-lords. Ouch.
Necrons 1
Spoiler:
Wraiths advance. My goal is to make it to the LOS-blocking terrain. Middle D-lord joins my Warlord's unit.
I make it to terrain, but it is of little comfort. My opponent can still see most of my units and with the mobility of his riptides, he can probably position them to get even better LOS.
Turn 2 will be a crucial turn. That turn will probably make or break my army.
Taudar 2
Spoiler:
Shadowsun comes in on my board edge. He actually wanted to do that.
Fortunately for me, I leave him no annihilation barges for Shadowsun to take out.
Farseer casts his powers on the riptides and Forewarning on the missile-sides closest to me. He would continually cast his powers every turn.
Riptide jumps. I believe missile-sides remain stationary to shoot.
Tau movement. I believe 1 of the missile-sides move to get better LOS.
You can see why he isn't really concerned about my assault just yet. The right-most fire warriors form a screen in front of my wraiths to protect his entire army. That's right, folks. Don't forget the oldest Tau tactic in the book - the screen-and-shoot-you-some-more tactic.
Right-most riptide takes 1W and fails to nova-charge.
The rest of his movement.
Ok, now that that's out of the way, onto the carnage....
Fortunately for me, his middle riptide over-heats with his over-charge and takes 1W (yes, he rolled double 1's).
The rest of his army combines to take out the left D-lord as well as to finish off his unit of wraiths for First Blood.
Shadowsun's (+ fire warriors) shooting is disappointing as they only take out 1 wraith.
His other shooting puts another 1W on the middle D-lord and offs 1 wraith.
Wait...actually, he takes out my middle D-lord as well and put 1W on another wraith (after my Warlord Look-Out-Sirs).
To my chagrin (and to my opponent's delight), both of my D-lords fail to get back up.
The Tau do their jump moves in the assault phase. From hereon out, I will refer to this assault move as their JSJ move (that's jump-shoot-jump move).
Wow, I am taking a beating at this point. I've already lost 10 wraiths and 2 Destroyer Lords already. If I don't get favorable Reserve rolls next turn, my goose just may be cooked!
Necrons 2
Spoiler:
So with re-rolls on Reserves, on average, 8 out of 9 units should be coming in. I mention this because what I am taking is a calculated risk, with the odds actually in my favor. What is about to happen next isn't luck (though it is just slightly above average).
My entire army comes in! That's 9 out of 9 units, which is close to what I am expecting.
I spread out my annihilation barges to minimize the damage from his intercepting fire. You really don't want an ion blast hitting multiple AB's.
My last wraithstar, with my Warlord, goes after his fire warriors. Unfortunately, that is the only unit I can make it to. Good screening by my opponent.
Isreal fires all his Interceptor guns at my AB's, mainly because he will be hitting them on regular BS. He rolls poorly to penetrate and I make an above-average amount of jink cover saves. The end result is 2 Hull Points of damage on 2 separate barges.
His Commander, who is with his fire warriors, intercepts my night scythe instead (because he's got skyfire). He actually hits and glances/pens all 4 times. However, I then make all 4 of my jink saves!
In my Shooting phase, I focus on 2 units - his missile-sides closest to my board edge and his riptide with farseer. I reduce his riptide to just 1W remaining. More importantly, I completely wipe out his missile-sides to the man.
VP's - Necrons: 1, Tau: 3
In the Shadowsun combat, wraiths kill 1 shield drone.
Finally, my wraithstar assaults and wipes out his screening fire warriors.
VP's - Necrons: 2, Tau: 3
Wow, what a turn of events! All of a sudden, the tides have changed. My wraithstar is in his face. Most of his units have "blown their load" already via Interceptor (the guns you fire for Interceptor cannot be fired on again on your next Shooting phase), and to top it off, his intercepting firepower did squat.
I can see the frustration start to mount on my opponent's face. He is not a happy camper after this turn.
Taudar 3
Spoiler:
I am not "out of the woods" yet. His entire army goes after my wraithstar, including his skyray.
I am fortunate that he's fired his main guns already. When the dust is settled, I'm down 3 wraiths and my Warlord.
Well, not quite. He gets back up again.
He then charges both his riptide (with Prescience) and his broadsides (with Forewarning) into my wraiths. The riptide makes the charge through terrain but his broadsides fail the charge out in the open.
I am out of range to use Mindshackles this turn. I believe his riptide tries to smash my wraiths.
His other riptide goes after an AB. He tries to assault but fails to make the charge.
His last riptide charges my damaged AB. He opts to smash, hits once....and then roll a to merely glance my barge.
Things go poorly for his 1st riptide as he fails to kill a wraith, I cause a couple of wounds in return and then sweep his riptide.
VP's - Necrons: 3, Tau: 3
He kills a wraith here.
I can see his frustration level rising, and I don't blame him after 2 very poor turns for the Tau.
Necrons 3
Spoiler:
Night scythes go after his broadsides. BTW, the night scythes are only overlapping due to Wobbly Model Syndrome. My left night scythe is actually on top of the bush.
I take out his central riptide (the one attached to the farseer) with my AB's.
VP's - Necrons: 4, Tau: 3
Night scythes fire on missile-sides and kill 1. They then fail morale and run off the table.
VP's - Necrons: 5, Tau: 3
That makes my wraithstar's decision much easier.
Wraithstar charges his Commander's broadsides. 1 wraith dies to Overwatch. I issue a challenge to his Commander, who declines. Mindshackle goes off.
He kills off my wounded wraith and I kill off 1 broadside.
VP's - Necrons: 5, Tau: 4
They then fail Morale and break. Fortunately for my opponent, I fail to catch them and he rolls low for their fallback move.
Taudar 4
Spoiler:
This will be the last game turn due to time.
Jetbikes finally come in. My opponent forgets about them until the middle of Turn 3.
Farseer goes after my AB. He would immobilize it in assault.
The Commander's unit regroups. They then shoot down my Warlord.
My opponent also does an illegal move here. His Commander jumps in the Assault phase to capture his objective. However, when you regroup, you can't move any further. I tell my opponent this, he disagrees and I decide not to contest it too strongly. My opponent was already in an agitated state. I really don't want to win at the expense of making this an unenjoyable experience for my opponent.
No matter. ResOrb FTW!!! My ResOrb is on FIRE !
BTW, I've already achieved my Secret Objective as my Warlord is within 6" of my opponent's board edge (as long as I leave him there).
Windrider jetbikes turbo-boost to capture my objective.
Lastly, his riptide finally manages to wreck one of my AB's.
VP's - Necrons: 5, Tau: 5
Necrons 4
Spoiler:
Ok, here's the current situation. My opponent has got all 3 of the objectives currently. I have none. My night scythes can get to 2 of them, but I cannot get to my home objective (which his jetbikes are claiming) because it is behind my night scythes. I guess I'm just going to have to blow his jetbikes off of my objective.
We are also out of time (just a couple of minutes left) and so rush through this round.
Night scythes move and drop off their troops. I am currently contesting both of my opponent's objectives.
I get ready to take out his jetbikes.
They don't stand a chance as I vaporize them off of my objective.
Objective cleared.
VP's - Necrons: 6, Tau: 5
Here I kill off most of his fire warriors. I also immobilize and take off 2 HP's from his skyray but can't quite kill it off. Tesla arcing also kills 2 of my warriors.
Objective contested.
I kill off several fire warriors here but that's it.
Objective contested.
Finally, I opt not to assault his Warlord's unit. I don't want to risk losing my Warlord. Instead he runs towards my opponent's board edge to make sure I secure my Secret Objective.
So I barely beat him in VP's to win Purge. For Big Guns, neither of us have any objectives. However, I beat him in bonus points, killing 2 of his heavies (2 units of broadsides) while he has only killed 1 of mine (1 annihilation barge). Thus, I take Big Guns as well.
My opponent gets First Blood (wraiths) and Linebreaker (Shadowsun's unit). He failed to achieve his Secret Objective, which was to kill more of my heavies than I kill of his.
I get Linebreaker (warriors, my Warlord) as well as my Secret Objective (Warlord within 6" of his board edge).
Necrons take it 17-3.
Crushing Victory to the Metallic Dead - Necrons!!!
I caught a little break in Game #3. With all my forces coming in on Turn 2 and my opponent's shooting suddenly becoming impotent, I managed to turn the game around. I admit my strategy to deny my opponent his shooting and to reserve the majority of my army was risky, but in the end, it actually worked out great. Whenever I feel that I have a tough matchup where I may perhaps be the underdog, I tend to take risks in order to try to even the odds or to even gain an advantage. Just like in poker when you have a weaker hand than your opponent. Sometimes, you've just got to take a risk and try to bluff if you want to win that pot. However, usually the risks I take are calculated risks where the odds are on my side (as opposed to a hail-mary gamble where you are just praying for a miracle....but sometimes, I do that also. )
I felt my opponent was playing great initially. He was very aggressive. He was advancing rather than just hiding in his corner. He nova-charged the right things at the right time (i.e. getting ready for my Turn 2 reserves). He was using proper screening tactics. He tried to split up my wraiths (by outflanking Shadowsun on my side). He was moving his Commander from unit to unit to whereever he was needed (for example, on his Turn 2, he moved his Commander with his broadsides and gave them Tank Hunter in anticipation of my incoming reserves). I could tell from the way he played that he was very experienced with his army.
But then after Turn 2, I think that his frustration was starting to cloud his judgement. He made some questionable targeting choices. He assaulted when I felt he should have scrambled and/or braced for my inevitable assault. He didn't take into account my flight paths and he didn't protect his objectives well enough (though I suspect this may also have something to do with his inexperience against a Necron Air Force).
Overall, it was a great game. Frustration aside, Israel is a very nice person and a very good Tau general. We never played before, but after our game, he complimented me on what a great player I was (thanks!) and that he wanted a rematch. He also told me that this was the very first time that he had lost a VP game in 6th with his Tau, and he also apologized for being so frustrated in our game. That was a really classy thing for him to do and say. I'd be honored to play him again if our paths should cross in the future.
So because we had 36 players and there were only 3 rounds, the tournament ended with several people with 3-0 records.
Grant Theft Auto took 1st Overall with his bad-a$$ seer council with 3 domininating wins. Too bad we didn't get to play. I would've made his seer council "sit down." Lol! (Actually, I did play against his army, just not in the tournament.) I feel that his army is potentially one of the most dominating tournament armies currently. It has the potential to destroy the very competitive Tau and mechdar builds.
2nd Overall was an IG player. I really don't know much about the player or his army.
3rd Overall was the BAO 2013 winner, Lyzz Foster with her daemons. Lyzz and I both actually tied in Battle Points. But her nicely converted daemons and her higher Sportsmanship scores was the tie-breaker between us.
I was 4th Overall. I am more than happy with how I did. My goal here wasn't to be #1. Rather, I just wanted to get some games in against some good Tau/Eldar players and that's what I did. My only regret was that I didn't get to play against the Mechdar player, who was #2 in battle points but only in the Top10 for Overall. But it was either him or Israel and I chose Israel. I actually also wanted to play against Lyzz (who was also 2-0 and had a similar record to me after 2 games), but decided that I wanted to play against Israel's Tau even more.
Great tournament overall. I just may make a trip back to the final Contest of Champions (next time it will be 2500-pts) come November.
This message was edited 16 times. Last update was at 2013/10/10 01:32:22
I'm hoping he put the commander in with the HRR broadsides, they have a really good shot at taking a barge a turn with tl and tank hunter, and he doesnt really need the commanders buffs elsewhere since most of the rest of his shooting will probably be going after wraiths.
EDIT: Also I think you have a decent shot at winning, the combination of a good counter-deployment on your part and his lack of mobile scoring will probably give you a slight advantage.
This message was edited 1 time. Last update was at 2013/10/06 18:46:39
2013 Nova Open Tournament Champ- 2014 Las Vegas Open Best Tau Player/13th overall 2014 NOVA Open Second to One 2015 Las Vegas Open Best Tau Player/10th overall
I'm going with taudar. His list flat out counters the wraithlist. Itll come down to dice if hes good. Because frankly the bsides are going to put the fliers down while the ion tides are going to be one shotting wraiths. My 2 cents
"AM are bunch of half human-half robot monkeys who keep tech working by punching it with a wrench And their tech is so sophisticated that you could never get it wrapped it out" thing a LITTLE to seriously. It also goes "Tau tech is so awesome I wish I was Tau and not some stupid Human" thing.
-Brother Coa Sig'd For the Greater Good
2013/10/06 18:57:08
Subject: Re:2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
Asmodai Asmodean wrote: Not sure what Shadowsun adds, I think Tau/Tau is still a stronger build now.
Idk if they were playing it here but the INDY GTFAQ just got updated to allow characters with infiltrate to join a squad pregame and infiltrate them. So if they were using that she could join theoretically any unit and infiltrate them, which on the face of it would seem counterintuitive in this matchup but could allow the tau to infiltrate something farther away from JY's army. A counter-counter deployment if you would.
2013 Nova Open Tournament Champ- 2014 Las Vegas Open Best Tau Player/13th overall 2014 NOVA Open Second to One 2015 Las Vegas Open Best Tau Player/10th overall
I gotta say that Taudar should have this. There are just so many things in that list to instagib wraiths.
However, 5 annihilation barges should be hard for him to kill, but definitely far from impossible. He has a good amount of S8+.
Argel Tal and Cyrene: Still a better love story than Twilight
2013/10/06 22:32:00
Subject: Re:2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
herpguy wrote: I gotta say that Taudar should have this. There are just so many things in that list to instagib wraiths.
However, 5 annihilation barges should be hard for him to kill, but definitely far from impossible. He has a good amount of S8+.
You see I don't really get this. The Tau army doesn't really have all that much s8. 3 large blasts, 3 HRR, seeker missiles (that are going at fliers), and Shadowsun (who isn't likely to use it). Given that Jy2 spreads out his wraiths well enough the riptides combined are killing just under 2 wraiths for the first turn. Depending on terrain and deployment the missilesides may not be able to even shoot the wraiths first turn. Turn two will be wraith murder of course, maybe one unit will die.
Short story there's going to be a bunch of wraiths in charge distance on turn 2. Either two near full strength squads or 2 small squads and one relatively unscathed. Thats assuming the Tau don't even attempt to shoot the barges (Even the 3 HRR fully buffed with the commander only have about a 33% of destroying one AB. Missilesides would do better with a 54% with the commander).
I kinda like the necron's odds here.
2013/10/06 23:56:49
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
Massacre for the Crons. Especially if necrons are going 2nd.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
I am confused as to where the deployment lines are here, maybe it's the camera angle but I just don't see the deployment zones and it looks really off to me.
As for reserving your A.barges, I like it, especially since your warlord trait allows you to re-roll reserves you can effectively gain most the advantages of going first(since your fire power isn't gonna get hit on his turn) along with all the late game advantages of going second.
Should be interesting, however I'm not sure where your barges would come on/ if they would be in range, since like I stated at the top I'm not exactly sure where your deployment zone is in this game.
Looking forward to the action/chaos that's gonna ensue. Think you may have chosen a risky secret objective with the deployment you chose(this might be the reason you lose if you lose, but you've been in tight situations before and won, so hopefully your unconventional deployment pays off).
Psienesis wrote: While that's possible, it's also stupid to build your game around your customers being fething morons
2013/10/07 02:33:43
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
Punisher wrote: I am confused as to where the deployment lines are here, maybe it's the camera angle but I just don't see the deployment zones and it looks really off to me.
As for reserving your A.barges, I like it, especially since your warlord trait allows you to re-roll reserves you can effectively gain most the advantages of going first(since your fire power isn't gonna get hit on his turn) along with all the late game advantages of going second.
Should be interesting, however I'm not sure where your barges would come on/ if they would be in range, since like I stated at the top I'm not exactly sure where your deployment zone is in this game.
Looking forward to the action/chaos that's gonna ensue. Think you may have chosen a risky secret objective with the deployment you chose(this might be the reason you lose if you lose, but you've been in tight situations before and won, so hopefully your unconventional deployment pays off).
We are playing table corner deployment. You see the dice on my side of the table (the overview of our deployment photo)? That's my deployment line. My D-lords are right up at it.
Yeah, with my Warlord Trait, 8 out of 9 units should come in from my Reserves on Turn 2. That way, I can get the beta-strike on my opponent. I just need to not get tabled or to not lose my Warlord before that happens.
Reserves will come in from the long board edge. Also, my secret objective applies to his long board edge as well. As you can see, my Warlord is already very close to it.
It is too early to call the game. The wraiths are doing their job, taking shots and applying pressure. The true test will be in the frantic objective game once 9 Necron scoring units hit the field.
Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General
2013/10/07 03:05:36
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
djn wrote: Great reports as usual jy2. Looking forward to the duke out with Tau.
What's your opinion on these larger points games, does 40k become even more alpha strike reliant and more of a dice rolling exercise with less tactics?
It's almost a whole different game between higher and lower points games. Both are fun in their own way. At lower points, you have much more limited resources and so that forces you to play somewhat more tactically. At larger games, you can do 1 of 2 things - you can either experiment with more units that you don't normally use or you can fine-tune your list into a highly optimized army. The former plays more like a 1500 game. The latter is when it is more of a dice rolling exercise as that is when you are more likely to spam those highly efficient units.
Moreover, it kind of depends on your army as well. Different armies have different "sweet spots". Certain armies like necrons, space wolves, orks, battle sisters and dark eldar peak at the lower points so they become more of a dice-rolling exercise as you start to repeat units. Other armies, such as the grey knights, tyranids and daemons, don't come onto their own until you get to the higher points level. These armies are just starting to peak and thus, there really isn't much room for spamming with them.
Araenion wrote: Bump bump bump! Huge fan of your batreps(read every one so far), but I have to tell you it'd feel nice to see you lose a game every once in a while! I shudder every time your res orb goes off again and again and again, every single game, haha!
I lose every once in a while as I like to experiment with different armies. But with my competitive necrons, it's been a long time since I've lost with them.
Res Orbs are so good it's almost criminal to give them to an army that is already so dominating.
BTW, Celestine is the original necron. She is what all my Destroyer Lords/Overlords strive to be like.
This message was edited 1 time. Last update was at 2013/10/07 03:09:05
jy2 wrote: . . . For my next matchup, I do something very unconventional to try to throw my opponent off. . .
Now that's just as bad as ending the season of a tv show with a to be continued.
Replace his dice with d3's?
Glue magnets under his mini's and use a strong magnet under the table to slide them back an inch when he's not looking?
Coat his tau with LSD when his attention lapses?
What could it . . . Oh fine I'm just shamelessly bumping you to page 4. Great rep's so far.
Lol! Thanks.
Maybe I should start writing novels. I think I'm getting the hang of cliffhangers and foreshadowing.
Nevermind wrote: Going with Tau here since they are going first and having such strong scoring in heavy support.
Goodness....broadsides are a pain to kill from range if you don't have the right guns. Assaulting them won't be easy either against a good Tau player and that is assuming your assault units survive. Yeah, having 2 objectives on his side is definitely a big advantage....to any army without necron flyers.
thanatos67 wrote: I'm hoping he put the commander in with the HRR broadsides, they have a really good shot at taking a barge a turn with tl and tank hunter, and he doesnt really need the commanders buffs elsewhere since most of the rest of his shooting will probably be going after wraiths.
EDIT: Also I think you have a decent shot at winning, the combination of a good counter-deployment on your part and his lack of mobile scoring will probably give you a slight advantage.
His commander actually jumps around from unit to unit. That is actually a sign of a very experienced Tau player. Don't just pigeonhole your commander into a certain role or unit. Move him to where he's needed. The name of the game is tactical flexibility.
Asmodai Asmodean wrote: Not sure what Shadowsun adds, I think Tau/Tau is still a stronger build now.
I'm kind of curious as to seeing how he plays Shadowsun also. To me, she's an enigma in his list. I guess she is there for disruption purposes mainly, though I can see her infiltrating against biker armies to push back their scout moves (though only if the Tau player was going 1st).
This is getting interesting. Using the the Wraiths to hold the table till your scoring units arrive is ballsy, costs him two turns of shooting but decimates your assault elements without reducing his firepower. We'll see if he can contest those objectives and if you are able to deal enough damage in 3-4 turns of shooting. I don't doubt you can take out his scoring and hopefully his Skyray on entry, but I don't see you dropping those Riptides without your Wraiths.
I see the objectives being contested, Taudar winning Purge, First Blood, Slay the Warlord, and you both having Linebreaker for a well fought Taudar victory.
Asmodai Asmodean wrote: Not sure what Shadowsun adds, I think Tau/Tau is still a stronger build now.
Idk if they were playing it here but the INDY GTFAQ just got updated to allow characters with infiltrate to join a squad pregame and infiltrate them. So if they were using that she could join theoretically any unit and infiltrate them, which on the face of it would seem counterintuitive in this matchup but could allow the tau to infiltrate something farther away from JY's army. A counter-counter deployment if you would.
Here we usually follow the BAOFAQ's. Fortunately, I didn't have to go through that mess as my opponent decided to outflank with Shadowsun instead.
Tomb King wrote: Massacre for the Crons. Especially if necrons are going 2nd.
I like your optimism. I felt going into the game that it would probably be a coin-flip at best - that's 50/50 for a massacre either ways. Either he decimates my army with his shooting or my wraiths survive largely intact and I gut his army with my assault + shooting.
ImotekhTheStormlord wrote: It is too early to call the game. The wraiths are doing their job, taking shots and applying pressure. The true test will be in the frantic objective game once 9 Necron scoring units hit the field.
He actually did more damage to me than I'd liked, but the important part is that my Warlord is still alive.
My Turn 2 will be crucial. IMO, I will either win the game or lose it depending on what happens on Turn 2.
BTW, Celestine is the original necron. She is what all my Destroyer Lords/Overlords strive to be like.
With the way you roll ever-living, I'm surprised Celestine doesn't strive to be like one of your D-lords.
She is my role model.
If I could ally in Sisters of Battle with my crons, I would. That would be sic indeed - the army that just won't die. LOL!!!
Zagman wrote: This is getting interesting. Using the the Wraiths to hold the table till your scoring units arrive is ballsy, costs him two turns of shooting but decimates your assault elements without reducing his firepower. We'll see if he can contest those objectives and if you are able to deal enough damage in 3-4 turns of shooting. I don't doubt you can take out his scoring and hopefully his Skyray on entry, but I don't see you dropping those Riptides without your Wraiths.
I see the objectives being contested, Taudar winning Purge, First Blood, Slay the Warlord, and you both having Linebreaker for a well fought Taudar victory.
Looking forward to the rest of the Batrep.
Yeah, you could say that at that point, I was sweating. I've lost a large portion of my army and haven't even put a dent in his.
But I am the fervent gambler. Sometimes in a difficult matchup, you've just got to take risks to even the odds (or to gain an advantage). At least gaming-wise, I believe that. No pain, no gain. It only gets worse before it gets better. You get the picture.
Riptides are a pain. I may just have to ignore them. Broadsides are my priority. Not only are they scoring, but they are a huge part of the Tau offense. I am going after his broadsides.
This message was edited 1 time. Last update was at 2013/10/07 04:15:30
Shadowsun's infiltrate works great in that list as it allows you to counter-deploy with a strong shooty element when going first (and Tau does like going first). In fact, Israel should have prolly done that here to counter your refused flank. That cover buff is also really useful for keeping pricey suits safe from low-ap weaponry.
As I said before, Wraiths die, resilient Barges wreck havoc on his lines, Lords proceed to Res Orb back to life and clear the path for your Warriors to claim victory.
You have a LOT of practice under your belt versus Riptide heavy lists, and I'm not sure how practiced Israel is against your army, so I expect you to win. You've started out strong with your Warlord trait allowing you to (correctly) reserve your Barges and deploy in a manner to avoid punishment. Even better, it's Vanguard Strike, so your Barges will have no problem moving on 6-12in, getting easily within range. Against shooty-heavy armies I always roll on Strategic as I like to hang back until my reserves come on so I can strike at once and overload my opponent. Particularly against Tau, it only takes one unit behind enemy lines for their gameplan to start going downhill quickly.
This message was edited 2 times. Last update was at 2013/10/07 04:44:08
thanatos67 wrote: I'm hoping he put the commander in with the HRR broadsides, they have a really good shot at taking a barge a turn with tl and tank hunter, and he doesnt really need the commanders buffs elsewhere since most of the rest of his shooting will probably be going after wraiths.
EDIT: Also I think you have a decent shot at winning, the combination of a good counter-deployment on your part and his lack of mobile scoring will probably give you a slight advantage.
His commander actually jumps around from unit to unit. That is actually a sign of a very experienced Tau player. Don't just pigeonhole your commander into a certain role or unit. Move him to where he's needed. The name of the game is tactical flexibility.
Ah yeah I tend to jump my characters around mid to late game. The look on someones face when you deepstrike a single crisis suit next to ovesa and make a scoring riptide unit is...hilarious. I was more calling that out as one of his best shots to down barges early, which you totally denied him anyway so moot point.
Also holy crap his shooting is downing your wraiths fast. I know why you deployed like you did given the mission, but I feel like having the barges there could have let you do a little more threat overloading. Well thats a give and take, especially in big guns.
2013 Nova Open Tournament Champ- 2014 Las Vegas Open Best Tau Player/13th overall 2014 NOVA Open Second to One 2015 Las Vegas Open Best Tau Player/10th overall
Zagman wrote: This is getting interesting. Using the the Wraiths to hold the table till your scoring units arrive is ballsy, costs him two turns of shooting but decimates your assault elements without reducing his firepower. We'll see if he can contest those objectives and if you are able to deal enough damage in 3-4 turns of shooting. I don't doubt you can take out his scoring and hopefully his Skyray on entry, but I don't see you dropping those Riptides without your Wraiths.
I see the objectives being contested, Taudar winning Purge, First Blood, Slay the Warlord, and you both having Linebreaker for a well fought Taudar victory.
Looking forward to the rest of the Batrep.
Well done Jy2, I didn't expect his Interceptor to do so poorly against your ABs and you to pull ahead on VPs, guess your ResOrb really helped you there.
I was right about objectives, though it wasn't the Riptides that did it, and wrong about VPs.
Congrats jy2, well foughts. Night Scythes are really pretty ridiculous.
The more I think about it the more it dawns on me that the ability to choose first or 2nd, i.e. going 2nd wins quite a few games, with late game scoreing normally surviving 2nd turn allows alot of game wins.
The other major issue is tournoments and game length.
I feel one of the biggest factors is the not so uncommon problem of games having a set amount of turns in tournoments because of time and the 2nd player has no risk they just win.
The random game length is an important aspect to having a fair game, put your 3 jetbikes or 5 warriors on the objective and if there is a turn 6 watch them be blasted off the face of the earth. Put them on when you know there wont be another turn and yay game won nothing can be done.
The random game length mechanic negates the inherent unfairness of getting to go last in an objective game.
Kind of wondering what your views on this are, it doesn't help that two major armies with eldar and necrons have the ability to hide scoring units anywhere on the board and capture the last turn.
2013/10/07 18:24:09
Subject: Re:2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
While I think you would probably still have won due to your great move of reserving as much as possible, it looks like some pretty suspect target priorities on his side. He's shooting his skyray at your wraiths with a table full of flyers and skimmers for example.
Anyway, good win
2013/10/07 18:54:35
Subject: 2250 Contest of Champions Tournament - Fun with the Take-Yo-Lunch-Money-&-Make-You-My-Biyotch-Crons
I wonder, how much time did they give you? It seems strange to only be able to go to turn 4. Was the tournament set up originally for lower point games and they forgot to adjust the time when they decided to go to 2250?