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1850 Jy2's Farsight-bomb Tau vs Commander_Farsight's Hive Fleet Pandora (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Is the Farsight-bomb obsolete or are they still dangerous enough to take out a very dangerous Tyranid army?
Yes, the Farsight-bomb is still a Grade-A deathstar and will take out even a flyer-heavy Tyranid army.
Draw. Lack of experience by both players end the game in a tie.
No, flyrant-spam is just too tough for a Tau army with minimal skyfire to deal with.

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Made in us
Fixture of Dakka





San Jose, CA

Jamie, aka Commander_Farsight, is the youngest and also the newest member of our club, Team 0 Comp. He's also been in a major slump ever since making the team, and I am talking about a big losing streak. He normally runs the Farsight-bomb but has yet to beat Tyranids run by one of the better players (including me) with it (I believe he is 0-6 against bugs with Tau!!!). He also has not been able to beat any of the other team members with his Tau. At this point, he is getting very frustrated, to the point that he wanted to dump his Tau and just start all over again.

Here's a couple of our battles:

3K Unconventional Necrons with Forgeworld vs Competitive Tau

1850 BAO Practice - Sky Fleet Pandora Tyranids vs Farsight-bomb Tau

So he was reaching out for some help (on Facebook) and I told him that all he needs is some coaching from a veteran player. His army is actually good but because the people he normally plays against aren't really very competitive players, it's just hard for him to get better. So when he goes to play against a more savvy and experienced general (or an army he's not familiar with), he's not experienced enough to know how to play against it. He may be a shark in his little pond, but he's just a little fish in a big ocean. In order for him to get better, he needs to learn how to hunt in the ocean. But his army has all the tools to hang with the "big boys". All he really needs is a little coaching and then some seasoning. I told him that I'll prove it to him. We'll do an army swap. He can play my Tyranids which he has never beaten and I will play his Tau. Then hopefully, I can show him that his army isn't bad (it's actually quite damn good if you know how to run it properly).

I just hope my bark isn't louder than my bite. It'll be quite demoralizing for him (and embarrassing for me!) if I actually lost with his Tau against my Tyranids.


-----------------------------------------------------------------------------------


1850 Jy2's Farsight-bomb Tau vs Commander_Farsight's Hive Fleet Pandora


1850 Hive Fleet Pandora (by Jamie)



I actually designed the list for my opponent using the Leviathan detachment along with the SkyTyrant formation. Not quite as OP as my Pentyrant list, but still a very strong army IMO.


Flyrant - 2x TL-Devourers, Electroshock Grubs, Fighter Ace
Flyrant - 2x TL-Devourers, Electroshock Grubs
Flyrant - 2x TL-Devourers, Electroshock Grubs

Lictor
Malanthrope

3x Rippers - Deepstrike
3x Rippers - Deepstrike
3x Rippers - Deepstrike

Mawloc
Mawloc

Void Shield Generator - 3x Void Shields

SkyTyrant Formation:

Flyrant - Reaper of Obliterax, Electroshock Grubs, Old Adversary

15x Gargoyles
14x Gargoyles



1850 Tau + Tau Allies



For Jamie's Farsight-bomb, I actually modified his list slightly. I dropped the 3rd riptide and instead, added the unit of Tetras (because they're my newly painted models) as well as 1 skyray (proxied using the hammerhead) to show him what a great value the skyray is. Also, an important change in the list is that I ran a Buffmander (Tau Commander with gadgets) instead of the Buffsuit (bodyguard suit with gadgets) that Jamie normally runs.

BTW, after re-calculating my list, I found that it was slightly over. That can easily be changed by dropping 1 marker drone or an upgrade (such as disruption pods on the skyray or 1 upgrade on the Buffmander).


Farsight
Tau "Buffmander" Commander - Iridium Armor, Command Control Node, Multi-Spectrum Suit (or whatever it's called), Puretide Chip, Drone Controller, Shield Generator, Stimulant Injector, Onager Gauntlet, Vectored Retro-thrusters

6x Crisis Bodyguards:
3x Bodyguards - Target Locks, 2x Fusion, 2x Markerdrones each
2x Bodyguards - Target Locks, 2x Plasma Rifles, 1x Markerdrones each
1x Bodyguard - Target Locks, 2x Plasma Rifles, 2x Markerdrones

Riptide - Heavy Burst Cannon, TL-SMS, Skyfire
Riptide - Ion Accelerator, TL-SMS, Skyfire, Interceptor

10x Kroots
10x Kroots

2x Tetras - Disruption Pods

Skyray - Disruption Pod

Tau Allies: (Note - self-allies legal with the BAO/ITC format)

Shadowsun

10x Kroots


By the ways, I just got a couple of Tau models painted by Frontline Gaming and just wanted to show them off. It's the riptide and the 2 tetras. They did a great job on them.



If you're interested in their paint services, you can contact them here:

https://www.frontlinegaming.org/paint-service/


-----------------------------------------------------------------------------------


Missions:


Primary Objectives: Crusade, 4-pts


Secondary Objectives: Modified Maelstrom, 3-pts

1. Hold either Objective 1.
2. Hold either Objective 2.
3. Destroy an enemy unit.
4. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.


Tertiary Objectives: First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Dawn of War


1st Turn: Tyranids


-----------------------------------------------------------------------------------


PRE-GAME ANALYSIS:

Spoiler:
Tau:

For those not familiar, the Farsight-bomb....actually, the Farsun-bomb....is probably one of the 2 most dangerous shooting deathstars in the game currently (with the other one being the Centstar). Back in the previous edition - 6th Edition - this deathstar was the quintessential shooting deathstar. It's got so many fundamentally-breaking mechanisms in it that it became one of the most feared deathstars in the game at the time. So why is it so dangerous?

1. With my build, I've got potentially 8 S8 AP1 melta shots and 14 S6 AP2 shots.

2. All the shots are twin-linked and can either re-roll wounds against MC's (Monster Hunter) or armor pen against vehicles (Tank Hunter).

3. All of the shots ignore cover.

4. My deathstar also packs BS5 twin-linked marker drones that can be used to support the rest of the army.

5. Unlike other shooty deathstars, this unit can split-fire to shoot at potentially 7-8 different targets. Thus, it can easily kill multiple units a turn.

6. The unit has got Shroud for some 2+ cover shenanigans in ruins.

7. The unit is potentially Stubborn so is not so easily destroyed in combat.

8. With Hit-&-Run and Initiative 5 (Farsight), it isn't easy to lock it in combat.

9. The unit has super mobility. It moves 6" in the Movement Phase, shoots in the Shooting Phase and then can potentially move 3D6" again in the Assault Phase.

10. You can split the unit off on Turn 5 to potentially grab/contest 4 different objectives if you wanted to.

It is a really good deathstar and extremely dangerous.

As for the rest of the army, I've got 3 sources of skyfire to deal with the flyrants - both riptides and the skyray. Now that isn't actually a lot, but if the deathstar contributes to the shooting, I believe it should be able to reliably take down 1 or 2 flyrants a turn.

The main weakness of my list is probably the troops. Kroots are quite fragile and Jamie should know not to put the objectives on the outer flanks for them to come in and grab (assuming they outflank). Flyrants can very easily deal with them.


Tyranids:

3 flyrants and the Skytyrant is going to be a lot for Tau to handle. If there is a weakness about the Tau deathstar, it is that it isn't great against massed flyers. Also, the Skytyrant formation is just too dangerous for the Tau to ignore. They will have to focus on it initially, which could give the flyrants potentially 2 turns to shoot at the Tau units before they can concentrate on taking down the FMC's.

As the Tau player, I actually won the roll to go 1st. However, I decided to give Tyranids the 1st turn. Now that is a risky gambit on my part, but I really wanted the final say in an objectives mission. That means the Tyrands will get 36 TL-S6 shots off before I can even do anything. This could either end up being a very good move on my part or a disaster in the making. We will find out soon enough.

Besides the FMC's, Tyranids also have 2 very dangerous weapons - the mawlocs. In my last 2 games of against Jamie's Tau, I really wrecked his army and that was with just 1 mawloc. In this battle, he is running 2. If they hit, that could really mess up my deathstar. The mawlocs may potentially be the x-factor here that could very well turn the tide of the game if they both land on target (and if both comes in at the same time). We will see just how much of an impact they will have on this game.

I think that in a straight-up matchup between 2 equally experienced generals, the Tyranids will have a slight advantage in this game. HOWEVER, the experience level between the generals in this game is NOT equal. I have a huge experience edge over my opponent. We are both playing armies that we are both not very familiar with. However, I am a much more tactical player than my opponent at this point and have played against a lot more competitive players/games than he has. Thus, I expect to be able to out-play him in this game. And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.




-----------------------------------------------------------------------------------


DEPLOYMENT:

Spoiler:
No night-fight.

Sorry, but I lost my notes for the psychic powers and Maelstrom objectives.

Tyranids get some useless Warlord trait. Tau Warlord is Shadowsun, which gives her unit 3D6" Assault jump moves.

Fighter Ace - fly off the table if within 12" of a table edge.

Psychic powers - a bunch of Onslaughts, a couple of Warp Blasts, 1 Paroxysm, 1 Scream but no Catalyst.


Picture of the terrain layout.


Tyranid deployment. The round tower is his Void Shield Generator (VSG).


Another perspective of the Tyranid deployment.


I split my army up. Iontide and skyray to the right flank, with tetras hiding behind the blocking-LOS (BLOS) impassable terrain.


Burstide and Farsun-bomb to the left flank.

I keep my bomb in the ruins for 2+ shrouded cover.

Kroots will outflank.

As for Tyranid reserves, mawlocs, lictor and rippers will all be deepstriking in.

I choose not to steal the initiative and then brace myself for a potentially devastating Tyranid alpha-strike.




-----------------------------------------------------------------------------------


Tyranids 1

Spoiler:
I apologize for the brevity of the Maelstrom objectives, but I lost my notes for this game. So each turn, I will give an approximation of the Maelstrom objectives achieved.

This turn, Jamie needs Objective #2 and 3 units in his deployment zone without an enemy unit contesting.


Jamie decides to ignore my deathstar, and so he flies all of his flyrants towards my right flank.

He then moves his Skytyrant into the ruins in the middle.

In the Psychic phase, flyrants cast Onslaught.


In the shooting phase, he runs his flyrants. No shooting because his guys are out of range (only unit in range is the AV13 skyray).




Tau 1

Spoiler:
For my Maelstrom objectives, I need to get Objective #1 and have 3 units in my deployment zone.


Left riptide (the burstide) takes 1W from a failed Nova.


Right riptide (the iontide) goes for the 4D6" Assault move.

Tip - you don't always have to go for offense with your riptides.

Iontide then advances while the skyray moves back.


Tetras expose themselves.


Farsun-bomb advances. This turn, they go with twin-linked, Ignore Cover and Stubborn.


I then focus my entire army - both riptides, tetras and the Farsun-bomb - onto the Skytyrant unit.

I blow through all 3 void shields, markerlight the unit 10+ times and then fire everything I've got into it.

The result is 15 dead gargoyles and 3W off of his Skytyrant.


Skyray then fires at the lead flyrant. Both networked markerlights hit and remove its cover. 6 missiles then manage only to take off 3W from him. Darn, I was hoping to kill him.


However, the flyrant then falls onto the ground and dies. First Blood to Tau.


The bomb then jumps forwards with its Assault moves and into the ruins. I put 4 suits up onto the 2nd level of the ruins to avoid the mawloc(s) coming in next turn.


Riptide jumps 4D6" forwards to try to get into Jamie's deployment zone (to contest one of his Maelstrom objectives) but doesn't go very far (only about 11").


Finally, the other riptide jumps forwards as well.

We both achieve both of our Maelstrom objectives this turn.

Maelstrom VP's - Tau: 2, Tyranids: 2




Tyranids 2

Spoiler:

1 unit of rippers come in and land inside the ruins.


1 mawloc comes in but scatters off of my deathstar. It does, however, manage to do 2W to Farsight.


Flyrants go on the offensive.


Warlord flyrant fires and fails to wipe out the unit of tetras. 1 tetra with 1HP left remains.


Because one of his Maelstrom objectives is to kill a unit, he then diverts the other flyrant into finishing off the tetra (as opposed to shooting at my deathstar).


Skytyrant then assaults.


I then issue a challenge with Farsight. Because his Skytyrant only has 1W remaining and has just assaulted through terrain, my opponent declines the challenge.

The Farsun-bomb then proceeds to kill 6 gargoyles while taking 1W in return.


I then Hit-&-Run out of combat.




Tau 2

Spoiler:



All my kroots come in.

In the Shooting phase, his Warlord flyrant flies off the table.


Skyray and kroots finish off the rippers.


A combination of the Farsun-bomb and both riptides manage to take 3W off of his flyrant.


However, the majority of my shooting goes into the Skytyrant unit and wipes them out.


Farsun-bomb then forms a big circle in the Assault phase.

This turn, Jamie gets both Maelstrom objectives - kill 1 unit (my tetras) and an objective. I only get 1 Maelstrom VP for claiming an objective. I believe the objective I failed to achieve is having 3 units in my deployment zone.

Maelstrom VP's - Tau: 4, Tyranids: 3




Tyranids 3

Spoiler:
Things are looking pretty bad for my opponent. All he's managed to do is to take out my tetras. I, on the other hand, took out 2 of his flyrants and the gargoyles and reduced a 3rd flyrant to just 1W remaining.


Lictor comes in. He hides him behind the BLOS terrain for Linebreaker purposes.


Flyrant and rippers come in as well. Man, those kroots sure are dead.


Mawloc comes in on my other unit of kroots but once again scatters off, killing only 2 kroots.


Flyrant goes after the markerdrones.

Jamie has basically 1 shot to salvage this game. If his flyrant can kill enough drones to force Morale...and if my deathstar happens to fail Morale, then they could be running off the table. Can he achieve a miracle?


Mawloc decides to ignore my deathstar and go after the riptide instead.


His Warlord farts and all my kroots go down.


Due to some good saves on my part, his flyrant only manages to shoot down 4 markerdrones.

I then pass Morale. Sorry, no miracle today.


Mawloc then makes the long 8-9" charge, taking 1W from my Overwatch. Slapfight is a draw as neither is able to wound the other.




Tau 3

Spoiler:

My star spreads out.


Skyray takes out the lictor with SMS. Hey! That's 2 for 2....the flyrant and a lictor!


Flyrant on the ground with just 1W left stands no chance of surviving.


However, I focus the majority of my firepower into the mawloc and barely manage to take him down (did exactly 6W).


Finally, the riptide shoots, charges and then stomps on the rippers.


Mawloc-riptide fight remains a slapfight and so he Hit-&-Runs his mawloc out of combat.

Jamie's plan is evil. He plans to assault and possibly sweep my non-Stubborn deathstar next turn.


However, my plan is more evil. Jamie forgets about my Assault move as I jump away from his mawloc to deny him the charge next turn. Muhahaha....

Jamie gets both Maelstrom's once again - Objective #1 (his malanthrope) and kill an enemy unit (my kroots). I also get both of my Maelstrom objectives - one of the objectives and a unit in his deployment zone.

Maelstrom VP's - Tau: 6, Tyranids: 5


-----------------------------------------------------------------------------------


At this point, we stop due to time. Also, there was no need to go any further. I've already proven to Jamie my point. Going further would just mean a tabling for him.

He takes the Maelstrom Secondary for 3-pts.



I've got 2 objectives....


....to his 1 to win the Primary.

I also get First Blood (flyrant) and Linebreaker to win it 6-3.




Crushing Victory to Farsight Tau!!!





Tyranids 4

Spoiler:

Sorry, but the game ended last turn.




Tau 4

Spoiler:

Sorry, but the game ended last turn.




Tyranids 5

Spoiler:

Sorry, but the game ended last turn.




Tau 5

Spoiler:

Sorry, but the game ended last turn.




-----------------------------------------------------------------------------------


POST-GAME ANALYSIS:

Spoiler:
One of the reasons why Jamie was having such a hard time with his army was because there was no one really good to show him how to play it. Thus, he was playing it how most less experienced Tau players were playing it. He was playing it more defensively, castling in his deployment zone, keeping all his units together and moving back as the opponent was getting closer. You just can't play it that way anymore against a more experienced player.

I then did almost everything the opposite of him. I started my bomb on the table as opposed to leaving it in reserves against a potentially devastating alpha-strike. I spread out my units instead of castling up in a supporting-fire role. I played very aggressively with my Tau and advance where in most cases, the less experienced player would probably retreat. I showed him that you don't have to fear your bomb getting assaulted in some cases. Hopefully, I've showed him that you can win with your army. You just need to think outside the box. Move away from your comfort zone and take calculated risks.

My style of play also stressed mobility and positioning. It is not enough to just shoot down your opponent. You need to be able to also out-maneuver him in order to beat him (especially if this was a bad matchup for you). Mobility is just so important nowadays. I just cannot emphasize it enough. Don't look at mobility/positioning as just an afterthought. It needs to be the foundation for your strategy. It's just not enough to kill your enemies. You need to plan on how to take objectives while killing them off.

In any case, after our game, I could tell that I've renewed some of Jamie's faith back into his army. I don't think he thought it was possible to do that well with his army. I definitely think that he learned a lot just from that 1 game. He stayed around for a little bit asking a lot of questions, which to me is a good sign. I hope to see him here more often in the future and with the same army. Now that he's seen what his army is capable of, the next step is for him to get better with it. Now if he can play against me or the other guys on our team more often, then I am sure that he will improve vastly. He might take a lot of lumps in doing so, but at least he's got renewed faith in his army again and that is ask that I am asking for. Don't give up.




This message was edited 12 times. Last update was at 2015/01/08 04:01:41



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 gb
Discriminating Deathmark Assassin






Where's your usual vote thing? I vote for the Nids.
   
Made in us
Fixture of Dakka





San Jose, CA

Ok, I'll put it up....after I do my Pre-game Analysis later today.





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
Preacher of the Emperor




Boston, MA

Slight problem with the Tau list: A FE commander can't select the normal Tau relics. You can run the same list by switching Farsight and his bodyguards into the allied detachment and bringing Shadowsun into the main CAD. You're also missing the mandatory 3 Crisis Suit troop unit for the Enclaves detachment.
   
Made in us
Human Auxiliary to the Empire




PanzerLeader wrote:
Slight problem with the Tau list: A FE commander can't select the normal Tau relics. You can run the same list by switching Farsight and his bodyguards into the allied detachment and bringing Shadowsun into the main CAD. You're also missing the mandatory 3 Crisis Suit troop unit for the Enclaves detachment.


The list is running the vanilla Tau Codex with Farsight + vanilla Tau allies, not Farsight Enclaves.

This message was edited 1 time. Last update was at 2015/01/06 00:06:16


 
   
Made in us
Preacher of the Emperor




Boston, MA

andbreak wrote:
PanzerLeader wrote:
Slight problem with the Tau list: A FE commander can't select the normal Tau relics. You can run the same list by switching Farsight and his bodyguards into the allied detachment and bringing Shadowsun into the main CAD. You're also missing the mandatory 3 Crisis Suit troop unit for the Enclaves detachment.


The list is running the vanilla Tau Codex with Farsight + vanilla Tau allies, not Farsight Enclaves.


Which then makes his bodyguard unit illegal. Normal Tau can only have 2 bodyguard suits in the unit. Only FE can get the larger size.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

PanzerLeader wrote:
andbreak wrote:
PanzerLeader wrote:
Slight problem with the Tau list: A FE commander can't select the normal Tau relics. You can run the same list by switching Farsight and his bodyguards into the allied detachment and bringing Shadowsun into the main CAD. You're also missing the mandatory 3 Crisis Suit troop unit for the Enclaves detachment.


The list is running the vanilla Tau Codex with Farsight + vanilla Tau allies, not Farsight Enclaves.


Which then makes his bodyguard unit illegal. Normal Tau can only have 2 bodyguard suits in the unit. Only FE can get the larger size.


Re-read either Crisis Bodyguards or Farsight. Most Commanders can only have 1-2 Bodyguards. Farsight gets 1-7.

This message was edited 1 time. Last update was at 2015/01/06 00:57:56


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Human Auxiliary to the Empire




PanzerLeader wrote:
andbreak wrote:
PanzerLeader wrote:
Slight problem with the Tau list: A FE commander can't select the normal Tau relics. You can run the same list by switching Farsight and his bodyguards into the allied detachment and bringing Shadowsun into the main CAD. You're also missing the mandatory 3 Crisis Suit troop unit for the Enclaves detachment.


The list is running the vanilla Tau Codex with Farsight + vanilla Tau allies, not Farsight Enclaves.


Which then makes his bodyguard unit illegal. Normal Tau can only have 2 bodyguard suits in the unit. Only FE can get the larger size.


Farsight (the character) from either codex may have a 1-7 bodyguard.

If Commander Farsight is accompanied by an XV8 Crisis Bodyguard Team, it may include up to 7 Crisis Bodyguards.
Excerpt From: Games Workshop Ltd. “Codex: Tau Empire.” iBooks. Pg 454.

This message was edited 3 times. Last update was at 2015/01/06 01:51:40


 
   
Made in us
Preacher of the Emperor




Boston, MA

Thanks. I missed that line.
   
Made in us
Brainy Zoanthrope




Boston, MA

So looking forward to this! I play Nids and Tau so I'm always interested in how they match up.

I did a similar army swap game when my brother was getting down on himself. I took his CSM and he took my Nids and he gave me a thorough stomping; evidently he'd been paying more attention to the Nids beating him than I had paid to the CSM I was beating.

   
Made in us
Shas'la with Pulse Carbine





Florida

Also, in addition to missing the 3 man crisis troops, for the Farsight enclaves every unit that can take bonding knife ritual has to take it. Didn't see it listed in your upgrades.

Also would recommend dropping the onager gauntlet and adding kroot hounds to each unit of kroot.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in fi
Been Around the Block




Both detachments are Tau Empire. It's allowed in the LVO rules pack.
   
Made in ca
Regular Dakkanaut




I thought the Levi detachment didn't have a fortification slot. How's the Void shield generator there.
   
Made in us
Fixture of Dakka





San Jose, CA

Sargow wrote:
I thought the Levi detachment didn't have a fortification slot. How's the Void shield generator there.

You're right. My mistake there.



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 ca
Regular Dakkanaut




no worries i was hoping you found something that i had missed. I really want the void shield in my levi list too but can't find a way to get it there.
   
Made in us
Fixture of Dakka





San Jose, CA


PRE-GAME ANALYSIS:

Tau:

For those not familiar, the Farsight-bomb....actually, the Farsun-bomb....is probably one of the 2 most dangerous shooting deathstars in the game currently (with the other one being the Centstar). Back in the previous edition - 6th Edition - this deathstar was the quintessential shooting deathstar. It's got so many fundamentally-breaking mechanisms in it that it became one of the most feared deathstars in the game at the time. So why is it so dangerous?

1. With my build, I've got potentially 8 S8 AP1 melta shots and 14 S6 AP2 shots.

2. All the shots are twin-linked and can either re-roll wounds against MC's (Monster Hunter) or armor pen against vehicles (Tank Hunter).

3. All of the shots ignore cover.

4. My deathstar also packs BS5 twin-linked marker drones that can be used to support the rest of the army.

5. Unlike other shooty deathstars, this unit can split-fire to shoot at potentially 7-8 different targets. Thus, it can easily kill multiple units a turn.

6. The unit has got Shroud for some 2+ cover shenanigans in ruins.

7. The unit is potentially Stubborn so is not so easily destroyed in combat.

8. With Hit-&-Run and Initiative 5 (Farsight), it isn't easy to lock it in combat.

9. The unit has super mobility. It moves 6" in the Movement Phase, shoots in the Shooting Phase and then can potentially move 3D6" again in the Assault Phase.

10. You can split the unit off on Turn 5 to potentially grab/contest 4 different objectives if you wanted to.

It is a really good deathstar and extremely dangerous.

As for the rest of the army, I've got 3 sources of skyfire to deal with the flyrants - both riptides and the skyray. Now that isn't actually a lot, but if the deathstar contributes to the shooting, I believe it should be able to reliably take down 1 or 2 flyrants a turn.

The main weakness of my list is probably the troops. Kroots are quite fragile and Jamie should know not to put the objectives on the outer flanks for them to come in and grab (assuming they outflank). Flyrants can very easily deal with them.


Tyranids:

3 flyrants and the Skytyrant is going to be a lot for Tau to handle. If there is a weakness about the Tau deathstar, it is that it isn't great against massed flyers. Also, the Skytyrant formation is just too dangerous for the Tau to ignore. They will have to focus on it initially, which could give the flyrants potentially 2 turns to shoot at the Tau units before they can concentrate on taking down the FMC's.

As the Tau player, I actually won the roll to go 1st. However, I decided to give Tyranids the 1st turn. Now that is a risky gambit on my part, but I really wanted the final say in an objectives mission. That means the Tyrands will get 36 TL-S6 shots off before I can even do anything. This could either end up being a very good move on my part or a disaster in the making. We will find out soon enough.

Besides the FMC's, Tyranids also have 2 very dangerous weapons - the mawlocs. In my last 2 games of against Jamie's Tau, I really wrecked his army and that was with just 1 mawloc. In this battle, he is running 2. If they hit, that could really mess up my deathstar. The mawlocs may potentially be the x-factor here that could very well turn the tide of the game if they both land on target (and if both comes in at the same time). We will see just how much of an impact they will have on this game.

I think that in a straight-up matchup between 2 equally experienced generals, the Tyranids will have a slight advantage in this game. HOWEVER, the experience level between the generals in this game is NOT equal. I have a huge experience edge over my opponent. We are both playing armies that we are both not very familiar with. However, I am a much more tactical player than my opponent at this point and have played against a lot more competitive players/games than he has. Thus, I expect to be able to out-play him in this game. And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.



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
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Hong Kong

 jy2 wrote:
And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.
Are you sure it won't have the opposite effect? Destroying him with his own list might just lead him to think the crux of the issue is his generalship itself, and leave him scuttling off into the ether never to raise his head (competitively) again.

Well, either way I guess he needs to know

If in doubt, frag it out...
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 Iapedus wrote:
 jy2 wrote:
And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.
Are you sure it won't have the opposite effect? Destroying him with his own list might just lead him to think the crux of the issue is his generalship itself, and leave him scuttling off into the ether never to raise his head (competitively) again.

Well, either way I guess he needs to know


Don't worry. There is always a third player in these bat reps which is jy2's ego.
   
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I guess you have a Malanthrope and not a Mawloc in the elite slot?
   
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San Jose, CA

 Iapedus wrote:
 jy2 wrote:
And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.
Are you sure it won't have the opposite effect? Destroying him with his own list might just lead him to think the crux of the issue is his generalship itself, and leave him scuttling off into the ether never to raise his head (competitively) again.

Well, either way I guess he needs to know

That could possibly happen, I guess, but skill-wise, Jamie knows where he stands in our club. He knows he's still got a lot to learn before he gets to our level. On the bright side, he can only move up in the ranks and he's got ambition and a competitive spirit. He's just disillusioned about his army is all (in my opinion).


col_impact wrote:
 Iapedus wrote:
 jy2 wrote:
And for his sake, I hope I do too, because if I, the much more experienced player, were to lose to him with his army, that would strike a big blow to his already fragile rapport with his army. I really don't want to be the last straw that will make my opponent quit the army. As a result, I don't just want to win. I want to destroy my opponent using his army. Then maybe he'll see that his army is actually pretty darn good.
Are you sure it won't have the opposite effect? Destroying him with his own list might just lead him to think the crux of the issue is his generalship itself, and leave him scuttling off into the ether never to raise his head (competitively) again.

Well, either way I guess he needs to know


Don't worry. There is always a third player in these bat reps which is jy2's ego.

Lol. Well, ego does make for a more interesting narrative.

Plus, it keeps the readers wondering who's going to be the one to give me my comeuppance.


Callylove wrote:
I guess you have a Malanthrope and not a Mawloc in the elite slot?

Right. Thanks for pointing it out.




Automatically Appended Next Post:
 Tarnag wrote:
So looking forward to this! I play Nids and Tau so I'm always interested in how they match up.

I did a similar army swap game when my brother was getting down on himself. I took his CSM and he took my Nids and he gave me a thorough stomping; evidently he'd been paying more attention to the Nids beating him than I had paid to the CSM I was beating.

Lol. Yeah, that usually happens more commonly. Usually, the winner doesn't think about it too much, but the loser is constantly thinking about how his army can deal with the winner's army. Point is, when you lose, you tend to think more about how to overcome your opponent's army than vice versa.


 D6Damager wrote:
Also, in addition to missing the 3 man crisis troops, for the Farsight enclaves every unit that can take bonding knife ritual has to take it. Didn't see it listed in your upgrades.

Also would recommend dropping the onager gauntlet and adding kroot hounds to each unit of kroot.

Lol. Not using the FE codex (gasp! I know, right? ), but adding kroot hounds is a good idea. I just didn't have any and neither did my opponent.

This message was edited 1 time. Last update was at 2015/01/07 17:22:14



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
 
   
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Hong Kong

 jy2 wrote:
I keep my bomb in the ruins for 2+ shrouded cover.
How come you decided not to drop the bomb? Is it just that you don't want to risk it being stuck in reserves?

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 Iapedus wrote:
 jy2 wrote:
I keep my bomb in the ruins for 2+ shrouded cover.
How come you decided not to drop the bomb? Is it just that you don't want to risk it being stuck in reserves?


My thoughts: Ideally, on the shooting phase of when the bomb hits the board, you'd like to completely wipe out 3-5 units for a) shock and awe factor and b) make up for lost time in reserves. So as it stands, it is very hard to effectively bomb such a fast moving/high wound per model ratio army like a flyrant list. And, as you've alluded to, if you can't erase 3-5, it's better to leave them on the board rather than miss out on 2-3 turns of mass firepower.

The decision of the bomb in this match up seems to be 'do i keep my bomb in reserves to avoid the alpha strike or keep it on the table to throw down fire'. jy2 is (knowingly, by his pre-game and deployment thoughts) risking the latter.

This message was edited 3 times. Last update was at 2015/01/08 02:09:13


 
   
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Let's get the Batrep underway !

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Hong Kong

andbreak wrote:
My thoughts: Ideally, on the shooting phase of when the bomb hits the board, you'd like to completely wipe out 3-5 units for a) shock and awe factor and b) make up for lost time in reserves. So as it stands, it is very hard to effectively bomb such a fast moving/high wound per model ratio army like a flyrant list. And, as you've alluded to, if you can't erase 3-5, it's better to leave them on the board rather than miss out on 2-3 turns of mass firepower.

The decision of the bomb in this match up seems to be 'do i keep my bomb in reserves to avoid the alpha strike or keep it on the table to throw down fire'. jy2 is (knowingly, by his pre-game and deployment thoughts) risking the latter.
Problem is though that the bomb in this case is chronically short ranged - only 7 shots at 19-24" range? Part of the appeal of dropping the bomb is that you get everything in double tap/melta range immediately on coming in and dish out max firepower on the turn it arrived, rather than putting out minimal ranged fire for a few turns while also taking fire. Maybe MPs would have been a better fit out for the suits?

But I see your point on the fast moving 'nids - the only way dropping the bomb would be effective would be if the flyrants were all to stay in fairly close proximity moving forward, which shouldn't really happen. You could try and achieve that by baiting the 'nid player into one location, but again a good general would see the trap for what it was.

This message was edited 1 time. Last update was at 2015/01/08 02:41:04


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San Jose, CA

 Iapedus wrote:
 jy2 wrote:
I keep my bomb in the ruins for 2+ shrouded cover.
How come you decided not to drop the bomb? Is it just that you don't want to risk it being stuck in reserves?

I left them on the table because:

1. Make target priority tougher for my opponent.

2. I don't like to reserve my units without a way of controlling my reserves. If they don't come in on Turn 2, then I may be hosed.


andbreak wrote:
 Iapedus wrote:
 jy2 wrote:
I keep my bomb in the ruins for 2+ shrouded cover.
How come you decided not to drop the bomb? Is it just that you don't want to risk it being stuck in reserves?


My thoughts: Ideally, on the shooting phase of when the bomb hits the board, you'd like to completely wipe out 3-5 units for a) shock and awe factor and b) make up for lost time in reserves. So as it stands, it is very hard to effectively bomb such a fast moving/high wound per model ratio army like a flyrant list. And, as you've alluded to, if you can't erase 3-5, it's better to leave them on the board rather than miss out on 2-3 turns of mass firepower.

The decision of the bomb in this match up seems to be 'do i keep my bomb in reserves to avoid the alpha strike or keep it on the table to throw down fire'. jy2 is (knowingly, by his pre-game and deployment thoughts) risking the latter.

Yeah, I was pondering about that, but finally settled on risking his alpha-strike.


 Dozer Blades wrote:
Let's get the Batrep underway !

Your wish is my command.


 Iapedus wrote:
andbreak wrote:
My thoughts: Ideally, on the shooting phase of when the bomb hits the board, you'd like to completely wipe out 3-5 units for a) shock and awe factor and b) make up for lost time in reserves. So as it stands, it is very hard to effectively bomb such a fast moving/high wound per model ratio army like a flyrant list. And, as you've alluded to, if you can't erase 3-5, it's better to leave them on the board rather than miss out on 2-3 turns of mass firepower.

The decision of the bomb in this match up seems to be 'do i keep my bomb in reserves to avoid the alpha strike or keep it on the table to throw down fire'. jy2 is (knowingly, by his pre-game and deployment thoughts) risking the latter.
Problem is though that the bomb in this case is chronically short ranged - only 7 shots at 19-24" range? Part of the appeal of dropping the bomb is that you get everything in double tap/melta range immediately on coming in and dish out max firepower on the turn it arrived, rather than putting out minimal ranged fire for a few turns while also taking fire. Maybe MPs would have been a better fit out for the suits?

But I see your point on the fast moving 'nids - the only way dropping the bomb would be effective would be if the flyrants were all to stay in fairly close proximity moving forward, which shouldn't really happen. You could try and achieve that by baiting the 'nid player into one location, but again a good general would see the trap for what it was.

Yeah, I realized that, but was still willing to risk it. I just need to take control of the middle (by advancing) and I will have a good threat range to most of the table.

However, I do have an advantage in that I know how he needs to play his Skytyrant. They need to control the table and will advance towards me. Thus, I will have a viable (and very dangerous) target to shoot at.




Automatically Appended Next Post:


Battle report completed.


This message was edited 1 time. Last update was at 2015/01/08 04:02:12



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
 
   
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Great report as always Jay. I need to show this to a Tau-playing friend of mine who never seems to be able to win. 9-)
   
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Has the Tau player ever played with Nids before?
   
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Why was the bomb setup with Marker Drones? Isn't it usually run with gun drones so that it has substantially more firepower. BS 5 S5 AP5 Assault 2, pinning, Twin Linked, Ignore Cover, Monster Hunter, Tank Hunter. 12 gun drones attached to farsight bomb will do 4.32 unsaved wounds to a Mawloc, 1.33 unsaved wounds to a swooping Flyrant or 22.68 dead gargoyles.
   
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San Jose, CA

 Moridan wrote:
Great report as always Jay. I need to show this to a Tau-playing friend of mine who never seems to be able to win. 9-)

Thanks. Hope this can help your Tau friend.


 Wilson wrote:
Has the Tau player ever played with Nids before?

No, he hasn't. He's played against and lost to Tyranids 6 times recently (3 to my bugs and 3 to another person's tyranids), but that is the extent of his experience with them.

I also haven't played with Tau before, at least not since 5th edition when I tried out my friend's Tau for 1 game. I have, however, played against Tau a lot.



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
 
   
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