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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ This is my first attempt at building a broken xenos list. This would be strictly for tournament play. Comments are appreciated.<br /> <br /> Eldar <span class="glossaryitem" onmouseover='gp(683);'>CAD</span><br /> Autarch - swooping hawk wings, fusion gun<br /> 4 x 3 Scat bikes<br /> 7+1 Swooping Hawks, Exarch with Sun rifle<br /> Wraithknight - sword and board<br /> <br /> Aspect Host<br /> 4+1 Warp Spiders, Exarch<br /> 4+1 Warp Spiders, Exarch<br /> 4+1 Warp Spiders, Exarch<br /> <br /> Riptide Wing<br /> Riptide, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, Velocity Tracker<br /> Riptide, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, Velocity Tracker<br /> Riptide, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, Velocity Tracker<br /> <br /> There's around 50 points left to play with.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 02:19:46]]> GMT</pubDate>
				<author><![CDATA[ crouching lictor]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ really similar to something I took recently. (i had more points so took dark eldar, a lynx, no aspect host, and dscythes with a Webway.<br /> <br /> Can't see why you want the autarch, drop a hawk and get a farseer on a bike? guiding the WK  (and giving it guns), <br /> <br /> Upgrade the riptides, at least 2 ( i'd go with 3) to ion accelerators, and give them smart missiles as secondaries. <br /> <br /> put a scatter laser on the WK IF you are giving him d cannons. so he can charge targets he didnt' D. <br /> <br /> Reason against the autarch for me, is turn 1, you probably want them on the table, as they can sky leap turn 1 (and be well hidden), IF you want them to come on, but otherwise you can invis/shroud/scout them with psychics/warlord trait and then be further up the board to intercept any flyer that comes on. They are actually really weak against flyers when they deep strike, and can't do their lethal haywire assault against vehicles/knights. I think the list is good, but just weak to a D wraithknight, although the spiders will do pretty well. against it. <br /> <br /> Weirdly, with the hawks, there are benefits to having <span class="glossaryitem" onmouseover='gp(149);'>WS</span> + 1, as it gives a squad that size, a very high chance of wiping out a knight in a single turn, something you dont want your warlord near when it dies, but <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 5  on the spiders is really really useful. Just something to consider, I wouldn't change this for your list. <br /> <br /> If you do take the farseer on the bike, take the warp charge stone.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 12:24:45]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ For the riptide wing I would run:<br /> <br /> 2x Ion, smart missles, stim, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> 1x Heavy Burst, Smart or fusion, stim, Velocity<br /> <br /> Essentially, the HBC is far better at taking out flyers (when it is nova charged) then the <span class="glossaryitem" onmouseover='gp(60);'>IA</span>.  With the reroll nova you should be able to get that off.<br /> <br /> Otherwise you want those stims with so much grav in the meta now, not to mention you should be throwing your riptides into the middle of the board to (a) soak up fire from the rest of your army, and (b) have complete board control that way.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 12:33:19]]> GMT</pubDate>
				<author><![CDATA[ Grizzyzz]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ I would argue against Ion for the riptides since they won't have marker support. Ion is pretty underwhelming without marker lights. I'd advocate the Skathach Wraithknight with Deathshroud cannons, it's hilariously good. ]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 13:02:13]]> GMT</pubDate>
				<author><![CDATA[ FTGTEvan]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0543266c6af034a760561e1d81d3199b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683345/8515725.page"><b>FTGTEvan wrote:</b></a><br/>I would argue against Ion for the riptides since they won't have marker support. Ion is pretty underwhelming without marker lights. I'd advocate the Skathach Wraithknight with Deathshroud cannons, it's hilariously good. </div></blockquote><br /> <br /> the formation gives a +1 <span class="glossaryitem" onmouseover='gp(14);'>bs</span> shot to each riptide that shoots at the same target as another riptide. Plus this isn't just about flyers, this is about putting plasma plates on any drop pod squad that arrives, and not being a 205 point sink when they dont have any flyers.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 13:06:05]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> is nice, but the marker support is more about not having ignores cover. From running it with a non tau army, the Iontides were pretty underwhelming. ]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 13:59:17]]> GMT</pubDate>
				<author><![CDATA[ FTGTEvan]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0543266c6af034a760561e1d81d3199b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683345/8515829.page"><b>FTGTEvan wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> is nice, but the marker support is more about not having ignores cover. From running it with a non tau army, the Iontides were pretty underwhelming. </div></blockquote><br /> <br /> Have to say they were my MVP in many games. Against marines they are Godlike. Grav pods evaporate with intercept and that's all marines have that will kill them, and once any flyer jinks, they are harmless. The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 gives  agreat result on the damage table. If it's an <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10/11 flyer, the missiles will do a serious number on it anyway. <br /> <br /> Lets put out some numbers on the gun comparison, range 72 vs 36, and we'll assume its nova charged (whereas my ion's can have 3++ invul instead). You get 12 shots, hitting on 3's, you pen on 6's, so 1, maybe 2 pens, which cannot explode it and only immobilise on 6's. <br /> <br /> Compare that to 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 plasma shots, 2, hit, and maybe one pens, which has a 1 in 3 chance of immobilising or blowing it up. <br /> <br /> IF that doesnt bring it down, then you can intercept with the next guy as well, and then the final one if you really have to. He decides to jink before each shot, so once it does, then ignore it.<br /> <br /> I tried this, and in games with no flyers on the enemy team, the other 2 riptides did at least twice the damage than the cannon one did.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 14:37:19]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/683345/8515916.page"><b>Trazer985 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0543266c6af034a760561e1d81d3199b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/683345/8515829.page"><b>FTGTEvan wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> is nice, but the marker support is more about not having ignores cover. From running it with a non tau army, the Iontides were pretty underwhelming. </div></blockquote><br /> <br /> Have to say they were my MVP in many games. Against marines they are Godlike. Grav pods evaporate with intercept and that's all marines have that will kill them, and once any flyer jinks, they are harmless. The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 gives  agreat result on the damage table. If it's an <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10/11 flyer, the missiles will do a serious number on it anyway. <br /> <br /> Lets put out some numbers on the gun comparison, range 72 vs 36, and we'll assume its nova charged (whereas my ion's can have 3++ invul instead). You get 12 shots, hitting on 3's, you pen on 6's, so 1, maybe 2 pens, which cannot explode it and only immobilise on 6's. <br /> <br /> Compare that to 3 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 plasma shots, 2, hit, and maybe one pens, which has a 1 in 3 chance of immobilising or blowing it up. <br /> <br /> IF that doesnt bring it down, then you can intercept with the next guy as well, and then the final one if you really have to. He decides to jink before each shot, so once it does, then ignore it.<br /> <br /> I tried this, and in games with no flyers on the enemy team, the other 2 riptides did at least twice the damage than the cannon one did.<br /> <br /> </div></blockquote><br /> <br /> It is always great to hear riptides being beasties.   Never happens for me though <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">   My riptides always wiff .. maybe its a curse.. <br /> <br /> The range eally isn't a problem; MAYBE on hammer and anvil (i want to say.. the long board?)...  But really a 36&quot; radius circle can cover the entire board in the correct position.     Lets just do the full math against AV12.. and lets go for a pen..<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(60);'>IA</span>:</b>  3 shots -&gt; 2/3 hit -&gt; 1/6 to pen =&gt; 1/3 chance to pen... you then have a 1/3 chance to immobilize (which is practically the same demise as an explode) ==&gt;  1/9 (.1111) chance to take out the flyer<br /> <b>HBC:</b> 12 shots -&gt; 2/3 hit -&gt; 1/6 to pen =&gt; 1 1/3 chance to pen... you then have a 1/6 chance to immobilize ==&gt; 2/9 (.2222) chance to take out the flyer. <br /> <br /> So math actually is in the favor of the HBC despite its not being AP1|2<br /> <br /> <br /> **EDIT** <br /> <br /> Addtionally, looking at tactics.. if you have 1 HBC supported by 2 IAs  anything that would threaten the 2+ armor save of the HBC tide you would be able to either intercept with the IAs or threaten in your own shooting phase.. not to mention the abillity to fire twice with your formation.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 15:16:54]]> GMT</pubDate>
				<author><![CDATA[ Grizzyzz]]></author>
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				<title>[1850] - Eldar/Tau - Tournament Cheese</title>
				<description><![CDATA[ This has given me a lot to think about. I really appreciate all of the help and advice.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 22:02:46]]> GMT</pubDate>
				<author><![CDATA[ crouching lictor]]></author>
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