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BatRep: Tyranids vs Tau, round 3

 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Tue Mar 21, 2006 5:26 pm 
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Heh, I like the player 'twist'. Its also always fun to see two 'personalities' from the forum square off!

From the tau side, the lists looks very AP heavy - 2 stingray contingents, stealths, 3 PF's, and Firewarriors on foot probably would not have the most favorable results *if* you come up on a moderate to heavy armor formation list like IG, chaos, or Eldar lists that I've ran into... or even if the bug list went heavy armor/SHT bugs. Very suprising list actually.

I'm surprised you didn't take the new scorpionfish if you are taking the new AX-1-0. Afterall hena, didn't you say the scorpionfish was going to be your bane in the bug list? I noticed you went with two Stingray instead... if he goes small bug heavy, point for point they can deliver a larger payload, so perhaps you were gambling a bit on what he would field.

So, from the above, the Tau looks like they were set up to play vs. a small bug heavy force. Would have been a big oops if Asaura would have went with lots of the big bugs - vituperator, harridan, heirodules and the alike.

I notice he has two formations of lictors... oh how my Tau have grown to absolutely hate those d@mn things! :) Be wary of them hena. A well placed Lictor formation will be a pain in the but to dig out if he's in cover... now if the bugs manage to get lucky and go first after they teleport them in, well, kiss whatever they assault goodbye - even if they hit the crisis or stealths - which may arguably be your best assault formations! (if you can use such a phrase with tau)

I also notice he only has 3 Zoanthroapes in his army. That seems a little light for the armies I've seen lately post 6.xx lists. I tend to see 6-12 zoanthroapes in a list, and usually to the upper end. I think the zoanthropes are a draw for their obliterator like flexability - but at the 5+ to hit level instead of 4+. Interesting to see this bug list with only 3. hena, I know you typically take a lighter amount, but as Asaura is playing the list and has played the Tau on more than one occasion, it suprises me that he didn't take more... especially when tau rely on their 1) vehicle speed and 2) air to deal with bugs... very curious.

On the other hand, i'm very curious to see how Exocrine A (BP) does against the Tau.

Another thing that has me scratching my head a bit is why the mix of 2 stand tyranid warrior synapse and 3 stand tyranid warrior synapse. It seems like you would go all one or the other. Just an interesting decision from my lack of tyranid tacica vantage point perhaps.

To me, some questions in this game look like:

1.  2x Garrison Geanstealers and 2x teleporting lictors can be ugly if positioned. Can at least two of the 4 independents be rewarding early in the game to make the investment pay off?

2.  Sniping PF's can do nasty things to 2-man tyranid warrior formations - if they can get the range and set up to sustain at the targets... ideally, they want to fire at targets in the open vs. those in cover and don't want to move - will Asaura allow that to happen? Can the PF's get into position to snipe the 5 of 6 mobile synapse before they can get to where they need to to assault.

3.  80 small bugs / 6 mobile formations is 13 or so bugs per mobile formation. This is a bit light from what i've seen in local circles with the preference to be at 16-24 models per formation. Will the AP heavy Tau list taken be a good match for the relatively 'smaller' bug formations than what we see locally?

4.  I've seen the norm of Zoanthropes much higher in bug lists. Will only 3 Zoanthroapes be enough for a WE, Aircraft plus 3 ground assaulting fighters?

5.  If the bug player can take out the Tau devilfish for PFs, 2x stingrays and railheads early - the tau lack of mobility and h-t-h stas should just succumb to a tyranid tide. Does the bug list have a way to eliminate the mobility out of the 3 armor formations and the 3 formations with DF's? Perhaps a combination of Exocrines and well placed independents could deal the necessary deciding blows early and put heavy bm on the tau to control the potential of these formations.

6.  Will teleporting short ranged stealths be able to have a potent impact on the bugs, or will they simply be relegated to counter teleporting measures to deal with independents. In the end, will they make up their points if / when they've been dispatched by the bugs if actually used for offensive manouvres? Or in the end - will they be used to teleport in for objective grab.

7.  Will LSN be used for objective grab in late game, or will they be needed earlier to set up advanced forces for the mobile synapse as they prepare for an assault.

I'm sure there are more questions, but these are the ones on my mind.

Should be fun to see how the 'new generals' play the lists!

Good luck and happy hunting gents.

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Tue Mar 21, 2006 8:43 pm 
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MUST - NOT - REVEAL - SECRETS

MUST - EAT - ALL - FISH

Drat, there goes the plan...  :p

3 vs 2 Tyranid warrior synapses simply goes down to cost. 2 is just plain cheaper, and I wanted the extra staying power for two special cases.

I agree that 3 Zoanthropes is a bit low. I tinkered with more but decided I can live with 3 in the end.

The BP Exocrines are there for two reasons, which I'll reveal after the game.

Now all I have to do is get a nice and clean win. Would be pretty embarrassing to lose after switching sides.  :down:


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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Wed Mar 22, 2006 8:53 pm 
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Quote (asaura @ 21 Mar. 2006 (13:43))
MUST - NOT - REVEAL - SECRETS

MUST - EAT - ALL - FISH

Drat, there goes the plan... ?:p



Now all I have to do is get a nice and clean win. Would be pretty embarrassing to lose after switching sides. ?:down:

ROFLMAO

Sounds like a good build up boyz... will be interesting to see how it plays out... (ehem, if you get around to it!)

;)

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Thu Mar 23, 2006 9:21 am 
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These teaser posts are just evil you know :angry:

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Thu Mar 23, 2006 9:58 pm 
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Its not a patch on seeing onions as Tau proxies :)

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Thu Mar 23, 2006 9:59 pm 
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Quote (Hena @ 23 Mar. 2006 (20:49))
This created a solid mass of Nids in their half of the board. I must say that this was a very good play from asaura. I adn't realised the potential for this kind of garrisoning. Let the pictures speak for the rest. Needless to say, I was a little worried about the closeness of the Nids.

When I can, I garrison as much of my Tyranids as I can!  *laugh*  Means I'm eating one turn earlier!   :alien:

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Fri Mar 24, 2006 7:08 am 
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Quote (Hena @ 23 Mar. 2006 (21:20))
Turn 1
Swarm 4 in the east decide to spread out and spawn gaining a zoanthrope and biovore. Both zoanthropes are now within range to fire at departing planes... damn. Tau wonder why the swarm is not advancing and decide to take the battle to them. The Crisis cadre doubles ahead and fires at the swarm 4 killing few

(snip)

Man, I was bitten by the killing of the zoanthrope myself. Even when I know I should not do that :D.

Hey, when I spotted my chance to pull the Zoa-mbie trick on you, I just couldn't resist it  :D

Seriously, the plan for the East Front was to make you come to me. You had only one Pathfinder formation in there and I thought I could make you commit the Hammerheads and the Crisis suits in the East, which would give me a chance to go for your Blitz in the Northwest, while giving you nothing for your troubles. The Southeast T&H objective was just too far in my table half for you to get. The plan didn't quite work out, as the Hammerheads could engage targets over the center hill and the Stingrays in the East just used their own MLs in the end.

Great reporting, as always!


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