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[BatRep] Tau Battle Weekend - Game 2 - 2000 points

 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Tue Apr 04, 2006 7:01 pm 
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Quote (Honda @ 04 April 2006 (17:50))
Q: Did the Tau player not know what he was facing? It seems like he really was left wanting against most of the IG formations.

Army selection was "blind" in all the battles in that the "enemy" armies were already chosen from our pool of armies and the Tau player didn't know what forces he'd be fighting... since we've got just about every army covered in our group.

Honestly, the real reason the Tau were hurting in this fight was because of a grevious strategic error the Tau player made: for some reason he got it into his head that he *had* to destroy the Baneblade formation and put a lot of his army into trying, and failing, to do that.

If he'd initially focused his attacks on the weaker elements of the Guard force, I think the Tau would've prevailed.  The Manticores should have been targeted and elimintated quickly instead of, essentially, being allowed to fire at will.  Only the two Superheavy units would've been left and, I feel, they would've had a hard time taking objectives.  Unfortunately the Tau player had no rationale for the behaviour and realized afterward the mistake he'd made.  *laugh*

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Tue Apr 04, 2006 9:47 pm 
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Chroma,

This list and battle just goes to show you, going into a tourny with something like this:


Pathfinder Contingent 1
2 Devilfish

Pathfinder Contingent 2
2 Devilfish

Stingray Contingent 1

Stingray Contingent 2


Is great if you run into infantry, bad if you don't.

Its the "all eggs in one basket" theory.

4 formations of 8 (and arguable 5 if you count the kroot) all expecting soft infantry targets is just way too skewed for 'blind' GT tourny play IMHO.

Another good report, I've encountered heavy armor armies that were highly effective with IG, chaos, Eldar, and to a lesser extent, Tau and Orks.

Cheers,

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Wed Apr 05, 2006 5:59 pm 
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Pics are up!

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Wed Apr 05, 2006 9:44 pm 
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One question.  When you say all experimental rules are being used does thta include the ideal rules for baneblades.  Ie giving them their proper armament.

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Wed Apr 05, 2006 9:55 pm 
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Quote (ragnarok @ 05 April 2006 (21:44))
One question. ?When you say all experimental rules are being used does thta include the ideal rules for baneblades. ?Ie giving them their proper armament.

OoooOoooH!  I hadn't heard/seen this one, what's the scoop?

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Wed Apr 05, 2006 10:29 pm 
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Quote (Chroma @ 05 April 2006 (21:55))
OoooOoooH! ?I hadn't heard/seen this one, what's the scoop?

Basically changes the 'Blades weapons so that they are what are on the FW model, ie battle cannon, demolisher cannon two las cannons and three twin heavy bolters.

Gives it a proper "Fear me" profile.

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 Post subject: [BatRep] Tau Battle Weekend - Game 2 - 2000 points
PostPosted: Thu Apr 06, 2006 6:17 am 
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Just give them the guns they are armed with I think.
Hang on.
As well as ideas for main gun to be MW others include all sorts. One of the easist was to base it on the FW tank.
Type Speed Armour Close Combat Firefight
War Engine 15cm 4+ 6+ 4+
Mega Battle Cannon 75cm, AP3+/AT3+
Autocannon 45cm, AP5+/AT6+
Demolisher Cannon 30cm, AP3+/AT4+, Ignore Cover, Small Arms Ignore Cover (from the marine/guard review ideas)
3 x Twin Heavy Bolter 30cm, AP4+
2 x Lascannon 45cm, AT5+
Damage Capacity 3. Critical Hit Effect: The Baneblade?s magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6
Notes: Reinforced Armour, Thick Rear Armour.

Though thi is from the old forum - no idea what the current ideas are.

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