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First Game with Tau 4.4.2

 Post subject: First Game with Tau 4.4.2
PostPosted: Sat Jan 26, 2008 10:40 pm 
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Hi Folks,

This is my first post in ages.  I used to post on the previous forums but when my regular opponent moved away I couldn't get any games and interest went elsewhere (wfb).

But now I have a new opponent.   We have played a bunch of games with the original armies (SM,IG and Orks) and now I finally got the chance to proxy the Tau for a game.

Tau (3k)

FW Cadre w/Devilfish
+4 FW w/Devilfish
+Etheral
+Skyray

Scorpionfish
+SC

Stealth Contingent

AMHC
+Swordfish

Scorpionfish

Tetra Support Group

Battlesuit Cadre

Broadside Support Group

Moray Assault Ship (RC)

Tigershark Strike Craft

Space Marines (3k)

Tactical Detachment
SC
Razorback(AT)
Hunter

Tactical Detachment
Chaplain

Devastator Detachment

Assault Detachment

Bike Detachment

Landspeeder Detachment

Terminator Detachment

Scout Detachment

3x Warhound Titans

We were a little pushed for time, so I couldn't make notes but I will try to summarise.

SM Blitz - middle of SM side, behind some buildings.
SM Objectives - spread wide, 30cm from Tau edge.
Tau Blitz - middle right of Tau side, behind woods.
Tau Objectives - mirror of SM, 30cm from SM edge.

Turn 1
Terminators teleport in beside mixed Scorpionfish(SC) and crisis.
Stealth counter by teleporting in beside the crisis.
Strategy- SM

Terminators decide that the battlesuits look too menacing so engage the tetras that are just in range, one tetra limps away broken.

The early exchanges of fire were not terribly damaging.  The worst hit were the SC tacticals that lost all their transport to the AMHC's railguns and the terminators that were broken by the stealths.

The FW cadre held off a reasonably well supported assault launched by the landspeeders, thanks to a luck in the roll off (Tau were down by 2 before the roll).

Turn 2
Strategy - SM

Bikes and devastarors destroy AMHC in assault.

Second assault on FW by speeders fails.

FW Retaliate and break nearby tacticals.

Assault marines stalled an engage when the crisis suits jump back (his first game versus Tau, he knew, but he forgot).

With few assault threats left the marines had to weather a storm of fire from the Tau (and now it was all in markerlight range).  Scouts, assault marines and speeders are all broken with the odd unit remaining in each.  SC Tacs and Devs are also attacked, with the Tigershark finally breaking the devs.

Turn 3
Strategy - SM

In a final throw of the dice a warhound doubled over to break the crisis.  Then the bikes engaged the nearby stealths, but again the Jet Packs saved the day, allowing the stealths to hop out of support fire range and force FF with the bikes, two kills from first strike and the bikes loose and break.

After the Moray finally connected with both rail cannons (so many 1's) a warhound was destroyed.

This left the SM with only small (1-2 units) formations most with BMs.  He tried to cover objectives, but the Tau had enough left to move in and break them through shooting.

Game ended 4-0 to the Tau (DTF, TSNP, Blitz, T&H)

Tau losses:
9 FWs, 1 Devilfish
AMHC (All)
3 Crisis
2 Broadside
5 Tetras

SM losses:
SC Tacticals: 4 tacs (inc SC), 3 rhinos, razorback, hunter
Tacticals (All)
Devastators: 3 devs, 1 rhino
Assault Detachment (All)
Bike Detachment: 4 bikes
Landspeeder Detachment (All)
Terminator Detachment: 2 terminators
Scout Detachment: 2 scouts, 2 rhinos
1x Warhound Titans

Thoughts:

Warhounds are still good, even at 275 each.  Hard to kill them before they break, and they have the speed to run away to safety and right back again next turn when they rally.

Scorpionfish worked really well for me.  Not the soft target that stingrays seem to be, and when the markerlights allow sustain fire they can gut infantry with the submunitions.  Turn 3 they glided forward to hold the objectives in my half.

In that respect the markerlight formations were very important.  With the tetras getting knocked out right at the start this meant that the others were even more important.  Thus the FW cadre was invaluable, the fearless wasn't used but it did give me the confidence to advance them to where their firepower could be used.

The top unit for me was the stealth contingent.  They saved my SC from the terminators, broke the terminators, helped break the marine SC (via shots and ML), held off the bikes and finally took the blitz and finished off the speeders.

The broadsides stayed near my blitz and took pot shots at warhounds, but I don't think they ever did more than down shields.  They did hold up under some fire, so I was quite happy with them.

The Tigershark stayed away from the one hunter, so never came under fire.  Turn 1 it did no damage to assault marines, turn 2 it killed one devastator with the tracer missile and broke them, turn 3 it killed the last remaining rhino that contested the SM blitz.  It did roughly what I would have expected thunderbolts to do, so its points seem ok so far.

The battlesuit cadre didn't achieve much.  It failed to rally and remove blast markers twice, which left it with no firepower and easily breakable.  I pretty much knew this would be the case with a 4 unit formation, I ran out of points to do anything about it though.

The AMHC got isolated by SM moves late in turn 1, so never got much chance to do much.  But knocking out the transports of the SC tacticals was very useful in the long run.  Not sure that I need the swordfish upgrades, but its only 25 points.

It didn't matter in this game, as my opponent didn't have any aircraft, but it seemed that I got a lot of AA without really intending to.  It certainly would be tough to challenge the Tau air superiority.

It was certainly fun to have another go with the Tau.


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 Post subject: First Game with Tau 4.4.2
PostPosted: Sun Jan 27, 2008 7:26 am 
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Sounds like Tau Hi-tech paid off ! :alien:

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 Post subject: First Game with Tau 4.4.2
PostPosted: Sun Jan 27, 2008 8:54 pm 
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Thanks for the report. It is good to see that the new list is getting some airing. It is good to see the various interactions between the various units and the inter-formation support coming out.

Was the plan to avoid the Warhounds as much as possible, and were you able to without too many problems?

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 Post subject: First Game with Tau 4.4.2
PostPosted: Mon Jan 28, 2008 12:11 am 
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(CyberShadow @ Jan. 27 2008,19:54)
QUOTE
Thanks for the report. It is good to see that the new list is getting some airing. It is good to see the various interactions between the various units and the inter-formation support coming out.

Was the plan to avoid the Warhounds as much as possible, and were you able to without too many problems?

Thanks for having a look CS.

No, I didn't plan to avoid the warhounds. ?With a 60cm double and 45cm range you really can't avoid them.

I basically shot at them with the broadsides and the Moray. ?I was hoping the Moray might score an early kill and scare them off a bit, but it didn't score two main gun hits till turn 3. ?I was able to break one each turn, and I think at one point one didn't rally.

The critical hit is also pretty soft. ?I have scored maybe three or four criticals on warhounds, on one occasion it meant a warhound ran over some rough riders (though none got hit), but usually move D6cm just before breaking (and thus moving again) doesn't matter.

My opponent has nearly always played with a pair of warhounds (in IG & SM), and never yet have I gotten rid of them without them doing damage first. ?They can start off behind terrain to avoid long range shots, run ~60cm across the board and shoot 45cm into your deployment zone. ?Shoot them twice and do 1 point of damage and they break and retreat to behind some terrain again.

The other problem with shooting at the warhounds is that you end up shooting at already activated formations, with voidshields. ?Double jeopardy as far as efficiency goes.

Barring the BIG TK weapons (Deathstrikes etc), I think it would take some luck to kill them without a touch of luck.

Voidshields, War Engine , Speed and Firepower makes a good unit. ?I don't think they are too good though, they only do so much damage, they do break easily and they do help the lists they are allowed in (IG & SM).

The Markerlight/Guided Missile interaction was key to my victory, which seemed very characterful. ?I can see that ML equipped units becoming favourite targets in a Tau army.

Having used a big FW cadre I am puzzled as to why I have read that people dont rate them. ?I doubt there is another Tau formation that has as much chance of defending itself from assaults they can't avoid.

[Edit: Nearly missed your post there L4. ?Hello again, glad to see you are still around ?:;): ?]






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 Post subject: First Game with Tau 4.4.2
PostPosted: Mon Jan 28, 2008 6:53 am 
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Thanks "C", I don't plan on going anywhere yet ... But sooner than most here !  :laugh:

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 Post subject: First Game with Tau 4.4.2
PostPosted: Mon Jan 28, 2008 12:40 pm 
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(clausewitz @ Jan. 27 2008,23:11)
QUOTE
Having used a big FW cadre I am puzzled as to why I have read that people dont rate them. ?I doubt there is another Tau formation that has as much chance of defending itself from assaults they can't avoid.

Personally, I think that the problem is a combination of people overlooking them due to past problems and the fact that they are used very differently now to only a few versions previously.

I am much happier with them now, I have to admit.

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 Post subject: First Game with Tau 4.4.2
PostPosted: Mon Jan 28, 2008 2:30 pm 
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One day I would like to see a SM victory against TAU :)

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 Post subject: First Game with Tau 4.4.2
PostPosted: Mon Jan 28, 2008 6:35 pm 
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But for some mistakes and a lucky roll in an assault roll off this game was closer than it appeared.

Of the games I have recently played BT Eldar have been the only army we thought was clearly stronger than the others.  IG have been the weakest in terms of performance.

This seems to be down to the fact that assaults tend to be more decisive than shooting, so the armies that are good at assaults tend to do better.


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