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Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids

 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:15 am 
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Army Lists Taken
2700 Point game

Tau - TRC ?5 Aces? list challenge
CS?s latest, Tau v4.3.3 used

350 Crisis cadre + shas?o
400 AMHC cadre (referenced as HH-I in report)
- all ion + network drone

375 AMHC cadre (referenced as HH-R in report)
- all ion cannons

175 Pathfinders + DF
175 Pathfinders + DF
175 Pathfinders + DF
175 Pathfinders + DF

175 Ace 1 (referenced as AX-A)
- Tiger Shark AX-1-0
175 Ace 2 (referenced as AX-B)
- Tiger Shark AX-1-0
175 Ace 3 (referenced as AX-C)
- Tiger Shark AX-1-0
175 Ace 4 (referenced as AX-D)
- Tiger Shark AX-1-0
175 Ace 5 (referenced as AX-E)
- Tiger Shark AX-1-0


Bugs? Jaldon?s nid list Edit: v6.0 bugs (thanks Hena!)

OK, I don?t know the bug list in detail?
(waiting for Andy to email the full list)
- so from memory?

Winged Hivetyrant 1
- with zoanthropes and lots of common & uncommon bugs

Winged Hivetyrant 2
- with zoanthropes and common and uncommon bugs

Tyranid Warriors 1
- with 2 Exocrines, 4 zoanthroapes and lots of common & uncommon bugs

Tyrand Warrriors 2
- with mycetic spores, Zoanthropes and lots of common & uncommon bugs

Lictors 1
- 2 lictor stands

Lictors 2
- 2 lictor stands

Lessor synapse node 1
Lessor synapse node 2
Lessor synapse node 3





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:38 am 
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PreGame
Both players review rules changes in Nid and Tau E:A rules

Tau pick table side due to higher strategy
- picked a long table side vs. a diagnal

Tau declare 5 formations in reserve
- x5 v4.3.3 AX-1-0 bomber formations of 1 unit each

Bugs declare 5 formations in reserve
- x3 lessor synapse node formations of 1 unit each
- x2 formations of 2 lictor units each in reserve

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:40 am 
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Deployment
Tau deploy first garrison followed by bug garrison (alternating of course)
Tau deploy first main units followed by bug main unit (alternating of course)

Picture
Deployment

Tau Observation
Bugs had 10 AA units in the form of Zoanthroapes that were 30cm AP4+/AT4+/AA4+. These would have to be dealt with early.

Bugs had a lot of ?common? Tyranid infantry targets. Spawning capabilities would nullify minor attempts to widdle down formations. Killing formations outright of these sizes would prove difficult for the list taken.

Bugs are not subject to blast markers ? even worse.

Hive Tyrants, exocrines and zoanthroapes are AT targets surrounded by a bunch of AP targets ? must keep that in mind. AX-1-0 has mainly MW shots which will target whatevers closest of AP and AT targets ? getting shots on the AT targets may prove tricky as their will likely be an infantry ?shield? to deal with

Bug Observation,
Hah ? planes and lots of soft squishy ground goodies?

? Scuttle, slobber, eat, spawn? scuttle, slobber, eat, spawn?





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:42 am 
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Looking good Tactica!

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:43 am 
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Turn 1
No Teleporting from either side

Tau win Turn 1 initiative

AX-A moves through mid tau table edge and then left to fire on tyranid warrior with exocrine formation in rubble (top right in pictures), 2 of 4 flack in range from this formation, but roll double 1's to hit! AX-A killsl 1 zoanthrope with one light railcannon (rest of guns miss)

T. Warrior with exocrines in rubble flex their own muscle in a real show of force. Indirect fire on bunched FW + DF on tau table edge midfield in 4+ cover. Exocrine's 120 range proves brutal on a 4x6 field. They place 4 BM, killed 1 DF, 1 PF, broke one formation of PF's due to disrupt!

AX-B rolls double 1?s with SC to ground assault on exocrine formation? :/

Hivetyrant A formation doubled toward center to get zoa in range of AX-A

AX-C flies up the left Tau flank (top of picture) and turns slightly to fire on exocrine formation (hoping to get in deep enough to work on the exocrines), flak from one zoa does
one damage, places 2 BM, then AX-C kills 1 exoc and 1 zoa from 2 light rail cannon hits (all missles missed).

T. Warrior formation 2 (without exocrines in the middle of the nid deployment), marshalls with a move and brings back 2 zoa?s that I just killed from the other formation through spawning... :80:

tau take pause and ponder the impact of this new experience. Reading about it was one thing, but to witness and plan against it in live warfare was another thing entirely. A quick decision was made by command that all efforts to erradicate the synapse must take precidence. Archivists emmissaries are dispatched to inform the reigning ethereal of this yet to be witnessed 'spawning' phenomenon. Accompanying earth caste scientists immediately start funnelling battlefield command for data as it may apply to the carnivore kindred biological opportunities before the battle even closed.

AX-D fails to activate and stands down

SC couldn't be bothered for order clarification as he was busy dealing with a host of communique regarding the spawning phenomenon appearently

Geanstealers in forest decide not to assault the PF that deployed first but were in range after geanstealer deployment due to crisis support nearby and the lack of FF ability the geanstealers possessed. The move eliminates all possibility of Tau HH formations even doubling to fire on the them.

AX-E following C, moves up the tau left flank (top of pics), gets shot at from flak with no hits and then kills the zoa that shot at him from the exoc formation.

Hive-2 marshalls to move then rolls 4 to get a zoa spawned back that we just killed in the exocrine formation... :/

PF by woods single move into woods to fire on Geanstealers, 1 hit due to cover, but they saved - due to cover.

A general question came up here...
...we've never throught of it before for some reason, but if scouts have a 10cm ZOC, and you can't enter ZOC unless charging, and you can only see through 10cm of woods, then could the PF's (in this case) move and get close enough to have LOF to the geanstealers to fire if they are both in the woods and the geanstealers are scouts? If not, then Tau cheated the bugs a bit here.

Crisis then move into the woods to get 10cm away from teh geanstealers also in the woods again (see above, same 10cm LOF thing here) to get 5 hits on 3 geanstealers due to woods, crossfire with PF-A, kills 3 Geanstealers. Now here the crisis could have jumped out of the woods and then fired into the woods to shoot on the geanstealers, we decided it really didn't matter as no bugs were going to fire on them either way, so again - the 10cm woods to woods shooting with 10cm scout rule is interesting, but we decide to move on and let the crisis fire away - right at 10cm. If we didn't do it right - well, the bugs would have been in a bit of a better position here...

HH-R (labled as such as its the models with the railguns - not that they were proxied though - they really had ion cannons for game play purposes) double to kill 1 Gean in woods

HH-I double to back of forest to pop and fire over the wood and onto Hive-2 with all AT fire. (much better than using planes with MW when you are going for the tyranid tank targets and don't want to deal with killing all those AP targets... note: the tyranid hive tyrant is a tank, not an AP target... the result of the firing and saves is 2 dead Zoanthropes - (heh, for now :/)

Last PF formation on tau far left of field (top left in picture) single moves to load up infantry in DF

Turn 1-End?

AX-A in mid and left tau-side field takes 1 hit from 4 flak, no save made so 1 DC lost, flies off of side to avoid further flak (4 BM total - ouch!)

AX-B ? takes 0 hits from 4 flak, leaves table edge, already had 1 DC, (4 BM total)

AX-D ? takes 3 hits from 4 flak - ouch... however with a compelling bit of luck and air caste expertise at doging bio-attacks, the pilot manages to save 2 of 3 hits! While reporting this great feat, the co-pilot realizes a fuel alarm. AX-D goes critical before the first may-day signal can be sent - POOF, it turns into an incindiary cloud prior to leaving the field! :angry:

Broken PF?s rally, PF with 1 BM rally

Pictures
End of Turn 1
Close up status of the 5 AX-1-0 planes





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:45 am 
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Turn 2

Nid?s Teleport lessor synapse node A next to Tau blitz obj

Initiative:
- Tau roll 1(+3), bugs roll 2(+1)
- Tau go first (yay, tau strategy of 3 helps!)

PF?s on left tau flank double, tripple, and then quadrouple check their orders from command. "Yes damnit, sha'charge the flipping thing already!" The PF's realizing they greatly outnumber this billowing slimy mess with pointy things sticking out of it decide to reluctantly follow orders and assault the lessor synapse node-A in their own way... with their guns shooting really, really close to the thing... :) They only agreed to assault this thing after a bit of group think on the matter. It seems that if this really was one of those 'spawning things' that even if they ran, more bugs would be on their heals... so ? after "two" rounds of exchaning blows with this more or less immobile thing and losing one PF, the PF's pull off a marginal win and take 1 BM! The shas'ui declares this a great day for all Tau and the Greater Good!

The commander opts to retain with crisis (rolling a 2 ? Thank you CS for +1 init!) and the supreme commander moves to finish off 2 geanstealers in woods - heavily relying on sensor spines and drone target lock technology due to the thick wood cover.

Hive 2 with gargoyles and ravenors assaults PF in woods ? PF?s kill 2 gargoyles, bugs kill 2 FW win combat due to outnumbering by double killing 1 PF and 1 DF, PF?s break and fall all the way back to tau table edge in a crater where they can nurse their wounds (and thank the greater good for sparing them).

AMHC formation HH-I pops up from woods (not sustained due to new experimental skimmer rules for pop-up) and gets 1 seeker hit and 4 ion hits on AT targets in Hive-2 formation.  This nets 2 dead zoanthropes and 1 Hivetyrant. (tau realize the AT capable shots are much better against this foe than any MW as AT allows them to circument firing at all the many soft AP targets and go straight for the AT targets dug into the middle of these massive mixed formation hordes of units. Command is informed to relay the tactic to the other AMHC formation.

Hive-1 reels from the sudden blow to the hive mind. Immediately adapting to the tau tactic of picking off zoanthropes and hivetyrants, he decides to reinforce his own formation with great deapths of AT targets. He marshals with a single move to 4+ cover and a spawns 9 points (or 3 more zoanthropes!!) :angry:

AX-A stands down (failing to activate) and removes 4 BM (and but still has one damage of course)

Warrior swarm (without exocrines) activates to double over and attempt to meet up with remanents of Hive-2 formation that has no synapse. They are successful in their effort and their formation is increased in net size.

AX-B stands down removing 4 BM (and keeping one damage still)

Warrior formation with exocrine marshals with a move to back up and rolls 6 spawning a zoa and an exocrine.

AX-C fires on warrior formation 2 and can?t hurt the AA due to all of the little shit, 1 tracer and 1 railcannon kill 2 ravenors

PF?s double to woods, losing a DF to get to cover, :blush: both PF?s save that it was transporting though. :alien: They procede to fire on the T. warrior with gargoyle formation killing 1 (uncommon) ravenor, but they really aren't that proud of their ...erm... progress.

PF?s from rubble with 2 BM advance to fire on T. warrior formation but umm, desied 'covering fire' would be better.

HH-R singles to other side of forest and fires 30cm missle pods for 4 AP hits, seekers for 1 AT hit, ions for 4 AP hits. 3 gargoyle, 1 ravenor, and 3 termagants die as a result of saves (where there were any - most little bugs have hardly any save at all, but there's a ton of them and they keep coming back!).

AX-E flies long route on right side of tau table flank, then banking a hard left to come in on the T. warrior formation. The AX-E takes 2 flak hits from 2 zoanthroapes but saves 1, then procedes to miss with missles, but both light railcannons are true. They take out 1 warrior and 1 gargoyle (:angry: I kept thinking my MW hits would go on his AT targets here for some reason... the darn tyranid mixed formations actually make it harder for my MW to get in the deep mix of it all as they are well insulated by infantry.

End Turn 2

AX-C disengages and takes 2 hits from 3 flak zoa, but saved 1 hit and no crit from the one sustained.

AX-E takes 1 hit from 2 flak zoa, but saved the hit.

All tau formations rally.

At this point, my opponent was laughing at my planes. No - seriously.

He said he feared my hammerheads and crisis more than anything, but the crisis were going to be easy for him to dispatch as they have to get too close against him to be efective. As Tau crisis have 45cm range at best, so does much of the tyranid force have a 45cm range for engaging!!!

His comments here were that the planes seemed like they might be good against his big SHT bugs - grinning - he says, too bad tyranids don't have to rely on those to be solid now - and he made some gesture to Jaldon's list handling that I forget but basically, 'hat's off to Jaldon' for making the non-superheavy bug list formidable.

Pictures
End of Turn 2
End of Turn 2 AX-1-0 Status





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:46 am 
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Turn 3

Two synapse nodes teleport in on the left of the nid table edge by the nid side objective (see map below)

Two sets of 2 lictor broods teleport in by tau-side midfield objectives. (see map picture below)

Tau win init - +2 to the roll continues to be better than the bug horde strategy 1.

HH-R moves to get more shots in on warrior formation but also to stretch out and be within 30cm of one of the teleported lessor synapse nodes, (reason is that if there's no enemy within 30cm, spawning attempts get an additional d6 of bugs!) HH-R puts 5 hits from ion on infantry, 1 missle pod and 2 seekers, after saves, killed 1 ravenour, 2 gargolye, 1 warrior, and 2 zoa.

PF?s in woods attempt to retain and move out and fire on last warrior to make him and his lil' friends go bye-bye, but they fail to activate with a 2... we use SC and roll a 1? :angry: So with our new BM, we hold action and fire on the warrior formation killing only a gargoyle while the ravenor saves.

Warrior formation attempts to marshal, but rolls 1, then has to hold? can?t spawn with regroup and can?t use ?regroup?, so can only move or fire? so ran to 4+ cover by recently teleported lictors.

At this point - we realized something about the bug list. They have to Marshal in order to 'spawn'. They perform a 'spawn' instead of regrouping during a Marshal. However, if they take a hold - they cannot use the 'regroup' to spawn - only the marsha's 'regroup' due to the way the Tyranid rules are written. Is this an oversight or intentional we wonder? Definitely a question for Jaldon and team though... anyway...

PF?s behind woods sustain fire on lictors that teleport in, PG's score two hits, but both are saved by box cars on lictor saves! (didn't even need their 5+ RA) :/

T warrior Exocrine formation camping in the ruins (top right of picture) on the right most side of the bug board edge sustains its disrupting indirect on HH-I formation behind the woods... "POW!" 4 hits, so places 5 BM due to disrupt and comming under fire, 3 of 4 saves miraculously but its not enough for this now 5 model strong formaton of Ion-heads. 1 loss breaks formation before it fires! :/

AX-A flies a large Tau right flank route and wasted a lessor synapse node that teleported in.

AX-B sees benefit in this relatively safe route and follows in AX-A's footsteps to waste the second synapse node that teleported in.

(lessor synapse nodes are 30 point single wound models)

Note: at this point, the Tau achieve BTS from the tyranids due to killing 3 lessor synapse nodes and 1 hivetyrant.. i.e. the majority of synapse choices (4 of 7 synapse).

Lictor formation closest to the tau table edge, assaults PF?s that attempted to sustain fire at them ineffectively earlier and the lictors killed them all with blows, and now contests tau side objective?

Recently rallied PF + DF with 1 BM close to tau table edge hop out of cover in crater and move to fire on lictors that just massacred previous PF formation? hah - no hits (no suprise).

Hivetyrant 1, doubles to fire on HH-R formation on the tyranid side of the table, Zoa?s kill 1 HH, 2 BM on formation.

AX-C ? rolls a 6 to activate, moves in to fire on warrior formation in cover, 1 lt railcannon hits killing a single ravenor.

Second lector formation in middle of table charges PF?s in woods.

AX-E stands down and removes BM

PF by Tau Blitz advance to fire on warriors in cover, but have no effect.

Crisis move in woods to hit lictors 7 times (no macro hits) needing 5?s, but lictors save all damage except 1 with RA, and 1 of the 2 lictors die from the 7 hits!!

Turn 3 End phase

Both AX-A and AX-B take a BM for flying off of the table edge instead of going through all the flack on disengagement move.

AX-C gets hit 2 out of 3 times on disengagement, saves 1, and blows up!

Broken HH-I (with network drones) do not rally!

HH-R, (without network drones) rally and remove 1 BM, leaving one.

PF with DF by lictors on tau side, remove their last BM with rally.

Tau (1) - BTS from nids
Nids (0) ? almost have 2 on Tau side of table, but 1 crisis stand contests one of the objectives.

Picture

End of Turn 3





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:48 am 
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Turn 4

Tau win init (both players roll a 5 on dice, strategy advantage helps vs. the nid strat 1)

HH-I sustain fires on Hive-1 formation, 2 hits from missle pods on infantry, no seeker hits, all turrets roll 1?s!!! (4 ?s from turret) WTF???

AX-A ? retain but stood down with a roll of a 2 and a 3 with 1 BM? removed BM? :/

Single lictor stand assaults crisis suits scoring 2 macro weapons and 1 regular ? all first strike! Crisis SC saves regular hit, two suits die? crisis need 5 in FF and roll no hits, dice off for combat, tau roll snake eyes, nids roll a 1 and a ?3, total is 5 to 3, remaining 2 crisis die. (poof)! Single lictor stand consolidates toward the tau mid field objective.

AX-B with 1 BM, activates to ground assault the yet to activate 2 man lictor squad. While marked, rolls a 6 with the GM :/, then hits with both light raicannons rolling 4?s ? both lictors die.

Warrior squad uses 4 mysetic spores and marshals with move to hold both tau side mid field objective, and rolls a 10 on 5 dice for spawning!! 5 (uncommon) ravenors are spawned to help hold the objectives.

AX-E, activates to ground assault remaining marked lictor in woods (cover) as Tau are running out of formations to contest center objectives and one objective is only held by a single lictor and a single ravenor from the warrior formatin. Tracer rolls (miss without cover negative), both light railcannons miss (2 and 3 rolled ? miss without cover negative) :/

Hivetyran-1 formation, assaults to engage PF?s and DF on hill by tau midfield objectives. Tau get 2 hits and kill 1 termagant and 1 hormagant stand, only 3 termagants, 2 hormagants and 1 ravenor got to FF range and scored no hits on the tau. Tau roll a 5,2 and bugs roll a 2,2 for combat. Tau are outnumbered by more than double but win by 3! Due to bug rules, they are not broken but withdrawing ? they move to solidly hold both tau center objectives and spread out close to both tau AX- B and AX-E to catch them on the disengage move!! (anger?. Hmm?)

PF stand and DF stand move to contest tau midfield objectives? nervously? with a double.

Exocrines indirect with disrupt at PF?s and DF on hill, scoring two hits placing 3 BM due to disrupt, tau lose one DF but 4 models remain so unbroken.

Tau double the same PF?s and DF?s just fired at to try and take the bug second midfield objective while needing to kill 2 bugs in cover, they hit and kill 1 (all but 1 stand was suppressed!)

Turn 4 end

AX-B disengages but must move through the recently ?withdrawing? hive tyrant giganto formation of Zoa?s and gets fired on by 6 and receives 4 hits but only saves 1? it explodes.

AX-E disengages through the same mess but is only in range of 5 of the zoa?s and receives 2 hits, he saves 1 and already had 1 hit on him so also explodes!

All tau formations rally.

Picture
End of Turn 4





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 12:51 am 
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How it ends
Tau: 1 (BTS)
Bugs: 0 (but don?t have take and hold due to 1 PF and 1 DF standing at center field)


Commentary

Fun game on both sides. Very tough game for the Tau due to the spawning of the bugs... This is nowhere close to the ideal list for the Tau vs bug lists that don't take the big bugs IMHO

Much more to come later.

I wanted to get the report notes up (and they are in their crude note format) above.

I have more pictures to add - but dinner is ready and family is calling - so I'll add more pictures and commentary later (this evening) hopefully.

cheers to anyone that wants to read through before its cleaned up and hopefully clarified a bit.

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 1:15 am 
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One question: When are you going to paint your stuff?

:/


Very interesting report. Looking forward to the rest of the details.

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 1:22 am 
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Quote (Honda @ 29 Jan. 2006 (18:15))
One question: When are you going to paint your stuff?

:/


Very interesting report. Looking forward to the rest of the details.

OK, done with dinner...

@ Chroma, thanks - look for more pictures shortly.

@ Honda, LOL - well, I'm quite particular about using painted models. The problem is we moved recently (december) and we are still getting the house sorted. I couldn't play any games at my place for a month at its been killing me! the game room is now together enough to start gaming and this is the first battle in the in the new house... believe me, I hate playing with unpainted stuff!

The Tau list is still under construction so painting models too early has its down sides but that's probably more of an excuse than reason to wait. Don't worry, paint soon. :)

Now, back to pictures applying above.

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 4:38 am 
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OK, all turns are updated ( I think) and now have pictures too showing end of turn (after disengagements) situations.

I'm trying to get the nid player to give me his list and sign up on EpiComms for posting. He usually just reads threads. We'll see.

So, I feel confident in saying "in no way were the TS AX-1-0 over powered in either of our opinions in this game." All but one were slain in fact! The bugs had no planes and only had 30cm AP4+/AT4+/AA4+ zoanthropes for AA protection.

The AX-1-0 were situationally handy against the bug threat, there's no question about that (getting to teleported single hit synapse nodes before they spawn), but not even close to the 'end all' game breaker formation hype being flung about in days past. Not even close!

The AX-1-0 are going to be good against formations that take all vehicles. However, if a LRMBT copmpany (or the alike) wants to marginalize the AX-1-0, take a bunch of infantry with it. They will effectively insulate the formation as the MW can't specifically point out the AT targets. That's our lesson from the nid game anyway.

The AX-1-0 choice target is the formation that is all AT or All elitist infantry or SHT and Titans IMHO.

I'm OK with that. I wasn't really impressed with the move from 3+ to 4+ and think it definitely makes taking 5 of them a questionable at BEST tactic for the Tau player going to a tourny.

I started out going all planes first flexing my air dominance in this game - however, my opponent - not even taking aircraft - had no problems dealing with my threat. I only got the BTS objective because he didn't spawn with them before I activated. On turn 2 - he took a gamble to see if he could win the strategy roll off and spawn by my Blitz objective. It didn't work out. The next time he teleported he had a bad luck of the dice when activating. Since the bug list doesn't allow you to have an SC without taking a gigantic expensive bug, he coudln't attempt a reroll. So - bad luck there and I was able to wipe out both of his synapse nodes that teleported again in turn 3 before he could spawn with them.

Even so, a 1-0 margin in turn 4 isn't a win. A hard fought game on both sides, and at best - a draw. The tau were beat up bad. The bugs spawning were really going to take their effect and I was losing the attrition battle as the main 3 formations were now so big that the Tau just couldn't make any headway - and were only left with 1 plane out of 5.

Taking 5 AX-1-0 has a 'all your eggs in one basket' feel to me. If your opponent brings a list you can capitalize with - fine, otherwise, you are going to have a very uphill battle against any horde or mixed formation army.

H-t-H armies are going to get in your face and eat the crisis and PF's for lunch in no time.

that's an awful lot of work to ask out of 2 AMHC formations at that point - especially when 6 tank formations that don't have RA aren't the most durable things in the game.

When we next meet Andy - don't count on 5 planes from this Tau general! It was a great game Andy, lots of laughs. I really enjoyed putting Jaldon's latest list to the test. We were pleasently surprised by the way that list worked now.

I look forward to a rematch.

BTW: We seen no reason to reverse rolls and play a second game here - the results in our opinion was that the bug player learned about the planes through playing against them. This list would only get worse as experience would play to the bug's favor if more games were played in our opinion.

Cheers,





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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 4:45 am 
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Great report Tactica - the way you've done those pics really helps show the flow of battle (though maybe crank the brightness up a little so we can see the action on the far side of the table as well?). I look forward to seeing more.

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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 5:38 am 
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Tactica,

Very nice battle report.  Thanks.

I hope you don't mind me playing devil's advocate a little.

Questions:
Did you use the aircraft to snipe synapse units?  Seems like the Hive Tyrants would be an easy way to take out 2 formations in that manner with last activations.

How many Nid players use 10 Zoanthropres, no WE-bugs and no (or few) AV-bugs? (It's not something I've seen in any of the batreps in the Nid section, but perhaps with the new list that will change)

Comment:
Dispite playing against a list which is particularly resistant to the AX-1-0, you still managed to be ahead on VPs (if not quite getting a win).
I think we would all agree that it is possible to put together a list that the "5 Aces" isn't great against ('Nid, LatD or Ork horde, Necron pylon-heavy list), but there are a lot more that are (SM, IG, Eldar, OGBM, AMTL, BL and their variants).
In fact, with the ability to spawn destroyed AA units, and immunity to BM, the Nids are possibly the worst possible opponent for the "5 Aces", one might expect that against the worst possible scenario the "5 Aces" should expect to be soundly thrashed.  IMO, the Nids in general present one of the most difficult match-ups for the Tau, with the disrupt weapons being nullified and losses not building up due to respawning, and, of course, the strangth of the bugs is the Tau weakness - assaults and especially CC (infiltrate...).

Before deciding that the previous expreiences shown in battle reports (of the "5 Aces") has not been proven to your mind I would request that you try it again against some other list.  I propose that you have seen the lowest performance of the "5 Aces" against the Nid horde.

(On a side note I believe you once mentioned that it would be a better test of a new list to try it against one, or more, of the establised lists, from the rulebook, or perhaps Swordwind.  Something to consider.)


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 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 6:02 am 
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Nice batrep Tac'. Interesting to see the AX-1-0 in numbers isn't really the hob-goblin people are reporting it to be.

I'm beginning to understand that being able to tailor a force to a single opponent's, can tilt the balance of a list somewhat, leaving one side or the other feeling a little hard done by.

isn't great against ('Nid, LatD or Ork horde, Necron pylon-heavy list), but there are a lot more that are (SM, IG, Eldar, OGBM, AMTL, BL and their variants).

So, against 4 army types it's ok but against 6 it's not? Put one of those 6 lists into the other basket and you have a 5:5 tie. Given that the majority of these lists are experimental (6 out of 10 - and not balanced themselves in a lot of ways) plus the fact it would struggle vs any infantry based established list, sounds almost a good balance to me CW.





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