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Playtest Reports

 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 12:29 am 
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Right, as the title says, this topic is for playtest reports or comments on them - only. Please post opinions/discussions elsewhere, here they will be removed  :;):


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 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 12:32 am 
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
TAU vs. IG
The Assault on Paladin Ridge, Siddhaika desert, Corinthe Centre
(standard GT scenario)
played 12/07/2005, 3500 points/4 turns
3 ? 0 Tau victory
(entered into Battlestats)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

We decided to count all regular GT games as part of our ongoing Third Sphere campaign, so they all get a small background and ?theme?, and are attributed to a specific location. This particular game was set after scenario 14 (Via Aquila), the Tau have circumnavigated the Imperial Al Aghil position through the desert and are now attacking it again from the east. Just a few km outside of Al Aghil, around the characteristic feature of the Paladin Ridge, both forces meet again (and have no better idea than to play a standard GT game [:p]). Our forces were:

---------------------------------------------------------------------------------------
TAU (3.5K)
Shas?la + Shas?la + Devils + Hammerheads (IC) + Skyray (650)
Shas?la + Devils + Piranhas + Skyray (475)
Crisis + Drones + Shas?o (425)
Hammerheads + HH (IC) + Piranhas + Skyray (550)
Hammerheads + HH (IC) + Piranhas + Skyray (550)
Tetras (175)
Pathfinders (175)
Drones (75)
Gue?vesa (175)
Barracudas (250)
---------------------------------------------------------------------------------------
IG (3.5K)
Reg HQ + Flak (550)
Tank Co + Flak (700)
Inf Co + Demolishers + Hellhounds (600)
Arty Batt (250)
Arty Batt (250)
Flak (150)
Deathstrikes (200)
2 Warhounds (500)
T?bolts (150)
T?bolts (150)
---------------------------------------------------------------------------------------

You can see that my army was centred around some heavily upgraded Fire Warrior and Hammerhead formations, together with several very cheap activations to retain some balance. I decided to play it very cautiously for the first turn or two, using pop-up and GM mainly to disrupt the enemy, only going after the arty and DS. The battle started well with me taking out the Hydra formation with my HHs, followed up by an airstrike breaking a Manticore battery, now the worst of the flak screen had been removed (still lost one fighter to the Hydra with the Lemans though).

The other Manticore battery pounded my large Shas?la cadre somewhat, removing some infantry and vehicles, and placing truckloads of BMs with disrupt. So I had to marshal them to keep them up. My second HH contingent followed the first one, moving along the ridge in the centre, attacking and breaking the DS missiles. My other formations moved into position more cautiously, carefully keeping out of sight of the enemy guns. Conservation of force is a very important concept for Tau, especially against shooty opponents. While theoretically you can steam forward on double and blast your enemy from within 30 or 15cm, he can then just settle down on sustained fire and blow you away. Compared to all armies published so far, the Tau are the most susceptible to BMs, because they don?t have leaders everywhere and no special rules for BMs, and this alone can really foul up your plans.

My smaller Shas?la Cadre sent their 10 seekers against the tanks in the Inf Co (marked by Tetras), inflicting only 3 hits, but my opponent couldn?t roll a save, so lost 2 Demolishers and a Hellhound =)

Next turn saw me again moving into position mainly, inflicting very little in the way of enemy casualties. The Tetras and my big Shas?la cadre managed to set up a crossfire on the Russ Co, taking out three tanks, and my HHs fired down the side of the ridge again, taking out a full Manticore battery. The Tetras were then wiped out by the Inf Co assaulting them.

On the other (right) flank, the Warhounds moved forward, opening up on my second HH contingent, destroying all Piranhas and breaking the formation (the contingent had already taken a hit from the single Manticore allowed to fire, which had only killed the Skyray, but inflicted a lot of BMs). The enemy Reg HQ also doubled forward on a wide flanking move, breaking my Gue?vesa who were holding my two forward objectives.

Turn three, the Russ were crossfired again, this time by my smaller Shas?la Cadre and the unbroken HH formation. Lemans Reduced to half strength and broken. The Inf Co then tried to repeat its assault success from last turn and steamed straight into my undamaged Shas?la Cadre. However, they lost this time, leaving behind two further dead IG stands and retreating off into the cover of the buildings.

Why did he lose? The assault was a very close thing from the outset. In units, we had 16 (IG) vs. 17 (Tau), and none of us had any BMs. From who was in range and would use what score, the mean value would have been (after saves) 3 dead IG and 4 dead Tau units. This would have left both formations at equal strength, and together with the Commissar would have given my opponent a +2. However, after just slightly non-average rolls, we ended up with 4 dead IG and only 3 dead Tau units, also meaning I was still outnumbering him, and after I had rolled one higher in the resolution roll, I had won by 2 (inspiring Commissar notwithstanding). As I had pointed out to my opponent after he had retreated his broken forces, a single BM on my formation would have saved his butt. The lesson is to not wager on close results like this, only engage targets that have been sufficiently prepared for assault; anything else can go wrong, even against Tau, and an assault gone wrong really costs you. I doubt I would have stood a chance against assault specialists like Orks or LatD (in fact I have lost this exact Shas?la formation several times in games against such armies before), but the IG must rely on numbers mainly to win in assaults ? and in this case, numbers weren?t on their side.

These results collapsed the IG flank (both tank and Inf co broken), and in turn allowed me to occupy both enemy objectives in the immediate area, as well as push forward and take the Blitzkrieg objective in turn 4. The Leman company was wiped out in turns 3 and 4, mainly by BMs and a few actual casualties from GMs.

On the other flank, I managed to set up several crossfires between my Crisis and *Drones* (of all things), breaking the Reg HQ in both turn 3 and 4, denying the enemy Capture goal. I ignored the Warhounds sitting on my baseline objective totally, and only fed in formations to contest it; predictably, my Gue?vesa were annihilated in the process, but I managed to keep the objective contested until the end of the game.

All in all, excellent game which saw some very good moves from both sides; it may have looked like a walkover in the last turn, but it was a very challenging game (as always against the IG), and the result was still 0-0 at the end of turn 3! It should also be noted that I won the strategy roll in every turn and never flunked a really critical initiative roll (but neither did my opponent)?

---------------------------------------------------------------------------------------
Observations:
>>ARTILLERY: One reason why things went so smooth and I took so few casualties was because I was able to target the enemy artillery early on. Fortunately, he had no position in his deployment zone which was large enough to hide all arty/flak/DS batteries, so he had to deploy in a position where he could be targeted from the top of Paladin Ridge. I know from experience how much I would have suffered from that thrice accursed disrupt Manticores otherwise, especially my tanks (and that is so wrong).

>>AA COVER: My many Skyrays and IC HHs indeed put up a nice flak umbrella. However, it wasn?t until turn 4 that I had shot down all 4 T?bolts, when the two remaining birds dived in on a suicide CAP, a final attempt to save his last Leman Russ from my Barracudas. Still, the IC HH proved deadly en masse, and there should be some limiting factor for them (see separate topic).

>>BIG FORMATIONS: One aim of this game was to see how large, tooled-up formations work. Well, breaking them still isn?t so hard to do (a single arty strike brought my huge 21 unit Shas?la Cadre within a few BMs of breaking), and a HH contingent broke after taking some BMs from an arty strike (just a single Manticore) and then losing the screen of 4 Piranhas. All in all, they seemed okay. They are very expensive and take away lots of your points, so very little left to spend on Air Caste or WEs. So an interesting variant, but not too powerful. Against enemy WEs, you can only attempt to crossfire them with your tanks and then round them up (a bit problematic when they?re fearless though), or ignore them. This can work if done correctly, but will cost you.


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 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 6:17 am 
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Sounds pretty good ! Since SM1, it has to be a priority to shut down the IG FA early or suffer the consequences. CAS is a good way to do it. You guys seemed to have made some good tactical decisions.  The IG FA being too close to the front and in the open appears to have been his downfall ... Good AAR !  :D

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 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 6:26 am 
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The other quick way to shut down all that firepower is through a troop drop/teleport.  I used to write off most of a SM Assault Coy (in SM2 era) in tHawks (yes the brick ones!) to take out an IG Arty Coy with RR support. Points wise it was an even swap, but its effect was awesomely one sided.  IG can be rather vulnerable once their Fire Support is gone...

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 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 11:59 am 
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Quote (Legion 4 @ 17 2005 July,06:17)
The IG FA being too close to the front and in the open appears to have been his downfall ...

Well, it wasn't in the open - it was behind a large hill/ridge. Only thing was that the top of this hill was in the middle of the board, so I could move my tanks up there and shoot downhill.


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 Post subject: Playtest Reports
PostPosted: Sun Jul 17, 2005 4:12 pm 
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Ah well, without a map I was just interpolating ! :D  But once you crested the hill the FA would be an easy target !  :;):

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 Post subject: Playtest Reports
PostPosted: Mon Jul 18, 2005 7:41 pm 
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Introduction

This is a dual play test, the first is of the Daemon Pact/Pool for the Chaos Armies, and the second of the value of the Tau Stealth Contingent. In both cases I am more concerned with how each of them functions within their respective armies, rather then on what effects they may have on the opposing armies. In the case of the Daemon Pact/Pool just how easy it to use, is the system clean, and what effects could it have on a tie breaker (Which we will do even if the battle doesn?t come down to a Tie Breaker). In the case of the XV15s are they worth their points, are they too cheap, too expensive, or are they just right.

So even though both of the armies being used aren?t really balanced yet, however this is going to have a minimal effect on the report. That isn?t to say that we are going to totally ignore any other factors that may show up, just that the above is going to be our primary focus.

Please be gentle folks, both Kimo and Jake are still a bit wet behind the ears, however they are pretty balanced on the skill level. The only restrictions placed on the players was for the Tau to field at least one Stealth Contingent, and for Chaos to field a Daemon Pact with a Daemon Pool.

Tau: Jake
LatD: Kimo
Judge: Jaldon

Tau Army

1st Fire Warrior Cadre (300pts)
8xFire Warriors, 4xDevilfish

2nd Fire Warrior Cadre (300pts)
8xFire Warrior, 4xDevilfish

3rd Hammerhead Contingent (375pts
4xHammerhead (Ion), 2xHammerhead (Railgun)

4th Crisis Cadre (475pts)
4xXV8, 4xHeavy Gun Drone w/Shas?o

5th Crisis Cadre (375pts)
4xXV8, 4xHeavy Gun Drone

6th Stealth Contingent (250pts)
6xXV15

7th Stealth Contingent (250pts)
6xXV15

8th Broadside Contingent (375pts)
4xXV88, 4xGun Drone

LatD Army

1st Coven (400pts)
1xDemagouge, 11xCultist, 6xChimera, 1xHydra

2nd Coven (420pts)
1xHeretic, 11xBig Mutants

3rd Coven (355pts)
1xHeretic, 9xCultist, 5xBig Mutant w/Pact

4th Questors (500pts)
2xQuestors

5th Slannesh Knights (275pts)
4xSlannesh Knights

6th Traitor Arty Battery (250pts)
3xBasilisk

7th Plague Zombies (175pts)
3D6 Zombies

Daemon Pool (325pts)
1xGreater Daemon of Slannesh, 10xDaemonettes

The Tau Plan
For the last couple of days Jaldon has been telling me to build an army that I think I am going to have fun using, rather then trying to build one I think he would like. So this may end up being the least coherent Tau Army ever put together, however it is full of stuff I want to mess around with.

In a number of battles I have been impressed by the Fire Warrior/Crisis combination, so I have taken two of each to form the core of my army, and some Heavy Gun Drones cause they look meaner then the standard Gun Drones.

Jaldon told me I had to field at least one Stealth Contingent, but after looking at them I decided to get two of them cause an idea popped into my head (This is always dangerous). I know tying up 500pts in these two formations may be a bit much for a 2,700pt battle, but I just had to get the second one, really.

Some will quickly notice I don?t have anything armed with a MW to take on WEs, well I think the Broadsides and Hammerheads will have little trouble handling any that may show up, and just about anything else Kimo may field.

My battle plan is simple, the two Stealth Contingents are going to act as a delaying force, and bleed off some of Kimo?s army?s strength in the process, while the rest of the army rolls over into one flank, crushes it, and then rolls the enemy up.

The Chaos Plan
Aloha to the CSM playtest group, and a Big Mahalo to Audrey for putting together the LatD list for us to play with. Know that I will do my best to lead the forces of Chaos to victory (And if I don?t I will throw myself into the midst of the sharks off Nahwiliwili beach).

Originally I was going to give a Daemon Pact to both the 2nd and 3rd Covens, but I changed my mind the day before the battle and reduced it to just the 3rd Coven. For one reason I don?t think that Jake is going to be able to stop the 2nd Coven?s Big Mutants whether they have Daemons to summon or not. The second reason is the 3rd Coven will become a much bigger threat if it keeps throwing up a Daemon screen each turn. Thus I?ll have two really threatening Covens instead of just one.

I am going to push these two big bad Covens straight into Jake?s table half, and onto his objectives, while ignoring anything that is not between them and their targets. The 1st Coven is going to back them up, either by covering a flank, or moving forward through them, so that the advance can continue forward. The Knights and Questors are going to use their speed to get behind Jake?s Army and sow havoc, if anything they?ll draw troops away from the Covens. The Zombies are going to show up just where I need them when I need them, well I hope I get it right anyways. Well Shaka, my friends, shaka.

Turn 1
(Tau win Int pass to LatD)

The 6th PDF Arty Battery opened up sustained fire on the 3rd Hammerhead Contingent, with it?s template reaching to cover two of the 4th Crisis Cadre?s Heavy Gun Drones, the only losses inflicted was the destruction of a single Heavy Gun Drone. The 8th Broadside Contingent in Woods H flipped over onto Overwatch.

Using it?s Daemon Pact the 3rd Coven summoned in four Daemonettes, advanced into Woods E, and opened up on the 6th Stealth Contingent destroying two XV15s. The 7th Stealth Contingent advanced up onto Hills 301 and 410 and opened up on the 2nd Coven. While the 7th failed to drop a single Big Mutant they did place seven BMs on the formation.

The 5th Slannesh Knights advanced just into the gap between Building A and Ridge 105 and poured fire into the 7th Stealth Contingent destroying one XV15. The battered 6th Stealth Contingent performed a double move and got itself in position to provide support to the 7th Stealth Contingent?s flank on Hill 410.

The 2nd Coven performed an Assault FF on the 7th Stealth Contingent, which fell back 10cms drawing in even more of the 6th Stealth Contingents supporting fires. For the loss of only two Big Mutants the 2nd Coven wiped out the 7th Stealth Contingent, and by placing a new BM on the 6th Stealth Contingent, broke that formation and they fell back behind Woods H. The 2nd Fire Warrior Cadre double moved over Ridge 210 and fired on the 2nd Coven dropping three Big Mutants breaking the Chaos formation which fell back behind Building A.

The Questors moved up through the 5th Slannesh Knights (double move) with one taking up a position on Hill 301 and the other on Hill 410. From their they opened up on the 2nd Fire Warrior Cadre dropping two Fire Warriors. The 3rd Hammerhead Contingent popped up on sustained fire and opened up on the Questors ripping the shields off both of them.

The 1st Coven marched around behind Woods B and took up a position just behind Ridge 105. The 1st Fire Warrior Cadre double moved, and then shot at the 3rd Coven, but they were unable to drop a single Cultist.

The 5th Crisis Cadre double moved onto the flank of the 3rd Coven and let fly dropping a Big Mutant and a Cultist. The 4th Crisis Cadre moved up behind the 2nd Fire Warrior Cadre and opened up on the Questors, but they just plain missed (Nice Shooting Jake).
End of Turn 1

Failed Rally: 3rd Hammerhead Contingent, 6th Stealth Contingent
Tau Losses: 1xHeavy Gun Drone, 2xFire Warriors, 8xXV15
LatD: 6xBig Mutants, 1xCultist

Turn 2
(Plague Zombies Arrive)
(Tau win int and keep it)

The 1st Fire Warrior Cadre opened up sustained fire on the 3rd Coven cutting down four Cultist. The 6th PDF Arty Battery opened up sustained fire on the 1st Warrior Cadre, but failed to cause any damage. 3rd Coven summoned in the Greater Daemon and four Daemonettes, declared an Assault CC on the 1st Fire Warrior Cadre. This tripped the 8th Broadside Contingent?s overwatch fire, and they cut down the Greater Daemon, but failed to prevent the charge from going in. For the loss of one Big Mutant and two Daemonettes the 3rd Coven wiped out the 1st Fire Warrior Cadre. Still the 3rd Coven was heavily weighed down with BMs and broke falling back between Ridge 105 and Ruined Building B.

The 3rd Hammerhead Contingent popped up on sustained fire on the Questors, ripping their shields off again, and doing one DC of damage to the closer war engine. The Questors responded by advancing onto Hill 301 and firing on the 2nd Fire Warrior Cadre. With the loss of two Fire Warriors and two Devilfish the 2nd Fire Warrior Cadre broke and fell back behind Ridge 210.

The 4th Crisis Cadre advanced to close the range and opened up on the Questors causing them to lose a further DC. The 5th Slannesh Knights then advanced up onto Hill 410 and fired on the 4th Crisis Cadre destroying two Heavy Gun Drones and the XV8 with the Shas?o.

The 5th Crisis Cadre swung back around and closed on the 7th Zombie Infestation cutting down seven of the foul creatures, and breaking th eformation which held it?s ground. The 1st Coven shot out (double move) from behind Ridge 105, unloaded and fired on the 8th Broadside Contingent destroying two Gun Drones.

The 2nd Coven moved up behind the Questors on Hill 301 and fired on the 4th Crisis Cadre destroying a Heavy Gun Drone and forcing the 4th to retire into the area near Ridge 210.
End Turn 2

Failed Rally: 3rd Coven, Questors, 4th Crisis Cadre.
Tau Losses: 2xGun Drone, 3xHeavy Gun Drone, 1xXV8 w/Shas?o, 6xDevilfish, 10xFire Warrior
LatD Losses: 4xDaemonettes, 1xGreater Daemon, 7xZombies, 4xCultist, 1xBig Mutant

Turn 3
(Chaos wins int and keeps it)

The 1st Coven Assaulted CC the 8th Broadside Contingent in Woods H, and without suffering a single loss the 1st Coven wiped out the 8th (Not only did Jakle fail to hit anything, but he then rolled double ones). The 5th Slannesh Knights advanced between Ridge 210 and Woods H and fired on the still Broken 4th Crisis Cadre wiping it out.

The 3rd Hammerhead Contingent popped up, and in a last bid to do something effective, they poured sustained fire into the Questors yet again. However this time they were rewarded as they destroyed one of the war engines and broke the remaining one. The Zombies failed their initiative test twice and settled on rallying instead of moving.

The 5rh Crisis Cadre performed an Assault FF on the flank of the 1st Coven dropping two Cultist, and a Chimera breaking the formation which fell back to the area of Ridge 105. The 6th PDF Arty Battery opened up sustained fire on the 6th Stealth Contingent destroying two XV15s and breaking the formation.

The 2nd Fire Warrior Cadre advanced and fired on the 5th Slannesh Knights but they failed to damage, or even break, the Chaos formation. Using a double move the 2nd Coven moved up onto Ridge 210.
End of Turn 3

End of Battle
LatD: ?Break Their Spirit? and ?They Shall Not Pass?
Tau: none

Total Battle Losses

Tau: 6xDevilfish, 4xXV8 w/Shas?o, 10xXV15, 4xGun Drone, 4xXV88, 3xHeavy Gun Drone, 12xFire Warriors

LatD: 7xCultist, 7xBig Mutants, 1xQuestor, 1xChimera, 7xZombies, 8xDaemonettes, 1xGreater Daemon.

AABS
At the end of turn three we did roll up rallies and carry out a Tie Breaker. The score still returned a Chaos victory 1,525 to 1,162.

Well the Stealth Contingents did a fine job of getting in the way and really weren't more powerful then their 250pts cost so we now don't feel they are an issue of concern.

The Hammerhead Contingents Ion armed HHs were a definite down grade for those weapons and did help to seperate them out from the Railgun armed HHs, we used the experimental AP4+ AT5+ AA6+ and all felt it was a good thing.

Jaldon, Jake, and Kimo





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 Post subject: Playtest Reports
PostPosted: Wed Jul 20, 2005 8:57 pm 
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Here's Jaldon's excellent Batrep, complete with maps :)


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 Post subject: Playtest Reports
PostPosted: Thu Jul 21, 2005 3:16 pm 
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We'll review the pics and maps this weekend, I look forward to it !  :D

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 Post subject: Playtest Reports
PostPosted: Sun Jul 24, 2005 9:49 pm 
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Hey all,

4K Tau v. Eldar

Summary: Tau concede turn 2, with near wipe out result from Eldar - wasn't pretty... Really wasn't fun.

Commentary: The eldar had longer range, more skimmers, used pop-up attacks everywhere. This forced the tau to advance and dig them out of their positions. Tau advancing had to take a double before could get in range, and shots were not that affective. Tau also had nowhere near enough AT to deal with the eldar all vehicle army.

Eldar: Outside of 2 bike warhosts, eldar had all vehicle and WE army with plane support. Highlight units from memory:
2x large warhost of bikes + shining spears + wild riders + farseer
2x smallest titan- each with 3+ holofield, reinforced 5+, and 6 MW3+ pulsar shots each.
2x extremely long range scorpion pop-up MW2+ tanks
2x extremely long range 6 BP ignores cover indirect fire
2x 3-falcons + 2-firestorms
1x wave serpents with grav platform heavies
1x 3 prism tanks
1x avatar w/court of king

Tau(from memory):
FW + DF + tetra
FW
Crisis + Hammerhead + Swordfish
Crisis + Gun Drones + Stealths + Shas'o
2x Ion + Hammerhead + Swordfish + Skyray
2x Ion + Hammerhead + Swordfish + Skyray
Broadsides + Gun Drones
Stealths
Tetra + pirahna
Mooray
Tigershark
2x Whiteshark
Barracuda

Turn 1, Eldar win initiative (they have +1 to roll). Scorpion pops up and kill all but the skyray out of one hammerhead formation due to sustained fire pop-up macro-weapon pulse - ignoring intervening terrain and therefore hammerheads behind building get no cover. Poof, skyray breaks and heads for corner of table.

Eldar retain initiative. They fire indirect from the Void superheavy WE things at crisis with hamerheads and some Firewarriors. Due to crisis being light vehicles instead of infantry, they couldn't move into or deploy into buildings nearby, so they were just hiding behind them. No cover modifier for intervening terrain due to indirect, so sustain kills light vehicles on ap 3+, vehicles on AT4+... templates cause extra blast markers and catch a 3 crisis & one hammerhead and a swordfish, killing hammerhead and one crisis and also spills over to catch 2 firewarriors and a devilfish from a second formation. it kills the devilfish and one firewarrior from the second formation. Disrupt really piles on the blast markers to both formations.

Tau first turn, the only shots we could put on the enemy was to either activate filers and get them shot up, or doubl the second hammerhead formation up close enough that a 75cm and 60cm shot could be put on either a falcon tank co or the indirect firing superheavies. Considering the superheavies already fired, and the move would surely put the hammerheads in harms way, moving them right now didn't seem like the good option. The only other moves were for positioning. To get markers in place, Stealths trippled next to on of the two objectives on the eldar side of the table, while sitting in a building hiding for cover. no sense to retain.

Eldar advance a single move of a titan jet packing over a building 35 to kill 6 of 8 garrisoned FW's that were hiding behind a wood, but the new angle put them in the open. FW's break.

Tau still with no shots unless we advance have a titan in our sites, so we do a single move with Broadsides up to a tank emplacement (they are light vehicles too, so cannot get into building or bunker cover like they can in 40K!) (I absolutely hate this btw) so from forward tank emplacement, they open up on the titan and get 7 hits but 2 hits get by the 3+ save holofield and he manages to reinforce a 5+ armor roll on one of them so net result is only one of the hits score damage, and no crit... :(

Eldar tank co do a single move, pop-up from behind a building, and put a hurt on the stealths that advanced into the buildings earlyier, they break and withdraw to further buildings away. (yay)

Tau double FW + DF + Tetras up to where stealths were to get ML into position in buildings and we throw some GM 7+ (after double) at the falcons from our own weak @ss pop-up attempt. We place a blast marker, but that's about it. (note: this is the formation that suffered from the indirect earlier in the turn)

Eldar advance a second falcon tank co, and place more blast markers on the advancing tau and killing all the DF as they fired at targets out of cover - pop up again got around my tanks hiding so - poof, tau break... (yay).

Mooray advances on titan and must do a double with its 20cm move to really get any significant amount of his guns in range. Net result is one more scored hit that got by holofield and reinforced armor - no crit scored. Stupid 325 point way to cheap eldar titan... Soo...

Eldar teleport harlaquins on bikes next to broadsides!

two crisis teams coordinate fire to move over and dispatch of them, the one farseer/character model remains and breaks.

Eldar planes move into to punish crisis Second titan moves to punish crisis with massive pulsar array of MW goodness. Tau guardians in wave serpents and heavies move so punish crisis - both crisis teams break by the time this is all done.

ALL TAU PLANE Formations (including two whitesharks) activate to move around left flank in long exaggerated arc to put a grand total of 2 unsaved wounds on the two superheavy indirect firing eldar void tanks. Only one of these wounds came from the whitesharks. I have to say, I was thouroughly DISPLEASED with the new whiteshark. This was a great dissappointment. Those should be two shots each. I like it much better the way it used to be... So, the eldar superheavies break after the hammerheads advance with a double to put a blast marker on them (4 formations, 2 wounds), but don't have enough power to really hurt the tanks due to the double move penalty and only ion cannons and rail are in range. Reinforced armor on the eldar vehicles save them. I was very dishartened with these results.

Tau planes leave, losing 2 barracudas (one on entry, one one depart) - the firestorms with pulse 5+ are just sick..., and the tigershark takes 1 wound on depart. blast markers on all three flyer formations.

tau put one blast marker on the Eldar planes as they departed, no damage though.

So turn 1 concludes. Rallying doesn't go well for tau as most of the eldar are within 30cm of broken formations. The few that were not within 30 cm still needed 4+ and all failed accept one crisis formation.

Eldar only had one broken formation and no permanent dead... they rally the war engines and spirit stones means both WE are live with 2 blast markers on the formation... wow... I felt ashamed, and felt that there was just nothing I could really do.

Turn 2 - Tau win initiative due to draw roll.

Tau Activations consist of one full hammerhead formation, mooray, broadsides, one crisis, and planes with blast markers. Everything else had one or two units remaining - but was heavily broken and licking wounds cowering on my table edge somewhere.

Mooray activates to attempt to blast the wounded titan away, but fails do do any lasting damage... lots smoke. GM suck... let me say it again... GM absolutely stink and the mooray doesn't pack enough punch.

Titan activates to single and return fire on the mooray. Ouch. pulse is mean... I can always be seen and now well... 2 hits on the mooray go unsaved + blast for under fire breaks mooray... poop. Retain with scorpions to pop up and pulse at 2+ with two WE's on the other hammerhead formation (dejavu?) - one skyray is left and the formation breaks... super...

at this point the result is clear. Tau are no match for the all tank eldar army... well, not the way I took them anyway. My remaining activations are down to the planes with blast markers, very wounded crisis and a unit of broadsides. The eldar almost have their entire army remaining and poised to dispatch the remnants with short work.

1.5 turn win to the Eldar due to 40K massacre!!! Seriously, I had no objectives, he was positioned to either take or contest them all.

Ulgh... I consider myself a pretty good Epic player. I felt like a whipping boy to the Eldar. My tau had way, way, WAY too much AP shots that were far too short ranged (even if they had a target to deal with) and I had no where near enough threatening AT formations.

The Eldar player wasn't even concerned with my firewarrior, tetra, and stealths. I can't fight h-t-h, so they could be ignored. The crisis had to get really close to really do anything.

The crisis could land on bulding tops or go in them because they move as vehicles, so as long as the eldar player hid behind buidlings and did pop-ups, he was relatively worry free vs. the crisis too.

That meant my only real threats to the skimming, 35cm moving, pop up attacking, longer range enemy was my hammerhead formations, my moray, and possibly my fliers (which ended up really sucking vs. heavily armored AT targets) and the hammerheads nor Mooray could really do much as the Mooray could only move 20 and max range gun 75cm for MW 6+ and 60cm phalanx put me basically inside 80cm before I was effective. That put me uber close to his massive damage pulsars. My hammerheads could never get cover, so his pop-up pulsars were the end of me quick.

This was my 4th game against the eldar and the first time I played against them with the tau... I beat the aspect warrior list twice... the non-aspect warrior almost all vehicle lists of the eldar or more than the Tau can handle IMHO.

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 Post subject: Playtest Reports
PostPosted: Sun Jul 24, 2005 10:04 pm 
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Hmmm ... I've always wondered how a Tau vs. Eldar match would turn out (the 2 most Hi-tech Epic Armies)?   My Tau are SIB, but most of my SM1/SM1 & E40K Eldar are done.  (My E:A Eldar are SIB and Firestorms on order).   I'm a bit surprised the Tau did not fair well.  Based on everything I've read in the rules, they should have been more than a match for the Eldar.  Well I'll keep this in mind and any one else who fights these two armies again, let us know how it turns out ...   ???

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 Post subject: Playtest Reports
PostPosted: Mon Jul 25, 2005 4:01 am 
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I was really amazed at how much AT he had and how little I could do to his army as a result. I was rather dissappointed in the list frankly. I've taken similar lists and had good success vs. marines and orks.

I tried a few new formations - like the stealths as a stand alone, but realized they have some major drawbacks. Only range 15cm means you gota get really close.

I always thought of the tau as a very shooty and manouvrable army. Surprise, the eldar are way more shooty, didn't need to engage me at all (making my tau jet packs kinda pointless) and could outshoot me all day long.

He could ignore my ap target units and was able to shut me down pretty quick. Very... dissapointing actually.

:(

I have mixed feelings about my next encounter with the Eldar. Frankly, I hope I can do better against them. I fear there's little other tricks I have left in the bag. I can definitely refine to be infantry light and vehicle heavy, but there's still the range and lack of nasty AT shots like they have. They also have some amazing superheavies that I can't compete with. Finally, the pulsars... OMG the pulsars... and the pulsar fliers are sick... REALLY sick. 9 AT shot potential from the fliers? ulgh... it really hurt. I felt rather  :oo  to say the least.

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 Post subject: Playtest Reports
PostPosted: Mon Jul 25, 2005 5:23 am 
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Wow !  Has JimmyGrill seen your report ?   He's the resident Tau expert, isn't he ?  ???

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 Post subject: Playtest Reports
PostPosted: Mon Jul 25, 2005 8:49 am 
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A quick note on Tau-Eldar fights. I'm sorry I can't provide more specifics, but our Eldar players have started to refuse to face the Tau, because the Tau always win.


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 Post subject: Playtest Reports
PostPosted: Mon Jul 25, 2005 12:09 pm 
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Another quick note: I always win against Marines with my Tau Army, but only every second against Eldar.

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