And Again
I face another Tau army, at least this one is different from the same
one I thought the last two times. However its going to take some luck
do any anything to his Supremacy battle suit. Its a 2k game of Eldar
vs Tau with tactical Escalation (again).
The
Armies
I try out
a rather new list, using a Craftworld Warhost. I have never used one
of these before and the core choices in Codex: Craftworlds are very
restrictive and I don't have the models for any of them, so I have
had to use a Pale Court choice from Imperial Armour: Doom of Mymerea
in order to fill it out. This lets me mess around with what to take
quite a bit and make it work to my collection than have to buy
anything new.
Eldar:
Craftworld Warhost
Core:
Pale
Court (Swift to anger, Aspect Lord Shrine)
Farseer –
100 (warlord: Tactical genius)
Guide,
will of asuryan, doom, eldritch storm
5 Dire
Avengers – 75
exarch
5 Dire
Avengers – 65
5 Dire
Avengers – 65
3 Vypers
– 150
2x
shuriken cannons
Auxiliary:
Aspect
Host
3 Dark
Reapers – 109
exarch,
starshot
3 Dark
Reapers – 109
exarch,
starshot
3 Dark
Reapers – 109
exarch,
starshot
Aspect
Host
10
Striking scorpions – 210
exarch,
claw
10
Howling Banshees – 150
exarch,
executioner
8 Howling
Banshees – 124
exarch,
executioner
Aspect
Host
6 Fire
Dragons – 142
exarch
Wave
Serpent – 125
twin-linked
scatter laser, shuriken cannon
6 Fire
Dragons – 142
exarch
Wave
Serpent – 125
twin-linked
scatter laser, shuriken cannon
10 Warp
spiders – 200
exarch
For those
of you who don't know, the Pale court is an alternative to the 3
traditional core choices provided in Codex: Craftworld, its benefits
aren't as numerous but it is altogether a lot more customisable and
lets you give your craftworld a lot more personality. The basics in a
Pale court are 1 Farseer, 3 Guardian defender units and 0-1 warlock
units. These can be changed based upon what perks you pick.
In my
Pale court I chose Swift to anger, which means I have to take a unit
of vypers (or hornets) but they gain outflank. I also took Aspect
lord shrine, which changes guardian defenders to a 0-3 choice and I
have to take 3 of the same aspect warrior unit instead (so I chose
dire avengers). This could be taken advantage of by some people, but
that can be said about most things.
My army
here was designed around the Swordwind idea, all aspect warriors all
the time. Taking 3 dedicated close combat units probably isn't the
best use of points, but I wanted to see how they did anyway.
Tau:
Dawn Blade Detachment
Commander
– 165 (warlord: +1 ws)
Coldstar
Battlesuit, Shield generator, vectored Retro Thrusters
10
Breachers – 144
shas'ui,
guardian drone, gun drone, emp grenades
3 Crisis
battlesuits – 174
shas'vre,
Iridium Battlesuit, airburst frag projector, cyclic ion blaster, 2x
twin-linked plasma rifle, bonding knife
3 Crisis
battle suits – 139
shas'vre,
twin-linked fusion gun x3, bonding knife
Broadside
battle suit – 73
seeker
missile, heavy rail rifle
10
pathfinders – 124
2x rail
rifle, shas'ui, accelerator drone
Riptide –
210
ion
accelerator, stimulant injector
Supremacy
- 600
Formation:
Optimised Stealth Cadre
GhostKeel
– 130
cyclic
ion-raker, twin-linked fusion blaster
3 Stealth
suits – 108
shas'vre,
fusion blaster, markerlight and target lock, bonding knife
3 Stealth
suits – 108
shas'vre,
fusion blaster, markerlight and target lock, bonding knife
The
Mission
We set up
the table then roll for mission, and get Tactical Escalation, but we
decide to set up the objectives then roll for deployment type instead
of just using the one pictured... and roll hammer and anvil. Ok fine.
Rolling for deployment zones the Tau win and select the ruined city
side, then we roll for deployment and the Tau win again, and select
to deploy first.
He keeps
both of his crisis teams back in reserve ready to deep strike in
later. His Supremacy goes in the middle so it can see everything, and
his riptide goes on the left (or top of the pic). His broadside in
closer to the right (bottom) to the centre behind a ruin, as does his
commander. He places his breacher team front and centre and the
stealth formation all on the right flank in cover.
I place a
unit of Banshees on each flank, and both wave serpents on the left
flank at the back. A unit of Dark reapers are placed on each flank
and in the centre as well. Dire avengers are quite symmetrical as
well, with flanks and centre. The warp spiders slightly to the left
of the centre. I keep the vypers in reserve to outflank. The farseer
goes with the fire dragons in the back wave serpent.
We roll
for infiltrators and his places his pathfinders first, in a ruin to
the left of his deployment zone, my scorpions then just go in a wood
slightly closer to his lines.
Night
Fight: He wants it, I don't, we roll, and No Night Fighting
Steal the
Initiative: YES!!!!! I go first.
The
Battle
Eldar
turn 1
Every one
moves up as fast as possible other wise those bloody tau suits will
start to shred me. The warp spiders move 11 inches and most of the
dark reapers hold still apart from the unit of the right who move to
see the ghostkeel.
To start
with both units of banshees run 9 inches (6 from the warhost +3 for
their rules). The scorpions run then shoot their pistols (mistake) at
the breachers killing 1. The spiders run into range of the breachers
and kill an impressive 7 more breachers. Dark reaper fire kills off
the remaining breachers leaving the dire avengers to just move up.
The other two units of dark reapers shoot at the ghostkeel and deal 1
wound to it (damn 2+ cover save). The serpents move up a little.
Assault
and the spiders jet pack forwards a little bit more onto objective 4.
Score:
First blood (1 – 0)
Tau turn
1
The
stealth suits and ghostkeel move towards the banshees while the
Supremacy takes a step forwards, and the riptide peaks its head out
around the corner to see what happening.
First the
pathfinders target the farseers wave serpent and get 4 marker light
hits on it, and a rail rifle glances it! The broadside targets it and
ignores cover, getting a penetrating hit (reduced to a glance by the
serpent shield) then the seeker missile is fired at it taking the
last hull point off it... wrecking the tank. Shooting from cover the
commander shoots at the warp spiders but their armour proves too
resilient. On the right the ghostkeel targets the banshees killing 5
on its own, then a stealth team opens fire on them and kill them all
but the exarch, who still gets wounded. The other stealth team shoot
at the dire avengers killing one of them and wounding the exarch, but
the squad leader targets the banshee exarch and kills her off. Next
we get to the Supremacy, first it targets the warp spiders with its
Fusion Eradicator and the spiders flicker away out of range. However
it appears this is what he wanted and then his big gun on his back
uses its apocalyptic barrage mode. It targets the spiders but it
scatters a little, and then he gets 10 hits on the warp spiders (9
die), and 6 striking scorpions also die. It fires its ion cannons at
the right hand side dark reapers killing them. Its smaller arms fire
targets the one remaining warp spider and and take 1 wound off it.
Finally the riptide shoots at the striking scorpions finishing them
off.
Assault
phase and the battle suits jump around.
Score:
Nothing (1 – 0)
Eldar
turn 2
Again I
move up, the dire avengers and lone spider move to the right and
ghostkeel, while the banshees go for the riptide. Now on foot the
farseer and fire dragons move into the woods to take the objective.
I go to
the psychic phase and I attempt to cast guide on the wave serpent but
even with 4 dice. With my remaining dice I cast will to make every
one fearless within 12 inches.
I want to
try and get rid of the pathfinders before they throw around any more
marker lights, so the wave serpent shoots at them with its scatter
laser which kills 1, then I really want them dead so use the serpent
shield which does no damage. I run the banshees forward then they
pistol the pathfinders and some how kill 3 more! The dire avengers on
the left run up and shuriken the riptide and get 2 wounds on him. On
the right dire avengers and warp spiders combine shots and manage to
kill off the ghostkeel despite its crazy cover saves (2+ or 3+
depending how far away you are). I have one unit of dire avengers
left and they run and shoot at the stealth suits not in cover, and
kill off the squad bar the unit leader. I finish the turn with dark
reapers who fail on the riptide and kill 2 more pathfinders. Moral
and the lone stealth suit run for it.
Score:
Objective 2 (2 – 0)
Tau turn
2
In from
reserve both units of crisis suits deep strike in, on locks on behind
the centre unit of dark reapers in the woods, the other unit tries to
arrive behind the unit in the ruin but lands in front of them on the
other side of the ruin. Jumping to the sky the commander takes off
while the supremacy steps forward again.
The few
remaining pathfinders target the dark reapers in the woods with
marker lights but only hit once, so the stealth suits mark them as
well so 2 are on them. The plasma suits shoot at the dark reapers in
the woods and use the marker lights to ignore cover and shred the
unit, killing all 3 with ease. The other crisis team shoot their
melta weapons at the dark reapers in the ruins, they go to ground and
only 1 dies. Its a long shot but the broadside shoots at the banshees
and brings 2 down. Riptide on the banshees and 4 more die, leaving 4
left I believe. Supremacy... it fires its little guns at the dire
avengers and just shreds reducing them all to a few models. The
fusion guns target the wave serpent which jinks, and I pass all the
cover saves. It uses its D blast at the farseer but it scatters a
little, it clips the wave serpent and gets a 6 which just ends its
life. He rolls a lot of 1's on the farseer and fire dragons, but 3
still die. The commander finishes off the blue dire avengers.
Assault
phase and the suits jump back away from harm again.
Score:
Behind enemy lines, objective 4 (2 – 2)
Eldar
turn 3
From
reserve the vypers outflank, they come on the left flank next to the
riptide trying to snipe a few wounds. The banshees move towards the
riptide again while the few scattered remains of the dire avengers
move around. Its a risk but the farseer holds the objective on his
own while the remaining fire dragons move back to attack the battle
suits. The fire dragons which were forced out of their wave serpent
this turn moves towards the supremacy. One lone dire avenger goes
after the supremacy while two purples ones go after the flying
commander.
Psychic
phase and I guide the unit of dire avengers hunting the flying
commander and doom the Supremacy.
Fire
dragons on the melta crisis unit kills a single battle suit. Even
though they went to ground, the dark reapers target the flying
commander but miss. The dire avengers shoot at the commander though
and thanks to guide hit him, wound him and he takes a single wound,
obviously he was busy dodging the reaper missiles and gets hit in the
face by a shuriken. Unleashing all their shots, the vypers ambushing
the riptide fail to do any damage, but a lone dire avenger on
Supremacy deals 1 wound. And in true fire dragon fashion, they fail
to do any damage to the supremacy despite doom. End of the shooting
phase and the commander has to take a grounding test, he fails and
crashes to the ground and fails his invulnerable save... we check his
toughness and that single strength 9 hit just instantly killed his
warlord... well that was unexpected.
Combat
and the banshees charge into the riptide, I fail to do no damage to
the riptide and he kills 2. Even with the re-roll for moral the two
banshees run for it.
Score:
king slayer (2), slay the warlord, objective 2 (6 - 2)
Tau turn
3
The
remaining stealth team moves into the woods for cover while the
riptide moves towards my objectives. The broadside also goes after an
objective.
He marks
the farseer to get rip of his cover save and hits him with the fusion
shots from the supremacy... he dies. He then D shots the fire dragons
killing 4 of the 6, but they get gunned down by the little guns.
Something else kills 1 banshee. Crisis suits kill off fire dragons
hunting them down and the broadside destroys a weapon off a vyper.
Score:
Overwhelming fire-power (1), slay the warlord, Objective 2 and 5 (6 –
6)
And at
this point we have to call it because of time, some how these 3 turns
look 4 hours? We were just talking rubbish all though it I guess.
While the game ends a draw if it carries on I had no chance so we can
happily call it a Tau Victory.
Post-Battle
I really
liked using the Eldar warhost, the instant 6 on the run is crazy and
very useful. When combined with banshees its fun to run 9 inches.
However you can see from the game that just because its fun, doesn't
mean that its going to be any good. Having most of my troops on foot
did make them easy targets, even though they are fast. I like the
idea of the list but it will defiantly need some changes.
In this
game my biggest issue was being on foot and being shredded before I
could do anything, this was especially true for the combat units
which just disappeared very quickly. However the shooting units did
quite well, especially the warp spiders who can dance around the
table quickly. If I played this game again I would happily drop the
banshees (they did nothing) and replace them with more warp spiders.
However that means I will have to drop the scorpions as well (not a
massive issue), but I need to either come up with a whole new aspect
host or change something else. So the most likely choice for me would
be to expand the dark reaper units to 5 and drop one unit for space
for a second unit of warp spiders. This would allow me to have a bit
more shooting from long range, as well as having a crazy fast unit to
jump around. Now I haven't run the points yet but I reckon I could
probably get In a wraithknight as well which would help with god damn
Titans who want to ruin your day. I would also like to try other
options from the Pale courts, as well as dropping the list down to
1500 points but that can wait for the future.
Amazing Warlord kill! Love it.
ReplyDeleteSeconded on the warlord kill. Its actually why none of the Tau players around here field that guy. Fun to see an actual warhost in play. Never get to experience that anymore.
ReplyDeleteFun to see an actual warhost in play. Never get to experience that anymore.
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