Thursday, August 9, 2012

Tau Helpers welcomes you to 6th edition

Since their humble beginnings in 3rd edition, the Tau have both dazzled and annoyed players with Jetpacks, Splitfire, and the much sought after Rail Gun.

In 3rd edition, the Tau would jump over obstacles unleash a volley of fire, then do something that was just madness, move in the assault phase without assaulting.  This was in addition to placing 72 inches worth of Strength 10 Tank killer on infantry with the armor save and toughness of a space marine terminator at double the wounds.  Oh yeah these guys have the option of being able to shoot multiple targets.  If that madness wasn't enough our basic troops wield a rifle that laughs at the imperial's silly boltgun.  By the way, our other troop type is pretty decent in close combat and can infiltrate, but their upgrades take up fast attack and heavy support slots, good thing no one will ever use the heavy support slot for anything but broadsides and Hammerheads.  This was an army you could find being played almost every time you walked into a Games Workshop.  The army was so popular that it paved the way for a First person shooter on Playstation 2 and an all  new army list featuring nothing but kroot that could be used in smaller detachments with other armies (Believe it or not, the allies system isn't new).

In 4th edition we took a temporary small hit, our pulse rifles can no longer fire at 15 inches, but  we can move and shoot twice at 12 inches, unfortunately, so could everyone else.  The Tau were so popular at this point that they were the featured army of Forgeworld's first narrative Imperial Armour.  But after a little while they were getting a new rulebook *hiss* (when an army that isn't spehz mareens is on top, the pessimist in me cries "A new rulebook?  Mega Nerf INCOMING!!!").  Although they got rid of one of my favorite rules ("Release the Hounds" caused an automatic strength 4 hit for each kroot hound in the unit on an enemy  unit that retreated in close combat and was not destroyed by sweeping advance), Kroot  hounds and Krootox had to pay for a 6+ save if they wanted it, bumped up the cost of the plasma rifle, and the stealth suits were just as visible at night as they were during the day, we saw a lot of welcomed change.  Welcome to the Glorious 3rd expansion:
Kroot hounds and krootox  no longer taking up additional force organization slots, cheaper crisis suits, experimental wargear, targetting arrays, the piranha and the skyray moved from the pages of Imperial Armour into the codex, flamers could now be twinlinked (no one really cared at the time), the vast empire had finally seen an ally other than the kroot (and the fanboy's often jeered at gue'vesa) in the form of the vespid, the ethereals could now take fire warriors on steroids, and new special characters (minus the close combat ethereal), and the Tau took on a new persona in the fluff.  Tau were no longer the good guys we saw in the 3rd edition codex.  I remember some fluff in 3rd edition that went something like this

Tau A: Look at the imperial barbarians, they still lumber across the ground, LOL
Tau B: Although we are super advanced and probably type everything if not tell a drone to type it for us, ill compare our Rail Guns hitting tanks to punching through paper (probably because paper is all we can punch through).
Tau A: The imperials don't realize our pathfinders have already moved away, they are shooting at nothing
Tau B: Wait, don't you mean stealth suits?
Tau A: No this battle is most likely happening before all our rules sets have been written in stone
Tau B: The humans would blow themselves up, how barbaric
Tau A: Gross! The kroot are eating them, I hope we can discourage that.

For those of you  that didn't know, kroot used to have to roll a check "Eaters of the Dead" which meant that if they failed they couldn't perform a sweeping advance, unless they included a shaper.  In older books the Imperial Guardsman could use suicide bombers, but now they can't.  Oh yeah, you can have a crisis suit blow itself up, in the name of the greater good.  Not to mention rumors of sterilizing humans, brainwashing other races, and assassinating O'Shova over and over again. The Tau were then referred to as "The Tau Empire".  Players were seen all over the place, which begged the question "Why do the least common soldiers of the imperium and one of the smallest armies in the 40k universe see the most table time?".

And then came 5th edition...  Needless to say the 3rd sphere saw a shift from glorious expansion to grinding up hill battle.  Tau players lost interest, and that really is no surprise.  The damage table for tanks was turned upside down onto our weapons in addition to giving anything with an armor value the ability to take a 4+ cover save.  We saw the rule  "run" take away the advantage of our pulse rifles.  Oh yeah it's no longer about killing its about putting troops on objectives.  Then came the new army books...  It's sad when the shootiest army gets beat on shooting then pummeled like a red headed step child.  If a narrative was written about the 3rd sphere, it would probably go something like this:
"The Tau were happily expanding then the Imperial Guard started churning out a greater quantity of tanks and infantryman refusing to give up any space.  The tyranids started invading in greater number eating all the Tau that stood in the way.  The Blood Angels seemed to go out of their way to beat the snot out of the Tau. The Necron were like "Forget the C'Tan we don't need Pariahs. Immortals seem to be more common, oh and we have transports". The Dark Eldar decided that the decade worth of soul searching was over and came back into the fray while injecting all the Tau with Poison before taking most as slaves.  The Daemonhunters said "you have made us angry for some reason, prepare to see less stormtroopers and a rediculous amount of Firepower.  By the way,our name is Grey Knights now"".
If that wasn't a hard enough kick in the shins, Kroot Mercenaries were reduced from an army to a footnote in apocalypse.  Tau players were strung along with the introduction of the XV-9. Those of you that were paying attention saw the forgeworld update towards the end of 5th and scurried around to get money for a pair of Tetras.


But those 4 long and painful years are now over, what seems to have been held under a greater amount of secrecy than most 1st world countries top secrets, was revealed.  6th edition has become a welcome change for most gamers of  the Tau Empire.  When the Tau first stepped onto the field back at the turn of the century, Games Workshop was hosting tournaments, independent retailers were hosting tournaments, and the game had just left the field of friendly narrative play to power gaming math hammer (which we seemed to do real well).  But for the most part we saw that power gamers among the Tau Empire all but evaporated as the Tau were not very tournament worthy when it came to the actual competition in 5th.  But for some reason Games Workshop took a really big hammer and smashed in all the skulls of all the people that wanted to host tournaments and screamed "NARRATIVE PLAYING!!!".  Which as a player that comforted himself with the idea of having a beautiful army and a cool back story I was like "I picked up DnD to help me keep playing this game, but now I can actually role the dice and win in more than just my head".  With price hikes, internet stores being discouraged, and private retailers being discouraged, I am buying the beautiful lie that GW wishes to return to its roots, but i'm still suspicious.  Another thing us Tau players will be able to experience that we never did before is overwatch. I know some of you that have been playing since 2nd edition are saying "Old News" but  this is something that us Tau players never got to use.  It was like all the heads of all the other warhammer armies got together and the Ultramarines were like "We saw these guys out on the eastern fringe and they are REALLY good at shooting.  But they all don't know that if someone gets charged they can still shoot back instead of crying like a little panzy because they hate close combat".  And then the Chaos Gods shouted "We have a really good idea.  Instead of showing them how to do this, we'll just agree to not shoot each other when someone else is charging"  To which the Tyranids, Orks, Imperial Guardsman, Eldar, and Dark Eldar all cheered "Agreed!"  And then Marneus Calgar was like "Oh yeah! Tell the necron when they wake up not to do it either".  And for over a decade everyone was laughing on the inside.  But then they got overconfident as they were cleaning Tau bodies off of their tank hulls.  Despite all the advantages we received, we lost one of out favorite niches, being able to split fire. Sadly the target lock on a battlesuit is like neon lights under a car, it looks cool but it serves no actual function in addition to being a waste of resources.

To those of you that are new, returning to, or have always been playing the Tau, Tau Helpers welcomes you to 6th edition.  May this edition be better than the last.  I hope you enjoy your stay here at Tau Helpers.

83 comments:

  1. i read all your pages, and i like what i read. i too play tau, from but the 5th edition onwards though, and i love them. it is a shame almost every single codex have something like in the orks: it litterly says: and now the tau's rapid expansion is just a quest of survival against the ork onslauhgt. it says something like that. that makes no sense. i like that you will fight for the tau, can you give me some tips against orks and necrons? the orks use alot of bikers which are almost indestructibale, and the necrons like to use immortals, and no vehicles, leaving my most usefull weapon: the railgun, useless.

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    1. I apologize for the delay, I really have been play testing against Some immortal and Ork biker lists. I appreciate you taking the time to read my posts. My question is what specific problems are you facing I.E. do the immortals take lords or techs. Do the ork bikers reach your line to quickly or do you have trouble shooting them down? My quick answer to bikers is marker lights to reduce the cover save with the most effective weapon being the missile pod wounding on 2+ and being ap4. If you want to slow them down use speed bumping. With immortals I suggest focus fire, always continue concentrating fire from all your units until a single unit is gone, and then move onto another unit, this way you deny the reanimation protocols. The favored loadout against these guys is the helios pattern crisis suit plasma/fusion with multi-tracker.

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  2. well the most difficult problem i run in to is the incredibly velocity with
    which the orks reach my lines, units such as bikers and stormboyz give me a hard time, also the necrons prove to be very tough opponents, very hard to kill. perhaps some sniper drones? the immortals usually have 1 cryptek for either re-rolling or just the assault 4 haywire, also i have found out the ork player made a mistake, his bikers only have 1 wound which makes it luckily enough easier to kill, i think that markerlight-boosted missilepods will help. further more i will be running into alot of trukks and battle wagons. o and apology accepted, it is nice you took the time to respond.

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    1. Without looking at the exact army list I can tell you how I deal with these armies in prior engagements. With the Orks I usually target the trukks and stormboys first. With a Railgun submunition stormboyz cry, and with solid shot you will almost always penetrate with an explosion as the pen table for AP1 and open topped vehicles causes an explosion on a 3+. With hordes and bikes I can usually speed bump them with drones or squadrons of Pirannha with flechette dischargers (A nasty surprise for units with little to no armor when they assault your vehicles). When it comes to the necron with the cryptek, When you say re-roll I assume you mean the chronometron he can re-roll only one dice per phase. With a slow unit like this I would suggest taking transports and either Ion-heads or plama-heads (Hammerhead with Ion cannon or plasma-cannon). Focus fire on one unit until it is completely wiped out that way the unit will be unable to stand back up, if IC's are knocked down ever-living affects only the IC and the rest of the unit is lost.

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    2. I see, those are good tactics, the speed bumping pirannhas are a good idea, and about the plasma heads I usually don't use them but I will certainly give them a try. thanks for your advice! another thing I actually need a pro's advice on is about Imperial guard. I am planning on taking them as an allied list, because I like the way they work and the fluff sounds good too. I am thinking of taking a company command squad, storm troopers, a platoon and a leman russ, do you think this will make an good addition to tau, and if yes how should i use them? and if no then what else?

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  3. I appreciate the praise, but I don't consider myself a pro, just someone who enjoys playing the Tau. Imperial Guard were the second army I played. They were also the first I used as allies in 6th edition. With the company command squad I would reccomend taking platoons of infantry rather than veterans and penal legions. I have found that using storm troopers are best held in reserves and used to hunt tanks with melta guns or tougher units of the enemy with plasma guns. The Leman Russ will always draw fire because of the threat of the battle cannon. Always play with the front armor towards lances, lascannons, m8ssle lainchers, etc. The leman russ acts as a shield for my plattoon who trail behind it with the command squads in the rear. I find that upgrading command squads with weapons is a waste when used like this becuase they will often never be able to shoot at the enemy. But a power fist here or there helps when grinding down MEQs. Other than that I often play IG more narratovely than competitively. I hopethis advice helps.

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    1. yeah it does, indeed I figured out the front armor vs. lance thingy. :D a bit obiviousXD but using the storm troopers to hunt special tough enemies is indeed quitte handy. also using the russ as a shield should indeed make them last longer, say you are having them on an objective for example. ok thanks, all of your advice has helped me so far, shall I tell you when I have played some games how they worked out?

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    2. I enjoy hearing about your lists. I enjoy helping you out and and look forward to hearing about any games you play. If you want to take an objective i suggest combining squads to get a 50 man unit, and just going to ground over and over you would be surprised hlw many snap shots will still hit and how long this unit can last. With the Russ if you want to you can also use it as mobile cover for your crises suits as well. JSJ behind the tank you can also use hammerheads with DPods to block LOS to the side and rear 8f your leman russ.

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    3. ok here comes a long post, unfortunatly I only had the chance to play tyranids so far, though next friday I will play against orks, but here is this battle against nids. the battle was 1505 pts, spearhead, complete annihilation, no nightfighting, here are the lists:
      hive tyrant 170 p
      2 twin-linked brainleechworms 30p
      regeneration 20p
      implant attack 15p
      armoured shell 40p
      260 p

      zoanthrope brood 2x60p
      mycetic spore 40p
      twin-linked death spitter 10p
      170 p

      tervigon 160 p
      scything talons 5p
      regeneration 30p
      catalyst 15p
      stinger salvo
      225p

      termagant brood 10x5
      50p

      hormagant brood 10x6
      adrenal glands 10x2
      80p

      hormagant brood 19x6
      adrenal glands 19x2
      152p

      trygon prime 240
      regeneration 25
      265p

      aegis defence line 50
      quad-gun 50
      100p

      1502

      tau:
      shas'el
      TL plasma
      flamer
      2shas'vre
      TL plasma
      flamer
      220 p

      3x12 firewarriors
      360 p

      3 hammerheads
      burst cannos
      TL plasma cannons
      t. array
      disruption pod
      flechette
      405 p

      3 tetra's
      t. array
      165

      2x 3 shas'ui
      TL plasma rifle, flamer
      354

      aegis defence line
      50 p

      1504p

      the idea was to put the warriors with tetra's and the hammerheads behind the line and shoot at everyone, then deepstrike the suits for MC with 2+ save, an addiction of my friend :)

      this his how he deployed: he put his 10 men group termagaunts behind the line to operate the quad-gun, the rest deployed behind it to survive first turn shooting(he went first anyway) and deepstrike his trygon and his spore with zoanthropes.

      here's waht happened:

      first turn he walked and ran everyone forward, spawned 7 guys and shot a tetra dead due bad coversave-rolls, nothing happened, my turn. I moved all my firewarriors out of the line to be in range, I then markerlighted the hormagaunts who now had feel-no-pain, and I markerligthed the spawned termagaunts. I then shot all the spawned termagaunts dead with 12 fire warriors, shot all but 5 dead, then I shot 4 more dead with a hammerhead, the other 2 flatted out, and I shot some hormagaunts, (the small group) but did little. his turn, everything failed to come in (despite his warlock trait to re-roll it) and he ran and walked even more up, he shot his quad-gun and killed 4 warriors, and spawned 12 more dudes. all was now in the open except for the 10 guys maning the quad-gun. my turn, all the suits dropped out, landed on the excat location, 2 deepstruck in a circle around the tyrant, 1 behind the gaunts with the quadgun. fire warriors moved out just like the hammerheads to be in range of the tervigon and the remaining hormagaunts. I shot the tyrant dead with teh suits, and the remaining unit shot the quad-gun dead, my hammerheads shot the tervigon dead, and due bad rolls I nearly annihilated the spawned group. he then called the game, with 2 firewarriors not even fired their guns, he still had the guys in reserve, but as soon as they got out my whole army would be waiting for them, so I see why he called it. tau win, what went wrong and what went good, and more important: what to do better?

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  5. also, I played a game with a 30 man blob of guardsmen, each had a heavy bolter and a flamer I believe, and an lord commisar, but that didn't work out very well, though I put them behind a defence line they got shot up before the enemy was close, they are not so good against crons, esspecially those of my friend, who favors many immortals and royal courts, anyways I tried to play more with guard, but so far I think it is just better not to include too much allies until you play 2000 pts. or more.

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  6. ok I am having a game tomorrow, 2000 pts. tau vs. orks(probably with space marine allies) this is my list, plz react fast so I can fit in any tips you have. he will use lots of bikes, and lots of looted wagons, and a battlewagon. probably meganobz too, but I will simply run away from them, (they are slow anyways). here is the list:
    Tau 2000 pts.

    Farsight, 170 pts.

    3x12 fire warriors, 3 team leader met targetlock 380 pts.

    Aegis defence line, quad gun. 100 pts.

    3 tetra’s, t.array. 165 pts.

    3 broadsides, 2 targetlocks, 2 gundrones. Teamleader, bsf. 248 pts.

    1 hammerhead, rail gun, brst cannon, flechette, disruption pod, blacksunfilter, multi-tracker, target lock, sensor spines 190 pts.

    3x sniper drones. 240 pts.

    3x 3 suits, each: TL missile pod, flamer, teamleader, bsf. 387 pts.

    Devilfish, SMS, t.array, disruption pod, flechette. 120 pts.

    2000 pts.

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  7. well so today I played the game, I don't have his list right here, but it was something like this:
    3 meganobz, trukk
    3 meganobz, trukk
    3 looted wagons
    15 lootas
    10 bikers + nob with powerklaw, boss pole
    10 bikers + nob with power klaw, boss pole
    big mek
    unique character with the bikes (can't remeber how he was called)
    10 grots + runtherd
    30 boys + nob with powerklaw, boss pole

    my list is the comment above.
    fish and 1 unit crisis went reserve, at his side nothing

    mission type: big guns never tire (they don't, really!) spear head, I went first.
    first turn I shot up his 2 trukks and 1 looted wagon, then he moved forward and shot several firewarriors dead, then my turn I shot 1 biker unit away, and 1 looted wagon (I rolled bad on his vehicles) his turn he charged and immobelised the hammerhead with the remaining bikers, he moved his shoota boys up the objectives, receiving a 4 + cover save. then I shot up the remaining bikers except for one nob, and I did not manage to destroy the looted wagon, but I did kill 2 meganobz (the other squad went wondering far away in his zone, not sure why...) then he wrecked my hammerhead, and killed more firewarriors. my turn I ran my warriors outside to objectives, and I killed the looted wagon! and some loota's, which I had shot at before but did not do much, except for this time, only the big mek remaining. then it was all about the remaining objectives, with his grots + big mek at 1, his 30 shootaboys at 1, and with me 1 sniper team at one, my firewarriors at one, (they got nearly charged by the remainikng meganob but he failed his charge range) and the other one in my deployment zone was not reached because the warriors on top just ran away right before the end of the game. I had firstblood, slay the warlord, 2 objectives, 3 heavy support kills. he had linebreaker, 2 objectives, one heavy support kill. tau win! so tell me what you think about the lists and the tactics. o about that it might be worth it noting I deployed everything in a corner behind my defence line, leaving very little space and everything close to each other (my fish and suits couldn't deploy, hence the reserve. about the fish he came in and did nothing) I castled up ultimatly, using the last 2 turns to run and grab the (thankfully) nearby objectives.

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  8. okay you aren't responding a lot, which I don't mind so much, you are probably busy, but if you would just plz respond to this before next tuesday that would be great, I am gonna play against necrons soon, and I fear that won't go so good as against the orks. your tips against the orks helped alot, (massed ap.4 missile pods + markerlights against those bikes) but now I am fearing the necrons. I know the units my friend is gonna use, but that doesn't help much.
    tell me, how do I beat 2 doom scythes (with only 1 quadgun), 1 stormlord (thunder is gonna ruin my day, luckily the nightfighting won't) 1 ark with 10 immortals, 1 doomsday ark, lots of wraiths, lots of crypteks with their stupid weapons, and 1 or 2 units of 20 warriors with lord with low save and resorb? I am thinking now about: railhead, 3 broadsides, 3 sniper teams, 2 units of fireknife suits, 2 fishes with 6 FW for scoring, aegis defence line, quadgun, 12 FW for quadgun, 3 tetra's. normally I go for massed FW but that isn't an option for necrons. do you think the sniperteams and the suits will be enough for killing his MEQ's? I am not allowed to use the russ, wich would have helped with the str.8 ap.3 because it is tau only, but I wanna win with tau only anyway. any tips or units I should use?

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  9. orighty then, here is the third battlerep, this time against crons. I wanna say first: the greater good has prevailed! I owned him pretty bad. 13 to 3 victory points. how did I do that?
    here are the lists:

    2 Shas’el, plasma rifle/cyclic ion blaster, missile pod, multi-tracker, 2 shield drones. 229 pts.
    2 x 2 shas’ui, plasma, missile, m-tracker. 248 pts.
    6 firewarriors. 60 pts.
    2 fish + 6 FW, disruption pod. 290 pts.
    Aegis + quadgun 100 pts.
    3 tetra’s t.array. 165 pts.
    3 broadsides, t.lock, t.array, teamleader: targetlock, array, bsf, 2 shielddrones. 305 pts.
    3x sniperteam. 240 pts.
    2x Hammerhead, railgun, disruption pod, t.array, brst cannons, bsf. 324 pts.
    Sensor tower 40 pts.
    2001 pts.

    Stormlord+command barge=305
    Olord+Resorb+Phase shifter+Sempiternal weave=180
    Cryptek+lance+solar pulse=55
    Cryptek+aeonstave+timesplinter cloak+Chronometron=70
    10 immortals=170
    2x18 warriors=2x234=468
    2xDDayark=2x175=350

    needless to say the shas'el each joined a suit unit.
    you will see the report on another comment, because I can't post it all at once.

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  10. so how did it go? as you can see I had a pretty railgun oriented list, and this worked wonderful. the mission was big guns never tire, and the deployment hammer and anvil. as you might have noticed I like the gunline tactic, and I went for that this time too, placing 3 objectives at or near my gunline. one was actually skyfire so that helped against his doomscythe. I deployed everything behind it,nothing in reserve, the FW went in to their fish, and the shas'el joined the crisis suits. he put his flyer and his storm lord with the command barge in reserve, he deployed his warriors aggresively, using his immortals to hold his objective in the rear of his deployment. the overlord and one cryptek wiht chonometron joined the heavy destroyers, standing in the front to catch a lot of bullets, those 3 up invurn saves helped him alot, and so did his 2 up armour save. the other cryptek joined of of his warrior units. he went first, walking everything up, failing to do damage with any of his units, and declaring nightfighting for me, (not for him, he had a solarpulse) no thundershocks luckily, because then he would have nightfighting too. my turn I simply exploded one doomsday ark, immobelised the other, killed lots of warriors, and stayed right were I was. then on his turn he moved forward again, and due bad assault phase roll and the fact that I forgot that my suits had shielddrones, he shot 2 away, nearly killing my warlord, but he failed the 2 up to wound even with preffered enemy!. that was lucky, his other doomsday did nothing, and his scythe moved in so that he was out of quad-gun range. then on my turn I shot all the warriors dead, the wraith by the way died first turn to my shooting, and I shot the doomsday ark dead, and I immobelised his doomscythe, wich was good because he now had to snapshot, meaning his big nasty weapon could not be fired. then he moved it up, his stormlord came out of reserve to camp at an objective wich was weird, we both knew he was not a scoring unit, he probably put his stormlord at the objective because then it would be hard for me to kill him (the objective stood around a ruin) and he would denie me a slay the warlord. anyways he shot the quadgun dead with the still untouched heavy destroyers, because I failed al 3 3 up coversaves. my turn I shot his unit also dead, and moved my suits up to go contest his objective on the other side of the board, but we both knew he was gonna lose anyway, especially when I simply shot his flyer out of the skies with lots of dakka at a skyfire objective! he called it game, a shame because I could have taken out his last units as well, giving me 15 victory points, and him zero, instead of this, but still a crushing victory. his immortals proved no obstacle because they remained in his own zone to hold the objective, his warriors were shot in to third reality by railgun fire from the hammerheads, and his vehicles by the broadsides. the only thing I had difficulty destroying and handling were the heavy destroyers with the cryptek and overlord, since they made all the kills he had, the two suits and the quad-gun, and because they were the last to go, and they survived way to long anyway. (those plasma rifles helped here alot though) so necrons, tough but if you know how to handle them it should be fine. today I will play against either marines, or orks, I do not know wich yet, but I will see, want me to give a report on that too or have you grown tired reading my replies? I see that I did comment a lot lately, but I hope you don't mind and
    enjoy it.

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  11. LEON!!! 3 victories in the name of the greater good. I'd like to say that you did an awesome job in both briefly describing the battles and army selection, i'd hate to go up against you in a game of rock, paper, scissors. I apologize for not responding, I've been able to read your comments on my phone but my back up comp got a virus and crashed so responding back to you has been next to impossible. All I have to say is without being able to see troop movement and terrain, you've taken to Tau like a duck to water. In the next 2 weeks, hopefully, ill be getting my hands on the new codex, which I will read religiously and will come up with some new stuff. If you come up with anything I would love to hear. Thank you for continuing to comment during my down time it really was uplifting.

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  12. yeah I can't wait till the next codex too, and I hope you have some good tips on wich units (new) to buy. as you have read I didn't go so bad though I told you I had trouble, but that is because my friends are idiots. one of them just used the same army twice! I am now trying to fight other people besides my friend at a local hobby centre. hopefully I can fight a competitive space marine player. well I will tell you as soon as I have fought another battle, but please don't count on it, I am reallly busy next time. perhaps in the holidays again! we are planning on having a campaign, but it wouldn't be the first plan that we don't follow because of mis-planning. good to see that you still took the time to read and respond, so I'll post you back next battle.

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  13. ok just wanted to let you know I will be facing necrons again tomorrow, nothing big, just 2 games of 500 pts. I will be making the lists now. I though mabey he is going to try something new (finally) like a flyer list so perhaps it is smart to keep you up to date so I can figure out (with your help) a way to defeat his new tactic. I will post again tomorrow around the evening!

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  14. I played 2 battles, 1 of 500 pts. and 1 of 1000 pts. it was nothing really special, we fooled around alot, but there was one thing that was funny. at some point he had a 500 pts. squad of pretoarians or something that were in the midst of my line, (I had some bad rolls at taking out their transport and such) and he just eliminated two sniper teams, when 2 units of 12 rapidfiring fire warriors with bs. 5 (marker light) decided: NO. and wiped them out. 1 remained though, and the res-orb was still there, so I sniped him with my remaining sniper team he failed his invurn luckely, because I only managed to do one wound. enough anyway. 24 rapid firing bs. 5 firewarriors is awesome!

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    1. I definitely have to agree with you Leon there really isn't anything like being able to wield both superior and overwhelming firepower. How did the two battle reports turn out? I'll be pre-ordering my codex on April 6th so i'll being going through the rules with a fine tooth comb as soon as I can.

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  15. I lost his lists so that is a bit hard, I wanted to film it but the camera was out of batteries, and I don't think that those battlereports are so interesting because the games were really small. in the first game he camped like a bauws only having his flyer come in once in a while to try and get a free killpoint ( massed firepower took it down luckily) and I ended up using my range to snipe his units while they were hiding in cover. in the second game he just used his transport with 500 pts. of CC units to break through my line, assualt 2 sniper teams ( I forgot about night fighting and jink so I only used one markerlight so he had a 4+ cover and he made it) so he charged in only to have in my turn 24 fire warriors rapid fire with bs. 5 into his units (which died horribly) so that was that, then he had to go home and gave up. :D I'll comment again when I played a battle ok?

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  16. Well, you like Necrons deep-fried don't you?
    how many did you hit and how many did you wound?

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  17. Also, did you hear? in the white dwarf you see a small part of a tau codex. the fire warriors and a cadre fireblade is there. the firewarriors also have a special rule: supportive fire. could this be that firewarriors could overwatch if the to-be-assaulted group is within 6 inch? that would be great!

    some rumors also say that a fireblade is a hq that you can put with each firewarrior squad. it ads a extra shot no-one in the squad moved. use an aegis defence-line and a shitload of firewariors and the necrons will never reach you!

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  18. just looking what i know of necrons.
    he had a gostark, the transport, since it is the only necron transport exepting the flyer. he had an overlord with orb, he
    he had a 500 point squad you say? i assume he also had 2 troop choices to make it legal

    so 120 points for the overlord
    gost ark for 115 points
    450 for the lychguards
    total of that around 700
    that would leave room for 2 groups of immortals
    one 10 models and the other nine or less, depending on the upgraides given to the overlord.
    he could also get more warriors, but that wouln't be smart

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  19. yeah he did something like that, one other group of immortals and one group of warriors, but they did nothing. I shot 48 shots in him, 42 hit with markerlights, dunno how many I wounded but all went down but one and 1 wound on the O lord, then the last one went down with the remaining sniper team, scoring one hit, one wound, and luckily one failed save which killed the guy. also I love the news about the fireblade guy, if they did not move they fire extra? perhaps put an HQ with slow and purpose full for movement + count as not moved + extra shot? 2 units of 12 fire warriors can then rapid fire 3 shots each, for a total of 72 shots, with markerlights bs. 5. OP? yep! looking forward to it.

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  20. O also I have fought a game with imperial guard vs. tyranids, forgot the lists though and I don't have time right now, I will probably post it when I am back from my grandma's ok?

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  21. I posted the report but somehow it deleted itself. anyways it went down like this:
    I had lots of guardsmen and a leman russ eradicator, he had a tervigon and some zoantropes and a venom thrope. I shot away all guants, his tervigon made it in to close combat because my missile launchers (5 or so) all almost missed everytime, and I died horribly. I am tired to type it all again, but it was nothing special really. also I don't have the lists with me, because the battle was at my dad's and I am now at my mom's. short: guardsmen are cool, sniper platoon commandsquad is ok, plasma company command squad is not cool, and leman russ just owns. also: IG misses alot and needs every extra shot they have, ( especcialy versus MC's) and guardsmen tend to die horribly but are very worth their points because you are bound to do damage with all their lasguns. and though easy to kill, they have twice as many wounds as a firewarriors. 12 firewarriors equals 24 guardsmen, and the firewarriors die faster.

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    Replies
    1. was this youre first game with IP against nids?
      also, anyone know a counter against space marine termenators? in the new codex the broudsides get nerfed, so that doesn't work anymore

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  22. tried suits yet? with plasma? also I guess leman russes help :) yes that was my first game against nids with IP, actually kinda my first game with IP at all. I have not much expereince with termi's however I usually deal with them with plsma rifles on crisis suits.

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  23. yea, i did, he had some kind of thing that gives them a 2+ invul

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  24. ? really? hmm never heard of that before, except for grey knight paladins, they can have a 2+ invul but only in close combat, normal termie's can at best have a 3+. in that case I advice loads of firewarriors with markerlights, just give him so many wounds he is bound to fail some. it only takes 7 hits to kill one, so 24 firewarriors should kill 3 at long range with bs. 5, rapidfire the rest and voila.

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  25. how in godsname did you post that before me?

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  26. lol, apperently there is some thing wrong. thrust me I posted it later, otherwide I can't respond to you anyway right? XD

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  27. I know, pulse carbines and burst cannons +1 shot, no longer required commanders, I love it al. especially they new warlord traits! can't wait to form a list with them. shall I post my list as soon as I have made it?

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  28. ok what about this: it is a gunline army against orks with necrons. the idea is to use this to distract the orks and then deepstrike an entire nid army.
    2000 pts. tau gunline:

    aegis, quad gun 100 pts.

    3x 12 ,1 x shas’ui + MK and target lock. firewarriors, 349 pts.

    ethereal 50 pts.

    dark strider 100 pts.

    2x5 path finders, grav-inhibitor drone, pulse accelerator drone. 170 pts.

    skyray, TL SMS disrupt, 130 pts.

    hammerhead, longstrike, TL SMS, submunition, disrupt. 190 pts.

    3 x broadsides, TL high yield missile pod, 1 drone controller, 6 missile drones. 275 pts.

    12 drones, marker drones. 168 pts.

    2x 3 crisis shas’ui, TL missile pod, flamer, 282 pts.

    riptide, ion accelerator, TL fusion blaster, 2 shielded missile drones. 235 pts.



    1999 pts.

    it is meant to keep the orks at bay while the nids to their dirty work among the necrons. a few deepstriking nids isn't fun.

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  29. man, that looks nasty, wondering how they can hold up to that!
    can you show me the ork, nids and necron lists too?

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  30. well if I would have them it would have been easier right? I don't have them, we keep our lists secret untill we play, so I don't know what I am up against, but I am expecting lots of cheesy bikers and necron flyers, I just hope that the ork player will try to go for closecombat with the necron player acting as fire support, because then the nids will be able to exploit the deepstrike to targetting the necrons. I am only fearing wraiths, if the necron player goes close combat also I am screwed, perhaps put the nids in front of me instead of in deepstrike? what is your opinion? o and also I don't have the nids list yet, because my friends owns them and he is away for some time, but he has no limits, what shall we take?

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  31. no limits? he has everything? good god, that's a dedicated player. i don't know to much about nids however. i would advise that you instead of the etherial you take farsight. he is more usefull against orks

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  32. also, don't worry about enemy flyers, you have enough! also, get a cadre fireblade

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  33. well it is more that we are allowed to proxy everything, he is working alot to buy everything but because our buddies want to play the match soon he is allowed to proxy :), I don't know about farsight, he no longer gives preferred enemy to the whole army and he's more just an over expensive suit with CC abilities. for a gunline not so smart I think. why do you think I should take him? also, cadre fireblade is awesome but I ran out of HQ choices, I was wagering to take fireblade or darkstrider but I choose the latter because I can considolate him and his squad away so his orks fail their charge range leaving them in the open for rapidfire goodiness, I could remove the ethereal but I think I need him to make sure my entire gunline doesn't run away, and because wiht his new option I simply fire 3 shots at rapid-fire, making overwatch even more deadly, really everyone within 12"of him can use his ldr. and fire an extra shot at halve the range(only pulseweapons). I think this combo: darkstrider + ethereal is the best for guneline army. O and another think: drone controller makes drones use bs. of controller. if the controller has skyfire do the drones fire snapshots at flyers or do they use his bs because of the controller?

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    Replies
    1. they use the bs of the controller. you have to look up btw, the ethereal only gives it in the shooting phase, not on overwatch. also, he won't charge your darkstrider but he will charge your other groups if he is smart. does he know anything about tau or is he a classy ork player? farsight gives EVERY tau unit the preffered enemy ork rule and since the orks are going to charge YOU and the necrons sit back and fight with the nids that would be a smart choice

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  34. farsight no longer gives that I am sorry. also, darstrider is probably going to sit up front to challenge him to charge THEM, and the -1 toughness is neat against his puny bikers har har! the nid player told me he is going to deepstrike some mawlocs but leave lost of fast response units to hold up the tau lines without interfering too much with their firing lanes. he does know everything about the tau, he even bought the codex and already has a riptide which he will let me borrow :). and the ethereal does infact use its +1 in overwatch mind you, the rule stays untill his next movement phase and can be used once each turn, so in your turn and in his turn if he assaults. :D

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  35. ok here is list 1500 pts vs necrons.
    1500 pts. tau vs. necrons

    commander 140 pts
    plasma rifle
    cyclic ion blaster
    advanced targetting system
    iridium armor

    body guard, 62 pts.
    1 shas'vre
    plasma rifle
    fusion blaster

    4x9 firewarriors, 324 pts.

    2x crisis team 360 pts.
    3x shas'ui
    plasma
    fusion blaster
    2 shield drones

    2 x pathfinder team, 110 pts.
    5 pathfinders

    hammerhead, longstrike, disruption pod, SMS sub-munition. 190 pts.

    sky-ray, SMS. 115 pts.

    hammerhead, ion cannon, SMS, disruption pod. 140 pts.

    crisis team 67 pts.
    1x shas'vre
    TL fusion blaster, pure tide chip.

    aegis 100 pts.

    the aegis is 100 pts. because me and my friend both think 50 is waaay to little.

    will this work against his army or am I bringing not enough anti-tank? I tried to focus on ways to get rid of his heavy infantry, but I fear mostly for his heavy destroyers, who will be inst-gibbing my suits. the skyray is there for anti-air, all the suits are going to melt unfortunate necrons who come to close, the firewarriors pure for objectives and rapidfire for deepstrikers, pathfinders speak for themselves, hammerhead with longstrike is vehicle sniping, lone monat with fusion blaster etc. is for suicide deepstrike, and that was about it. I am not bringing the riptide because my friend is at the point or ragequitting against me because he thinks that the tau are to OP, (and he plays necrons! he needs to shut up IMO) but anyways I still want to play with him so no riptide. the str. 8 ap.2 largeblast could have been nice too for anti-heavy infantry duty and the str.9 ap.2 ordance could have been nice for anti vehicle duty. also I am going to play against marines for like the first time in my life :), so got some tips on how to tackle them the best? I heard fireknife works awesome.

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  36. fireknife? you mean fireblade? '
    i think your friend is quite right, the tau got a HUGE buff. 100 points for an aegis defence line? what is that? just use the rules. your army will defeat the necrons!

    For the Greater Good!

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  37. fireknife is a crisis suit with missile pod and plasma rifle right? IDK anyway, it is true the tau got a buff but not really against the 'crons, because they have mostly heavy infantry and strong vehicles and with no more broadsides (they suck IMO now unless against flyers) it is going to be hard to take those down. 1 hammerhead will have to do it backed up by his suicide buddy the monat. the suits will have to go in close but each has at 12" 3 str. +6 ap. 2 so if they do they will obliterate the enemy. also: wraiths, how to deal them the best?

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  38. firewarriors, the main army of the tau. they rule now!

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  39. they did before IMO :) just the problem I think they have is that it takes 3 hits to kill a warrior and 4/5 to kill an immortal, that is not really effective. they rule now but only because of overwatch, and necrons aren't going to assualt you I guess. well I will make a new list with more firewarriors, if you can give me some tips then I would apreciate it. also: commanders aren't good, to expensive for what they bring extra. perhaps more elite crisis suits, and ethereals?

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  40. Aegis, 50 pts. (gunline cover)
    1x 10 pathfinders, 3x railrifle, 155 pts. (markerlight support + sniping)
    1x 5 marker drone, 70 pts. (markerlight support)
    Commander, drone controller, command and control node, 108 pts. (join the marker drones, make them bs. 5 twinlinked)
    Riptide, TL fusion, ion accelerator, FNP. 220 pts. (distraction + anti heavy infantry/anti tank)
    Ethereal 50 pts. (ldr. Bubble to secure my firing line)
    Hammerhead, SMS, disrupt pod, railgun, bsf, automated repair system submunition shot, longstrike. 196 pts. (tank sniping)
    Hammerhead, Ion cannon, SMS, disrupt pod bsf. 141 pts. (anti heavy infantry, large blast only)
    Skyray, SMS. 115 pts. (anti air)
    Crisis battlesuit, shas’vre, TL fusion blaster, pure tide chip thingy. 67 pts. (anti tank suicide)
    1491

    I have written my thoughts behind everything, is good?

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  41. lol, apperetnly I didn't copy that part, there are supposed to be 36 firewarriors, 3 groups of 12

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  42. well I am bragging about good old 'crons but I have coming up an ork battle 1500 pts! yeah is going to be interesting to see how the new codex works. I am guessing a firelane will do as usual, but I am afraid of meganobz and battle wagons, especially meganobz, almost the best heavy infantry ingame, I guess a str. 8 ap. 2 blast from the riptide will work though, perhaps I should try that, and I always have my leman russ demolisher siege cannon. I will post my first try-out list later, can you then give me some tips? also: warbacon, is that your new account or is that someone else then ede?

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  43. 1500 tau orks
    VIOR’LA rapid deploy strike force.

    Ethereal 50 pts.
    3x 12 firewarriors, 324 pts.
    2x 3x ciris suit, TL missile pod, flamer. 282 pts.
    2 x 4 pathfinders, 88 pts.
    6 markerdrones 88 pts.
    Sky ray, disr. Pod. SMS, bsf 131 pts.
    2spotters, 9 sniper drones 161 pts.
    Hammerhead, longstrike, submunition, SMS, bsf, disr. Pod 191 pts.
    Riptide, ion accelerator 185 pts.
    1500

    don't mind the title, that is just for fluff reasons (I wrote a bit of a story behind my army :D) anyway what do you think? consider him quiet the cheesy player. he promised me that the more times I beat him the cheesier he will start to play :)

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  44. maby give the riptide the other weapon. that burst cannon OP!
    especially against meganobs

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  45. wut? a str. 8 ap. 2 largeblast wil insta-kill them. who can teh burstcannon be better? you will get 1-2 rending at best, that will be 1 meganobz, and for every 6 meganobz under the other weapon will be 5 dead.. anyways are those all your remarks? then it should be a good list

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  46. what i mean is that that large blast wil be able to hit all 3 meganobs in a group of 3. if you are lucky. then you will have 3 hits. you have tau dice, so you will have 2 wounds. coversaves will make it one. tada, 1 kill
    dat cannon. 12 shots, 4 hits 1-2 rending. rending was auto-wound right? so in the end 1-2 ap 2 wounds and 2-3 ap-4 wounds.

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  47. actually rending means that a roll of 6 to wound is an automatic ap 2 wound. so that would mean I would kill 1 meganobz, and if I use the large blast I could shoot the nova-charge, str. 9 ap. 2 ordance and kill some vehicles, perhaps just mulitiple with a large blast. although the burst cannon will also be able to shoot a vehicle to death easily as long as it is an ork vehicle, even against flyers.. but on the otherhand a burst cannon needs to be overcharged to be effective, where an accelerator can use his overcharge without the nova type if you know what I mean. no need for a str. 9 ap.2 ordance if you have a str.8 ap.2 large blast. unless shooting at vehicles.

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  48. his list:
    chaptermaster
    devestator squad, 4 lascannons
    2x 10 tacticals, flamer + launcher
    6 termie's, land raider crusader
    drop pod, iron clad, 2 heavy flamers
    razor back

    scouring, vangaurd deployment, warlord trait night fighting, (like I cared, black sun filters bitch!) and warlord trait of mine: skyfire).

    he went first and deployed with his troops centered, one combat squad up front, razor back up front, and right flank with land raider. I deployed just a bit of a gunline, nothing special. pathfinders probing a bit,

    I stole the intiative,then I shot 3 seeker missiles and blew up his razorback. his combat sqaud up front got gunned down, longstrike then blew off one vulcan bolter of his land raider.

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  49. in his turn he went to charge my gunline but failed to reach them! further his devestator squad began to move up, his landraider killed 1 pathfinder or so, and moved 6". my turn I proceeded and killed the iron clad by shooting everything in his rear,except for my railgun which took of the other vulcan bolter :). everything moved a bit to the objectives. his turn, he found out that you can move 12" and flat out with his land raider (apperently he thought that only fast vehicles may move cruising speed) and with power of machine spirit he failed to do something with his multi-melta at my hammerhead. my turn I needed that land raider to go down so I could shoot his termie'S and hopefully kill them, railgun shook it, and then my nova-charged ion accelerator wrecked it, I would have wanted the str. 8 ap. 2 large blast for the termie's but since the hammerhead once again failed that was out of the question. his termie's jumped out, and saw 7 remaining sniperdrones at rapidfire range with an ethereal giving them another shot at halve range. 21 shots! and I had 6 6's at the to wound, 6 rending wounds! he made only 1, so the codex part where it said sniperdroneteam dropped a terminator squad by shooting through their eyelenses was true! 1 remaining dude, he was next beside 3 pathfinders which were at an objective, 20 rapidfiring +1 at halve range firewarriors failed to kill the last one! lucky. so I had 1 objective with my 1 pathfinder at one, my gunline with lots of cassualtie's because of heavy flamer and sniping landraider had 1, and my 1 pathfinder had 1. 2 were worth 2 pts, the one my 3 pathfinder had 3 pts. he had 1 objective of 3 pts with his tacticals. in his turn he charged the 3 pathfinders, killed them all, 1 objective less, and I found out in horror his devestator squad was apperently in range of my lone pathfinder which held an objective! 4 lascannons, 3 hits, 3 wounds, only a 5+ cover save between death and victory! now I think about it I should have gone to ground. but guess waht, my pathfidner made his saves! lucky! he probably is a matrix dude, dodging lascannons like a bauws!. game ended, he had 1 objective, 3 pts. and line breaker with his termie, and 1 killpoint of fast attack. I had 2 objectives 4 pts, and first blood, 1 pts. 5-5, a tie! so ethereal is crucial to let your guys remain where they are, longstrike is pretty good, sky ray too, and riptide pretty awesome. of course there were some sniping here and there, podshots of firewarriors just in range, but those causualty were nothing, 2 tacticals or so, 4 firewarrior, I wrote down everything important. my friend promised me more space marines, so from now on no anti-ork lists, but more universal, because you never know what he is going to bring! (probably once necrons even) he is a bastard already.

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  50. well, most people challenge someone and don't tell them what they are going to play. will write full reaction in 2 days

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  51. ok, while waiting I was sitting in bath and came up with a competitive list of 1750 pts. now this list is quite universal (though a bit more anti-space marine) and not my style, I usually make a list based on the (possible) army, so this is new, I think that it will be quite good, having a bit of a static line as well as some agressive units. thoughts?

    1750 pts.
    ethereal, 50 pts
    fire blade 60 pts.
    2x 12 firewarriors, pulse rifle. 216 pts.
    1x 12 firewarriors, pulse carbine, devilfish, (overwatch thingy) 198 pts.
    3 crisis suits, TL missile pod, 1 shas'vre, puretide chip, marker drone. 163 pts.
    2x 3 crisis suits, TL plasma, burstcannon. 1 gundrone. 360 pts.
    3 piranha's 120 pts.
    2x 5 pathfinders, 110 pts.
    skyray, SMS, bsf. 116 pts.
    hammeread, SMS, bsf, disruption pod, submunition rounds, longstrike. 191 pts.
    hammerhead, SMS, bsf, ion cannon. 126 pts.
    aegis, 50 pts (not 100)

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  52. for some reason my report wasn't posted

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  53. weird... will you try it again?

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  54. ok. first of all A VICTORY FOR THE GREATER GOOD! what do you say? it was a tie? well, he had more objectives, but lost his honered landraider-terminator team. you still have your legendary riptide, legendary longstrike and etherial. the space marines will be destroyed on the next battle. most important of all, you have a matrix pathfinder!

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  55. that is true, with a matrix pathfinder we will win. today I played a game at my local games workshop store, sort of campaing. objective was to take down wall turets so the manta will survive to destroy the wall. my pathinders were outstanding, making precision shots possible and disabling wall stuff. and guess what, 1 pathfinder remaining at the end after some bombs were dropped on them, and guess what, he delivered the targetting beacon! do you know miniwargaming? they post battlereports at youtube, one time they had 2000 pts. tau vs. 2 stompa's, one went nuclear and killed the ohter which went also nucleair and took the ENTIRE tau army with him including 4 vehicles, everything except one pathfinder. he was alone out of range, his team was already killled by a lift dropping hammerhead, so I guess every pathfinder squad just has this guy that refuses to die. is it the will of the dice-gods?

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  56. well, until they drop another hammerhead on your head you're fine!

    also, have you played tau-tyranids vs orks? i would love to see a battlereport

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  57. well it is going to be next saturday/sunday probably. and it is 2000 pts. tau-tyranids vs. 2000 pts. orks/necrons. each army has 2000 pts, so 2000 pts. tau 2000 pts. tyranids etc. basicly 2 vs. 2. once every month or so we play 2 vs 2 and my friends and I really try to win in those games, more competitive then friendely really :) my friend and I have already almost completed the lists, shall I post it? I will, here it comes:

    2000 pts. tau gunline:

    aegis, quad gun 100 pts.

    4x 9 firewarriors, 1 x shas’ui + MK and target lock. 349 pts.

    ethereal 50 pts.

    fireblade, 60 pts.

    dark strider 100 pts.

    2x4 path finders. 88 pts.

    skyray, TL SMS, bsf disrupt, 131 pts.

    hammerhead, longstrike, TL SMS, submunition, bsf disrupt. 191 pts.

    3 x broadsides, target lock TL high yield missile pod, 6 missile drones. 282 pts.

    2 x 6 drones, marker drones. 168 pts.

    1 x 2 crisis shas’ui, TL missile pod, 1x shas’vre, TL missile pod, puretide chip 151 pts.

    1 x 3 crisis shas’ui flamer, TL burst cannon, 126 pts.

    1 x 1 crisis shas’ui, TL flamer, 32 pts.

    riptide, ion accelerator, TL fusion blaster, feel no pain 220 pts.



    1998 pts.










    2000 pts. Tyrannid deepstrike+fast response.
    HQ (4)
    Hive Tyrant. 170p.
    -Stangle thorn cannon. 20p.
    -Twin-linked devourer with brainleech worms. 15p.
    -Wings 60p.
    Total: 265pts.

    Tyranid Prime 80p.
    -A pair of boneswords. 10p.
    -Adrenal glands. 10p.
    Total: 100pts.

    2xTervigon 160pts.
    -Crushing Claws 25pts.
    Total 370pts.
    Total HQ: 735pts.
    Elite (6)
    Troops (12)
    2xTyranid Warrior Brood 3x30p.
    -Rending claws 3x5p.
    -Scything Talons -
    Total: 210pts.

    2x Tyranid Warrior Brood 3x30p.
    -Rending claws 3x5p.
    -Scything Talons -
    Total: 210pts.
    Total Troops: 480pts.
    Fast (6)
    Gargoyle Brood 20x6p.
    Total: 120pts.

    2xHarpy 160p.
    Total 240pts.
    Total Fast: 340pts.

    Heavy support (6)
    Mawloc 170p.

    Trygon 200p.

    Biovore Brood 3x45p.
    Total: 135p.
    Total Heavy Support: 505p.

    Total Army: 2000p.

    I still need to find some lose ends but I think that this will do.

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  58. hey ede, remember the scumbag friend? the one who brought space marines? well guess what, the bastard is even more of a bastard then I thought. one day he was at my place and I had the pc on this page, while I was setting up my army he had read everything. I found out and he said: don't leave it open or something. I responded: yeah my fault, but please do not remember the site because I put alot of stuff on it. he said: no I won't. well he did. the dirtbag piece of shit has monitored everything I said for the past 2 months, including al my lists vs. him. and yet I beat him. believe me he sucks at making lists. anyways I found out because while we were al together at a sleepover he left his laptop on and I wanted to check my mail when I found under his tabs this site. I checked his browser history and he had visited this site very often. when I told him about it he admitted but said this: despite knowing your lists you still beat me everytime, I just wanted to show you how cheesy you play..... CAN YOU IMAGINE?! I said: if winning is that important to you I quit. and I walked away. so long story short I now don't know if I should put stuff on this site because I don't thrust him. he said he wouldn't look anymore but I lost all my thrust in him. what should I do? also now I need to make a new list for the big game. a game we have once in a while 2vs 2 in which we try to play competitive. beside all that. have you seen the forgeworld orks? lifta-droppa battle wagons, deff dreads, grottanks they are just impossible to defeat! I tried to fight him once to try the forgeworld out, 2 liftadroppa's EASILY took out my 3 tanks, and other shooting saw the destruction of my ethereal and around 20 firewarriors. please respond soon, this all is very important to me.

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  59. ok so I played 2000 pts. tau versus necrons killpoints hammer and anvil.

    the lists:
    tau
    2x 12 firewarriors, 216 pts.
    1x 12 firewarriors, devilfish, disruption pod, 203 pts.
    Farsight, 165 pts.
    3 shas’vre, 2x 2 fusion blasters + t.lock, 1x command and control node, PEC, neuroweb system jammer, onager gauntlet, shas’vre, TL flamer, flamer, 250 pts.
    Cadre fireblade, 60 pts.
    10 pathfinders, 110 pts.
    2x Crisis team, 3x 2 x plasma rifle, 312 pts.
    3x broadside, TL plasma rifle, early warning override, 4 shielddrones, 273 pts.
    Hammerhead, longstrike, disruption pod, automated repair system, submunition, 195 pts.
    Skyray, SMS, bsf, disruption pod, 131 pts.
    Aegis, Icarus lascannon, 85 pts.
    2000

    necrons
    Destroyer lord+ sempiternal weave+ Tachyon arrow+ resurrection orb=200
    Anrakyr the Traveller =165
    Overlord+ Tachyon arrow+ Sempiternal weave+ resurrection orb= 165
    Cryptek+aeonstave+Chronometron+Timesplinter cloak=70
    5 warriors=65
    5 warriors=65
    5 warriors=65
    10 warriors=130
    15 warriors=195
    Ghost ark=115
    8 Canoptek Scarabs=120
    3 Heavy Destroyers+ 2 Destroyers=260
    Doom Scythe=175
    2 Canoptek Spyder+ 2 fabricator claw array=120
    Annilihation Barge +Gauss cannon=90

    I deployed first but acutally let him seize initiatve because I wanted him to get in range. so first turn he put his HQ + destroyers behind a little wall together with the cryptek, he deployed his warriors as a front backed up by the ghost ark and he had his spyders + scrabas on the other flank. so HQ's + destoryers, warrior block, scarabs. my lines were an aegis wiht firewarriors behind it and the cadre manning the Icarus lascannon and the rest behind it. his turn he moved everythign forward except for his HQ's which remained behind the wall. my turn I shot the 3 squads of 5 warriors dead, his turn he moved forward, moved the destroyer lord + destroyers over the wall, moved the other HQ's to the side of it, and the doom scythe in front of me. he shot everything at my hammerhead including 3 tachyon arrows and a doomscythe line of death, but failed to do anything else then a glance! my turn again I downed the doom scythe, killed the annilihation barge and the deepstruck farsight and his buddies killed all destroyers but the lord came back. also some warriors died due podshots :) his turn he moved again to me and had his scarabs at 5" of my line of firewarriors. he failed his charge but then re-rolled (fleet) and got 9". I had to fire away 4 bases in overwatch to stop the charge. alsmost everything got to overwatch (yes supporting fire!) and I killed 5 bases and put a wound on another. also in his shooting fase the warriors killed the flamer shas'vre. he charged farsight and his buddies with his destroyer lord (he got back up remember?) but overwatch took his last wound away. but he got back of course! my turn! I wiped out all the remaining scarabs, killed the destroyer lord (he did not get back!) and weapon destroyed the ghostark. he gave up and I totally agreed. he had to go anyways. so in turn 5 he gave up with 14 warriors on foot, 10 warriors in a ghost ark which had now only av 11 due to the pen result, and a cryptek + overlord + anakyr. which were facing farsight. it would have went on to turn 6 so the chance was big that he would be wiped! first time I had to overwatch with the new edition, most of the times so far noone made it to close combat. (I had played more games before, including one versus nids on wich I might wright a battlerep if I can find the lists again) good game at the end. and we had alot of fun, wich is priority of course!

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  60. well, that is a dick-move. but also look at his side. he played against you for multiple months, and even through he knew your list's, he wasn't able to beat you. that takes the fun from his games, since he will lose all of the time. it is not fair that he looks at your lists.

    if i were you i would trust him for now, and try to make lists that are more competive for him, in other words, make it pussy-friendly XD

    that forgeworld list. that bloody forgeworld list. in 5th editon that was do-able, just take a load of broadside's. other end of the story, that list isn't competive in 6th edition. we got the riptide but that isn't enough. the tau only have verhicle-verhicle hunters and no infantery-verhicle hunters.

    i would propose that he doesn't use forgeworld or at least no lifta's. the forgeworld list is fun but no lifta's. they are not.

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  61. I totally agree thanks for your support. you know what makes me the angriest? the fact that he always nags about how he is about the fun of the game and doesn't mind losing but apperently he does. luckily with the 6th edition it acutally becomes possible to make fun ánd competetive lists. like the one I played wiht against the necrons. I mean farsight is not very strong at all, 165 pts pure for the no scatter. but hey I like farsight. it is a good idea to propose not to use lifta's, I will ask him that. I hope that he will get that I am trying to make fun lists and will return the favor, as I did with the tyranids my friend doesn't stand a chance with a fun list against my tau so I let him have 250 pts. extra to be expended on gaunts to keep up the fun. sounds cool? it is.

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  62. Replies
    1. yeah because I love gaunts, if that is not enough we will see but as it currenlty is I think he doesn't use enough XD

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  63. This comment has been removed by the author.

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  64. hee leon, ik besef dat ik hiermee niet echt aardig was, ik zal mijn naam verwijderen en zal hier niet meer kijken

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  65. thank you bob, I shall thrust you. bye. well ede that was my friend. I will believe him on this one. thanks for your support.

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  66. ok ede sorry I haven't posted in a long time, but not only was I busy but I have to admit I kinda forgot to do so. anyways, I want to announce a game I will be playing tomorrow against my buddy with his good old 'crons. background is that he claims that the tau are way too OP and I want to see if that is true. I will play a test game against him with a railgun and aegis empty list because he claims those two are way to good for tau. anyways, here is the list that I will be using, it is a bit of a try out and I will tell you the battle report tomorrow or the day after. 12 firewarriors, 108 pts.

    2x 12 firewarriors, 216 pts.

    2x 3 crisis suits, dual fusion, 312 pts.

    3x crisis suit, dual fusion, t.lock, 171 pts.

    Ethereal, 50 pts.

    2x ionhead, bsf, disruption pod, 282 pts.

    Skyray, bsf, SMS, 116 pts.

    1x 6 patfhinders, 1x ( 4 + fish(disruption pod) recon drone), 233 pts.

    Commander, C&C node, falcon punch, NWSJ, drone controller, iridium amour, t.lock, dual fusion, 2x marker drone 199 pts.

    4x marker drone, 56 pts.

    1743
    o and it is a 1750 pts. game. just that you know.

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  67. that is 3x 12 firewarriors, for 324 pts. just that you know.

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  68. ok no time to make a batrep because I am in the middle of a test week and need to learn, but I can say some things. like no railguns is no big deal if you have enough fusion blasters, one deepstriking squad took out two tanks at once! also bs. 6 ioncannons make quick work of any heavy infantry, and wraiths are amazing! only massed firewarriors can take them a bit effecient down. commander + drones are also good for 5 markerlight hits a turn, but they die a bit too quickly for my liking. also playing dawn of war deployment is far more tricky, but with a suffiecient deployment you can try to manouvre your way out of any turn 2 chargers.

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