Showing posts with label Tau. Show all posts
Showing posts with label Tau. Show all posts

Wednesday, April 30, 2014

Warhammer 40K Battle Report: Iron Hands/Grey Knights vs Tau/Astra Militarum



Last week I came back from vacation and was finally able to make it to league night.
The League is currently 2 Headed Giant. (2 Man teams, of 1000 points a piece)

Capnmoe and I got to team up with two of our friends over at Lonely Havocs, Slender and Jon.

Jon brought Tau and Slender brought IG.

I brought my Iron Hands and Capnmoe felt like getting the new Aquila Strongpoint that he won from the Titan Tournament on the table...



Our List:
Master of the Forge
5 Man Tactical Squad - Razorback with TL Lascannons
5 Man Tactical Squad - Razorback with TL Lascannons
Landspeeder - Typhoon Missile Launcher, Heavy Bolter
Landspeeder - Typhoon Missile Launcher, Heavy Bolter
Vindicator
Predator - Autocannon with Lascannon Sponsons
Predator - Autocannon with Lascannon Sponsons
Aegis Defense Line with Quad Cannon

Coteaz with 2 Jokaero Weaponsmith, 3 Servitors with Plasma Cannons and 5 Warrior Accolytes
Ordo Xenos Inquisitor
6 Warrior Accolytes in a Razorback with Psybolt Ammunition
6 Warrior Accolytes in a Razorback with Psybolt Ammunition
Vortex Missile Aquila Strongpoint

Their list as best I can remember:
Cadre Fireblade with 2 Drones
3 x 10 Firewarriors
2 x 5 Pathfinders
2 x Hammerheads
Aegis Defense Line with Quad Cannon

Company Command Squad with Plasma in a Chimera
Platoon Command Squad
10 Man Infantry in a Chimeria
10 Man Infantry on foot
3 Heavy Weapons with Autocannons
Leman Russ Punisher
Leman Russ Battle Tank

Game was Scouring
Deployment was Hammer and Anvil
No Nightfighting
3 Objectives on each persons side, but we had the larger point objectives.
They won the roll and chose to deploy first.

Monday, April 21, 2014

Titan Tournament Final Round Recap


I played in the final round of the Titan Tournament at Ogres this weekend along with 11 of the best players from the area. I played in 3 out of the 4 qualifier events and placed top 3 in 2. That meant I had my choice of bringing Necrons with or without an ally, or Tau/Eldar because those were the armies I placed with previously. Since I had placed 1st when I used my Taudar I decided they were probably the best bet for the final round. The games were 1850 and here's what I was running:

HQ
Commander
  • Command and Control Node 
  • Puretide Engram Neurochip 
  • Multi-Spectrum Sensor Suite 
  • Onager Gauntlet 
  • Neuroweb System jammer 

Ethereal

Farseer
  • Jetbike
  • Singing Spear 


Elites
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide 
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide
Riptide
  • Twin-Linked Fusion Gun 
  • Ion Accelerator 
  • Early Warning Overide


Troops
3x Guardian Jetbikes
3x Guardian Jetbikes
6x Fire Warriors
6x Fire Warriors
6x Fire Warriors

Fast Attack
5x Warp Spiders

Heavy Support
3x Broadsides
  • 3x Twin-Linked SMS 
  • 3x Twin-Linked High-Yield Missile Pods 
  • 6x Missile Drones

Wraithknight

Fortification
Aegis Defense Line
  • Quad Cannon 

Total - 1848


My first game was against Necrons and was against a familiar opponent. Usually I find myself on the bad end of an ass whooping against this competitor. This time however, my dice were hot and I managed to pull out a 13-5 victory winning the primary (4x Objectives), tying the secondary (Kill the opposing Warlord), and getting 1 tertiary (First Blood). Highlights include my first shot from a Riptide taking out both of his Command Barges. Fire Warriors rolling 6 out of 6, 6's to hit a Nighscythe and take it out of the sky. Warp Spiders also did some work weakening one of his Overlords and dropping a Nightscythe at a critical point in the game as well as refusing to die to mass fire.


My second pairing was against Imperial Guard/Inquisition. Primary was Emperors Will (2 Objectives), Secondary was Table Quarters with a Dawn of War deployment. This was a very close game. He had a blob squad of 40 guys with a 4+ invulnerable and stubborn, which he marched directly for my objective. Had he chose to camp the blob on his objective I have no doubt that he would have won. Sadly for him, he chose not to. I focused all of my fire on his objective and cleared it by the last turn. I turbo boosted my jet bikes onto my own objective to contest his blob which had finally made it there, and sent my 2nd jet bike squad to take his objective for the win. Final score was 12-5. Highlights were jet bike shenanigans and the Wraithknight taking out an Executioner, Vanquisher, and 2 units of guardsman.


The final game was against Slaanesh CSMs/Imperial Guard. Primary was Victory Points (Had to be 185 points above your opponent to win), secondary 3x Objectives with a Vanguard deployment. This was another nail biter game that came down to the last turn. Just like the previous game, turbo boosting shenanigans from the jet bikes netted me the victory. I was above on Victory Points but not high enough, so we tied Primary. I still took secondary though as well as Last Laugh (Whoever kills the last unit). The game ended 11-6.

I was super pleased with my performance for the day. Though I won all my games, my overall point total wasn't enough for first place. I did take second though and walked away with a bunch of great prizes! I'm looking SO forward to getting the Aquila Strongpoint on the table and bolstering my other armies with the new additions. HOORAY!


Thursday, February 20, 2014

40k Battle Report: Tau vs Necrons



First week of league was last Thursday and I was paired up against Necrons.

Deployment was Dawn of War, Mission was Relic.

My List: 
Commander - Puretide Engram Neurochip, Multispectrum Sensor Suite, Command and Control Node
Ethereal
6 Firewarriors
6 Firewarriors
6 Firewarriors
5 Pathfinders
5 Pathfinders
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, TL Fusion, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, TL Plasma, Early Warning Override, Stimulant Injector
3 Broadsides - High Yield Missile Pods, Twinlinked SMS, 6 Missile Drones
Aegis Defense Line and a Quad Cannon

His List: 
Overlord - Weave, Scythe, Mindshackle
10 Warriors on foot
10 Warriors on foot
10 Immortals
6 Wraiths
5 Deathmarks
1 Annihilation Barge
1 Triarch Stalker
1 Doomsday Ark
1 Doom Scythe

I won the roll and chose to deploy and go first.

Wednesday, February 12, 2014

40k: Stop Whining and Grow Up.


First off for reference:

Bell of Lost Souls article on the subject: 40K Deep Thought - We Can't Ignore the Problem Anymore

TL,DR: Alex Fennell, a seasoned veteran in 40k competitive play, brought an Eldar Council Bike list to the Las Vegas Open Tournament and stomped everyone's ass with it. Now everyone is butt hurt.


Seriously, what the fuck people


In case people don't remember, tournaments are competitive.
As I've said before, this isn't little league. Everyone does not get a trophy.

Second, his list isn't anything new, it's been around for months.

Hell, Capnmoe has run this list numerous times over the past few months and no one ever says a word to him about it being cheese.

Does he win every game he has played with it? Nope.
Does he win the majority of the time? Yes.

But it's a good list and well thought out, so why should he be punished for it?

I want to take a second here to remind him of the time my Daemons beat the crap out of it.


Let's say you own a professional NFL team and you have Jerry Rice on your team.
You find out that you could actually have 2 more copies of him, and every week, you could have 3 exact copies of him playing on your offense.

Would you?
Of course you would.
Why?
Because you want to win.
It's competition.

The Las Vegas Open was a tournament.
Tournaments are Competition.

Did they tell the Yankees they weren't allowed to use Derek Jeter in the playoffs?
No, because that's dumb.
They spent their own money to put together a team they wanted and then won a few World Series.

Did everyone make fun of them? Yep.

Then what happened?
Everyone started copying them.

How did they fix it?
MLB changed their rules.

And at the end of day GW makes our rules.

Are the rules currently broken?
In my opinion yes, but that is GW's fault not ours.

The product is failing because of this and over time will cause them to lose more customers and more money.

Personally, I think it is absolutely amazing that there haven't been new FAQs out to address these issues.

I mean seriously... they haven't even FAQ'd the Burning Chariot of Tzeentch yet correctly...and that codex came out a year ago.

If GW does not address these issues, then people will stop playing their game and move on to other games.

A lot of people in my area have already switched to things like X-Wing, Drop Zone Commander or Warmachine because they no longer enjoy the competitive scene of 40k.

I like competition and I believe it is not my place to tell someone else what they can and cannot bring to a tournament. If it's currently legal, bring whatever you want. Yes it may be difficult to play against, and yes it will most likely be a challenge, but the key here is to look at it as a learning opportunity for next time.

Too many people expect the game to be "fair" and by fair I mean "the odds in their favor."
People hate to have to work for something.

I've seen far to many people watch their opponent put a Riptide, Wraithknight or even something like a Land Raider on the table and you can tell they have already given up.

The question is where does it stop?
Is everyone just supposed to only use troops?
No more Monstrous Creatures?
No more ++ saves?
The everyone would complain that the game is far too boring and there is never anything new...

It's far easier to sit and complain from behind a computer screen than to actually make the effort to make a better list, work on it, practice, then beat the new "IT" list.

And maybe, here's a thought, provide some CONSTRUCTIVE criticism.

I do think GW is hurting the competitive nature of their own game, but I also believe that the whining, bitching and moaning players out there are making it worse.

So in that respect, the new League at my LGS starts for me this Thursday
In honor of all the whiners, I will be bringing this list for the next few weeks!

Commander - Puretide Engram Neurochip, Multispectrum Sensor Suite, Command and Control Node
Ethereal
6 Firewarriors
6 Firewarriors
6 Firewarriors
5 Pathfinders
5 Pathfinders
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, SMS, Early Warning Override, Stimulant Injector
3 Broadsides - High Yield Missile Pods, Twinlinked SMS, 6 Missile Drones
Aegis Defense Line and a Quad Cannon

Friday, January 24, 2014

40K: Tau For Tots Recap, Rants and Memories.


I have been debating as to whether or not to make this post, but I felt it was unfair to not follow up to my previous post.

Late last month CapnMoe and I had the privilege of attending a charity 40k tournament that was hosted by a few friends of ours known as Gateway Gamers.

This event consisted of 1000 point army lists and the only entry fee was to bring a toy for donation.

There were numerous door prizes for all players at no extra cost and all game boards were cut in half, so each game was on a 4'x4' area.

I believe there were about 30 people that showed up total, most of which were fellow gamers that we have had the pleasure of playing with for the past few years, so it was a very casual atmosphere.

I had only ever played Tau once before, and decided to bring them to this event to get some more practice in.

My List:
Commander - Puretide Engram Chip, Command and Control Node, Multi-Spectrum Sensor Suite
6 Firewarriors
6 Firewarriors
Riptide - Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injector
3 Broadsides - High Yield Missile Pods, Smart Missile Systems
Aegis Defense Line with a Quad Cannon

I have played in many tournaments throughout my gaming career, but this one would turn out to be different in so many ways.

It would contain both the best and worst gaming experiences of my life.

Wednesday, November 20, 2013

Tau for Tots!


First off, want to apologize for the lack of posting recently. I haven't had much personal time lately, let alone time to play any 40k.

Any free time I do have has been spent on either Hearthstone or the occasional LoL game.

However, on December 7th a local group called Gateway Gamers are hosting a 1000 point Toys for Tots tournament and I'm free that day! So game on! And its for a good cause, so double bonus.


Monday, November 4, 2013

40k Battle Report: Farsight Enclave/Ultramarines vs Iyaden Eldar/Dark Eldar




A few weeks back I finally had the chance to run my Farsight/Ultramarines list at the LGS.
I was pretty excited to finally get my Tau on the table and try out some Ultramarine goodness...until I saw my opponent who was "Randomly" assigned.

My List:
Farsight(Warlord)
3 Crisis Suits - Twinlinked Missile Pods, Plasma Rifles, 6 Gun Drones, Bonding Knives
10 Firewarriors - Shas'Ui, Bonding Knives
7 Pathfinders - Shas'Ui, Bonding Knives
Riptide - Earth Caste Pilot Array, Ion Accelerator, SMS, Early Warning Override
Riptide - Stimulant Injector, Ion Accelerator, SMS, Early Warning Override
Riptide - Stimulant Injector, Ion Accelerator, SMS, Early Warning Override
Tigurius - (Forewarning, Prescience, Perfect Timing)
5 Man Tactical Squad - Graviton Gun, Razorback - Lascannon
5 Man Tactical Squad - Graviton Gun, Razorback - Lascannon
5 Man Devastator Squad - 4 Missile Launchers
Aegis Defense Line with a Quad Cannon

His List: (Best I can remember)
Farseer (Warlord)
Avatar
10 Guardians - Heavy Weapon Platform, Shuriken Cannon
3 Guardians Jetbikes
Wraithknight - Two Heavy Wraithcannons
Wraithknight - Two Heavy Wraithcannons
Wraithknight - Two Heavy Wraithcannons
Crimson Hunter
Haemonculus
3 Dark Eldar Reavers
5 Warriors - Venom
5 Warriors - Venom
4 Wracks - Venom
Razorwing Jetfighter

Vanguard Deployment, Mission was Crusade with 2 objectives each.

He has 2 objectives in his deployment, one in the ruin on the left, and one behind the ruin on his side in the  middle.

I have one objective behind the building on the far right, and one behind my lines.

He had 1st turn, no night fight.

Tuesday, October 22, 2013

40K Dual Battle Report: White Scars vs Tau/Eldar


The other night I met up with Capnmoe for a late night game to test out some stuff we both had.

I wanted to try out some bikes. I've never liked bikes, just not my thing, but with the new Space Marine codex being what it is, I figured if I wanted to play them competitively, I would need to pick some up and learn how to use them properly.

Capnmoe wanted to test out a small point Tau/Eldar Army.

There is a large 1500 point tourney coming up and we both wanted to get some practice in running low point lists, considering that all we have played for the last 2 years or so has been 1850+ point lists.

Anyways, enough back story, here's how shit went down.

My List:
Khan - Moondraken
5 Bikers - Graviton-gun, Graviton-gun, Sgt. with a Power Fist
5 Man Tactical Squad - Graviton-Gun, Sgt. with a Power Fist in a Razorback
5 Man Tactical Squad - Graviton-Gun, Sgt. with a Power Fist in a Razorback
5 Terminators - All Thunder Hammer & Storm Shield in a Land Raider Crusader with Multi-Melta.
Land Raider - Multi-Melta
Predator - Autocannon with Lascannon Sponsons.
Predator - Autocannon with Lascannon Sponsons.

Small, redundant forces.
I figured he would have at least 3-4 Monstrous Creatures so personally I was just trying to build a list to piss in his cereal...and I haven't played my Marines in awhile.
I knew going in that I had little chance to win, but if I could piss him off then mission accomplished.

Capnmoe's List:
Commander: Command and Control Node, Multi-Spectrum Suite, Puretide Engram Neurochip.
7 Firewarriors
7 Firewarriors
10 Kroot
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
Riptide - Twin-linked Fusion, Ion Accelerator, Early Warning Override
3 Broadsides - High Yield Missile Systems, 6 Missile Drones
Farseer - Singing Spear, Jetbike, Mastery Level 3
3 Guardian Jetbikes - Shuriken Cannon
3 Guardian Jetbikes - Shuriken Cannon
Aegis Defense Line + Quad Cannon

Basically just an ass load of shooting.
The Farseer powers were Prescience, Guide and Foreboding. 

Mission was Crusade with 3 objectives.
Deployment was Hammer and Anvil
Nightfight was in affect.
He won the roll to deploy and chose to go first.

Thursday, October 3, 2013

40k Battle Report: Eldar/Tau Vs. Chaos Space Marines



As open play at my FLGS comes to a close, I think I've finally got a good handle on the new Eldar and Tau codexes. I'm really enjoying the parings and combos I can make with both books, especially when allied with each other or Grey Knights. Last week I got to play a game against my good buddy Sqouze. He's a great dude and one of the best modelers I've ever met. Be sure to swing by /r/Warhammer on Reddit and take a look at some of his work.

Deployment: Vanguard Strike
Mission: The Relic


My List (Eldar/Tau):

HQ
Farseer (Warlord - Warlord is a scoring unit) (Guide, Executioner, Doom)
  • Jetbike
  • Singing Spear
Farseer (Fortune, Prescience, Dominate)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (2x Conceal/Reveal, Embolden/Horrify, Protect/Jinx, 2x Quicken Restrain
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Missile Pod
Elites
Riptide
  • Twin-Linked Fusion Gun
  • Ion Accelerator
  • Early Warning Override
Troops
10x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
3x Guardians Jetbikes
  • Shuriken Cannon
10x Fire Warriors
  • Sahs'ui
10x Fire Warriors
  • Sahs'ui
Fast Attack
5x Warp Spiders

Heavy Support
Wraithknight
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List as Best I Can Recall (Chaos Space Marines):

HQ
Chaos Lord (Warlord - 2 units out flanking)

  • Mark of Nurgle
  • Bike
  • Power Claw

Chaos Lord

  • Mark of Khorne
  • Power Axe
  • Aura of Dark Glory
Troops 
10x Cultists
10x Cultists
9x Khorne Berzerkers
10x Khorne Berzerkers


Fast Attack
10x Chaos Bikers

  • 2x Plasma Guns

Heldrake

  • Bale Flamer

Heldrake

  • Bale Flamer

Heavy Support
Landraider
  • Dirge Caster
Landraider

  • Dirge Caster

2x Obliterators

  • Mark of Nurgle


Click the Link for More!

Thursday, September 19, 2013

40K: Theorycrafting with Marines and Tau


I thought about posting another Codex review for the new Space Marines, but damn, that shit is everywhere. I mean, come on, do we really need another "Review" of Tactical Squads? Besides a few minor changes here and there in leadership and point costs, they really haven't changed much.

If you're here reading our blog, then I respect you enough to know that you understand how a Tactical Squad works and I'm not going to waste your and my time by going over them again.

So let's get into some of what everyone is actually interested in...finding combinations that are amazing.

I have been looking into a lot of different combinations lately and so far, my favorite combination is Farsight Enclave with some Space Marines. Since they are Battle Brothers, there is tons of hidden stuff in there!

A quick disclaimer here before I get started:
I build lists for tournaments and league play, not casual games. Sure I'll play a casual game here and there on the fly, but if things like "Spam lists" upset you, then this is not the blog for you. If it's an available option to play, well then, I'm playing it.



Starting off, my lists will always include Farsight as he is needed to unlock the others of "The 8." Most notably, O'Vesa and Ob'Lotai.

One of the first things to look at here, is that if you run Space Marines with Farsight Enclave as an ally, you can technically run 2 Riptides; one normal one and O'Vesa.

Yes O'Vesa is very expensive in terms of points, but being able to run 2 Riptides in an ally can be game changing in and of itself, especially when you look at what O'Vesa has to offer.

The other thing to notice is that in the Supplement, concerning the 8, it clearly states that "the Signature Systems rule, left, does not apply to them," which means that even though O'Vesa already comes equipped with an Earth Caste Pilot Array, you can still give one to that base Riptide as well. Double bonus!

The second thing that caught my eye was Ob'Lotai, who is a single Broadside with all the trimmings, including 2 missile drones and a seeker missile. He shoots 3 times as many shots as a devastator squad full of Missile launchers and costs 2 points less...and since he's a independent character he can join a unit of Devastators. Or anything else for that matter...but more on that later.

I currently only run Farsight and a small unit of Crisis suits to clear and grab an objective here and there, so I am really not to interested in the other special suits at this point, but then again, I am just getting started with this combination, so you never know.

So now we know what we are dealing with, lets add the Space Marines into the mix and make shit work.

First question is which chapter to pick. For me there are really only 2 options here, Ultramarines and Imperial Fists.



With Ultramarines, the major draw here is Tigurius. His Psyker abilities alone are absolutely outstanding, but you already knew that. Now let's put him to better use. We are rolling him on Divination all day long, aiming for Forewarning, Perfect Timing and Prescience, which shouldn't be too hard with his ability to re-roll when choosing his psychic powers. This gives an army like Tau, that already has a lot of options to ignore cover, even more options. Add in that he gets to re-roll when casting his powers, and that he is LD10, and you're virtually guaranteed that his powers will work every turn.

If we add Tigurius to a Riptide we get this.
A Riptide, that because of Earth Caste Pilot Array, can re-roll to Nova Charge if it fails, has all Twin-linked weapons from Prescience, so it can re-roll those pesky "Gets-Hot!" results and re-roll the blast template if it scatters, Ignores cover from Perfect Timing, and has a 4++ save.

Now that's a good combo, but kind of expensive, and if we add Tigurius to a Riptide, it severely limits the Riptide's movement. Not too bad for a 1st turn, but lets look a a different option.

Let's add Tigurius to a unit of Devastators, and put them behind an Aegis Defense Line with a Quad Cannon. Then to make it even more entertaining, lets add Ob'Lotai to that unit. That gives us roughly 20 Twin-Linked shots, that all Ignore cover. Who cares if you don't have Skyfire, that's enough shots to take out almost any flyer. Plus the unit has a 4++ save to piss of those Heldrakes. But wait a second, what this? It looks like a free thing that the Space Marine Sergeant has called an Signum! Oh Glorious, Glorious Signum! Let's review what this does for a second.

The codex states:
"At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase."

Let's see,  who is in this unit, would benefit the most from being BS5...Ob'Lotai of course! "Hittin on 2's!"

To make things even more ridiculous, if you are running O'Vesa, he can join the unit for 1st turn as well to help take out a nasty Deathstar if needed.

Fear of that unit getting assaulted? Ultramarine's Devastator Doctrine is the way to go then. Move that unit back 6" and fire off a barrage of Missile Templates at full BS to thin the incoming unit. This does 2 things. It forces your opponent to decide which unit to assault, and whether or not to multi-assault.

If your Devastators do get assaulted, you get to re-roll those over-watch shots! Speaking of, don't forget that Devastators no longer have to lose their Boltguns to acquire Missile Launchers. So if you are getting them assaulted by a horde or large unit, you can still overwatch with Boltguns to get more shots off.



Unfortunately Psychic powers don't always work out how we plan, and some people like to rely more on consistency. So instead of Ultramarines, let's switch it up to Imperial Fists. Why? Tankhunter.

Same unit as above.
Devastator unit, Aegis, Quadcannon, Ob'Lotai, O'Vesa.

Since only one model in the unit is needed to give it all Tankhunter, and Marines and Tau are Battle Brothers, everything here gets the Special Rule for as long as they stay grouped up, including the Quadcannon itself, and O'Vesa and Ob'Lotai's drones...which is just sick. Group up first turn or two then spread out to take some objectives and win games.

Run some bikes, or a base Librarian...hell I don't even care anymore, doesn't really matter at that point.

I got my new Riptide in mail last night and managed to get most of it together for tonight's game.
I will finally be able to get my Tau on the table.

Here's the list I'm running tonight.

Ultramarines
Tigurius
5 Man Tactical Squad - Veteran Sgt, Flamer in a Razorback - Twin-linked Lascannon
5 Man Tactical Squad - Veteran Sgt, Flamer in a Razorback - Twin-linked Lascannon
5 Man unit of Devastators - 4 Missile Launchers, Signum

Farsight Enclave
Commander Farsight
3 Crisis Suits - Twin-linked Plasma Rifles, Missile Pods, 6 Gun Drones, and Bonding Knives
10 Firewarriors - Shas'ui, Bonding Knives
7 Pathfinders - Shas'ui, Bonding Knives
Riptide - Ion Accelerator, Smart Missile System, Early Warning Override, Earth Caste Pilot Array
Riptide - Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injector
Riptide - Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injector
Aegis Defense Line + Quad Cannon

I couldn't really find the points to cram in Ob'Lotai for this list but it's still a work in progress.

Hopefully will be able to get a Battle Report posted up tomorrow at some point, but tonight should be interesting to say the least.

Friday, September 13, 2013

40k Battle Report: Eldar/Tau Vs. Tyranids



Deployment: Vanguard Strike
Mission: Big Guns Never Tire

My List (Eldar/Tau):

HQ
Farseer (Warlord. Guide, Fortune, Eldritch Storm)
  • Jetbike
  • Singing Spear
Farseer (Prescience, Dominate, Hallucination)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (Conceal/Reveal, 2x Embolden/Horrify, 2x Protect/Jinx, Empower/Enervate
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Twin-Linked Missile Pods
  • Target Lock

Elites
Riptide
  • Twin-Linked Fusion Gun
  • Ion Accelerator
  • Stimulant Injector
  • Early Warning Override

Troops
10x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
3x Guardians Jetbikes
  • Shuriken Cannon
10x Fire Warriors
  • Sahs'ui
10x Fire Warriors
  • Sahs'ui
Heavy Support
Wraithknight
  • Scatter Laser
  • Suncannon and Scattershield
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List As I Remember(Tyranids):

HQ
Swarm Lord
Tervigon
  • Adrenal Glands
Elites
Zoanthrope
Zoanthrope
Zoanthrope
Hive Guard
2x Hive Guard
Doom of Malan'tai
  • Mycetic Spore

Troops 
15x Gene Stealers
15x Gene Stealers
15x Gene Stealers
4x Tyranid Warriors
Heavy Support 
Biovore
Carnifex
Tyrannofex
Tyrannofex

Looking back now his list appears to be illegal as his list went well over the 2000 points that we were supposed to be playing at. But whatever, I like a good challenge.




He won the rolls for sides and deployment. He chose to go first. Night Fight was rolled and it was indeed night. 





Turn 1: He marches his 2 Tyrannofex, Carnifex, Zoentrhope, and Genestealers straight for my ageis line. His Tervigon spawns 12 Termagaunts and move towards the corner of the board where I've castled up as best as I could. The Swarm Lord, another Zoenthrope, and 15 more Genestealers would do the same. I deployed so that the Swarm Lord was about as far away from me as I could get hoping the game would end before he ever got to me. The Biovore, Hive guards, and 3rd Zoenthrope reposition in the mid field to get into better position for firing. Torrent fire from the Tyrannofexes killed 9 Fire Warriors and 2 missile drones. The rest of his shooting would prove ineffectual. The one unit of Fire Warriors forced to test passes and holds strong with 3 men. 

I cast all of my powers on my Seer Council as well as Guide on the Riptide and Prescience on the 8 man unit of Fire Warriors. The Riptide Nova Charges his Ion Accelerator. They move up 12" to mid field. But can't make it into shooting or charge distance of any of his units. They would eventually turbo boost into his backfield to try and divert his attention from my main force. The Wraithknight jumped up on top of terrain to get a better line of fire at his Genestealers. The Dire Avengers moved up to get into shooting range. The broadsides unload on the nearest Tyrannofex and turn him into a pile of poodoo for first blood. The Riptide and Dire Avengers took out the Warriors. The Fire Warriors took the Zoenthrope down to 1 wound. The Wraithknight killed all but 1 of the Genestealers.



Turn 2: He rolls for his reserves. Genestealers stay out and the Doom and his pod come in. The pod lands right in the middle of all of my Tau. Sad times. The Tervigon spawns 14 Termagants and rolled a double so no more babies. They both moved towards the Seer Council. The rest of his army pushed forward into my corner. Between the Doom, Tyrannofex, and the Carnifex he managed to kill the unit of 3 Fire Warriors, 1 Broadside and all of the remaining drones, and all but 2 Fire Warriors in the last unit. They fail leadership and break. He assaulted the Seer Council with his Termagants which were promptly squished and destroyed. I then consolidated away from his Tervigon.

I roll for reserves and my unit of Jetbikes comes on. The Fire Warriors rally on snake eyes! I attempted to cast my powers on the Seer Council but Shadows in the Warp only allows me to get Protect and Prescience up. The Riptide Nova Charges his gun. By the end of the turn the Carnifex is shot dead, the bikes wound the Tervigon, the Zoenthrope in the middle dies to the Seer Councils Fire, all but 1 Termagant are killed by the Dire Avengers, and the Doom is smashed into goo by the Wraithknight. 





Turn 3: He forgets to roll for his one unit of Genestealers in reserve. He again pushes everything towards my corner. His shooting from the Tyrannofex is ineffective. He assaults the Tervigon into the Seer Council and the single Genestealer into the Wraithknight. The Seer Council gets a couple of rends on the Tervigon during overwatch and thanks to Prescience and Fleshbane, kill it before it even swings. The brave Genestealer gets squished by the Wraithknight. 

With no more Shadows of the Warp to hinder my Seer Council they get all of their powers up. The Dire Avengers move towards the last Zoenthrope and the Swarmlord. The Broadside, Commander, and Fire Warriors take a couple of wounds from the Tyrannofex. The Riptide kills half of the remaining Genestealers and the dire avengers kill the last Zoenthrope. The bikes multi assault all of the Hive Guard and the Biovore and kill them all. The Wraithknight shoots and assaults the Tyrannofex killing it.




Turn 4: He again forgets he has Genestealers in reserve. He moves his remaining units forwards and attempts to assault the Seer Council but is shot up really bad on overwatch and is cut down in close combat. At this point I had First blood, an Objective, and 4 points from killing heavies. He had 1 Termagant and the Swarm Lord left and decided to concede. 






I'm really loving the Seer Council so far. I'm still waiting for that one game that I don't get Fortune on one of my Farseers and I just get totally punked. Overall though I'm very happy with the performance of this list. I'd like to drop the Sunncannon Scattershield on the Wraithknight and a handful of Fire Warriors so I could get 2 Scatter Laser War Walkers into the list. I may have to try it out next game.





Tuesday, September 3, 2013

40K: Battle Report - Chaos Daemons vs Eldar/Tau


On Friday night I met up with Capnmoe at his house for a "Test Game." He recently assembled his Eldar/Tau army, and I recently picked up my new Keeper of Secrets, so of course we had to test them out.

Makers List:
Fateweaver
Keeper of Secrets - Mastery Level 3, 2 Greater Rewards
10 Pink Horrors
10 Plaguebearers
15 Flesh Hounds
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward
Slaanesh Daemon Prince - Wings, Armor, Mastery Level 3, Greater Reward (Lash), Exalted Reward

CapnMoe's List:
Farseer - Singing Spear, Jetbike
Farseer - Singing Spear, Jetbike
6 Warlocks on Jetbikes as a Seer Council
Tau Commander - Command and Control Node, Puretide Engram Neurochip, Multi-Spectrum Sensor Suite, Twin-Linked Missile Pods, Target Lock
Riptide - Ion Accelerator, Twin Linked Fusion Gun, Stimulant Injector, Early Warning Override
10 Dire Avengers - Exarch with a TL Shuriken Catapult
3 Guardian Jetbikes - Shuriken Cannon
10 Firewarriors - Shas'ui
10 Firewarriors - Shas'ui
3 Broadsides - High Yield Missile Pods, Twin-linked Smart Missile Systems, 6 Missile Drones
Wraithknight - Scatter Laser, Suncannon and Scattershield
Aegis Defense Line - Quad Cannon

I rolled for my powers.
Fateweaver: Inferno/Perfect Timing - Invisibility/Iron Arm
Keeper of Secrets: Psychic Shriek, Dominate, Hallucination - Touch of Uncreation, Corpulence
(Red) Slaanesh Prince - Enfeeble, Life Leech, Warp Speed - Warp Tether
(Grey) Slaanesh Prince - Enfeeble, Hemorrhage, Warp Speed - Portaglyph
(Mini-Me) Slaanesh Prince - Endurance, Iron Arm, Life Leech - Grimore or True Names
Pink Horrors - Bolt of Change

CapnMoe rolled for his powers:
Farseer - Death Mission, Doom, Eldritch Storm (Warlord)
Farseer - Fortune, Guide, Prescience
Warlock - Embolden/Horrify
Warlock - Embolden/Horrify
Warlock - Protect/Jinx
Warlock - Conceal/Reveal
Warlock - Conceal/Reveal
Warlock - Empower/Enervate

Game was Relic
Deployment was Dawn of War.
I won the roll off to pick sides and to go first.
No Night Fight.


Makers Deployment:
I deployed the Plaguebearers in cover and my Horrors on the other side of them to run up behind the small building on the right.
Flesh Hounds in the middle, so that I could scout move them up into the area terrain to draw fire.
I made sure to deploy the princes and Fateweaver out of range of his Broadsides.
I kept nothing in reserves, and had everything on the table to avoid the intercept on the Riptide.

Capnmoe's Deployment:
I deployed everything  behind the aegis except for the Seer Council and Farseers. They were placed in the back corner as far away from any of this shooting as possible. I didn't want to loose any before I could get their powers up. I decided to put the jet bikes on the table which is something I normally wouldn't do, but they're great at grabbing the relic turn 1.

Before the game started, the Flesh hounds scout moved up just behind the area terrain in front of the Aegis Defense Line.


Daemons Turn 1
Makers Typing:

Fateweaver goes Invisible and Iron Arm is successful.
Mini-Me Prince successfully casts Iron Arm and Endurance.
Warpspeed successful on other 2 Princes....because you just never know...
Grimore is Successful on the Hounds giving them the 3++ saves.
I try to drop the Portaglyph behind the building, in the middle to the right so that I can spawn more troops each turn and get a huge horde of troops on the Relic, but it scatters 12" to the right side of the board in front of the Grey Prince and Fateweaver instead.

I move Mini-Me and the Red Prince up behind cover on the left, knowing I can stay out of Line of Sight of his guns, and still be able to Vector Strike his lines next turn.

I move the plaguebearers up to the edge of the cover they are currently in knowing he will make a move for the Relic first.
The 10 horrors move over to get a shooting lane on his Dire Avengers.

The Grey Prince swoops up the right hand side of the board for some turn 2 vector strikes and Lashes.

Fatewaver, now invisible, swoops up behind the building in the middle of the horrors.

The Keeper of Secrets moves up behind the Flesh Hounds.

The Flesh Hounds move up to within 1" of the defense line, to make sure they can make the assault next turn.

Shooting Phase Begins and I roll on the Warp Storm table.
I roll an 11.
We agree to randomly select one by using Dice Rolls.
Ends up being his warlord.
He fails the Leadership test.
Instant Death and Spawns me a Tzeetch Herald.
And so without even having to attack something yet...I just clinched First Blood, Slay the Warlord, and Line Breaker...

I fire off a couple shots from the Horrors and the Tzeentch Herald and manage to take out a few Dire Avengers but that's about it.


Eldar/Tau Turn 1 -
Capnmoe Typing

Stupid Warp Storm table...sad times. So my spirit was kind of crushed by his first turn, but I refused to go down without a fight. I cast Guide on the Riptide and Prescience on a unit of Fire Warriors. The rest of the powers all went off on the Council. Sadly I forgot to overcharge the Riptide. It was my first time using him and forgot to do it. Lesson learned. So at this point I have 15 dogs sitting right in front of me so getting rid of them was priority number one. The Council moved up to get position for shooting the dogs but would end up turbo boosting into the daemons deployment zone. Wraithknight moved out 12". The jet bikes moved on to the relic and picked it up while also setting up to shoot the dogs. Dire Avengers moved toward the grey prince and run. They shoot doing 1 wound but fail to knock him out of the sky. I overcharge the Riptide's Ion Accelerator and roll a gets hot result...damn. Good thing it was Guided so I rerolled, and was fine. Dropped a large blast on the doggies killing a few. Everything else shoots the dogs as well. By the end of my shooting I had killed 10.


Daemons Turn 2
Makers Typing

All Blessings are successful.
I chose to go with Perfect Timing on Fateweaver this time to try to get some shots in as well.

The Grey Prince casts Enfeeble on the Dire Avengers.
The Red Prince casts Enfeeble on the WraithKnight.
The Keeper of Secrets successfully casts Dominate on the Riptide, and then casts Hallucination on the Broadsides which pins them.

Grimore is successful on the hounds.
Portaglyph spawns me 5 horrors, who get Bolt of Change.

I move Mini-Me up the left flank and vector strike 1 unit of firewarriors taking out a few of them.

The Red Prince cant make the line now, but is able to vector strike the WraithKnight which causes 1 wound.

The Grey Prince moves up behind his line to take out the Dire Avengers.

Fatweaver moves to the upper right hand side of the board, to where the Grey Prince was, for a nice firing lane on the Dire Avengers.

The Plague Bearers move up toward the relic, with 1 unit of horrors following in right behind them.

The Keeper of Secrets is able to move up and over the the defense line successfully.

Nothing really happens from the Warp Storm table this turn, but it has already served its purpose this game.

The Grey Prince casts Hemorrhage on the Dire Avengers which are enfeebled, but he makes the toughness test...a sign of things to come.

Fateweaver tries to cast Inferno on the Dire Avengers and he denies it.
So he tries to cast Flickering Fire on them instead and he denies that as well...I guess they are tired of being picked on.

The unit of 10 horrors cast Bolt of Change and manages to take out 1 bike on the relic.

The unit of 5 horrors cast Bolt of Change, trying to take out the Dire Avengers and manages to take out 2 of them...finally.

The Tzeentch Herald tries to shoot the firewarriors but doesn't manage to do anything.

The Flesh Hounds multi-assault both units of firewarriors successfully and lose 3 to over watch leaving only 2 models left. A few firewarriors fall, and so does 1 hound. Leaving me with only 1 hound from that unit still alive.

The Keeper of Secrets Assaults in and chops up some more fire warriors. The fire warriors units both fail morale and are swept off the board.

Slowly but surely I'm taking out his troops. If I can get them dead then he can't beat me.


Eldar/Tau Turn 2
Capnmoe Typing

Things look pretty bleak at this point but I still have the relic and I still have some fight left in me. The council powers up getting off and also casts Horrify on the Plague Bearers and Guide on the Wraithknight. The Riptide nova charges and takes the 4d6 assault move. The jet bikes start moving toward the back corner of the board as far away from his MC's as they can get. The council moves into position for the multi charge into the Plague Bearers and Pink Horrors. The Wraithknight jumps across the ruins. The dire Avengers get the hell out of dodge and start moving away from the Keeper of Secrets and the Grey Prince toward the middle of the board. The pinned broadsides all unload on Mini-Me and take him down to 1 wound, he manages to stay in the air. The Riptide fires at Mini-Me, misses with the ion accelerator, but connects with the twin linked fusion blaster. He, of course, makes his invulnerable save and stays in the air leaving me feeling bitter. The Wraithknight fires on the unit of 10 Pink Horrors and wipes it off the board. The council kills 5 Plague Bearers with shooting before assaulting in and killing the unit. The jet bikes turbo boost an extra 6" toward the corner. The riptide jumps 18" inches from behind the line with its Nova Charged assault move.


Daemons Turn 3
Makers Typing.

At this point the beers are starting to flow pretty well and I'm able to focus my forces and cherry pick his army piece by piece. When he moved his WraithKnight up and the Riptide in behind him, he was basically grouping up his forces for me, which is exactly what I wanted.

All my powers are successful again, and Fateweaver casts Perfect Timing on himself.
No troops from the Portaglyph this turn, even with the reroll.

The Grey Prince casts Enfeeble on the Broadside unit.
The Red Prince casts Enfeeble on the Riptide.

Hallucination is successful on the Broadsides as well from the Keeper of Secrets, and  they can no longer attack in close combat.
I think he casted Dominate on something else but Capnmoe denied it.

Mini-Me swoops straight down the back of his board, behind the Dire Avengers and vector strikes take out a few drones and 1 Broadside.

Grimore is successful on Fateweaver making him virtually Invincible, and he swoops straight up into the middle of the fight, vector striking the Dire Avengers along the way to take out another 3 of them.

The Single Hound moves up within 1" of the Broadsides as well, because...well he has nothing else to do.
The Herald moves over to watch the party.

Warp Storm Gives all my Daemons a +1 to Invulnerable saves!

Fateweaver continues his rampage, goes Beast Mode and decimates the 2 jetbikes on the Relic, leaving Capnmoe only the Dire Avengers left.

Mini-Me lashes down a few drones to thin the squad and the Grey Prince lashes down another drone and a broadside.

The Grey Prince assaults into the broadsides first to soak up the overwatch shots, and manages to come out unscathed. 
The Keeper of Secrets assaults in as well, and together they wipe out the entire unit, leaving the hound kind of sad he didn't get to do anything.

The Red Prince assaults into the Riptide, tying it up in close combat and manages to cause a wound thanks to Warp Speed.

Mini-Me rolls on "It will not die" and gains back a wound to end the turn!



Eldar/Tau Turn 3
Capnmoe Typing

I attempt to cast powers but only manage to get prescience on the Wraithknight and Conceal and Protect on the Council. Not a great turn for psychic powers. The Wraithknight moved over and would eventually assault the red prince hoping to cut the Riptide out of combat. The Dire Avengers move and run towards the relic. The Dire Avengers and Seer Council all shoot at the Keeper of Secrets taking him down to 4 wounds. The Red Prince would end up killing the Riptide and the Wraithknight would end up killing the Red Prince in close combat. The Seer Council assaults the Keeper of Secrets and takes him down to 1 wound.



Daemons Turn 4
Makers Typing

Mini-Me was able to cast Iron Arm and Endurance on himself.
The Grimore was successful on the Keeper of Secrets.

Warp Speed was also successful on the Grey Prince.

At this point Capnmoe conceded defeat as there was really no way he could win. Fateweaver and Mini-Me were going to destroy the unit of Dire Avengers, and the Grey Prince and the Keeper of Secrets would be assaulting into the Seer Council. His only real option was to sweep me off the table and that just wouldn't be possible with only 2 units. Plus, I still had the possibility of creating more troops from the warpstorm table or the Portaglyph and making it to the Relic if I chose Daemonettes.

I still had 4 Monstrous Creatures up, and with the Keeper having Fleshbane and Preferred Enemy Eldar, the council wouldn't be lasting too much longer, especially when you add in another Daemon Prince with Warp Speed and Mini-Me moving in right afterwards.

Also the fact that the Red Prince was on his way back into the game from Warp Tether.

Victory Daemons!

After Game thoughts

Makers:
- Keeper of Secrets is a Bad Ass. Considering he had the 2 worst possible Rewards, he still performed like a champ and I truly believe he is the key to beating Tau and Eldar which are some of the top tournament armies right now.
- Even with bad rolls on Biomancy, I still managed to pull out a win. Was really hoping to have more than 1 Daemon Prince with Iron Arm, but the combination of Enfeeble and Hemorrhage  is really nice on troops.
- I have been thinking about switching out the 15 Flesh Hounds for 9 Screamers, but it just amazes me how much damage that unit of 15 hounds can soak up. My opponent can't ignore them, but can't afford not to focus them either.
- Dire Avengers can go die in a fire. So many deny the witch rolls were made...
- Yes the first turn Warp Storm Table pretty much won me the game, but that's why we take Fateweaver for the rerolls right?

Capnmoe:
-Sometimes Warp Storm kicks you in the junk so hard that you feel like giving up, but you shouldn't.


- I was very impressed with the Seer Council over all. Fleshbane is great against monstrous creatures. I will be including them in all my Eldar lists for now.
- Wraithknight was everything I had expected it to be. It killed a unit of 10 Pink Horrors and a Daemon Prince on its own. Earned back every bit of the 300 points I spent on it.
- Pinned Broadsides with a tricked out Commander are still a shooting threat. Be warned.
- When playing against a Daemon army with this many threats I'm not sure gun lines have the power to stop the charge. I should have taken the Seer Council and Wraithknight into assault with his monstrous creatures on my turn 1. It would have been the only thing that could have stopped the loss of all my troops and Broadsides.
- Can't wait for a rematch to apply what I've learned.

Monday, August 19, 2013

40k: Tau Broadsides, Are you doing it wrong?




Today I spoke with a few people about some Tau strategies and noticed that they had both had an Ethereal as their HQ, and both had rail-guns on their Broadsides. They were complaining that they were having trouble in games, and couldn't understand why everyone was saying that the new tau were overpowered.

I decided to write this article to assist some people out there who may not be aware of this combination.

At a bare minimum, here is what you should have in your list:

HQ:
Commander
    Multi-spectrum Sensor Suite
    Command and Control Node
    Puretide Engram Neurochip

Heavy Support:
    3 Broadside with High Yield Missile Pods and Smart Missile Systems
    6 Missile Drones



Now, here's how this works.

You attach the Commander to the unit of broadsides, and every turn he uses the Neurochip for Monster Hunter or Tank Hunter if needed. If not, stick with Stubborn. This gives the rule to the entire unit, as only one model in the unit needs the special rule for it to apply to the entire unit.

The Multi-spectrum Sensor Suite gives all weapons in the unit Ignore Cover.
The Command and Control Node makes everything Twin-Linked.

(Note: We do not need the Drone Controller, as it does not affect Missile Drones)

Lets add this all up.

Each turn this unit is shooting:
12 shots at Str 7 AP4 (High Yield Missile Pods)
12 shots at Str 7 AP4 (Missile Drones)
12 shots at Str 5 AP5  (Smart Missile Systems)

So your looking at 36 shots each turn, that are Twin-linked, Ignore Cover in roughly a 30" range, AND can re-roll wounds against MC's or re-roll armor penetration rolls against light-medium Mech.

And the to make it even better, the SMS doesn't even require line of sight.

The SMS only have a 30" range, but everything else is 36".
That's 3 feet...a table is only 4 feet wide.

Talk about table control.

Place the drones in front as a shield, and your opponent has to go through them first to even get to your Broadsides.

You can also use "Look Out Sir!" to assign wounds to the Drones first, essentially giving the unit a total of 16 wounds in all.

Want to go one better? Easy.

Give the commander 2 missile pods, and an Early Warning Override.
Now he can intercept incoming flyers if needed, and still be able to use all the glorious systems during his turn!

And to take things into the OP category, wait until next month, when Space Marines can field a 100 point Librarian and cast invisibility on the unit giving them a 2+ cover save behind a defense line!

Friday, August 16, 2013

40k Battle Report: Eldar/Tau Vs. Space Wolves/Dark Eldar


Deployment: Vanguard Strike
Mission: Purge the Alien

I was super stoked for this game. Due to the Fantasy League I've been playing in, this was the first time I've been able to play the new Eldar and Tau codexes.

My List (Eldar/Tau):

HQ
Farseer (Warlord. Guide, Death Mission, Fortune)
  • Jetbike
  • Singing Spear
Farseer (Prescience, Misfortune, Foreboding)
  • Jetbike
  • Singing Spear
6x Warlock Seer Council (Conceal/Reveal, Destructor/Renewer, Embolden/Horrify, Protect/Jinx, 2x Empower/Enervate
  • 6x Jetbikes
Tau Commander
  • Command and Control Node
  • Puretide Engram Neurochip
  • Multi-Spectrum Sensor Suite 
  • Twin-Linked Missile Pods
Troops
8x Dire Avengers
  • Exarch with Twin-Linked Shuriken Catapults
10x Guardians
  • Scatter Laser
12x Fire Warriors
  • Sahs'ui
12x Fire Warriors
  • Sahs'ui
Heavy Support
Wraithlord
  • 2x Flamers
  • Ghostglaive
  • Scatter Laser
  • Bright Lance
Wraithlord
  • 2x Flamers
  • Ghostglaive
  • Scatter Laser
  • Bright Lance
2x War Walkers
  • 4x Scatter Lasers
3x Broadsides
  • 3x Twin-Linked SMS
  • 3x High-Yield Missile Pods
  • 6x Missile Drones
Fortification
Aegis Defense Line
  • Twin-Linked Quad Gun

Opponents List As I Remember(Space Wolves/Dark Eldar):

HQ 
Rune Priest (Jaws, and Something ) Joined Wolf Guard In Drop Pod
  • Terminator Armor
Rune Priest (Warlord. Prescience, and Something) Joined Long Fangs
  • Terminator Armor
Wolf Guard Battle Leader (Outflanking with 10 Grey Hunters)
  • Power Maul
  • Saga of the Hunter
Haemonculus Ancient
  • Liquifier Gun
Elites
5x Wolf Guard
  • 5x Terminator Armor
  • 4x Combi-Flamers
  • Cyclone Missile Luancher (Joined the Long Fangs)
Drop Pod

9x Hekatrix Bloodbrides
  • Razorflails
Raider
  • Night Shields
  • Dark Lance
Troops 
10x Kabalite Warriors
  • Splinter Cannon
Raider
  • Night Shields
  • Splinter Racks
  • Dark Lance
10x Grey Hunters
  • Wolf Standard
  • Plasma Gun
10x Grey Hunters
  • Wolf Standard
10x Grey Hunters
  • Wolf Standard
  • 2x Plasma Guns
Heavy Support 
6x Long Fangs
  • 6x Missile Launchers
6x Long Fangs
  • 6x Missile Launchers
Fortification 
Aegis Defense Line
  • Quad Gun


He won the rolls for sides and deployment. He chose to go first. Night Fight was rolled and it was indeed night. 






Turn 1: He kept 10 Grey Hunters in reserve to outflank with his Wolf Guard Battle Leader. His pod with 4 Termies and a Rune Priest drop in right behind my 2 units of Fire Warriors. The 2 Raiders move up while hugging terrain. 2 units of walking Grey Hunters move forward. I interceptor the Drop Pod and take a hull point. The Fire Warriors get roached by combi-flamers. Im expecting the Rune Priest to Jaws the hell out of them but as I recall he either failed the test or I denied it. He instead cast his second power which goes off killing a couple Fire Warriors. When the dust settles one unit is down to 2 and the other down to 7. They both fail leadership and break. 


I kept the 2 War Walkers in reserve to outflank. The rest of my deployment can be seen in the first picture. I rallied the larger unit of Fire Warriors while the other continued falling back. I attempted to cast all my powers for by Biker Council, 2 of which were stopped by the Rune Priest's rune weapon. Guardians, Dire Avengers, Seer Council, and Fire Warriors take out the Termies and Rune Priest. Wraithlord 1 drops a raider with Wyches and kills over half of them in the explosion. Wraithlord 2 takes another hull point from the drop pod. Broadsides wipe a unit of Grey Hunters off the table.

Turn 2: He fails his reserve roll. He cast prescience on a unit of Long Fangs. All of his units push forward save for the 2 Long fang units in the back. Shooting from the Long Fangs kills a few gun drones with the Broadsides. He shoot the 2nd Long Fang unit at the Seer Council but with the 2+ rerollable cover save he fails to do anything.




The 2 man Fire Warrior unit continues falling back. Seer Council gets its powers up and starts heading for the Long Fangs in the back. Guardians move up. Fire Warriors move out of the river toward the bridge. Shooting would see the second Raider destroyed by the Broadsides. Guardians, Wraithlord, and Fire Warriors finish off the Wyches with Haemonculus and some of the Kabalites that were in the Raider.

Turn 3: His outflanking unit comes on in the back near my broadsides. Shooting from them would nearly kill my Tau Commander. He casts prescience on the Long Fangs again and uses them to kill a Broadside. Kabalites move up and kill some Guardians

My War Walkers outflank on the right side in the middle of the board looking to kill a unit of Grey Hunters in midfield. Fire Warriors fall back off the board. The rune priests cancels most of my powers but i do manage to get Guide on the War Walkers and Fortune and Protect on the Council. War Walkers chop up most of the Grey Hunters and the Council finishes them off. Everything in the back field unloads on his unit that outflanked taking it to roughly half strength. The Wraithlord and Dire Avengers charge in. The Wraithlord challenges and kills his Wolf Guard Battle Leader. The Dire Avengers only kill one and loose 4 in return. I loose the combat and the Dire Avengers fail leadership and break, but the Wraithlord stays tough.


Turn 4: He casts prescience on the Long Fangs. Kabalites move up and kill some Guardians. Long Fangs kill a Seer Council Warlock. The Wraithlord kills nearly all of the Grey Hunters.

Most powers go off on the Seer Council but I did take a perils on my war lord. The Council moves up to position a charge on the Long Fangs. Guardians/Fire Warriors/Wraithlord take out the rest of the Kabalites.
Shooting from the Council and War Walkers kills one unit of Long Fangs.
Turn 5: At this point he only has one unit of Long Fangs and a Rune Priest left. He casts prescience and shoots the council killing one member.

I managed to get off Jinx on the unit to reduce their armor save by 1. The council shoots them up pretty good and then charges in. They would kill off the unit for a total victory.