Post by skari on Mar 8, 2014 23:31:52 GMT -5
Time for another full battle report. I took enough pictures this time! 1750pts Tau-Dar vs Dark Eldar. This time Matt brings his new project over for a game. How will Vect deal with this army in the 14th Game of his 20 game series? Vote! Who will prevail?
The Tau Dar army:
The Army List:
The Dark Eldar army:
The Army List:
The Mission:
Primary - Big Guns Never Tire (4 mysterious)
Secondary - Purge the Alien
Bonus - First Blood, Slay the Warlord, Linebreaker
Deployment: Hammer and Anvil
Night Fight? - Yes
Pre Game Thoughts:
Matt and I have had many battles together. He usually plays some form of power armour, chaos, or space marines, or grey knights. I know he is used to playing these sorts of armies and this concept is a new one for him. This put me at a direct advantage going into the game, I have played about 13 games with the "core" components of my Vect list.
Mission wise the game favours Matt. The deployment style and the lack of much terrain means that he should be able to maximize on the firing lanes and can pull me into death traps if he plays it smart.
As for the pre-game, i rolled forewarning on my farseer for the first roll, this was huge! as the main guardian blob would be safer from all the ignore cover weapons that the Tau can muster. On the contrary, Matts farseer did not roll to hot this meant that for psyker support I was in the lead.
Vote for your favourite! Click on the spoiler below to reveal the full regular writeup batrep!
Thanks for tuning in.
And now for the Batrep:
The Tau Dar army:
The Army List:
Buffmander - 2 marker drones
Ethereal
Ion Riptide with EWO and SMS
8 FW's in Devilfish
7 FW's in Devilfish
10 Kroot + 1 hound
4 Marker Drones
3 Missilides - 3 Missile Drones
Jetseer
6 Jetbikes - 2 cannon
Wraithknight, 2x scatter laser, shield+ sword (its an unconventional build, but has proven to be a great supporting unit within the army with 8 S6 shots and the ability to tank in combat)
Ethereal
Ion Riptide with EWO and SMS
8 FW's in Devilfish
7 FW's in Devilfish
10 Kroot + 1 hound
4 Marker Drones
3 Missilides - 3 Missile Drones
Jetseer
6 Jetbikes - 2 cannon
Wraithknight, 2x scatter laser, shield+ sword (its an unconventional build, but has proven to be a great supporting unit within the army with 8 S6 shots and the ability to tank in combat)
The Dark Eldar army:
The Army List:
Vect
4x 5 Warriors with Blaster in dual cannon venoms
5 Warriors with Blaster in Raider
5 Haywire Wyches in Raider
2 x Ravager with 3 lances, Flicker and Night Shields
Jetseer with Shard of Anaris
3 Eldar Jetbikes
20 Defender Guardians with 2 Bright lances
2 Scatter Laser Warwalkers
4x 5 Warriors with Blaster in dual cannon venoms
5 Warriors with Blaster in Raider
5 Haywire Wyches in Raider
2 x Ravager with 3 lances, Flicker and Night Shields
Jetseer with Shard of Anaris
3 Eldar Jetbikes
20 Defender Guardians with 2 Bright lances
2 Scatter Laser Warwalkers
The Mission:
Primary - Big Guns Never Tire (4 mysterious)
Secondary - Purge the Alien
Bonus - First Blood, Slay the Warlord, Linebreaker
Deployment: Hammer and Anvil
Night Fight? - Yes
Pre Game Thoughts:
Matt and I have had many battles together. He usually plays some form of power armour, chaos, or space marines, or grey knights. I know he is used to playing these sorts of armies and this concept is a new one for him. This put me at a direct advantage going into the game, I have played about 13 games with the "core" components of my Vect list.
Mission wise the game favours Matt. The deployment style and the lack of much terrain means that he should be able to maximize on the firing lanes and can pull me into death traps if he plays it smart.
As for the pre-game, i rolled forewarning on my farseer for the first roll, this was huge! as the main guardian blob would be safer from all the ignore cover weapons that the Tau can muster. On the contrary, Matts farseer did not roll to hot this meant that for psyker support I was in the lead.
Vote for your favourite! Click on the spoiler below to reveal the full regular writeup batrep!
Thanks for tuning in.
And now for the Batrep:
We roll for first turn!!! - The Tau win the roll, electing Vect to take the turn. This negates a major tactical advantage for the alpha strike. And we begin.
Turn 1-
Dark Eldar - I take advantage of the fact that he has deployed his broadsides front of the army to shoot at them with everything I have! I kill a Missilide, Some marker drones. Vect boosts up the flank to be a pain next turn.
Tau- The Tau advance! They fire into my advancing raider with warriors, gaining First Blood.
Turn 2-
Dark Eldar- I assault the wraithknight with Vect... and he fails his first shadowfield save... and dies. As well as the wyches that were with him. I kill all the missilides and the buffmander and drones.
Tau - The Kroot arrive and try to take on the warwalkers but only do one HP. The wraithknight chooses to go after one of the ravagers rather than tie up my guardian blob (I feel this was the main mistake for the Tau this game).
Turn 3-
Dark Eldar - I focuss on the Wraithknight and the Riptide, as well as the pressing threat of the kroot. I eliminate all those threats, leaving the jetbikes, the firewarriors and the devilfishes to fight for the Tau side.
Tau- The tau become very agressive, the firewarriors take out venom after venom and the devilfished get into position to contest later in the game.
Turn 4-
Dark Eldar - I focus on the Devilfishes... put 2 HP on one, and nothing to the other. The large guardian blob and other units get into scoring positions.
Tau- one devilfish tank shocks the large blob unit. The other immobilizes in terrain. Firewarriors focus on smaller warriors units to gain more killpoints.
Turn 5-
Dark Eldar- The 1 HP devilfish goes down. Other shooting kills the last marker drone (for the KP) and try to kill the drones from the exploded devilfish to no avail. Securing objectives.
Tau - The ethereal calls for one last push! The Firewarriors break from cover and adance on the objective held by the guardian blob. They storm of fire and kill a few.
We roll and the game ends!
Close Victory to the Dark Eldar!
Turn 1-
Dark Eldar - I take advantage of the fact that he has deployed his broadsides front of the army to shoot at them with everything I have! I kill a Missilide, Some marker drones. Vect boosts up the flank to be a pain next turn.
Tau- The Tau advance! They fire into my advancing raider with warriors, gaining First Blood.
Turn 2-
Dark Eldar- I assault the wraithknight with Vect... and he fails his first shadowfield save... and dies. As well as the wyches that were with him. I kill all the missilides and the buffmander and drones.
Tau - The Kroot arrive and try to take on the warwalkers but only do one HP. The wraithknight chooses to go after one of the ravagers rather than tie up my guardian blob (I feel this was the main mistake for the Tau this game).
Turn 3-
Dark Eldar - I focuss on the Wraithknight and the Riptide, as well as the pressing threat of the kroot. I eliminate all those threats, leaving the jetbikes, the firewarriors and the devilfishes to fight for the Tau side.
Tau- The tau become very agressive, the firewarriors take out venom after venom and the devilfished get into position to contest later in the game.
Turn 4-
Dark Eldar - I focus on the Devilfishes... put 2 HP on one, and nothing to the other. The large guardian blob and other units get into scoring positions.
Tau- one devilfish tank shocks the large blob unit. The other immobilizes in terrain. Firewarriors focus on smaller warriors units to gain more killpoints.
Turn 5-
Dark Eldar- The 1 HP devilfish goes down. Other shooting kills the last marker drone (for the KP) and try to kill the drones from the exploded devilfish to no avail. Securing objectives.
Tau - The ethereal calls for one last push! The Firewarriors break from cover and adance on the objective held by the guardian blob. They storm of fire and kill a few.
We roll and the game ends!
Close Victory to the Dark Eldar!