chicop76
06-29-2013, 10:26 PM
I wanted to try out my updated list and my friend used his Eldar list which won him 2nd last tournament. We decide Vps and standard long deployment.
1850 Tau
-HQ-
130 Commander:
S Systems: Sig Systems: Puretide Engram Neurochip, Command and Control Node, Multi-spectrum Sensor Suite
50 Ethereal:
- Troops -
90 10 x firewarriors
90 10 x firewarriors
90 10 x firewarriors
98 14 x kroot: sniper
105 15 x kroot: sniper
- Elites -
190 Riptide:
RW: Twin- Linked Fusion, Ion Accelerator
SS: Early Warning Override
190 Riptide:
RW: Twin- Linked Fusion, Ion Accelerator
SS: Early Warning Override
-Fast Attack -
100 5 x Pathfinders: 3 x railgun
100 5 x Pathfinders: 3 x railgun
88 8 x Pathfinders
- Heavy Support-
115 skyray:
RW: Smart Missile System
131 Hammer Head:
RW: Railgun w/ submunition, Smartmissile system
VBS: Blacksun Filter
282 3 x Broadsides: 3x target
6 x Missile Drones
Total: 1849
Vs
Spiritseer:
Psychice Shriek and Conceal
10 Firedragons
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
Fireprism
Fireprism
Deathspinner
When I saw him pull out 9 vehicles I went really. I was hoping for a wraithknight, but no luck there. When he saw my list he said that's why I don't run a knight is due to list like that.
The game was rather short and lasted 3 turns.
My look at the Eldar it was a pain in the butt to down his vehicles. What made everything dandy was all his vehicles had a +1 cover save which meant +4 cover saves all day. I went first, but due to deployment I really didn't have any clean shots. Of course I down the Fire Dragon Serpent first.
Turn two I was able to down two serpents.
Turn 3 I destroyed the bulk of his army thanks to triple rapid fire and killing everything, but his Fire Prisms
I realy didn't take too many loses, but lost have my side squad and had two wounds on my comander, got to love look out sir and +3 gtg cover saves, and a warlord trait to ignore gtg.
Overall the battle seemed very onesided. I did far better the expected. On average I was glance deathing 2.5 vehicles a turn. I think I only got one pen hit through. Even with the serpents dishing out a ton of fire power plus in turn 3 he even used his shields it didn't or wasn't enough to take out my side unit.
What was doing any real damage to my army was the death spinner which I realized I should had taken it out a lot sooner.
The spinner was actually a threat, while everything else didn't really do much.
I will say 12 missile shots, and 3 rail shoots shooting at 4 differant targets worked out really well. The cover denial, and tank hunter really paid off. If it wasn't for the glancing hit downgrades I probably would had tabled him in turn two. The game could had lasted to turn 4, but he only had 2 prisms, 5 dire avengers, 3 fire dragons, and a spiritseer with most my army intact. I would had wiped him in turn 4 with all the sepeents out of the way.
I think the rail rifles didn't help m out at all, more marker lights would had helped. Dropping the rifles will give me 90 points to spare. I think more anti tank would had been nice.
After fighting Eldar I would say I overestimated the serpents firepower. If I ran a lot of vehicles I would had felt it. The problem he had was trying to focus his entire army into my broadsides. +2 or +3 saves was just too good. If he ran more death spinners it would had made a differance. The prisms really didn't do anything since they was also shooting at my broadsides. Got to love gtg and using marker lights and my warlord trait to still shoot like nothing happened.
Interesting enough if I let him go first I think I would had done a ton better. Half my army couldn't shoot him in turn one, and in turn 2 a quarter of my army still couldn't shoot at him. Turn 3 was rough since majority of my army was able to do something.
I think the problem he had he couldn't get close which is why he lost soo much in turn 3. Also he couldn't play the range game, due to 4 railguns, 2 ion rifles hitting him at long range outside of 36".
1850 Tau
-HQ-
130 Commander:
S Systems: Sig Systems: Puretide Engram Neurochip, Command and Control Node, Multi-spectrum Sensor Suite
50 Ethereal:
- Troops -
90 10 x firewarriors
90 10 x firewarriors
90 10 x firewarriors
98 14 x kroot: sniper
105 15 x kroot: sniper
- Elites -
190 Riptide:
RW: Twin- Linked Fusion, Ion Accelerator
SS: Early Warning Override
190 Riptide:
RW: Twin- Linked Fusion, Ion Accelerator
SS: Early Warning Override
-Fast Attack -
100 5 x Pathfinders: 3 x railgun
100 5 x Pathfinders: 3 x railgun
88 8 x Pathfinders
- Heavy Support-
115 skyray:
RW: Smart Missile System
131 Hammer Head:
RW: Railgun w/ submunition, Smartmissile system
VBS: Blacksun Filter
282 3 x Broadsides: 3x target
6 x Missile Drones
Total: 1849
Vs
Spiritseer:
Psychice Shriek and Conceal
10 Firedragons
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
5 Dire Avengers
Waveserpent: Scatterlaser, S cannon
Fireprism
Fireprism
Deathspinner
When I saw him pull out 9 vehicles I went really. I was hoping for a wraithknight, but no luck there. When he saw my list he said that's why I don't run a knight is due to list like that.
The game was rather short and lasted 3 turns.
My look at the Eldar it was a pain in the butt to down his vehicles. What made everything dandy was all his vehicles had a +1 cover save which meant +4 cover saves all day. I went first, but due to deployment I really didn't have any clean shots. Of course I down the Fire Dragon Serpent first.
Turn two I was able to down two serpents.
Turn 3 I destroyed the bulk of his army thanks to triple rapid fire and killing everything, but his Fire Prisms
I realy didn't take too many loses, but lost have my side squad and had two wounds on my comander, got to love look out sir and +3 gtg cover saves, and a warlord trait to ignore gtg.
Overall the battle seemed very onesided. I did far better the expected. On average I was glance deathing 2.5 vehicles a turn. I think I only got one pen hit through. Even with the serpents dishing out a ton of fire power plus in turn 3 he even used his shields it didn't or wasn't enough to take out my side unit.
What was doing any real damage to my army was the death spinner which I realized I should had taken it out a lot sooner.
The spinner was actually a threat, while everything else didn't really do much.
I will say 12 missile shots, and 3 rail shoots shooting at 4 differant targets worked out really well. The cover denial, and tank hunter really paid off. If it wasn't for the glancing hit downgrades I probably would had tabled him in turn two. The game could had lasted to turn 4, but he only had 2 prisms, 5 dire avengers, 3 fire dragons, and a spiritseer with most my army intact. I would had wiped him in turn 4 with all the sepeents out of the way.
I think the rail rifles didn't help m out at all, more marker lights would had helped. Dropping the rifles will give me 90 points to spare. I think more anti tank would had been nice.
After fighting Eldar I would say I overestimated the serpents firepower. If I ran a lot of vehicles I would had felt it. The problem he had was trying to focus his entire army into my broadsides. +2 or +3 saves was just too good. If he ran more death spinners it would had made a differance. The prisms really didn't do anything since they was also shooting at my broadsides. Got to love gtg and using marker lights and my warlord trait to still shoot like nothing happened.
Interesting enough if I let him go first I think I would had done a ton better. Half my army couldn't shoot him in turn one, and in turn 2 a quarter of my army still couldn't shoot at him. Turn 3 was rough since majority of my army was able to do something.
I think the problem he had he couldn't get close which is why he lost soo much in turn 3. Also he couldn't play the range game, due to 4 railguns, 2 ion rifles hitting him at long range outside of 36".