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This is a Seize Ground match with 5 objectives, deployment type Dawn of War. Y'eldi Shas Kau'ui deploy and go first.
Y'eldi Shas Kau'ui
"Kir'qath" Shas'El w/ Plasma Rifle, Missile Pod, Targeting Array, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter, Stimulant Injector, Hard-Wired Drone Controller w/ 1x Shield Drone
"Ko'vash" Shas'El w/ Plasma Rifle, Missile Pod, Targeting Array, Hard-Wired Multi-Tracker, Hard-Wired Drone Controller w/ 1x Gun Drone
"La'rua A, Ta'ro'cha: Shi" 3x XV8 Suits w/ -1x XV8 Team Leader w/ Plasma Rifle, Missile Pod, Targeting Array, Hard-Wired Multi-Tracker -2x XV8 Suits w/ Plasma Rifle, Missile Pod, Multi-Tracker
"La'rua B, Ta'ro'cha: Shi'ur" w/ 3x XV8 Suits -1x XV8 Team Leader w/ Plasma Rifle, Missile Pod, Targeting Array, Hard-Wired Multi-Tracker -2x XV8 Suits w/ Plasma Rifle, Missile Pod, Multi-Tracker
"La'rua C, Mesme D'yanoi" 2x XV88 Suit w/ Twin-Linked Missile Pods, Targeting Array
"La'rua Kauyon" 6x Fire Warriors
"La'rua Mont'ka" 6x Fire Warriors
"La'rua Run'al" 6x Pathfinders, 1x Devilfish w/ Disruption Pods
"La'rua M'yen" 6x Pathfinders, 1x Devilfish w/ Disruption Pods
"Mon'wern'a" 3x Piranhas w/ 2x Disruption Pods, 1x Flechette Discharger, 3x Targeting Array
"Aloh" Hammerhead w/ Railgun, Burst Cannons, Disruption Pods, Multi-Tracker
"Var" Hammerhead w/ Railgun, Burst Cannons, Disruption Pods, Multi-Tracker
"La'rua Shovah" Broadside 1x XV88 Team Leader w/ Advanced Stabilization System, Hard-Wired Target Lock, Hard-Wired Drone Controller w/ 1x Shield Drone, 2x XV88 Suits w/ Advanced Stabilization Systems
Deploy nothing on the board, wait for his first wave of Deepstrikes and react to that.
Both Shas'Els join a Fireknife squad each.
Firewarriors jump into the Pathfinder's Devilfishes ASAP.
Broadsides come onto the board as far from the enemy as possible, and Pathfinders stay far back; no units should gather together, requiring him to split his forces to engage them.
Forces come onto the board where they could best fulfill their roles, in a very reactionary manner.
Deploy with last-turn objective grabbing/contesting in mind (easy enough with so many skimmers).
Crisis and Broadsides focus-fire on the Herald (with crappy 5++), Masque (T3/2W), then the most relevant Prince(s) (5++).
Hammerheads focus on Demonettes (using submunitions) to reduce his scoring units.
Devilfish stay mobile to keep my scoring units safe.
Piranhas block Demonette movement, shoot at Big Stuff, and (hopefully) get some kills with Flachette.
All Gun Drones detach and fire on low-Toughness models, block movement, and possibly tie up the enemy for a turn.
Every single unit keeps mobile to avoid CC (with 12” a turn on everything, that's easy enough).
Mobility and focus-firing will beat out this CC-centric army.
“Tuehy (pronounced 2-e). The Killer of Dreams” Keeper of Secrets w/musk, instrument 
“Persephone. Lost, but Never Alone” Herald of Slaanesh w/chariot, musk, unholy might 
“The Masque” 
“The Despoilers” 6 Fiends of Slaanesh 
“The Dissectors” 6 Fiends of Slaanesh 
“Persephone’s Beloved” 6 Fiends of Slaanesh w/unholy might 
“The Hand Maidens of Persephone” 20 Daemonettes of Slaanesh w/instrument 
“The Masque’s Troupe” 20 Daemonettes of Slaanesh w/instrument 
“Faith” Daemon Prince of Slaanesh w/ironhide, pavane, aura of acquiescence 
“Hope” Daemon Prince of Slaanesh w/ironhide, pavane, aura of acquiescence 
“Chastity” Daemon Prince of Slaanesh w/ironhide, pavane, aura of acquiescence 
Put all the fiends and daemonettes in the first wave, and everything else in the second wave. Regardless of which half I get on turn 1, I want to land near the crisis suits as possible, without being too close to the fire warriors, to stay out of rapid fire range the next turn. Also, I'll try to stay behind cover if possible, to improve my save from 5+ to 4+.
To win this match, I need to tie up his crisis suits quickly. The fiends and daemonettes will be resistant to their shooting, and just need to stay away from the troop's rapid fire. If I get the second wave, I'll use pavane and their fast movement to tie them up in close combat by turn 2. Either way, they'll only get one shooting phase before they're in close combat. The KoS and fiends can then take out the vehicles. If daemonette units begin to shrink small, I'll retreat them back to claim objectives.
Vote closes on Friday 18th of March at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
Interesting. what do the daemons do? Will the tau be swamped?
I think it's a real problem being 5x objectives for the daemons, with the tau mobility to contest / claim - do they split up and hold their table half's? how will they actually go down on T1?
I reckon Tau will get this - although they will be rapidly butchered when charged.
- only because of the devilfish (and amount of objectives)
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Wow...any chaos flavor but slaanesh, and mobility would give tau a clear victory. Unfortunately for the greater good, the combination of:
-DoW (making it take longer to get the fire warriors into the devilfish, meaning the fish can't move far on turn one, putting it in range of a charge on turn two)
-FAST daemons with a boatload of attacks and rending
Ugh. Tracked vehicles would be more worried about higher strength melee attacks, but with super fast daemons throwing off a blizzard of rending attacks, it just plain doesn't matter that they need 6s to hit.
The tau do have the advantage of getting to shoot first, which is not insignificant. After turn one, though, everything that isn't a skimmer will be dead or locked in assault...I'm not sure the daemonettes are going to survive, but I'm not sure the fire warriors are, either, since the daemons have the perfect melee setup for assaulting skimmers. The only thing that's sure about this matchup is that after turn one, the tau are going to get POUNDED. The broadsides, crisis suits, and pathfinders are a write-off. Can the two devilfish survive a turn two assault and then stay out of reach the rest of the game? Can two railheads and a unit of pirhana carry the day against 2k points worth of dameons? I doubt it.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
The deamons seem to have their tactics worked out pretty well however, so ive got to give this one to the Deamons of chaos
Your friendly neighbourhood gargantuan creature
This is going to be a massacre for the daemons. You DO NOT fight piecemeal against daemons. Have your ENTIRE army deployed so that you can focus-fire to wipe out 1 unit (of fiends) at a time. Slaanesh daemons have the speed to overrun Tau as well as enough pavanes to mess up any non-mechanized armies' day. And they don't care about railguns or plasmas (well, except the Daemon Princes....but if Tau is focusing on them initially, then they aren't picking their targets correctly). This is the worst possible daemon matchup for Tau.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
That awkward moment when you accidentally write "Deploy nothing on the board" against Slaanesh Daemons... Hell, a single fire warrior squad sitting in a building halfway across the board creates the 18" bubble (do daemons circumvent that? oh well, I still stand by this decision). At least it gives you something to distract/harass the enemy with, and you're wounding on 2's. Instead, Daemons are going to drop and end up in assault with less kills and less to worry about. Large number of daemon princes is going to sting, tanks and infantry alike are going to be hurt.
Initial gore-fest for the tau, after that the Tau going to be in a meat trough (TM) of their own making.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
Deploy nothing is a bad idea.
Daemons for the win.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
Gah, the Tau should have deployed. With a well constructed Bastion the Tau could have managed it, but as it is Daemons.
I dont think either list is that good, and it confuses me when people only take 2 troop choices in large point games. (when they don't know what mission theyll be playing).
Out of the two terrible lists, the tau list has worse tactics. If he had castled up properly, then zoomed to the objectives on turn 5. I would have voted him.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
why, why, why, why, why, why didn't you castle?!?!?!?!
As the only other Tau list in the votewar I wanted to bolster up my brother for the greater good, but that lack of castle, plus the speed of those daemons = bad news for us blue skinned armies.