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Deployment: Pitched Battle
Y'eldi Shas Kau'ui deploy in the top half 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
"Artorius Molay" Emperor's Champion w/ Accept any Challenge, no matter the odds
"Swords of Vengeance" Sword Brethren Terminator Squad 5 men w/ 2 Cyclone Missile Launchers, 2 Chainfists, and Tank Hunters
"Persecutors" Sword Brethren Terminator Squad 5 men w/ 2 Cyclone Missile Launchers, 2 Chainfists, and Tank Hunters
"Venatus" Crusader Squad 5 men w/ 3 bolters, Lascannon and Plasmagun. "Indefatigable" Razorback w/ TL Lascannon and Searchlights
"Semantes" Crusader Squad 5 men w/ 3 bolters, Lascannon and Plasmagun, "Hermes" Razorback w/ TL Lascannon and Searchlights
"Mareles" Crusader Squad 5 men w/ 3 bolters, Lascannon and Plasmagun. "Assiduous" Razorback (Indefatigable) w/ TL Lascannon and Searchlights
"Thomes" Crusader Squad 5 men w/ 3 bolters, Lascannon and Plasmagun. "Opdurate" Razorback w/ TL Lascannon
"Alacritous" Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher
"Licentious" Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher
"Diligent" Land Speeder w/ Heavy Bolter and Typhoon Missile Launcher
"Pertinacious" Predator w/ Autocannon, Heavy Bolters, and Searchlights
"Imperious" Predator w/ Autocannon, Heavy Bolters, and Searchlights
"Inveterate" Predator w/ Autocannon, Heavy Bolters, and Searchlights
First I will deploy my predators in locations where LOS is blocked from the hammerheads and the broadsides. Behind each pred I’ll deploy a razorback and one typhoon speeder. These trains will be spread over the field. The 4th razorback will deploy on the far leftside of the board. The four Crusader squads will be dotted over the entire length of the board with dominant shooting lines. One of the crusader squads will take the hill in the lower rightside of the board. I’ll deploy one of the terminator squads on the left and one on the right of the board. The terminator squad on the right will deploy close the slope of the hill so they can move up it.
I’ll have my units stay out of the 36” Tau threat range where I have the weight of firepower with the lascannons and missiles. Each of the Tank Hunter Terminators will be aiming their fire on one of the hammerheads each. The razorbacks will move from behind the preds and use their lascannons on the broadsides fist and then on the battlesuits. All four Crusader squads will be gunning for the battlesuits first, with two or more of them shifting their aim from the third turn onwards to the devilfish. Typhoon speeders will aim their missiles at either the broadsides or hammerheads after that, they'll focus on the battlesuits or targets of opportunity as for the rest of the turns.
Vote closes on Thursday 31th 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.
If no tactics have been submitted, please assume average skill level for that player.
Black Templars. It is a very shooty army presented with perfect targets for its weapons.
Through victory my chains are broken
Okay, firstly. With no tactics or deployment I assume that the tau army has been set up with an "average skill level". Some things are good, some things not, the player has a basic understanding of how Tau work and how 40k works overall. I'm not going to presume where things have been deployed or what priority targets have been given.
Reading through D&T, Vindicative Crusade have got it down as far as I'm concerned. Smart wording tells me that they know what they're doing and I can fully understand it. Shooting priority is good, after a painful first turn from the tau shooting, the BT(?) will focus their shooting upon the 'heads and suits and once they are lost... The marines have got this one.
Edit: BT... Because it's Tuesday
Last edited by Cannibal God; March 29th, 2011 at 03:45. Reason: Marnepup is pretty damn convincing...
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?
Good strategy with vs. no strategy. Have to give it to him.
Another one with no tactics O_O. Ah well, black templars had this in a bag anyways.
Lack of tactics from the Tau, combined with lack of LOS-blocking terrain and enough insta-killing ranged firepower for the Black Templars spells victory for BT.
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
Tau. Black Templar shooting < Tau shooting. Only the Terminators and Predators will fire more than once.
Giving tau first turn on a board with so little cover for their opponent, but plenty for themselves is monstrous. Here's why they win:
1. Tau have three bits of forest extending into their deployment zone (even an imbecile puts his pathfinders in the two outside ones to give them commanding reach and a 4+/4++ save). There's zero cover on the BT side of the board (so how, exactly, are they hiding their dakkapreds out of LOS??? Sounds like wishful thinking without even looking at the map!)
2. The Black Templars have no plans to target the pathfinders. 12 markerlights is lights out for two kill points per turn right off the top.
3. The Black Templars have more kill points, and they're easier to harvest.
4. Did I mention that the tau go first?
5. The Black Templars plan a shooting match with the tau? They have the tools, but their plan to shoot at everything at once with just a few weapons per target is a recipe to get nowhere fast.
6. AP1 on the railguns makes them pretty much point'n'click.
Here's how the top of turn one likely goes: two vehicles get lit up with ~3 markerlight hits each. The dakkapreds are less dangerous than the razorbacks, so if both a pathfinder team and a source of S10 fire (all of them can move and shoot!) can see the same razorback (not unlikely, the razorbacks are spread evenly across the board!), the markerlight counters will probably be used to strip the cover save, while the railgun pens on 2+ with a +1 on the damage table. If this happens twice, that could easily be two razorbacks dead. The razorback in the open has no cover save in the first place, it's a sitting duck, but it only gets railgun fire if there's any left after taking out two of the three obscured razorbacks. There's plenty of missile pod fire for that exposed razorback, anyway. If the tau player is foolish enough to target the predators first, He'll have no problem taking those out, as well as the exposed razorback. That only accounts for the railguns and a few of the missile pods. I'm not sure what else the tau player would shoot at with the rest of his army, other than the pirhana squadron almost certainly turbo-boosting to flush out the speeders...but it doesn't much matter. Call it 3-4 kill points taken on the top of turn one.
On the bottom, using the BT player's targeting plan:
-two krak missiles fired at each railhead for .22 glances and .44 pens on each one...reduced by the dpod to .11 glances and .22 pens. Now, anything but a 1 or a 2 is good for the BT player, but statistically, there's about an 18% chance of killing or de-gunning each railhead. If it's in range. Not good odds!
-1 to 3 razorbacks shoot at the broadsides. I'll assume they all hit, they are twinlinked, after all. But I'll also assume 4+ cover, it's basic tau strategy to ensure a +4 cover or invulnerable save for broadsides, especially when facing AP2 weapons. Splitting the difference between the number of razorbacks that might be on the table, say two hits, say they both wound, one is saved, stripping the drone.
-Crusaders, if they're trying to stay outside 36", are firing lascannons only. Say 3 of 4 hit and zorch a crisis suit each. That's nice, but no kill points.
-Typhoons, on the turn they expose themselves to shoot, they'll be smartest to shoot at the railheads, roughly adding 18 to the percentage chance that the targeted railhead goes down or loses its gun. Of course, as soon as they step into LOS, they die on the very next tau turn. If they don't step out, they get hunted down by the pirhanas (which will hit one at a time with 10 S5 hits per turn), so they might as well step out and fire. Call them HK missiles that give up a KP as soon as they're fired.
At the end of turn one, accounting for about half of the tau shooting and all of the BT shooting, I make it 3-4 KP to zero in favor of the tau, with not a single railgun silenced. After the second tau shooting phase, I don't see how there are any BT vehicles left, seriously diminishing their firepower. After that, things even out a bit in terms of the rate of kill point collection, but the tau's early lead carries them home.No, you won't. It's not your fault, there's ZERO cover on your half of the board.First I will deploy my predators in locations where LOS is blocked from the hammerheads and the broadsides.What's a "dominant shooting line?"The four Crusader squads will be dotted over the entire length of the board with dominant shooting lines.I assume you mean the 36" range of the missile pods? Yeah, their effective range is 42", since the suits get to move and shoot (then move again). Realistically, though, fireknife suits are weak (except against light vehicles, which you have, at least for two turns) at 42", mediocre at 30", and acceptably decent at 18". In any case, from the front of their deployment zone, the crisis suits can shoot 6" deep inside your deployment zone on turn one. You won't be staying "out of their threat range."I’ll have my units stay out of the 36” Tau threat rangePoor tactic. Each hit will glance on a 4, then there's the 4+ cover save to get past, so you effectively need four hits to get one roll on the damage table. That means it should take around twelve missiles to take down each railhead. You need to be shooting all four missiles at one tank, not splitting your fire.Each of the Tank Hunter Terminators will be aiming their fire on one of the hammerheads each.Another poor bit of targeting. I understand not shooting the CMLs at the suits, they have 2+ armor, but splitting your fire between the XV88s and the tanks is going to allow all of them to live longer. Four lascannons plus four krak missiles would have had a decent chance of downing a railhead, perhaps with some leftovers for the other one. By trying to do everything all at once, you're almost certainly throwing away the chance to down a railhead, and four lascannons against the broadsides (if, indeed all of them have range, the way you're spread out, I doubt it) is probably killing the drone and one suit (an average tau player will put the broadsides and the pathfinders in some kind of cover, and there are three patches of woods for him to work with.The razorbacks will move from behind the preds and use their lascannons on the broadsides fist and then on the battlesuits.
By spreading your fire around to try to handle it all at simultaneously, you pretty much let all of it live. At the same time, failing to target the pirhanas and pathfinders at all is a mistake. Eight lascannons, eight missiles, and three autocannons are a tau player's nightmare, but only if you target one thing at a time instead of everything at once. I would have shot everything that can hurt them, except the autocannons (the dakka preds should slaughter pathfinders ASAP, then switch to devilfish), at one railhead at a time, then shift fire to the broadsides, then the crisis suits.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Good points Marnepup but a bit long winded.
Turn 1. The Tau shoot, kill or shake all the Speeders and most of the Razors. BT shoot, shake some Hammerheads.
Turn 2. The Tau shoot, all Speeders and Razors are dead. Predators get at least shaken.. BT shoot, shake some Hammerheads.
Turn 3. The Tau shoot, all the vehicles in the BT army get shaken or worse. BT shoot, maybe the Hammerheads are dead/weapon destroyed now.
Turn 4. The Tau shoot. All BT vehicles are dead/ineffective (autocannon blown off).
Marnepup summed it up nicely. There is no "hiding" from tau firepower on this map. You lose the shooting game, especially if you leave those markerlights alone, which you did. Splitting fire in a KP match? WHAT?!?! Why?!?! You simultaneously weaken everything, but kill nothing. The tactics of BT give the game to the Tau even if played by a below average player.