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Deployment: Dawn of War
Sa'ceu'la Kau'ui deploy in the top half and go first.
"Shas'el Viad'ere Kais" Shas'el w/ Plasma Rifle/Fusion Blaster (Helios set up) targetting array, Hardwired Multitracker, Hardwired drone controller + 2 shield drones
"Black blade La'rua" Fireknife suits (plasma rifle, Missile Pod) x 3 w/ leader Hardwired Multitracker+ bonding knife so he can have targetting array, non-leaders have multitracker
"Steady slash La'rua" Fireknife suits (plasma rifle, Missile Pod) x 3 w/ leader Hardwired Multitracker+ bonding knife so he can have targetting array, non-leaders have multitracker
"Starfall La'rua" Deathrain suits (twin linked Missile pods) x 3, w/ flamer - 141
"Delta La'rua" Fire Warriors x6
"Alpha La'rua" Fire Warriors x6 in Devilfish with multitracker, Targetting Array, Disruption pods
"Vaid'ere's raiders pt 1" Kroot x10 + 5 hounds
"Vaid'ere's raiders pt 2" Kroot x10 + 5 hounds
"Skyray La'rua" Pathfinders x 8 w/ Dfish with multitracker, Targetting Array, Disruption pods, Targetting Array (extra?)
"Fishbait" Piranha skimmer w/ Fletchette Discharger, Targetting Array, Disruption pods, Fusion blaster
"Chum" Piranha skimmer w/ Fletchette Discharger, Targetting Array, Disruption pods, Fusion blaster
"La'rua Solar Flare" Broadside x 2 - Advanced stabilization systems, leader with Hardwired drone controller + 2 shield drones & Hardwired target lock
"Greatwhite" Hammerhead - Disruption pods, railgun, burst cannon, multitracker
"Bullshark" Hammerhead - Disruption pods, railgun, burst cannon, multitracker
start with both kroot on about 6" in, turn 1 when I walk
everything else in, they form a bubble wrap. Walk on top right in castle
formation. String kroot out far towards the middle keeping coherency, but
staying spread to maximize footprint. Do this with all my units to make
deepstriking more dangerous, unless he deepstrikes towards his end of the
board in which case my range will be king.
Castle from corner to middle using range to my advantage as long
as I can. Shoot to death closest target. Sacrificially block using
piranhas to slow movement. (yes I know that is 2 kp's, but it's better
than what happens if he reaches me) Make sure I finish units off. When he
gets in range, toss kroot and get the charge to minimize damage and tar
pit for 1 extra turn. If dice didn't go my way use skimmers + road to my
advantage and get big distance with my hammerheads/devilfish/suits to
prevent and deny late game killpoints.
To sum up, shoot closest unit in range, maximize foot print to force
defensive deepstriking/pick up kp's if he decides to play dangerously.
Slow movement with sacrificial Piranha's. If he makes it too close,
attempt the charge with kroot and use that window to kp deny by speeding
away on roads with vehicles. Suits JSJ to just run 12" and keep shooting.
If that's not enough to deny kp's I run in the shooting phase giving them
"Yik'la -Fateweavers Right Hand-" Herald of Tzeentch w/ Bolt of Tzeentch, We are Legion, Master of Sorcerery, and Chariot of Tzeentch - 110
"Yussad-Fateweavers Left Hand-" Herald of Tzeentch w/ Bolt of Tzeentch, We are Legion, Master of Sorcerey, and Chariot of Tzeentch- 110
"Khornes Blood Fist" 4x blood crushers w/ Icon, Fury of Khorne, and Instrument- 200
"Khornes Blood Takers" 4x blood crushers w/Icon, Fury of Khorne, and Instrument- 200
"Khornes Messangers" 4x Blood Crushers w/Icon, Fury of Khorne, and Instrument- 200
"The Unstoppables" 15x Blood Letters w/Fury of Khorne-250
"The Clean Up Crew" 9x Blood Letters- 144
"The Wrecking Crew" 9x Blood Letters- 144
"Changeling's Misfits" 9x Horrors w/ Bolt of tzeentch and Changeling- 168
"Sereen 'al Taker" Demon Prince w/ Mark of Tzeentch and Bolt of Tzeentch- 140 Points
Vote closes on Friday the 6th of May 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.
Fatecrusher list....how original Well, I expect a fairly even distribution of daemons between the two groups, so it's pretty easy to guess what will hit the board on turn one... I think it would take basically the entire tau shooting phase to kill one bloodcrusher unit per turn, and the rest is just window dressing. So that's one Daemon KP off the top, on turn two. The tau are basically sacrificing four units (both sets of kroot, and the two pirhanas), and the broadsides and pathfinders won't be able to escape. I'd be surprised if the daemons killed much else, though, if they time their breakout properly. So with at least six KP going to the daemons, can the tau win? I guess between them, the two units of kroot can probably kill one unit of letters...so that's two. A second unit of crushers probably goes down before the tau are permanently on the run...three. The railheads can still shoot to full effect while running away at max speed, they could pieplate lesser daemons to death over time, or kill off the heralds...make that two more KP for five. The crisis suits can also shoot while running away, but they have to break out of the castle first, I don't think they really harvest more kill points than they give up... I have to say that the Daemons win this one. Playing maximim KP denial by putting everything but the kroot, the pathfinders, and spreading everything out to keep the daemons from cornering the tau might have changed the outcome...but the problem with a castle is that once the walls are breached, the only way to escape is through enemy lines, and it seems obvious that these walls won't stand against this foe.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Tau, a close game if I ever saw one... but again, this comes down to your definition of "average skill". Deepstriking waves will not have everything in them that they should, also applies where they should land. An army like Daemons requires far more thinking than Tau, more choices and as such more "average" decisions made. With the Tau player thinking about KP denial, admitting weaknesses and recognising strengths which is a valuable skill to have, I shall give my vote to thee.
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?
A very close one, but I feel that the Tau are playing right, and limiting the effectiveness of the daemonic hordes. They should be able to hold them off long enough to whittle them down.
"Any job worth doing, is worth doing with a powerklaw."
Good sounds tactics against... No tactics.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
Looking at it the deamons only have 4 sources of anti tank, the heralds, fateweaver and the prince. Its not too much of a stretch to bring a few of those down and thats really going to hamper any atempt to catch a breakout. In the meantime that a lot of fire going the deamons way and i dont think the lesser deamons can survive it.
Your friendly neighbourhood gargantuan creature
The Tau tactics are solid, the Daemons are never going to get to the Firebase (Crisis, HQs, Hammerheads).Drones should be detached before you sacrifice piranha, so they can be sacrificed later. Also, Devilfish are good sacrifices as well (a bugger to kill and huge).Sacrificially block using piranhas to slow movement. (yes I know that is 2 kp's, but it's better than what happens if he reaches me)
Tau, He has the right attitude for messing up a deep strikers day, good tactics (well, except the drones on the piranha's but i too learnt something today with that) and, unless daemon tactics were great i would have gone that way. But they're not there.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065