Mixed Votewar: Round 2, Battle 5 DH/Nids vs Eldar/Tau - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO LordLink's Avatar
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    228 (x8)

    Mixed Votewar: Round 2, Battle 5 DH/Nids vs Eldar/Tau

    Mission: Gamma Take and Hold

    Special Rules: infiltrate, deep-strike, victory points




    PsyAssault (DH and Nids)

    HQ

    Inquisitor Lord with
    Psycannon
    2x Warrior Henchmen with heavy bolters
    1x Warrior Henchmen with Plasma Cannon
    2x Sage
    2x Mystic

    4 x Warriors with
    1 Venom Cannon
    3 Deathspitters
    4 Scything Talons
    Enhanced Senses
    Toxin Sacs
    Extended Carapace

    Elites

    Culexus Temple Assassin

    4 x Warriors with
    1 Venom Cannon
    3 Deathspitters
    4 Scything Talons
    Enhanced Senses
    Toxin Sacs
    Extended Carapace

    Troops

    5 x Ripper Swarm with
    Enhanced Senses
    Leaping
    Spinefists

    5 x Ripper Swarms with
    Enhanced Senses
    Leaping
    Spinefists

    5 x Ripper Swarm with
    Enhanced Senses
    Leaping
    Spinefists


    Fast Attack

    5 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    6 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    6 x Warriors with
    Winged
    Rending Claws
    Scything Talons
    Adrenal Glands (I)

    Heavy Support

    3 x Zoanathorpes with
    Warp Blast
    Psychic Scream

    Strategy:

    The assassin will stick with the warriors and with 29 psykers in the list, he’s sure to have a good number of shots. The psychic scream will also be assisted by the assassin, while nearly everything in this list simply ignores LD for their tests. The Inquisitor and ranged Warriors will provide anti personal fire / light tank fire and the rending and Zoanathorpes will be able to bust heavier tanks open as well as MEQs.



    Tau/Eldar

    Tau

    HQ:
    Commander Farsight
    Bonding Knife, Hard-wired Target Lock, Plasma Rifle, Shield Generator, Dawn Blade

    Farsight's Retinue
    X2 Shas'vre Crisis Suits
    Fusion Blaster, Plasma Rifle, Shield Generator, Hard-wired Target Lock, Hard-wired Multi-tracker
    X2 Shas'vre Crisis Suits
    Missile Pod, Plasma Rifle, Shield Generator, Hard-wired Target Lock, Hard-wired Multi-tracker
    X3 Shas'vre Crisis Suits
    Missile Pod, Plasma Rifle, Target Lock, Hard-wired Multi-tracker

    Troops:
    x6 Fire Warriors
    x5 Shas'la-Pulse Rifles
    x1 Shas'ui-Pulse Rifle and markerlight

    x6 Fire Warriors
    x5 Shas'la-Pulse Rifles
    x1 Shas'ui-Pulse Rifle and markerlight

    Heavy Support:
    Hammerhead Gunship
    Railgun, Targeting Array, Multi-Tracker, Decoy Launchers, Disruption Pod, Smart Missile System

    Eldar

    HQ:
    Eldrad Ulthran

    Elites:
    x10 Harlequins
    X9 Harlequins-Shuriken Pistol/Harlequin's Kiss
    X1 Shadowseer-Shuiken Pistol/Harlequin's Kiss

    Heavy Support:
    Fire Prism
    Spirit Stones, Holo-Field

    Basically Eldrad Fortunes Farsight and his retinue, Guides either the Hammerhead, Fire Prism, or Farsight's squad.
    Harlies pounce on anything that gets too close.
    The Fire Warriors try to stay out of the way and Markerlight something.
    The Fire Prism and Hammerhead need no explanation.

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  3. #2
    Senior Member xrix1's Avatar
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    62 (x2)

    Tau/Eldar

    If only the Culexus Temple Assassin was an IC, then I might give it to them.

    As it stands someone (probably the firewarriors) will just pop the assassin, and farsight's squad will cream a warrior squad a round while backing up. Hammerhead and fireprism will do their thing while staying away from the zoans, and the harlies will cream any warriors that make it up the board.

  4. #3
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    PsyAssault (DH and Nids)

    The DH and nids have loads of scoring units and can easily overwhelm the Harlequins after they destroy a squad and Farsights mob if he trys to contest a objective which he will have to at some point. The Ripper Swarms just have to many wounds for the Harlequins to get past before they get dragged down.
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  5. #4
    LO Zealot Ironangel256's Avatar
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    291 (x6)

    tau / eldar

    I really see the sheer amount of firepower coming at the DH/nids list just taking it down. That's two pie plates a turn as well as all of the fire from farsights squad and the fire from the small fire warrior squads.
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  6. #5
    LO Zealot Spector's Avatar
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    131 (x5)

    DH/Nids

    The Tau/Eldar players lack of scoring units will hurt them seriously here. The 2 FW squads will go below half strength quickly. So will the harlies when the Rippers get them bogged down in CC. And the Farsight squad will be thinned out to mass firepower. It will dish out some damage, but not enough. The multiple squads of the DH/Nids list save them in this one.

  7. #6
    Senior Member xrix1's Avatar
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    62 (x2)

    Don't forget the scoring conditions for take and hold. Number of scoring units isn't what is important, it's the total points of the scoring units fully within 12 of the centre that nets extra VPs.

    As such the Tau/Eldar only have their HQs and transports as non-scoring, while the Rippers, Zoans, and the assasin are all non scoring. Further more the rippers only have 15 wounds in each squad with a terrible save. The Harlies won't have any issues going through them, let alone what the hammerhead blast template will do to them. Every wound causes 2 wounds, and each wound is a whole base, thus each wound done by the HH is actualy 2 whole bases dead. (See Core rulebook Faq on the GW site if you haven't seen this ruleing)

  8. #7
    Member spictacular's Avatar
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    6 (x1)

    Eldar/Tau

    The Ripper Swarms are no threat and the only purpose they would serve would be to allow the Harlequins the opportunity for an extra post assault move. If they even survive the Railgun's sub-munition. The assassin will likely die before being able to effect the enemy. Farsight's squad can unleash a hellish amount of accurate firepower thanks to Eldrad. The DH/Nids aren't bringing enough firepower to threaten Farsight's unit, again thanks to Eldrad. Farsight will be hard to catch as anything withing 18" is going to be toast. With JsJ you're looking at 10 str7 ap4 shots, 2 str8 ap1 shots, and 16 str6 ap2 shots all re-rolling to hit and the ability to split fire in any combination you can imagine, there isn't much that is going to survive to get into CC, and Farsight is Monstrous Creature in assault. The Fire Warriors won't likely survive, but they may markerlight two or three targets before they go.

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