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Old January 24th, 2006, 22:39   #1 (permalink)
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Default VoteWar 40K Mk II.V - Final Battle - Dark Eldar vs. Tau

Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner.

Mission Type - Cleanse

Mission Level - Gamma

Special Rules -
Infiltration, Deep Strike, Victory Points

Kabal of the Crying Soul

Dark Eldar

HQ - 167
Archon (Khiraq Ah’hira, the Flayer)
+jetbike
+power weapon
+combat drugs
+T-helmet
+shadow field
+Plasma grenades

Troops - 627pts
10x dark eldar warriors - 100pts
+2 Dark Lances

10x dark eldar warriors - 100pts
+2 Dark Lances

6x Dark Eldar Warriors - 143pts
+Splinter Cannon
+Syabrite
++Agoniser & Splinter Pistol
+Raider
++dark lance
++horrofex

7x Dark Eldar Warriors - 151pts
+Splinter Cannon
+Syabrite
++Agoniser & Splinter Pistol
+Raider
++Dark Lance
++Horrorfex

6x Dark Eldar Warriors - 141pts
+Splinter Cannon
+Syabrite
++Agoniser & Splinter Pistol
+Raider
++Dark Lance
++Horrorfex

Fast - 362pts
4x Reaver Jetbikes - 181pts
+Succubus on Jetbike
++Agoniser
++Tormentor Helm
+2 blasters

4x Reaver Jetbikes - 181pts
+Succubus on Jetbike
++Agoniser
++Tormentor Helm
+2 blasters

Elites - 338pts
7x Wyches - 200
+Succubbus
++Agoniser
+wych weapons
+Raider
++Dark Lance
++Horrorfex

Warp beast pack – 63
+4x beasts
+Beastmaster

5x mandrakes - 75

Heavy Support - 345pts
Ravager - 120
+3x Disintegrators

Ravager - 120
+3x Disintegrators

Ravager - 105
+3 Dark Lances

-----------------------------

Vorrack Cadre
Tau

HQ - 83
Shas’el (Helios Config) - 83
+Plasma rifle
+Fusion Blaster
+Multitracker

Elites - 243
Crisis Suit (Helios Config) - 63
+Plasma Rifle
+Fusion Blaster
Multitracker

3x Stealth suits - 90

3x Stealth suits - 90

Troops - 1119
12x Fire warriors - 215
+Shas'ui
+Devilfish
++Decoy launchers

Troops - 205
12x Fire warriors
+Devilfish
++Decoy launchers

Troops - 205
12x Fire warriors
+Devilfish
++Decoy launchers

Troops - 205
12x Fire warriors
+Devilfish
++Decoy launchers

Troops - 205
12x Fire warriors
+Devilfish
++Decoy launchers

12x Kroot Carnivores - 84

Heavy Support - 165
hammerhead gunship
+rail gun
+2X burst cannon
+decoy launchers
+Multi tracker

hammerhead gunship - 145
+ion cannon
+2X burst cannon
+decoy launchers
+Multi tracker

Broadside battle suit - 90
+Shield generator
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Old January 25th, 2006, 00:13   #2 (permalink)
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This is a tough one. However, DE have all the mobility and firepower of the tau, with a monster cc kick on top of it all. 11 dark lances and 6 disintegrators, not to mention the blasters when they get close enough, are more than enough to ground the tau over a few turns. Yes the tau have the potential to ground the DE as well, but with any sense they will be started in cover. The guns can take the transports and the cc units can zoom forward, decimating the tau. The kroot are no match for the wyches, jetbikes, or beasts. The tau army can be taken apart piece by piece, by 1st grounding the transports and following up with cc. There simply wont be enough tau left to claim table quarters.

I vote for DE.
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Old January 25th, 2006, 16:18   #3 (permalink)
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I vote Dark Eldar
This match might actually be decided by who gets first turn and exactly how much los-blocking terrain there is but I'm going to vote DE and here's why.

The DE have too many highly mobile anti tank weapons: 11 DL on skimmers, 4 Blasters on Bikes, 6 Dissies on skimmers and they only have to kill 7 vehicles. This DE list is well suited to taking out MEQ. They can reasonably expect to float enough DL into LOS of only a few Tau ships to take them out piecemeal. Obviously they are susceptible to this same tactic so first turn will be important. Still I think the bike squads will offset this.

After the first turn some transports on both sides will have been shot down but the DE's assault range means their remaining units will get into HtH by turn 2 and just consolidate into new units as each side loses transports each turn.

I expect the DE to retain more mobility by turn 6 and therefore be able to claim more quarters.
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Old January 25th, 2006, 16:34   #4 (permalink)
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Tau

The fact that the Tau have enough firepower to bring down loads of them raiders really early on is enough to stop the DE in their tracks. afterwards, the Dark Pointy-ears, are going to have a very hard time chasing things that will open up a can of whoop-ass on them.
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Old January 25th, 2006, 17:17   #5 (permalink)
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The tau and the dark eldar has almost equal firepower, but the dark eldar has the mobility to put theirs into effect first, and the CC punch to shred the tau so fast that they wont know what hit them. If the table lacks terrain and the tau go first however, the tau will be able to kill everything in their first turn, and the DE player wont even get to move.. Tough call, but my vote goes to...

Dark Eldar
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Old January 25th, 2006, 22:27   #6 (permalink)
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It has come to my attention that every weapon in the Tau arsenal is capable of taking down a raider. With this fact in mind I don't see how the dark eldar would win. The turn after their transports are destroyed they will all be entangled, destroyed and transportless. Then the firewarriors can easily jump out of the devilfish and blitzkreig the dark eldar with their pulse rifles.

Tau

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Old January 25th, 2006, 22:51   #7 (permalink)
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Tau

Devilfishes will save the Tau list.

DE may be uber in HtH but its kind of hard to beat up a skimmer with a wych weapon, savvy?

Furthermore those transports are numeroous, pretty DL proof and can down raiders in retaliation with thier burst cannon/gundrones. Not to mention the Hammerheads which have the Ravagers with Dissies totaly outclassed.

The various suits can deep strike in to go for targets out of LoS, while massed moving out pulse fire can take the bikers down.
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Old January 25th, 2006, 23:00   #8 (permalink)
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I think that the dark eldar have enough heavy weapons to destroy the devilfishes all in one turn (probably won't happen but its possible) The tau don't really have anything that can take down enough of these raiders.

Tau is the army I know least about. I could be persuaded otherwise
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Old January 25th, 2006, 23:04   #9 (permalink)
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Well although the tau transports are numerous, they will be the 1st targeted. The DE player shouldn't be stupid enough to advance all at once and get shot to pieces. The DE have some killer anti tank weaponry (as I and other mentioned) which will ground most of the transports over a few turns. Once enough of them are down the cc round will wipe em out. Plus the DE transports are even more mobile than the tau. They can claim table quarters quicker and at shorter notice. The tau player has to target either the transports or the cc squads. Since the DE player can win in cc with virtually any unit, and they can always fleet, they can capture table quarters and wipe out units more effectively than the tau.
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Old January 26th, 2006, 00:38   #10 (permalink)
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6 disintigrators, 11 darklances (since there's no hurry to get to the enemy you can't kill.

2 dark lances 4/3 hits 20/18 dead broadsides.

6 disintigrators, 4 hits 4/3 glancing hits 8/27 dead devilfishes
9 dark lances, 6 hits 3 glances 6/9 dead devilfishes

So one dead tau tank per turn assuming all the DE stay alive.

However, given how much tau firepower can be brought to bear, I'd say that those DE transports won't last and in this case that kills them, since the Tau just hop back in their tanks and move away.

I vote Tau
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