<3000 2500 point game vs a friend SM with Tau ally - Warhammer 40K Fantasy
 

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  1. #1
    LO Zealot Rafici's Avatar
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    2500 point game vs a friend SM with Tau ally

    Ok so think will be our first game of 6th edition. We have decided to not have fortifications and I will be the only one with a flyer. I believe he will take GK and IG as the ally (KG will be henchmen heavy)

    So my list
    HQ: Lib with termi armour, 2 powers (gonna have a go at swapping these to see what other powers are like so Idea on which ones to go for would be great - playing in 11 hours time) and a storm shield
    Elite: dread with 2 x TL autocannon + drop pod with DML and beacon
    Elite: 7 termis with CML ( wanted to try them instead of assult ones I usually field)
    Troops: Tactical squad with ML, flamer and PW with Razorback with las/plas combo.
    Troops: tactical squad with ML, flamer, PF in drop pod.
    FA: Land speeder typhoon
    FA: Stormtalon - thought I would try Skyhammer to see what it is like.
    FA 6 man bike squad with 2 meltas and a PF + attack bike with MM
    HS: 2 x vindicators

    Ally: Tau
    HA Fireknife but add iridium armour (the 2+ will help ignore all those PW he will have) and a shield drone
    Elite: 2 x fireknifes
    Troops: 10 firewarriors in devilfish with disruption pods
    HS: 2 broadsides

    It is about 1900 points of SM and 600 points of Tau.

    What do you think. This is a fun game so the aim is to test out new rules not win. I like the idea of Allies as making an army is now so much more intersting.

    Tau: 6K - W16-D2-L4, SM: 7K - W7-D3-L4, Orks: 3.5K - W9-D0-L2,
    http://www.youtube.com/user/MrRafici?feature=mhee
    Apoc games (3K-6K) (mixture of armies used): W4-D0-L1

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  3. #2
    Senior Member juggulator's Avatar
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    not really enough troops. (can't believe I'm saying that) But yeah, only 20 tac marines and 10 fire warriors at 2500 seems very low.

  4. #3
    LO Zealot Rafici's Avatar
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    In the end we roles the 5th Mission.

    At the end of turn 5 we both held our own objectives, I got first blood (1VP), he had killed my warlord (plus the termi squad he was in) =1VP and I had a VP from having things in his half.

    We started to play turn 6 but after his turn he had done nothing, had no chance of getting into my half and I was about to remove his men from his objective and take it myself (prob to be contested in Turn 7)

    We called it a day but learnt some interesting things.

    I have a game on Sunday at the same points level against SW.
    Not sure what rules we will play as we are trying to do some rules at a time.

    In a game where there was a lot of objectives, my troop count could have hurt me but in this one I still had 19 of them left at the end of the day.

    TBH On turn two I have the termis with both HQ's, The drop pod with tacticals and the battlesuits, as well as the flyer all come in and I put them all straight infront of him whilst the troops and vindis flanked him. It took him two turns of fighting to win the middle but by that pont I had roled over his flank.

    Looking forward to the next game but Tau works very well with SM. It brings things SM lack!
    Tau: 6K - W16-D2-L4, SM: 7K - W7-D3-L4, Orks: 3.5K - W9-D0-L2,
    http://www.youtube.com/user/MrRafici?feature=mhee
    Apoc games (3K-6K) (mixture of armies used): W4-D0-L1

  5. #4
    Senior Member juggulator's Avatar
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    Yup, they do, I recently ran a Blood angels list that had guard allies.

    1750 BA (100 with IG (75

    HQ- 175
    Death Company Tycho- 175

    Troops- 425
    5x Death Company, 2x Power Weapons, Hand Flamer, Lemartes- 290
    1x Death Company Dread, HF, Blood Claws- 135

    Heavy Support- 400
    Storm Raven, MM, AC- 200
    Storm Raven, MM, AC- 200



    HQ- 165
    5x Company Command Squad, Astropath, 3x Plasma, Chimera HF/HF- 165

    Elites- 65
    Marbo- 65

    Troops- 260
    10x Demo Vets, 3x meltaguns- 130
    10x Demo Vets, 3x meltaguns- 130

    Fast Attack- 260
    2x Vendetta Gunships- 260

    IG can cap points and be pretty valuable in a pinch. Might seem like a lot of anti tank but it has 4 flying units which helps.

  6. #5
    LO Zealot Rafici's Avatar
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    Nice. Thats the interesting bit. How many points do you give to the ally before you weaken the main army to much.
    Tau: 6K - W16-D2-L4, SM: 7K - W7-D3-L4, Orks: 3.5K - W9-D0-L2,
    http://www.youtube.com/user/MrRafici?feature=mhee
    Apoc games (3K-6K) (mixture of armies used): W4-D0-L1

  7. #6
    Senior Member juggulator's Avatar
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    That's been my struggle as well. What do you think?

  8. #7
    LO Zealot Rafici's Avatar
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    It depends on the ally. The whole point of taking an ally is to access something your army lacks.
    For a tau ally I wanted broadsides to kill AV - S10 shot with a rerole that add two onto the the penitrating table wipped away everything they shot at (although I wish I could have target lock to shot 2 things. - not sure if a team leader means one can use the precision shot rule?)
    So to get them I needed to spend about 300 points. = firewarriors + devilfish with disruption pods (this turned out to be a great unit for attacking the enemies objective as in my SM list they focused on the scary things and he left it too late to attack the devilfish)
    And I also needed a battlesuit - choosing a fireknife for that plasma goodness!
    To that was 300 points (and most HQ's and troop choice will come to somewhere around there if you make them usable - could be less than 200 if you kept them cheap to sit and hold an objective)
    On top of that you need the unit you really want from that army - mine was broadsides at 180 points.

    But thats 500 points to get access to what I want, so its prob best to go with 2 great units, in this case I choose the elite fireknifes.

    I don't think anything under 500 is worth it and 600 would be about the right amount in my view but could see up to about 700 points.

    I really don't think you should have more than about 1/4 of your points in the allies - otherwise you might as well play the other army and both are not at full force (armies work best when working as a team - Your allies need to improve the team and not work outside the team)

    What I really don't get is the need for a 2nd FOC over 2K
    I used to field up to 3K in 1 FOC and now I can have an ally to help with that. There is really no need for the 2nd FOC unless your posibly Nids!
    Tau: 6K - W16-D2-L4, SM: 7K - W7-D3-L4, Orks: 3.5K - W9-D0-L2,
    http://www.youtube.com/user/MrRafici?feature=mhee
    Apoc games (3K-6K) (mixture of armies used): W4-D0-L1

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