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3K Tau vs Ad Mech

 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 10:24 am 
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Right, I finally got a game in with my Tau and we were able to try out a few things.

Moray Railcannons - 45cm range
Support Craft rule as is (ie. no Always Popped Up here)
Markerlight Turrets are Scouts, Fearless and can deploy by Garrison.
Tau Delectors - 5+ Inv Save (as per TRC's suggestion)

Forces

Adeptus Mechanicus
Skitarii Demi-Century + Hydra
Ordinatus Majoris with Nova Cannon + Hydra BTS
Basilisk artillery
Sentinels
Sentinels
Ad Mech Cruiser
Shadowsword
Warhound + 2 Turbolaser Destructors (he has a love affair with these guns)
Warhound + 2 Turbolaser Destructors
Warhound + 2 Turbolaser Destructors
Thunderbolts
Thunderbolts

I have realised, whilst writing this list that my opponent had too many support formations and my mate will be reminded of this when I next see him!  :yes:

Tau
FireWarrior Cadre + Broadsides
FireWarrior Cadre + Broadsides
AMHC (Rail) + Stingray + Swordfish + Networked Drones
Pathfinders (with Devilfish)
Scorpionfish + Supreme Commander
Tetras
Stingrays
Hero
2x Morays (with Rail Cannons) BTS
ML Sentry Turrets

We placed the terrain together and then the forces were set up as per the photo.
Both FireWarrior formations were garrisoned on Overwatch. The Turrets were also garrisoned near the half way line along a possible route of advance along a road.

I admit that mistakes were made (tactically and with the Ad Mech army composition). What we really wanted to trial was the effect that shorter range guns had on the Moray and not having ML Turrets all over the board (forcing ML units to be used much more).

The Morays were loaded onto the Hero (didn't really fancy facing the Ordinatus Nova Cannon) which was to be activated on the 1st turn. I made the 2 Morays a single formation as I was worried that one would be destroyed without firing a shot once they were deployed. The plan was to kill the Ordinatus as quickly as possible (since there was no way the Morays could hide from it) and then go for the Warhounds with what was left. Of course, nothing ever quite goes according to plan.

The Ad Mech won the Strategy roll and the Basilisks killed 1 Pathfinder unit and a Devilfish, whilst putting a Blast marker on the Hammerheads. The Pathfinders Marshalled and moved a bit nearer.

The Imperials spent the next few activations moving the Sentinels into cover nearer the enemy.

The Tau Marshalled the Hammerheads and moved behind cover aswell. The Stingrays and Scorpionfish also got into position for the next turn.
The Skitarri moved into some ruined buildings. With his next activation, my mate advanced one of the Warhounds and fired at the Turrets for 4 hits. All were saved (one Turret was in rubble getting 4+ saves and the other one made both it's 5+ saves). We both think that Turrets should only have a 6+ save and this only reinforced that opinion.

The Tetras moved next followed by another Warhound moving to the left and trying to get find a way across the board without getting Railguns up the tailpipe.

This is where the fun began. The Hero activated and fired it's shots at the Ordinatus. One shot missed (flaming 1's  :disagree: ) but the other did 3 points damage. The Morays descended and retained to try and finish off the ancient weapon. After scattering out of Sustain Fire range ( :_( ) they moved into position fired 4 TK shots. With the Ordinatus broken (there were too many missed shots again) the last Warhound turned into position and attacked the high Flying Morays leaving both with only 1DC each and close to being broken.

The Shadowsword fired at the Morays but the damage was deflected away.

I probably should have used this time to move the FireWarriors up but chose to leave them on Overwatch near 3 Objectives.

The Thunderbolts flew in next and managed to finally kill one of the Morays, braking the other which headed back to safer aircover. The 2nd Thunderbolt flight headed in to try and finish off the last Moray. One was shot down and the other's attack was defelected away harmlessly.

End phase.
All units Rallied (we'd both saved our re-rolls for this reason).
The Thunderbolts were able to leave without further incident.

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 10:25 am 
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2nd Turn.

This Strategy roll was vital and the Tau won it.

The Moray doubled back towards the Ordinatus and attemped to finish it off. Only one shot hit but it did maximum damage and the revered machine finally perished. Incidently, this really upset my mate as it was the 1st time he'd ever lost it during a game and he love's his original creation. He was out for revenge! The Broken Hydra moved to the far corner and hid.

I retained and moved the Hammerheads out to attack a Warhound hopeing to break it but they weren't able to do enough damage. This left the Hammerheads out in the open...

The Shadow sword fired at the Moray but again, the damage was deflected. Retaining, a Warhound opened fire on the last Moray and it finally fell in flames.

The tetras called a Coordinated Fire with the Stingrays in the hope of breaking the last Warhound before it could turn the Hammerheads into swiss cheese... All they did was place 2 blast markers so the Warhound was free to activate .Retaining, the Scorpionfish finally broke the Warhound that the Hammerheads had attacked.
The remaining Warhound advanced and killed 4 Hammerheads in 1 volley. Broken, they retreated towards the Tau Blitz.

The rest of the turn was taken up with Sentinels picking off Tetras and various infantry units positioning themselves to claim objectives. The Thunderbolts straffed the FireWarriors.

All units Rallied again.

*Some of these details may be a bit out of sequence, my memory is having trouble putting it all together. The basics are there though.

Unfortunately, we had to call the game here (it was late) and we both agreed that an Ad Mech victory was most likely (3 Warhounds and a Shadowsword would be hard to handle with the depleted firepower left to the Tau... but not impossible I spose).

We had a short chat afterwards and both agreed that the shorter range really make the Morays much easier to deal with. All the misses with the Rail Cannons definately point to having 2 weapons so that you have some ability to compensate for lousy dice shaking. We both had a laugh about reducing the Rail Cannons to TK1. We really don't mean to offend anyone who thinks this is a good idea but this is just not playable in our opinion. Just how are the Tau supposed to deal with larger war engines with TK1 weapons. Please, we hope hope that playabilty will win out over blind faith in fluff.
I think that a 60cm range would be more appropriate but that would lead to the deaded ability to attack the enemies DZ. 45cm is probably fairer. With the shorter range guns we see no need what so ever for always popped up. My opponent really can't understand all the fuss. At 45cm, every singe race/army is going to be able to hit them easily. No need to complicate things further.

The change to turrets made them playable and not such a threat to the enemy. The only thing we found annoying about them was the 5+ save which did make a difference here. Once hit, they should die quite easily. 6+ save for us.

The 5+ Deflector save was interesting. It came into play a lot during this game because of all the Turbolaser Destructors. There were many shots that would've caused damage under the original system. Mind you, they still saved 2 hits from a Volcano cannon aswell...
We both liked the 5+ roll. It was easier and still effective.

These few changes really changed the way the Tau played. Once the Morays were in play, there was a need for maneuvering to try and protect them. This brought out units that might've stayed hidden and gave the opposition more targets than the Tau would've liked. Tetras were fun and I think I'll use them a lot more often. The FireWarrior/Broadside Cadres did shape the deployment of the Ad Mech and the Overwatch kept their half of the board clear. I think that Broadsides are better used on their own though. The 2 together on Overwatch, meant I was lothed to move them. I think I'd be more agressive with them next time.

Anyway, it was fun and as zombocom says, thats what it's all about (and I agree whole heartedly).

Next time, I'll use one Moray and mix in some airpower.

Steve.




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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 10:36 am 
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Adeptus Mechanicus
Skitarii Demi-Century + Hydra - 350
Ordinatus Majoris with Nova Cannon + Hydra BTS - 600
Basilisk artillery - 250
Sentinels - 100
Sentinels - 100
Ad Mech Cruiser - 150
Shadowsword - 200
Warhound + 2 Turbolaser Destructors - 350
Warhound + 2 Turbolaser Destructors - 350
Warhound + 2 Turbolaser Destructors - 350
Thunderbolts - 150
Thunderbolts - 150

A quick tap with a calculator tells me this is 3100 points; I know you don't think that twin-weapon fit Warhounds should pay the extra 25pts, but that only explains 75pts of the discrepancy, have you changed the price of anything else as well?


The Hero activated and fired it's shots at the Ordinatus. One shot missed (flaming 1's  :disagree: ) but the other did 3 points damage.

What removed the Ordinatus' void shields before this?




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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 12:35 pm 
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Thanks, looking forward to the other turns. And nice touch with the techy and gothic fonts in the pic!
:agree:

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 12:40 pm 
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Quote: (Irondeath @ 23 Oct. 2008, 12:35 )

And nice touch with the techy and gothic fonts in the pic!
:agree:

That is cool.  :smile:

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 12:55 pm 
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Quote: (Evil and Chaos @ 23 Oct. 2008, 17:36 )

Adeptus Mechanicus
Skitarii Demi-Century + Hydra - 350
Ordinatus Majoris with Nova Cannon + Hydra BTS - 600
Basilisk artillery - 250
Sentinels - 100
Sentinels - 100
Ad Mech Cruiser - 150
Shadowsword - 200
Warhound + 2 Turbolaser Destructors - 350
Warhound + 2 Turbolaser Destructors - 350
Warhound + 2 Turbolaser Destructors - 350
Thunderbolts - 150
Thunderbolts - 150

A quick tap with a calculator tells me this is 3100 points; I know you don't think that twin-weapon fit Warhounds should pay the extra 25pts, but that only explains 75pts of the discrepancy, have you changed the price of anything else as well?


The Hero activated and fired it's shots at the Ordinatus. One shot missed (flaming 1's  :disagree: ) but the other did 3 points damage.


What removed the Ordinatus' void shields before this?
As I said, I figured out just now that he'd given himself a free Sentinel formation. I'll fix him...
He may not have seen the 100pt increase on the Ordinatus either (although he knew about the increase in the Allies percentage allowed. We'll sort it out before the next game.

The shot caused 3 points of damage which removed 3 Void shields. I should have been clearer

My mate wants to show off his Warhound (DRM proxy) and his Ordinatus (just befor I blew it up!!!  :alien: ).

Thanks for type compliments. It took me a while to find a Gothic type that was clear at such a small size. Anyway, it's all part of the fun.

Steve.




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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 4:13 pm 
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So were you activating the turrets?

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Thu Oct 23, 2008 10:57 pm 
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We had a short chat afterwards and both agreed that the shorter range really make the Morays much easier to deal with. All the misses with the Rail Cannons definately point to having 2 weapons so that you have some ability to compensate for lousy dice shaking.


Would you still object if that shot went down to a 2+ to hit?

I ask because it's becoming clear that the Manta should definitely have only one TK(D3) shot... which leaves the Moray with twice the TK power of the Manta...

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 2:46 am 
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TRC - No we didn't bother activating a them. Didn't seem much point. If they were a larger formation with armed Turrets mixed in, that would make it interesting.

E&C - The Tau are going to have GREAT difficulty dealing with large War Engines if this present push to follow 40K stats is used.
A single attack is simply not playable at this scale. The number of Railcannons on the Manta and Moray (and AX10) should not be touched. This firepower is needed.
Fluff has to be secondary to playability in this case.
We are not in favour of changing the Manta to a Bomber either. How can it be justified that your 700+pt unit may not even appear on the board if it fails it's activation? Not going to happen.

This may seem blunt, but some of these fluffy suggestions just are not practical for game play.

Thats how we see it (not just me).
Steve.

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 3:09 am 
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Quote: (Onyx @ 24 Oct. 2008, 02:46 )

TRC - No we didn't bother activating a them. Didn't seem much point. If they were a larger formation with armed Turrets mixed in, that would make it interesting.

Surely activating them is enormously worthwhile as utterly expendible activations to increase activation count and thus out-activate the enemy?

This is the main problem with having the turrets as normal units, activation count skyrockets.

On the manta: With a 1+ init it'll definately turn up on the first turn, and if you land it then it can stay stationary on the board for the next turn if you're so worried about it not turning up.

The whole point of downgunning the manta is to make it cheaper, thus make it taken to support the army rather than being the basis of it.

AX-1-0's should be the main anti-titan weapon in the tau arsenal, and they should probably go down in price even at the current stats to encourage them to be taken (though with the current moray stats they're basically worthless).

To be perfectly honest I'm not enormously bothered if they all keep 2xTK(d3), it was just an idea to mesh more with the background and try to downgun the manta as most people had agreed on.

As long as the range is reduced to 45 i'm basically ok with the moray, and it seems in this battle that it seemed to be fine. I'm still in favour of playtesting APU though, because the stratosphere-high support craft rule just doesn't make any sense. If it's that high, it should use the plane rules, or if lower the skimmer rules, not this bizarre best of both worlds.

note that APU won't make all that much difference as long as the range is reduced to 45; as long as the moray is firing it'll be able to be shot at anyway.




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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 11:55 am 
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The whole point of downgunning the manta is to make it cheaper, thus make it taken to support the army rather than being the basis of it.

AX-1-0's should be the main anti-titan weapon in the tau arsenal, and they should probably go down in price even at the current stats to encourage them to be taken (though with the current moray stats they're basically worthless).


Two excellent points.




As an other consideration, how have hour found the Ad Mech army list lately?

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 12:16 pm 
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Surely activating them is enormously worthwhile as utterly expendible activations to increase activation count and thus out-activate the enemy?

We are talking about Turrets (not Drones). There is a difference. The Robotic Sentry rule does not allow for Turrets to be activated...
Sentry Turrets are also limited to 1 formation per 1000pts aswell (although I reckon 1/1500pts would be fairer). No spamming there.

AX-1-0's should be the main anti-titan weapon in the tau arsenal
Are there any other races/armies that rely heavily on airpower to kill Titans? Air power is not as reliable and can be easily neutralised. Not suitable as the main weapon for Titan killing (again, fluff must give way to playability).

not this bizarre best of both worlds
Of course that could also be interpreted as the worst of both worlds!
Skimmers can hide. Support Craft cannot.
Airplanes can only be targetted by AA weapons. Support Craft can be hit by anything (since most AA weapons have an AT attack and even AP weapons could put a blast marker on the Tau unit).

These are VERY valid points and are a balancing factor to the supposed advantages that must be considered.

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 12:26 pm 
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Marines have to rely on other titans to kill titans by shooting! The other option is terminator assaults but that's not easy to make work either.


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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 12:53 pm 
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Quote: (Onyx @ 24 Oct. 2008, 12:16 )

AX-1-0's should be the main anti-titan weapon in the tau arsenal

Are there any other races/armies that rely heavily on airpower to kill Titans?

No, no other armies rely primarily on air power to kill enemy Titans...

...but in the background / Warhammer 40,000 rules that is one of the main things that makes the Tau stand out.

They rely on aircraft to kill enemy Titans... the Tau fielding their own Titan-analogues in the form of the Moray is an invention of the SG Epic army list; The Tau use AX-1-0's to kill enemy War Engines, not their own Titans; They don't fight the enemy on their own terms, they bring death from above.

Air power is not as reliable and can be easily neutralised. Not suitable as the main weapon for Titan killing (again, fluff must give way to playability).

Armies are supposed to have weaknesses, and this is supposed to be one of the Tau's weak points.

The NetEA list is consistent in that where the Tau have a weakness in Warhammer 40,000/the background, something is added to fill the gap.

So the Tau don't have a way to fight enemy Titans toe-to-toe? Add the Moray to fight Reavers and upgrade the Manta so that it can fight Warlords and win.

The Tau don't have massed artillery like the IG? Add the Scorpionfish and Stingray.

The Tau don't have a Vanquisher-analgoue? Add the Swordfish.

The Tau aren't good at Close Combat? Allow their Jetpack units to avoid Close Combats.

Etc.

Armies are supposed to have weaknesses.

Marines are rubbish at long range shooting.
Orks are rubbish at undertaking certain kinds of order, and largely fail at ranged shooting.
The Steel Legion are rubbish at close combat and have no Teleport units or assault aircraft.
Eldar have paper thin armour.
Tyranids are crippled if you kill their Synapse creatures.
Necrons need their Monoliths to stay operational.
Dark Eldar crumble if you even look at them funny.
AMTL have few activations.
The Minervan IG have rubbish CC stats and no cheap infantry to hold ground.
The Death Korps of Krieg have very expensive core formations and only a limited choice of core formations.


What is the Tau's weakness?

- Average Firefight values and above-average armour values?


I'd include 'poor CC values' there, but the Tau have Special Rules to allow their important units to avoid close combats. Skimmers can firefight, Jetpackers can hop back. Only the poor Fire Warriors are left with no cool trump card.


not this bizarre best of both worlds
Of course that could also be interpreted as the worst of both worlds!
Skimmers can hide. Support Craft cannot.
Airplanes can only be targetted by AA weapons. Support Craft can be hit by anything (since most AA weapons have an AT attack and even AP weapons could put a blast marker on the Tau unit).

These are VERY valid points and are a balancing factor to the supposed advantages that must be considered.

Indeed they must be considered, but it is still a strong consensus that the Support Craft need a dramatic downgrade in power... especially as the proposed constant 5+ save against all hits is actually an upgrade against the majority of incoming firepower.

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