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3K Tyranids (10.2) vs Tau, round 2

 Post subject: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 11:08 am 
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Report up finally, different styles of armies this time around and better performance by the Tau. Enjoy!

http://hordesofthings.blogspot.co.nz/20 ... und-2.html

6 Carnis, 6 Haruspex, 6 Exocrine and a Hierophant!
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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 1:12 pm 
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Thanks for sharing. A great read especially with insight from both players perspective.

Code:
(Note in hindsight we played this slightly wrong moving some units with high speed 10cm when they should only go 5cm because this counts as countercharging rather than charging).


This actually sounds like it was played correctly

Quote:
1.12.4 Counter Charges

...Defending units that are not already in base contact with an enemy unit are allowed to counter charge. Units with a speed of 30cm or more may make a counter charge move of 10cm. Units with a speed of 25cm or less may make a counter charge move of 5cm...


cheers


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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 1:21 pm 
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Great report, love the pics, minis, setup etc etc. ta for sharing.

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 2:24 pm 
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Thanks Markco.

As a heads up, WE's get an invulnerable save for each point of damagae, not for each hit:

Quote:
Q: How do Invulnerable Saves affect Titan Killer weapons? Do you save once or for each hit?

A: According to 2.2.9 and 3.2.5 Titan Killer hits that potentially do multiple points of damage only roll for multiple hits against War Engines. Against a normal unit, that means there is only one TK hit to save against and a single Invulnerable saving throw would therefore protect the unit. For a War Engine, each point of damage is saved against as if it were a separate hit.


The AX10s not activating twice hurt, I think they would have been able to take out the Dom turn 1 and would the Heiro in turn 2.

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 8:36 pm 
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Borka wrote:
Thanks for sharing. A great read especially with insight from both players perspective.

Code:
(Note in hindsight we played this slightly wrong moving some units with high speed 10cm when they should only go 5cm because this counts as countercharging rather than charging).


This actually sounds like it was played correctly

Quote:
1.12.4 Counter Charges

...Defending units that are not already in base contact with an enemy unit are allowed to counter charge. Units with a speed of 30cm or more may make a counter charge move of 10cm. Units with a speed of 25cm or less may make a counter charge move of 5cm...


cheers


Cheers Borka, and yeah that's what we thought, but see here:
viewtopic.php?f=69&t=18419

Q: Do Infiltrators get double movement if they counter charge?
A: No. The double movement is only when the Infiltrator charges.

Personally I think it is that is probably bit of a silly and unnecessary ruling, and one more thing you shouldn't have to remember as it breaks the Epic Armageddon design principle of avoiding exceptions except where reallly necessary. Could be ignored I guess.

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 8:38 pm 
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Dave wrote:
Thanks Markco.

As a heads up, WE's get an invulnerable save for each point of damagae, not for each hit:

Quote:
Q: How do Invulnerable Saves affect Titan Killer weapons? Do you save once or for each hit?

A: According to 2.2.9 and 3.2.5 Titan Killer hits that potentially do multiple points of damage only roll for multiple hits against War Engines. Against a normal unit, that means there is only one TK hit to save against and a single Invulnerable saving throw would therefore protect the unit. For a War Engine, each point of damage is saved against as if it were a separate hit.


The AX10s not activating twice hurt, I think they would have been able to take out the Dom turn 1 and would the Heiro in turn 2.


Ah yes you're right somehow I forgot that too. Mixed up after all these years of variations on the rules...

And yes the activation failures really hurt the Tau badly in this game.

Anyway thanks for the comments guys.

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Wed Jan 22, 2014 10:53 pm 
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Your report are brillant! Sir. Thanks for sharing.
And gorgeous army too!

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Thu Jan 23, 2014 11:05 am 
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Dave wrote:
As a heads up, WE's get an invulnerable save for each point of damagae, not for each hit:

Quote:
Q: How do Invulnerable Saves affect Titan Killer weapons? Do you save once or for each hit?

A: According to 2.2.9 and 3.2.5 Titan Killer hits that potentially do multiple points of damage only roll for multiple hits against War Engines. Against a normal unit, that means there is only one TK hit to save against and a single Invulnerable saving throw would therefore protect the unit. For a War Engine, each point of damage is saved against as if it were a separate hit.


Hrm, I don't think I've used a WE with an invulnerable save, but I've always played it that you only get one save with a holofield. This makes sense to me - if the holofield save is successful it means the attack actually missed. It also makes sense to me for permanent (invulnerable) saves to work that way. In my mind these either deflect the shot or they don't - in contrast to void shields, which I imagine being overwhelmed with more powerful shots and potentially only blocking "some" of the power.

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 Post subject: Re: 3K Tyranids (10.2) vs Tau, round 2
PostPosted: Thu Jan 23, 2014 9:04 pm 
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Kyrt wrote:
Dave wrote:
As a heads up, WE's get an invulnerable save for each point of damagae, not for each hit:

Quote:
Q: How do Invulnerable Saves affect Titan Killer weapons? Do you save once or for each hit?

A: According to 2.2.9 and 3.2.5 Titan Killer hits that potentially do multiple points of damage only roll for multiple hits against War Engines. Against a normal unit, that means there is only one TK hit to save against and a single Invulnerable saving throw would therefore protect the unit. For a War Engine, each point of damage is saved against as if it were a separate hit.


Hrm, I don't think I've used a WE with an invulnerable save, but I've always played it that you only get one save with a holofield. This makes sense to me - if the holofield save is successful it means the attack actually missed. It also makes sense to me for permanent (invulnerable) saves to work that way. In my mind these either deflect the shot or they don't - in contrast to void shields, which I imagine being overwhelmed with more powerful shots and potentially only blocking "some" of the power.


Yes the holofield thing is probably what confused me, would be nice if the two rules were consistent perhaps... though I can see it being ok for the invulnerable saves to work differently too.

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