Another game against Tau, I hope people are not getting board! I'll try and play against a different army for the next report, promise!
The Armies:Black Buzzards (DE)A few list changes, I wanted to try a more melee centric Archon for a change, to see if it could work with the rest of my list. As a result I needed a more offensive bodyguard so opted for some wyches.
HQ
Archon, shadow field, huskblade, soul trap
TROOPS
9 Wyches
Raider
10 Warriors, splinter cannon
Raider
10 Warriors, splinter cannon
Raider
10 Warriors, splinter cannon
Raider
FAST ATTACK
9 Reavers, 3 blasters, arena champion, venom blade
9 Reavers, 3 blasters, arena champion, venom blade
HEAVY SUPPORT
Ravager
Ravager
Tau Empire (TE)HQ
Ethereal
ELITES
Riptide, twinlinked smartmissile system, stimulant injector,early warning override
Riptide, twinlinked smartmissile system, stimulant injector,early warning override
TROOPS
11 Firewarriors
Devilfish, disruption pod
11 Firewarriors
Devilfish, disruption pod
11 Firewarriors
Devilfish, disruption pod
FAST ATTACK
5 Marker drones
5 Marker drones
HEAVY
Hammer head, ion cannon, smart missile system, disruption pod, blacksun filter
Hammer head, ion cannon, smart missile system, disruption pod, blacksun filter
Mission: The Emperors Will
Deployment: Dawn of War
Night Fight on first turn: No
First Turn: TE
Warlord Trait DE: Master of the Ambush (Sigh...)
Warlord Trait TE: Through Unity, Devastation. (one use - all units within 12" re-roll 1s to hit)
Combat Drugs: Serpentine (+1WS)
ObjectivesMy opponent placed his objective first, and I mirrored his objective.
Deployment:My opponent won the role off and decided to go first as first blood is really important in the Emperor's Will mission. He castled centrally with a large piece of terrain (the bunker on his left) protecting his flank. I spread out, hiding my Archon's raider out of sight on the left and the two ravagers out of sight on the right. I deployed the reavers so that they would at least get a 5+ cover save and be out of range of the markerlights and the riptide smartmissile systems.
Note Riptides are represented by Forgefiends as there was no appropriate model.Turn 1 (TE):The vehicles shuffled to get their jink saves, the devilfish turboboosting 1" to get their 3+ cover save. The Archon's raider and the ravagers were out of sight of the four tau ion cannons. The reavers were out of range of the marker drones. The left marker drones fired at the warriors on the left of the centre island scoring two hits. The left hammer head fired a cover ignoring ion large blast at the warriors on the left of the centre island, getting a hit, and killing four. The right marker drones fired at the warriors on the right of the central island also scoring two hits. The right hammer head fired a cover ignoring ion large blast at the warriors on the right, getting another hit, and killing five. This blast also clip the raider near the warriors making it explode! The Riptide on the left fired at the raider on the left destroying it. The other riptide fired at the raider on the right and managed to glance it twice. One of the warrior squad broke and fell back 6".
The drones shuffled behind the vehicles, and the riptides tried to get into a better firing position.
Turn 1 (DE):The warriors rallied and moved into cover, the other warriors spread out. The ravagers and the raider on the right move forward and fire all their lances into the Ethereals devilfish destroying it. The explosion kills 4 fire warriors, one was even saved by the 6+FNP from the ethereal. The explosion hit all the marker drones killing two, the survivors passed their leadership test thanks to the ethereal being within 12". The Reavers on the left bladevane the ethereal and his squad killing them all, earning them two pain tokens. The other reavers moved up to pressure the tau. Whilst the Archon and his raider moved flat out toward the riptides. The splinter cannon from the warriors on the left fired into one of the riptides but failed to damage it.
Turn 2 (TE):Everything shuffled away from the dark eldar threat, firewarriors disembarking into rapid fire range, and vehicles moving to make sure they got their jink save. The two riptides used their nova reactors, and both passed the 3+ doubling their smartmissile shots. Both fired into the central reavers killing all nine of them (scary stuff). The fire warriors on the far right rapid fired the reavers with a pain token killing three. Their devilfish fired into the same reaver but failed to kill any. The squad of three marker drones fired at the reavers but missed. The other squad of marker drones managed to get two hits on the Archons raider. The left most hammer head used the marker tokens to ignore cover and fired into the Archon's raider making explode, the Archon used his shadow field to save four out of the five wounds inflicted by the explosion, meaning only one wych died. The other hammer head fired into the wyches however the large blast from its ion cannon only hit two. Its combined fire with its snapfiring smart missiles killed a single wych. The fire warriors near buy and their devilfish fired into the Archon and his wyches, killing all the wyches leaving the Archon standing alone.
The marker drones moved into position so they could lend support fire to the fire warriors. One of the riptides moved to block the reavers from charging the fire warriors on the right. The other riptide moved as far away from the archon as possible whilst still being in supporting fire range of the firewarriors.
Turn 2 (DE):The warriors on the left killed two marker drones with their splinter cannon forcing the drones to flee off the board. The ravagers and the raider fired into rightmost devilfish destroying it. The reavers moved and shot the fire warriors killing four, they then multi charged the survivors and the riptide, smart missile overwatch kills one reaver. The reaver kill three warriors, the riptide and the warriors fight back but fail to kill any due to needing to hit on 5s (from the +1WS drug). The Reaver win combat by three, the riptide and the warriors flee, both getting cut down (not being fearless is rough for the riptide). The reavers consolidated away from the fire warriors. The archon charged the other riptide, and survived the supporting overwatch from the fire warriors. However the combat was fruitless on both sides.
Turn 3 (TE):The hammer heads shuffled back. One firing into each ravager, destroying one, and stunning the other. The marker drones got a hit on the reavers. The firewarriors moved away from the reavers fired into the reavers with the devilfish, killing four. The riptide tried to use it's nova reactor but it failed. The Archon managed to inflict one wound, which thanks to instant death and being AP2 bypassed the riptides armour save and FNP. The riptide failed its invulnerable save and crumbled to dust, the Archon managed to trap it's soul doubling his strength.
Turn 3 (DE):The splinter cannon on the left fired at the fire warriors killing one. The five warriors on the right embarked on the raider near by. The raider moved forward and the warriors fired into the drones killing two. The raider fired its dark lance at the same drones but missed. The reaver bladevaned the last drone killing it. The Archon charged the warriors, overwatch failed to hurt him. He killed four fire warriors, the fire warriors in turn failed to hurt him, they fled combat and were cut down.
Turn 4 (TE):The hammer heads forwent their movement and fired everything into the Archon, a smartmissile managed to short his shadow field and the devilfish finished him off.
Turn 4 (DE):The ravager fired into one of the hammer heads immobilising it. The raider with the warriors inside moved flat out behind the line of sight blocking tank by the home objective. The reaver moved flat out to hide behind the home objective too.
Turn 5 (TE):Night didn't fall. The immobilised hammer head fired at the ravager, destroying it. The devilfish moved flat out to close on the warriors on the home objective. The other hammer head moved towards the warriors on the objective and killed three with its smart missiles. Thankfully the warriors didn't flee.
Turn 5 (DE):The central warriors ran for the objective. The reaver trubo-boosted to the right side of the table.
Turn 6 (TE):The game didn't end, and night still didn't fall! The hammer head killed four warriors and the survivors run off the board! The other hammer head killed two warriors in the open. The devilfish moved up and killed the rest of the warriors in the open.
Turn 6 (DE):The Warriors disembark from the raider onto the objective. The reaver navigated around the terrain on the right.
Turn 7 (TE):The game still didn't end! The devilfish and the immobilised hammer head fired into the warriors killing two despite them going to ground. The other hammer head fired its smart missiles at the warriors killing the last three!
Turn 7 (DE):The reaver turbo-boosted for line breaker winning the game by a single victory point! Dark Eldar victory!
DE VPs: 3 (line breaker, slay the warlord, Ethereal)
TE VPs: 2 (first blood, slay the warlord)
OverviewWell that was fun!
It was always going to be a tough game for me going second in The Emperors Will. The tau could get first blood, sit on their objective and at least force a draw (or a win depending on line breaker).
Dark Eldar are all about knowing when to be aggressive. When I managed to take out the Ethereal Devilfish I knew there was no better time. I needed that Ethereal dead, he could give all fire warriors within 12" an extra shot at rapid fire range, he created a leadership 10 bubble that would keep everything on the table (in particular the marker drones) and he was worth an additional victory point. The size of the devilfish and the casualties from the vehicle explosion had created a pocket for my reavers, it was time to strike! With the head of the Tau army cut off, I was in a position to put the rest of the army under pressure even if it meant taking heavy casualties, something would get through. With the tau army so bunched up they couldn't escaped. So charging in the other reavers and the Archon seemed like the right thing to do. Though with the Ethereal dead I could have opted to play defensively, though there would be no guarantee I would be able to outlive the tau firepower.
Speaking of bunching up I'm not sure castling was the most sensible thing to do, it gave me a lot of freedom in deployment. I could keep my reavers out of markerlight range and hide my Archon's raider. It also meant I could chose the time and the place of the engagement. If my opponent had spread out, his range and fire power would have severely limited my deployment options.
I think the last few turns of the game showed the importance of not assuming the game will end on turn 5, or 6 for that matter. I had my backup turn 6 raider with warriors in case I lost the squad on the objective. I had my backup turn 7 linebreaker reaver in case I lost all my troops. It pays to have safeties like that if you can afford too.
The downside of the Supporting fire special rule, is it encourages Tau to bunch up leaving them vulnerable to multicharges.
Riptides are interesting, but suffer from not being fearless. If you can get the multicharge on them and a squishy unit like firewarriors they are in serious trouble (
Guide to Multicharging). He's not a character either so he can't single out your venom blades in challenges.
Drones that come with vehicles are none scoring/non denial units so can never get linebreaker, something worth remembering.
For a insight into the Tau mindset check out this thread (
Tactics for taking on the Dark Eldar?).
Hope you enjoyed the report!