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really large test game 2500 pts
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Old 15 Nov 2008, 01:00   #1 (permalink)
Shas'La
 
Join Date: Nov 2006
Posts: 344
Default really large test game 2500 pts

OK test done. Super slaughter against the demons. Heres what I played with. Game was Capture and Control, Spearhead played on the 6x4 Forest Bastion table in VASSL

Shas'el
-Double barreled Plasma Rifle 40 pts
-Advanced Shield Generator - unit gains 4+ inv. 35 pts
-CIB,HWMT,HWDC w/ Marker, shield Drone
190 pts

Ethereal - removed Inspiring Presence added Advisers, HWDC w/ 2 shield drone
- (20)Earth Immobilized and Weapon Destroyed repair on 6+
- (30)Air 2 reserves in on a 2+ but not allowed to roll or use ability next turn
- (25)Fire May upgrade 1 FW squad to Elite with BS4 but Standard guns at +2pts/mod, RF/A1 weapons, does not count as scoring
- (50)Water For each reserve roll the opponent make, roll a d6, on a 5-6 the reserve is delayed 1 turn, can not block the unit a second time.
205 pts

Elite 1 - 12 Advanced Fire Warriors w/ Shas'ui (BS4) Bonded (free)
144 pts

Elite 2 - 3 Crisis w/ 'Vre (BS+1)
1 - Double Barreled Plasma, Flamer, Shield Gen
2 - TL Plasma Rifle, Shield Gen
3 - TL Plasma Rifle, Shield Gen
249 pts

Elite 3 - 3 Crisis w/ 'Vre (BS+1)
1 - Advanced Shield Gen (unit 4+), FB, Flamer
2 - FB, Flamer, MT
3 - FB, Flamer, MT
208 pts

Troop 1 - 12 FW w/ 'ui bonded Pulse Rifle H2
135 pts

Troop 2 - 12 FW w/ 'ui bonded Pulse Carbine A2
135 pts

Troop 3 - 8 Pathfinder w/ 'ui bonded Pulse Carbine 8xMT A2
Warfish
216 pts

Troop 4 - 8 Pathfinder w/ 'ui bonded Pulse Carbine 8xMT A2
Warfish
216 pts

Fast 1 - Vespid x8 +Strain Leader
Add (2x)rending, weapon changed to Neuron Blaster Tmp Str 4 AP 3
150 pts

Heavy 1 - 3 Broadsides w/ 'Vre 3 Shield Gen, HWDC w/ 2 Shield Drone
320 pts

Heavy 2 - Rail Head full load out, Gun Drones
170 pts

Heavy 3 - Sky Ray full Load out, SMS (changed to Heavy d6, transports 8)
150 pts

EDIT: The Demon army in question is the same demon army that did so well on the east coast 'ard boyz. Granted I don't know the in's and out's of the army, but every other time i played with them they cleaned me out. http://forums.tauonline.org/index.php?topic=73469.0 I hate demons,m but i love this army. simple and very effective.

Over all the game went very smoothly for the Tau. I left the Cmdr, both Crisis squads, 1 Pathfinder and the Vespid in Reserve. Tau went first and Didn't move.

Demon Assault was Fateweaver, 14 Bloodcrushers in 2 groups, and all 3 Soul Grinders. One Bloodcrusher unit scattered off the table and was destroyed. Shooting - Only 2 Grinder were in range and both missed. Fateweaver hit the HH, but failed to get past the armor.

Turn 2, the Ethereal called in the Vespid and the Plasma Rifle Suits. Both deep struck in sight of a Beacon fish and nothing bad happened. Shooting was amazing. The Vespid landed 3 bugs with in Template Range and scored 4 kills on the bloodcrushers. The Crisis suits shot at the same and took out another 2. Sky Ray shot 3 seekers at one Grinder but failed to score more then 11 dmg. HH took a shot at another Grinder and Stunned it. The 3 Broadsides blew up the 3rd Grinder.
Assault phase was fun. The Vespid charged the final Crusher and got 4 rending of which it failed 3 saves.

Turn 2 Demon - the demon called in 4 units, but somehow the water caste delayed: 10 Pink horrors and 12 bloodletters. While 24 bloodletters in 2x12 came in. Shooting was pathetic with only the Fateweaver blowing up the HH. Nothing in assault range.

Turn 3 Tau - Broadsides immobilize 1 Soul Grinder, Sky ray drops 6 seekers into the last grinders back and do squat. The A2 warriors FoF bloodletters and with Pathfinder support wipe them out. Vespid Jump close to the other bloodletters and unleash hell. 31 hits, 22 wounds. 9 wounds were re-rollable due to fateweaver, but the remaining wounds still wiped them out. Then Fateweaver was forced to make 5 Ld tests passing all but the last, so he ran away too. Game Over


Over all, pathfinders did Klkn with markerlights. No single unit ever got more then 1 light. The A2 on them was amazing. Never got to shoot the H2, nothing in range could be hurt (soul grinders).

I kept the points the same on the Vespid, in retrospect I should have jack this up by at least 5 each. Even lowering the str they were evil.

The abilities I gave the pope were amazing and i thought pretty good cost too, thought the Water may be a little low.

For the Crisis, they all gained +1BS with no option to get target array. Also, all special wargear was available to the suits, but with the restriction of 1 piece per unit.

If you have any questions about my tests, let me know.
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Old 15 Nov 2008, 04:00   #2 (permalink)
Shas'La
 
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Default Re: really large test game 2500 pts

Looks pretty good so far. I've been thinking of the advisor thing for the ethereal also, but I looked at it from a bit of a different perspective. I think my thinking is a bit tainted by the new Space Marine book.
Kept the inspiring presence and price of failure on the ethereal.
Air-each turn (possibly only with no movement), with a 4+, orbital strike on a unit with markerlight token (using up the token). I was thinking a weakened strike, like a Str 7 AP3, kind of like from an ion cannon.
Earth- 4+ invulnerable to the squad, and possibly the bolster defenses rule. Because if a marine's tech can fix up defenses, Tau should be able to make a fortress.
Water- on 4+ target unit within 24" is moved d6". (I really hate Lash of Submission, and this feels a bit more balanced, and along the lines of the Deceiver)
Fire- units within 18" use his leadership (10, he is a retired Fire Caste commander), and possibly the ability to take a wound for the ethereal, like inquisitorial acolytes do, to protect the ethereal from things such as Tellion and vindicares.

Either way, still a very great summary, though I wonder about the balance on a few things, most of which you named (Vespid), but otherwise, really great work.
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Old 15 Nov 2008, 04:15   #3 (permalink)
Shas'La
 
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Default Re: really large test game 2500 pts

Thanks. I love those vespid, but they are way too over powered.

Quote:
Originally Posted by auxiliary priest
Kept the inspiring presence and price of failure on the ethereal.
Air-each turn (possibly only with no movement), with a 4+, orbital strike on a unit with markerlight token (using up the token). I was thinking a weakened strike, like a Str 7 AP3, kind of like from an ion cannon.
I thought of something like this too, but I didn't want to just be a weaker marine copy-cat. So i decided to go with something different and a little flair.
Quote:
Originally Posted by auxiliary priest
Earth- 4+ invulnerable to the squad, and possibly the bolster defenses rule. Because if a marine's tech can fix up defenses, Tau should be able to make a fortress.
The only issue I see with this is that the Tau battle doctrines tell the Tau that ground is worthless until the enemy is dead. They don't like to hold "suicide" lines. Actually earth was the hardest one for me to think of.
Quote:
Originally Posted by auxiliary priest
Water- on 4+ target unit within 24" is moved d6". (I really hate Lash of Submission, and this feels a bit more balanced, and along the lines of the Deceiver)
Kinda like this one. Where does Lash come in? I've at elast flipped through most of the books and I don't remember seeing it...
Quote:
Originally Posted by auxiliary priest
Fire- units within 18" use his leadership (10, he is a retired Fire Caste commander), and possibly the ability to take a wound for the ethereal, like inquisitorial acolytes do, to protect the ethereal from things such as Tellion and vindicares.
That's a pretty good one too. But I have a similar function on my sommanders, whci I just realized I forgot to write down! So here that is:
Shas'O - High Command, all Tau units including Vespid are allowed to re-roll failed morale tests.
Shas'el - Commander, all Tau units, including Vespid, with n 12" are allowed to re-roll failed morale tests
I realize that this takes away from what the Ethereals do now, but we don't really use them anyways.
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Quote:
Originally Posted by enderwiggin
you should know by now GW likes to do it backwards... "Mr. Tank driver, drive me closer so I can hit it with my sword!"
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Old 15 Nov 2008, 04:37   #4 (permalink)
Shas'Vre
 
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Default Re: really large test game 2500 pts

i think the lash thing sounds cool, the water cast could have tricked them into moving or something...
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Old 15 Nov 2008, 05:08   #5 (permalink)
Shas'La
 
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Default Re: really large test game 2500 pts

The Lash is the Slaanesh psychic power from Chaos Space Marines, and its a pain in the neck, especially since we have 0 psychic defense right now. I understand the ability for commanders to give re-rolls, but I kind of like it on the ethereal to make them a bit more useful. I figured giving a hard-wired command-link drone ability to somebody nearby would double the effectiveness of the ethereal's power, allowing the commander of the army more free reign to engage in the battle. I see what you mean about the Earth caste advisor, but while ground isn't as relevent, the Tau should have some nifty devices to help protect the troops, and make them a bit safer.
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Old 18 Nov 2008, 22:12   #6 (permalink)
Shas'O
 
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Default Re: really large test game 2500 pts

Wow, you really tested a huge smattering of things eh?


How did the advisors role of the Ethereal work out?
The advanced Shield generator?
Is the double-barreled plasma rifle the same as Ry'myr's?

That's all for now. I'm sure more will pop up. ;D
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Old 19 Nov 2008, 01:58   #7 (permalink)
Kroot Shaper
 
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Default Re: really large test game 2500 pts

Looks like the game was over before the commander with the advanced shield generator came on.

Advanced shield gen looks cheap for what it can do. Mostly due to the fact that you could take it on the commander, have said commander join, say.... a full kroot squad, and suddenly you have a huge squad with invulnerable saves for less than 2 points per model. In a full XV8 squad it frees up 2 hard points and saves 25 points. I would suggest one or more of the following:
  • upping the point value
  • making it an invulnerable save vs shooting only (a field that expands to protect a unit probably wouldn't do much good in mixed melee after all)
  • have it as "special issue" as currently defined in the codex
  • limit the number of models that can benefit
  • have it work for a certain radius actually, that would allow for multiple squads to get invulnerable saves, which I don't think would be a good idea

How do advisors work? Are they actual units, or just abilities added to the ethereal? The abilities seem reasonable, and for the most part ok.
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Old 19 Nov 2008, 02:05   #8 (permalink)
Shas'O
 
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Default Re: really large test game 2500 pts

Quote:
Originally Posted by MalteseFalcon

Advanced shield gen looks cheap for what it can do. Mostly due to the fact that you could take it on the commander, have said commander join, say.... a full kroot squad, and suddenly you have a huge squad with invulnerable saves for less than 2 points per model.
Very good point!
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Old 19 Nov 2008, 03:18   #9 (permalink)
Shas'La
 
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Default Re: really large test game 2500 pts

What are the conclusions of your testing?

Or is it too soon to draw any conclusions? Though it does seem to me that 'slaughter' sums it up nicely.
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Old 19 Nov 2008, 04:21   #10 (permalink)
Shas'La
 
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Default Re: really large test game 2500 pts

Is their something worse then slaughter? If so, that's what it was.

The testing on the shield and rifle (which is Rym'r's) Was nonexistant. Never had a chance to use them. I'll rip out another game friday and start with the bugger on table.

I do have a restriction on them, it was 1 model per squad for any special. So one squad could not take both a advanced rifle and shield gen. I think i would change it to in coming fire only, though for now I do want it to cover the squad. Maybe I'll jack it up to 40 pts as well.

The Advisers were a wet dream to tell the truth. After I get the points stabilized I will play with one in ever house game I'm allowed too. Particularly I loved the Water (roll to counter reserves) and the Air ( 2 units from reserve, no roll next turn). The fire was ok, the elite Fire warriors are fun to play with, but nothing special, and I never got to use the Earth Adviser.

It nice to test out single items just to see how they handle, but to get a real feel for something broken, you have to play it with everything involved. So yeah, lots of items and new stuff to remember!
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For the Hero, there is no Death. For the Coward, there is no Life."
Quote:
Originally Posted by enderwiggin
you should know by now GW likes to do it backwards... "Mr. Tank driver, drive me closer so I can hit it with my sword!"
Hope. This is not a plan. This is not a solution. It is reaction.
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