14 thoughts on “Guest Video Bat Rep: Taudar vs. Chaos”
This is the weakness of just about every Tau army. The troops are always easy outs.
The Oblits fit with the list if you deep strike them. Take and instrument with your Horrors and you can pull them through with reserve rolls, essentially giving you a reroll to get them in on turn 2. That way, they’re in the enemy’s face at the same time as everything else.
Good Batrep! I was surprised Chaos got the Win after i saw the terrain set up, looked like it was no mans land in the middle lol. I think the Tau def needs to beef up the triops, maybe adding a guardian blob or couple more jet bikes.
This is for the Taudar, couple of things. When going second keep your jet bikes way way back. they have one job and its turbo boosting turn 5. Remeber you have 48 inches to move. Otherwise those three man units get shot to nothing.
As far as a seer council. I would be reluctant to do the jetseer version for your list. You dont have the ability to get the 2++ with taudar and they really need it, because you tend to stick them way out there. I might instead go with the Spiritseer version. It means that you have to run Iyanden but for 70 points you are in essence getting two warlocks that cant kill themselves. They are also LD9 and thats more powers going off. Personally I think it would be halarious to run 4 or 5 with a riotide and a commander with as many drones as you could get. Even though they dont have jetpacks you can get Quicken. I have had a run plus 9 before. I have also run mine in a blob of guardians, its silly. I have had guardians with 2+ rerollable armorsaves. Even without that, you have a very large, very mobile cheap (for the wounds) deathstar. Imagine that same run +9 and battlefocus on a fearless blob with 40 or so Mini-rending shots. Not to mention some serious boom boom from the seers.
I would prob go with the GU blob or a full DA squad as too get some more troops on the board, depending on your points. Granted that they dont have the hella-turbo boost, but a 20 man blob can cover some serious ground and hit VERY hard. Do not underestimate the fury of the common elf when his back is to the wall.
So let me gather my thoughts here and list options:
Jeetseer with SS (55 pts)
Spiritseer (70)
GU 20 man blob (without platform) (180)
DA without exarch (130)
Wraithblades/guard (160)
Those are your seer/troop options. Alternatively you can run the GU blob with Warlocks for a cheaper but still effective option and still keep the Farseer. Pro tip, if you go with any seer council, keep the Knight close when you have renewer; healing him is pure win.
If you are looking for a cheap nasty DeathStar and keep the bikes and farseer (i would still think about a few warlocks for the bikes to get conceal); look at Harlequins. They take some finesse, but are super nasty. You cant charge them down the center of the board by themselves. They are however a very nasty countercharge/flanking unit. I try to keep mine about 200 points a troupe, the two SCs I get are the Shadowseer (must have) and Deathjester. The Viel of Tears is pure win. Just make sure that you run kisses on your nilla guys. Also if you are looking for a solid countercharge unit that dosnt take up a troops choice, bansees in this case are a solid option….scorpions might be better.
The reason I caution against the jetseer is that you have to invest heavily in them to make them truley work. I am talking 6-8 locks and at least one FS. Most seercouncils are running two and the Barron but you dont have that option. For 200 or so points you are just getting a few guys and the chances or getting that needed protect or fortune are not as certain. Those two powers are NEEDED for a jetseer to work. In all likleyhood you would be tossing points into the garbage, unless you go full eldar with tau allies and the tau DS. Even then you are stretching it thin (that dataslate is spendie).
Ok I have one more idea for you. Shinning spears. I have had super good success with these guys provided you play them right. Do not try to get into CC by turn 2. Think more late game, 3 and on. Give yourself a few turns of shooting and see where they are needed, then go annialate stuff. At 35 points you are getting a AP3 shot (very close range) and AP3 on the charge, skilled rider and a jetbike. Take the Exarch with a starlance and Hit and Run, and put your farseer with them. Have atleast 6 bikes with the FS. Pray you get fortune, you have move through cover and you hop from cover to cover getting a 2 up cover save taht you can reroll as you move torward your victims.
I hope that helps and let me know if you have any questions or think I am completely off my rocker.
I think the Oblits work well with your list. They provide a nice shooting aspect that can change up tactics depending on what their targets are.
I agree that they might be best suited to being deep struck in. I like to drop them in the back or midfield, let them shoot some stuff up and soak up fire while the rest of your army closes the gap.
Not sure about points difference off the top of my head, but maybe swap a unit of horrors for daemonettes for their faster run to come on the board and grab back/mid field objectives?
Great batrep, thanks for making it. All you guys need is a MegaMat! lol
You guys are saying that 2nd riptide is < 2nd Skyray?
maybe it's a requisite of the date thingy…
I thought the 2nd skyray was a bit excessive. If you need more marker lights throw a few on the missilesides.
Chaos! Awesome balanced list. I wouldn't drop the Bleets, I'd just get the troop shitter out earlier.
Both of you great game, great batrep. Thanks much!
FYI I don’t think Seer council fits into this list, point wise at all. you’d have to change to Eldar Primary(2nd farseer is necessary IMHO). you’re wraithknight is the get into a big fight unit. I He just has to avoid force wea(pons and tarpits.
If you must get rid of 2nd Riptide then I’d try to combine both squads of bikes into one and add 5 dire avengers and their wave serpent with scatter lasers and holofields.
Very well played by the Chaos player. Good job man. That is a really hard matchup for you as I am sure you know. Big props, and respect, dispite my Loyalist hatred of the Great Enemy.
This is the weakness of just about every Tau army. The troops are always easy outs.
The Oblits fit with the list if you deep strike them. Take and instrument with your Horrors and you can pull them through with reserve rolls, essentially giving you a reroll to get them in on turn 2. That way, they’re in the enemy’s face at the same time as everything else.
Good Batrep! I was surprised Chaos got the Win after i saw the terrain set up, looked like it was no mans land in the middle lol. I think the Tau def needs to beef up the triops, maybe adding a guardian blob or couple more jet bikes.
I love how casually he mentions he beat cancer. Hell yea man.
Yeah, that’s awesome, F cancer!
Thoughts and prayers for the guy for full remission.
He made his constitution save!
That’s know as a Fortitude save 🙂
Oh yeah, haha, that one!
This is for the Taudar, couple of things. When going second keep your jet bikes way way back. they have one job and its turbo boosting turn 5. Remeber you have 48 inches to move. Otherwise those three man units get shot to nothing.
As far as a seer council. I would be reluctant to do the jetseer version for your list. You dont have the ability to get the 2++ with taudar and they really need it, because you tend to stick them way out there. I might instead go with the Spiritseer version. It means that you have to run Iyanden but for 70 points you are in essence getting two warlocks that cant kill themselves. They are also LD9 and thats more powers going off. Personally I think it would be halarious to run 4 or 5 with a riotide and a commander with as many drones as you could get. Even though they dont have jetpacks you can get Quicken. I have had a run plus 9 before. I have also run mine in a blob of guardians, its silly. I have had guardians with 2+ rerollable armorsaves. Even without that, you have a very large, very mobile cheap (for the wounds) deathstar. Imagine that same run +9 and battlefocus on a fearless blob with 40 or so Mini-rending shots. Not to mention some serious boom boom from the seers.
I would prob go with the GU blob or a full DA squad as too get some more troops on the board, depending on your points. Granted that they dont have the hella-turbo boost, but a 20 man blob can cover some serious ground and hit VERY hard. Do not underestimate the fury of the common elf when his back is to the wall.
So let me gather my thoughts here and list options:
Jeetseer with SS (55 pts)
Spiritseer (70)
GU 20 man blob (without platform) (180)
DA without exarch (130)
Wraithblades/guard (160)
Those are your seer/troop options. Alternatively you can run the GU blob with Warlocks for a cheaper but still effective option and still keep the Farseer. Pro tip, if you go with any seer council, keep the Knight close when you have renewer; healing him is pure win.
If you are looking for a cheap nasty DeathStar and keep the bikes and farseer (i would still think about a few warlocks for the bikes to get conceal); look at Harlequins. They take some finesse, but are super nasty. You cant charge them down the center of the board by themselves. They are however a very nasty countercharge/flanking unit. I try to keep mine about 200 points a troupe, the two SCs I get are the Shadowseer (must have) and Deathjester. The Viel of Tears is pure win. Just make sure that you run kisses on your nilla guys. Also if you are looking for a solid countercharge unit that dosnt take up a troops choice, bansees in this case are a solid option….scorpions might be better.
The reason I caution against the jetseer is that you have to invest heavily in them to make them truley work. I am talking 6-8 locks and at least one FS. Most seercouncils are running two and the Barron but you dont have that option. For 200 or so points you are just getting a few guys and the chances or getting that needed protect or fortune are not as certain. Those two powers are NEEDED for a jetseer to work. In all likleyhood you would be tossing points into the garbage, unless you go full eldar with tau allies and the tau DS. Even then you are stretching it thin (that dataslate is spendie).
Ok I have one more idea for you. Shinning spears. I have had super good success with these guys provided you play them right. Do not try to get into CC by turn 2. Think more late game, 3 and on. Give yourself a few turns of shooting and see where they are needed, then go annialate stuff. At 35 points you are getting a AP3 shot (very close range) and AP3 on the charge, skilled rider and a jetbike. Take the Exarch with a starlance and Hit and Run, and put your farseer with them. Have atleast 6 bikes with the FS. Pray you get fortune, you have move through cover and you hop from cover to cover getting a 2 up cover save taht you can reroll as you move torward your victims.
I hope that helps and let me know if you have any questions or think I am completely off my rocker.
I think the Oblits work well with your list. They provide a nice shooting aspect that can change up tactics depending on what their targets are.
I agree that they might be best suited to being deep struck in. I like to drop them in the back or midfield, let them shoot some stuff up and soak up fire while the rest of your army closes the gap.
Not sure about points difference off the top of my head, but maybe swap a unit of horrors for daemonettes for their faster run to come on the board and grab back/mid field objectives?
Great batrep, thanks for making it. All you guys need is a MegaMat! lol
congrats on your victory over cancer!
You guys are saying that 2nd riptide is < 2nd Skyray?
maybe it's a requisite of the date thingy…
I thought the 2nd skyray was a bit excessive. If you need more marker lights throw a few on the missilesides.
Chaos! Awesome balanced list. I wouldn't drop the Bleets, I'd just get the troop shitter out earlier.
Both of you great game, great batrep. Thanks much!
FYI I don’t think Seer council fits into this list, point wise at all. you’d have to change to Eldar Primary(2nd farseer is necessary IMHO). you’re wraithknight is the get into a big fight unit. I He just has to avoid force wea(pons and tarpits.
If you must get rid of 2nd Riptide then I’d try to combine both squads of bikes into one and add 5 dire avengers and their wave serpent with scatter lasers and holofields.
just my 2 cents.
I think you did not need to intercept With everything.
It really neutered your following turns.
Very well played by the Chaos player. Good job man. That is a really hard matchup for you as I am sure you know. Big props, and respect, dispite my Loyalist hatred of the Great Enemy.
Tau looked really good. I liked the color scheme.