“Now witness the firepower
of this fully ARMED and OPERATIONAL Death Star!”
Is basically what 40k
is all about these days... Whether it’s Seer Council, Screamer Star, Farsight
Bomb (that all of the sudden have created a liking for the Red Scorpions
Chapter????) Centurion Bomb or whatever else, top tables around the world are
sprawling with shit-expensive units that are nigh unkillable.
Hey guys, my name is Oliver and I am a new writer on this
blog. I’m Swedish/German/Indian, and 18 years old/young, currently living in
Denmark and England.
This year I started Uni at Cambridge, and met Venerable
Brother at Sons of War (the local club). For any Danish tournament-goers out
there, you might recognize me as a very tall and skinny dark-haired guy with a
weird accent.
I’ve been playing 40k
competitively for about 2 years now (even though school + not having a car has
made it hard to keep up some times), but still find that my skill at the game
is lacking… But I intend to change that this coming year :)
I myself have jumped
on the Death Star bandwagon – after playing “standard” Tau for quite a while,
I’ve now turned to the O’VESA STAR. I’ll probs be taking this list to
Caledonian Uprising in January, so currently I’m busy practicing away with it.
Farsight Primary and Tau allies @1850
Farsight
O’vesa
Commander Batman (w.
Hit and Run and Onager Gauntlet)
Riptide, Ion,
Interceptor x 2 (One with positional relay)
Riptide, HBC, Velocity Tracker, Target Lock, Talisman of Arthas Moloch, 2
Shield Drones (joins O’vesa,
Farsight and Batman)
10 Kroot x 2
3 Crisis Suits, 3
Missile Pods
1 Crisis Suit, 2x
Flamer
1 Naked Crisis
Suit x2
(Monat)
Skyray, BSF x 2
This is a very vanilla list that you’ll probably see at any
major GT around the world. If you want a more thorough explanation of it, click
here.
Alright, let’s get in
to the meat of things. My first post will be a batrep of my Cally-prep with the
list. This one will be vs. one of Denmark’s best players, playing the deadly
SEER COUNCIL. Let's get ready to rumble!
I won’t give his list in detail (the Danish ETC qualifying
event is just around the corner…), but he had the “standard” council with Dark
Eldar support ( *hint* Baron *hint* Venom *hint*). Along with this he ran some
Jetbikes, Swooping Hawks and two Wraithknights.
Mission was Big Guns w.
4 objectives, deployment was Vanguard Strike. My opponent managed to
snag Fortune on his last roll, and got all the other bits and bobs on the
Council ( I think I’m bringing a copy of their powers to Cally - they’re
impossible to remember…) . My opponent got to go first.
The key in this game
would be to spread my units, especially my Troops, out, such that the Council
could only grab one or two a turn… My first priority would be the Wraithknights
as these: 1. Were scoring, and worth 1VP
2. Could get lucky and instagib my
Riptides.
My opponent deploys centrally, while I bunker up in the
corner, to stay out of Wraithcannon-range.
I intend to start spreading out down the flanks as the Council
approaches…
Turn 1 the Council takes midfield with 2++ cover and armour,
and the Wraithknights fire ineffectively at the closest Skyray.
My turn 1 I join an Iontide to the O’vesa bomb (Burst Cannon
failed Nova), and use my whole army to kill off the leading Wraithknight – 2
VPs in the bag…
My opponent’s turn 2 he boosts the council closer, and casts Mind War on my Burst Tide, giving him BS1. My opponent Deep Strikes two Swooping Hawks units into his deployment zone, as there are no troops on the board they can prey on, and a few Jetbike units come on.
Turn 2 I continue spreading out down the flanks, one of my
Skyrays flat-outs 18” to avoid being caught in a multi-charge. Expecting a
charge from the Seer Council,I try to thin out their ranks with 3 Ignoring
Cover Ion-pancakes – despite 11 hits I only manage to kill two.. Two Kroot units come in on the left flank
using the Positional Relay, and two Monats
Deep Strike into terrain.
My opponent’s turn 3,
he prepares to charge the O’vesa Star, while his surviving Wraithknight moves
up to my Iontide on the right flank. His Wraithknight proceeds to fail a 5” charge
through terrain on my Iontide –lucky
break. The combat between the Death Stars is rather uneventful, with O’vesa
losing 2 wounds and his two Shield Drones. The Council wins the roll-off to Hit
and Run, and buggers off into midfield again.
What to pick? Troops or O'vesa Star? |
My turn 3 I rejoin the Burst-tide to the O’vesa bomb – the
Iontide jumps further up the left flank to threaten his troops. Here I force my
opponent to choose: Either run up my left flank and finish of the Iontide,
Skyray and perhaps a unit of Kroot (which would leave the right flank exposed),
or go for the O’vesa bomb. I kill off the last Wraithknight, and continue
moving my other Iontide down towards his troops on the right.
Turn 4 my opponent chooses to ignore to the O’vesa bomb and
gets off a multicharge with an Iontide, Skyray and a unit of Kroot, all of
which are killed – ouch!! I should have been more careful there - really shows
the mobility of the Council…
I retaliate by killing off some of his Jetbikes and other
scoring. O’vesa tries to throw a pieplate on the Council, that failed it’s Fortune last turn, but rolls Gets Hot – le sigh…
Crippling multicharge |
Turn 5 my opponent goes for the O’vesa star again, this time
killing the Burst Tide and bringing O’vesa and Batman down to one wound. This
time I get to Hit and Run, and move into midfield to kill off any remaining
troops.
On my turn 5 I do exactly that, splitting Farsight off from
the bomb to kick some Jetbike-ass. By the end, the only thing remaining on the
table but the Council are 3 DE warriors and a unit of Hawks.
The End! |
The game continues, and the Council splits apart – Baron goes
for 3 Crisis Suits in my backfield, one Farseer goes for Batman and O’vesa,
while the Council goes for Farsight, who had just helped a Monat out of combat.
The two latter combats are uneventful, while Farsight and the Monat are
slaughtered.
In my turn 6, I kill off his last troop unit, and move my
scoring Skyray and Monat onto objectives.
The game ends here –
with a victory to the Greater Good!
In conclusion, I am
fairly satisfied with the game – both players had ups and downs with dice (even
though the two Wraithknights whiffed epically..). The Council is definitely
hard-as-nails if it gets its powers up, but like any Death Star it can be
played around. In fact, thinking
about , I probably shouldn't have shot at it at all, focusing on troops from
the get-go.
However, one does really have to take care with positioning
to avoid those deadly multicharges, as the council will kill any non-combat
unit it touches, or at least run it down in sweeping advance. Btw, this game
really convinced me to keep the 4D6 DtW Talisman in the list – the Council has too many maledictions…
Anyways, I’m out for
this time! Stay tuned for more Danish and English 40kness - next article from me will probably be “Can you pull off 4 Riptides at a 1500 point
tourney?” – Yes/No???
Merry XMas to everyone,
and do give feedback, I really want to know what your thoughts are on me losing
my virginity…. Erh on the Blogosphere that is ;)
Nice! Concise report buddy,well written and puts us in the game nicely.
ReplyDeleteExcellent bit of cherry popping blogging...
It's a tough one on the Talisman. Getting everything out of OVesa star means keeping the list lean, but arguably there are just so many maledictions and witchfires being a PITA that it is almost an auto-include. Or not.. It's a marmite decision.
Think the more we all see of the deathstars, we see that playing around them is the key, play the mission and kill the troops.
Not always possible of course :)
Can you pull of 4 riptides at 1500? Course you can!! Haha
Cheers! I'll try to make it a bit shorter in the future perhaps :P
DeleteAnother thing I've considered is skyfire on the Burst-tide - yes/no. The reason I lean towards yes is:
1. If the enemy has flyers, I don't want to hold back my Skyrays T1 if I see an opportune moment to fire them (as they most likely will be a high priority for the enemy)
2. Heldrakes can be a real pain in the ass, especially for this list that has only a few exposed troops... A squadron of 3 Vendettas can hurt Riptides bad.
3. Deamon Prince / Fateweaver hunting
Just checking, does commander batman have all the normal buffy items of doom? i.e. PEN chip, CNC, etc.. If not, then I would seriously advise getting them in somehow.
ReplyDeleteOh, and btw, nice battle report, well played. And as for whether 4 riptides at 1500 is viable, I wholeheartedly say yes. I take Farsight, OVesa, A buff comander, shadowsun (with command link drone to stop the riptide that doesn't have earth caste systems and isn't in the OVesa star overheating), and then three riptides, 2 with burst, one with ion. One of the burst has earth-caste, EWO and VT, the other burst has VT and TL, and the Ion has EWO and TL. The TL's are there so that they can shoot seperately from OVesa if they are in the blob. The blob itself is shadowsun, for cover saves, farsight, buff commander and OVesa, and either one of the two non-earthcaste riptides. There's also some random crisis suits with missiles and some kroot for scoring, but they basically just hide and hope I can kill the enemy without them doing anything
Oli's buff commander has all the usual stuff dude.
DeleteYou can't run the setup as you describe it ... Farsight needs to be your warlord to select O'Vesa. This means you can't run Shadowsun as well as Buff Commander, sorry buddy.
Also, I'd never run two Burst when you can only twin link one with buff commander in the bomb.. Different if you were playing TauDar, but here the Ion is far better as a self sufficient Riptide..
What Ven is saying is unfortunately true - but you are not to blame thoguh, as GW has released several versions of the Farsight codex, and only in the most recent update is this stated...
DeleteYeah the Burst Cannon Riptide is SO unreliable - and with O'vesa in the list you are not allowed to take Earth Caste on him. Without earth caste, one is enough, as two become too unreliable - if they both fail their Nova your damage output is just too low :/
Another cool thing I have discovered with the O'vesa bomb is its scoring capabilities - O'vesa, Farsight and Batman, can if they want join a single Crisis Suit and magically become scoring :)
Damn, I did not realise that about Farsight needing to be warlord. *sigh* Oh well, I guess that puts paid to that idea. At any rate, about the earth caste, I seem to recall reading somewhere that you can still take a signature item elsewhere, even when one of the special characters has it. I could be wrong though. And if I am, then there's no way on earth I'd take a second burst riptide, it would be way too unreliable
DeleteThis comment has been removed by the author.
ReplyDeleteExcellent report! I do hate playing against the ovesa star more than any other army in the game I think and I hope there isn't 10 of them at cally as I suspect there might be :(.
ReplyDeleteThanks James! Yeah it's a nasty list, but unlike the screamer/seer star it can in fact be killed. If you throw enough stuff at it, it will falter - especially since it cannot Nova Charge once the Riptides are down to one wound...
DeleteWell done winning over the Seer Council.
ReplyDeleteI think you can make do without the skyfire on burst tide as with the reroll to hit and the 2 x 2 skyfire marker lights I think you have enough AA plus your 2 skyrays.
Thomas
Thanks :)
DeleteYou're probably right... so maybe replace the Velocity Tracker with EWO and then twin-link the missiles on the large Crisis squad? Just to get some more shots downfield...
I definitely don't think you need VT.
ReplyDeleteI'm not a fan of weapons on the crisis at all, especially with cally missions. They need to be hiding, can't really risk them coming out of their hiding hole.
"Riptide, HBC, Velocity Tracker, Target Lock, Talisman of Arthas Moloch"
ReplyDeleteI though you were only aloud 2 items from the "wargear" list?
The Talisman is a Signature System in the Farsight book, which does not count towards the two Support Systems a Riptide may take.
DeleteGames and sports provide us with motivation to face all of life's obstacles. It gives us the physical strength we need to complete our tasks. It has been proven that those who do not play games become dull, boring, gloomy, and failures in life. There are many various types of games and sports to choose from in life, but a few of them are very important, such as running games such as rugby, football, hockey, and races, which improve our agility. Jumping sports such as volleyball, badminton, and basketball, for example, improve our height while also reducing our weight. Both games, on the other hand, are a significant element of education and aid children in the development of their bodies and minds. Learn some strategies in Adventure Capitalist and get arknights - games.lol.
ReplyDelete