Luke always pitch the best armies against each other. And the spirit in which they fight are top notch every time. Also I am assembling Tomb Blades when this came out :D so perfect timing!
I've played two games against Necrons with my new Tau codex. Let's just say, I am utterly in awe at how frustrating it is to get rid of a very well put together, competitive Necron list. Especially if they roll even slightly above average on WBB.
I wanted to see this matchup so badly, but 1500 points give such a bonus to Necrons. Necrons are so much better at lower point values I suspect they would have been deleted if this was 2k
That and if the Tau chose Mont’ka and the person playing them remembered more of their rules xD but that aside it looked like a very fun and entertaining battle rep so doesn’t really matter much.
@@Sollapoke Yeah the Tau player really needs to remember his rules. He kept forgetting Precision of the Hunter for his commander, who should've been rerolling all his to hit and to wound dice. It's a great warlord trait, but not if you forget about it!
Wonderful Battlereport! Very entertaining, as so often! @Luke: A nasty trick with reanimations of the Necron warriors that R. Ziegler often uses in his games goes like this: He puts a few models of a 20-man unit on a mission objective. When the enemy shoots at the unit, he takes models off the objective until the enemy no longer has a line of sight to the Warriors. Then on his turn in the command phase he uses the Orb, Technomancer or a Ghost Arc to reanimate as many models as possible back onto the object. The primary points are only counted at the end of his command phase when he then holds the object again. This requires much foresight in setting up the models, but can be a very strong play in the game! You could try it out once or twice in future battles! Would be quite fun to watch ;)
Shadowsuns Guardian Drone has a 4+ invulnerable, it would obviously tank the first hits so at the point where both drones were dead, the Guardian Drone would still be alive.^^
At 59:00, when the Necron Warriors Squad is attacked by the Hammerhead’s railgun, how the hell could it even see the Necrons? Maybe a sliver is possibly, kind of, sorta, maybe visible, but if that’s the case why even have terrain.
That Commander Shadowsun saves were Legendary! If you want board control with Tau infantry, you should definitely try Devilfish Luke! Once you try em’ you might never go back
Mortal Wounds apply after the Damage, but you have to resolve the DMG for each weapon apart. I.e. You open fire with multiple weapons, say two for example, it goes Damage 1 + MW 1, Damage 2 + MW 2 and so on. There is a "Fast Dice" option where in the same scenario it would be Damage 1 and 2 first , MW 1 and 2 after . The "Fast Dice" option heavily favors the attacker.
around 25:00, did you aplly the -1 to hit for moving and firing heavy weapons? the broadside is now infantry, so it does suffer it, and would have meant it hit on a 5+ even with the markerlight
I don’t know if this was taken in the list since it wasn’t mentioned in the army overview. But it is a free upgrade and he did only mention the plasma rifles (so technically there was an empty upgrade slot) But broadsides can get a unique upgrade that lets them move and fire heavy weapons without penalty. The other unique one is autowound on 6s. So it’s possible it had the first upgrade but wasn’t mentioned.
@@StrikingScorpion82 Yeah I think its important to note that you can give the broadsides a free upgrade for ignoring this as well as ignoring penalties to shoot heavy weapons into combat.
You don't need Tau reroll for the hammerhead as its got a innate reroll to hit! Also one of those shadowsun drones has a 4++! Also for the Greater Good!!!! ( I am editting my comments as I watch this lol) Although it's not clear how well Kauyon worked for turn 3 onwards? Did the extra shots come through alot? Also a " :,( " for the ending....
Wonderful stuff as always. Was so tight at the end, I wonder whether if you had remembered the exploding shots from Kauyon it might have made the difference. I'm still to be convinced about doing a variety pack of weapons is the right idea for commanders. I ran the borkan coldstar with 3 burst cannons and 24 shots with high ap and +1 to wound is horrific.
Mortal wounds are indeed applied after all other damage, you got there in the end. Just FYI, pretty sure you were rolling waay to many dice for the tomb blade’s RP on turn 1? 2 died and you were rolling 6 dice instead of 4, on top of which ones killed by mortal wounds don’t get to resurrect anyway. Shadowsun’s guardian drone has a 4++, plus she can’t be targeted unless she’s the closest model, though I don’t think that was an issue from the looks of things. EDIT : got to turn 2 and the necron warriors getting submunitioned. I can see the argument, and reading the codex I agree re the MW’s against the tomb blades, but I don’t think you’d get RP against submunitions - the strat says you roll the dice INSTEAD of a shooting attack, which means it technically isn’t one, ergo no resurrection. TBH it’d be far easier if GW would just errata RP to work against all damage. Would make Necrons a bit better too.
You're right about rolling too many dice. But mortal wounds in the shooting and fight phase as the result of an attack do fall under Reanimation Protocols. That's a common misconception because literally every single thing that shuts off reanimation are mortal wounds. So people started to think that all MWs in general would do that. Mortal wounds are the only things that happen outside of shoot and fight phase and aren't the result of an attack. Like psychic powers, impact MWs on a charge, fly-over bombs and C'Tan in the movement phase etc. There are also things like "At the start of the fight phase, every unit within 9" takes a mortal wound". That also doesn't fall under Reanimation Protocol, because while it does happen in the fight phase, it's not the result of an attack. No idea why RP is so oddly specific, instead of just reanimating everything that died under whichever circumstance
You get to resurrect after taking damage from mortal wounds, if they originated from an attack You can't resurrect after taking mortal wounds from bombs, abilities or psychic powers
Thanks guys! I reread the relevant rules and yes, if the MW originate from an attack you’d be able to res. However, the railgun’s submunitions is a strat, used explicitly instead of an attack. To wit :- “… if that mode is equipped with a railgun, INSTEAD of making attacks with that weapon this phase, select one enemy…” So RAW, it’s not technically an attack and therefore no resurrection. I could be wrong of course, but that’s how I read it. Really the bloody ability should just work against everything except morale; it’d be much simpler and more realistic.
@@SolidStoat You're right. Mortal Wounds from the strat that's "instead of an attack" don't get reanimation. However the 3 Mortal Wounds on top of the Railgun's normal shooting does fall under Reanimation Protocols. What a logistic nightmare. As a Necron player you always have to ask for the wording of any ability when it's in the shoot or fight phase. GW, please get your s...tuff together. Lol
As far as dealing with hordes, Tau do have options. Including the Hammerheads exchanges a lot of shots for a few big ones in this case. Suits with Burst Cannons for instance can fire plenty of shots to handle hordes.
A Crisis loadout of flamer, airburst fragmentation and burst cannon is very cheap and very capable of dealing with hordes. The Coldstar Commander with full rerolls, high output burst, prototype burst and your choice of flamer/burst/airburst fragmentation is a nightmare for anything and can wipe 20 warriors without them getting to reanimate. T'au can definitely handle hordes.
@@Sicariusification - that anti-infantry Coldstar with high output and prototype burst and whatever else (2 AFPs are my preference) is absolutely bonkers; I do think the flamer is a waste on it though since the main value of it is auto hits, much prefer them on Crisis teams to go with their more self sufficient theme.
@@MGShadow1989 For 8th Bor'Kan I made 3 Coldstars with diverse load outs. HO Burst, missile pod, Fusion; 1 with air frag, 2 with shields, just b/c. Now working together, they are pretty brutal in my games so far with the high-altitude ability. Funny how the game comes around sometimes...
Necrons can’t reanimate outside of shooting and fighting phase. So can reanimate mortals on those phases. However, movement phase, charge phase, psychic phase no reanimation for any types of wounds. Unless the attacking model is doing so as if it’s in it’s shooting or fight phase.
Luke, when your skorpekhs got targeted turn two, you couldve played whirling onslaught, making them - 1 to WOUND for the rest of the phase. great game though!
Definitely should have taken Mont’ka for this game, either that or actually remembered Kau’yon from turn 3!! Plus the amount of commander re-rolls that were missed was ridiculous. I played necrons against my nids crusher stampede list, I can confirm, Necron warriors are so frustrating to clear, especially with all the buffs their characters can dish out to hit on 2’s and have a 5+ invuln!!
That's a really good performance from the crons. I guess crons are a bit of a niche that tau can struggle a tiny bit. Though tau can be tuned to beat crons I'm sure. Still nice to see this result.. wonder if anyone can manage with marines 😆
Cadre Fireblade had the lantern relic? Aren't named characters prohibited from being assigned relics/signature systems? I was just looking over the relics and saw that note at the top.
I'm coming into the wider world of 40k from kill team, so wasn't sure what they meant by 'named'. A little bit after a posted I was messing around in Battlescribe, and saw he could take it 😁. It really is a perfect choice for him
Is shadowsun -1to hit as in the first turn you would have had three more wounds because of “my will be done” and also the arrow would have hit as the overlords bs is 2+!!
@apocalyplant I can agree. But too many things can wipe out a unit of 20 so easily now. Especially since I run novok. They are my only objective secures in my list so I usually run 60. That or 2 units of 30 and a unit of 10 immortals. I try to have 12 slorpeks 12 wraiths and w0 flayed ones in my list of I can
Tau commander i believe you forgot loads of re rolls early game for his warlord trait. Also dnt think you gave re rolls of 1 to battlesuits and not shadow sun full re rolls and maybe missed his -1 to hit. Also not sure if I heard right but was you Reanimating too much as I thought you could only Reanimate after each unit has finished its shooting but once failed they are dead unless you use a res orb? Bare in mind I watched this over a few days so might be wrong on some of these points. Overall always enjoy watching your BRs.
@@StrikingScorpion82 thats what I missed forget necrons have many ways to bring warriors back. I'd run 3 broadsides and drop hammerheads personally think vehicles in 9th without invuls are sitting ducks
How do you produce such great quality battle reports with such well painted minis ... yet have so few views? Even your Tau colour scheme is famous within the 40k community but your channel gets so few views?
The lore and the game have a degree of separation because the game mechanics need to be fair for the game to be fun. The game would not be fun if a basic infantry unit could melt a tank with a basic infantry weapon. Necron warriors would need to have a point cost equivalent to a tank to justify their power. Which means Necron army’s would be small. Which means Necron players wouldn’t need to buy models. Which means G-W wouldn’t make money on the army and you’d be bored fielding 5 basic infantry models against entire armies.
Necrons are underpowered in all games and always used like a punching bag for plot armored space marines. The luck involved in this video is even more bullshit than Tau range and magical damage.
Want to break the tau take a black Templar’s list (5fp 5inv) deep strike centurions 2 redemptors, repulsor with all anti tank, crusader squad for the infantry, EC and Chaplin helbract 2x5 interseccors, and if u have any points split between either devistator squad with grav canon or blade guard your choice
I usually enjoy your batreps, but this one was a let down. You played 1500 pts which put Necrons at a huge advantage from the start and doesn't allow you to propwely showcase what each side can do.
ive just subscribed to SK82 plus,6£ wasted.Just foumd out its the OLD SITE...it doesnt say this on the old site. !!!. But no one to contact or talk too....mmmm. Feel conned.
Have had to keep the old site running to honour those still on yearly contracts. Don't worry all the latest videos are still being uploaded and released on the old site so you won't miss anything. Run your sub for one month and unsub at the end and then if you want come join us over hear on the new Membership here on youtube:)
@@StrikingScorpion82 ok...but you really should put a message at the top stating this. Ive looked up to your modelling for years and have errr copied you many times...feel a little let down....ive sent an email...ignore it ok....thank you.
Let’s all just take a moment to congratulate Aaron on those drone saves. I think you blew all your 6s for 2022 right there
🤣🤣
Luke always pitch the best armies against each other. And the spirit in which they fight are top notch every time.
Also I am assembling Tomb Blades when this came out :D so perfect timing!
I've played two games against Necrons with my new Tau codex.
Let's just say, I am utterly in awe at how frustrating it is to get rid of a very well put together, competitive Necron list. Especially if they roll even slightly above average on WBB.
I, the overlord of Na-sahk will watch my fellow Noble do battle with great interest.
Go Necrons Go!
I wanted to see this matchup so badly, but 1500 points give such a bonus to Necrons. Necrons are so much better at lower point values I suspect they would have been deleted if this was 2k
That and if the Tau chose Mont’ka and the person playing them remembered more of their rules xD but that aside it looked like a very fun and entertaining battle rep so doesn’t really matter much.
@@Sollapoke Yeah the Tau player really needs to remember his rules. He kept forgetting Precision of the Hunter for his commander, who should've been rerolling all his to hit and to wound dice. It's a great warlord trait, but not if you forget about it!
Wonderful Battlereport!
Very entertaining, as so often!
@Luke:
A nasty trick with reanimations of the Necron warriors that R. Ziegler often uses in his games goes like this:
He puts a few models of a 20-man unit on a mission objective. When the enemy shoots at the unit, he takes models off the objective until the enemy no longer has a line of sight to the Warriors. Then on his turn in the command phase he uses the Orb, Technomancer or a Ghost Arc to reanimate as many models as possible back onto the object. The primary points are only counted at the end of his command phase when he then holds the object again.
This requires much foresight in setting up the models, but can be a very strong play in the game!
You could try it out once or twice in future battles! Would be quite fun to watch ;)
That is clever! Good idea👍👍
…… Siegler 🙄
Shadowsuns Guardian Drone has a 4+ invulnerable, it would obviously tank the first hits so at the point where both drones were dead, the Guardian Drone would still be alive.^^
How did he missed this, he literally look at the book page when he was taking the saves.
At 59:00, when the Necron Warriors Squad is attacked by the Hammerhead’s railgun, how the hell could it even see the Necrons? Maybe a sliver is possibly, kind of, sorta, maybe visible, but if that’s the case why even have terrain.
We checked. It was just about ok:)
Some people play like that. Realistically I'd concede it wasn't visible, otherwise defeats the point of most of the terrain.
That Commander Shadowsun saves were Legendary! If you want board control with Tau infantry, you should definitely try Devilfish Luke! Once you try em’ you might never go back
Mortal Wounds apply after the Damage, but you have to resolve the DMG for each weapon apart. I.e. You open fire with multiple weapons, say two for example, it goes Damage 1 + MW 1, Damage 2 + MW 2 and so on. There is a "Fast Dice" option where in the same scenario it would be Damage 1 and 2 first , MW 1 and 2 after . The "Fast Dice" option heavily favors the attacker.
around 25:00, did you aplly the -1 to hit for moving and firing heavy weapons? the broadside is now infantry, so it does suffer it, and would have meant it hit on a 5+ even with the markerlight
You are right, thanks for pointing this out:)
I don’t know if this was taken in the list since it wasn’t mentioned in the army overview. But it is a free upgrade and he did only mention the plasma rifles (so technically there was an empty upgrade slot)
But broadsides can get a unique upgrade that lets them move and fire heavy weapons without penalty. The other unique one is autowound on 6s.
So it’s possible it had the first upgrade but wasn’t mentioned.
@@StrikingScorpion82 Yeah I think its important to note that you can give the broadsides a free upgrade for ignoring this as well as ignoring penalties to shoot heavy weapons into combat.
@@Sollapoke it's true, but iirc (don't want to go check lol) he had taken a seeker missile as well, so he didn't have any more slots
My dream come true. Hopefully the upstart Tau are given a sound thrashing
Love me some Xeno on Xeno action ! Cool Rep as always !
You don't need Tau reroll for the hammerhead as its got a innate reroll to hit! Also one of those shadowsun drones has a 4++! Also for the Greater Good!!!! ( I am editting my comments as I watch this lol) Although it's not clear how well Kauyon worked for turn 3 onwards? Did the extra shots come through alot? Also a " :,( " for the ending....
You can use the Tau reroll on the wound though.
Great vid and match up. I haven't seen any Admech-Tau match up yet. Wonder how the tin boys will fair.
Great game Luke. Love seeing both these armies on the table, good production value as always.
Glad you enjoyed it. Thanks for the comments:)
Wonderful stuff as always. Was so tight at the end, I wonder whether if you had remembered the exploding shots from Kauyon it might have made the difference. I'm still to be convinced about doing a variety pack of weapons is the right idea for commanders. I ran the borkan coldstar with 3 burst cannons and 24 shots with high ap and +1 to wound is horrific.
Do I have to go on line to get the + channel
You can JOIN here:
ruclips.net/channel/UC-u7aggg_-Q__FjA4_TNSTAjoin
Mortal wounds are indeed applied after all other damage, you got there in the end. Just FYI, pretty sure you were rolling waay to many dice for the tomb blade’s RP on turn 1? 2 died and you were rolling 6 dice instead of 4, on top of which ones killed by mortal wounds don’t get to resurrect anyway. Shadowsun’s guardian drone has a 4++, plus she can’t be targeted unless she’s the closest model, though I don’t think that was an issue from the looks of things.
EDIT : got to turn 2 and the necron warriors getting submunitioned. I can see the argument, and reading the codex I agree re the MW’s against the tomb blades, but I don’t think you’d get RP against submunitions - the strat says you roll the dice INSTEAD of a shooting attack, which means it technically isn’t one, ergo no resurrection. TBH it’d be far easier if GW would just errata RP to work against all damage. Would make Necrons a bit better too.
Thanks for the feedback👍👍
You're right about rolling too many dice.
But mortal wounds in the shooting and fight phase as the result of an attack do fall under Reanimation Protocols. That's a common misconception because literally every single thing that shuts off reanimation are mortal wounds. So people started to think that all MWs in general would do that.
Mortal wounds are the only things that happen outside of shoot and fight phase and aren't the result of an attack. Like psychic powers, impact MWs on a charge, fly-over bombs and C'Tan in the movement phase etc.
There are also things like "At the start of the fight phase, every unit within 9" takes a mortal wound". That also doesn't fall under Reanimation Protocol, because while it does happen in the fight phase, it's not the result of an attack. No idea why RP is so oddly specific, instead of just reanimating everything that died under whichever circumstance
You get to resurrect after taking damage from mortal wounds, if they originated from an attack
You can't resurrect after taking mortal wounds from bombs, abilities or psychic powers
Thanks guys! I reread the relevant rules and yes, if the MW originate from an attack you’d be able to res. However, the railgun’s submunitions is a strat, used explicitly instead of an attack. To wit :- “… if that mode is equipped with a railgun, INSTEAD of making attacks with that weapon this phase, select one enemy…”
So RAW, it’s not technically an attack and therefore no resurrection. I could be wrong of course, but that’s how I read it. Really the bloody ability should just work against everything except morale; it’d be much simpler and more realistic.
@@SolidStoat You're right.
Mortal Wounds from the strat that's "instead of an attack" don't get reanimation.
However the 3 Mortal Wounds on top of the Railgun's normal shooting does fall under Reanimation Protocols.
What a logistic nightmare. As a Necron player you always have to ask for the wording of any ability when it's in the shoot or fight phase. GW, please get your s...tuff together. Lol
I'd wager whirling onslaught would've been a better use of CP then a command reroll....
As far as dealing with hordes, Tau do have options. Including the Hammerheads exchanges a lot of shots for a few big ones in this case. Suits with Burst Cannons for instance can fire plenty of shots to handle hordes.
A Crisis loadout of flamer, airburst fragmentation and burst cannon is very cheap and very capable of dealing with hordes. The Coldstar Commander with full rerolls, high output burst, prototype burst and your choice of flamer/burst/airburst fragmentation is a nightmare for anything and can wipe 20 warriors without them getting to reanimate. T'au can definitely handle hordes.
@@Sicariusification - that anti-infantry Coldstar with high output and prototype burst and whatever else (2 AFPs are my preference) is absolutely bonkers; I do think the flamer is a waste on it though since the main value of it is auto hits, much prefer them on Crisis teams to go with their more self sufficient theme.
@@MGShadow1989 For 8th Bor'Kan I made 3 Coldstars with diverse load outs. HO Burst, missile pod, Fusion; 1 with air frag, 2 with shields, just b/c. Now working together, they are pretty brutal in my games so far with the high-altitude ability. Funny how the game comes around sometimes...
It's always a pleasure seeing this army on the table...🤓
TSK is pleased …… 🦾🦾🦾
Necrons can’t reanimate outside of shooting and fighting phase. So can reanimate mortals on those phases. However, movement phase, charge phase, psychic phase no reanimation for any types of wounds. Unless the attacking model is doing so as if it’s in it’s shooting or fight phase.
Had a nice run for awhile with my patreon die. Sorry I couldn’t come through this time! haha
Lol. Started off really well. 👍😎🙂 hoping for some more 4+ goodness soon
Luke, when your skorpekhs got targeted turn two, you couldve played whirling onslaught, making them - 1 to WOUND for the rest of the phase.
great game though!
Shoot first is the right answer. Do drop pods count as reserves in the sense that an amount of your army can be in reserve etc?
Yes I think they do count. Anyone else know for sure?
Definitely should have taken Mont’ka for this game, either that or actually remembered Kau’yon from turn 3!! Plus the amount of commander re-rolls that were missed was ridiculous.
I played necrons against my nids crusher stampede list, I can confirm, Necron warriors are so frustrating to clear, especially with all the buffs their characters can dish out to hit on 2’s and have a 5+ invuln!!
The hardest part with facing tau now is not falling asleep during their never ending shooting phases.
That's a really good performance from the crons. I guess crons are a bit of a niche that tau can struggle a tiny bit.
Though tau can be tuned to beat crons I'm sure. Still nice to see this result.. wonder if anyone can manage with marines 😆
Mortal wounds are after damage.
Sorry if this has already been answered. How were you able to take Engage and Purge?
Yes my bad, can't do that:)
I need to point out you can not take purge the vermin, and Engadged on all fronts as they are both the same category
Wouldnt the necrons fit in a battlaion? The cryptek is slotless for dynastic advisors?
Well that is a good point!😎😎👍
Just checked. I think it doesn't take up a slot if it is a second cryptek unit that is taken 👍
Yes, second cryptek is slotless. Not the first
wondering how deathwatch would handle the new Tau
Woooooooooohooooooo!!!!!!! What a game!
attackers choice which damage comes first
Cadre Fireblade had the lantern relic? Aren't named characters prohibited from being assigned relics/signature systems? I was just looking over the relics and saw that note at the top.
He’s not a named character though? He’s a HQ
@@MrToobsen this ^
We have no named fireblade models.
I'm coming into the wider world of 40k from kill team, so wasn't sure what they meant by 'named'. A little bit after a posted I was messing around in Battlescribe, and saw he could take it 😁. It really is a perfect choice for him
@@adamross2256 I made the same mistake with the great unclean one, they have to have the named character key word, not just a unique name.
Love the tau colour scheme, any idea of the colours used?
I also keep my dice in fast food containers :)
Where did you get the battle mat please? - edit oops you did say in the vid sorry.
That was a pretty Tau army. What colors where used and is there some detailed pictures of it somewhere?
Very good n fun battle report well done lads good stuff.
Just started watching. Go Necrons! After dealing with Tau BS in 6th and 7th... I really hope they aren't too broken in 9th
Yeah boiiiiiii
Question: Why the mixed Warrior units? Never seen anyone do that before?
Works ok for me. Bit of long range if needed, but also good up close:)
dont Purge the vermin and Engage on all fronts share the same category and cant be used together anyways?
Yes you are right. My bad
At 29:00, isn't tomb blade 2W models, so wasn't you suppose to have 4 RP dices or did I just miss something?
Is shadowsun -1to hit as in the first turn you would have had three more wounds because of “my will be done” and also the arrow would have hit as the overlords bs is 2+!!
Yeah her stealth suit is -1 to hit
Sorry my bad i was shouting at the screen damn those cheeky Tau upstarts!!
Particle Beamers are S5 these days.
spends like 7 cp on command rerolls, "Yeah i didn't want to use whirling onslaught I only have 1 cp" kek
Lol they use command rerolls like crazy on this channel
How many re rolls? Any point of dice anymore in 9th!? Fun so far though lads nice report
I recommend 3 units of warriors. All my list have 3 20 man units. It's my staple. Also res orbs and chronomancers
3 Id say is too much. At most 2, but 1 unit of 20 is mandatory
@apocalyplant I can agree. But too many things can wipe out a unit of 20 so easily now. Especially since I run novok. They are my only objective secures in my list so I usually run 60. That or 2 units of 30 and a unit of 10 immortals. I try to have 12 slorpeks 12 wraiths and w0 flayed ones in my list of I can
@@MrCaryk WTH Slorpek ?? ☹️
@@Black_Blow_Fly yeah man. They are better than skorpeks
Tau commander i believe you forgot loads of re rolls early game for his warlord trait. Also dnt think you gave re rolls of 1 to battlesuits and not shadow sun full re rolls and maybe missed his -1 to hit.
Also not sure if I heard right but was you Reanimating too much as I thought you could only Reanimate after each unit has finished its shooting but once failed they are dead unless you use a res orb?
Bare in mind I watched this over a few days so might be wrong on some of these points. Overall always enjoy watching your BRs.
Yes initially forgot the rerolls on the Commander. Pretty sure we got it right on the reanimation. Used Illuminor to resurect Warriors lots of times:)
@@StrikingScorpion82 thats what I missed forget necrons have many ways to bring warriors back.
I'd run 3 broadsides and drop hammerheads personally think vehicles in 9th without invuls are sitting ducks
Thanks for the shining display of codex creep
How do you produce such great quality battle reports with such well painted minis ... yet have so few views? Even your Tau colour scheme is famous within the 40k community but your channel gets so few views?
Don't Overlord have BS2+?
Shadowsun was -1 to hit:)
looks like tau guy forgot his kau yon exploding hits on turn 3??
Tau also seem to be exceptionally bullshit in tabletop. Basic Necron weapons can trash tanks in lore but don't do shit in tabletop or in other games
The lore and the game have a degree of separation because the game mechanics need to be fair for the game to be fun.
The game would not be fun if a basic infantry unit could melt a tank with a basic infantry weapon.
Necron warriors would need to have a point cost equivalent to a tank to justify their power. Which means Necron army’s would be small. Which means Necron players wouldn’t need to buy models. Which means G-W wouldn’t make money on the army and you’d be bored fielding 5 basic infantry models against entire armies.
Necrons are underpowered in all games and always used like a punching bag for plot armored space marines.
The luck involved in this video is even more bullshit than Tau range and magical damage.
Want to break the tau take a black Templar’s list (5fp 5inv) deep strike centurions 2 redemptors, repulsor with all anti tank, crusader squad for the infantry, EC and Chaplin helbract 2x5 interseccors, and if u have any points split between either devistator squad with grav canon or blade guard your choice
Reanimating is way too powerful should be a 6 save not 5 in my view
I usually enjoy your batreps, but this one was a let down. You played 1500 pts which put Necrons at a huge advantage from the start and doesn't allow you to propwely showcase what each side can do.
Why 1500?
Time was an issue for this battle so we dropped to 1500pts. Actually a great size for a battle:)
@@StrikingScorpion82 thank you
Is it me but the Tau are still poor at cleaning up basic infantry , also your mates rolling was beyond bad
ive just subscribed to SK82 plus,6£ wasted.Just foumd out its the OLD SITE...it doesnt say this on the old site. !!!. But no one to contact or talk too....mmmm. Feel conned.
Have had to keep the old site running to honour those still on yearly contracts. Don't worry all the latest videos are still being uploaded and released on the old site so you won't miss anything. Run your sub for one month and unsub at the end and then if you want come join us over hear on the new Membership here on youtube:)
@@StrikingScorpion82 ok...but you really should put a message at the top stating this. Ive looked up to your modelling for years and have errr copied you many times...feel a little let down....ive sent an email...ignore it ok....thank you.
@@richardbradley2335 I'll see what I can do:)
@@StrikingScorpion82 Thank you much appreciated.
@@richardbradley2335 👍
Terrible target selection by Tau. Destroy destroyers and focus fire. Too many mistakes even for a new book.
Necron warriors are way too powerful , due to the over powered re animation , tau basic infantry are weak and not worth the points