Turn 2
Shep gets the rest of his army on the table and focuses much of his attention on the Sternguard and wipes them out. The dreadnought gets off easy from the two hammerheads - the first one destroys a weapon (Shep takes the close combat weapon/heavy flamer) and then the second immobilizes it making Shep wish that he had taken the assault cannon. The storm is also destroyed, killing a scout in the process.
The predator rolls onto the table behind the bastions. I place behind one of the bastions to keep it out of the broadsides
LOS. The techmarine moves toward the tau lines hoping to cause some havoc before he dies.
The dreadnought's drop pod fires its storm bolter at the unit of two drones from the piranha and kills one. The bikes move forward and set up a dual charge on the drones if they hold, or a charge on the back one if not.
The thunderfire cannon shoots his airburst rounds at the pathfinders (I would rather they just get the 4+ armor rather than the 3+ going to ground cover save). I kill half the unit and the survivors issue that time honored tau battlecry "RETREAT!" and run off the table.
The only other major result of my shooting is to destroy the weapons on both surviving piranhas.
I make sure with my placement that only one bike is able to attack one of the drone units while the rest of the attacks go on the other thinking that it is likely that I will either win combat by only 1 and the other might hold on a 6. My gambit pays off, I kill one of them and the other holds and my bikes are safe from a turn of shooting and should get an extra
d6" in Shep's turn - hopefully getting a high enough result to be in charge range of the broadsides.
Everything goes according to plan, I kill one drone and the other holds giving me a nice pile in move.
Turn 3
The warfish fires at the scouts, killing 2 (including the sergeant) but they hold position. The crisis suits which had killed the master of the forge turn their weaponry on the techmarine and gun him down.
The piranhas jump over the building on my flank moving flat out to get a cover save and set up a move on one of my bastions. The commander and his escort run to get a bit of extra room from the bikes but don't go far (either a 1 or a 2 - certainly not far enough).
The rest of Shep's shooting clears my right flank of any Crimson Fists units.
The bikes destroy the last drone and get a decent massacre move though one of the bikers moving through the wreckage of the piranha dies to the dangerous terrain.
Fortunately for me after a quick move they now have an easy dual charge on the broadsides and crisis suits.
My shooting stuns a hammerhead but is otherwise pretty anemic - as a side note - armor 13 doesn't get the respect it deserves. For that matter, at range even armor 12 is a pain in the at least for me. Maybe it is just something about the tau tech that confounds me (see the failed death or glory with a multimelta at the Wild West Shootout) but I digress.
I win combat with the bikes by 4 thanks to the power fist and multiwound models. the broadsides leg it off the table but the crisis suits hold. The bikes swarm around them though Shep has cleverly ensured that my power fist is in base to base with a crisis suit (closest to closest - that was a tactical error on my part, I should have had a regular biker in front of him and then been able to float it) and cannot direct them on the commander.
Turn 4
Brother-Sergeant Daen ducked low avoiding a short range plasma burst, dropping his bike in the process. He dropped his shoulder and lunged with all his might, the artificial nerve bundles in his armor amplifying his already prodigous strength. He caught the battlesuit around its mid section and knocked it back
into one of its companions. All three tumbled to the ground in confusion. Daen was the first to recover.
He activated the disruptor field of his power fist and ripped the "head" off of the battlesuit. There was no blood. The pilot was safely contained in the body but the damage was catastrophic nonetheless and the suit fell lifeless. Daen's fury continued to build and sparks would not satisfy his rage. He punched his fist through the body of the other suit. This time there was blood and an alien cry of agony.
Daen stood and looked for the next opponent when a bright flash exploded in the sky above him followed by an absolute darkness. Rippling explosions along his battle armor brought his focus back to the melee around him. One of the battlesuits was trying to avenge his fallen comrades with a short range burst of rocket fire. Fortunately for Daen the quarters were too close for the rockets to fully arm. He charged the battlesuit.
Shep took this opportunity to reveal his final stratagem as the sky darkened. Black Sun filters are awesome. And I hate them. One of the hammerheads destroyed the bastion on my right flank. The tau were systematically clearing that flank for their landers, no doubt.
The piranhas jumped over into contact with my left bastion to ensure he had contact on it - my turn 4 would see them having a cover save and on turn 5 if I destroyed them, there was every chance that the drones would end up in base to base with the bastion. His clever move also effectively locked the marines inside preventing any krak grenade heroics. I guess it bears mentioning here that our house rule is that buildings count as terrain rather than an occupied vehicle for purposes of enemies touching them. Even if there are models inside the bastion who could be hugging the walls. Like I said, it is our house rule, feel free to use it or not, but just be aware that it is the law of the land where we play so don't say that he couldn't do that because they would be within 1". It feels more in the spirit of the game which is really what the supplements are about (in our group's opinion).
The tau battlesuits were prepared for the sudden darkness band took advantage of the confusion by killing two bikers. The Crimson Fists, however, were wholly unprepared and so taken off guard that they only caused a single wound from the fist resulting in a drawn combat.
The darkness seriously thwarted me as I failed to have range on pretty much anything. The predator did spot the closest piranha and lit it up with a spotlight though failed to hit the elusive speeder thanks to the flat out cover save. The thunderfire cannon fired at them and was also thwarted. The marines in the bastion fired out with a missile launcher and the flamer covered both skimmers.
I ended up with a pen and a glance on each. Both resulted in the immobilization of the skimmers which destroyed them. Once more Shep tells me that flamers are not anti-vehicle tech. Once more I feel like I would rather believe my lying eyes than his voodoo "math".
In close combat the Fists are still recovering from the sudden darkness and whiff everything. Luckily they don't suffer any wounds in return, but still... this is just getting silly. At this point I am hoping to lose combat so I can combat tactics out and get my meltas on the hammerheads.
Turn 5
The game is serious at this point. This could be the last turn and Shep puts caution to the wind, advancing with everything he can and touching every objective with at least 2 vehicles and blocking the entry point for the scouts (and unforunately not on a side with fire points! Note to self - pay more attention to that when setting up terrain - I am so used to ruins and area terrain...) Shep's shooting blows off the Predator's lascannon sponson but that is about it. Things are fast and furious now.
The bikes continue their whiff fest.
The
Tac Marines in the bastion fire through their firepoint and kills a drone, causing the other to fall back. The thunderfire wipes out the other unit of drones clearing that bastion. If the game ends, Shep wins. If not, I might still have a chance.
The game continues.
Turn 6
Shep is in position and doesn't have a lot to do other than make a whole lot of cover saves (which he does, and admirably). His shooting is largely desultory - he doesn't want to destroy the bastion my scouts are in but the
tac marines in cover suffer two wounds.
The bikes finally manage to wipe out the crisis suits and commander and desperately try to be relevant - they get a rear armor shot with a lot of melta on one of the hammerheads and destroy it leaving only the warfish in contact with it.
The predator shifts to get a side armor shot on the hammerhead but still fails to do anything. I don't have much other shooting but in an act of petulance I fire everything that I can at that single falling back drone before my Dreadnought does just to remind him not to get immobilized. Unfortunately it falls to the Brother-Ancient to deal with the drone, which he does with authority. With that, the game ends with a victory for the tau attackers.
After Action Review
Wow. That was by far the most fun Planetstrike game I have played and pretty high up there in terms of must fun
40k. It was a really tight game and Shep had some clutch cover saves (stupid disruptor pods!) At the end I think Shep's only models on the table were the three vehicles which were scoring 2 of my objectives - which is all that he needed for the win. He stuck to the mission and played a really tight game.
It was really fun to break out a lot of Shep's terrain and it made for a really cinematic gaming experience. I think we may have to follow this game up with a Cityfight game or two as I struggle to regain the initiative in the war for Barden IV. If only the
Stone Breaker had arrived in system with the promised reinforcements!
Commendations
The assaulty scout squad did pretty well - coming on with the storm and then getting the charge is pretty awesome. The thunderfire cannon again did well - I think it is testimony to their effectiveness that Shep put all 7 firestorm shots on them and then devoted a crisis suits.
Condemnation
Missile launchers. I really had trouble getting them to do anything. Granted, tau armor is pretty high on the side, but still - out of probably a dozen hits over the course of the game they accomplished exactly 0. I couldn't get that 4 I needed. I think my
Tac Squads are going to trade their missile launchers for multimeltas. They are typically within 24" just because of how I like to use them, so the long range of the missile launcher is largely wasted and from 12-24" the
MM is the same strength with ap1 giving it a boost on the chart.
Anyway, thanks for reading, this is really long, I know, but it was a really really fun game and it looked awesome (in my opinion).