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Made in us
Decrepit Dakkanaut





Vallejo, CA

Welcome to game 6 of the Blood Conquers All series. To see the series' registry, click here.

It was a dark and stormy night. The game store was quiet. Only the most die-hard veterans were present.

This game saw me faced off against a tau player who was the bane of my public game series. Several engagements years ago had left my army beaten, battered, and broken on a pretty consistent basis. But this is a new day, with a new army, and, most importantly, a new rules edition. My opponent didn't have a paper list for me to photograph, so I don't know exactly what he had, but it went a little something like this:

THE CHALLENGER: Tau suits - dressed to kill
1850 pts.

HQ suit (2xplasma), with 2 bodyguards (1x melta, 1x plasma apiece)
- 2x gun drones
-deepstriking

HQ suit (2xplasma), with 2 bodyguards (1x melta, 1x plasma apiece)
- 2x gun drones

3x crisis suits with plasma, burst cannon

3x crisis suits with plasma, missile pod
- 2x gun drones

Pathfinders with markerlights
- Devilfish with burst cannon, disruption pods

Firewarriors

Firewarriors
- Devilfish with burst cannon, disruption pods

Hammerhead
- Rail gun

3 broadsides with rail guns, super missile things
- 2x gun drones.

THE DEFENDER: Only cowards need better than Sv5+!
1850 pts.

I used list 5-1850-b, my 3x power blob of doom list, like last time.

The mission this time was a slight variation of seize ground. It was identical in every way except instead of rolling for a random number of objectives and placing them at the beginning, a new objective popped up at the end of each game turn and scattered off from the center.

I rolled for pitched battle deployment, and my opponent rolled to go first. At deployment the field looked like this:



So, my opponent put basically all of his army down on the table. I looked at that and thought about how little I wanted to be exposed to tau gunfire turn 1 . As well, it made no sense to me to commit my troops and get shot to pieces when I didn't even know where the objectives would be. Even though all that clustered stuff looked like great artillery fodder, I took a page from my opponent in the previous game and just stuck my whole army in reserve.


TURN 1

Report concerning the action on: 7 Treunos
Daxos Line

The morning of the seventh dawned grey and drizzly. My troops were encamped in ruined buildings near a tiny spaceport that we were holding as a contingency for reinforcements in the future. After a few more such days of this weather, I expect the parched land, once quenched, to bring forth a variety of florae of which I may then be able to engage in a field study. However, until such a time as botany may be bravely attempted, I was forced to remain indoors, lest I find myself damp and unable to fight properly in my moist condition.

It was in this very morning that we were informed that the grand fleet of the Imperium had destroyed a great Tau ship in orbit in a battle most epic. This brought great cheer to the troops, and a special ecstaticity to my adjunct officer of the fleet. We were informed that debris from the spacecraft was falling to the planet all around our general position. Whilst most was mere detritus, we were ordered to investigate it where it landed, for signs of survivors in escape pods, or for information which may have been placed in devices designed to allow data slates (or whatever is their equivalent), to be safely transported to ground from orbit.

At the urging of my astropath, I withdrew my troops slightly from our positions into hiding. The wretched psyker predicted that remnants from orbit would indeed fall directly on our position, and that there were already tau forces nearby who were searching for them. Properly prepared, we could catch them completely unawares. An ambush, how grand!

Indeed, no sooner had we set up in our new positions than we saw a tau force cautiously creeping towards the spaceport.




Needless to say, me putting down ZERO targets for him to blow off the board with his first turn was a little disheartening to my opponent. Without anything to sink his teeth into, he just sort of ambles towards the middle in order to better get into position for our first objective, wherever it may land.

After this point, the field looked like this:



Upon seeing the worthy aquatic foe, I put my whistle to my lips in preparation to instigate a massed charge. I was distracted by my adjunct astropath retching blood onto my flak armor. He gurgled to me that now was not yet time to unleash the dogs of war.

I waited patiently. No use in arguing against sorcery.


Needless to say, nothing happened in my turn. At the end, the first objective popped up and scattered towards my side of the board.

After this point, the field looked like this:




TURN 2

With still no targets to see, my opponent just sort of spreads out more. With putting much of his forces into or directly behind the starport and deepstriking some suits into the other corner, he has a reasonable diagonal of field coverage, just like me in the last game I played.

He does show signs of apprehension, though. He knows that a part of my army is going to come in by outflanking, and he doesn't just want to loose his whole right-side force straight away, so he sort of peels it back in a little, and waits.

After this point, the field looked like this:



"Now! Now!" the astropath pleaded. I drew in a great heave of air and blasted on my whistle as loud as a man ever did. The piercing shriek bounced 'twixt the buildings like a thunderclap, reverberating with great force. Then I heard it. A great battle cry roiled up from all around me. I great, murderous shout eclipsed even the blasting of my whistle as over a hundred guardsmen began their charge across the open space. What gallantry!



My turn begins with me rolling Rhamael in for reserves, but coming in on the left! Then I pick up the die and re-roll it, letting me come in on the right. Then I roll for the rest of my reserves. Much of my army makes it in on 4+, but most critically, both of my other blob squads roll 3's for reserve, which, thanks to the astropath, becomes a 4, and they charge onto the field. In fact, the only thing that didn't manage to make it onto the field was my HQ. Too busy blowing his whistle, I suppose.

In shooting, some of the dudes I put on the left to distract his HQ picks off his gun drones with meltaguns. Meanwhile my artillery fires, but once again is basically only able to pick off drones thanks to all the cover saves he gets. Meanwhile, Rhamael's squad tears it up. A fusillade of melta takes down the hammerhead, and the plasma squad picks off even more gun drones (not pictured). I "like the wind" it on the blob squad, but it rolls really poorly on its fleet roll.

Everything else basically charges forward, "go go go"ing towards the middle as fast as they can. At the end of the turn, another objective falls just right of center.

After this point, the field looked like this:




TURN 3

My opponent now finally has what he's been waiting for - a chance to gun down my guys in the open. Unfortunately for him, my guys are now much closer than I'm sure he would have liked. His army closes ranks and prepares to fire:



And shooting he does. Markerlights go up on one of my non-outflanking power blobs and the broadsides do terrible casualties with their missiles. Meanwhile the rest of his forces unload over on the outflankers, putting down the plasma gunners and most of the meltagun SWS. Thankfully, cover does it's job somewhat, and the outflankers don't suffer too badly. Meanwhile, he throws a penetrating hit on my left side manticore which cover fails to stop, exploding the vehicle, taking out a nearby blob guardsman with it.

In assault, he charges his suits in a multi-assault into my stuff he shot up on the left (once again poorly placed for a multi-charge...).



With all the efficacy of a wet noodle fight, the unarmed guardsmen do nothing to the tau suits, while the suits put down three wounds, all of which are stopped by flak armor. Let the ineffectivity begin!

After this point, the field looked like this:



After last round's shooting, I know I can ill afford to sustain such casualties into the future. I've got to get a grip on his forces now and pound him where I've got him.

In movement, my HQ shows up, and everything in the center sprints forward as fast as it can. Hopefully the next turn I'd be able to get into close combat with something in the space port in the middle. Meanwhile, Rhamael continues to press the attack from the side.

While shooting is tragically poor due to cover saves, things heat up with the assault phase, beginning with Rhamael charging the firewarriors in the nearby building:



Rhamael personally took down three firewarriors with his powersword. Meanwhile, my outflanking power blob sets up a multi-charge on both his empty devilfish and on a nearby crisis suit squad.



Unfortunately, the 6 rerolling eviscerator attacks horribly flub it, and fail to destroy the devilfish. It did knock off its burst cannon and immobilized it, so I guess that's good enough. Meanwhile the 12 rerollable power weapon attacks do some very, very unkind things to the I2 WS2 suits...

My men charged bravely and boldly forward. No thought of personal danger appeared before them as they continued their charge against the xeno threat. As particles of debris fell about us, the enemy was quickly being forced from having any hopes of recovering anything themselves.



Furthermore, it is exactly this kind of "lead from the front" bravery that I so personally value in an Imperial army. All officers should attempt to emulate this level of clarity and bravery in their own engagements.

As the turn ended, another objective popped up, right next to the previous one.

After this point, the field looked like this:




TURN 4

My opponent can clearly see that his position has been overrun:



And, wisely sensing that he has the real danger of getting tabled if I can multicharge my rerollable power weapons into his suits, he conducts a swift and effective withdraw from his now-untenable position:



Saved from potential annihilation, his force unloads a murderous short-range barrage against my forces. Shooting begins with almost all of his pathfinder markerlights hitting my outflanking blob. Then he shoots it with basically his entire army. The last gun drone put down the last shot on my blob's last unit (the priest), who failed his rosarius test. The blob is dead. Long live the blob!

Otherwise, the only stuff that happens is a few assorted casualties, one of which was his left-side suits finally putting down a guardsman to no damage in return. The remaining officer squad passes its leadership.

After this point, the field looked like this:



So, in my turn, I start thinking about the end game. If I can seriously control the spaceport, I can dig in with a pair of blob squads to provide a shield for other units to claim the nearby objectives. This means clearing away those awful, awful markerlight pathfinders and extending my close combat threat range even further, to push the suits back away even more from the objectives.

In shooting, a combination of flamer and artillery fire nails his firewarriors, which causes them to flee. In assault, the dudes on the left actually put a wound on one of the suits, while my virtually uninjured power blob tears apart the pathfinders before they have a chance to blink. Everything consolidates as best it can towards his suit blob.



Another objective pops up and scatters way off to the left.

After this point, the field looked like this:




TURN 5

My opponent, now moved squarely off of the obejctives, now has to focus on taking them back the only way tau can: with gunfire. He quickly jostles his suits around to form a makeshift gunline.

He opens fire with everything he has. Without markerlights, however, the task is much more vain, and once I go to ground with the first shot, not a whole lot is able to make it through a 3+ cover save. In the end, he does some damage, but my blob can survive another round of shooting like that and still have a model on one of the objectives.

Meanwhile, the left side noodle-fest comes to a close as his suits put down some wounds which finally stick. The officer fails his morale check and is swept off the board.

After this point, the field looked like this:



In my turn, I consolidate my forces onto the objectives. In the middle, I have 2 blob squads with at least 1 model parked on an objective, while my PCS is planted squarely on, and "incoming!"s himself. Rhamael approaches to support while a melta SWS moves up to take my backfield objective.

In shooting, my artillery seriously whiffs, but, with the help of "fire on my target!", the CCS takes down a couple of suits on the left.

After this point, the field looked like this:



I prepare for a couple more turns of him trying to dig me out of cover with plasma, but he rolls for turn 6 and fails.


FINAL RESULTS

I have 3 objectives, he has 0, for an Imperial Guard victory.

- I'm really happy with how I played things out this game. Denying my opponent two turns of shooting was key, and got him to sort of spread out, which meant he was trying to play a game of position (and no one beats blob squad guard in a game of position). Likewise, I was able to get into close combat right away when I showed up. After my opponent's skilled retreat I was seriously tempted to charge out of the bushes and wildly pursue him, but thankfully cooler nerves prevailed and I kept them on the objectives. In general, from all the battle reports I've seen including Tau, the best way to beat them appears to be to just rush up and browbeat them. That's exactly what I did in this game - literally running up and pushing his suits off the objectives, and it worked rather well.

- While the game did end pretty quickly, and that was definitely to my advantage, I highly doubt that my opponent would have been able to kill off my blobs even before the end of turn 7. Stubborn, reroll morale infantry are nearly impossible to dislodge without close combat (which the Tau don't have), as, even against the impressive amount of firepower that my opponent put out, 40 dudes with 3++s weren't going to be going anywhere any time soon.

MVP: The astropath was worth his weight in GOLD this game. Admittedly, I'm not quite so sure how the game would have come out any worse if one of my blobs didn't make it in from reserve, but getting at least two in was crucial. Plus, the game would have done a lot more poorly for me if Rhamael had shown up on the side he was originally slated to show up on.

Hero of the Game: The right side center blob. Instead of rushing out and trying to come to grips on its foes, it had the nerves of steel to just sit there and let an entire Tau suit army wail on it.

And there my troops were, perfectly still in the face of a most murderous barrage of high quality xeno weaponry. Such magnificent forbearance brought me to tears. Once I had regained my composure, I ordered my artillery to wipe the Tau machines from the field. Realising their position untenable, they enacted an orderly retreat. We were left to retake the space port, and to claim all of the debris that fell in our area. Much of this has been sent to ministorum intelligence agents who are currently combing over every detail to find hints of our enemy's plans or weaknesses.

With such brave and noble troops, armed with the right knowledge and proper leadership, ultimate victory over our enemies is assured.

In grateful service,

Sir Daxos P. Clinton III - KAP, EKS, ICM - Foleran Armies in his Majesty's Royal Dictate.
Blood Conquers All


I hope you enjoyed game 6. Look out for game 7 this time next week.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Do you share lists before the game starts in this league? I'm really wondering why the Tau player castled in the corner if he knew you had Al Raheim in the list. Nicely played, the charge of the blob is always entertaining.

Also just curious how you got 6 eviscerator attacks against the devilfish or was it 3 with re-rolls?
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks!

Yeah, we do share lists. I told him about the outflanking thing. My guess is that he wanted to keep his force together in one place to provide mass. Something which definitely helped him, but probably could have helped him better a little closer to the center.

Although there is a caveat in the league where you can pick (or even make up) a list AFTER you know who you're playing, but before the game is set up. Rife ground for list tailorization, which is especially bad for people who don't have the ability to change their lists much (like me). Thankfully, my opponent decided to use his more usual list rather than coming up with one specifically to beat my army.

And priests are part of the HQ FOC, not part of the troops. As such, I decided to deploy 2 with Rhamael's blob squad instead of my usual 1-1-1. The 6 attacks came from 2 priests (you can see them in the picture).

This message was edited 1 time. Last update was at 2010/07/20 21:13:12


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Stalwart Veteran Guard Sergeant





Denver, CO

I very much so enjoy reading your battle reports, and this one is no exception!

And excellent job on your victory over the Tau!

40K:
Tarus 7th Regiment "Dragoons": IG 2500+ points
Speed Freaks: Orks 2000 points
Soul-Forged Angels: Blood Angels WIP
DzC:
PHR: 500 points
Hordes:
Trollkin: 50+ points 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Ailaros wrote:
And priests are part of the HQ FOC, not part of the troops. As such, I decided to deploy 2 with Rhamael's blob squad instead of my usual 1-1-1. The 6 attacks came from 2 priests (you can see them in the picture).


I even double checked against your army list when I saw it before saying anything . Missed them in the pic. False advertising I say!!
   
Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

Very nice. Non mech guard is always so epic.

Can't you see we have been abandoned? Forget matters of duty and honor to the emperor this is now a matter of pride.  
   
Made in us
Hardened Veteran Guardsman





Denver CO

Nice battle rep dude, i always like the narration by the officers in these. It's very unique, very creative.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks, everyone!

Warmaster wrote:
Ailaros wrote:
And priests are part of the HQ FOC, not part of the troops. As such, I decided to deploy 2 with Rhamael's blob squad instead of my usual 1-1-1. The 6 attacks came from 2 priests (you can see them in the picture).


I even double checked against your army list when I saw it before saying anything . Missed them in the pic. False advertising I say!!

Touche, sir. I put them in the troops part of my list for readability, and ease of counting points. I should probably put them as a seperate HQ entry where the codex actually states that they should be.

... or I could just be lazy

DeadGaurd wrote: i always like the narration by the officers in these. It's very unique, very creative.

So, I haven't yet quite decided what I want to do with the narration yet. I really liked the interchange between my SO and priest in my last series. I don't, however, have two obvious candidates for such an interchange.

As well, the old pairing represented the two directions I was pulled in during 4th ed - my desire to charge in and kill stuff, and my desire to stay back and be calculating. As such, the dialogue was easy. Without such an obvious pairing in the FOC, and without having a good understanding of what my conflicts are yet, I've just sort of settled on the style of after-action reports.

I've got to say that I like how the Daxos character (my avatar), is playing out. He's getting to the point of foppery that even I find myself chuckling now and then.

"However, until such a time as botany may be bravely attempted, I was forced to remain indoors, lest I find myself damp and unable to fight properly in my moist condition."

This message was edited 1 time. Last update was at 2010/07/21 02:31:23


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Hardened Veteran Guardsman





Denver CO

the narrations with Raust are my favorite he's so... commisary, i know that sounds obvious but it's really great that way
   
Made in gb
Rough Rider with Boomstick





Greater Manchester, UK

nice to see a batrep from you ailaros, and your army list is extremely Imperial - hordes of religiously-fuelled cannon fodder. I'll have to read your other reports...

Run a whole lot of wfrp and other rpg's, play The Woods and Kill Team, gather and look mournfully at imperial guard knowing I'll never finish enough to use them on the tabletop  
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Your army is beautifully painted Ailaros! It looks extremely impressive all laid out together.

A very good report and well played on your part, well done!

   
Made in us
The New Miss Macross!





the Mothership...

what kind of experience overall do you have with the priest? i've got one painted up for when i used to run 2x 30 man blobs but i never got to use him (i started making one blob into more vets). i toyed around with a power assault blob with sergeants/commissars with power weapons and a priest but i've always worried that my commissar would end up shooting an expensive sergeant when they inevitably ran. i've since distilled my remaining blob into a 30 man "sit and hold my objective all game without fleeing while FRFSRF'ing" unit. i'm thinking about putting the priest back into the case just so i can charge with the blob once in a while. lol, i went from having full tactical squad-esque infantry squads (with sergeant, special weapon, heavy weapon) to just lasguns and a commissar/vox to keep them ordered/not fleeing.

This message was edited 1 time. Last update was at 2010/07/21 18:22:05


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Thanks, everyone!

warboss wrote:what kind of experience overall do you have with the priest? ... i've always worried that my commissar would end up shooting an expensive sergeant when they inevitably ran. i've since distilled my remaining blob into a 30 man "sit and hold my objective all game without fleeing while FRFSRF'ing" unit. i'm thinking about putting the priest back into the case just so i can charge with the blob once in a while. lol, i went from having full tactical squad-esque infantry squads (with sergeant, special weapon, heavy weapon) to just lasguns and a commissar/vox to keep them ordered/not fleeing.


Firstly, I've ran multiple power blobs per game over 6 games now, and only once have I had a commissar summarily execute someone. Stubborn Ld9 morale checks are just really hard to fail. It's to the point where I even give my sarges meltabombs in addition to their power weapons given how infrequently I summarily execute. Plus, it would be a shame to lose a sergeant, which is why I bring more than one

As for the camping style of blob squad, I wouldn't bother with a priest. He's kind of an expensive upgrade, so I wouldn't take one unless I knew I was going to use him every game (or at least try). If you want to add a little oomph to a static blob, I'd spend half the points to throw around some power weapons and meltabombs.

I have also noticed with my power blobs that the weapons that all the other troops are carrying are pretty ancillary. It's getting to the point where I'm considering dropping even the squads' special weapons, as I've only ever gotten to shoot PIS weapons a couple of times. I don't think I've ever even shot lasguns yet. When I'm not in assault range, I'm running, and when I am in assault range, I'm assaulting...

As for the priest in general. So, taking a priest for the rerolls costs a little more than just taking another squad with another power weapon sergeants. Against most targets, this small points increase buys you a slight net power bonus against most targets at the loss of some durability. The reason I go with the priest instead of another squad (other than the fact that I have to paint 9 fewer guys), is twofold. Firstly, I've only lost a power blob three times in 6 games, which tells me that they don't really need ALL that much more durability than a 24-man squad offers (although I feel the temptation). Secondly, the priest doesn't add all that much more damage against infantry targets, but it also makes the squad a DEMON against vehicular targets. Most of the time, rerolling eviscerators totally end whatever I attack. Furthermore, they also allow my squads' meltabombs and frag grenades to reroll to hit. This makes the blob a viable anti-vehicle unit.

Also, the priests have the advantage in that they don't need to deploy with a PIS, but can deploy anywhere. This means I can pool them if I want (like in this game). Also, priests are IC, which means that you can split them off from the group and have the priest wander away to kill vehicles while the blob engages in other buisness.

Priests are definitely more difficult to use than just another 10 guys (in part due to the IC in close combat thing), but once you get the knack of them, they can definitely be worth it.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Longtime Dakkanaut






USA, Indiana

Hey Ailaros how do you make your melta guns?

Dont worry, Be happy
Play:
Flames of War 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Start with grenade launcher arms and cut out the actual gun, leaving the arm with the hand holding the handle/trigger. Then Chop down the back of a plastic meltagun a bit and glue it into the arms. I've found that it helps to put a little something in between the handle being held in the left hand and the side of the meltagun held in the right, but it's not necessary.

It took me a bit of futzing to get it exactly how I wanted it, and it did require chopping of the left arm and GS extending the soulderpad towards the back a bit, but the conversion is seemless and wasn't painful enough to prevent me from doing it 17 times.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Longtime Dakkanaut






USA, Indiana

Ailaros wrote:Start with grenade launcher arms and cut out the actual gun, leaving the arm with the hand holding the handle/trigger. Then Chop down the back of a plastic meltagun a bit and glue it into the arms. I've found that it helps to put a little something in between the handle being held in the left hand and the side of the meltagun held in the right, but it's not necessary.

It took me a bit of futzing to get it exactly how I wanted it, and it did require chopping of the left arm and GS extending the soulderpad towards the back a bit, but the conversion is seemless and wasn't painful enough to prevent me from doing it 17 times.



hmm okay will have to try it thanks

Dont worry, Be happy
Play:
Flames of War 
   
Made in us
The New Miss Macross!





the Mothership...

cool, thanks for the info on priests. and, no, i won't run them with my static blobs, lol. if i pay for the priests, i'll up the sergeants to power weapons (as well as the commissar) and probably throw in straken behind them to test out the "IG can assault" theory!
   
 
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