Aloha everyone.
This was the first game to break in the corridor terrain pieces that were painted for our gaming group.
Points: 1500
Game: Search & Destroy
Special Rules: Random
D6 room’s door activation (closes & locks).
Random
D6 room gets POISON
GAS! (We agreed to a strength 6, no
AP hit to units that get gassed.)
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Welcome to : Gundam Tau & The Vocaloid Kommandos! Vs. IMPERIAL GUARD
TAU:
HQ: Shas’o [Airburst Launcher, missile pod, flamer, multi tracker,
BSF, 1 gun drone, 1 shield drone] Command Trait: Immovable Object
Crisis Suit x 2 [Team leader, burst cannon, missile, target lock, multi tracker,
BSF, bonding knife, 1 gun drone] [Suit #2, burst cannon, flamer, multi tracker,
BSF, gun drone]
2 teams of suits used for game.
Stealth Team x4 [Leader: fusion blaster,
BSF, bond knife. Burst cannon,
BSF. 2 gun drones] -In reserve.
Firewarrior x 12 [Shasui, bond knife, target lock, markerlight,
BSF, photon grenades, 2 gun drones]
4 Fireteams used for game. One team in reserve.
Kroot x 13
2 Kroot teams used for game.
IMPERIAL GUARD:
HQ: Primaris Psyker
Command Trait: Target Priority
Ogryn x 6
Sentenel x 3 [Heavy Flamer]
Infantry Platoon [Command Squad w/Power Weapon, Bolt Pistol, Medic, Heavy Bolter, Grenade Launcher]
Infantry Squad x 2 [Heavy Bolter]
Infantry Squad x 2 [Autocannon]
Penal Legion w/ Ministorum Priest
Commissar x 2
Heavy Weapon Team [Missile Launcher]
Stormtroopers x 10 [Power Weapon, Flamer]
We used our own set up rules to make it a little more interesting.
The Defender can set up anywhere in the center of the board but has to be at least 12in. from the board edges. Attacker can set up anywhere that has an ‘entrance’ up to 6in. from board edge. The ‘entrances’ were marked with cards. All rooms were marked with a number 1-6 for the special rules. At each turn a player would blindly pick a counter from a container, purple gems were rooms being locked down (players could either blast the door or take a shooting turn to open it), blue gems were for the gas attack. Player that picked the gem would then roll a
D6, the corresponding number would activate that set of rooms. This would simulate the bunker’s defensive measures taking place and or the main computer for the complex starting to go haywire from the battle. Special rules started from start of turn 2.
Let the hijinks ensue.
The
IG get to go first and set up defensive positions.
Tau will be the attackers.
Turn 1:
IG start to move towards their attackers, hoping to ambush them as they storm the entrances. Not all goes well for the defender, 2 Sentinels are wrecked as they try to negotiate dangerous terrain of the corridors.
The infantry and weapons platoons start to engage the attackers that they can see.
The heavy weapons miss, and Tau drones do a pretty good job of taking most of the hits and saving the troops.
A Kroot goes down in the large room they entered. The Guard dig in and wait for the coming attack.
Tau weapons start to unleash massed firepower. Gold Team takes out a Commissar and the most of the Command Squad in rapid-fire. The Medic and Heavy Bolter team survive and hold.
Pink team spots an Ogryn unit and opens fire, taking one brute down.
A Crisis Team then wrecks the last Sentinel with missile fire.
The Shas’o pins the Guard missile squad with it’s barrage weapon.
The Kroot in the large room assault an autocannon squad with a Commissar, killing most of the men except the Seargent and Commissar, who defiantly hold their ground.
Another Kroot unit fails to get their assault distance.
Turn 2:
Guard move in to engage.
Rooms start to fill with Poison Gas from the defense system, luckily, those are empty. (Shucks.. Try again next turn)
The Guard Heavy Weapons start to open up again, taking down a Crisis Suit and drones.
Tau Blue Team and Gold start to take casualties, but hold.
The Kroot unit that failed to assault pay dearly, the lone survivor holds out.
The Commissar begins a furious attack on the Kroot, bolstered by the Penal Legion who come in to assist. They wipe out the Kroot unit.
The Stealth Team arrive from reserve, and immediately open fire on a large Stormtrooper unit. They fall back.
Tau Gold Team wipes out an Infantry Squad.
The surviving Crisis Suit shoots at the remnants of the Command Squad then assaults the Medic.
On the other side of the table, the second Crisis Team rush through an open hallway to flame an Infantry Squad getting ready to ambush a group of Firewarriors.
Just as they clear the hall Tau Blue Team opens up on another Infantry unit that almost got run over by the suits.
They are wiped out, only to be replaced by a charging and angry Ogryn unit bent on revenge.
The Shas’o takes out the remaining troops in the hall that cut down the Kroot with a flamer, he fried one of his drones in the process.
Turn 3:
This time the complex locks down a bunch of rooms, cutting off access points and through ways.
The Stormtroopers regroup and come back looking to pick a fight.
The Missile troops fire on the Stealth Team, but they save.
The
IG Psyker wounds a Crisis Suit.
Charging Ogryn assault the Blue Team, an Ogryn takes a wound from the overwatch fire. In the melee most of Blue are ripped apart.
However, the survivors defiantly stand and fight on. Combat continues!
Tau reserves do not arrive for this turn.
Pink Team erases a Heavy Bolter squad.
The Steath Team takes out the rest of the missile troops in close combat.
Crisis Team fire takes out the Psyker.
Gold Team moves in to back up the Stealth unit.
Blue Team is still in combat, they loose 2 troops and don’t inflict any damage back.
Blue’s Shasui holds out and combat still continues.
Turn 4:
With the clock close to 2am, my opponent concedes the game.
Having a full Firewarrior team still to come onto the board and most of my army still in good shape, he says there is just no way to hold them back.
We roll one last fight, Miku (Blue Leader) finally gives up.
In the aftermath:
Tau take First Blood, and Kill the enemy
HQ, along with 5 troop units.
Imperial Guard take 2 troop units.
TAU: 7vp
IG: 2vp
Tau Victory!
Thanks for reading!