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Made in us
Sneaky Sniper Drone




Firebase Zulu

Small local tourney down here in Southern Louisiana celebrating a store opening. 8 Players. I was fielding Tau, had a second Tau player, 2 Chaos, 2 IG, 1 DA and an Ultramarine. This is a pretty hefty wall of text so I'm going to put each turn behind a spoiler button.

My list at 1k was

HQ
Crisis Commander with ATS, Fusion, Plasma and Target Lock
Cadre Fireblade

Elite
3 Crisis suit
Shas' Vre Fusion, Plasma, PEN chip
Flamer, Fusion, Plasma
Fusion, Plasma, Target Lock


Troops
12 Fire Warriors with Rifles
11 Fire Warriors with Rifles plus Shas'Ui with Bonding Knifes

Fast Attack
7 Pathfinders plus Shas'ui with Bonding Knives.

Heavy Support
Hammerhead with Longstrike, Disruption Pod, Railgun with Submunitions and TL Smart Missiles

Fortication
Aegis Defense Line with Quad Gun

Exactly 1000 points.

First match was against Guard, Purge the Alien
Spoiler:

Company Commander with 4 dudes with Sniper Rifles
3x 10 man Platoon with Missile Launcher
Lemen Russ with the Heavy 20 Gatling gun on the turret and Pask I believe he said was driving it..
2 Griffin Artillery
Aegis with Quad Gun
I deployed first in my left corner as there was a huge Arch terrain piece in the middle wrecking havoc with LOS in up the middle.
He deployed in the center, Griffins behind the ADL and his Tank on his right. He fails to seize the Initiative and Longstrike makes him pay for it by exploding it all over the battlefield. My Markerlights light up his nearest platoon and a Volly Fire + Quad Gun shot kills half his first platoon. First Blood is mine.
He returns fire and kills 3 Pathfinders but his Griffins scattered to mostly ineffective.

Round 2 Longstrike continues to punish the Guard by exploding one of his Griffins all over the battlefield. Markerlights paint the near platoon and between the Cadre Fireblades unit+Quad gun and my advancing Crisis Suit+Commander I manage to kill the platoon.
He returns fire shooting two Krakk missiles at Longstrike but fails to glance. His remaining Griffin kills one Crisis Suit and 4 of my advancing Firewarriors forcing a Leadership check which they fail but I get a very low roll for their fallback move.

Round 3 the Firewarriors do the Hokey Pokey and Regroup their three inches and then during Shooting they run up to break LOS with one of the bases of the huge arch. Longstrike firmly believes the Imperial Guards are masochistic and he explodes the last Griffin all over the platoon that is manning the Quad Gun killing two or so. I forgot to check range before movement phase so I only had 3 Pathfinders in range of the 2nd platoon and only got 1 marker light. However fire from the Quad gun and the Crisis suit team kills off the Missile Crew and thins the unit down to 6 men.
He returns fire, his one krakk glances but 4+ cover save is made, and the Quad gun provides a Laser Light Show for DJ Longstrike doing nothing. His 6 man squad tries to advance over the ADL for some reason but only 3 clear and his Commander shifts to his right to deal with my Crisis suit squad that was threatening that flank and he pulls two rending snap shot sniper rounds killing one suit right quick leaving it the Commander and the Flamer mounted Crisis suit.

Round 4 Pathfinders advance through difficult terrain to get in range of platoon 2, my crisis suits clear cover to get a bead on the command squad, Longstrike combat shuffes out of the corner to clear the arch and draw sight on the last two platoons, and my advancing Firewarriors side step to clear the arch and draw a bead on his lead platoon that is half over the ADL.
Between a flamer, fusion gun and 2 rapid fire plasma guns I kill all four guardsmen attached to his commander. Pathfinders snap shot again and only land 1 markerlight. Quad Gun shoots the ADL and my Firewarriors focus fire and kill two of the 3 Guardsmen who had jumped the fence. Longstrike drops a template on the last Platoon and Quad gun taking out the Missile Launcher and leaves 3 men standing. His commander promply yellows his pants and runs off the field with a double 6 on his leadership and 10 inches on his fallback. His halfway advanced platoon also fails their leadership but they only move 4 inches staying on the table.
His turn his falling back unit is embarassed by their company commanders actions and roll snake eyes for their regroup. Lots of lasers that do nothing, Quad Gun again provides a Laser Light show for DJ Longstrike failing to glance on 6s.

Round 5 no nightfighting. Commander and his Crisis suit light up 4 man platoon wiping them out. Pathfinders light up the last 3 guys manning the quad gun and Longstrike thanks them with a Submunition round tabling my opponent at the end of the turn. I end the game 10 points to 0.


Game two was the one I was dreading, Chaos Space Marines with Emperors Will.
Spoiler:

No idea who his commander was, he stayed behind the ADL with his 10 zombies manning his Quad Gun
5 Chaos Marines
Vindicator with some kind of Str 10 Ordance with 24 inch range gun on it
and of course, 2 Helldrakes. (this was my first game against them and whoever wrote them up needs to get dragged out into the parking lot and pummeled)

He sets up and goes first putting his tank on his far left and his ADL just right of his center. I set up center with Longstrike directly opposite his tank but just barely away from the edge of the table so even if he moves his tank 6 inches up the 24 inch gun is out of range.
I fail to seize, his tank blast scatters in front of the ADL doing nothing and his Quad Gun shoots my Crisis Team but they make their armor save.
My turn Longstrike was still recovering from his drinking after the IG victory and fails to damage the tank. Pathfinders light up his commander and zombies with a couple of tokens and the Cadre Fireblade on the Quad Gun and his Firewarriors kill couple of zombies and thanks to a failed LoS roll and armor save and Feel no Pain he takes a wound. The other Firewarrior squad being out of range of his ADL turns their sites on the side armor of the tank and get one glancing hit.

Turn 2 both his buzzards come on the field, Fireblade intercepts the one on my right that was threatning my ADL and I manage to get one hit through and takes away his ability to fire that silly flamer for the turn. His tank shoots at Longstrike and pens but I made my 4+ cover save. His other buzzard lights up my Crisis Suits killing two of them and his ADL tries to assist but they make their armor saves.
My turn, Longstrike's head is still ringing from his hangover and the ordnance round that just landed next to him and does a whole lot of nothing to the tank thats 20 inches in front of him. Pathfinders try to markerlight the buzzard that is threatening my ADL but they miss. Fireblade without his Quad Gun (since it intercepted cant fire) attempt to shoot the zombies and ADL but don't do a whole lot. My 2nd Firewarrior squad laugh at Longstrike and shows him how its done and put 5 glancing hits on the side armor of the tank wrecking it. The commander and his last crisis suit shoot at the buzzard that lit them up last turn but do nothing.

Turn 3 he switches to hover mode on his threatening buzzard, vector strikes over the pathfinders who don't like that and break and then lines up his flamer and roasts the Fireblades Firewarrior unit and trashes the Quad Gun though Fireblade himself wasn't under the template and survives and doesn't break. He lets his other buzzard fly off the field and shifts his marines to his right flank where my Commander was starting to threaten.
Pathfinders rally and consolidated into some area terrain, my remaning firewarriors spread out and Fireblades attempts to join up with them but doesn't have enough movement. During Shooting the Firewarriors pray to their god, the Pathfinders attempt to shine their laser pointers in the buzzards eyes but fail misarbly and Longstrike finally gets in the game and shoves a railgun spike right up the tailpipe of the hovering helldrake who fails his 5++ save and gets exploded over some pathfinders and firewarriors.

Turn 4 his buzzard takes the field again, vector strikes my crisis suits and takes one out. His marines clear terrain and take up position to be able to shoot my commander if comes out of cover of a building. His commander shoots his Quad gun at my ADL.
My shooting, my commander does in fact jump out, puts a rapid fire plasma and fusion shot into his 5 man unit killing two, but I don't get a very good JSJ roll and am somewhat exposed. Longstrike attempts to put a submunition round on his command squad on the Ageis and I kill a few zombies.

Turn 5 his 2 plasma guns make toast of my commander, his quad gun does nothing and he sets his buzzard up for a run on my firewarriors next turn. My turn, Pathfinders advance over the wreckage of the helldrake but don't get very far. Fireblade joins up with the firewarriors and convinces them to spread out a bit more to make it as hard as possible for that flamer to roast em all just the the other unit (which this one had actually shifted left and was pretty much in the same place as the first unit was.. so I guess they figured the melted puddles of armor and charred flesh inspired good things in them).

At the end of the turn my opponent is apparently very worried about the board state (I have 4 pathfinders, 10 Firewarriors with Fireblade and Longstrike left) and he offers to end the game with a tie. (I had first blood, he had slay the warlord and we both held one point.) I looked at the buzzard that was about to turn on my firewarriors and roast a whole lot of them knocking me off the objective, looked at him with that look on my face and accepted before he could change his mind.


Game 3 was against a relatively new player, playing Ultramarines with a modified Emperors will mission. (We each get one objective with one objective in the center, not a relic, just a normal objective.)
Spoiler:

Commander was some esper guy who had access to any of the psi powers in the book and he took Power Dome
10 man tac squad with a missile launcher.
5 man tac squad manning his Quad Gun
2x 5 man Terminators

I setup first putting Longstrike on my far right flank behind a building that had a busted out corner with a good view of his ADL and quad gun, giving him the 4+ ruin save that got buffed up to 3+ thanks to his Disruption Pods. Put my Commander and Crisis suits in DeepStrike and had my FWs and Pathfinders set up central to provide a withering storm of fire on anything that dares go near the center objective. He puts his 5 man squad behind the ADL manning the Quad Gun while his leader and the 10 man squad sets up just on his left of center partly obscured by the center two ruins. He left both Terminator squads in DeepStrike.

Turn 1 he successfully seizes the initiative, advances his his 10 man squad with leader, passes his psi test giving them 5+ invuln. During shooting his quad gun provides a light show for Longstrike and the single missile launcher misses as DJ Longstrike is jamming to the music and makes his 3+ cover save.
My shooting, my Pathfinders light up his tac squad with 6 lights. Fireblades unit volly fires and quad gun while the second FW squad lays into them also. Both units shooting at BS5 I get many hits from both and the final damage had his unit with just his unit leader and Warlord left.

Turn 2 both his Terms make their rolls and fortune was with him with both units nailing their scatter die rolls. He sets one down on each extreme flank, one threatening Longstrike or the Pathfinder side of my ADL while his other threatens Fireblade's side. Fireblade intercepts the on my right that is threatening my Pathfinders and Longstrike and he gets some bad saves losing two. During his shooting the Quad Gun again provides a Light Show for Longstrike, his Terms on my left scare Fireblades unti with their guns but the ADL covers em just fine, while on the opposite he attempts to fire into my Pathfinders but again, the ADL does it job and no one gets hurt. His warlord and tac squad leader hustle up and take cover behind a building compleatly obscuing LOS from all of my units.
For my turn my Commander makes his reserve roll and with careful placement and a lucky scatterdie and distance my Commander and his team comes down with two guys in rapid fire plasma range, but out of LOS of his quadgun so he doesn't get to intercept them after movement phase. Pathfinders get two hits on the the Terms my commander is threatning. Longstrike turns one of his threatening Terms into a fine red mist with his railgun and the right hand FW squad kills off another two. On the other end of the field Fireblade and 3 FW Volly fire and take out 1 Term and my Commander and Crisis team expends both tokens on the Terms and a withering hail of Plasma and Fusion overwhelms his 5++ save clearing the other 4. They then Jump to next turn contest the center objective and turn the corner of the building to clear LOS on his warlord and tac sgt.

Turn 3 his last remaining Term tries to set up for an assault on Longstrike next turn, while his warlord and sgt hunker down for some reason instead of trying to duck around the opposite corner of my Crisis suits and his warlord fails his leadership check and fails to put his force dome up.
Pathfinders put a couple lights on the ADL unit. Longstrike shifts left to put as much building between him and the lone Term, my commander and his squad jump over the wall to line up his warlord and sgt. Longstrike kills 1 marine on the ADL, my Commander and his squad brutlize his HQ unit picking them up, and I run one of my FW squads up enough to claim the center objective. My opponent concedes the match to me at this point.


I ended up placing second, with the other Tau player winning by going 3-0 for the night.

Longstrike, with his Tank Hunter did awesome game 1, pulled one awesome shot out in game 2, and wasn't very well suited for game 3, but I think he is well worth his points when he provides pretty good odds on wrecking most any vehicle, if your opponent isn't fielding any and it isn't Big Guns Never Tire then maneuver aggressively with him forcing your opponent to either deal with him (sparing Crisis suits some Str8+ weapons fire) or allow him to threaten a flank.
The unsung heroes were without a doubt my Pathfinders, I'm not looking forward to the point where everyone figures out that nailing them ASAP is usually a pretty good thing to do.
This was my first time fielding a Fireblade, if you are playing a static line he effectively gives you a second squad of FW in the 15 to 30 inch band for half cost if you attach him to a full sized squad, and having him man a Quad Gun you can make effective use of his Split Fire.
   
 
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