I recently competed in Bay Area Open 2013 40k Championship, hosted by Frontline Gaming. The tournament was held at Contra County Fairgrounds, located in Antioch-Pittsburg, California. It started on March 2nd and lasted 2 days. There was a huge turnout with 50 Fantasy players and 144 40k players showing up.
The tournament itself was broken down into 7 games, each with a custom scenario. Each game had a maximum of 10 possible battle points. Pairings was Swiss style. There was no comp score, but there was a rating system to enforce sportsmanship. There was also an in house FAQ to address issues that weren't covered in GW's FAQ/Errata.
For the tournament, I brought my 1750pts Tau-Orks army. The 3x Daemonettes and 2x 40mm bases are objectives.
My list is TAC and should be able handle everything including flyers, mech-spam, death stars, horde, and AV14. Its main weakness is pskyer heavy armies and deep strike armies. Unfortunately I wasn't able to test my army with any of the BAO 2013 scenarios. I'm very busy being a full-time student and completely my last semester in college. I did however played one game against Jy2's Tyranids.
I find Broadsides compliment Nobz Bikers very well. Ork Shoota Boyz are effective and provides a horde aspect to my list. Fire Warriors is one of the best infantry in 6th ed. The Bastion is also excellent for protecting my Warlord and giving Broadsides LOS.
For this battle report, I'll be borrowing Jy2's format (hope you don't mind Jim). Please note the Introduction at the start and Epilogue at end of each game is my narrative to explain why each army is fighting each other.
Game 1:Tau-Orksvs.Eldar-Dark Eldar
Introduction (skip if you are only interested in the battle report)
Spoiler:
"Shas'el Tealk," said Shaper Ga'Kho. "Your blatant disregard for the lives of your allies have resulted in unanimous vote by the Kroot mercenaries to void our contract with your Cadre. May you find better cannon fodder to fuel your war against the Tyranids."
Ga'Kho glowers with contempt.
"I hope we never meet again, for both of our sakes," he spat.
The screen goes blank, ending the transmission. Tealk angrily punches his fist on the blank screen. "Greedy mercs," yell Tealk.
His screen switch to video feed from his Crisis Suit's head. He watch in disbelief as his erstwhile Kroot allies blast off in an Orca Drop ship, rapidly ascending into the atmosphere.
"I gave them supplies, shelter, ammunition, and even a ship! All I ask, in return, was service for the greater good. What good is it for me, the employer, risk my neck on the front lines? Hmm? These bird brains are the worst mercenaries ever!"
Tealk resumes cursing inside his Crisis Suit's cockpit. Without the Kroot mercenaries, there will be nothing holding back the Tyranid invasion from ripping into the Tau's gunlines. The Shadow Cadre had already lost all except Tealk's Crisis Suits in the initial days of the war. Kroots suffered heavy casualties and were now in full retreat. Only the cadre's Fire Warriors, Broadside, and fortification remains.
Just as all hope was lost, a notification pops up on Tealk's command HUD. He touches the screen and establish communication.
"Shas'el," greeted Kor'el Sora. "Our Manta's sensors have detected an unscheduled departure from the Kroot's Orca Drop Ship."
Tealk glowers with contempt. "Yes Kor'el," he reply, "I'm well aware of their desertion."
"We've also detected an Ork Kroozer exiting the warp and it will soon enter this planet's orbit.
Tealk frowns. "Kor'el, why haven't you engage it already?"
"It's a Freebooterz ship and registered in our mercenary database," replied Sora.
"Show me," the Shas'el commanded.
Tealk's main screen switches to video feed coming from a scout drone in space. Amid the black background of space, a ramshackle metal monster sped toward the planet. The kroozer appeared to have been salvaged from an Imperial ship. Its massive prow was jammed pack with ridiculous number of guns. Its hull was decorated with painted Ork graffiti.
The Kroot Orca Drop Ship suddenly appeared from the corner of the screen with a direct collision course to the kroozer.
Puzzled, Tealk ask, "why haven't the Kroots change their heading?"
Sora smirk. "That's because they need authorization to override auto pilot."
Tealk burst into laughter and watch in satisfaction as the Orca Drop Ship immediately begin firing its weapons, in a feeble attempt to stop the behemoth Ork ship. The kroozer's massive prow bulldoze into the tiny transport ship, crumpling it like a tin can. Seconds later, it exploded.
"Patch me to the Warboss of that kroozer," Tealk orders, "I must congratulate him for dealing with the insurrection."
"Yes honourable Shas'el," said Sora in a sarcastic tone.
The screen goes blank, ending transmission. Tealk sneers. "Your wish has granted, Shaper Ga'Kho. We really won't be seeing each other ever again."
.....
Twenty minutes later, communication is established between Shas'el Tealk and Warboss Badgaz.
"Oi blue skin, ur kroots' fenda benda kost me ship ah new paint job,"
Tealk rolls his eyes. "You could have told your pilot to change course."
The Warboss grunts. "Nah, not me problem da bird brainz flew der ship in fronta me kroozer," he reply with a wink.
"Warboss, I have a business proposal," said Tealk, changing topic.
Badgaz's thick green brows furl. "Go on."
"I wish to employ your services in my war against the Tyranids."
Badgaz thought it over the a minute and spoke, "Why woud I needz ur lot to beat da Nidz? Me boyz can stomp da bugz real good."
"The Tyranid swarm is numerous and endless," reply Tealk, "Their Tervigons keep spawning Termagants, bogging any attempts to get close to them. My Broadsides howver can shut them down, but they need get close enough. That's where you come in."
"And wot spoilz do I git out of diz?" ask Badgaz.
Tealk clap his hands. He had this. "All the teeth you'll ever want," said the Shas'el.
A blue blur crash into the roof, landing next to the Fire Warriors. A Hive Tyrant emerge from the dust. Bucking its head back, he extends its leathery wings, open his maw, and bellows a thunderous roar. At his feet lie mangle bodies of dead and wounded Fire Warriors.
"What do we do?" cry Shas'la Teemo, "it's blocking our exit."
"The only thing we can do," reply Cruz, "fight!" He switches his Pulse Rifle to full auto and spray at the alien monster. The other Fire Warriors do the same.
The Hive Tyrant's thick bonded exoskeleton repels the torrent of blue plasma fired by the Fire Warriors. It does nothing except scorch burn marks and make the alien commander angrier.
It lashes out with a clawed limb. Cruz jumps away in the nick of time. Teemo was less fortunate. He screams in pain as a claw impales his stomach, sticking out through his back. The Tyrant drags hapless Teemo closer, lower his dead, and feast.
Seeing an opportunity, Cruz somersault forward, land upright in front of the Tyrant's head. Raising his Pulse Rifle, Cruz takes aim and shoots the Tyrant's eyes. Searing heat boils peripheral organs, blinding the alien commander.
It burst into rage and lashes blindly, smashing two other Fire Warrior.
Cruz duck and and crawl underneath the Tyrant. After a quick reload, he lies on his back, raises his rifle, and shoot straight into the Tyrant's exposed throat. Flesh and muscles burns away, passing through the cranium.
The Tyrant lurches forward and collapse dead on its side.
Without connection to the hivemind the remaining Tyranid ground forces fall into total anarchy and began fought among each other.
Shas'la Cruz and the surviving Fire Warriors whoop with joy. Victory!
......
Shas'el Tealk survey the battlefield. Fire Warriors busy were mopping up any Tyranid survivors. Orks help themselves to teeth and trophies. Tealk thought it was uncivilized, but at least it was far better than what his former Kroot carnivore allies would do after they won a battle.
Shas'la Cruz was promoted to Shas'ui for his heroic action in bringing down the last Hive Tyrant. Tealk shook his head in disbelief. A squad of Fire Warriors bringing down a Hive Tyrant. This story will circulate among the cadre and last ages.
Warboss Badgaz' warbike pull up next to Shas'el's Crisis Suits. Tealk exited his cockpit and went to greet the Warboss.
"You fought well today, for a blue skin," joke the Warboss.
"Like wise," reply Tealk with a grin. "I'm surprised you are still standing after what that Hive Tyrant did to you and your Nobz."
"Ha ha, dank da dok fer dat. Fix me up real good," reply Badgaz. He chuckles. "Ur lot ain't bad. Beatin dat big monsta that bested me Nobz."
The Warboss held out his fist in front of the Shas'el. Tealk did the same and bump his fist with the Warboss'.
"I see a bright future in this alliance," said Tealk.
......
Thousands of light years away, Farseer Isawa Jidai foresee a different, more disturbing future.
She woke up from her meditation in cold sweat. A rare expression of fear broke her impassive face.
Farseer Isawa Gennai, older brother and second in command, approach his sister. "What did you see," he ask with a concerned look on his face.
"I saw an unholy alliance that will destruction to our Craftworld," whisper Jidai.
Gennai's expression darkens. "Then we go to war," he announced.
.....
My first game took place at table 65, located in the corner of the barn.
My first match was against Eldar-Dark Eldar.
Army List
Rokugnar Craftworld Primary: Eldar Farseer, Jetbike, Spirit Stones, Runes of Witnessing, Runes of Warding, Guide, Fortune
Farseer, Spirit Stones, Runes of Witnessing, Guide, Mind War, Eldritch Storm
7x Fire Dragons
-Wave Serpent w/ TL-Scatter Lasers, Shuriken Cannon
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 1
Mission: Emperor’s Will (4pts)
Crusade (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
Deployment: Dawn of War
There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Warlord Traits, Psychic Powers, Objectives
Spoiler:
My opponent and I rolls for Warlord traits. My Shas'el get Inspiring Presence. My opponent's Farseer on Jetbike got Conqueror of Cities.
Next, my opponent rolls for psychic powers. Farseer on bike kept the powers, purchased from the Eldar codex. Farseer on Jetbike kept its purchased psychic powers. Farseer on foot roll on the Divination table and get Hallucination, Misfortune, and Prescience
I win the roll off to pick deployment zone. I chose the side with the hill, which I place my Bastion on top of.
My opponent and I take turns placing objectives. Most of mine were placed close to each other. I place my Emperor's Will objective in my deployment zone, near the Bastion. I also place Crusader objectives (Daemonette models) in no man's land, not too far from my Emperor's Will objective.
My opponent place his Emperor's Will behind a couple shipping containers that block TLOS. His Crusader objective hide behind silos in the middle of the board.
Pre-game Thoughts: Winning the objective placement puts my army at a huge advantage. It takes a lot of firepower to move two squads of Ork Boyz. The Eldar-Dark Eldar army is lacking in troops. My 6 Broadsides should have no problem dealing with the Eldar-Dark Eldar transports, Vypers, and Voidraven bomber. The only thing I'm really concerned about is the Guardian Jetbikes. Once Farseer casts fortune, their armor saves becomes re-rolls. Fortunately I have Nobz Bikers, which can beat them in assault.
My plan is to play aggressive. Disable my opponent's mobility early on and mop up infantry.
Deployment
Spoiler:
Eldar win the roll off to deploy first. Fire Dragon Wave Serpent, Kabalite Raider, and Foot Farseer + Dire Avenger Wave Serpent positions on the left. Vypers hide behind the crates. Jetbike Farseer and Guardian Jet Bikes, and Haemonculus deploy on the right. Voidraven Bomber stay in reserve.
My forces deploy close to the objectives. 6 man Fire Warriors deploy inside the Bastion. Second Broadsides finds a nice vantage point in a tall ruin. Nobz Bikers and Warboss form a long line, screening Fire Warriors and Ork Boyz.
Broadsides with 3 Target Locks setup on top of the Bastion. Shas'el join them and mans the Quad-Gun.
After I finish deploying, Pathfinders infiltrate next to the Haemonculus.
I roll a die to seize the initiative and succeed!
Turn 1:Tau-Orks
Spoiler:
My successful roll to seize the initiative caught the Eldar player off guard. Most of his units are deployed out in the open without cover. His Jet Bikes aren't fortuned.
Everyone moves up. To save time, I move and run both Ork Boyz squads in the movement phase.
You'll notice in the last picture I made a mistake moving my Nobz Bikers. I accidentally place them out of coherency. Rather than shooting, I decide to turbo boost them back into coherency.
Broadsides on the Bastion divide their shooting among the three transports. Both the Fire Dragon Wave Serpent and Raider goes up in flames. 2 Fire Dragons and 3 Kabalite Warriors dies in the fiery explosion. Dire Avenger Wave Serpent suffer crew stunned and loses a hull point.
Combine shooting from Shas'el and Fire Warriors kill 4 Guardian Jet Bikes.
To make matters worst, Fire Dragons fail their moral test and fall back.
Wow, extremely effective first turn. Not only did my Broadsides disabled Eldar/Dark Eldar's mobility, they also scor first blood!
Turn 1:Rokugnar Craftworld
Spoiler:
Fire Dragons regroup.
Jetbike Farseer cast fortune on his own unit and guide the Vypers. Dire Avengers disembark and hides behind storage containers. Kabalite Warriors find refuge behind a wall. Farseer on foot seperates from the Dire Avengers and joins the Kabalite Warriors.
Jetbikes turbo-boost to the far left corner.
Combined shooting from Vypers and Kabalite Warriors only kills 10 Ork Boyz.
Turn 2:Tau-Orks
Spoiler:
Ork Boyz and Fire Warriors advances forward. Nobz Bikers goes after Vypers.
Ork Boyz on the right aren't in range in anything. They run.
Combined shooting from left Shoota Boyz, Shas'el, and Fire Warriors wipes out Kabalite Warriors and Farseer.
Broadsides concentrate their shooting on Jetbike Farseer and remaining Wave Serpent. Dire Avenger's Wave Serpent explode, killing 1 Fire Dragon. Guardian Jet Bikes and Farseer make all their saves.
Nobz Bikers assault and destroys all 3 Vypers.
So far it's not looking good for my opponent. He only has a Haemonculus, Pathfinders, Dire Avengers, half a squad of Fire Dragons, depleted squad of Guardian Jet Bikes, Farseer on Jetbike, and Voidraven Bomber.
Turn 2:Rokugnar Craftworld
Spoiler:
Voidraven Bomber come in from reserves. It enters from the left table corner.
My Quad-gun intercepts it. I roll 2 glances and 1 penetration. The bomber makes 2 cover saves against the glances, but fail its cover save against the penetration. I roll a 6 on the damage chart, blowing it up.
At this point, my opponent concedes. I was rolling pretty well and my opponent's heart wasn't in the game.
Tau-Orks takes 10 - 0 battlepoints.
Crushing Victory for the Tau-Orks!
Post-game Thoughts:
Spoiler:
Wow, that was a quick game. I roll very well. I was able to seize the initiative early on and my single unit of Broadsides took care of all three Eldar-Dark Eldar transports. Both Railsgun penetrated Wave Serpents, despite energy fields! I also rolled a lucky 6 on the damage table against the Voidraven Bomber. Overall, it was a bad match for my opponent. He should have deployed his forces behind cover in the rare chance that I seize the initiative.
I start off well after winning 10 - 0 in my first match.
Epilogue (skip if you don't care for narrative)
Spoiler:
.....
Shas'el Tealk wait as his Suit's multi-tracker lock on. A transparent red ring appear in his viewfinder over a group of Guard Jetbikes. He grips his trigger, signaling his Missile Pod and Quad-gun to let loose.
The loud roar of the Quad-gun and the flare of rockets flies straight at the Eldar riders. Four of them disengage, dodging the incoming projectiles. Three of them were too slow and were immediately ripped to shreds.
A stream of blue lights from Fire Warriors on the ground hit a disengaged Eldar bike. Its rider holds on to his dear life as his bike bucks wildly, and eventually crashes into the ground.
Three surviving riders turbo boost off into the distance.
"Shas'el," Kor'el Sora reports in, "we've lost contact from one of our airborne drones in the north. It was flying at a high altitude. Be on the look out for inbound enemy aircraft."
Tealk study his command HUD and frown. Nothing reported on our radar. He switch to infared from scout drones, but saw no heat signatures.
'Great,' he thought, 'an invisible flyer. Time to do this the old fashion way.'
Tealk pulls a latch, opening his Crisis Suit's cockpit. The burnt smell from the discharge Quad-gun and Missile Pods fills the air.
"All forces, cease firing." he commands.
The sounds of battle suddenly goes dead silent as if someone pressed a mute button. Even the trigger happy Orks stop shooting.
Tealk closed his eyes and listen. Far off in the distance, Tealk could hear a high pitch whine, growing louder by the second.
Tealk nudges his joystick, lining up the Quad-gun to the source of the sound. "Wait for it, wait for it," he whispers to himself.
At last a loud sonic boom erupts followed by scream of jet engines. With quick reflexes, Tealk jerk his joystick, realigning the Quad-gun, and squeeze the trigger. Its four barrels unleash a deadly stream of bullets into the sky. The dark silhouette of a Void Ravenbomber jerk up trying avoid the oncoming torrent of bullets, but it was too late.
The bomber's belly become riddle with holes. Black smoke and fire bleeds out. The Voidraven loses control and climbs straight up until it loses thrust. It hovers a couple seconds before free falling, crashing into the ground. Black and orange mushroom cloud erupts.
A loud cheer erupts from the Tau and Orks. The battle is over.
Looking forward to this report (as well as tombkings and jy2's of course!) good moving seizing the intiative before he can get his powers off on the jet bike squad, also the tanks look a easy first blood for you!
Panzer1944 wrote: Think that is a good way to start any tournament by stealing the initiative. Can’t wait to see how your games played out.
Yeah, stealing the initiative or going first is a huge advantage against Eldar. My opponent should have deployed his forces in cover.
MarkyMark wrote: Looking forward to this report (as well as tombkings and jy2's of course!) good moving seizing the intiative before he can get his powers off on the jet bike squad, also the tanks look a easy first blood for you!
With 6 Broadsides, it's extremely easy to score First Blood.
Wow tough break for the eldar player getting seized on. Your right though, with his ability to just pop over cover he definately should have deployed behind the buildings and stuff.
Btw I LOVE your little side fluff you put in the reports. Very creative and fun!
Ugh not a pleasant game for your opponent. As soon as you stole the initiative I knew those broadsides where going to cause some pain. Been on the other end of the Bastion Broadsides with turn one stolen from me and it’s never been pretty. Just have to hope you get some lucky rolls to prevent even more damage, though it seems for your opponent it was not to be. Look forward to game 2.
Awesome list you have there! I really like how well those broadsides support your nobz they compliment them very well. I wish I had the flexability to ally my Orks with another army but I am too stubborn to steer away from pure Orks. I did play against your opponent and he absolutely destroyed me. I had no answer to those fortuned jetbikes. I was the Ork player with the custom made Wazdakka if you happened to see it. Looking forward to seeing the rest of your games.
Hey Jim it's Noah it was awesome finally meeting you. The drive back was pretty terrible and I think that if I were to attend the BAO again I would have to fly because 14 hours each way was pretty rough.
Very nice report, thanks! Yeah, seizing on Eldar out of cover is brutal, especially when you've got the Broadsides and anti-infantry firepower to capitalize on it.
jy2 wrote:You surprised me with how fast your game went. I think we were still on our Turn 1 when you came over and told me that you were done.
Congrats against Deldar.
Thanks. On the plus side, I had plenty of time to walk around and watch other players' games.
Chancetragedy wrote:Wow tough break for the eldar player getting seized on. Your right though, with his ability to just pop over cover he definately should have deployed behind the buildings and stuff.
Btw I LOVE your little side fluff you put in the reports. Very creative and fun!
I'm glad you enjoyed reading my narrative. It's fun coming up with crazy background explaining why two armies are fighting each other.
Panzer1944 wrote:Ugh not a pleasant game for your opponent. As soon as you stole the initiative I knew those broadsides where going to cause some pain. Been on the other end of the Bastion Broadsides with turn one stolen from me and it’s never been pretty. Just have to hope you get some lucky rolls to prevent even more damage, though it seems for your opponent it was not to be. Look forward to game 2.
I believe Kingsley was the other Tau player, beside me, who fielded Broadsides on top of Bastions. It's a strong combo and help mitigate lack of tall non-impassible terrain.
y0disisray wrote:Awesome list you have there! I really like how well those broadsides support your nobz they compliment them very well. I wish I had the flexability to ally my Orks with another army but I am too stubborn to steer away from pure Orks. I did play against your opponent and he absolutely destroyed me. I had no answer to those fortuned jetbikes. I was the Ork player with the custom made Wazdakka if you happened to see it. Looking forward to seeing the rest of your games.
Pure Orks can also have ridiculous volume of fire support. I'm almost done building my green tide army. At 2K it will have assaulty Warboss on bike, Big Mek w/ KFF, 3 x 3 Big Gunz Kannons, 2 x 10 Lootas, Runtherd + 16 Gretchins, 150 Shoota Boyz, 2 Dakkajets, and Aegis Defense Line w/ Quad-gun
Mannahnin wrote:Very nice report, thanks! Yeah, seizing on Eldar out of cover is brutal, especially when you've got the Broadsides and anti-infantry firepower to capitalize on it.
Shootas, Fire Warriors, and Quad-gun spits out amazing amounts of anti-infantry shooting. However, there are limitations, which you'll see in other battle reports.
Kingsley wrote:Your opponent's army is beautiful, but it was a hard matchup for him going in and getting seized on did not help!
Congrats on the win, and I'm looking forward to seeing the rest of your battle reports from this event.
It really was a beautiful army. I believe the Eldar player posted somewhere in this forum that he placed 7th in painting. Good for him!
I'm also interested in how your Tau-Space Marines did in each scenario.
Panzer1944 wrote:Ugh not a pleasant game for your opponent. As soon as you stole the initiative I knew those broadsides where going to cause some pain. Been on the other end of the Bastion Broadsides with turn one stolen from me and it’s never been pretty. Just have to hope you get some lucky rolls to prevent even more damage, though it seems for your opponent it was not to be. Look forward to game 2.
I believe Kingsley was the other Tau player, beside me, who fielded Broadsides on top of Bastions. It's a strong combo and help mitigate lack of tall non-impassible terrain.
Typically I actually field my Broadsides inside the Bastion, but yeah. Bastions IMO synergize much better than ADLs with many Tau units.
Kingsley wrote:Your opponent's army is beautiful, but it was a hard matchup for him going in and getting seized on did not help!
Congrats on the win, and I'm looking forward to seeing the rest of your battle reports from this event.
It really was a beautiful army. I believe the Eldar player posted somewhere in this forum that he placed 7th in painting. Good for him!
I'm also interested in how your Tau-Space Marines did in each scenario.
I ended up going 5-2 and winning Best Space Marines. Unfortunately I did not take pictures so won't be posting full batreps. I will say, however, that all but one of my games were very close. I might post a general tournament report later if there is interest.
Yeah, this really does showcase what a two 6's rolled at opportune times can achieve. Well, that and you got to have the majority of the objectives, of course.
In any case, it must have been at least a morale boost to have an opponent concede after turn two on the first game of a tournament.
The last three GT's I played in, I had game 1's just like this, it is a great way to start - and for at least a moment you are tied for first...!
Automatically Appended Next Post: The last three GT's I played in, I had game 1's just like this, it is a great way to start - and for at least a moment you are tied for first - I hope you made sure Jy2 knew that you were ahead of him!
Automatically Appended Next Post: The last three GT's I played in, I had game 1's just like this, it is a great way to start - and for at least a moment you are tied for first - I hope you made sure Jy2 knew that you were ahead of him!
Introduction (skip if you are only interested in the battle report)
Spoiler:
Along the frontier of the Mordant Zone lies the spaceport Eldarado XIII. Named after a legendary city from ancient Imperium past, Eldarado XIII serve as a safe haven for pirates, criminals, and rogues from all races. Within the spaceport lies a sprawling city featuring black markets, entertainment district, and gladiatorial arena. Here it's not uncommon to see Freebooterz Orks and Eldar outcasts walking the same streets. Every once in a while, agents of the Inquisition are seen doing business or tracking leads.
Nestled between a Dark Eldar brothel and a Demiurg pawn shop lies the pub, 'Russ' Bar Tab'. Inside, Shas'el Tealk and Warboss Badgaz sit at a table. Bored Tealk swishes his half filled glass of Amasec. Badgaz lift his tankard and chug down frothy fungus beer. He let out a large belch, stinking up room. Tealk cringe, wishing he brought his helmet.
The Warboss grunts to Tealk and ask, "Ow much longa we waitin?"
Tealk checks his watch. "Half an hour has passed," he reply, "it seem the deal is..."
"Still going," interrupts a feminine voice. A hooded figure takes a seat, sitting across Tealk and Badgaz.
Both the Warboss and Shas'el look up startled.
"And you are miss... ?" Ask Tealk.
The stranger reveals a rosary underneath her cloak with fleur de lys dangling from its chain. "Canoness Dianus," she introduce herself.
Tealk's posture stiffens. "I never expect the Ecclesiarchy to be in this neck of space," he commented.
"Let's keep it that way," whispers Dianus, hiding her rosary.
"Oi missy, wot took you so long?" Ask Badgaz in a gruff tone.
"I was being followed," she replied. "Now are we going to keep asking questions or will we get down to business?"
Tealk relaxes. "Proceed," he said.
The Canoness withdrew a dataslate underneath her robes. After murmuring a litany, the slate flickers on, displaying a map of a group of planets. "
"Four months ago, the 'Order of Our Martyred Lady' lost contact from one of their missions, who were on a routine pilgrimage to planet Versailles," she said, pointing to planet. "A month later, they sent a priest to investigate their whereabouts. What the priest found is disturbing."
Dianus swipes her dataslate and opens a video. Recording of a pillage plays out. Imperium towns people could be seen fleeing in terror. Both Tealk and Badgaz gasp. The assailants appears on the screen as Battle Sisters in desecrated armor with ruinous symbols of chaos and Slaanesh. Many bear erotic motifs or had torn off their right breast plate. Each one replaced their standard issue Bolter with Sonic weapons.
In unison, the renegade Sisters level their weapons. Dianus mutes the video. Invisible high frequency waves of sonic energy hits a group of people. The fleeing citizens collapse and convulses as their organs burst and blood bleeds out from every opening. The Sisters of Slaanesh continue their sensual onslaught with sadistic glee. A group of Sisters pins down a man and starts raping him in public.
Tealk cringes, feeling both disgusted and emasculated. Badgaz in the other hand found the spectacle amusing.
"Dem rowdy umies actin like me Orks on happy Gork an' Mork's day," said Badgaz with a big grin.
Both Tealk and the hooded figure shake their head in disbelief.
"The Orders Militant of the sisterhood have convened and decided this matter be kept a secret and dealt with by non-Imperials," reply Dianus in a serious tone. "And that's where you two come in."
Tealk gulps down the rest of his Amasec. For a few seconds, he was silent, absorbing the magnitude of this situation. It wasn't uncommon for Imperial Guard regiments to succumb to the allure of chaos. On rare instances, even Space Marines defect. However, this was the first time he heard Sisters of Battle, the Imperium's most devout warriors, falling to chaos.
"This is a serious matter and carries a high risk," intoned Tealk, "We expect equal compensation for this dangerous mission and whatever befalls after it."
Dianus looks around, scanning the pub for eavesdroppers. Satisfied, she tap her dataslate and brings up a picture of a detailed coat of arms. "The sisterhood have prepared a Warrant of Trade. It will be rewarded upon successful completion of this mission," said Dianus in a hush tone.
Both Tealk's and Badgaz's jaw drops. A Warrant of Trade is a legal document and normally given to Rogue Traders. It grant its bearer authority equal to Chapter Masters, Inquisitors, and Planetary Governors. Having one allowed unrestricted access and trade to the vast majority of the Imperium.
Tealk's eyes narrow with suspicion. "How do I know your sisterhood won't cut all ties, once we finish," he inquire.
Dianus pulls back her cloak, revealing her raven hair and battle scarred face. She wore a pristine white armor drape in red livery. Tealk instantly recognizes the colors belonging to the Order of Faith.
"My Order has a reputation for collaborating with xenos. We have closer ties with the Ordo Xenos than the Ordo Hereticus," she said, "You have my word that no treasonous acts will occur by the Order of Faith, through I cannot say the same for any other Imperials that thinks less of it."
Tealk nods approvingly. "I was there when your Sisters, Eldar, and my cadre formed a coalition to fend off a Tyranid invasion," he replied, "I accept this mission."
Dianus smiles. She motions to a Kroot bartender. "Bartender," she called, "A glass of Rotgut and another round of drinks for these two. My treat."
.....
My win in game 1 bumps me to table 31. Drats, does that mean 61 other players also got 10 - 0 in their first game?
My opponent brought a Slaanesh themed Chaos Space Marine lists. Instead of using Chaos Space Marine models, he proxy (you guessed it) Sisters of Battle models. It's a shame he doesn't have any Daemonettes models. Nothing is hotter than Sister of Battle stand ins with Daemonettes in the same list.
Fortunately I brought Daemonette objective markers.
Army List
Chaos Space Marines Sorcerer, Master Level 3, Melta Bombs, Gift of Mutation, Spell Familiar, Steed of Slaneeh - Inquisitor on Steed of Slaanesh model Chaos Lord, Mark of Slaanesh, 1 Lighting Claw, Melta Bombs, Jump Pack, Sigil of Corruption, Gift of Mutation, Burning Brand of Skalantrax - Saint Celestine model
10x Noise Marines, 2x Blastmaster, 7x Sonic Blaster, Icon of Excess, MeltaBomb - Battle Sister models. Banner = Icon of Excess and Meltaguns = Blastmaster 10x Noise Marines, 2x Blastmaster, 7x Sonic Blaster, Icon of Excess, MeltaBomb - Battle Sister models. Banner = Icon of Excess and Multi-melta = Blastmaster 10x Noise Marines, 2x Blastmaster, 7x Sonic Blaster, Icon of Excess, MeltaBomb - Battle Sister models. Banner = Icon of Excess and Multi-melta = Blastmaster
9x Raptors, 2x Flamers, Mark of Saanesh, Icon of Excess - Seraphim models 5x Chaos Spwan - Worm models
Maulerfiend
Upon writing this battle report, I discovered Noise Marines can only take 1 Blaster Master per 10 models in a squad. I didn't know at the time because I'm not 100% familiar with codex Chaos Space Marines. Oh well... y0disisray informed me FAQ allows Noise Marines with 10 models can have 2 Blast Masters
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 2
Mission: The Scouring (4pts)
Purge the Alien (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
Deployment: Hammer and Anvil Deployment.
There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone.
In the Scouring, each player places 2 objectives in their opponent’s deployment zone and 1 outside of either player’s deployment zone following normal objective placement rules (6 total on the board for the Scouring). Each player has a 1, 2, and 3 point objective, which are revealed just before the role to seize the initiative as normal. You will end up with 2 objectives in no man’s land, and 2 in each deployment zone. Destroying fast attack choices counts for points to this mission.
Warlord Traits, Psychic Powers, Objectives
Spoiler:
We roll on the Warlord table. My Shas'el once again get inspiring presence.
Chaos Lord get Temporal Distortion (fleet) from CSM Chaos Boon table and Flames of Spite (Soublaze in assault) from CSM Warlord Trait table.
Chaos Sorcerer rolls for psychic powers. She gets Sensory Overlord (24" Str4 AP4 Assault 4, Blind, Concussive, Pinning), Haemorrhage and Terrify from BRB.
I win the roll off for deployment zone. The terrain setup is symmetrical, so it really didn't matter where I deploy. For convenience sake, I choose the side with the board edge.
Following the Scouring mission, my opponent and I take turns placing the objectives. We kept the point value per a secret by writing a sequence of numbers in the order we place them.
Pre-game Thoughts: I'm surprised my opponent didn't field any Cultists, Helldrakes or Oblits. I'm used to seeing them in my games against Jy2. I've never played against a Maulerfiend. I'm also not familiar with the new Noise Marines. There certainly is a lot of units in his army with FNP. Fortunately I have quite a few Power Klaws and Railguns that bypasses FNP.
My opponent has the advantage with 2 Fast Attack choices to my none. That's a total of 5 scoring units to my 4.
Deployment
Spoiler:
I win the roll off to deploy first.
My Nobz Bikers screen my troops. 6 man Fire Warriors setup shop inside the Bastion. Broadside teams takes their positions ontop the right most ruin and my Bastion. Shas'el mans the Quad-gun and joins Broadsides.
My opponent deploys all his Noise Marines on the side where most of his objectives were placed. Maulerfiend hides out of TLOS behind a ruin. Chaos Lord + Raptors finds cover behind tentacles.
Sorcerer on Steed of Slaanesh attach to Chaos Spawns will outflank from reserve.
With deployment finished, we reveal value of each objective and triggered mysterious objectives.
Objectives near my deployment zone turn out to be 1 and 2 points objectives. The 3 points objective appears to be in crater not too far from his Noise Marines.
The 2 points mysterious objective turns out to be Skyfire Nexus. There's no flyers on either side, making this objective redundant. 1 points objective turns out to be Scatterfield, giving my Shoota Boyz +1 cover save.
The objective near the Raptors turn out to be 1 point objective. It's also Grav Wave Generator, halving assault distance.
2 points and 3 points objectives appear to be close by.
My opponent fail to seize the initiative and away we go!
Turn 1:Tau-Orks
Spoiler:
The bulk of my forces moves up, using the impassible terrain to shield them from the Noise Marines. To save time, I run both Shoota Boyz in the movement phase. Both advance a mere 3".
Heavy concentration of shooting from Shas'el, Fire Warriors, and 3 Nobz Bikers whittles down 6 raptors.
Railgun picks off a black Noise Marine.
Turn 1:Chaos Space Marines
Spoiler:
Noise Marines hold their position. Weary of the Tau-Orks range anti-infantry shooting, Chaos Lord and Raptors hide behind midfield silos.
Combined shooting from all three Noise Marine squads decimates my right Ork Shoota Boyz, leaving a few survivors.
Shoota Boyz fail their moral test and fall back, needing snake eyes to group.
Maulerfiend attempts to charge the Nobz Bikers, but its charge distance is shy by 1".
Turn 2:Tau-Orks
Spoiler:
Shoota Boyz fails to regroup and flee off the table. Shoota Boyz fails to regroup and fall back, dangerously close to the table edge.
Losing a whole squad of Shoota Boyz was a major blow. Now I know why my opponent placed his objectives out in the open close to my deployment zone. It didn't matter whether my Ork Boyz were in terrain or not. Sonic Blasters ignores cover saves!
I switch my tactics, playing more conservative with my troops. Like the Raptors, Fire Warriors uses midfield silos to block TLOS. Ork Boyz pull back staying 30" away from Noise Marines. Nobz Bikers advance forward.
Shas'el pick off a Noise Marine from the painted squad.
Broadsides blow up the Maulerfiend, scoring First Blood!
Nobz Bikers' dakkaguns wipes out remaining Raptors, leaving only the Chaos Lord.
Nobz Bikers assault. Chaos Lord overwatch using Burning Brand of Skalantrax (Str4 AP3 flamer) and inflicts a wound, killing a single a Big Choppa.
Chaos Lord issues a challenge, which my Warboss accepts. Chaos Lord, needing 6's, fail to wound my T6 Warboss. My Warboss then proceeds to clobber the Chaos Lord to death giving me Slay the Warlord.
Unfortunately the Nobz Bikers roll low on their consolidation, leaving the majority exposed to Noise Marines' shooting.
Turn 2:Chaos Space Marines
Spoiler:
Reserves don't come in. No movement for the Noise Marines. They know what needs to be done.
Combined shooting wipes out 3 Nobz Bikers and scores a wound on my Warboss.
Unfortunately one of the dead Nobz Bikers happens to be the Painboy. No more FNP.
Turn 3:Tau-Orks
Spoiler:
Fire Warriors moves out into the open, ready to lend aid to the Nobz Bikers.
Fleeing Shoota Boyz rolls 9" and finally runs off the table.
Thanks to Icon of Excess, Noise Marines make all their saves again Bastion's Heavy Bolters, Shas'el Missile Pod + Quadgun, and Nobz Biker dakkaguns. Broadsides do manage to kill 3 black Noise Marines and 1 painted Noise Marine.
Nobz Bikers assault painted Noise Marines. They overwatch, but fails to hit or wound. Here it would have been better for the Noise Marines to not issue any challenge and get wiped out, leaving the Nobz Bikers exposed to next turn shooting. However, the Noise Marine Champion is very much alive and is forced to issue a challenge, which my Warboss happily accepts.
Noise Marines attack first, inflicting 1 wound on a power klaw Nob with the Waaagh! Banner. Nobz strikes back, ripping 3 Noise Marines to shred. Warboss easily subdues the Champion. Noise Marines lose combat, but are fearless. Nobz and Warboss remains locked in combat, safe from shooting.
Turn 3:Chaos Space Marines
Spoiler:
Chaos Spawn with attached Sorcerer outflanks from reserves from my opponent's left board edge. 6th ed prevents reserves from assaulting the turn they come in. Sorcerer + Spawns hide the same ruins as the Broadsides.
Painted Noise Marines shoot at the Broadsides, but the Tau heavy support make all their saves.
I didn't take a picture of it, but 4 Fire Warriors get shot to death by painted Noise Marines inside the Ruins.
In assault, Noise Marines rolls well and scores 2 wounds, killing a Nobz Biker and wounds another. Warboss and the last Nobz Biker wipes them out the Noise Marines and consolidate.
Turn 4:Tau-Orks
Spoiler:
With the Chaos reserves showing up, everyone springs into action.
Nobz Bikers shoot and pick off a Noise Marine.
Combined shooting from Fire Warriors, Shas'el, and Broadsides kill 5 Chaos Spawns.
Warboss + Nob Biker assault and wipe out black Noise Marines. They consolidate toward the last squad of painted Noise Marines.
Turn 4:Chaos Space Marines
Spoiler:
Chaos Spawn and Sorcerer ignore the Broadside and goes after the Fire Warriors.
Noise Marines cut down the Warboss and Nob Biker in shooting, finally ending their reign of terror.
Chaos Sorcerer cast Sensory Overlord on the Fire Warriors. 3 Fire Warriors succumbs to its witchfire. They are also blind, concussive, but not pinned.
Sorcerer and Spawn follow up with assault. Three Fire Warriors perish inflicting now wounds in return. Had they break, the Chaos Spawn and Sorcerer would be left out in the open to my next turn's shooting. However, they catch a lucky break as the Fire Warriors rolls a 3 for moral, keeping their foe locked in combat.
Turn 5:Tau-Orks
Spoiler:
Shoota Boyz get into assault position.
During objective placement phase, I had stupidly place the Bastion's door in front of Impassible Terrain. Fire Warriors inside Bastion emergency disembark. I screw up once again and didn't realize they could move 6" from the Bastion's hull like a normal disembark. Had I done that, they would have gone after the 3 point objective.
3 Noise Marines die to Tau's shooting.
Shoota Boyz assault. Chaos Spawn receives 4+ save. Sorcerer strikes first, killing 3 Boyz. She then 'Look out Sir!' a bunch of wounds to the Spawn, who save all except 2. Sorcerer fails a couple 'Look out Sir!' and receives 1 wound, while saving the others. Fire Warriors make all their armor saves. Combat draws.
Turn 5:Chaos Space Marines
Spoiler:
Noise Marines make use of Leaping Down from the top of their building. They pass all their impact tests. They forgo shooting and run closer to the 3 points objective.
In a surprise turn of event, Chaos Sorcerer cast Terrify and bashes 1 Ork Boy to death. Spawn gobbles up remaining Fire Warriors. Without furious charge, the Ork Boyz need 6's to wound. Sorcerer and Spawn make a lot of armor saves and wins combat by 3.
Because of terrify, the Ork Boyz are no longer fearless and fails their moral test. Chaos Sorcerer and Spawn massacres 26 Shoota Boyz in sweeping advance! She then consolidates behind terrain.
At this point, no one is winning primary. It's currently a draw for secondary with both sides scoring 5 - 5. I've got Slay the Warlord and First Blood while my opponent has Linebreaker.
We roll to see if the game continues, and it does!
Turn 6:Tau-Orks
Spoiler:
Fire Warriors moves within rapid fire range of the Sorcerer and Spawn.
Broadsides snipes 3 Noise Marines.
Combined shooting from Shas'el, Broadsides, and Fire Warriors finally kills Chaos Sorcerer and Spawn.
Turn 6:Chaos Space Marines
Spoiler:
Noise Marines huff it, moving and running to the 3 points objective. They succeed.
At this point we call it.
I win secondary with 7 kill points to my opponent's 5. I also scored First Blood and Slay the Warlord. My Fire Warriors were in control of a 1 point objective. On the other hand, my opponent's Noise Marines were in control of a 3 point objective. Thus I win 5 - 4.
Victory for Tau-Orks!
Post-game Thoughts:
Spoiler:
After writing this battle report, I realize my opponent and I made a slight error. We overlooked the fact that killing Fast Attack choices count toward Primary. I killed 2 Fast Attack choices (Raptors and Chaos Spawn) and my Fire Warriors holding 1 point objective, which would sum to 3 points total for primary. Primary would have been a draw.
So technically the final score would have been 5 - 0.
Overall, this was an extremely close match. The Noise Marines Blast Master and Sonic Weapons hard counters my Shoota Boyz. I was surprised when the almost wiped out a whole squad. After that, I changed my strategy. Moving my other Shoota Boyz squad ahead would have been suicidal. I also had to be ready for the outflanking Sorcerer and Chaos Spawns.
It's games like these where my Warboss and Nobz Bikers truly shine. They have great mobility and are extremely durable. Not only did they kill the the Raptors and enemy Warlord, they also took out two squads of Noise Marines! My Ork Boyz on the other hand seriously under-performed. They accomplish nothing throughout the game except inflicting 2 wounds on the Spawn and 1 wound on the Sorcerer.
My Broadsides also did a stellar job. They took out the Maulerfiend and their Railguns instant killed quite a few Chaos Spawns. Fire Warriors did all right. Needless heroics prevented my forces from finishing off the Sorcerer + Spawn in shooting phase. They did however score a single point objective and help kill a few Raptors and Noise Marines.
The Chaos Sorcerer and Spawn surprised me. Not only did they kill a full squad of Fire Warriors, they survived a lot of attack from the Shoota Boyz and eventually massacred them all. They definitely deserve MVP for the Chaos side.
I a lot of fun in this game. My opponent, fellow Dakkalite Dude_I_Suck, fought well and surprised me with his Chaos Sorcerer + Chaos Spawn. Dude_I_Suck is a good sport and his list is deceptively well crafted against mine. Well played Dude_I_Suck!
Epilogue (skip if you don't care for narrative)
Spoiler:
.....
Warboss Badgaz whoops with joy, as he throttles his warbike toward the the enemy warlord. The former Canoness had become a Chaos Lord. The ruinous powers of Slaanesh had bestow her dark gifts, turning her hands into vicious crab-like claws. Her screaming jet-pack held her aloft. To a human, she would have appeared as a fallen angel or a wicked and lustful demoness. The Warboss, on the other hand, lack such aesthetics and viewed her as good fun to be had.
His Nobz had already gunned down Chaos Lord's retinue. Dismembered ligaments, shredded armor, and splotches of blood was all that was left of the former Seraphims turned Raptors.
One of the Nobz name Lugnut release the clutch, causing him to throttle ahead of the pack.
"Last Ork reach da umie is a rotten squig," taunts Lugnut as he he zooms past Badgaz.
Annoyed, Badgaz reaches for Gribbly, his pet attack squig. The voracious little critter immediately start gnawing on its master's finger. Badgaz fling Gribbly into the air. Landing on the back of Lugnut's head, Gribbly scurries on top and bite into the Nobz's face. Caught by surprise, Lugnut loses control and jerk his handlebar. Sharp turn cause his bike to flip on its side, sending Lugnut spinning on the ground.
Badgaz ducks as his Warbike plows into Lugnut. The Nobz flailing body flies over the Warboss and lands head first behind with a loud "crunch!". Gribbly lands on top of Badgaz's bosspole, happily munching on Lugnut's torn nose.
"Ha, ha, first un ahead da boss become squig food," jokes Badgaz.
"Oi," he yells over his shoulder to other Nobz, "Da warlord iz mine. If you grots lay a claw on er, you become squig food like Lugnut!"
The other Nobz decelerate, falling behind their Warboss. Warning heeded.
By now the Chaos Lord was a hundred metres away and closing fast.
"Do you feel it? Do you feel it?!" Screams the Chaos Lord over the roar of the engines. "This exquisite pain, your pain! Your misery is my pleasure!"
She fly low and fast with an outstretch Lightning Claw aim towards the Warboss' throat. Just as she was about to reach, Badgaz open the throttle and lean back, lifting his Warbike's front into the air. The Chaos Lord's eyes widens in bewilderment as she careens into it. Her shoulder scraps the warbike's bottom hull, angling her downward and crashing into the ground.
Badgaz hits his breaks, skidding to a halt. The Chaos Lord stand up. Despite her body battered and bleeding, she screams in ecstasy. "Yess, yess, I want more, give me more pain!" cries the Chaos Lord. She lifts her claws and clacks them with glee.
Badgaz grins. He lifts his massive power klaw and opens its jaws. "Bet me klaw is bigga than urs," he shouted. Badgaz wheels his bike around, facing the Chaos Lord. He revs his engine. The Chaos Lord, crouch low with both arms on the ground in front of her. Her body poised in a sprinter start position. Her jetback thrusters engage with a low hum, ready for take off.
Both stare each other in the eye, waiting for a signal. A loud crack in the distance from a Railgun sets them off.
Badgaz sling shots forward with his large claw open at his left side. Chaos Lord rockets forward with both of her claws in front of her. Both combatants race towards each other picking momentum. Just when they are about to collide, Warboss Badgaz leans hard right, raising his klaw in the air where his head should of been. The Chaos Lord's slams head first into its open maw. Badgaz snaps it shut.
He slows down and bring his klaw it in front of him. The Chaos Lord's lifeless head looked up at him with her face frozen in eternal ecstasy.
"Dis be good addition to me trophy rack," he chuckles.
SabrX wrote: My opponent brought a Slaanesh themed Chaos Space Marine lists. Instead of using Chaos Space Marine models, he proxy (you guessed it) Sisters of Battle models.
I'm surprised my opponent didn't field any Cultists, Helldrakes or Oblits. I'm used to seeing them in my games against Jy2. I've never played against a Maulerfiend. I'm also not familiar with the new Noise Marines. There certainly is a lot of units in his army with FNP. Fortunately I have quite a few Power Klaws and Railguns that bypasses FNP.
In that case, you probably destroyed him. No, j.k.
Gotta give him props for bringing a fluffy list though. That's like bringing a knife to a gun-fight.
How funny that your first two opponents were my last two. Unfortunately for me they both beat me pretty handily. Once again weapons that ignore cover were the bane of my army and Noise Marines had plenty of those to go around.
SabrX wrote: My opponent brought a Slaanesh themed Chaos Space Marine lists. Instead of using Chaos Space Marine models, he proxy (you guessed it) Sisters of Battle models.
I'm surprised my opponent didn't field any Cultists, Helldrakes or Oblits. I'm used to seeing them in my games against Jy2. I've never played against a Maulerfiend. I'm also not familiar with the new Noise Marines. There certainly is a lot of units in his army with FNP. Fortunately I have quite a few Power Klaws and Railguns that bypasses FNP.
In that case, you probably destroyed him. No, j.k.
Gotta give him props for bringing a fluffy list though. That's like bringing a knife to a gun-fight.
Not all fluff lists are bad. Nurgle themed CSM or Ravenwing is strong.
y0disisray wrote: How funny that your first two opponents were my last two. Unfortunately for me they both beat me pretty handily. Once again weapons that ignore cover were the bane of my army and Noise Marines had plenty of those to go around.
After losing an entire squad of Shoota Boyz to a single turn of shooting, I can definitely picture your Orks having a rough time.
Actually, my warlord got temporal distortion for his gift of mutation, his warlord trait was a number 2 (warlord and his unit get Soulblaze in melee). I'll save the rest of my comments until after, but I had a fun game with you (I don't want to spoil your report). I do like the introduction for this game though.
The last three GT's I played in, I had game 1's just like this, it is a great way to start - and for at least a moment you are tied for first - I hope you made sure Jy2 knew that you were ahead of him!
Dude_I_Suck wrote: Actually, my warlord got temporal distortion for his gift of mutation, his warlord trait was a number 2 (warlord and his unit get Soulblaze in melee). I'll save the rest of my comments until after, but I had a fun game with you (I don't want to spoil your report). I do like the introduction for this game though.
The last three GT's I played in, I had game 1's just like this, it is a great way to start - and for at least a moment you are tied for first - I hope you made sure Jy2 knew that you were ahead of him!
Oh, I knew. Way to rub it in, why don't you. j.k.
Jy2 already knows my Tau-Orks have beaten his Nids. j/k
Quick question tho:
The maulerfiend destroyed on Tau-ork turn two gave you 'first blood' but at the start of the same turn those shoota boys ran off the board, wouldn't that have given the CSM player first blood?
Quick question tho:
The maulerfiend destroyed on Tau-ork turn two gave you 'first blood' but at the start of the same turn those shoota boys ran off the board, wouldn't that have given the CSM player first blood?
I was just going to post the same question.
Really enjoying the battles so far, nice touch adding the preamble for why the battle is taking place
Quick question tho:
The maulerfiend destroyed on Tau-ork turn two gave you 'first blood' but at the start of the same turn those shoota boys ran off the board, wouldn't that have given the CSM player first blood?
Ah, good point. Might have been a typo with them running off the board next turn. Hard to remember with game being more than a week ago.
@Dude_I_Suck, do you remember what happened? I won't spoil it yet, but while I was writing this battle report, I found something else regarding the primary that we both overlooked.
They ran off the board the next turn, the last shootas only ran 5 inches the first time they tried to rally. The second one (turn 3) was when they went 9 inches off.
Dude_I_Suck wrote: They ran off the board the next turn, the last shootas only ran 5 inches the first time they tried to rally. The second one (turn 3) was when they went 9 inches off.
Thanks for the clarification! Corrections have been made.
It certainly makes sense with most of the Shoota Boyz deployed 24" in, moving 6" forward on turn 1, getting decimated and falling back on bottom of 1.
That was a fun match. Thanks for an excellent game. Well played.
Thanks, I had a literal blast. That maulerfiend, if only it had made the 12" charge. Rolled an 11. That would have saved the raptors if it had gotten into combat with the bikerz, just ask y0disisray... Oh well.
The sorcerer and spawns were definitely MVPs. Wiping a 30man boyz squad (2 vs 30), plus the fire warriors, they just wrecked. They really surprised me. My last game of the tourny they were as well ( I got invisibility for my power). Throughout the tournament, they were just eating stuff. Nice fluff writeup at the end by the way.
So fitting. Those vile betrayers expected strength and power from their false gods, but the Emperor's judgement is inescapable. It was clearly His Will guiding the heretic Sisters to their doom, at the hand of some mish-mash of pathetic xenos no less.
Dude_I_Suck wrote: Thanks, I had a literal blast. That maulerfiend, if only it had made the 12" charge. Rolled an 11. That would have saved the raptors if it had gotten into combat with the bikerz, just ask y0disisray... Oh well.
The sorcerer and spawns were definitely MVPs. Wiping a 30man boyz squad (2 vs 30), plus the fire warriors, they just wrecked. They really surprised me. My last game of the tourny they were as well ( I got invisibility for my power). Throughout the tournament, they were just eating stuff. Nice fluff writeup at the end by the way.
One thing I realized much later after our game though was that the lash tendrils on your maulerfiend affect your own models as well. So your chaos lord and raptors would have dropped down in attacks. Something I wish I would've realized then but oh well. On top of that mine were warbikers with wazdakka and his were nobz with a warboss biker so his was a lot nastier.
Janthkin also plays noise marines and I have to admit that their ignoring cover is pretty annoying. Fortunately, my swooping flyrants really don't give a crap (played against noise marines in my Game #4). But I do feel bad for hordes going up against noise marines with sonic blasters. They wiped out all my gargoyles in just 1 volley! Anyways, congrats on a Game 2 comeback. Those nob bikers are solid.
Looks like the Torks are kicking butt so far! These bat reps are fun to read as the TO, I really don't get to watch any games long enough to figure out what's going on.
So fitting. Those vile betrayers expected strength and power from their false gods, but the Emperor's judgement is inescapable. It was clearly His Will guiding the heretic Sisters to their doom, at the hand of some mish-mash of pathetic xenos no less.
[english]I'm soooo glad you won.[/english]
You'll both be happy to know 5 SoB players showed up to BAO this year and one of them placed 16th!
jy2 wrote: Janthkin also plays noise marines and I have to admit that their ignoring cover is pretty annoying. Fortunately, my swooping flyrants really don't give a crap (played against noise marines in my Game #4). But I do feel bad for hordes going up against noise marines with sonic blasters. They wiped out all my gargoyles in just 1 volley! Anyways, congrats on a Game 2 comeback. Those nob bikers are solid.
Are you referring to Game Kastle tournament that took place a while back? If I recall, Janthkin won against a huge Ork green tide army.
And yes, Nobz Bikers are amazing and compliments this army well.
Reecius wrote: Looks like the Torks are kicking butt so far! These bat reps are fun to read as the TO, I really don't get to watch any games long enough to figure out what's going on.
Thanks for organizing and running BAO 2013. Splendid venue! I hope you get time to compete in tournaments hosted by others.
Also, thanks for posting BAO Championship Finals video. It's good to watch the final showdown, which many of us missed out because we were busy with our own games to play.
Introduction (skip if you are only interested in the battle report)
Spoiler:
Shas'el Tealk scan the battlefield. His Tau force and Ork ally had just defeated renegade Sisters of Battle. Like the aftermath of victories before, the Orks were looting dead bodies and the Tau mopping up survivors. Against other oppositions, Tealk would have tried coercing enemy survivors into joining the greater good. However, past experiences had taught him the followers of the ruinous powers were too far down the path of destruction and not to be trusted.
Shifting controls, Tealk pilots his Battlesuit toward a life reading picked up by his sensors. Through his viewfinder, he spot an enemy sorcerer lying on the ground in a pool of blood. She had a large hole in her stomach and was bleeding to death.
Tealk hesitate. Something wasn't right. The previous battle sisters he'd executed were lost in rapture, begging for more pain. This one paid no attention to Tealk and was quietly mumbling with a blank stare on her face. Her rambling continued, making Tealk's skin crawl. After a few seconds, it finally dawned on him that whatever the Sorcerer was doing, it didn't bode well for him or his forces. Tealk raise his Battlesuit's arm and smash the Sorcerer repeatedly, turning her into a bloody pulp. The Sorcerer was dead, but the tingling feeling didn't dissipate.
Tealk's HUD informs him of incoming transmission. Kor'el Sora, the Shadow Cadre's fleet commander, appear on Tealk's screen.
"Shas'el," greets Sora, "I've noticed unnatural weather patterns centered on your location."
Tealk tilts his Battlesuit's head and gaze upward. He gasp. A large cyclone had taken shape above the battlefield. Rather than the hazy gray hue he's seen on other planets, this cyclone had a purple and red hue. Lightning erupted from its center, striking all around the battlefield. Creatures from the warp appear wherever and lightning bolt hits.
Sora goes off screen, issuing commands. He returns a few seconds later.
"First wave of drop ships have been mobilized," informs Sora. "They'll arrive at your location in thirty minutes. Please hold out until then Shas'el."
Fear envelopes Tealk's mind. These creatures were Daemons, nightmare incarnates. Thirty minutes isn't long enough. Aun'va knows what beings from the immaterial realm were capable of. He'd rather take his own life instead of falling victim to these deviant creature's sick and dark fantasies.
Just as Tealk was about to trigger his failsafe detonator, a loud "WAAAGH!!" boom across the battlefield. The Orks' battle cry arouse Tealk with a feeling of great fear and respect. He shook his head in disbelief and was reminded of his ally's formidable presence.
Tealk open his communication channels. "Soldiers," he announce, "follow Warboss Badgaz and his Orks' lead Let their brazen courage be an example that we serve a more noble purpose. These denizens of the warp will not lead us astray from our manifest destiny. For the greater good, we will triumph!"
.....
For game #3, I was matched up against 5th ed Daemons of Chaos.
Army List
Daemons of Chaos (5th Ed) Fateweaver
9x Flamers of Tzeentch
9x Flamers of Tzeentch
9x Flamers of Tzeentch
7x Plaguebearers of Nurgle
7x Plaguebearers of Nurgle
7x Plaguebearers of Nurgle
7x Plaguebearers of Nurgle, Chaos Icon
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 3
Mission: The Relic (4pts)
Big Guns Never Tire (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
There are always 4 objectives for Big Guns Never Tire.
In Big Guns Never Tire, each player places 2 objectives, one in their own deployment zone, the other in their opponent’s following normal objective placement rules (4 total for this objective on the table). You will end up with 2 in each deployment zone. Destroying Heavy Support choices counts for points to this mission.
Deployment: Vanguard Strike Deployment.
Warlord Traits, Psychic Powers, Objectives
Spoiler:
My opponent and I rolls for Warlord traits. My Shas'el get Inspiring Presence. My opponent's Fateweaver gets Master of Offense.
We setup the relic objective in the middle of the table.
My opponent and I made a huge mistake in neglecting the fact that Big Guns Never Tire has 4 objectives. It was only after the game that we discovered this.
Pre-game Thoughts:
Wow, this is going to be a tough match! This isn't the first time I've encountered 5th ed Chaos Daemons featuring Fateweaver, Flamers, and Screamers. A while back, I pitted my pure Ork list against Jy2's Chaos Daemons in a 1500pts battle and lost:
Fortunately this mission is The Relic and Big Guns Never Tire. My list contains 6 scoring units while my opponent's list contains 4. My plan is to go straight for the Relic and tar-pit my opponent's scary units with my Orks. Normally I would ignore Fate Weaver because he requires too much effort to bring him down than what it's worth. However, Fate Weaver is a Warlord and worth 1 victory point. I hope my Quad-gun and Broadsides is just enough to ground him.
Deployment
Spoiler:
I lose the roll off to deploy and go first.
After the Chaos Daemons deployment (deploys nothing), I deploy my forces closest to the Relic.
This time my 6-man Fire Warriors deploy on the Bastion's Battlement while Shas'el and Broadsides take refuge inside.
I fail to seize the initiative and away we go!
Turn 1:Daemons of Chaos
Spoiler:
My opponent divides his army into two separate waves.
Chosen wave: Fateweaver
2x Screamer units
2x Flamers units
Non-chosen wave: 4x Plague Bearer units
Flamer unit
He roll a die and gets his chosen wave.
Daemons pops out of the warp. My opponent rolls well with his scatter dice. None of them mishap.
Quad-gun scores a wound on Space Chicken. Huzzah!
Unfortunately, he pass his moral test and stays on the board. He also pass his ground test.
Flamers run, blocking my scoring units from reach the Relic.
Both Screamers turbo boost towards Fate Weaver. One of them flies over the Fire Warriors and makes their slash attacks. 6 Fire Warriors gets hacked into pieces.
Fateweaver only manages to kill a single Ork Boy.
Flamers on the right kills a Nobz Biker and scores a wound on a Big Choppa.
End of turn, Fire Warriors passes their moral test.
Turn 1:Tau-Orks
Spoiler:
Wow, I expected a lot more damage on turn 1. My opponent surprised me running his second units of Flamers. Unfortunately now that unit of Flamers and both Screamer units are within Fate Waver's 6" re-rollable save shenanigans.
Blue Shoota Boyz and Nobz Bikers goes after Flamers.
Black Shoota Boyz goes after a unit of Screamers. Fire Warriors pulls back.
In the shooting phase, Shoota Boyz rolls well and kills 5 Flamer. Nobz Bikers rolls poorly and only kills 1 Flamer.
Broadsides and Fire Warriors shoots at Space Chicken, but they either failed to hit or he made all his re-rollable saves. He also passes all his grounding tests.
Darn you space chicken!
Blue Shoota Boyz assault Flamers. Flamer overwatch and kills 4 Orks. Thankfully, they roll well for their charge distance and make it into combat.
They come out victorious having lost only 1 Boy and wiping out the Flamers. Shoota Boyz consolidates on top of the Relic.
Nobz Bikers on the other hand weren't so fortunate. Flamers rolls well on their overwatch and kills 3 Nobz Bikers. The Warboss receives a wound.
Nobz Bikers charge and kills 2 Flamers. Flamers strike back and scores a wound on the Painboy.
Black Shoota Boyz assaults Screamers. Screamers wins combat killing 9 Boyz while losing 4 of their own. Fortunately the Shoota Boyz are still fearless.
Overall, not bad for first turn. I've scored First Blood by taking out a unit of Flamers. The second unit of Flamers and 1 unit of Screamers are tied up as well in assault.
Turn 2:Daemons of Chaos
Spoiler:
3 units of Plague Bearers and the last unit of Screamers becomes available from reserves. Once again, the Daemon player's scatter dice is hot. Most of them hit dead on.
Only 1 unit of Plague Bearers scatters off the table and mishaps. They go back into reserves.
Screamers and Fateweavers gets into position.
Flamers incinerates 9 Shoota Boyz.
Fateweaver flubs all his psychic powers on the Broadsides. I believe he rolls a 1 to wound for his Bolt of Tzeentch.
Screamers finish off the Ork Boyz in assault. 1 Screamer dies.
Screamers consolidate, making it difficult for my Broadsides to reach the Relic.
Nobz Bikers kills two Flamers and wounds a third.
Black Shoota Boyz kills 1 Screamer and scores a wound on one of them. 2 Shoota Boyz dies in the exchange.
Turn 2:Tau-Orks
Spoiler:
At this point, I give up on the Relic. I already know the outcome of this game
In focus my attention on Fateweaver.
11 rapid firing Pulse Rifles, 6 TL-Railguns, and 4 Quad-gun shots later, Fateweaver survives without a scratch.
Curse you space chicken!!!
Thanks to Fate Weaver's presence, only 1 Screamer dies in assault while 3 Ork Boyz gets slice and dice into pieces.
Nobz Bikers and Flamers trade blows, losing one model from each side.
Turn 3:Daemons of Chaos
Spoiler:
1 unit of Plague Bearers become available from reserves. They drop in behind the Screamers.
Fate Weaver goes into glide mode and lands next to the Fire Warriors.
Flamers surround Broadsides.
Plague Bearers picks up the Relic.
Other Plague Bearer unit readies to lend their aid to the Flamers tied up in assault with the Nobz Bikers.
Flamers burns 2 Broadsides and scores a wound on a lone survivor.
Fate Weaver belches his Breath of Chaos. 3 Fire Warriors dies from his stinky breath.
Flamers assault and kills the lone Broadside.
Plague Bearers assault and slay the Painboy. Warboss krumps 3 Plague Bearers in return.
Screamers assault Black Shoota Boyz
Fate Weaver assault Fire Warriors.
Fate Weaver fumbles his attacks. Fire Warriors strike back and successfully scores 1 wound on Fate Weaver. Fate Weaver fails his moral test and is removed as casualty!
Screamers wipes out Shoota Boyz. However, Shoota Boyz were able to kill the lone Screamer they were locked in combat with.
Turn 3:Tau-Orks
Spoiler:
Broadsides is sick of being cooped up inside. They go outside for fresh air.
Without Fate Weaver around, Fire Warriors and Broadside guns down 5 Screamers.
Warboss kills 2 Plague Bearers, but gets wounded in return.
Turn 4:Daemons of Chaos
Spoiler:
Last unit of Plague Bearers finally become available from the warp.
Flamers annihilates Broadsides.
Screamers and Plague Bearers assault and wipes out the Fire Warriors
Plague Bearers finally kills the Warboss.
Turn 4:Tau-Orks
Spoiler:
By now, only my Shas'el, Bastion, and Fire Warriors on top top the battlement are the only ones left.
Fire Warriors kills off the last Screamer.
Time runs out. Game 3 ends.
My opponent has the Primary (Relic), Secondary (killed both of my Broadside units), and Linebreaker. He ends up with 8 Battle points.
I scored First Blood (killed a unit of Flamers) and Slay the Warlord with 2 Battle Points.
Daemons of Chaos wins 8 - 2!
Post-game Thoughts:
Spoiler:
I knew from the start this match wouldn't end well. I've played against Fateweaver + Flamers and Screamers combo before against Jy2 and lost. Flamers and Screamers having two wounds each and immunity to instant death make them really hard to kill them. Their resilience doubles with Fate Weaver nearby. This is one match up where Broadsides are least effective. The best answer to my opponent's list is a greater horde list, codex Space Marine with null zone that will cancel out Fate Weaver's effect, or Grey Knights.
My opponent played a solid game. He made many tactically sound decisions. After his screamers massacred my Orks in assault, he consolidated in front of my Broadsides, preventing them from reaching the Relic. He also deep strike a unit of Plague Bearers and next turn tar-pit my Nobz Bikers. Plague Bearer's poison weapons is much more effective against my Warboss and Nobz compared to the Flamers.
Despite losing both Primary and Secondary, I felt my army put up a good fight. I was able to shut down the Flamers early on and my Shoota Boyz got really close to seizing the Relic. Once again, my Fire Warriors surprised me by defeating Fate Weaver in assault. This is the second time where against all odds, my Fire Warriors slays a big nasty Monstrous Creature in close combat.
Despite losing the game, I felt I scored a moral victory. Space Chicken beaten in assault by a couple of Fire Warriors!
Epilogue (skip if you don't care for narrative)
Spoiler:
..........
Shas'ui Cruz lead his Fire Warriors toward the Bastion. His commander, Shas'el Tealk, had ordered Orks and Tau to form a defensive perimeter and hold out until the Orca drops ships arrive. The west defense line had become overrun by Daemons, causing Cruz and his men to fall back.
A high pitch screeching sound caught Cruz's attention. In the corner of his eye, he spots bright colorful objects zooming toward him. "Shas'la, duck!" He yells while diving for cover. Half his squad follows his lead without question. The other half hesitates a split second too long, questioning the source of the incoming threat.
A pack of Screamers zips though the Fire Warriors with sharp horns and razor sharp fins, filleting the Fire Warriors alive. Cruz look away as his former comrades' lifeless bodies collapse on ground in bloody chunks. "Fire Warriors, move out!" he commands his remaining soldiers.
Cruz stand up and notices a circling shadow on the ground, cast from above. He gazes upward and spots a humanoid figure with two long necks held a loft by two rainbow rings. In his right had, he held a staff and was shooting warp charged into a pack of Orks.
Cruz raise his Pulse Rifle, takes aim, and fires at the floating figure. His squad follows their leader's example and unleash a flurry of plasma bolts at the enemy flyrant. A couple hits the target, but were nullified by an invulnerable aura.
The flying monstrous creature squawk in annoyance and descends toward the Fire Warriors. Cruz and his Fire Warriors switches to rapid fire, sending a torrent of shots, but to avail.
Shas'ui Cruz calls for fire support through the command channels. Seconds later the loud crack echoes across the battlefield as Broadsides lends their fire support. Unfortunately, even the strongest guns in the Tau's ground arsenal couldn't penetrate the flying Daemon's shield.
By now, the flyrant was a few meters away from the Fire Warriors. One of its twin heads open its long beak and belches a toxic cloud of mutagenic vapours. Cruz watches in horror as the three closes Fire Warriors immediately dissolve into a pool of mush.
"Shas'la, pull back!"He shouts to his two remaining warriors. The two headed bird-monster overhead him. It surprised Cruz by responding in his native language.
"Run all you want mortal," chuckles the left head. "You might live, or perhaps you'll be dead."
"Solve our riddle," adds in the right head. "We may let you live or perhaps we'll kill you instead."
Shas'ui Cruz weigh his options. "Fine, he responds, "challenge accepted!"
Both heads crackle with glee. A thunderbolt struck next to the the bird monster. A cloaked figure emerge from the warp.
"I speak on behalf of Fateweaver, Oracle of Tzeentch," announces the clocked figure, gesturing to the bird monster. "You can only ask one question to one of Fate Weaver's heads. One will answer the absolute truth. The other will respond with absolute lies. Now here's the riddle."
The cloak figure waves his hand. Two shimmering portals appeared. "One portal leads to here and the other leads to nowhere. Only Fate Weaver knows which portal is safe. You may began," said the cloak figure.
Shas'ui Cruz cross his arms thought it over for a few minutes. He wish a member of the earth caste was present. An engineer or scientist could solve complex logic question more easier than he could. After thinking it over, a sudden idea pops into his head.
Cruz walks up to the left head and ask, "If I ask the other head which portal leads to nowhere, what will he say?"
The left head points toward the left portal. Cruz smiles and walks toward the right portal.
"Are you sure that is the correct answer?" Asks the cloaked figure.
Cruz doesn't reply and continues walking. He takes a deep breath and walks through the shimmering portal. Awaiting him on the other side was the same battlefield he was on before. The Shas'ui sighs in relief.
"You have chosen the correct portal," announces the cloaked figure.
Fateweaver squawks in annoyance. It spreads its wings and lift off the ground, flying toward the cyclone.
"My master bids you farewell," said the Cloaked figure. He turns and walks toward the other portal.
Suddenly lightning bolt strikes near Cruz. Putrid daemons with bloated stomachs and rotten skin appeared from the warp. Each one feast their eyes on Shas'ui Cruz and his remaining Fire Warriors"
"Wait," cries Cruz, "I thought Fateweaver promised no harm will come upon me!"
The Cloaked figure croaks with laughter and replies, "My master promise he will do no harm to you, but he didn't say for the other Daemons."
I think this is going to be a tough matchup for your torks. Just the fact that he brought daemons basically nullifies the usefulness of the broadsides. Looking forwards to the report.
jy2 wrote: Janthkin also plays noise marines and I have to admit that their ignoring cover is pretty annoying. Fortunately, my swooping flyrants really don't give a crap (played against noise marines in my Game #4). But I do feel bad for hordes going up against noise marines with sonic blasters. They wiped out all my gargoyles in just 1 volley! Anyways, congrats on a Game 2 comeback. Those nob bikers are solid.
Are you referring to Game Kastle tournament that took place a while back? If I recall, Janthkin won against a huge Ork green tide army.
And yes, Nobz Bikers are amazing and compliments this army well.
No, I'm just saying in general. I did play against Janthkin's Slaaneshi Chaos with my Double-Trouble CSM, but not with my bugs. Instead, my bugs faced Slaaneshi Chaos with 2 heldrakes in my Game #4 of the tournament.
jy2 wrote:I think this is going to be a tough matchup for your torks. Just the fact that he brought daemons basically nullifies the usefulness of the broadsides. Looking forwards to the report.
Yeah, 5th Ed Chaos Daemons have eternal warrior. Broadsides are utterly useless, but at least they are scoring in this mission.
This is a tournament with zero comp score, so anything goes.
I think what was missed in my post was that the list really relies on not running into certain armies that can handily dismantle it. I dislike that it no fun for the opponents it slaughters (and for the general running it imo) but also because I think a more balanced list is actually much better - by balanced I mean one with enough diversity to address multiple different threats.
This is a tournament with zero comp score, so anything goes.
I think what was missed in my post was that the list really relies on not running into certain armies that can handily dismantle it. I dislike that it no fun for the opponents it slaughters (and for the general running it imo) but also because I think a more balanced list is actually much better - by balanced I mean one with enough diversity to address multiple different threats.
His army could use some more fire power such as Heralds of Tzeentch and trading a couple Plague Bearer squads for Pink Horrors. Still, 27 Flamers and 14 Screamers with Fate Weaver is not to be trifled with! While it doesn't have a strong answer to flyers, it's certainly resilient to withstand air-ground attacks.
Tough battle for Game #3. Orks really have problems against the "old" Tzeentch Daemons. Ironically, I also played against daemons this turn as well. Fortunately, I have experience playing as and against Tzeentch daemons so I had a slight advantage against my opponent.
Fire Warriors do it again! Maybe you should start using more fire warriors. First they kill my flyrant (in assault!). And now, they claim space chicken. Come to think of it, I lost Fateweaver to 1 turn of shooting from your shoota boyz! Fire warriors are proving to be quite effective....in assault! Lol.
BTW, just FYI, but the broadsides are only scoring for Big Guns. That means they wouldn't have been able to pick up the Relic....not that it would have probably mattered.
jy2 wrote:Tough battle for Game #3. Orks really have problems against the "old" Tzeentch Daemons. Ironically, I also played against daemons this turn as well. Fortunately, I have experience playing as and against Tzeentch daemons so I had a slight advantage against my opponent.
Fire Warriors do it again! Maybe you should start using more fire warriors. First they kill my flyrant (in assault!). And now, they claim space chicken. Come to think of it, I lost Fateweaver to 1 turn of shooting from your shoota boyz! Fire warriors are proving to be quite effective....in assault! Lol.
BTW, just FYI, but the broadsides are only scoring for Big Guns. That means they wouldn't have been able to pick up the Relic....not that it would have probably mattered.
Ah, good catch! I didn't realize Broadsides can't take hold of the Relic.
Yeah, I didn't realize 3 Fire Warriors will banish Fate Weaver back into the warp. In a game of dice, the most improbably outcome happens. That's what makes table top game that are dependent on luck so much fun!
calypso2ts wrote:Bummer on the loss, but at least you salvaged a few points out of it. Is there anything you would have done differently?
I am not sure - other than another 30 Boyz - what you could have really done to counter that army.
Looking forward to your next 3 games.
4 more games actually. It was a 7 game tournament stretched across 2 days. Playing 4 games in one day is brutal.
As what I've done differently... had I realize Big Guns Never Tire requires objectives, I would have placed those far apart on opposite table edges with my Broadsides holding them. The rest of my units will focus on grabbing the Relic while the Nobz Bikers goes after Daemon's Big Guns objective. By doing so, my opponent can't have the bulk on his Daemons within Tzeentch's re-rollable bubble.
Tanakosyke22 wrote:Although it was a loss on the third game, I still like the battle report and the stories you did for them!
Also, a nice job on the fluff with the Tau-Ork Allies!
Thanks! Story writing is a lot of fun.
A lot happened over two turns. After losing my Shoota Boyz near the relic, the outcome was clear. At that point, I just aim for moral victory and salvage as much Battle Points as I can.
Introduction (skip if you are only interested in the battle report)
Spoiler:
Shas'el Tealk received a Warrant of Trade issued by Canoness Dianus. Many sacrifices were made by the Shadow Cadre and its Orks ally at the hands of renegade Battle Sisters and Chaos Daemons to secure this document. With this document, Tealk now possess the same authority as a Space Marine Chapter Master, Inquisitor, and Planetary Governor.
While the Warrant did grant him enormous amounts of freedom, there were many strings attached. Under no circumstances may he threaten the Adepta Sororitas. He was not permitted travel into the Segmentum Solar. His military entourage was capped to a single Cadre with small ally detachment. Lastly, his purpose within the Imperium was restricted to trade.
Tealk didn't mind the restrictions. While conquest and colonization had been the Tau Empire's primary goal all along, trade was equally important. Over the course of five months, Tealk establish trading outposts within the Ultima Segmentum. Imperium high society's fascination for exotic xeno goods made Tau wares highly popular. Tealk accepted Imperium currency, which he used to open businesses on Imperial planets. Open trade bolstered unprecedented friendly relations between the Tau and Imperium worlds.
Of course, not all Imperium worlds welcomed Tau commerce. The vast majority of the Imperium were xeno-phobic and view the Tau's commercial activities as a threat to their way of life. Many planetary governors oppose Shas'el Tealk's business proposals. While the govenors they did possess the same authority as Tealk, they were outmatched in military might. Any who resisted Tealk and his Orks ally met swift repercussions. Under the Tealk's Warrant of Trade, anything was fair game just as long his intent was for business and nothing else. He was within his rights to use military force to open closed markets.
This did not bode well with Imperial Army. However, there was little that Imperial Guard Company Commanders could do to Tealk, who had equal status to that of an Inquisitor. For an Astartes Chapter Master, it was a different matter.
Azrael, Supreme Grand Master of the Dark Angels Chapter, had enough with the xeno contamination. Taking charge of Ravenwing, Dark Angel's Second Company, Azrael leads a strike force to the planet Lados where Tealk is conducting business.
.....
Warboss Badgaz inhale his cigar, sucking the smoke deep. For a few seconds he held it in, and then let it out. Off in the distance, he could hear the loud clatter coming from his Shoota Boyz.
It was easy to keep the rowdy bunch entertained. The Warboss however grew bored fighting poorly trained and under-equipped "umies". The last real challenged he faced had was against the daemons. Ever since, it's been down hill with his match ups getting weaker and weaker. There's no fun to be had.
The screams of engines interrupts Badgaz smoke break. He cranes his neck and look towards where the sound was coming from. An ominous black aircraft flew low to the ground toward a group of Fire Warriors. Gun nozzles lining its wings flares to life, spitting hundreds of bolter rounds in seconds. The Tau troops were decimated in its wake.
Warboss Badgaz lets out a low whistles. "Ha ha, got to get me one those," he said. The Warboss turns the ignition on. His Warbike roars to life. He gases while while remaining in park. The Warbike's engine deafens nearby Tau and Orks, catching everyone's attention. "Let's give our guest a proper orky welcome," he shouts.
Badgaz inhales deeply, cocks his head up and bellows, "WAAAAAAGH!!!!"
.....
At last, I reached game 4! Two day tournaments can be extremely grueling. It really tests players' stamina and concentration. By now, my legs were killing me and I could think of nothing, but sleep. It's reassuring to know this is the last game of day 1.
Here's a pic of the table.
My opponent for Game 4 brought a Ravenwing list. Unfortunately, I didn't take a picture of it.
Army List Ravenwing
Azrael
Techmarine, Power Field Generator
Command Squad, Standard of Devastation
6x Ravenwing Bikes, 1x Attack Bike w/ Multi-melta
6x Ravenwing Bikes, 1x Attack Bike w/ Multi-melta
5x Ravenwing Bikes, 1x Attack Bike w/ Multi-melta
6x Ravenwing Black Knights, 2 Grenade Launchers
Ravenwing Darktalon
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 4
Mission: Crusade (4pts)
Emperor’s Will (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Deployment: Dawn of War
Warlord Traits, Psychic Powers, Objectives
Spoiler:
We roll for Warlord traits. My Shas'el gets intimidating presence. Azrael picks Brilliant Planning from the Dark Angels codex allowing him to increase or decrease his reserve rolls by 1.
My opponent wins the roll off for deployment. He chooses his deployment zone.
He and I take turns placing objectives. He places his Emperor's will objective in the back right, within his deployment zone.
I place mine in the right corner, which I later place my Bastion.
Pre-game Thoughts: This is going to be a tough match up. My army is primarily foot-slogging with a single mobile element. The majority of my opponent's army is mobile. On top of that, he has more Crusade objectives placed closer to his deployment zone than I do. He has a huge advantage over me.
The Ravenwing Darktalon and Land Raider Crusader aren't a threat. My list has quite a lot of anti-air and my 6 Railsguns eats AV14 for breakfast. However, the Power Field Generator will be a nuisance. I'm more worried about the Banner of Devastation combined with Ravenwing Bikes and Hurricane Bolters. His Bikes have a lot more mobility and packs a lot of fire power. They are a huge threat to my Shoota Boyz and Fire Warriors.
The Attack Bikes will be quite a nuisance. Their Multi-meltas can take out my Bastion. On top of that, they can combat squad and outflank. They are also scoring, so I can't ignore them. The Black Knights is also a threat. Their grenade lauchers can reduce my Nobz Biker's toughness, making it easier to wound with bolters.
My plan is to focus on my opponent's scoring elements. Just like in my second game, my Nobz Bikers will distract enemy units while my Boyz focus on the objectives.
Deployment
Spoiler:
I win the roll of for deployment. For some reason I wasn't thinking straight and opted my opponent to deploy first. In my mind, this is an objective based mission and whoever goes second gets the final say in objectives.
Sorry for the terrible picture. By now it was getting dark and my camera is terrible without ambient lighting. My camera also has auto-focus issues. I really need to buy a new camera.
Azrael and Techpriest deploys with the Command Squad inside the Crusader. Three Ravenwing Bike troop choices and the Black Knights deploy around the Crusader's hull.
Attack Bikes and Darktalon remain in reserves.
I deploy the bulk of my forces deploys in the middle of my deployment zone.
Warboss and Nobz Bikers screen my troops from the front.
My Broadsides deploy in two separate location. One sets-up camp inside a tall multi-story Ruin. The other deploys with the Shas'el on top of the Bastion.
6 man Fire Warriors deploy inside the Bastion.
Before turn 1, Ravenwing Bikes and Black Knights scout moves forward.
I fail to seize the initiative and away we go!
Turn 1:Ravenwing
Spoiler:
Crusader and Bikes do their normal movement.
Ravenwing ground forces fires everything they got into my Ork Deathstar.
They gun down 5 Nobz, leaving the Warboss and Painboy left standing!
Turn 1:Tau-Orks
Spoiler:
Tau and Orks infantry advances forward.
Not to be outmatched, combined shooting from Tau and Orks kills 2 Ravenwing Bike squads and 4 Black Knights!
Warboss and Painboy charges the Black Knights and wipes them out in assault.
Turn 2:Ravenwing
Spoiler:
Only 1 Attack Bike becomes available from reserves. It parks outside the Bastion entrance.
Darktalon also becomes available from reserves. Quad-gun intercepts, but fails to glance or penetrate.
Azrael and Command Squad disembark from the Crusader and gets ready to intercept the Nobz Bikers. Crusader and Ravenwing Bikes retreat.
Attack Bike blows the Bastion sky high. 2 Broadsides receives a wound from leaping off the Battlement. 4 Fire Warriors perish in the explosion.
Combined shooting from Darktalon, Crusader, and Ravenwing Bikes kills 12 Shoota Boyz
Azrael and Command squad assaults Nobz Bikers. My Warboss issues a challenge, which Azrael accepts.
Azrael fumbles his attacks on my Warboss inflicts 3 wounds, but Azrael makes all three 4++ saves!
Painboy also fumble his attacks and Command Squad inflicts 1 wound on him.
Attack Bike assaults Fire Warriors. Neither side wounds, resulting in draw combat.
Turn 2:Tau-Orks
Spoiler:
Black Shoota Boyz pushes forward. Blue Shoota Boyz pulls back.
Shas'el splits off from the Broadsides.
Shoota Boyz only manages to kill 1 Bike.
Broadsides divide their shooting between the Crusaders and Darktalon. 4 Railguns shoots with 2 glances and 1 Penetrating the Crusader. Thanks to the Tech Priest's Power Field Generator, Crusader makes all its 4++ saves. Darktalon also saves 2 penetrating hits.
Curse you Power Field Generator!!!
Azrael inflicts 2 wounds on the Warboss, which I fail both 5++ and FNP. Warboss inflicts 1 wound, but Azrael once again makes his 4++ save. Combat draws between Painboy and Command Squad.
Fortunately, Warboss passes his moral test and stays in the fight.
Shas'el assault the Attack Bike and inflicts 1 wound. Attack Bike finish off Fire Warriors.
Turn 3:Ravenwing
Spoiler:
Last 2 Attack Bikes becomes available from reserves. The outflank from the left board edge.
Combined shooting from one of the Attack Bikes and Crusader kills 1 Broadside and inflicts a wound on a second one. Both Boradsides have 1 wound remaining.
Darktalon uses its rift cannon to blind both Blue Shoota Boyz and Fire Warriors. It also kills 1 Blue Shoota Boyz and 9 Fire Warriors!
Ravenwing Bikes guns down 7 Black Shoota Boyz.
Azrael kills Warboss!
Painboy survives and ties up Command Squad in assault.
Shas'el defeats Attack Bike in assault.
Turn 3:Tau-Orks
Spoiler:
Fire Warriors and Blue Shoota Boyz goes after Attack Bikes. Black Shoota Boyz pushes forward.
Shas'el and Broadsides kills one of the Attack Bikes.
Blue Shoota Boyz and Fire Warriors shoots everything at the single Attack Bike, but it makes all its armor saves!
1 Broadside shoota the Darktalon, but only manages to glance it. 3 Railguns shoots at Ravenwing Bikes, but they make all their 4++ saves!
Black Shoota Boyz attempts to assault the Command Squad, but fails to roll high enough for their charge distance.
Azrael finish off Painboy and consolidates.
Turn 4:Ravenwing
Spoiler:
Lone Attack Bike goes after Fire Warriors.
Azrael goes after Black Shoota Boyz
Ravenwing Bikes and Crusader kills 9 Black Shoota Boyz.
Darktalon strafe 11 Shoota Boyz.
Blue Shoota Boyz fails moral test and runs off the table!
Command Squad assaults and wipes out Black Shoota Boyz while taking no wounds in return.
Attack Bike assaults Fire Warriors. Niether side inflicts any wounds.
Turn 4:Tau-Orks
Spoiler:
Left Broadsides kills 3 Ravenwing Bikes.
Other Broadsides shoots at the Dark Talon and Crusader, but both make their 4++
Attack Bike slays 2 Fire Warriors in combat while taking no wounds in return.
Lone Fire Warrior passes moral test.
Turn 5:Ravenwing
Spoiler:
Crusader and Command Squad goes after Broadside
Lone Ravenwing Bike takes control of Crusader objective.
Combined shooting from Crusader and Dark Talon wipes out Broadsides and kills my Shas'el, giving my opponent Slay the Warlord!
Attack Bike kills last Fire Warriors and takes control of an objective.
Turn 5:Tau-Orks
Spoiler:
Remaining Broadside splits fire between lone Ravenwing Bike and Attack Bike.
2 Railguns hit and wounds the lone Ravenwing Bike. He makes 1 cover save, but fails the other. He dies.
Single Railgun takes out the Attack Bike out in the open.
Game ends.
Niether side has any scoring units left. I score 1 battle point with First Blood. My opponent scored 2 battle points from Slay the Warlord and Line Breaker.
Overview of the board.
Ravenwing wins 2 - 1!
Post-game Thoughts:
Spoiler:
This was a crazy match. In the end, my opponent and I killed off each others' scoring units. This was also the first game in this tournament where my Warlord was killed and my Bastion destroyed.
A lot happening on turn 1. My opponent started the game off decimating my Deathstar. In return, I kill off 2 Ravenwing Bike units and Black Knights. Despite heavy losses, my opponent proved how formidable the Banner of Devastation is with his single Ravenwing bikes and 2 sets of Hurricane Bolters from the Crusader and Darktalon. The Darktalon really surprised me. I didn't realize it could go into Hover Strike mode and stay on the table.
Luck certainly played a huge role in this game's outcome. Had Azrael failed a single save, he would have been instant killed by my Warboss' Str10 Power Klaw, giving me Slay the Warlord and tying the game. Even though I had 6 Railguns, both the Crusader and Darktalon repeatedly made their 4++ saves. That Power Field Generator earned its points back big time!
In hindsight, I made a couple mistakes. I didn't realize Ravenwing Bikes had scout and could outflank. I should have setup my Emperor's Will objective and Bastion in the middle of my deployment zone, away from those nasty outflanking Attack Bikes. I should have not given my opponent first turn. Had I gone first, I would have inflicted tremendous damage to my opponent's bikes and reduce the losses to my Nobz Bikers. Oh well, lessons learned.
So I end day 1 of BAO with 2 wins and 2 losses. Not terrible, but not great either. At least day 2 will have 3 games instead of 4.
Because of the the upcoming 6th ed Tau release, expect faster releases of my BAO battle reports. Hopefully I'll finish the next three games before the new 6th ed Tau is release!
Epilogue (skip if you don't care for narrative)
Spoiler:
..........
Shas'el Tealk winces in pain as he pulls himself out of the wreckage of his Crisis Suits. He had received a deep cut on his side from a grazing bolter round. In the distance, he could hear the sounds of battle slowly dying out with the enemy emerging victorious. Tealk sadly smiles and pulls out a folded parchment containing his Warrant of Trade. "It was a good run while it lasted," he thought. He reflects on all his achievements knowing his end was near.
Through the whirling dust emerge a hooded figure. Wrapped in dusty white robes with fresh blood stains and protected in decorated green armor, the Dark Angels Company Master appeared as an angel of death. He advances toward the wounded Shas'el with his gleaming sword drawn. Tealk closes his eyes braces himself for a coup de gras.
He waits for a few seconds. Nothing happens. Tealk slowly open his eyes and peaks. Azrael towers over him with his left hand outstretched. "Warrant," demands Azrael in deep baritone voice. Tealk's shakily hands over the folded parchment. Azrael snatches it, turns around, and walks back.
Tealk stares dumbstruck for a few minutes. Hundreds of questions flies through his head. He finally collapse on the ground and laughs with tears of joy streaming from his eye. In the end, he didn't care why the Dark Angels Chapter Master left him alive or what he wanted with the Warrant of Trade. The only thing that mattered to Tealk was that he was still alive.
Tanakosyke22 wrote:I was thinking of doing a back story with my Techno-Barbaric Tau and Ork Allies with that, and this inspired me to do so even more! ^_^
I'm glad you enjoy reading my stories. Feel free to use them for inspiration.
Charles Rampant wrote:Nice reports. Though the Daemon player had a vicious list, his army is beautifully painted.
Yeah, the Daemon player had a beautifully painted army.
haizelhoff wrote:Thx for the reports. Partly inspired by these i played torks at a tourney last weekend finishing 3/28. They are a very fun army to play
Congratulations placing third in a tournament using Tau-Orks! It is indeed a very fun army to play with.
That first attack bike that outflanked and blew up the bastion... it then assaulted the tau who fell out on that same turn? I thought you couldn't assault the turn you arrive from reserve?
Exhumed wrote: That first attack bike that outflanked and blew up the bastion... it then assaulted the tau who fell out on that same turn? I thought you couldn't assault the turn you arrive from reserve?
That's correct. You need a special rule to be able to assault out of reserve. Genestealers who come out of terrain are the only ones who can as far as I know.
Thanks. I doubt it would have made a major difference, but it did mean the tau commander had to spend a couple of turns in assault with that attack bike, whereas if it didn't assault.... poof
Good catch! By then, I was either too tired or too exhausted to notice. In the grand scheme, another Attack Bike would have come in the next turn and finish off the 2 Fire Warriors.
Exhumed wrote: That first attack bike that outflanked and blew up the bastion... it then assaulted the tau who fell out on that same turn? I thought you couldn't assault the turn you arrive from reserve?
That's correct. You need a special rule to be able to assault out of reserve. Genestealers who come out of terrain are the only ones who can as far as I know.
Introduction (skip if you are only interested in the battle report)
Spoiler:
Both Shas'el Tealk and Warboss Badgaz miraculously survived the battle against Azrael and the Dark Angels 2nd Company. However, their defeat against the Astartes left a bitter aftertaste. They both decided to wash it away by drinking at their favorite pub at Russ' Bar Tab, located in spaceport Eldarado XIII.
Shas'el Tealk and Warboss Badgaz sits at a bar. Badgaz greedily chugs down his eleventh tankard of fungus beer while Tealk nurse his fourth cup of Amasec.
Badgaz belches, causing Tealk to cringe his nose. "Like I was sayin," said the Warboss, "Me and you should go back dere and give dos big umies a good stompin. Letz show dem who iz da real boss."
Unlike the warboss, Tealk had low tolerance for alcohol. Once buzzed, he loses composure and speaks his thoughts. "Are you out of your frakkin mind?" Shouts Tealk. "We got our butts kicked faster than you can say, 'Aun'o'T'au'Acaya'Va'Denta.' We are both lucky to be still alive."
The Warboss snaps his fingers, summoning a Kroot bartender to refill his tankard. "Me and ma boyz are itchin for a fight. Idle boyz ain't good for uz both," grunts Badgaz.
"Aun'Va is pissed at me for botching up trade agreements with Imperials," moans Tealk. "My Shadow Cadre is on standby until the next apocalyptic Tyranid or Orks invasion."
After thinking it over a few minutes, an idea pops into Badgaz head. "Does ur space pope still allow ya to fight?" He ask.
Tealk scowls. "My cadre has been downgraded to patrolling the Damocles Gulf. There's little fighting unless the Imperium wills it," he reply.
Badgaz chuckles and raises his tankard. "How bout you join me on a lil blitz to the planet Vodarac? Couple me cousins looted me fortress couple weeks ago. Got to return da favor if ya know wot I mean," he said with a wink.
Tealk shrugs and raises his half glass of Amasec. "As long as I get a cut of the profits, I'm game."
.....
After a good night rest and a hearty complimentary continental breakfast from the motel I was staying at, I head off to day 2 of BAO.
My first match up is against pure Orks.
Army List Orks Warboss, Warbike, Powerklaw, Cybork Body, Attack Squig
Warboss, Warbike, Powerklaw, Cybork Body, Attack Squig
12x Lootas
12x Lootas
11x Lootas
1 Nob and 11 Slugga/Choppa Ork Boyz, Power Klaw, 'eavy armour
-Trukk, Red Paint
1 Nob and 11 Slugga/Choppa Ork Boyz, Power Klaw, 'eavy armour
-Trukk, Red Paint
1 Nob and 11 Slugga/Choppa Ork Boyz, Power Klaw, 'eavy armour
-Trukk, Red Paint
20x Gretchins, 2x Runtherd
1 Nob and 19 Storm Boyz, Power Klaw, 'eavy armour, bosspole
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 5
Mission: Purge the Alien (4pts)
The Scouring (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
In the Scouring, each player places 2 objectives in their opponent’s deployment zone and 1 outside of either player’s deployment zone following normal objective placement rules (6 total on the board for the Scouring). Each player has a 1, 2, and 3 point objective, which are revealed just before the roll to seize the initiative as normal. You will end up with 2 objectives in no man’s land, and 2 in each deployment zone. Destroying fast attack choices counts for points to this mission.
Deployment: Vanguard Strike Deployment.
There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone.
Warlord Traits, Psychic Powers, Objectives
Spoiler:
My opponent and I roll off for warlord traits. My Shas'el gets Conqueror of Cities, granting all my units move through cover special rule in ruins and Stealth in ruins. Enemy Biker Warboss gets Legendary Fighter.
I win the roll off for picking deployment zone and placing objectives.
I choose the board half with the only ruin. I place my Bastion. My opponent places his Aegis Defense Line.
We take turns placing objectives without revealing their value. Like a true Ork player, my opponent place his objectives not too far from where I placed mine.
Pre-game Thoughts: For a pure Ork army, my opponent's list packs a lot of dakka! Unfortunately, my opponent's list is mechanized Orks with multiple small units of Lootas, Ork Boyz, and Trukks. I have the advantage in primary mission. My Broadsides is well equipped to deal with multiple mechanized light AV armies. My opponent on the other hand has the upper-hand in secondary Scourging. He has his Storm Boyz, which is fast attack. My list has no fast attack.
Thanks to objective placement, my Shoota Boyz don't have to travel too far. I'm worried about the Storm Boyz. They have high mobility and have a high model count. I'll also have to be wary of the two Warbosses. They can go head to head against my Warboss and can decimate my Nobz Bikers.
My strategy is to first disable my opponent's transports. My Shoota Boyz have the advantage against opposing Slugga/Choppa Boyz. I'll also focus on the Lootas, which poses a threat to my Nobz Bikers.
Deployment
Spoiler:
I win the roll off to deploy first.
Broadsides deploy on high ground. Ground forces spread out along the edge of my deployment. 6 Fire Warriors takes their position inside the Bastion.
Orks deploy on the opposite end. Two squads of Lootas deploy in top turquoise area terrain. Third units of Lootas and Grots deploy behind Aegis Defense Line. Both biker Warboss join Storm Boyz.
Before the Ork player attempts to seize the initiative, we reveal the value of each objective. The objectives in the middle are only 1's and 2's. As it turns out, the objective in my opponent's Aegis Defense Line turns out to be worth 3 points.
My opponent fails to seize the initiative and away we go!
Turn 1:Tau-Orks
Spoiler:
Ground forces advances forward, using the large middle terrain to their advantage. 12-man Fire Warriors climb up the ruins.
Fire Warriors whittles down 5 Lootas on the right.
Broadsides blows up both Trukks in the middle. One kareens backwards and blows up, killing 2 passenger Orks. Front one blows up, killing 4 Ork Boyz inside. Blast radius tears 3 Lootas inside the Aegis Defense to shreds.
Left Trukks weathers shooting from second Broadside unit. Shas'el's Quad-gun succeeds in immobilizing it.
Turn 1:Orks
Spoiler:
The immobile Trukk and the impassible terrain causes the two biker Warbosses to take a detour. Ork Boyz advances forward.
Lootas and Quad-gun focus fire on the Nobz Bikers. They manage to pick off two Nobz and scores a wound on a third.
Ork Boyz run, screening the Lootas.
Storm Boyz and Ork Boyz runs as well.
Turn 2:Tau-Orks
Spoiler:
Both Shoota Boyz squads prepares to intercept the enemy Storm Boyz.
Nobz continue driving towards enemy's right flank.
Black Shoota Boyz run.
Combined shooting from Fire Warriors inside Bastion and Black Shoota Boyz kills off 5 Storm Boyz.
Broadsides on the right guns down 4 Slugga/Choppa Boys, opening a path for the Nobz Bikers.
Fire Warriors shoots their Pulse Rifles and finish off a unit of Lootas.
Shas'el manages to score a wound on the enemy Warboss.
Nobz Bikers assault and wipes out a squad of Lootas.
Turn 2:Orks
Spoiler:
Warlord breaks away from the Storm Boyz and goes after my Black Shoota Boyz.
Wounded Warboss and Storm Boyz surrounds Blue Shoota Boyz.
My opponent declares WAAAGH and runs his Slugga/Choppa Boyz.
Combined shooting from Lootas and enemy Ork Boyz kills 2 Nobz, including the Painboy.
Combined shooting from wounded Warboss and Storm Boyz whittles away 5 Blue Shoota Boyz.
At this point my opponent attempts to charge his Slugga/Choppa Boyz into my Shoota Boyz. I inform him the changes to fleet in 6th ed, making his charge move illegal after running in the shooting phase. My opponent is disappointed.
His Warboss declares his charge. Black Shoota Boyz overwatch and nicks a wound off of him.
Ork Slugga/Choppa Boyz charges into the Nobz Bikers. Overwatch kills an Ork Boy.
Warboss and Nobz wipes out the Slugga/Choppa Boyz.
Storm Boyz and Warboss assaults Blue Shoota Boyz. 8 Storm Boyz and 15 Blue Shoota Boyz dies in meelee.
Blue Shoota Boyz loses combat, fails their moral test, and flees off the table.
Shoota Boyz pummels enemy Warlord to death in assault.
At this point there's only 15 minutes left of the game. My opponent concedes.
Tau-Orks wins 10 - 0!
Post-game Thoughts:
Spoiler:
This game took painstakingly long. Despite the allocated 2 hours and 15 minutes time limit, we only completed 2 game turns. My opponent arrived 20 minutes late and it took a while for us to setup. My opponent took a long time during his movement, shooting, and assault phases. I got the feeling he's still new to 6th edition. He didn't know fleet universal special rule had changed. No more running in shooting phase followed by charging in the assault phase. Fleet in 6th ed allows re-rolls for run or charge distance.
Losing all three Trukks on turn 1 was a crushing blow to my opponent. Not only did I score first blood, but I shutdown the bulk of his scoring units' mobility. I'm not sure what he was thinking when he charge his lone Warlord biker Warboss into my Black Shoota Boyz. Despite being T6, the Warboss only has a 4+ save. Shoota Boyz have high volume of attacks and will strike first.
At the end of the game, my opponent reveal that he had originally planned to bring his Chaos Space Marines to the tournament, but he couldn't find them. He ended up dusting off his Orks and bringing them instead. He also told me hasn't played many games in 6th edition. Even though he was losing badly throughout game, he took it like a champ. Not once did he curse, throw a tantrum, or acted poorly. Despite showing up late and taking a long time during his phases, he was a good sport.
Epilogue (skip if you don't care for narrative)
Spoiler:
.....
The battle finished a lot sooner than Shas'el Tealk expected. Like most Orks versus Orks match ups, it came down to which Warboss dies first. After an Orks army loses its Warboss in heat of battle, it typically succumbs to anarchy. Orks will fight amongst themselves until a new Warboss is elected, after proving his strength and toughness. In the case of this battle, the losing Orks army surrendered and joined Warboss Badgaz's army. Much to Tealk's pleasure, his ally detachment had just gotten a lot more formidable.
.....
Shas'el Tealk rummages through discarded loot left behind by Warboss Badgaz and his Boyz. Tealk shook his head in disbelief. Like typical Orks, Badgaz and his Boyz had picked out the biggest and shiniest objects, leaving Tealk with small and dull looking scraps. The Tau commander however, found the left overs to be more valuable containing hidden gems of advance xeno components collected over decades or piracy.
While sifting through a large pile of xeno tech, Tealk spots an Imperium dataslate. He switches it on. An inquisitorial 'I' appear on the screen followed by a prompt asking for password. Tealk summons a DX-4 Technical Drone. After hooking the dataslate to the drone, the Tau's advance AI cracks the Inquisitorial's cryptography in a matter of seconds. Under the secured layer reveals maps and database of xeno activity.
Tealk grins. He just found a treasure trove of top secret Imperial information.
As a player who uses mech Orks, I think that you're gonna gub this guy. The trukk mobz (and even the stormboyz) just don't have the numbers to get across the table and charge your shootaboy mobz without perishing to overwatch. Of course, his Lootas might even the scales...
Toban wrote:Hey SabrX, another thing.
Does the techmarine sitted in the crusader ALL the time?
In this case, looking at pictures, I may guess your bikerz where into his PFG 3" range and so they had to benefit from his 4++ too.
This could had changed the result of the melee.
The Dark Angels player's Techmarine stayed in the Crusader throughout the entire game.
Unfortunately, my Nobz Bikers weren't in the 3" range of the Crusaders hull.
Charles Rampant wrote:As a player who uses mech Orks, I think that you're gonna gub this guy. The trukk mobz (and even the stormboyz) just don't have the numbers to get across the table and charge your shootaboy mobz without perishing to overwatch. Of course, his Lootas might even the scales...
His Lootas did a number on my Nobz Bikers. He probably could have wipe them out had the game continued.
cormadepanda wrote:well, the meh ork game will be in interesting match up. The lootas can even the boy fight for the storm boyz to pitch in.
IMO, 20 Storm Boyz with kitted Nob is far too expensive. For almost the same points, he could have bought 5 Mega Nobz with a Battle Wagon dedicated transport.
Game #4 was a tough one. Who knew DA could be so competitive. May have to get a game in against John's DA bikers or Trent's triple-LRC banner/powerfield list.
Game #5 was a mismatch for your opponent. Your army just over-powered his.
Looking forwards to the rest of your report and then to some games with the new Tau when they come out.
Introduction (skip if you are only interested in the battle report)
Spoiler:
Nemesor Imotekh awoke from his deep slumber. Someone had set off an alarm. Could it be Helbrecht? Did the the Black Templar Marshal finally discover his hideout? A brief flashback of his beloved flag ship, the 'Inevitable Conqueror', colliding into a star reminds Imotekh the wound Helbrecht dealt to his pride.
He slowly rises from his throne. Two Crypteks kneel before him. "Who dares intrude upon my domain?" He demands. His metallic voice resonates in cavern, turning his words into a thousand echoes.
"N-nothing t-to worry ma-master," stammers one the Crypteks.
"J-just a couple of Tau and Orks raiders" replies the other Cryptek in a shaky voice, "Destroyer Lord Wroth is taking care of them as we speak."
Imotekh eye's flashes with intrigue. "Interesting," booms Imotekh, "Order and disorder joining forces and fighting as one? Inform Wroth we'll be joining him shortly."
.....
Warboss Badgaz lazily looks up into the sky. It was noon with sun at its highest peak. Warboss frowns, thinking back to what brought him to this backwater planet. Shas'el Tealk had come across a dataslate containing Imperium database of Imperial artifacts scattered across the galaxy. Most of them were marked as being too dangerous too retrieve. Tealk seize the opportunity by assembling an expedition to retrieve the unclaimed relics.
Much to Badgaz dismay, the expedition had so far met little distance. Other than cultists and a nest of genestealers, Warboss Badgaz have yet to face an opponent worth his mettle in combat.
Out of the blue, thick dark clouds appear in the sky. A breeze picks up and soon turns into a gale. The ominous clouds blankets the sky, turning night into day. Emerald lightning bolts dances across the landscape, instantly igniting whatever it touches.
Off in the distance, the sounds of clanking metal reaches Badgaz's ears. A phalanx of emotionless and terrifying metallic skeletons marches in perfect synchronization. Each one wields elongated guns with barrels glowing neon green. At the head of the column stood a tall formidable figure wearing a billowing cape and carrying an ornamental staff of light.
Warboss Badgaz grins. At last, something to relieve his boredom.
.....
My three victories and two defeats lands me on table 28. Huzzah! I'm making progress!
Army List
Necrons
Imotekh the Stormlord
Destroyer Lord, Sempiternal Weave (2+), Mindshackle Scarabs, warscythe
-Cryptek, Harbringer of Despair, Viel of Darkness
-Cryptek, Harbringer of Eternity, Chronometron
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 6
Mission: Big Guns Never Tire(4pts)
The Relic (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
There are always 6 objectives for The Scouring, 2 of which must always go outside either player’s deployment zone.
In Big Guns Never Tire, each player places 2 objectives, one in their own deployment zone, the other in their opponent’s following normal objective placement rules (4 total for this objective on the table). You will end up with 2 in each deployment zone. Destroying Heavy Support choices counts for points to this mission.
Deployment: Hammer and Anvil Deployment
Warlord Traits, Psychic Powers, Objectives
Spoiler:
My opponent and I roll off for Warlord Traits. My Shas'el rolls a 2. For kicks and giggles, I choose Night Attacker even though I know it will have no effect against Imotekh.
My opponent wins the roll off for picking deployment zone. He chooses a side and setup his Aegis Defence Line. I place my Bastion on the opposite end.
We then take turns placing objectives. Necron player place one of his objective in his deployment zone behind the Aegis Wall. He places his second 12" away in no mans land.
The Relic automatically goes into the middle.
I do the same placing one objective near my Bastion and the other 12" in no mans land.
Pre-game Thoughts:
Wow, this is the first Necron list I've seen in 6th ed without any flyers.
This will be a tough match up for my Orks. Gunline Necron Warriors could potentially wipe out Shoota Boyz advancing out in the open. Destroyer Lord + Wraiths matches well against Nobz Bikers. Imotekh's night fighting special rule weakens my Fire Warriors. I'm not too worried about the Annihilation Barges. My Broadsides will have no problem popping them down range. They also ignore night-fighting thanks to Blacksun Filter. On top of that, primary is Big Guns Never Tire, which means each dead Heavy Support counts as points.
I have the advantage in primary. The only thing I have to worry about is secondary. My strategy is to grab hold of the Relic early on and keep my Shoota Boyz 24" away from the Necron Warriors. Nobz Bikers will go after my opponent's warlord and hopefully tie up Wraiths for a couple of turns in assault.
Deployment
Spoiler:
I win the roll off to deploy first.
I deploy the bulk of my forces on the right side of my deployment zone. Broadsides take high ground, Shas'el mans Quad-gun, 6 man Fire Warriors sits inside the Bastion.
Necrons deploy on the opposite end of the table. Destroyer Lord, Wraiths, and Annihlation Barges takes cover behind tall pieces of terrain. Imotekh and Cryptek with Chronometron joins a squad of 13 Necron Warriors. They take their positions around the Quad-gun. Second squad of 13 Necron Warriors setup on the opposite side. Second Cryptek with Veil of Darkness joins a squd of 20 Necron Warriors and deploy in the back. Scarabs hides behind Aegis Wall.
Mysterious objective near Imotekh's unit turns out to be Grav Wave Generator, which halves assault distance.
Mysterious objective near Blue Shoota Boyz appears to be Targeting Relay, allowing re-rolls for 1's in shooting.
One of Imotekh's special rules is Hyperlogical Strategy. It allows him to seize the initiative on a 4+. However due to fluff reasons, he can never attempt to seize the initiative against any army that includes Orks. My opponent however pointed out this is the case if Orks is the primary and not an allied detachment. Upon writing this battle report, I couldn't find anything in the BAOFAQ or Necron FAQ to support his claim. Nevertheless, time is of the essence and let it slide.
Thanks to the Cryptek with Chronometron, Imotekh gets a re-rollable 4+ to seize the initiative. However, terrible luck foils both attempts. My opponent fails to seize the initiative an away we go!
Turn 1:Tau-Orks
Spoiler:
Thanks to Imotekh, Night Fighting is in effect on turn 1.
Fine with me. My Shoota Boyz could use the extra cover save.
Orks and Fire Warriors advance. To save time, I run both Shoota Boyz squads in the movement phase. Both squads roll low with a 2 and a 1.
Due to Night Fighting, the bulk of the Necron forces receives a 2+ cover save. Fire Warriors only manage to pick off a single Necron Warrior in Imotekh's unit.
Shas'el and Broadsides have Blacksun filters and ignores Night Fighting. Shas'el guns down 2 Necron Warriors on the left side of the Aegis Wall. Broadsides blows up an Annihilation Barge near the Wraiths, giving me First Blood!
None of the Necron Warrior casualties reanimate.
Turn 1:Necrons
Spoiler:
Necrons shuffle around. Scarabs dashes out into the open.
My Nobz Bikers receives a 3+ cover save thanks to stealth + Exhaust Cloud. Necrons rolls poorly during their shooting phase and only manages to inflict a single wound.
Turn 2:Tau-Orks
Spoiler:
Nobz Bikers bears down on Imotekh's unit.
Moving Shoota Boyz straight into a Necron gunline isn't the smartest srategy. I keep my Blue Shoota Boyz back.
Black Shoota Boyz makes a play for the Relic.
Black Shoota Boyz run 4" and sits on top of the Relic.
Fire Warriors and Nobz Bikers whittles down 3 Necron Warriors in the shooting phase.
Shas'el and Fire Warriors inside the Bastion insta-gib 4 Scarab bases and inflicts a wound on a 5th scarab.
Broadsides can only make out a single Annihilation Barge. They shoot, but the Necron heavy support make its 4+ cover saves from hiding behind Ruins.
None of the fallen Necron Warriors stand back up.
Nobz Bikers declares assault. Imotekh and Necron Warriors overwatch. They manage to inflict one more wound, killing the lead Nobz.
Nobz Bikers rolls a 7 for their charge distance. Grav Wave Generator halves it to 3.5" which is rounded up 4". Nobz Bikers just barely makes it in.
Warboss issues a challenge, which Imotekh accepts. Imotekh strikes first and deals 2 wounds to my Warboss. Ork Warboss strikes back, dealing 3 wounds, killing Imotekh.
Nobz decimates Necron Warriors and Cryptek in assault.
My opponent rolls for ever-living, but the wrong model stands back up. Imotekh fails and is removed as casualty, giving me Slay the Warlord. Cryptek passes his ever-living roll and rises from the dead.
Turn 2:Necrons
Spoiler:
Necrons swarm around the Nobz Bikers.
Scarabs scuttle toward my Bastion.
Combined shooting from Necrons kills my Warboss and 2 Nobz Bikers. A third Nobz wielding a Power Klaw receives a wound.
Scarabs charges the Bastion. Thanks to Entropic Strike, they manage reduce its armor value, penetrate, and cause Total Collapse.
Shas'el and Broadside receives a wound from impact hits. 2 Fire Warriors perish.
Wraiths charges the Nobz Bikers. One of the Wraiths dies to overwatch.
Wraith mops up the Nobz in assault while taking no wounds in return.
Turn 3:Tau-Orks
Spoiler:
Black Shoota Boyz pull back after retrieving the Relic.
They hand it over to the Fire Warriors.
Shoota Boyz also run, back 5".
Blue Shoota Boyz shoots and kills a Scarab base.
They attempt to assault, but rolls short for their charge distance.
Turn 3:Necrons
Spoiler:
Necrons kick into action. Both Barges finally comes out from hiding.
Combined shooting from Necron Warriors and Cryptek manning the Quad-gun kills 5 Black Shoota Boyz and 3 Fire Warriors. One of the Fire Warriors holding the Relic is among the dead.
Wraiths run 4".
Scarab assaults and manages to inflict a wound on a Broadside. Entropic Strike strips its armor away. Broadsides and Shas'el strikes back, killing the Scarab.
Turn 4:Tau-Orks
Spoiler:
Shoota Boyz and Fire Warriors goes on the offense.
Fire Warriors reclaims the Relic.
Broadside blows up one of the Annihlation Barges and picks off a Necron Warrior.
Combined shooting from Fire Warriors and Shoota Boyz wipes out the Wraiths and wounds the Destroyer Lord.
Fallen Necron Warrior doesn't stand back up.
Turn 4:Necrons
Spoiler:
Second Cryptek uses Veil of Darkness and teleports near Blue Shoota Boyz.
Destroyer Lord goes after my Fire Warriors controlling the Relic.
Annihilation Barge takes out the wounded Broadside without any armor.
Necron Warriors rapid fire and kills 9 Blue Shoota Boyz.
Quad-gun picks off 3 Black Shoota Boyz.
Destroyer Lord assaults and wipes out the Fire Warriors.
The Relic drops on the ground.
Turn 5:Tau-Orks
Spoiler:
Black Shoota Boyz secures the Relic.
Blue Shoota Boyz advances toward the Necron Warriors.
Broadsides blows up the last Annihilation Barge.
Blue Shoota Boyz rolls poorly and only manages to kill a single Necron Warrior.
Black Shoota Boyz guns down the Destroyer Lord. He doesn't get back up.
Blue Shoota Boyz declares their assault on the Necron Warriors. Necron Warriors overwatch and kills 3 Boyz.
At this point we run out of time. We count up our points.
I score 9 Battle Points after winning primary, secondary, First Blood, and Slay the Warlord. My opponent scores 0 Battle Points.
Tau-Orks win 9 - 0!
Turn 5:Necrons
Spoiler:
Game ended top of turn 5.
Post-game Thoughts:
Spoiler:
Solid victory on my part. I did the right thing not committing my my Shoota Boyz and sending my Nobz Bikers forward. Had it not been for night-fighting, my Nobz might have not made it into assault.
My opponent fail all but one of his reanimation protocol rolls. It seemed like Imotekh did more harm than good. Had my opponent fielded a regular supped up Necron Overlord with MSS, 3++, and Res-Orb, the results in melee may have been different.
As expected, my Broadsides shut down my opponent's heavy support and help me win primary.
The Scarabs surprised me. They manage to bring down my AV14 Bastion!
After thinking it over, it's hard to say what my opponent could have done differently. He played very conservative until the last couple of turns. I thought he would have played more aggressive using reanimation protocol. In hindsight, it wouldn't do him much good considering his terrible WBB rolls. Perhaps he would have been in a better position to claim the Relic and hold objectives.
Epilogue (skip if you don't care for narrative)
Spoiler:
.....
Warboss Badgaz releases the clutch and accelerates forward, driving his Warbike straight into enemy fire. Deadly green beams of light streams all around him like a laser light show. Everytime one of the beams touches the Warboss, it disassembles a thing layer of flesh and armor. Badgaz grunts, feeling his nerve endings go numb. Pain wracks his brain, but it only serves to fuels his adrenaline.
With the few hundreds metre stretch between him and his foe, Badgaz opens in jaws and shouts at the top of his lung, "WAAAAGGGHHH!!!!" Soon after, the beams of light joined into one, blinding the Warboss and his Nobz. Three of his Nobz Bikers in the lead absorbs the death rays and immediately vaporizes into particles.
Badgaz and his crew push forward, closing the distance. A makeshift barricade appears in front with metallic skeletons shooting their gauss blasters from behind. Badgaz shifts his weight to the rear, lifting his Warbike's front into the air. The other Nobz Bikers copies their leader. Together, they slam their Warbikes on top of the Barricade. Upon impact, each biker accelerates, causing their rear-tire to catapult himself over the wall.
Upon landing, the Warboss and his Nobz unsheathes their weapons and guns their bikes charges into the Necron Warriors. Crude steel clangs against living metal in the loud exchange of melee. Through the thick of the fighting, Badgaz recognizes the tall formidable figure, who lead the Necrons.
Sensing someone was watching, Storm Lord Imotekh looks up. Warboss Badgaz locks eyes with Imotekh, issuing a challenge. As per codes of battle, the Storm Lord accepts.
A million scenarios plays out in Imotek's mind. Had his skull still be covered in flesh and muscle, we would be grinning right about now. 98% chance of success, he liked those odds.
The Warboss accelerates, charging straight at Imotekh. Imotekh follows the simulated branch of predicted patterns. Raising his staff, he steps to the side and swings his staff into the oncoming Ork.
The blow connects with Badgaz' upper abdomen, sending the Warboss flying off his bike. The Warboss grunts and stands back up. A sharp needle of pain erupts where we was hit. He looks down and notice he had a deep cut seeping with blood and exposing broken ribs.
"Foolish Ork," goads Imotekh, "I've predicted a million outcomes of this fight. Your chances is close to none."
Badgaz frowns. He reaches inside his side pouch for a stikkbomb, jerks the ring, and flings it at Imotekh. The Storm Lord dodges away from the incoming projectile. Both combatants brace themselves for an explosion.
No explosion came, however. Instead the stikkbomb screeches in pain. Badgaz looks over and discovers he had accidentally thrown Gribbly, his pet attack squig and what he thought was a grenade pin turned out to be the poor squig's nose ring.
Gribbly goes on a rampage and pounces on the closest being, Imotkeh. The Stormlord wildly swings his staff, trying fend off the attack squig.
Meanwhile, Badgaz pulls out a real stikkbomb, releases the pin, and hurls it at the distracted Necron. It detonates, sending out a concussive wave, which knocks Imotekh and Gribbly to the ground.
Badgaz shrugs. Not what he had in mind, but it worked out in the end. He lumbers over and wraps his Power Klaw around Imotekh's neck. "Bet ya didn't see that coming," laughs Badgaz. Before Imotekh can reply, Badgaz slams his Power Klaw shut and yanks Imotekh's head clean off his skeletal body.
At first I was thinking the annihilation barges would give you problems - I forgot about your Broadsides.
Game 4 was a tough match. Land raiders are a tough nut to crack now and Dark Angels can really tweak them with the PFG, Techmarines and the Deathwing upgrade. Techmarines being an IC for Dark Angels is just another bonus since they can attach to another unit embarked inside the land raider. His dice were smoking hot for his saves... Not really anything you can do about that and your army has lots of fire power to spare. If his dice had been more normal I think you would have probably won.
jy2 wrote:Game #4 was a tough one. Who knew DA could be so competitive. May have to get a game in against John's DA bikers or Trent's triple-LRC banner/powerfield list.
Game #5 was a mismatch for your opponent. Your army just over-powered his.
Looking forwards to the rest of your report and then to some games with the new Tau when they come out.
The DA player's list is deceptively well crafted. I was taken back by the Darktalon. It's rift cannon is extremely annoying and being able to hover strike near the Banner of Devastation adds to its effectiveness.
It was definitely a bad match up for the Ork player. Had he fielded horde Shoota Boyz, the outcome might have been different.
Dozer Blades wrote:At first I was thinking the annihilation barges would give you problems - I forgot about your Broadsides.
Game 4 was a tough match. Land raiders are a tough nut to crack now and Dark Angels can really tweak them with the PFG, Techmarines and the Deathwing upgrade. Techmarines being an IC for Dark Angels is just another bonus since they can attach to another unit embarked inside the land raider. His dice were smoking hot for his saves... Not really anything you can do about that and your army has lots of fire power to spare. If his dice had been more normal I think you would have probably won.
Yeah, not much I can do against hot invulnerable saves. He was rolling pretty well for his Darktalon.
If only Azrael failed a single 4++ against my Warboss, this game would resulted in a draw.
Introduction (skip if you are only interested in the battle report)
Spoiler:
News of Shas'el Tealk's exploits from his expeditions in Ultima Sementum and the Damocles Gulf became popular in Tau media. Much of it was notoriety for the Tau commander's alliance with Warboss Badgaz and his Orks Freebooterz. Despite the Tau's philosophy of welcoming foreign races into the Tau empire, its native population and other minority races loathe the green skins.
Along the eastern fringe, the Tau Empire is currently embattled in a war of attrition against Ork Warlord Grog Ironteef, who had so far outmaneuvered ex-Commander Farsight and conquered three sept world. The Orks terrorize Tau colonies and constantly disrupt trade and transportation.
Beyond the Tau populace, many within the Tau high command view Shas'el Tealk as a valuable asset. His successful expeditions had brought back a treasure trove of advance Imperial relics and technologies. Even now, the Earth Caste engineers busy themselves with unlocking captured relic secrets. However, a small faction in the high command view Tealk as a threat to the Greater Good. For a Shas'el to work alongside with Orks is utter blasphemy. In secret, they plot Shas'el Tealk and his ally demise.
.....
Shas'el Tealk beams with delight. He felt he had redeemed himself. Under the veil of secrecy, the famed Shas'O Or'es'Ka had given Tealk an important mission. Tealk was ordered to seek out and destroy Warboss Goldenteef, second Ork commander within Ork Empire of Alsanta and Grog Ironteef's right hand Ork. "At last," thought, Shas'el Tealk, "High command have overlooked my previous mistakes and recognize my true achievements."
On his way to the bridge, he passes Shas'vre Cruz. The seasoned Fire Warrior is veteran among the Shadow Cadre. Recognizing his achievements, Shas'el Tealk bestowed him the honorific "Vre" title meaning hero and promoted Cruz to be his personal body guard.
Cruz respectfully bows before the Tealk.
"At ease," instructs the Shas'el, "No need to be formal around me."
Cruz relaxes a bit. "Sorry sir," he reply, "first day on the job."
Tealk laughs. "You'll get used it," he said.
He beckons Cruz to follow him as he enters the Manta's bridge. Kor'el Sora looks up from his command HUD and nods his head, greeting Tealk.
"Status report," order Tealk.
Sora tap and swipe his screen, bringing up two images. One displays two Lar'shi'vre Class Cruisers and the other displays a dry planet. "Your mysterious benefactor has dispatched two Protectors to aid in our mission. You must have friends in high places," Sora remark in a sarcastic tone.
Tealk gaze in awe at the two massive Protectors. Each possessed a formidable array of weapons and contained hangers big enough to fit two squadrons of Mantas. He turns his attention to the image of the planet. "What you tell me about our target," he asks Sora.
In response, the image zooms in on the planet revealing its topography. A flag marking the target's location and two arrows appears over the planet's image.
"The other cadre commanders aboard the two Protectors wants the Shadow Cadre and Warboss Badgaz's forces to lands here and bait Goldenteef into this ridge," said Sora, highlighting the lower arrow near the target's location. He then highlights the other arrow above the target. "Once you've confirm our Warboss Goldenteef is present, the other two cadres will deploy their forces behind the enemy Orks and together we'll decimate them in pincer move."
Tealk nods his head in approval. "It's bold and risky, just the way I like it. Tell the two other commander that I approve of their plan."
Sora shook his head in disbelief. "Shas'el, have a bad feeling about this plan. It's too risky and there's no margin for error," he said with a worried look on his face.
Tealk laugh out loud. "Kor'el, you are over thinking it. I full confidence that the two cadre commanders won't let me down. What's the worst that can happen?"
..........
Here's what you've all been waiting for folks, Game 7! This will be my last match of Bay Area Open GT 2013.
My last match will be against mechanized Orks.
Army List
Orks Warboss, Mega Armour (comes with TL-shoota and Power Klaw), Attack Squig, Bosspole, Cybork Body
6x Nobz, warbikes, 2x big choppa, 2x power klaw, 1x bosspole, 1x Waaagh! Banner, Painboy, 6x cybork body
30x Ork Boyz, Shootas
30x Ork Boyz, Shootas
Fortification: Imperial Bastion, Quad-gun
Scenario 7
Mission: Emperor’s Will (4pts)
Crusade (3pts)
First Blood (1pt)
Linebreaker (1pt)
Slay the Warlord (1pt)
There are always 3 Crusade Objectives placed outside of either player’s deployment zone. Emperor’s Will objectives are placed in each player’s own deployment zone.
Deployment: Dawn of War Deployment
Warlord Traits, Psychic Powers, Objectives
Spoiler:
My opponent and I roll for Warlord Traits. My Shas'el gets Master of the Vanguard, allowing him and friendly units within 12" roll 2D6 and pick the highest die for their run move.
My opponent's Warboss gets Conqueror of Cities, giving his units move through cover and +1 cover save inside ruins.
Next we roll off for deployment zones and objectives. I win the roll off and place my Bastion in the far left corner. I place my Emperor's Will objective near my Bastion and the 2 Crusade objectives 12", forming a triangle.
My opponent places his Emperor's Will objective in the top left corner inside ruins. He places his Crusade objective to the right, far away from my Crusade objectives.
Pre-game Thoughts:
Yikes! Have you seen the table? Of all the 40k games I've played to date, that's the largest TLOS blocking terrain I've ever seen! Absolutely terrible for shooty armies.
Having won the roll off for deployment zone and placing more Crusade objectives, I've decided to place everything on the far left side of the board. There's plenty of terrain to give my Tau units cover and there's a large crater, which will give my Shoota Boyz cover.
My opponent brought a strong mechanized Ork army. It contains a whopping 5 scoring units, one of which is Meganobz! It also contains a ridiculous amounts of dakka. For those who don't know, a Boomgun is a 25" Str8 AP3 Ordnance Large Blast and a Killakannon is a 24" Str7 AP3 Ordnance 1, Large Blast. My opponent has two heavy support Battle Wagons both equipped with Killakannons and two squads of Lootas. All of which is great against Nobz Bikers and horde.
Fortunately my army possess 6 Broadsides with multiplet Target Locks. I could have my Broadsides shoot at 6 different targets. Unfortunately with 6th ed rules, it's easy for vehicles to get cover saves. There's also a lot of ruins on this table and on top of that, my opponent's Warlord trait grants his units move through cover and stealth in ruins. AV14 with a 3+ cover saves anyone?
This is going to be a tough match.
Deployment
Spoiler:
I win the roll off to deploy first.
I place my Shoota Boyz at ground level behind two ruins. Fire Warriors sits on the second floor. Nobz Bikers screen from the front.
Broadsides and Shas'el setup camp on top of the Bastion. 6-man Fire Warriors sits inside and mans the Heavy Bolters.
Second Broadside units positions themselves inside Ruins on the opposite table corner. With this setup, my Railguns have good board coverage.
My opponent deploys his forces on the opposite side of the table.
Two Trukks on the far right both contains Shoota Boyz. One of them has a Nob with a Power Klaw.
Warboss joins Meganobs inside the Battle Wagon with the Deffrolla.
Both squads of Lootas goes inside the two heavy support Battle Wagons.
The left most Trukk inside the ruins contains Shoota Boyz.
Over in the middle, the Trukk on right contains Slugga + Choppa Boyz.
It's hard to see, there's a Looted Wagon hiding inside the ruin.
My opponent fails to seize the initiative and away we go!
Turn 1:Tau-Orks
Spoiler:
It's time to go aggressive!
Orks advance. Tau stays put.
To save time, I run both Shoota Boyz. Blue Shoota Boyz runs a mere 2" and Black Shoota Boyz takes a single step 1" forward.
Broadsides splits fire. One Railgun glances the Meganobz's Battle Wagon while the other two penetrate the Loota Battle Wagon and Trukk.
My opponent proceeds to fail all his 3+ cover saves. Penetrated Battle Wagon becomes immobilize, but grot riggers save the day!
Ork Trukk goes boom, giving me First Blood. 5 Ork Boyz perish in the explosion. Adding insult to injury, they fail their pinning test and go to ground. Fire Warriors pick off a single pinned Ork.
My right Broadsides fires 2 Railguns into the middle Trukk and 1 Railgun into the rear of Battle Wagon. 2 Railguns fail to hit. 1 Railgun penetrate. Ork players rolls on the Ramshackle table and gets "Kerrunch!" Slugga + Choppa Boyz bails out.
Here my opponent and I got into a little argument. I had to reference the rule book that Orks who've gone to ground can still take a pinning test.
Pinned Shoota Boyz fail their moral test and runs off the table.
Victory Points (Tau-Orks vs Orks): 1 - 0
Turn 1:Orks
Spoiler:
By now my opponent is demoralize. Two of his Trukks are gone and one of his Ork Boyz unit ran off the table.
He decides to tank shock my Nobz with its Deffrolla. We didn't discuss what this particular terrain piece is, so I let him do it. My opponent ask if I want to stand and shoot. Pfft, against front AV14 and taking 2D6 Str10 instead of 1D6? Heck no! My Warboss passes his moral test. On a D6, the Battlewagon roll a 1 and wounds. My lead Nob makes his armor save.
Both Trukks on the right speed over to a single Crusade objective.
Looted Wagon and Warbuggies goes out into the open. Battle Wagons shuffles around.
Both Trukks on the right move flat out.
During the shooting phase, my opponent's Deffrolla Battle Wagon moves flat out.
Upon writing this battle report and checking the rules, I've discovered a Tank cannot move Flat Out in the same turn it Tank Shock.
I didn't know this at the time and let him do it.
Looted Wagon lands a large Str8 AP3 large blast on my Shas'el and Broadsides.
1 Broadsides fails his armor save and goes splat.
Combined shooting from Lootas and Killakannon kills 3 Nobz including the Painboy. Big Choppa Nob carrying the bosspole receives a wound.
Victory Points (Tau-Orks vs Orks): 1 - 0
Turn 2:Tau-Orks
Spoiler:
My Nobz Bikers have suffered casualties, but that's to be expected. My opponent is pushing on both flanks. I plan to deliver a one-two punch with my Broadsides blowing up the Battlewagon followed by my Nobz Bikers assaulting its bailed out passengers.
Black Shoota Boyz huddle around the Ruin.
Blue Shoota Boyz and Nobz Bikers prepare to engage the Battlewagon.
My Broadsides utterly fails to hit or penetrate the Battlewagon's front armor.
12-man Fire Warriors pick off 4 Ork Boyz.
Fire Warriors inside Bastion wrecks the Warbuggies.
Shas'el's Quad-gun blows up the Looted Wagon.
Second Broadsides split fire on the closest vehicles. Despite the Trukks being right in front of them, second Broadside unit fails to hit the first Trukk. The Trukk behind makes all its cover saves.
Black Shoota Boyz shoota the second Trukk and wrecks it.
Drats, the Battlewagon is still standing. Time to do it the hard way. Blue Shoota Boyz declares a charge on the Battlewagon. Warboss and Meganobz inside overwatch and kills 2 Blue Boyz.
Blue Shoota Boyz fails to make it in assault.
Nobz Bikers makes it and blows up the Battle Wagon.
Victory Points (Tau-Orks vs Orks): 4 - 0
Turn 2:Orks
Spoiler:
Mega Warboss splits away from the Meganobz and goes after my Bastion.
Ork Trukk drives forward and disembarks a squad of Shoota Boyz.
Lootas and one of the Killakannons continues wreaking havoc on my Nobz Bikers. 2 more Nobz perish under a hail of deffguns.
Second Killakannon and Meganobz guns down 8 Blue Shoota Boyz.
Combined shooting from 2 enemy Shoota Boyz units kill 12 Black Shoota Boyz.
Top Shoota Boyz attempts to charge my Black Shoota Boyz. Black Shoota Boyz overwatch and kills 2 enemy Shoota Boyz. Top Shoota Boyz rolls and 8 for their change distance.
I measure and discover they are 8.5 inches away and do not make it in. My opponent argues that I'm looking at the wrong angle, but I tell him I'm looking top down. My opponent measures the distance himself not looking top down and insist from his perspective they make it. We argue for 5 minutes. I notice fellow Dakkalite Janthkin wasn't busy and ask him to judge as a third neutral party. He verifies that my opponent's Shoota Boyz is indeed 8.5 inches away and do not make the charge.
Mega Warboss assaults my Bastion.
Meganobz assault my Blue Shoota Boyz.
Meganobz hacks and slashes 8 Blue Shoota Boyz to pieces while taking no wounds in return.
Fortunately there's 12 Blue Boyz left meaning they are still fearless.
Mega Warboss succeeds in destroys the Bastion. He causes total collapse. 5 Fire Warriors perish and 1 Broadside receives a wound from and impact hit.
End of assault phase, lone Fire Warrior has had enough of the grim dark universe and flees off the table.
Victory Points (Tau-Orks vs Orks): 1 - 3
Turn 3:Tau-Orks
Spoiler:
Yikes! Those Meganobz are vicious. If something isn't done, they'll decimate my Shoota Boyz and potentially wipe out my stronghold.
Fire Warriors secures my Emperor's Will objective.
Shas'el hides behind the Bastion.
My Warboss splits away from Nobz biker and gets ready to lend his support to the Blue Shoota Boyz.
Lone Nob Biker chases after the Slugga + Choppa Boyz.
Black Shoota Boyz shuffles around inside their ruin.
Lone Nob picks off a Slugga + Choppa boy.
Black Shoota Boyz guns down 5 enemy Shoota Boyz from the lower squad.
Broadsides on the right fires their Smart Missile System and kills 2 Shoota Boyz from the top squad.
Left Broadsides shoots point blank the enemy Mega Warboss and instantly kills him. I get Slay the Warlord!
Shoota Boyz fails their moral test and falls back.
Lone Nob declare a charge and makes it into assault. Slugga + Choppa Boyz strikes first and kills the Biker Nob. They consolidate towards their Emperor's Will objective.
Warboss assault the Mega Nobz.
My Warboss slays 3 Nobz while the Blue Shoota Boyz manages to kill a 4th. Meganobz beats down the Warboss and clobbers 4 Blue Shoota Boyz to death.
Tallying up the wounds, Blue Shoota Boyz + Warboss dealt a total of 8 wounds while the Meganobz dealt a total of 7 wounds. Blue Shoota Boyz wins combat and wipes out the remaining 2 Meganobz in seeping advance!
Blue Boyz consolidates and secures left Crusade objective.
Victory Points (Tau-Orks vs Orks): 5 - 0
Turn 3:Orks
Spoiler:
Last remaining Trukk parks on top middle Crusade objective.
Shoota Boyz regroup. Both units secures the Crusade objective.
Slugga + Choppa Boyz secures the other Emperor's Will objective.
Combined shooting from Killakannon and Lootas whittles away 3 Blue Shoota Boyz.
Oh no! Blue Shoota Boyz fails their moral test and falls back.
Victory Points (Tau-Orks vs Orks): 2 - 7
Turn 4:Tau-Orks
Spoiler:
By now I have First Blood and Slay the Warlord while my opponent has Primary and Secondary. I'm down by 5 points. If my Shoota Boyz rally, I'll need to roll a high run move to have them secure my objective. Wining secondary is going to be tough. There's two enemy scoring units guarding the far right Crusade objective.
This turn, I declare Waaagh!
Blue Shoota Boyz regroup and consolidates 3".
Fire Warriors hustle towards the left Crusade objective.
Black Shoota Boyz prepares to assault the Trukk guarding the middle Crusade Objective.
Both my Fire Warriors and Blue Shoota Boyz manages to roll high for their run move. and secures left Crusade Objective and Emperor's Will Objective.
By now, there's 20 minutes left and plenty of time to squeeze in another turn. I'm currently winning 2 - 0 thanks to Slay the Warlord and First Blood. Both sides control an Emperor's Will objective, so primary is a draw. My Fire Warriors and my opponent's Shoota Boyz each control a Crusade objective, so secondary is a draw. My Black Shoota Boyz is about to assault the Trukk and should easily wreck it, claiming middle Crusade objective. Even if they don't wreck the Trukk, vehicles can't contest and they'll be within 3" of the objective. My Fire Warriors might take casualties bottom for turn 4, but they should be able to capture and hold the left Crusade objective top and bottom of turn 5. There's also a a good chance my Broadsides can finally silence those pesky Battlewagons and inflict casualties on the Lootas inside. Overall, I envision winning 5 - 0 after the bottom of turn 5.
Right before I shoot my Broadsides and next declare my assault, my opponent request we end the game. He realize either way I'll win this game and didn't want to end up with 0 Battle Points. He wanted to make a deal. I take Primary, First Blood, and Slay the Warlord while he takes Secondary. By now I was really tired. Playing against my opponent drained all the energy out of me. From the top of turn 1, my opponent had been pessimistic. Throughout the game, we got into a few arguments regarding rules. There were a lot of look ups in the BRB. I welcomed the thought of ending this tiresome match, so I accepted the deal.
Tau-Orks win 6 - 3!
Turn 4:Orks
Spoiler:
Game ended on top of turn 4.
Post-game Thoughts:
Spoiler:
Game wise, it was a well fought match. Turn 1, I'm on top with first blood with one of my opponent's scoring units having fled off the table. Bottom of turn 2, my opponent makes a comeback. His Lootas and Killakannon decimates my Nobz Bikers, leaving only the Warboss and single Nob still standing. Only 12 Blue Shoota Boyz live after taking a beating from the Mega Nobz and my opponent's 2 Shoota Boyz units on the far right could potentially wipe out my Black Shoota Boyz. Top of 3, I strike back by killing the Warboss and the Meganobz, saving my Blue Shoota Boyz from annihilation. Black Shoota Boyz also do well damaging an enemy Shoota Boyz squad, who fail their moral test and fall back. Bottom of turn 3, my opponent secures both his Emperor's Will objective, far right Crusade objective, and force my Blue Shoota Boyz to flee from left Crusade objective. My opponent is winning 2 - 7. Top of turn 4, I rally my falling back Boyz. Thanks to some "Waaagh!", I roll high for my moves and secure my own Emperor's Will objective, secure left Crusade objective using Fire Warrior. I'm in good position to capture middle Crusade objective by assaulting my Black Shoota Boyz against the last Ork Trukk. In the end, it really came down to the wire.
While it was a good match, the game itself was less enjoyable. My opponent got really irritated top of turn 1 after losing 2 Trukks and a unit of Boyz. From there on he was pessimistic and very expressive when I rolls well or he rolls poorly. I got bothered by his negative attitude and the easy going gamer inside of me switch to serious mode. My opponent and I got into a few argument. The biggest one was when his Shoota Boyz failed to charge my Black Shoota Boyz by half an inch. Thankfully Janthkin was around to settle that argument. There were a lot of look ups in the BRB. Playing against my opponent drained all the energy out of me. When he offered the deal to end the game sooner, I accepted.
In summary, this was a good match, but my least enjoyable game. All things considered, I came out top winning game 7, which puts me at a total for 5 wins and 2 losses.
Stay tune for Bay Area Open 2013 summary and final results!
Epilogue (skip if you don't care for narrative)
Spoiler:
.....
The mission went like clockwork. Shas'el Tealk and Warboss Badgaz makes planetfall under the cover of darkness. At the crack of dawn, the Shadow Cadre and Orks ally launch an all out attack on Warboss Goldenteef's forces.
Sounds of battle rings across the battlefield as Orks fought against Orks. All the while Tau Broadsides and Fire Warriors exchange gun fire with Goldenteef's cannons.
Perch on top of a Bastion, Shas'el Tealk spots Warboss Goldenteef through his Crisis Suit's viewfinder. He open communication to Kor'el Sora, who was in orbit and overseeing the battle aboard the Manta.
"Target confirmed, send word two the other two cadre commanders for rapid insertion," commands Tealk.
"Affirmative," replies Sora.
Through live video feed, Tealk hears shouting. Suddenly the screen shakes followed by flashes and sounds of explosions. Sora reappears on Tealk's screen. He appears both confused and angry.
"Shas'el," shouts Sora, "There's been a mutiny. The two Protectors have turned their guns on our Manta and Warboss Badgaz's Kroozer. They've also dispatch drop ships to your current location. If my instinct is correct, their real target is you and Warboss Badgaz!"
Shas'el Tealk curses in frustration. His mind flashes back to when Shas'O Or'es'Ka secretly issued this mission and later when Sora voice his concerns about the two cadre commanders aboard the Protectors using the Shadow Cadre as bait. Tealk had been too absorbed in his fame to realize he was falling into a trap, and now it was too late.
A loud "WAAAGH!" brings Tealk back to reality. Tealk hesitates. That Orks battle cry didn't sound like it came from Warboss Badgaz. Tealk pilots his Crisis Suits and looks over the battlement's edge. He spots spots Warboss Goldenteef, wearing massive armour, closing in on the base of Tealk's Bastion.
"Aww frakk," thoughts Tealk. He orders his gunners to engage, but it was too late.
Goldenteef swings his enormous Power Klaw like a wrecking ball, blowing away concrete and support from the Bastion. The structure collapse, sending Tealk and his Broadside bodyguards tumbling to the ground.
Tealk activate his Crisis Suit's thrusters and safely touches down. His two Broadside bodyguard lands in a tangled mess, but otherwise both still alive. The Shas'el focus his attention on the enemy Warboss. To his surprise, Warboss Goldenteef was oblivious to Tealk's presence and continues pounding away into the collapse Bastion.
Tealk quietly brings up his command HUD and instructs his two Broadside bodyguards to attack the distracted Warboss.
One of the Broadsides piloted by Shas'vre Cruz turns and target locks Goldenteef. A soft hum fills the air as the Broadside's long conductive barrels increases polarity. The humming noise grows louder and louder, and finally catches the Ork's attention. Goldenteef looks back in bewilderment. At that same moment, Cruz presses the trigger.
A loud crack snaps the air as a hypersonic projectile flies out faster than the speed of sound. It blows clean through the Warboss' Mega Armour. Goldenteef's head explodes, sending blood and gore flying everywhere.
Seeing the amount of trucks your opponent was bringing I expected to see a lot of burning hunks of metal by the second turn until I saw just how much cover he might be getting. Can’t wait to see how this one plays out.
tbh, your necron opponent was a cheat, Immothek can't seize when orks are there, as it is an old book primary or not doesnt matter, secondly he can't reroll the seize, as the chronometron only allows rerolls in every phase of a turn, seizing is preturn.
Dozer Blades wrote:I think you have proved the viability of Torks. Exalt bro. : )
Thanks bro.
Forterix wrote:Love your battle reports and thoroughly enjoyed reading about your tournament games.
Thanks!
Game 7 will be completed soon.
Panzer1944 wrote:Seeing the amount of trucks your opponent was bringing I expected to see a lot of burning hunks of metal by the second turn until I saw just how much cover he might be getting. Can’t wait to see how this one plays out.
Aside from Game 3, game 7 will be one of my toughest match ups. I may have more Boyz than him, but he has plenty of anti-horde shooting.
Overall, my opponent for game 7 has solid list. I can see why it went 4 - 2 in the previous 6 games.
Valek wrote:tbh, your necron opponent was a cheat, Immothek can't seize when orks are there, as it is an old book primary or not doesnt matter, secondly he can't reroll the seize, as the chronometron only allows rerolls in every phase of a turn, seizing is preturn.
My memory regarding that is fuzzy, but I know he had Chronometron for reason. Perhaps re-rolls for night fighting?
Either way, it doesn't matter because he fails to seize.
Your game #6 highlights the advantages of a more aggressive army as opposed to a gunline one. You had a slight advantage in objectives-based scenarios, especially with the Relic, because you were pressing forwards and your opponent was just sitting there waiting. That is one of the reasons why I prefer to play more aggressive armies nowadays. Although 6E is primarily a shooty codex, GW has managed to somewhat balance it out with more objectives-based missions that favor the more aggressive.
BTW, your broadsides did a nice job shutting down his AB's and those scarabs really performed admirably. Lol.
jy2 wrote:Your game #6 highlights the advantages of a more aggressive army as opposed to a gunline one. You had a slight advantage in objectives-based scenarios, especially with the Relic, because you were pressing forwards and your opponent was just sitting there waiting. That is one of the reasons why I prefer to play more aggressive armies nowadays. Although 6E is primarily a shooty codex, GW has managed to somewhat balance it out with more objectives-based missions that favor the more aggressive.
An aggressive moving gunline army is also strong. I really like BAO missions. Having objectives placed in no man's land forces static gunline armies to play aggressive.
BTW, your broadsides did a nice job shutting down his AB's and those scarabs really performed admirably. Lol.
It's like a nasty termite infestation. Those pesky Scarabs destroyed my Bastion!
Charles Rampant wrote:I'm really enjoying your battle reports here. Thanks for the writeups!
Thanks!
Stay tuned for Tournament Summary, List Assessment, and Final Results!
I've really enjoyed your BAO coverage (and jy2's). I've thought of adding some Tau allies into my Orks and you've given me some food for thought. I like your use of the bastion with the Broadsides.
I'm looking forward to checking out the new Tau codex, see how they might aid my Waaagh!
Did the BAO have an FAQ change to regrouping? Because in game 7 you rallied your blue shoota boyz onto an objective. After regrouping you can only move 3" and can't move again, including running or assaulting. (p31 BRB) Had the game continued to turn 5 it wouldn't have mattered, as you'd have moved onto it that turn.
Tau brings an element to the Ork army that they are really lacking....and that is some very good AT firepower. This was another bad matchup for your opponent, especially with you going first. Crushing his transports early really set the tone for the game. It would have been much worse if you guys were playing VP's.
Congrats on your excellent finish. I won't spoil it for the readers, but let's just say it was a photo-finish for the Best Tau player with only a separation of 1 measley Battle Point! Very well done, Tim.
Tournament Summary, List Assessment, and Final Results
Before I start, I would like to thank all of you who've been keeping track of my stories and battle reports. I would also like to thank fellow Dakkalites Jy2 and Ministry for accompanying me along this trip. It's great to attend a tournament with a group of friends. Thanks a lot guys!
Jy2 won 9th place with his Tyranids. You can read his battle report here:
This was the first major tournament in the U.S. to allow Forge World models. I had originally built my list to counter flyers such as Blood Angel/Grey Knights Storm Ravens, Imperial Guard Vendettas, Necron Night Scythes, and Chaos Space Marine Helldrake. There were quite of few of those at this tournament and a surprising number of IG mechanized armies. My Broadsides and Quad-gun would have been perfect in those match ups. Unfortunately, I didn't face a single Forge World model and the only flyers I came across in my games was the a single Dark Eldar Voidraven Bomber in game 1 and a single Darktalon in game 4. I did face 5th ed Fateweaver in game 3, but it's a lot harder for a Railgun to get through re-rollable 3++ compared to a vehicle flyer.
Game 1
I play against Eldar with Dark Elder detachment. My opponent deployed first. I stole the initiative, catching his army out in the open. Top of turn 1, I disabled most of his transports and took out a good chunk of his Guardian Jetbikes. Top of turn 2, I take out his Vypers and a unit of Kabalite warriors. Bottom of turn 2, my Quad-gun intercepts and shoots down his Voidraven Bomber. At that point, my opponent conceded, giving me 10 - 0 in record time.
Game 2
My army is pitted against Slaaneshi themed Chaos Space Marine list, which uses Sisters of Battle models as proxies. Despite my opponent's army having a small model count, it was well equipped to handle my Shoota Boyz. Early on, I took out enemy Chaos Lord and Raptors. My opponent strikes back by almost killing a whole squad of Shoota Boyz, who turn tail and eventually fled off the table. My Nobz Bikers proceeded to wipe out 2 Noise Marine squads and finally met their end against the third. My opponent's reserve came in. Despite taking heavy losses, a single Chaos Sorcerer and Chaos Spawn single handily killed a unit of 12 Fire Warriors and wipes out a whole squad of Shoota Boyz. At the end of the game, my opponent only had 3 Noise Marines still alive winning primary. I scored secondary, Slay the Warlord, and First Blood. I win second game 5 - 4.
Game 3
I go up against a really strong Chaos Daemons list using 5th ed codex. It featured Fateweaver with 27 Flamers, 14 Screamers, and 28 Plague Bearers. My Broadsides are utterly useless against 5th ed Daemons, who all possess Eternal Warrior. Flamers and Screamers decimated my ground forces and my Nobz Bikers were tied in assault the entire game by a unit of Flamers. At the end of the game, only my Shas'el, 6 Fire Warriors, and Bastion remains out of my entire army. Despite losing 2 - 8, I scored a moral victory with my Fire Warriors killing Fate Weaver in assault.
Game 4
I face off against the new 6th ed Dark Angels. My opponent fielded Ravenwing army that centers around Banner of Devastation and Power Field Generator. I make terrible mistake in this game by letting my opponent go first. Turn 1, inflicts heavy casualties on my Nobz Biker unit. Only the Warboss and Painboy survives. I strike back taking out 2 Ravenwing units and Black Knights. Despite my list containing a whopping 6 Railguns, my opponent somehow keeps making every single 4++ save for his single Crusader. That Power Field Generator paid back big time! Azrael also somehow keeps making his 4++ saves and kills my Warboss. In the end, my opponent and I end up killing each others' scoring units. Also for the very first time, my Shas'el dies, giving my opponent Slay the Warlord. Thanks to that plus Linebreaker, My opponent narrowly wins and beats me 1 - 2.
Game 5
I get matched up against hybrid Orks. My opponent's list contains mechanized Trukk Boyz, but only a single horde element. I start off well, blowing up or immobilize all my opponent's Trukks top of turn 1. My opponent is extremely inexperienced with 6th edition and takes a long time during his movement, shooting, and assault phases. Despite each game being allocated 2 hours and 15 minutes, we only reach turn 2. I end up winning 10 - 0.
Game 6
I face off against gunline Necrons. Early on, I play aggressive by charging my Nobz Bikers into the Necron Warrior squad containing Imotekh. My Warboss issues a challenge and kills Imotekh in close combat, giving me Slay the Warlord. Bottom of turn 2, they die after getting assaulted by a unit of Wraiths lead by a Destroyer Lord. By then, my Shoota Boyz were in prime position to secure the Relic. In the last couple of turns, my opponent finally goes on the offense, but it's too late. Shoota Boyz shoots Wraiths to death and later kills the Destoyer Lord. My Broadsides kill off all the Annihilation Barges, giving me primary for Big Guns Never Tire. In the end, I win 9 - 0.
Game 7
I go up against mechanized Orks. My opponent's army is completely mechanized and packs a lot of fire power. It features 3 Battle Wagons, Meganobz, and multiple squads of Trukk Boyz. There's also a plethora of ruins on the table. To top it all, my opponent's Warlord Trait is Conquerer of Cities, granting all his units stealth in ruins. He has terrain advantage and possess the right tools to take out my Shoota Boyz and Nobz Bikers. I on the other hand possess 6 Railguns, which is perfect against multiple vehicles. Top of turn 1, my Broadsides blows up 2 Trukks and sends one of my opponent's Shoota Boyz squad running off the table. My opponent makes a comeback by decimating my Nobz Bikers in the shooting phase, leaving only a Warboss and single Nob still standing. He's also assaults his Meganobz into my Shoota Boyz and almost reduces them below mob rule. Two of his Shoota Boyz adds pressure to my right flank by inflicting heavy casualties on my Black Shoota Boyz. Top of turn 3, I strike back after a successful made by my Warboss. My Warboss dies, but he helps my Blue Shoota Boyz win combat and wipe out the Meganobz in assault. My Black Shoota Boyz also does a splendid job shooting one of my opponent's Shoota Boyz and forcing them to fall back from failed moral test. However, I grow weary of my opponent's negative attitude. My opponent realize there's nothing he can stop me from winning the game. He doesn't want to walk away from this game empty handed and decides to offers me a deal. I'm tired of playing this opponent, so I accept. I win 6 - 4.
Army List Assessment
Overall, I'm pleased with our my Tau-Orks army list performed. I find the two codices compliments each other well. Tau possess a lot of fire power and is strong in the shooting phase. Orks on the other hand is mediocre when it comes to shooting. They provide strong assault element through hordes of Shoota Boyz and mobile Power Klaws. Very few armies can inflict Str10 hits in shooting and assault phase, but my Tau-Orks can.
Shas'el: A
Tau being the primary detachment makes the Shas'el by default my army's Warlord. His primary job is to survive and prevent my opponent from getting Slay the Warlord. My Shas'el did just that. He outlasted my opponents' Warlords in 6 out of 7 games. He also did a superb job providing long range fire support thanks to manning the Quad-gun combined with his Missile Pod. For that, he deserves a solid A in my book.
Fire Warriors: A
My Fire Warriors serve two roles. They are to provide anti-infantry fire support and act as cheap scoring units to hold home objectives. In majority of my games, they fulfill their role well. Their Pulse Rifles out-ranges most other scoring units, allowing them to hold objective while softening targets. They even gave me a moral victory by defeating Fate Weaver in assault. Fire Warriors also get a solid A in my book.
Broadsides: A+
My Broadsides played a critical role in all but game 3. In 6 out of 7 games, they helped me score First Blood. They also did a splendid job taking out vehicles (excluding that pesky Crusader) and they protected my Shas'el. They also have a psychological effect on my opponents. My opponent in game 1 conceded after losing too many vehicles. My opponents in game 5 and game 7 became demoralize after losing Trukks top of turn 1. My opponent in game 4 held back his Annihilation Barges for bulk of the game.
Warboss + Nobz Bikers: A+
The Warboss + Nobz Bikers. Normally, I would separate 2 units and grade them separately. However, the Warboss and Nobz Bikers goes hand in hand. Throughout the tournament, they acted like a single unit. They serve several roles including Assassin, fire magnets, disrupt enemy units through assault, psychological, and line breaker. The Warboss' main job is to assassinate enemy Warlords through challenges. He did just that by killing Chaos Lord in game 2 and Imotekh in game 6. Warboss + Nobz Bikers second role is to serve as firing magnets. In every single match, they were the first target my opponents shot at. They suffered heavy casualties and were completely wiped out in 5 out of 7 game. In that regard, they served that role admirably. Their third role is to disrupt enemy units through assault. In game 2, they went on a killing spree and took out 2 Noise Marine squads, Chaos Lord, and Raptors. In game 5, they took out a squad of Lootas and a unit of Ork Boyz. In game 6, they disrupted my opponent's gunline and took out Imotekh and a squad of Necron Warriors. In game 7, they took out a Battlewagon. I owe it to the Warboss for killing half the Meganobz squad, which ended in the Blue Shoota Boyz winning combat. Had it not been for that, I might have lost the game. The Warboss + Nobz Bikers also have a psychological effect on my opponents. It is a Deathstar after all, albeit a small one. A lot of times, my opponents had to react to their suicidal charges. The last role the Warobss + Nobz Bikers serve is . They are highly mobile and should help me secure line breaker. However, they were too busy fulfilling their first few roles and often didn't survive long enough to get me line breaker. In the 2 games that they didn't die, they did survive and got me Line Breaker. Overall, Warboss + Nobz Bikes earns exemplary A+.
Shoota Boyz: A-
Shoota Boyz serves many roles including scoring, horde, and taking out enemy units through volume of fire. In game 1, they help secure objectives and took out a unit of Kabalite Warriors. In game 2, they practically did nothing. One unit ran off the board. The other got massacred by a Chaos Sorcerer and single Chaos Swan. In game 3, they took out a unit of Flamers and give me First Blood. In game 4, they didn't do much except taking out a single unit of Bikes. In game 5, they killed an enemy Warboss and secured objectives. In game 6, they help bring me the Relic, gun down enemy Wraiths. In game 7, they performed admirably by surviving enemy shooting and assault and helping me secure objectives. Overall, I give my Shoota Boyz a A-. They didn't play a major role in a lot of my games, but they were necessary for helping me win games.
Bastion: B+
The Bastion serves 3 roles, which is protect friendly units inside or on top, help shoot down enemy flyers using the Quad-gun, and provide high elevation to Broadsides and Shas'el. My opponents rarely shot at my Shas'el and Broadside. In 3 out of 7 games, my opponents succeeded in destroying my Bastion. Each time, my 6-man Fire Warriors suffers heavy losses. In game 7, they ran off the table. In truth, a quarter of the time, the Bastion did its job protecting whatever was on top and inside of it. As for the second role, The Bastion's Quad-gun did shoot down a Dark Eldar Voidraven Bomber in game 1, but failed to do anything against the Darktalon. The Bastion did serve its last role well. It gave my Broadsides good field vision and TLOS. Bastion gets a B+.
MVP: Broadsides
This was a tough call to make. Both the Broadsides and the Warboss + Nobz Bikers tie for MVP. Both played key rolls in many of my games. They both inflicted heavy damage and did an excellent job helping me claim victory. However, the Broadsides helped me score Fire Blood in 6 out of 7 of my games and they had a much more psychical effect on opponent than the Warboss + Nobz Bikers. For that, they earn MVP.
Final Result
I won 5 games, lose 2, and draws 0. The scoring formula per a game is battle points + 1000 for wins, battle points + 500 for losses, and battle points + 0 for losses.
Game 1: 1010
Game 2: 1005
Game 3: 0
Game 4: 1
Game 5: 1010
Game 6: 1009
Game 7: 1006
In then end, I score a total of 5041 Battle Points. Out of 144 players that attended, I officially place 23rd in Battle Points.
Unfortunately, I didn't win best Tau player. That award goes to George Martinez who scored 5042 Battle Points and placed 20th. Drats, I'm 2 points short.
However, I made a startling discovery when I was writing Game 3 battle report. I discovered my 2 battle points weren't recorded in the 40k results posted by Reecius. I guess Frankie was too busy and forgot to enter in my score into the excel spread sheet. It was only after the tournament when Reecius posted the 40k results on his website that I discovered their mistake. That means technically I would have had 5043 points, placing me 20th in Battle Points and just above the current best Tau Player.
So technically, I'm the the best Tau player!
I messaged Reecius about my findings. Unfortunately, he won't change the scores or give me official "Best Tau Player" title. Making changes after the fact is unfair to everyone else. In the end, my predicament serves as feedback to help them improve their system for future major tournaments.
I do however have the right to claim the title "Unofficial Best Tau Player" of Bay Area Open GT 2013 and unofficially 20th place in Battle Points.
For the final 40k results of Bay Area Open GT 2013, check this link posted on FrontlineGaming's website:
With the death of Warboss Goldenteef, the opposing Ork forces looks for the next toughest and strongest bad-ass Ork to lead them. They didn't have to look far. Warboss Badgaz smashes Goldenteef's personal elite Meganobz and secures his seat as Warlord.
The two cadre commanders dispatched to assassinate Shas'el Tealk and Warboss Badgaz was shock to find a unified Tau-Orks force waiting for them. Shas'el Tealk and Warboss Badgaz routed the treasonous cadre commanders and sends Goldenteef's fleet of Kroozers to smash the two Protectors.
After a complete victory, Shas'el Tealk returns to Tau sept world. Tau High Command is impressed by Tealk's achievements and promoted him to Shas'O, giving him a full contingent of multiple cadres to command. Shas'O Tealk conducts a secret witch hunt, eradicating the secret faction that plotted his demise. Tau High Command found Tealk's actions disturbing, doing more harm than good. They demote him back to Shas'el with a single cadre under his command. Before he was demoted, Tealk had his Shadow Cadre looted experimental weaponry from a top secret lab named, "6thEdCodex".
Shas'vre Cruz and Kor'el Sora still follow Tealk to this day. Warboss Badga still joins Shas'el Tealk on expeditions from time to time. After completing successful expeditions, the two will often drink themselves under the table at their favorite pub, the Russ' Bar Tab.
And so our story ends with Shas'el Tealk and Warboss Badgaz living a merry life of drinking, fighting, drinking some more, and more fighting.
Nice reports. Great hybrid army. A question if you dont mind, which is of course, do you think the army will change with the coming of the new tau book, being that rumors have broadsides at S8 AP1 instead of S10?
varag wrote:I've really enjoyed your BAO coverage (and jy2's). I've thought of adding some Tau allies into my Orks and you've given me some food for thought. I like your use of the bastion with the Broadsides.
I'm looking forward to checking out the new Tau codex, see how they might aid my Waaagh!
Did the BAO have an FAQ change to regrouping? Because in game 7 you rallied your blue shoota boyz onto an objective. After regrouping you can only move 3" and can't move again, including running or assaulting. (p31 BRB) Had the game continued to turn 5 it wouldn't have mattered, as you'd have moved onto it that turn.
Congratulations on your 5-2 record
Wow, thanks for spotting that! It seems like I made an error in running them, when they shouldn't have after regrouping.
And yes, in the long it wouldn't have mattered much since they would have moved back top of turn 5.
I'm also looking forward to the new codex. Orks don't have a solid answer to AV12 flyers, but the new Razorshark Strike Fighter might fix that. There's also rumors that the Riptide is meant to play a close fire support role rather than hanging back and firing down range. If that's the case, it will help my Ork greentide army.
jy2 wrote:Tau brings an element to the Ork army that they are really lacking....and that is some very good AT firepower. This was another bad matchup for your opponent, especially with you going first. Crushing his transports early really set the tone for the game. It would have been much worse if you guys were playing VP's.
Congrats on your excellent finish. I won't spoil it for the readers, but let's just say it was a photo-finish for the Best Tau player with only a separation of 1 measley Battle Point! Very well done, Tim.
Just posted the 40k final result. It turned out there was a mistake with my 2 Battle Points from game 3 not being recorded in the spreadsheet.
Unofficially, I placed 20th in Battle Points and technically the best Tau Player at the BAOGT 2013.
carmachu wrote:Nice reports. Great hybrid army. A question if you dont mind, which is of course, do you think the army will change with the coming of the new tau book, being that rumors have broadsides at S8 AP1 instead of S10?
There's a lot of rumors flying around. Assuming most of them are true, a Str8 AP1 Broadside is rather lackluster unless it has ordnance. The new Broadside model seems to be on a 40mm base, which makes it impossible to fit with a Quad-gun on top of a Bastion. Depending on how the new Razorshark Strike Fighter and Sun Shark Bomber models and rules, the Broadside might not be needed for anti-air role. If Broadsides do suffer a huge nerf, I'll replace them with ally detachment of CSM Oblits for long range fire support. Typhus + Zombies will fulfill the horde and assault element. While Oblits don't have split fire, they do have Lascannons and Multi-meltas at a reasonable point cost.
Tough break on the scoring error but hey great job in the tournament. Do look forward to seeing how the new codex will treat you, and seeing any updates you make to your list.
Panzer1944 wrote:Tough break on the scoring error but hey great job in the tournament. Do look forward to seeing how the new codex will treat you, and seeing any updates you make to your list.
Thanks! I think my list will change drastically based on what I've read in the rumor threads. I'm really excited!
Tanakosyke22 wrote:I have to say you did pretty damn well! Shame that they had that error with the points, but I have to say you play Tau-orks pretty damn well!
Oh, and I love the reference to the 6th edition codex in the afterword.
IThanks! I think Tau-Orks will remain a viable option with the new Tau codex From what I've been reading, it seems Tau got a huge boost in fire power, but also took a hit in assault capabilities. Fearless Shoota Boyz are cheap and will help tar-pit enemy assault units.
Panzer1944 wrote:Tough break on the scoring error but hey great job in the tournament. Do look forward to seeing how the new codex will treat you, and seeing any updates you make to your list.
Thanks! I think my list will change drastically based on what I've read in the rumor threads. I'm really excited!
Tanakosyke22 wrote:I have to say you did pretty damn well! Shame that they had that error with the points, but I have to say you play Tau-orks pretty damn well!
Oh, and I love the reference to the 6th edition codex in the afterword.
IThanks! I think Tau-Orks will remain a viable option with the new Tau codex From what I've been reading, it seems Tau got a huge boost in fire power, but also took a hit in assault capabilities. Fearless Shoota Boyz are cheap and will help tar-pit enemy assault units.
Well, of course Tau are not suppose to be good in assault, that is Kroot (If they are even good in this new edition of the codex.) and Orks to do that. And with a horde of Boyz of any will be devastating, Shoota boyz even more!