And here’s a batrep from the July 14
th RTT over at Game Empire Pasadena.
<!--[if !supportEmptyParas]-->I think I’ve pretty much nailed down my Tau list now, so I haven’t changed it too much from previously.
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1 Shas’O – Plasma/Fusion/C&C Node
<!--[if !supportEmptyParas]-->1 Ethereal <!--[endif]-->
3 Fireknives (Plasma/Missile/Multi) w/ 2 Shield Drones
3 Fireknives (Plasma/Missile/Multi) w/ 2 Shield Drones
3 Deathrains (TwinLinked Missile/Flamer)
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6 Fire Warriors w/ Carbines
10 Kroot
10 Kroot
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8 Pathfinders w/ Warfish (SMS, Multi)
8 Pathfinders w/ Warfish (SMS, Multi)
1 Pirahna w/ Fusion and Targetting Array
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3 Broadsides w/ ASS and 2 Shield Drones
1 Ionhead w/ Burst Cannons
1 Ionhead w/ Burst Cannons
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Game One – Emissary Escort
Aric playing Necrons
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1 Lord w/ Disco Ball and Veil
10 Immortals
10 Immortals
<!--[if !supportEmptyParas]-->10 Immortals
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14 Warriors
14 Warriors
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8 Scarabs
7 Scarabs
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<!--[if !supportEmptyParas]--><!--[if !supportEmptyParas]-->1 Monolith<!--[if !supportEmptyParas]-->
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I end up with the Emissary and promptly bury it in a Pathfinder team w/ attached Ethereal. The plan is to blast a hole in the Necron lines and deliver the Emissary via Devilfish into the opposing deployment zone. <!--[if !supportEmptyParas]-->I deploy corner castle and lose the first turn roll, but Aric gives it to me. <!--[endif]-->
There’s a pretty good chunk of Level 2 terrain right next to where I want to make my breakthrough, so that’s my first destination. Long range Ion and Missile Pod shots knock down 8 Warriors and a pair of Immortals which isn’t too bad of a start. I leave the Ionheads right where they are along the backedge and the rest of my army advances. 6 Warriors actually stay down, which is a surprise in itself. <!--[if !supportEmptyParas]-->Return fire from the Necrons does nothing and we move right along. <!--[endif]-->
I arrive at the terrain piece and begin establishing a JSJ firebase, being careful to avoid the Scarab charge range which might really put a crimp in my plans. I’m just sniping away, waiting for the Monolith to arrive from Reserve, which should signify the start of the crunching. Most of our armies are pretty well hidden and there’s only a few casualties here and there. <!--[if !supportEmptyParas]-->I’m keeping my skimmers well back from the front, as they outrange the Necrons and there’s no reason to move them in just yet. <!--[endif]-->
Right on schedule, the Monolith drops right in front of my line and bug zaps around itself, while teleporting a Warrior squad to charge my line. Immortals advance towards the terrain piece while the Lord Veils the other Warrior squad to my left flank, which fortunately lands a little too far away to cause much damage. Scarabs race out, but are just barely out of charge range. <!--[if !supportEmptyParas]-->The Monolith’d Warrior squad ends up locked in CC with a Fireknife team, but the fight continues. <!--[endif]-->
3 Railguns slam the Monolith and come away with nothing, which is a sad occurrence that seems to happen quite often to me. Markerlights illuminate an Immortal pack and the other Fireknife team and Ionheads knock them down. <!--[if !supportEmptyParas]-->The now exposed Scarabs get whittled down, and my Commander + Deathrains charge into the CC fray to try to break the fight, which fails. <!--[endif]-->
The Monolith continues to lay waste around itself and teleports another group of Immortals to charge my Broadside unit. It’s a long vicious CC fight, but the Ethereal rerolls keep the suits holding and WBB keeps the Warriors and Immortals ticking. <!--[if !supportEmptyParas]-->The Lord Veils its accompanying Warriors closer to the fight, and in an ugly turn of events, scatters perfectly into the midst of the close combat. <!--[endif]-->
Time gets called at the end of the 3rd, and with that last scatter I’m way ahead in VPs. It was sort of a downer to have the game ending just as the Necrons were getting back in, especially as it could have gone either way with a large CC fight in the center, the Monolith still operational, and the Tau skimmers all trying to sneak into the deployment zone. Oh well, such are game time limits.
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<!--[if !supportEmptyParas]-->Postgame Thoughts: <!--[endif]-->
The game didn’t really get too much of a chance to develop, so not too much to say here.