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Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

This takes place during week 2 of the League my FLGS is running. 1500pts Standard organization.

And thanks to my friend who let me borrow his 3Valks/Vendettas and his GK squad!

My List

HQ
CCS - Straken
2x Bodyguard
Regimental Standard
Medic
--Chimera
Extra Armor

Elites
Inquisitor
--Power Armor, Bolt Pistol, Power Weapon, Frag & Krak grenades, Emperor's Tarot
2x Mystics

Troops
Veteran Squad
2x Grenade Launcher
Flamer
Sarge - Bolt Pistol, Power Fist

Veteran Squad
2x Grenade Launcher
Autocannon squad
Sarge - Bolt Pistol, Power Weapon
--Chimera
Extra Armor

Grey Knight Squad
Justicar
1x Incinerator

Fast Attack
Vendetta
Vendetta
Valkyrie - Multiple Missile Pods

Heavy Support
Leman Russ Battle Tank - Lascannon, Heavy Bolter sponsons, Pask

Tactic: GKs in the Valk w/missile pods since they'll charge and wipe most infantry in combination with the missile pods. Vendettas try to take out armor relatively quickly. If Straken can get near the GK, they get furious charge. Etc. etc. Everything else does fire support/Objective grabbing.



His List (I dont know Tau choices so much.)

Crisis Suit w/Smart Missiles, Plasma gun
Markerlight Drone

2x Crisis Suit
- 1) twin linked Smart Missiles
- 2) Smart Missiles, Plasma gun

2x Crisis Suit
- 1) twin linked Smart Missiles
- 2) Smart Missiles, Plasma gun

2x Broadsides
2x Broadsides

Hammerhead

8 Firewarriors
- Devilfish

8 Firewarriors
- Devilfish

8 Firewarriors
- Devilfish

All his vehicles had Disruption Pods

Scenario: Seize Ground
Deployment: Pitched Battle

Objective Locations: 1 at the 12" mark in the center of my lines. 2 near his lines on the left side of the board, and one on the third floor of a ruin on the right hand side.


Due to Emperor's Tarot, I managed to get first deployment and first turn. I set up with a Vendetta on the left table edge, and the right table edge, with the Valk in the middle. Strakens Chimera is deployed right behind the Valk, and the Vet Chimera and LRBT are deployed between the Valk and the right side Vendetta. GKs are embarked on the Valk, Vet squad in one Vendetta, and Inquisitor and retinue in the other vendetta.

He deployed his hammer head, 2x Crisis Suits, a DevilFish and 2x Broadsides on the right hand side corner. Broadsides are in cover, and Devilfish is in front of the Hammerhead. Crisis Suits behind the Broadsides. 2x Crisis Suits hide towards the middle behind a rock ledge which provides cover. Behind a ruin on the left, he deploys the other 2x Broadsides, Crisis suit w/Marker drone, and the other two Devilfish.

I make my scout moves, moving the Valk and Vendettas towards his lines, and he fails to seize the initiative.

IG Turn 1:
Strakens Chimera moves up 12" and pops smoke, while the Vet Chimera moves towards the closest objective (my side). Vendettas move 6" to get within 12" of the vehicles on their respective table edges. Valk moves 12" towards the crisis suits in the middle of the Tau lines.
Shooting sees the Vendettas take out 1x Broadside and a Devilfish, which explodes and kills 2 Firewarriors inside, and pins the remaining 6. Pask fires at the visible Devilfish (right hand side) but Disruption pods and poor rolling to hit see no damage come to it. The GK Valk puts a wound on one crisis suit due to a missed save.
A glancing Multilaser hit immobilizes one Devilfish (second one on left side)

Tau turn 1:
Jump Shoot Jump, but no other movement.
2x Broadsides on the left board edge fire at the Vendetta closest to them, but fail to hit. Crisis Suits in the middle destroy the Valk, causing it to explode, killing 1 GK.

IG Turn 2:
GK move toward the crisis suits, which are out of flamer range, and fire at them, causing 5 wounds, but all saves are made. Vendettas move <6" to better position themselves, with the embarked Vet squad disembarking beforehand so they can move towards the pinned FW squad.
Straken moves towards the crater that was once the Valk and keeps firing the multilaser at the immobilized Devilfish, doing nothing. Pask moves up 6" to get a better view of the Crisis Suits harrying the Inquisitor's Vendetta. Fires at the Devilfish instead, but it makes its Disruption Pod save (this would become a trend)
Inquisitors vendetta fires at the hammerhead, causing it to explode, wounding a Crisis suit in the process. Veteran squad fires the flamer and grenades at the Tau, killing 2, leaving 4 left. The vendetta supporting the veteran squad kills one broadside in the shooting phase.
Vet squad multi assaults the remaining broadside and 4 FW, killing the Firewarriors, but losing 2 to the Broadside before the Powerfist takes him out. Consolidating puts them behind the buildings wall, out of LoS of the enemy.

Tau turn 2:
Crisis suits fire at the Inquisitor vendetta, causing it to explode and kill the two mystics. Inquisitor remains determined to destroy the xenos. Crisis suit squad 2 fires at the GKs, killing 4 (1 outright, 3 unsaved armor rolls). Remaining Broadside fires at the Veteran Chimera sitting on an objective, but misses.

IG turn 3:
Inquisitor fires his Bolt Pistol at the Broadside, but fails to wound. Veteran squad moves around the corner of the building, firing at the Crisis suit leader with Krak nades, but he's out of flamer range and shrugs off the wounds. Pask fires at the Devilfish, this time immobilizing it on a glancing hit (from a HB no less).
GKs begin moving towards the middle objective in the Tau line (which is 8" to their left or so) firing at the Crisis suit leader, but failing to punch through his armor.

Tau turn 3:
More fire strafes the GK, leaving only the Justicar and the Incinerator. FW hop out of the immobilized Devilfish not even 6" away from my Vet squad and open fire, leaving only 2 survivors (who went to ground). Broadside tries to hit the vendetta from across the board, but keeps missing.
Crisis Suit leader jumps into the ruins with his drone, but rolls a 1 and the drone bites it. Immobilized Devilfish release their gun drones. One pair moves up to contest the GK target objective, and lose 1 drone to difficult terrain. Luckily the remaining one passes its leadership test.
Inquisitor is insta-killed by a plasma gun shot from the other Crisis Suit squad. FW squad disembarks from the immobilized Devilfish on the right hand side, and begin their trek to the objective on the third floor ruins.

IG turn 4:
Pask fires at two exposed Crisis suits, insta killing them with the Battle Cannon. The remaining Vendetta fires its Lascannons at the FW, vaporizing three, but they hold their ground. Vet squad Chimera fires at the Crisis suit commander, wounding him. The GKs finish him off with a storm bolter round to the face. The incinerator also covers the gun drone, frying him as well. Straken keeps moving up towards the immobilized Devilfish, still doing nothing to it.

Tau turn 4:
Firewarriors finish off my 2 vets, but remain exposed to the Vendetta. Firewarrior squad 2 keeps making for the ruins, managing to get inside to the ground floor. Broadside fires at the Vet chimera, but misses again. Crisis suits are out of range to fire at anything. 2 gun drones hide in the middle, waiting to try and fire at my tank if it gets close enough.

IG turn 5:
Vendetta fires at exposed FW squad, but only kills 1. Pask fires at the immobilized Devilfish on the right side, but fails to do anything. Veteran chimera fires at the FW in the ruins, but they make their cover saves. Veteran squad inside the chimera, fire Autocannon at the FW but again they make their saves.
Straken (still not close enough to assault, due to error on my part) fires at the immobilized Devilfish, doing nothing yet again.

Tau turn 5:
FW re-embark into the Devilfish, safe for the moment. Broadside fails to hit my Vendetta again, and the FWs manage to move up a level in the ruins. Crisis suits take cover on the other side of the ruins, away from Pask.

Game continues!

IG Turn 6:
Vendetta moves up right behind the immobilized Devilfish, and finally makes it explode! this kills 1 of the 4 inhabitants, but they are not pinned. Straken makes his chimera turn around, he disembarks and keeps firing at the FWs now in a crater, his shotgun blasts and his bodyguards pistols dealing 2 more unsaved wounds, leaving only 1 FW left, but he makes his Leadership test.
the Vet chimera and vet squad fire at the FWs on the ruin 2nd floor, killing 3, but they also make their leadership test.
Pask moves up 6", fires his cannon at the 2 crisis suits and rolls double 1's. so he fires his lascannon to try and kill at least one, and rolls another 1!
Straken and squad assault the lone FW, killing him easily and consolidating 6"

Tau turn 6:
My opponent concedes at this point, as he has just barely gotten his FWs into scoring range of the ruin objective, but cannot contest the two I am holding.

Final Result:
IG 2 objectives
Tau 1 objective
IG win!

Great game, first time I've played against Tau, but it was fun!
I need to remember to bring my camera, just so you guys can see what happens.

MVP (IG): Vendetta(s)
Without their wonderful support at taking out broadsides and vehicles, my normal list would have been torn to shreds by turn 2.
Least Valuable (IG): Pask
He could have made up for it with some decent hits, but he failed to wound the crisis suits, and the Disruption pods just gave him too many problems.

MVP (Tau): Crisis Suits
Took out a lot of my GKs and destroyed a vendetta and an inquisitor. Plus one squad survived the whole game, only losing a guy to a difficult terrain test at one point.
LVP (Tau): Broadside
Even twin linked a single broadside didnt hit anything. Missed every target it fired at. EVERY target.

Hope you enjoyed, and I'll work on making a Vassal representation one of these days.

This message was edited 2 times. Last update was at 2009/06/02 05:41:21


1500 (Work In Progress) 
   
Made in au
Lady of the Lake






Looks like it was a good game.

   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Good report.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in gr
Rough Rider with Boomstick




Wow.... Guardsmen assaulting and staying alive to tell the tale... wow...
Very good report sounded like an exciting battle.
I do have a nagging question though... why grenade launchers? Was it because of points limitations?

You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
 
   
Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

konst80hummel wrote:Wow.... Guardsmen assaulting and staying alive to tell the tale... wow...
Very good report sounded like an exciting battle.
I do have a nagging question though... why grenade launchers? Was it because of points limitations?


Well I dont have the meltagun figures (only have 1) and grenade launchers are better than nothing, and can throw out either a S3 blast or a S6 shot, so they're very versatile for either attacking infantry, or light vehicles.

Plus seeing as how they were a vet squad with a powerfist, I knew that I'd be wanting them within assault range of light vehicles, and possibly light infantry. Although if I had fought space marines or higher toughness characters, this idea wouldve gone out the window.

Also, I had a few points to spend, and grenade launchers seemed good for the models I already have. Needed those troops to stay mobile.

1500 (Work In Progress) 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Good game, I think I spotted a couple of mistakes though
1. Scout moves happen before you seize initiative, not after as you seemed to do it here - pretty significant, as it then lies a bigger risk in scout-moving aggressively
2. Emperors Tarot - I believe that the way it is worded, it doesn't actually work anymore, as there is no more roll to go first - you roll a different roll that does different stuff. Can't be bothered to check now, but pretty sure it doesn't work


   
Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

Illumini wrote:Good game, I think I spotted a couple of mistakes though
1. Scout moves happen before you seize initiative, not after as you seemed to do it here - pretty significant, as it then lies a bigger risk in scout-moving aggressively
2. Emperors Tarot - I believe that the way it is worded, it doesn't actually work anymore, as there is no more roll to go first - you roll a different roll that does different stuff. Can't be bothered to check now, but pretty sure it doesn't work



My apologies if I listed the scout moves out of order with the seize initiative attempt, it was 2 am or so when I typed this up, so mistakes are bound to happen.

Clarification: I made my scout moves, then he failed to seize initiative.

Secondly, Emperor's Tarot does in fact still work. Quoting from the codex:
"Both players roll a dice before deployment. If the dice rolls are different, the Daemonhunters player gets +1 on the dice roll to ascertain who goes first. If the dice rolls are the same, he suffers -1 to the roll. One per army."

Which it actually didnt matter that much anyways, he rolled a 2 and I rolled a 6.

1500 (Work In Progress) 
   
Made in us
Sure Space Wolves Land Raider Pilot





Thats horrible that the broadsides did nothing but miss, that could have really turned the tide on this one.

DT:80S++G++MB++I+Pw40k07+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

Aftersong wrote:Thats horrible that the broadsides did nothing but miss, that could have really turned the tide on this one.


Very true. Considering it was a Mech list due to the vendettas/valk, and almost all of the mech was AV 12, except the LRBT, broadsides having hit fairly often would have definitely caused me problems. Hence why I targeted the Railgun weaponry real quick.

1500 (Work In Progress) 
   
Made in ca
Focused Fire Warrior




WOW. Those broadsides failed. 4 broadsides with twinlinked rails have a 75% chance of hitting each. And they missed 5 turns in a row. If my broadsides did that i would probably buy new ones and then make them watch as i melted down the old guys. All for the greater good.
   
Made in us
Hardened Veteran Guardsman





Mishawaka, Indiana

VoxDei wrote:WOW. Those broadsides failed. 4 broadsides with twinlinked rails have a 75% chance of hitting each. And they missed 5 turns in a row. If my broadsides did that i would probably buy new ones and then make them watch as i melted down the old guys. All for the greater good.


Actually he said aloud towards the end of the game that he might melt the one who missed every turn down into a base or something.

To clarify: I killed one broadside turn 1, then killed the other 2man squad on turn 2.
Was still highly unlucky/unusual

1500 (Work In Progress) 
   
Made in ca
Focused Fire Warrior




Opps. My bad. That's still 14 dice at 50% chance that he missed. 1 in 2^14 chances of that happening...

1 in 16384 chances of that happening. I think law of averages should have made that broad side spontaneously combust anyway
   
Made in us
Regular Dakkanaut






VoxDei wrote:WOW. Those broadsides failed. 4 broadsides with twinlinked rails have a 75% chance of hitting each. And they missed 5 turns in a row. If my broadsides did that i would probably buy new ones and then make them watch as i melted down the old guys. All for the greater good.


I agree 100%. I'd have put all my dice down and grabbed a fresh brick or something.

Another point, no offense to your friend but he's severely lacking marker lights. No pathfinders? No seeker missiles? (I love them others don't) I mean yea he had garbage from the dice gods but still there are options to make you not get beat on like a drum.

Good game on you though, pask is a real menace.
   
Made in us
Angry Blood Angel Assault marine





New Jersey

nice game and report. i am surprised that mighty broadside missed ALL of his shots.
   
Made in us
Guardsman with Flashlight




Washington

thank god it missed, i play my friend who has tau, broadsides scared the hell out of my leman russ....
good report!

*Chimera*
55 points of pure sex
*Leman Russ*
150 points of pure sex
*Imperial Guard Orders*
Pure Sex, equivalent of Eldar bs, Tau Tech, and Space Marine Balls,
*Deathstrike Missle Launcher*
Compensation
 
   
Made in hk
Legionnaire







the tau player needs more markerlight... lol
congrates on ur first game with Tau

   
 
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