First a little background. Back in the days of 4th edition I was admiring all the cool tau vehicle's, I wasn't a fan of the suit's, but I really liked the vehicles and the pathfinders and the fire warriors. So I set out to create a Tau army using those units. The thought was to build an explorer cadre, so I began modelling my fire warrior sergeants off of the tank commander model, giving them binoculars and range finders. So the basic premise of the list was that everything had to be vehicle mounted and/or a fast moving suit. Recently taking a break from all things chaos I've broken them out and am trying them out with the new fifth edition rules So here's the list I took for the game
HQ
Shas'
el w/ missile pod,
tl flamer, irridium armor, feel no pain
Elites
2 Crisis Suits w/
tl flamer, missile pods
2 Crisis Suits w/
tl flamer, missile pods
2 Crisis Suits w/
tl flamer, missile pods
Troops
6 Fire Warriors, Devilfish w/
sms, burst cannon, multi-tracker, disruption pods, targetting array
6 Fire Warriors, Devilfish w/
sms, burst cannon, multi-tracker, disruption pods, targetting array
6 Fire Warriors, Devilfish w/
sms, burst cannon, multi-tracker, disruption pods, targetting array
Fast Attack
2 Piranha w/ fusion blaster, target lock (1 with flechette and disruption pods)
2 Piranha w/ fusion blaster, target lock (1 with flechette and disruption pods)
4 Pathfinders, Devilfish w/
sms, burst cannon, multi-tracker, disruption pods, targetting array
Heavy Support
Hammerhead w/ rail gun, burst cannons, multi-tracker, disruption pods, target lock
Hammerhead w/ rail gun, burst cannons, multi-tracker, disruption pods, target lock
Hammerhead w/ ion cannon, burst cannons, multi-tracker, disruption pods
My opponent for the evening
Space Wolves
HQ
Rune Priest w/ jaws of the world wolf, lightning attack (
d6 str7 power)
Elites
9 Wolf Guard w/ various toys, 1 cyclone (joined to a long fang squad), the rune priest dropped with this squad
5 Wolf Guard Terminators w/ various toys, 1 cyclone (joined to a long fang squad)
Troops
10 Grey Hunters, 2 melta, 1 power weapon, drop pod
10 Grey Hunters, 2 melta, 1 power weapon, drop pod
10 Grey Hunters, 2 melta, 1 power weapon, drop pod
10 Grey Hunters, 2 melta, 1 power weapon, drop pod
Heavy Support
6 Long Fangs, 3 missile launchers, 2 multi-melta's
6 Long Fangs, 3 missile launchers, 2 multi-melta's
The Table
Mission Type: Kill Points
Deployment Type: Spearhead
My Opponent won the role and decided to go first.
He deployed both long fangs squads in a building and called it good. If this had been a tournament game I would have reserved my entire army and left it up to reserve's roles to see who would have upper footing for the game. But I was curious if I could whether the fire power of the initial assault, and do enough damage to slow him down, I didn't really think so but I figured it was worth trying out. So I set up with devilfish in front to keep melta guns from hitting my hammerheads and castled up in the corner.
Space Wolves first turn: He chooses 3 grey hunter squads and the wolf guard squad.
Turn #1: Space Wolves
The wolves do the expected and drop in a line to cordone me off. First shot of the game 5 missile shots down my ion cannon hammer head. The rest of his shooting see's one of the pirahna squads destroyed, my far right devilfish immobilized and one other devilfish wrecked.
KP: Wolves: 3 Tau: 0
Turn #1: Tau
I then tank shock 2 other units, the far right unit fails it's leadership check and flees. I use my rail shots to shoot at drop pods. My plan is to shoot up the leftmost squad, try to pin the center squad and use drones to keep the third squad from closing in. I marker his center squad of wolf guard and get two hits, kill one with pulse carbines and force a pin check at -2 (which he passes on a roll of a 6). I snipe down one of the drop pods for an easy kill point, but only manage to kill 7 out of 10 guys from the leftmost squad.
KP Wolves: 2 Tau: 1
Turn #2 Space Wolves
He gets in his terminator squad. The rune priest leaves the wolf guard and goes and joines the termies. The 3 guys left move up and are able to melta my hammerhead, immobilizing it. His right squad of wolves have to fall back again, but are still within range to shoot up my drone screen, he melta's my devilfish immobilizing it, and then charges it and the drone, finishes off the devilfish in
hth and remains locked with the drone.
KP Wolves: 4 Tau: 1
Turn #2: Tau
I snipe out another drop pod. Kill off the 3 man squad, but fail to do any real other damage to his army, lots of misses and what did hit was saved all except for a failed leadership check on the wolf guard which causes them to fall back. He kills off the drone and moves up.
KP Wolves: 5 Tau: 3
Turn #3: Space Wolves.
His last squad of grey hunters comes in. Because of me backing up to get away from oncoming wolves it's able to drop next to my last mobile devil fish. He shoots up some fire warriors that were protecting the hammerhead, blows up the immobilized hammerhead, and blows up the other hammerhead. His termies assault and destroy the piranha's on the left. His empty pods drop near his long fangs on the other side of the board. And his wolves that were running, go back and destroy the devilfish on the right hand side, that was immobilized on turn 1.
KP Wolves: 10 Tau: 3
Turn #3: Tau
I start pouring fire into the terminators. And shooting the squads near me, peeling off some guys here and there, but nothing great happens.
KP Wolves: 10 Tau: 3
Turn #4: Space Wolves
Terminators shoot the drones who are blocking them, they lose one member and run, leaving the terminators out to dry. The rest of his guy's advance up.
KP Wolves: 10 Tau: 3
Turn #4: Tau
I flame the terminators again and manage to kill off the rune priest. 12 fire warriors combine fire and finish off the last 2 terminators. My stuff continues to run along the left edge of the table.
KP Wolves: 10 Tau 5
Turn #5: Space Wolves
They continue to move up. Kill off 2 of the path finders and one of the crisis suit squads and the last drone squad.
KP Wolves: 12: Tau 5
Turn #5: Tau
I finish off the wolf guard with shooting. My command moves up and charges into an advancing grey hunter pack (it was down to 5 models, no power weapon/fist left).
KP Wolves: 12: Tau: 6
Turn #6: Space Wolves
He kills off another crisis team, and 2 of the pathfinders and downs my last devilfish.
KP Wolves: 14: Tau: 6
Turn #6: Tau
I continue to pepper the advancing gray hunters.
KP Wolves: 14: Tau: 6
Turn #7 Space Wolves
He kills off the pathfinders and a unit of fire warriors.
KP Wolves: 16: Tau: 6
Turn #7 Tau
I charge in with my crisis suits a blazing and lock down a grey hunter squad.
KP Wolves: 16: Tau: 6
And the game closes with my commander still locked in
hth with the grey hunter's. My other two crisis suits locked in with 2 grey hunters. And 1 lone fire warrior hiding behind a building!
He has left
About 25 marines between long fangs, and what was left of the different grey hunter packs.
After action assessment: There weren't any huge luck swings during the game. We did notice that on average my opponent rolled a little above average and I was a bit below average (except with missile pods). I really miss not having any broadsides. I may have to scratch my initial army concept and make it more of a combined arm's force.
I'm not impressed with the suit load out I have at all. Initially they were put into the list to help me handle horde more than
meq and to help pop av10-11. The missile pod's out of 12 shots a turn i was only averaging about 4 hits ( I would completely whiff with 4 shots, hit with odds on the other, and then get 1 to two more). Don't know if it was just the dice rolling, but they did absolutely nothing for me this game. Right now I'm pondering swapping them all out for fusion, and or just dropping suits and adding more piranha's to each squad. The fire warriors actually did okay, in the long run my 180 points of fire warriors, definitely killed their points worth of grey hunters. The pathfinder's were very substandard, After getting my whole 2 hits the first turn, I spent 2 turns with 1 hit, 1 turns with no hits, and 1 turn with 3 hits. The commander did his job which was to hold something up getting close to my lines, and the piranha's did alright.
Facing 70ish marines with 40 of them in your face on turn one was fairly impressive. I may have to go for the re-match so I can reserve everything and then see how things play out. The problem is I still don't think I could have killed enough stuff over the course of the game, but I could have drastically reduced the amount of my stuff he could have killed. I'm on the fence of keeping with the theme or dropping it to go more effective. If I keep the theme I think I need to drop crisis suits and add more piranha's in, if I ditch the theme in go the broadsides. Thanks for reading.