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Made in us
Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

This game was mainly meant as an experiment to see how a particular Tau build would work (Running Farsight and as many Crisis Suits as I could cram into a 1500 point list) and I fought against a Chaos player over Vassal with a few special Dice Like Thunder rules. Here are the two lists:

Tau Empire - Farsight's Enclave
HQ - Commander O'Shovah "Farsight" (170 points)

Bodyguard Retinue - 7 Crisis Shas'vres (245 points)
Equipment: Plasma rifle, targeting array for all, and a split of 4 missile pods and 3 fusion guns.
All Bodyguards are also equipped with hard-wired multi-tracker and target lock.

Total HQ Cost: 779 points.

Troop Choice - 2x 6-strong squads of Fire Warriors (120 points)

Heavy Support - Hammerhead (90 points)
Upgrades: Railgun, burst cannons, disruption pod, decoy launchers, and multi-tracker, all of which went unused.

Heavy Support - 2 separate squads of a single Broadside Battlesuit (140 points)
Equipment: Targeting array on both, replaced weaponry with a plasma rifle, and made both of them team leaders to grab multi-trackers

Total Heavy Support Cost: 370 points.

Elite - 3 separate squads of a single Crisis Suit (75 points)
Equipment: Plasma rifle, targeting array, and a split of two fusion guns and a missile pod. All three were made team leaders and given a multi-tracker.

Total Cost: 1500 points

Chaos Space Marines - Kharn's Betrayers
HQ - Kharn the Betrayer (165 points)

Troops - 2 10-man squads of Khorne Berzerkers (420 points)
Options: Skull champion w/ power weapon and plasma, 2 squad members with plasma, and both squads sitting inside a Chaos Rhino with Havoc Launcher

Total Troop Cost: 670 points.

Heavy Support - Obliterator Cult (3 members - 225 points)

Elite - 2x Chaos Dreadnought w/ Autocannon (220 points)

Fast Attack - 10-man of Chaos Raptors (200 points)
Options: 2 squad members given a Meltagun to try and punch holes in Crisis Suits

Fast Attack Total Cost: 220 points.

Total Cost: 1500 points.

We rolled Strategic Positions (Variant of capture & control) and Crossed Lines deployment, basically pitched battle but table edges are opposite (Pick your side, and deploy on the other - so your reserves would pop out behind the enemy). We also rolled Warp Storms as a bonus modifier, which made the game very, very interesting. The map itself was an urban combat zone, with several AV12 impassable buildings all over the place and four objectives to claim.

Turn One - Tau
The Rhino carrying Kharn and his Berzerker squad is immediately sent into the warp as a result of the warp storms (Each player keeps picking enemy units and trying to roll a 5+ each turn, in which case the unit is sent into reserves to deep strike next turn). Afterwards, a Broadside screws up his rolls, but the second one rips through a building for a Hammerhead, who proceeds to submunition the Raptors into two remaining warriors. (Horrible rolls for armor saves) The Tau take their first objective, and Chaos begins its turn.

Turn One - Chaos
Kharn's Rhino comes in without incident, and Chaos sends a Fire Warrior team into the warp until next turn. Kharn then proceeds to disembark in preparation to beat some skulls in. The second Rhino on the board cruises to grab an objective for Chaos, and a barrage of shooting from Kharn's team causes only a single wound on a Crisis Suit. One of the Dreadnoughts starts sneaking around the board edge to hit the Hammerhead, while the other fires off its autocannon for a single wound on a Fire Warrior squad. The Obliterators take a few lascannon shots, but don't do any damage to the Hammerhead.

Turn Two - Tau
The warped out Fire Warriors narrowly avoid mishap (By about a centimeter) and land right next to the Obliterators. A round of shooting results in a single wound, and a few failed warp rolls later send the Raptors off to the Reserves. The turn itself is fairly eventful for the Tau, as the 8-man team of Farsight and his anti-marine-suits run up to Kharn and drop his entire squad in a single round of shooting (As sixteen plasma rifle shots will fairly soundly do awesome damage). Luckily for Tau, the Berzerkers were an inch short of capturing the point, so it remains uncontrolled.

Turn Two - Chaos
The Raptors deep strike in successfully, and Chaos is able to send away a Crisis Suit after several failed attempts. Both Dreadnoughts advance, and one manages to rip through a Crisis Suit like its made of paper. The Obliterators make short work of the Fire Warriors in assault, thus destroying one of their units for capturing points.

Turn Three - Tau
The warped out Crisis Suit tries to land near the Oblits and take revenge, but it lands inside a building and is delayed a turn. However, thanks to a lucky 6 on the die, a Dreadnought joins the suit inside the warp. Meanwhile, a Broadside railgun rips through the second Rhino in an explosion that claims none. Farsight, on the other hand, is able to move close enough to rapid fire into the Berzerkers with plasma, taking them down in a single round. Thanks to multi-trackers and target locks, the Obliterators are knocked down to one model - and after a few more railgun shots, he gets instant death'd.

Turn Three - Chaos
Having apparently lost all favor of the Chaos Gods, the warped out Dreadnought deepstrikes straight into the remaining Fire Warrior squad and is swallowed by the warp. Several poor rolls of 1s, 2s, 3s and 4s mean that no Tau are sent off. The last surviving Raptor (Having lived through his partner dying to Fire Warrior shooting) charges the Warriors, taking down one with his pistol. The combat ends in a draw, and both squads are locked into combat.

Turn Four - Tau
With seeming favor from the Chaos Gods, the warp swallows up the Raptor trapped in combat, and the Fire Warriors move in to capture a second objective. With no more scoring units on the Chaos field, Tau claim a victory.

Final Score: 2 objectives to 1.
Tau Casualties: One Crisis Suit and 8 Fire Warriors
Chaos Casualties: Everything except for a Dreadnought and a single Raptor.

To be fair, the game itself was the Chaos player's first real game, so he didn't really know how to build/play his army (Probably the reason I won such a crushing victory in terms of unit kills).

My Armies:
Kal'reia Sept Tau - Farsight Sympathizers
Da Great Looted Waaagh!
The Court of the Wolf Lords

The Dakka Code:
DT:90-S+++G+++MB-IPw40k10#++D++A+++/sWD-R++T(Ot)DM+ 
   
Made in us
Dakka Veteran





Hampton Roads, VA

A neat way of doing things, plus it is always nice to see the tau win.

"Hi, I'am Cthulu. I tried to call, but I kept getting your stupid answering machine."
Love's Eldritch Ichor

Blood is best stirred before battle, and nothing does that better than the bagpipes.

 
   
Made in us
Sybarite Swinging an Agonizer






Commorragh (Southlake Texas)

that was some nice tactics on the tau side...i play csm and i find the most useful way to get to the tau is to load rhinos full of your marines and rhino rush them...thats what i've found is best atleast...if you can have termies deepstrike em nd take out the heavy vehicles with them too

Armies:
Children of Tzeentch (1850 points) W:11/L:6/D:5
Kabal of the Twisted Storm (750 points) W:4/L:1/D:1

High_Marshal_Helbrecht wrote:
I just couldn't get over the nerve of the guy ya know?..What did he expect?
Her to spin round and look him in the eyes
"You sweaty mass of nerd meat you, the way you fondle my tits like two plastic stompa kits makes me hotter than a Salamander with Heavy Flamer...Kiss me you socially inept pustle of manliness!! BE MY CALGAR!"
 
   
 
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