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2015/02/21 14:54:08
Subject: Re:Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Games 1,2 & 3 Complete]
Silent_Tempest wrote: Why didn't the stealth team assault the vindicator? They can hurt it and should cause one HP on average: 9 attacks : 6 hits : 1 glance.
Ha ha, oh yeah - so used to not assaulting with the Tau that I didn't even think of it. Combined with the BC S5 Assault 4 beforehand it should have been dead T1. Oh well, next time...
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Elites
Sternguard x 5, 120pts
- Sergeant Aries, bolter
Terminators x 5, Cyclone Missile Launcher 225pts
- Sergeant Darith, bolter
Fast Attack
ASSAULT squad x 5 100pts (reinforcing unit)
- Sergeant Vamtice, Power Axe
Total Models 41/Infantry 41/Characters 1 /Vehicles 0/Psykers 1/ Wounds 42
SETUP
Spoiler:
Mission: Mission 2.1 Beachhead - Capture objectives and hold for reinforcements
Deployment: Random Deployment Zone allocation
Initiative: Ultramarines win the roll off and decide to go First
Special Rules: Reserves, Night fighting, Reinforcements.
- Reinforcements: Out of your 1000 point force, only 500 points may be deployed at the beginning of the game. The remaining 500 points are placed in reserve, and can only be introduced into the battle as per the reinforcement’s deployment special rule (see below). Units arriving as reinforcements may not exceed 100 pts in value each. For teleporting units, refer to the campaign rules.
- Reinforcement’s deployment: At the beginning of each turn after the first, for two objectives held one unit of reinforcements may enter from your board edge. For each additional objective held, one further unit of reinforcements may enter from your board edge (this rule was rewritten after the game to read 'every one objective held' as it was too harsh on the player who goes down to one objective)
Terrain: Mining Station Zebra is a cluster of hollow asteroids linked together by walkways, containing heavily damaged facilities and ruins. To represent the cluster of small asteroids and link bridges, 2’ x 2’ boards will be used in the below arrangement (see below).
Objectives are placed inline with the mission rules, in the centre of each asteroid enclosure
Warlord Traits:Tau roll on Strategy Traits and get 'Master of Ambush (Warlord and three non vehicle units may infiltrate), while the Librarian rolls on Space Marines Codex traits and gets 'The Imperium's Sword (furious charge, one use)'.
Psychic: Librarian rolls on Telepathy and gets Mental Fortitude and Shrouding, with Psychic Shriek Primaris. Tough break, although shriek is not to be underestimated. The Tau are unaware of the warp, innocent little blue dudes.
PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:
1: Master of Ambush / Infiltrate. The Tau plan was to infiltrate right onto the middle two objectives and contest right from the start with their three infiltrating units. With master of ambush however, the entire Tau starting force gets to infiltrate. This is huge.
2: High model/wound count. The utilisation of cheap bodies available in the Tau codex, as well as their Gue'vesa underlings, means a lot of meat to put into the grinder. The smaller elite space marines force might not have enough firepower to effectively clear the bodies away from objectives.
3: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 2+/3+ saves. They are also mostly assault weapons, so if things get desperate they can pile in with their tiny fists of fury.
Reasons why the Ultramarines will win:
1: Librarian - Space Marines effectively get a whole phase to themselves, while the Libby has previously proved how dangerous he can be against Tau in assault.
2: Asteroids - with firing being limited to within asteroid enclosures (24"x24"), the Tau range threat is severely curtailed, which should mean more marines making it into combat.
3: Terminators. Expensive, but hardy enough to weather the Tau volume of fire and get up close and personal with the filthy xeno scum. Combined with the Libby, this unit is a very dangerous threat to the Tau who only really have one answer to it (the Plasma Crisis team).
DEPLOYMENT
Spoiler:
Ultramarines win the roll off to choose ends and go for the right hand side. Sternguards and terminator unit with Libby attached deploy in and around objective 4
While Tau have nothing to deploy as they are all infiltrating.
Ultramarines deploy their sole infiltrating unit (the scouts) directly onto objective 3 and into cover
Tau then infiltrate everything. 'Darkwave' Deploys onto objective 1
The Kroot and Broadside deploy into a strong defensive position on objective 3
A single stealth team deploys within 12" of the scouts on objective 3 (as they are out of sight) while the other stealth team and the crisis team deploy just outside of the asteroid enclosure containing the Scouts (as there is no other scenery in the enclosure to block LOS).
Deployment overview
Tau roll to seize..... and fail.
TURN 1 – Ultramarines
Spoiler:
Scouts stay put on the objective, while the Terminator squad and Libby trundle forward. Sternguard move in to capture objective 4
Psychic phase - Libby casts mental fortitude on his unit
He also tries for shrouding, but is denied by some pretty hot dice from the Tau
(not-so-interesting side note - this is the first time I have noticed that shrouding targets the Libby, not a target unit. Ha, who knew? Everyone bar me I presume...)
Nothing is in LOS of the Ultramarines, so the Termies and sternguard run
TURN 1 – Tau
Spoiler:
The massed Tau forces make their move on the beleaguered scouts. Stealth suits and crisis move into range
While kroot and broadside jiggle around a bit (as broadside was in danger of failing his wobbly model test up on the battlement)
Shooting begins, and over 24 S5 shots pile into the scouts from the stealth teams, along with 5 S6 from the crisis plasma. Average to hit and wounding rolls force the scouts go to ground for their 2+ cover save.... and they make them all except one, losing a lone scout but hanging onto the objective.
With nothing else in range, the suits assault jump around, keeping a wary eye on the terminators progress...
VP – Tau 2:2 Ultramarines
TURN 2 – Ultramarines
Spoiler:
Turn overview
Boarding action successful, the first of the space marine reinforcements arrive
Movement, and the Termies and sternguard continue to move up, joined by the assault marines
Psychic, and shrouding is once again denied by the hot Tau dice. Who says they no nothing of the warp?
Scouts went to ground and are out of snap shot range, while everything else runs forwards (termies and assault marines both rolling awful 1's)
TURN 2 – Tau
Spoiler:
Tau reinforcements arrive - 11 of Fi'Rios finest fire warriors
Who immediately move up 6 inches despite difficult terrain
Stealth teams and crisis move in for another go at dislodging the scouts
While broadside moves up into a decent supporting fire position, ready for any assault marines threat
Better shooting this time, but still not good enough to eliminate the scouts - three are killed, but the final one holds, and stealth suits are out of charge range.
Assault jumps, and the stealth suits and crisis move closer to the scouts but keep distance between them and the termies predicted entry point
VP – Tau 2:2 Ultramarines
Turn 3 – Ultramarines
Spoiler:
Sorry, no Turn overview as I forgot to take it. More Ultramarine reinforcements arrive in the form of Sergeant Nahem's squad
Terminator squad breaches the second asteroid, finally joining up with the beleaguered scouts
And look to join the fight at last
Assault marines move up towards the access tunnel, while the sternguard are stuck manning the objective
Psychic, and the Libby gets shrouding off on his unit
The termies take aim at the crisis, but lackluster shooting only manages to put a single wound on one
While the scout has a pop with his bolt pistol, but doesn't manage much, leaving the Tau pretty intact
Shooting over, and the Assault squad gather at the tunnel entrance in preparation to breach next turn
TURN 3 – Tau
Spoiler:
Turn overview, with the game still in the balance
Reinforcements arrive, and this time its the pathfinders
Fire warriors move up and the Fireblade joins the unit
Crisis team and a stealth squad move up on the terminators
While the other stealth team moves in on the remaining scout, planning on assaulting if necessary
Kroot and broadside prepare the supporting fire over watch trap
Shooting from the Crisis dual rapid fire plasma rifles is hot (no pun intended), forcing the terminators to go to ground for the 2+ save. One termie still buys the farm though, throwing himself in front of his sergeant
The stealth team fails to add any further damage to the Termies, but the second team finally annihilates the scout squad, clearing the objective and cutting off the flow of reinforcements for the ultramarines next turn. This also gives the Tau First Blood
Stealth suits assault jump to claim objective 2, boosting the Tau reinforcements by one unit next turn (if they can continue to hold all three)
While the crisis jump out of LOS from the termies
And the other stealth team hold the line
VP – Tau 4:1 Ultramarines
Turn 4 – Ultramarines
Spoiler:
Turn overview. Smurfs are up against it now
Assault marines breach the third asteroid, looking to do some damage to the kroot
TAC unit moves up, but the sternies are now completely stuck guarding the objective
Psychic, and the Libby gets shrouding off on the termies once more, but fails to hit the stealth team with psychic shriek. Another lackluster round of shooting by the termies only kills a single stealth suit. They would hold.
While pre-assault shooting from the assault marines kills three kroot
They then charge the kroot, but lose two marines to the supporting fire from the broadside (who has the counter fire defence system)
Assault marines pile in regardless, easily making the charge range
And even with their depleted numbers, they easily sweep the kroot and denying the Tau an objective in the process
they only manage to consolidate one inch though, and will find themselves at the mercy of a point blank broadside next turn...
TURN 4 – Tau
Spoiler:
Turn overview. The fight for the middle two objectives is in the balance - time to get those reinforcements moving.
Reinforcements arrive, and this time its the Gue'Vesa squad
Crisis suits and stealth teams move in to cover around objective 3
and get a good view of the termies
Fire warriors and fireblade abandon their objective and make a move for the access tunnel
While the pathfinders make their way to support the isolated broadside
Shooting from the Crisis and stealth team kills two terminators, who then (unbelievably) fail their morale check and fall back to the asteroid enclosure. Disastrous for the Ultramarines hopes of contesting the objective next turn
Lone broadside takes aim an kills two assault marines, including the sergeant. The last mans standing holds though, meaning fisticuffs for the battle suit next turn
Gue'vesa squad make their run to reclaim objective 1 for the Tau, reestablishing the reinforcement stream for next turn
While the fire warriors blob at the tunnel entrance, ready to breach next turn
VP – Tau 3:1 Ultramarines
Turn 5 – Ultramarines
Spoiler:
Sorry, no turn overview photo again, obviously too enthralled. Termies regroup and charge straight back into the fight. Sternguard finally decide to abandon the objective also, leaving the newly arrived TAC squad to string themselves out to both claim the objective and get some plasma gunners into the neighboring asteroid
Lone assault marines shimmies up to the broadside, more than a little apprehensive about what comes next...
Psychic, and the Libby gets Shrouding and Mental fortitude off on his unit
But once more hot dice from the Tau deny the psychic shriek
Fire from the plasma gunners kills a stealth in the ruins. They would hold.
While krak fire from the termies cyclone missile launcher kills a crisis , instagibbing him
His wounded compatriot would then break and leg it towards the access tunnel
Assault, and the lone marine somehow manages to survive overwatch and makes it into combat. It is, however, a stalemate and they stay locked up
TURN 5 – Tau
Spoiler:
Again, no overview. Reinforcements arrive in the form of a broadside with missile drones. Just what the marines want to see rocking up about now...
Stealth teams reposition around objective three
While the fire warriors finally breach into the thick of it. Crisis does not regroup, but also doesn't make the 6" move to traverse the tunnel
Broadside continues to move up with a solid 6" run, while the gue'vesa shuffle around
While the pathfinders move up to claim objective 3, and position themselves to take over incase things go south for the broadside
Shooting from the fire warriors and stealth teams once more focuses on the termies
and results in the sergeant going down. This time the unit would hold though.
Assault, and the unthinkable happens. In a glorious day for tiny fisted Tau everywhere, the broadside bests the assault marine in combat!
so overjoyed is he at his amazing feat, that he consolidates back towards the objective. And more importantly towards his support.
Assault jumps, and the stealth teams reposition to claim the objective as well as offer supporting fire in the face of the inevitable terminator charge.
VP – Tau 4:1 Ultramarines
Turn 6 – Ultramarines
Spoiler:
We roll to see if the game continues.... and it does! Turn overview, and things are looking bleak for the Ultramarines boarding action. It is make or break time
Sternguard move up to the edge of the asteroid enclosure, while the termy and Libby move towards the stealth team.
Shooting results in nothing, which is just as well as the termy and Libby can now charge. The weather the over watch no problem, thanks to the terminators 2+.
And easily destroy the stealth team in combat
They then consolidate towards the objective, contesting it
TURN 6 – Tau
Spoiler:
Turn overview. Time to put the hurt on the Libby and company
Broadside moves up. He is probably not going to see any action this game
Pathfinders consolidate the objective, but no threats insight
Crisis regroups in a timely fashion, and maneuvers for an angle on the Libby unit, along with the mass of fire warriors
Shooting, and the Crisis and stealth suits take out the final terminator between them
While the weight of fire from the rapid firing fire warriors proves too much for the Libby. This gives the Tau Slay the Warlord, and ends the Ultramarines last best hope.
Crisis jumps up to claim the objective, failing his dangerous terrain test but just about making the armour save. Phew...
VP – Tau 5:1 Ultramarines
Turn 7 – Ultramarines
Spoiler:
We roll to see if it continues, and it does, but the marines are playing for bonus points now. Turn overview
Sternguard breach, hoping to shoot the Tau off the objective and deny them the bonus points
They go for the dragon fire rounds to try and circumvent the stealth suits cover saves, but it doesn't work as they make all their 3+ armour saves instead.
Plasma gunners also fail to take out the crisis, and with that the game is called.
TURN 6 – Tau
Spoiler:
Turn overview - objective 1 is held by the Tau, as it has been all game
objective 3 is also held by the Tau, although littered with the bodies of kroot and assault marines
Objective four, the scene of the most bitter fighting, finally ends up in Tau hands also
While objective 1 is held by the Ultramarines, as it has been all game.
RESULT
Spoiler:
VICTORY POINTS
Tau: 5 pts First Blood 1pt
Slay the Warlord 1pt
Objectives Held 3pts
Ultramarines: 1 pts Objectives Held 1pts
TAU VICTORY
BREAKDOWN
Decisive moment – rolling on the warlord traits. Master of Ambush gave the Tau a huge advantage over the Ultramarines. While the Tau strategy was always to maximize the amount of infiltrators to challenge for objectives, being able to infiltrate everything meant a lot more pressure could be bought to bear on the Ultramarines from turn 1.
Key units
Tau: Lots of contenders, Stealth teams were good as usual and the crisis suits helped deal with the terminators, but the man of the match has to go to the broadside for almost single handedly ending the assault squads push on objective 3, topping it off by showing his hitherto unknown prowess in combat. Brillz.
Ultramarines: Terminators. While the Assault squad got more kills, the termies soaked up enormous amounts for fire, and kept the marines in the game while all other units were faltering. Given more support, they would have proved invaluable.
STATS
Tau: Models remaining 51/68
Kill to Death Ratio 0.94
Efficiency 51%
Ultramarines: Models remaining 25/41
Kill to Death Ratio 1.06
Efficiency 49%
POST GAME
Spoiler:
The Tau open the part 2 campaign with a gritty win, utilizing their deployment advantage to grab objectives and starve the Ultramarines of reinforcements.
Having played the first installment, some rule modifications have been made to try and balance various issues (such as it being very hard to come back from being down to one objective, allowing teleporting units to arrive T1, ensure all 7 turns are played, etc). These changes are already incorporated into the attached booklet, and will be followed for the next mission.
Going into the second mission, the Tau player will be 'in the ascendancy' and will choose to go first or second. The Tau also generated 150pts to spend on reinforcements in the next mission, whilst the Ultramarines generated 50pts.
We successfully infiltrated into Baker Sector of the Mining Station Zebra before our brothers assault began, but suddenly found enemy infiltration forces were deployed danger close to our position, and that they outnumbered us. Serverly outgunned by the enemy, to hold our assign objective all we could do was to dig in, keep our heads down and wait for Brother Librarian and his retinue to come and relieve us. Thanks to our trusty camocloaks we survived the first volley of fire, but those Burst Cannon shots were just too intense, and Brother Scout Caito got hit. Still. We held on as long as we could....
Brother Scout Sergeant Hansus, in the apothecary cell of Accipiter
We moved into Charlie Sector as soon as possible once we boarded the Mining Station. According to the intel, there was only a pack of Kroot and one XV-88 battlesuit defending that sector. Utilizing our Jump Packs, we breached Charlie Sector quickly and charged the Kroot, wiping them out with little difficulty. However, that Battlesuit lending deadly supporting fire wreaked havoc, downing two of my brothers in the chagre. I also got knocked out by the rain of missiles just as we cleared those wretched Kroots. Only Brother Thiel made it through the hail of missiles to charge into the Battlesuit, but the armor of that XV-88 proved too thick for his Chainsword to cut through, and he failed to parry the return blow from that Battlesuit, which clumsily knocked him unconscious, its ham-fisted fist scoring a lucky blow...
Brother Sergeant Vamtice, in the apothecary cell of Accipiter
We breached Able Sector via two Boarding Torpedoes, fired directky from the Accipiter in high orbit. Our initla landing was unopposed, so I led Brother Darith and his men rushing towards Baker Sector to relieve Brother Hansus and his Scouts, while Brother Aries and his Sternguard secured Able Sector and awaited the reinforcements. I was wrong in making this decision; we did not have enough hitting power to push the Tau out of Sector Baker. Even though the Terminator brothers fought extremely hard, those Tau Battle Suits still whittled us down and held on long enough for their reinforcement to arrive.
It was a tough encounter, and this defeat has dealt us heavy blow in the battle for the Passenger Ferry Terminus. It once again told us to never underestimate our opponents. Thank the Emperor, my wounds are healing quickly, and I am going to lead the boarding force attacking the Engineering Sector of this Mining Station in the next hour.
Brother Librarian Herbort, in the apothecary cell of Accipiter
Think what you will about these Gue’ron’sha – they may have the tactical subtlety of a Greater Gnarlok on heat, but their savage directness has its place in warfare. This is one of those times.
While not wholly unexpected, out analysis of the enemy strategy thus far led us to believe that a full frontal assault would be undertaken. As such, our focus was on manning the defense batteries to repel the larger ships. The assault began at 06.30 hrs. Standard Empire Time (SET), but not in the manner expected - a number of boarding Torpedo’s small enough to evade out guns began slamming into the loading bay of various areas, most notably the Passenger terminus.
We immediately deployed our mobile reserve to counter the threat, and met stiff opposition. Elements of the enemy force had even been able to infiltrate onto the station in advance of the main boarding party, unknown to us. This is an unacceptable breach of security which could have cost us the battle – we have tried to ascertain how they managed it, but so far it remains a mystery. Perhaps the governor’s troops were not as thorough in clearing out the loyalists as they thought? Inside help remains the most likely explanation.
As it is, the battle swung in our favour and we have successfully repelled in invaders. Our Gue’Vesa allies have been left to clear up and hold these sectors, while the reserve goes back into its mobile deployment – ready lest the Imperials try this again.
The major mistake on Ultramarine side is leaving the Sgernguard in the back field. Which is best used in 12 inch from enemy. And they should have more fast moving units.
2015/03/17 15:57:49
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 Complete]
SM had a good list but poor decision making plus shriek always being denied was huge and seems to have been very lucky for you. These games always seem to play out the same.
Neophyte2012 wrote:The major mistake on Ultramarine side is leaving the Sternguard in the back field. Which is best used in 12 inch from enemy. And they should have more fast moving units.
Well, it was a tough decision to make - without them holding it, you would not have got any reinforcements if you had regained your second objective, but then again after losing the second objective it might have been wiser to abandoned it and pushed forward with what you had. I think another unit of scouts starting on the board would have been a better solution, as they would have been cheaper and less wasted hanging back. In fact, more scouts all round for infiltrating onto objectives/stopping my infiltrators would be a good idea (but then I love scouts, so am biased )
Dozer Blades wrote:SM had a good list but poor decision making plus shriek always being denied was huge and seems to have been very lucky for you. These games always seem to play out the same.
Shriek was only denied once and it failed to hit once, but you are right still quite lucky - maybe not game defining though. I think Tau rolling 'master of ambush' was a much bigger factor, but then I also played to the mission objectives more. It also helped that the SM reinforcement flow was cut so early - something we have revised for the rule set so it doesn't go so hard on a player who goes down to one objective in the future.
As for the way the games play out, it generally seems that the initial SM attack fails to do enough damage, and then sort of fizzles out under the weight of Tau fire. That is the price you pay for a smaller elite force I guess, the only solution I can think of is putting more boys on the board at the expense of toys and try to match the Tau in numbers (as far as possible) and overwhelm them with threat overload. It also doesn't help that my opponents dice have been consistently cold, except in mission 1.3 - which he went on to win.
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
You're just a better player than your opponent. In every way. His lists have gotten better though so that's a step in the right direction. I'd love to see some reports where you have to face a true challenge like your GT batreps.
Well, I'm not sure that's true but we both started gaming regularly again last year and so we are both on a 40K learning curve - and this campaign is helping both us us develop our skills. By the time this years Hong Kong GT comes around, we should both be in a better position to perform
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Bonuses: The Tau generated 150pts to spend on reinforcements in this mission, whilst the Ultramarines generated 50pts. Ascendancy: Having won the first mission, Tau Forces are in the ascendancy
Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1147pts
Fast Attack ASSAULT squad x 5 100pts (reinforcing unit) - Sergeant Vamtice, Power Axe BIKE squad (x3), Grav Gun 78pts - Sergeant Lazlo
Total Models 41/Infantry 41/Characters 1 /Vehicles 0/Psykers 1/ Wounds 42
SETUP
Spoiler:
Mission: Mission 2.2 Breach - Capture objectives and hold for reinforcements Deployment: Random Deployment Zone allocation Initiative: Tau are 'in the ascendancy' and decide to go First Special Rules: Reserves, Night fighting, Reinforcements. - Reinforcements: Out of your 1000 point force, up to 500 points may be deployed at the beginning of the game. The remaining points are placed in reserve, and can only be introduced into the battle as per the reinforcement’s deployment special rule (see below). Units arriving as reinforcements may not exceed 100 pts in value each. For teleporting units, refer to the campaign rules. - Reinforcement’s deployment: At the beginning of each turn after the first, for each objective held one unit of reinforcements may enter from your board edge. For each additional objective held, one further unit of reinforcements may enter from your board edge.
Terrain: Mining Station Zebra is a cluster of hollow asteroids linked together by walkways, containing heavily damaged facilities and ruins. To represent the cluster of small asteroids and link bridges, 2’ x 2’ boards will be used in the below arrangement (see below).
Objectives are placed inline with the mission rules, in the centre of each asteroid enclosure
Warlord Traits: Tau roll on Strategy Traits and get 'Master of Ambush', but decides to reroll and gets 'princeps of defeat' instead (three enemy units take pinning test, which I forgot to do ), while the Librarian rolls on Space Marines Codex traits and gets 'Rites of War' (morale checks within 12" of warlord use his LD)'. Psychic: Librarian rolls on Telepathy and gets Mental Fortitude, with Psychic Shriek Primaris. Once more a tough break for the Libby, but shriek is still decent. The Tau are unaware of the warp, innocent little blue dudes.
PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:
1: Mobility. Most units are on foot like their marine adversaries, but the stealth suits and crisis can assault jump around (crisis having the extra boost of VRT) making them super mobile and able to go after objectives/hunt the enemy down. 2: High model/wound count. The utilization of cheap bodies available in the Tau codex, as well as being 100pts up due to bonuses, means a lot of meat to put into the grinder (over 90 wounds!). The smaller elite space marines force might not have enough firepower to effectively clear the bodies away from objectives. 3: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 2+/3+ saves. They are also mostly assault weapons, so if things get desperate they can pile in with their tiny fists of fury.
Reasons why the Ultramarines will win:
1: Librarian - Space Marines effectively get a whole phase to themselves, while the Libby has previously proved how dangerous he can be against Tau in assault. 2: Asteroids - with firing being limited to within asteroid enclosures (24"x24"), the Tau range threat is severely curtailed, which should mean more marines making it into combat. 3: Terminators/Libbynator. Expensive, but hardy enough to weather the Tau volume of fire and get up close and personal with the filthy xeno scum. Also able to teleport right in the action this time (thanks to the rules change) so should be able to make a huge difference...as long as they don't mishap
DEPLOYMENT
Spoiler:
Tau are in the ascendancy and choose to go first. They also win the roll off to choose ends and go for the left hand side (objective 1). Cadre fireblade and both units of pathfinders start up on the 6" line, while everything else infiltrates.
Ultramarine bikers deploy near objective 4, everything else infiltrates or teleports.
Infiltrators deploy - kroot grab objective 2
Ultramarines then deploy their sole infiltrating unit (the scouts) directly onto objective 3 and into cover
The Stealth teams then join the Kroot and deploy into a strong defensive position around objective 2
Scout moves, and the pathfinders move up 6"
While the scouts realize they are not quite on the objective, so move down into range
Deployment overview
Ultramarines roll to seize..... and fail.
TURN 1 – Tau
Spoiler:
Pathfinders roll poorly on their difficult terrain tests, so opt to stay within 6" of each other incase the Libbynators teleport in to challenge objective 1
While Stealth and Kroot remain dug in, waiting to see where the Libbynators will drop
Tension clear on the faces of the waiting (and possibly hungry) kroot
TURN 1 – Ultramarines
Spoiler:
Libbynators come in, and they opt for the safe deployment and drop within 6" of the scouts and their teleporter homer
Bikes move up
Psychic, and red hot denial dice for the Tau follow on from the last game
Libbynators opt to run, moving in the direction of objective 2 asteroid
While bikes flat out
VP – Tau 2:2 Ultramarines
TURN 2 – Tau
Spoiler:
First wave of reinforcements arrive - the Crisis team and a broadside come in
Ion rifle pathfinder move into cover
Stealth teams and kroot remain dug in around objective 2
While Broadsides, rail rifle pathfinders and crisis move and run forwards
TURN 2 – Ultramarines
Spoiler:
Ultramarine reinforcements arrive, in the form of the assault squad and the plasma totting TAC squad
Who immediately move up
Bikes move in to join up with the guys holding objective 3
While Libbynators prepare to breach the Tau held asteroid
Still no Tau in sight, so reinforcements run
While bikes flat out top support the libbynators
VP – Tau 2:2 Ultramarines
TURN 3 – Tau
Spoiler:
Game overview. Lots of running thus far.
Tau reinforcements arrive - the other broadside, and a unit of fire warriors
Stealth suits back off the projected libbynator entry point
While crisis and rail rifle pathfinders move to support them
Broadside and ion rifle pathfinders head to bring pressure on objective 3
TURN 3 – Ultramarines
Spoiler:
Two more units arrive for the ultramarines - two TAC squads - while the assault marines move up to the access tunnel entrance
Libbynators breach - battle is finally met!
Psychic, and Libby casts Shriek at the stealth unit. Tau fail to deny, and Libby hits - only to roll a 7! no damage taken, woeful stuff from the Libby
He does manage to cast mental fortitude though, help stop them running off the table of they get shot up next turn
Terminators open up on the kroot - frag missiles from the cyclone missile launcher take care of three
While storm bolters get another 3, the remainder breaking and legging it 5"
Everything else runs
VP – Tau 1:2 Ultramarines
TURN 4 – Tau
Spoiler:
Game overview. starting to warm up
The kroot have abandoned their post, so only one units arrive for tau this turn - the fire warriors
Kroot regroup, stealth suits move in on the libbynators
Crisis team and rail rifle pathfinders time their breach to catch the libbynators in a crossfire
While broadside messes up his run and blocks the entrance to asteroid with objective 3
Pathfinders open the shooting, and take out the termy sergeant with the rail rifles, as well as lighting them up with a single ML token
Crisis then use the token to kill two more termies with their plasma rifles
Stealth suits then finish the job, killing the last two termies for First Blood, and stranding the Libby all on his lonesome
Crisis and stealth suits then jump out of assault range from the Libby and approaching bikes
TURN 4 – Ultramarines
Spoiler:
Last unit arrives for the Ultramarines - a TAC squad with ML
Libby moves towards cover
While Assault marines breach, but move straight for cover as they are well out of charge range
While the bikes also breach, eyeing up the squishy pathfinders
The blue tide advances slowly
Libby cast shriek once more, this time at the crisis team...
...and utterly annihilates them. Major blow struck by the chief smurf
Bikes attempt the charge, but fail on a roll of 5" . They then lose one bike to over watch. Oh, the ignamy...
VP – Tau 3:2 Ultramarines
TURN 5 – Tau
Spoiler:
Game overview. Still in the balance
Tau accidently abandoned objective 1 last turn so only one unit arrives - the last unit of pathfinders
Fire warriors, cadre and broadside move into position to breach next turn
While other broadside moves in to harass the scouts
Kroot and stealth take aim at the bikes
And wipe them out
Rail rifle pathfinders take aim at the Libby, but only cause one wound between them
While the broadside kills two scouts, even when snap shooting. They would break, but not run very far, and temporarily lose their grip on the objective
Stealth units then move away from the assault squad lurking around the corner. Poor kroot...
TURN 5 – Ultramarines
Spoiler:
Plasma TAC squad enters the fray to support the assault boys
who make their move towards the kroot
Libby lines up the charge on the pathfinders
While another TAC squad moves to support the scouts. The MLTAC hangs back to hold objective 4
Libby tries to cast shriek - but is denied by the Tau.
He then charges the pathfinders, but is wiped out in over watch. This gives Tau Slay the Warlord
Assault squad makes the charge on the kroot
And wipe then out with no losses, consolidating out of LOS from the stealth suits. Tau lose control of the objective.
VP – Tau 3:1 Ultramarines
TURN 6 – Tau
Spoiler:
Game overview. Time for both sides to start making their endgame moves
Gue'Vesa arrive for Tau, but they are pretty irrelevant at this stage
Tau player makes a mistake here - stealth suits cannot see the assault squad, so they back off as far as possible (what they should have done is charged, naturally)
leaving it to the rail rifle pathfinders, who move in for the kill
Fire warriors and broadside move in to support
While ion rifle pathfinders move in to support the broadside hassling the scouts
Shooting, and the rail rifle pathfinders only manage to kill one assault marine.
Broadside kills the lead two marines trying to support the scouts. They would hold.
Other units move up into better support positions
TURN 6 – Ultramarines
Spoiler:
Assault marines make the jump move to get in close to the stealth suits
While the scouts continue to cower
TAC squad moves up and takes aim at the pathfinders
and annihilate them. AP5 being and issue for pathfinders in the open. Dangit.
Arriving marines also kill two pathfinders in the neighboring asteroid, causing them to break and block the route for tau reinforcements
Assault marines charge the Stealth, careful to avoid supporting fire from the lurking broadside
And destroy them , but leaving themselves rather exposed for the next turn
VP – Tau 3:1 Ultramarines
TURN 7 – Tau
Spoiler:
Game overview. Battle has swung the ultramarines way, who are now in the driving seat on account of having gone second.
Final Tau reinforcements arrive
Pathfinders regroup, allowing them to clear the way for the fire warriors to come in behind them
Stealth and broadside take aim at the assault squad, and fill them full o'shot
While the fire warriors and cadre stay still and unload into the TAC squad. They need to wipe him out or break them to avoid having them contest the objective, but only manage to kill four! The lone Serg would then hold!
Another Tau mistake - the Broadside makes a run on objective 3, trying to block the scouts route with drones (he should have charged the scouts instead)
Shooting at the supporting marines is ineffective also
Stealth suits also move up onto objective 2, trying to tempt the lone serg into charging
TURN 7 – Ultramarines
Spoiler:
Now or never for the marines. The lone serg moves up into claiming distance of objective 2, and now has control of it over the stealth suits on account of being ObSec. This gives the ultramarines a VP.
While in the neighboring asteroid, the TAC squad move up and shoot the broadside dead with their plasma gun
The scouts then shoot the blocking drone, allowing them to creep just up into range of the objective and also control it on account of being ObSec (and drones being non scoring). This gives the ultramarines another VP!
And with that, the game ends after 7 turns
RESULT
Spoiler:
VICTORY POINTS
Tau: 3 pts First Blood 1pt Slay the Warlord 1pt Objectives Held 1pts
Ultramarines: 3 pts Objectives Held 3pts
DRAW
BREAKDOWN
Decisive moment – actually two Tau mistakes. T6, and stealth suits should have gone after the assault squad rather than backing off, tying up the arriving forces further away from the objective. In T7 the broadside should also have charge the scouts - with the drones intact, he would have stood a decent chance at breaking them and clearing them off the objective or at the very least tar pitting them and keeping himself safe from shooting.
Key units
Tau: Crisis Team - showed their speed in getting up into the line quickly from reserves, and arrive just at the right time to take the sting out of the Libbynators. They then died horribly to psychic shriek, but I guess you cant deny the witch all the time when you know nothing of the warp...
Ultramarines: Assault squad. Not only finished off two units, but were also the threat that made the stealth teams back off, allowing objective 2 to be nabbed on the last turn.
STATS
Tau: Models remaining 54/83 Kill to Death Ratio 0.75 Efficiency 43%
Ultramarines: Models remaining 19/41 Kill to Death Ratio 1.31 Efficiency 57%
POST GAME
Spoiler:
The ultramarines grind out a stubborn draw, grabbing the key objectives in the last turn.
Going into the third and final mission, neither player will be 'in the ascendancy'. The Tau generated 50pts to spend on reinforcements in the next mission, whilst the Ultramarines generated 150pts.
This message was edited 1 time. Last update was at 2015/03/31 01:18:22
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Excellent batrep. As was said before, the Ultramarines have seemed to be at a disadvantage because of their low number of bodies, it seems, however they really picked up the pace this round and that was a fairly close battle.
Keep 'em comin!
2015/03/31 01:24:16
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
O'connell wrote: Excellent batrep. As was said before, the Ultramarines have seemed to be at a disadvantage because of their low number of bodies, it seems, however they really picked up the pace this round and that was a fairly close battle.
Keep 'em comin!
Thanks! Yeah, this time shooting went ok for the smurfs - psychic shriek proved its worth and the bolters also had a good time against some of the 5+ saves on the Tau side. The bikes also really helped with the mobility issues of the marines (even if they died before firing a shot), along with the change in rules allowing the termies to deep strike first turn. The Ultramarine list keeps getting better the more mission-orientated it gets, I expect to see more scouts on the board T1 and bikes in reserve in the final installment
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Ultramarine also made a significant mistake in the game. The fast moving Biker and the relatively slow Terminator squad should not try to go through the same choke point into battle. Which caused a traffic jam which eventually led to the death of both squads. I would say Ultramrine had a better list and a better deployment. And the lady luck actually goes to both side. So it ends in a draw.
2015/04/01 17:07:27
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
Definitely Lady Luck or a bad set of dice. I remember plenty-a-game when my force outnumbered and outgunned the enemy 2:1... Yet a few bad dice rolls caused a humiliating loss.
2015/04/02 15:42:05
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
O'connell wrote:Definitely Lady Luck or a bad set of dice. I remember plenty-a-game when my force outnumbered and outgunned the enemy 2:1... Yet a few bad dice rolls caused a humiliating loss.
Yes, so far in this campaign my opponent has had the worse of the dice rolls - maybe it will start to even out in the second half
tetsuo666 wrote:Thanks for your excellent reports. Your last scenarios are interesting but not very good for SM on foot against Tau
Thanks!
Don't forget though, the Tau are on foot too and mobile play is required to capture the objectives Sure, the jet pack crisis suits give the Tau a bit of mobility, but then the Ultramarines have bikes, jump pack assault troops as well as the only deep striking unit allowed (which also auto-arrives turn 1!) so if anything the advantage is slightly more in the smurfs favour. The ranged advantage of Tau over SM is also nerfed by the size of the asteroid enclosures (about 24"), so being on foot is not really a disadvantage to the Marines anymore than it is to the Tau.
Dozer Blades wrote:They are all rigged.
As rigged as Riggy McRigstein, Chief Rigging Officer incharge of adjusting the rigging aboard The Oil Rig 'Rigsby's Pride' somewhere off the cost of Riggerston...
This message was edited 2 times. Last update was at 2015/04/13 02:58:35
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Tau are super mobile and have the firepower to match. I feel as though marines are able to lumber forward, on foot, supported by armored vehicles, soak up a tremendous amount of firepower, be able to dish that firepower back, and then being able to close in an assault with the vanguard of the force; much like the imperial guard, save for conscript-charge-style assaults. Unless, of course, you're that kind of a guard player.
2015/04/14 13:01:14
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
Tau are super mobile and have the firepower to match. I feel as though marines are able to lumber forward, on foot, supported by armored vehicles, soak up a tremendous amount of firepower, be able to dish that firepower back, and then being able to close in an assault with the vanguard of the force; much like the imperial guard, save for conscript-charge-style assaults. Unless, of course, you're that kind of a guard player.
Marine player is just a bit outclassed. It was really evident when he was still using the biker command squad. Against Tau he should have been making those grav guns talk against the suits for a couple turns before jumping into assault. And I never saw him use the vindi to break up lines of sight for supporting fire. Drop pod placement is usually sketchy, why not drop the dred where it can survive to make cover and assault something squishy the next turn rather than always right in front of what can kill it? His forces need to support each other a little bit better. And why put shrouding on troops instead of on the bikers, who can jink for that 2+ before diving into the broadsides or command squad? If you're going against tau in assault, fake out supporting fire with a throw away unit, break up supporting fire LOS and then multiassault everything you can and hope that you break them in their turn, not yours. Even if they break early, hey, you killed two squads instead of one.
This message was edited 1 time. Last update was at 2015/04/15 00:48:06
Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.
Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.
2015/04/15 02:54:45
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
Tau are super mobile and have the firepower to match. I feel as though marines are able to lumber forward, on foot, supported by armored vehicles, soak up a tremendous amount of firepower, be able to dish that firepower back, and then being able to close in an assault with the vanguard of the force; much like the imperial guard, save for conscript-charge-style assaults. Unless, of course, you're that kind of a guard player.
except that marines can't do that on the table.
Why not?
2015/04/15 06:28:12
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
Tau are super mobile and have the firepower to match. I feel as though marines are able to lumber forward, on foot, supported by armored vehicles, soak up a tremendous amount of firepower, be able to dish that firepower back, and then being able to close in an assault with the vanguard of the force; much like the imperial guard, save for conscript-charge-style assaults. Unless, of course, you're that kind of a guard player.
except that marines can't do that on the table.
Why not?
as in the above battle they get shot to bits before getting to anything. Volume of fire brings everything down, not to mention the amount of ap2 shooting that is easy to come by.
Marines might as well have an ork armor save when shot at by those.
Tau are super mobile and have the firepower to match. I feel as though marines are able to lumber forward, on foot, supported by armored vehicles, soak up a tremendous amount of firepower, be able to dish that firepower back, and then being able to close in an assault with the vanguard of the force; much like the imperial guard, save for conscript-charge-style assaults. Unless, of course, you're that kind of a guard player.
except that marines can't do that on the table.
Why not?
as in the above battle they get shot to bits before getting to anything. Volume of fire brings everything down, not to mention the amount of ap2 shooting that is easy to come by.
Marines might as well have an ork armor save when shot at by those.
Obviously in the above, yes. Tau are an extremely formidable opponent (dare I say overpowered?) My solution to his problem would probably be a lot of assault marines and extreme cover utilization.
2015/04/15 17:54:58
Subject: Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 2, Game 1 & 2 Complete]
O'connell wrote:Tau are super mobile and have the firepower to match.
Yes, this is generally true of Tau but in the context of this mission and the restrictions the Marines are actually more mobile. Also, the main advantage of Tau firepower (superior range) is restricted by the asteroid enclosures.
raiden wrote: Volume of fire brings everything down, not to mention the amount of ap2 shooting that is easy to come by. Marines might as well have an ork armor save when shot at by those.
Yup, Power Armour basically melts under VoF pulse rifles, especially with the Fireblade's buff. Its been said before, but 3+ saves 'aint what they used to be...
Dozer Blades wrote:units such as terminators are not cheap and eat up a lot of points.
Again, I would normally agree (especially when there is only 500 points starting on the board) but they do offer a significant tactical advantage in the context of this mission, in that they are the only deep striking unit allowed by either side and can arrive T1. In this case, their deployment was just a bit too conservative (deciding to use the scouts locator beacon to avoid a DS mishap). IMO they would have been better off striking right into the Tau reinforcement zone and causing havoc/slowing down the reinforcement trickle while the supporting units lumbered forward.
If I were in the SM player's boots, in the next mission I would probably go for more scouts to infiltrate at the beginning, some solo deep striking Libby's to target the battlesuits with psychic shriek and try to get into CC/slow Tau down, with bikes and assault squads arriving from reserves to get up and support quickly. There could even be a role for the Scout Biker somewhere? Infiltrating bikers could be a threat to the Tau deployment zone early doors.
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
- If I ploped down those Terminators in your back zone, your suits would be fast responding,
If I got lucky, I would kill a unit, MAYBE two if got REAL lucky. At that point ap2 cuts me down with VoF, no support to be had for the poor guys (which, is really what killed his units this game)
What he SHOULD have done, was breach that (sphere?) with his assault squad and terminators at one time, at that point he could have caught your suit squad. (From what I could tell, you can't shoot into or out of other "spheres?")
After that, he should have moved his tacs to take the obj. from his sternguard. If he could have gotten those assault marines to catch the suits his terminators would have gotten in and made mince meat of them.
This message was edited 1 time. Last update was at 2015/04/16 03:50:58
raiden wrote: If I ploped down those Terminators in your back zone, your suits would be fast responding,
If I got lucky, I would kill a unit, MAYBE two if got REAL lucky. At that point ap2 cuts me down with VoF, no support to be had for the poor guys (which, is really what killed his units this game)
Interesting point, but I'm not sure that I agree.
Crisis suits didn't come in until Turn 2. If the Libbynator squad had dropped into the Tau deployment zone T1, they would only have had to contend with 2 pathfinder teams and a Cadre Fireblade. That squad could easily have killed/broken the pathfinders in shooting (being Ap5 storm bolters vs pathfinders 5+ and split firing the cyclone missile launchers frag missiles at the other team) while the Libby could have psychic shrieked the cadre to death for Slay the Warlord - all best case scenario I admit, but entirely plausible. They could even have contested the objective, reducing the flow of Tau reinforcements/increasing the marine reinforcements immediately and been in a commanding position to intercept Tau reinforcements as they arrived into play.
So lets say the Tau hang on to one objective and the crisis come in T2 - what happens? 8 Rapid fire plasma shots at the Libbynators, 4-5 hits, 3-4 wounds, 2-3 failed saves (rough average). Libby definitely survives thanks to LOS, as does half the squad. No way they are going to break thanks to LD10, and assault jump is unlikely to get the crisis out of charge range come the marines turn. Basically game over for the Tau.
This message was edited 4 times. Last update was at 2015/04/17 01:33:12
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Bonuses: The Tau generated 50pts to spend on reinforcements in this mission, whilst the Ultramarines generated 150pts.
Ascendancy: Having Drawn the second mission, neither force is in the ascendancy
Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1049pts
Fast Attack
ASSAULT squad x 5 100pts (reinforcing unit)
- Sergeant Vamtice, Power Axe
BIKE squad x3 98pts (reinforcing unit)
- Veteran Sergeant Lazlo, PowerFist
BIKE squad x3 98pts (reinforcing unit)
- Veteran Sergeant Deigo, PowerFist
Total Models 47/Infantry 47/Characters 1 /Vehicles 0/Psykers 1/ Wounds 49
(No photo - I forgot to take one! Sorry Neo!)
SETUP
Spoiler:
Mission: Mission 2.3 Lock Down - Capture objectives and hold for reinforcements
Deployment: Random Deployment Zone allocation
Initiative: Random
Special Rules: Reserves, Night fighting, Reinforcements.
- Reinforcements: Out of your 1000 point force, up to 500 points may be deployed at the beginning of the game. The remaining points are placed in reserve, and can only be introduced into the battle as per the reinforcement’s deployment special rule (see below). Units arriving as reinforcements may not exceed 100 pts in value each. For teleporting units, refer to the campaign rules.
- Reinforcement’s deployment: At the beginning of each turn after the first, for each objective held one unit of reinforcements may enter from your board edge. For each additional objective held, one further unit of reinforcements may enter from your board edge.
Terrain: Mining Station Zebra is a cluster of hollow asteroids linked together by walkways, containing heavily damaged facilities and ruins. To represent the cluster of small asteroids and link bridges, 2’ x 2’ boards will be used in the below arrangement (see below).
Note: Setup is slightly different from that outlined in the mission document, mainly because we couldn't fit the tiles on the table in that arrangement.
Objectives are placed inline with the mission rules, in the centre of each asteroid enclosure. The Piles of Iridium Ore (the brown terrain) count as 5+ cover and difficult terrain. All other terrain is ruins.
Warlord Traits:Tau roll on Strategy Traits and get 'Night Attacker', but forget to use it, while the Librarian rolls on Space Marines Codex traits and gets 'Imperium's Sword' (one use Furious Charge for Warlords unit)'.
Psychic: Libby rolls on Telepathy and gets Invisibility, Shrouding and Psychic Shriek Primaris. The Tau are unaware of the warp, innocent little blue dudes.
PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:
1: Drones! Ok, so this is the first time I have run such a drone heavy list but I think it will work well in this scenario, as they will be fast moving (jump pack infantry) and able to get up into the fight quickly when arriving reserves. They also provide great VoF and BS2 is kind of mitigated by the TL. Pinning could also come in very handy. The Mini-Batmander unit (Commander, dual BC, Drone controller, 7 gun drones) puts out 22 shots at range 18" alone, and could be lethal.
2: Mobility. Some units are on foot like their marine adversaries, but majority - drones, stealth suits and crisis suits - can assault jump around making them super mobile and able to go after objectives/hunt the enemy down/get up quickly form reserves.
3: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 2+/3+ saves. They are also mostly assault weapons, so if things get desperate they can pile in with their tiny fists of fury.
Reasons why the Ultramarines will win:
1: Libby - Space Marines effectively get a whole phase to themselves, while the Libby has previously proved how dangerous he can be against Tau in assault. Psychic shriek is also brutal against crisis suits.
2: Asteroids - with firing being limited to within asteroid enclosures (24"x24"), the Tau range threat is severely curtailed, which should mean more marines making it into combat.
3: Terminators/Libbynator. Expensive, but hardy enough to weather the Tau volume of fire and get up close and personal with the filthy xeno scum. Also able to teleport right in the action this time (thanks to the rules change) so should be able to make a huge difference...as long as they don't mishap
DEPLOYMENT
Spoiler:
Ultramarines win the roll off to choose ends and go for the left hand side (objective 4). Tau win the starting roll off and ecide to go first.
Cadre fireblade and Batmander unit (Commander and 7 drones) deploy on the edge of the Tau DZ.
While Ultramarine have a null deployment strategy
Infiltrators deploy, and kroot grab objective 2
Ultramarines deploy their first unit of scouts directly onto objective 3 and into cover. This is a bold move by the ultramarines, but possibly a mistake.
Tau player had intended to use the stealth team to challenge for objective 3, but since the Marines have left their Deployment zone unguarded the Stealth teams deploy onto objective 4. They are now in a great position to intercept arriving reinforcements.
Luckily, all is not lost for the ultramarines - the second scout unit comes in behind LOS blocking terrain and within 12" of the stealth suits, ready to challenge them for the objective.
Scout moves, and the first group shuffle on objective 3, trying to get in range of the kroot
While the second squad move into the ruins for some cover
Ultramarines roll to seize..... and fail.
TURN 1 – Tau
Spoiler:
Cadre fireblade hangs onto objective 1, while the batmander unit moves and runs up to the asteroid entrance ready to breach next turn.
Kroot stay still and snipe the scouts, killing one.
While stealth stay on the objective and shoot the other scout unit, also killing one. They opt to not assault jump, instead relying on their 4+ cover in the open to keep them claiming the objective.
TURN 1 – Ultramarines
Spoiler:
Libbynators come in, and they opt for the safe deployment and drop within 6" of the scouts and their teleporter homer
Psychic phase, and the Libby gets invisibility off on his unit.
Shooting, and combined shooting from the termies and the scouts only manage to down one kroot on the opposite objective (thanks mostly to the kroot going to ground)
VP – Tau 3:1 Ultramarines
TURN 2 – Tau
Spoiler:
Tau get three reinforcing units this turn, and bring in all three crisis teams
Stealth suits get a bit hot headed and decided to assault the scouts in the Ultramarines DZ. They move off the objective
While the Batmander breaches into the central asteroid
Shooting from him and the kroot cause no casualties on the invisible Libbynator squad
But the stealth have better luck, softening the scouts up by killing 2 in shooting
They then charge, easily making the 5" range...
...and kill the scouts in assault for no losses! Yes, you saw it here first folks - tiny blue fists of fury! This also gives the Tau First Blood
The newly arrived crisis suits them run and assault jump up towards the action. Fireblade hangs tight.
TURN 2 – Ultramarines
Spoiler:
Marines hold one objective, so the plasma wielding TAC squad comes in to deal with the stealth squad.
They move into a better position
But fail to kill any stealth suits in shooting (thanks to the 2+ cover save). Worse still, they lose the plasma gunner to gets hot!
In the centre, Libbynator squad moves forward and unleashes everything at the kroot
They have better luck this time, killing 7. Unbelievably though, they would hold and retain the objective.
VP – Tau 3:1 Ultramarines
TURN 3 – Tau
Spoiler:
Tau hold two objectives so both drone squads come in
Batmander moves up onto the ore pile, getting the angle on the Libbynator squad
He then lets lose all 22 shots at BS5, killing three termies even with their 2+ saves. This guy is lethal... but the termies would pass their pinning and morale checks and hold.
The stealth team are now in the full grip of the Mont'au, and decide to assault AGAIN! They soften up the TAC squad first though, killing one in shooting
Before once more making the 6" charge, losing none to over watch
Combat goes against the marines, with two going down to no loss for the Tau. The Sergeant holds the line on his own.
Meanwhile, the crisis and drones move up towards the action
With the solo flamer crisis and Dual plasma Team breaching the asteroid on their assault jump moves (needing to roll 6's)
TURN 3 – Ultramarines
Spoiler:
Marines are hanging on in there, but only just. One objective is still held so reinforcements come in - this time its a bike squad, who head straight for the action
Psychic phase, and the Libby comes into his own. He casts Psychic Shriek on the plasma crisis team, and utterly annihilates them with a roll of 16!
The Cyclone missile launcher then targets the flanking solo flamer suit, and doubles him out with a crack missile! Things are suddenly looking up for the marines!
The scouts, eager to get in on the action, also manage to kill a single kroot from range. This time they break, abandoning the objective as well! What a turn around!
Combat continues, and the stalwart sergeant kills a suit, winning the combat! Alas, the stealth team would hold, but still a good result and keeps them tied up while more reinforcements arrive.
Bikes cap off a great round by doubling up, ready to breach next turn. Can the marines keep the momentum?
VP – Tau 2:1 Ultramarines
TURN 4 – Tau
Spoiler:
Tau only hold one objective, so the fire warriors come in and try to join up with the cadre.
Second plasma crisis team breaches, while the drones move up into position ready to try and breach with their assault jumps
Lone kroot rallies and moves back onto the objective. Batmander and the plasma crisis team move in on the libbynator unit...
...and kill a terminator and the Libby. The remaining termie would hold, but the Tau pick up Slay the Warlord
Assault is a bust - the serg hangs on in there
While plasma Crisis team assault jump away from the lone terminator and his 'krak missiles of double-out doom'
Finally, one drone squad breaches but the other gets hung up.
TURN 4 – Ultramarines
Spoiler:
Marines still hold an objective so another unit of bikers comes in
In the centre, Bike squad breaches and rushes to help the scouts hang onto the objective
While the Lone Termy tries his luck against the Batmander, and manages to take out two drones and put a wound on the commander himself.
Scouts attempt to charge the crisis and tie them up - but fail the distance!
While the serg finally succumbs to the sheer weight of tiny blue fists! The stealth team consolidate back towards objective 4.
Bikes move up top breach next turn
While the other bike squad move up to support the scouts
VP – Tau 4:1 Ultramarines
TURN 5 – Tau
Spoiler:
Final reinforcements one in for the tau - the mighty gue'vesa!
Batmander moves in on the lone termy, while a drone squad moves in behind him to cover the second bike squads possible breaching point
The other drone squad breaches to support the plasma crisis team
Shooting, and the drones bring their Volume of fire to bear. In one turn of brutal shooting, the Lone Termy is taken out by the drone squad around objective 2. Batmander then takes out the scouts holding objective 3, while the bike squad is killed off by the gun drone squad next to the crisis. Utter carnage for the Ultramarines!
The plasma crisis them easily claim the uncontested objective.
While the stealth team jump away from the bikes to make any possible charge more difficult
TURN 5 – Ultramarines
Spoiler:
The marines hold no objectives and are down to a single bike squad. They must reclaim objective 4 and hang onto it to stand any chance of staying in the game. They park on the objective, eschewing the chance to charge the Stealth (who are 10" away anyway).
Now they just need to hold on!
VP – Tau 5:1 Ultramarines
TURN 6 – Tau
Spoiler:
Time to make or break the game. The stealth team, still in the grip of the Mont'au, once more prepare themselves for assault! They move towards the bikers
And soften them up with some shooting. Scoring 6 wounds, the bikers need to make their 3+ saves...
...and fail three! The bikers are wiped out!
And with that the Ultramarine forces are tabled!
TURN 6 – Ultramarines
Spoiler:
Game ended on Tau turn
RESULT
Spoiler:
VICTORY POINTS
Tau: 7 pts First Blood 1pt
Slay the Warlord 1pt
Line Breaker 1pt
Objectives Held 4pts
Ultramarines: 0 pts
TOTAL TAU VICTORY
BREAKDOWN
Decisive moment – There were a couple of bad moments for the Ultramarines - losing the final three bikers to below average rolling, or the loss of the plasma gunner to 'gets hot', but probably the biggest moment was the Tau Rolling to go first. This, combined with the marines null deployment / Infiltrator deployment start mean that the Tau had first pick of three objectives. This gave them the reinforcement boost from the start, as well as putting them in a position to intercept arriving forces.
Key units
Tau: Stealth Team - not only did they destroy TWO (yes, TWO!!!) units in assault, but they also delivered the killing blow than ended the game. These guys are on a mission to change the reputation of Tau in combat, one game at a time...
Ultramarines: Libby. Lead the turn three fight back by annihilating the plasma crisis squad, which almost had the tau on the back foot - until the drones arrives.
STATS
Tau: Models remaining 44/59
Kill to Death Ratio 1.8
Efficiency 64%
Ultramarines: Models remaining 20/47
Kill to Death Ratio 0.55
Efficiency 36%
POST GAME
Spoiler:
The Tau end the pat 2 campaign with a total victory, allowing them to introduce one named character into the next campaign.
They are also victorious in the overall part 2 campaign, earning their warlord the 'Orbital Bombardment' special rule for the Part 3.0 Campaign.
Compared to the initial assault, we had better luck in the Maintenance Bay than in the Ferry Terminus. When we arrived at the field of battle, the Tau were under pressure from Brother Librarian and Brother Darith’s Terminators, so we took the opportunity and charged into the isolated Tau units, finishing the Kroots and Stealth Suits without taking heavy casualties. Although all of us were later wounded by other Tau reinforcing forces, we provided the distraction for Brother Volus and his men to capture the vital region of the Maintenance Bay Sector and secure a foothold on this labyrinthine station.
Brother Sergeant Vamtice, in the apothecary cell of Accipiter
…By the Golden Throne… the Tau Stealth Suits are launching an assault?
Last transmission from Brother Sergeant Nahem
When the Tau Commander in his battle suit and those cursed gun drones aimed their burst cannon and pulse carbine at us, we believed that our invincible Terminator armor would easily deflected those weak incoming shots like rains on the rocks! Alas, the venerable old suits all malfunctioned at the critical moment and failed to protect us…
Brother Sergeant Darith, in the apothecary cell of Accipiter
Despite being an Emperor’s Astartes and having never before failed to do my Emperors bidding, I have to admit that we failed to bring the Mining Station back into the Imperium’s realm. At least, that is, not before we landed on Titan Prime.
In the last few hours we have tried to secure both the Maintenance Vehicle Bay and the Ore Landing Bay, but without success. We barely controlled more vital regions in the maintenance bay than our enemy - which thanks to the bravery, initiatives and wisdom of Brother Volus, Brother Hanus and Brother Vamtice will still hold. However, our actions in the Ore Landing Bay ended in a complete disaster. It is my mistake to task every brother in Hansus’ squad to infiltrate, leaving our landing point unguarded. Though the brothers of the boarding force fought hard, we literally have very little chance to win it. Besides, we should bless the machine spirit of our armor and weapon more properly, especially the plasma weaponry!
But the clock is ticking, and we need to launch our attacks on Titan Prime before the Tau reinforcement from the nearby Xeno system can muster, Thus it is that we will have to leave the station for the main bulk of the Imperium forces to destroy when they arrive. For now the enemy of the Emperor will controlled its bombardment weaponry within, and we may face ever greater dangerous when we landed on Titan Prime. Fortunately for us, all is not lost; this mining station is so colossal that it is not possible to change its orbit swiftly, which in turn limited its threat on us. We have to make our attack plan accordingly.
Brother Librarian Herbort, in the apothecary cell of Accipiter
We may breathe a sigh of refill - the Imperial Attack is over.
The assault has been sustained, and brutal. Our forces and those of our Gue’Vesa Allies have been severely depleted. Many fine warriors – Tau, Kroot and Human alike – have laid down their lives for the greater good this day. Now we can say that sacrifice has not been in vain!
The Imperial strategy of simultaneous attacks was well planned and even better executed, but our strategy of having a mobile reserve was equal to it. Where our lines wavered, the reserve company was able to redeploy quickly and extinguish the threat before it became uncontainable.
The battle came to a head in the Ore Loading Sector. With the majority of our reserve engaged in other areas, it was left to the drones and a few Shas’vre in their battlesuits to hold the line. These Gue’ron’sha, bold and brave as ever, over extended themselves and were cut down. With the landing zone secured and all infiltrating forces neutralized, the Imperial attack faltered.
After what has felt like days of fighting, those Imperial forces that had managed to force a beachhead in the Maintenance Vehicle Bay have admitted defeat and begun to withdraw. Our opponents fought bravely, and we have no wish to add further slaughter to this day’s work, thus we will allow them safe passage off the station. Victory is already ours, and there is no honour in hounding a wounded man to death.
We do not expect any further assault – the cost has been high enough already for the Gue’ron’sha, and the prize is beyond their grasp as much now as it ever was. The station is ours.
While this will not delay the inevitable invasion of Titan Prime below, it does at least offer us some prospect of making that invasion as difficult as possible.
We can only hope it is enough.
Cadre Fireblade ‘Darkwave’ El'Or'Es,
EndLog:
LogRef:T:TS/ Zbra_AAR-22534/El’O.
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate