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Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Mission: My base your base
Deployment: Dawn of War
Army Size: 2000 Points
First Turn: Imperial Guard
Initiative Stolen: Negative
Base Locations: Large Grey Building is the Tau base, The rocks and troop fort are the IG base

Army Lists

Tau

Shas'O( plasma Rifle, Missile Pod, Shield Drone, Multi-tracker)

7 fire warriors
1 Shas'ui(Bonding Knife)

(X2) 14 kroot, 2 hounds

7 pathfinders
1 Shas'ui(Bonding knife)
Devilfish (SMS, Sensor Spines, Disruption pod, Burst Cannon)

(X2) 2 Broadsides, 1 Shas'vre(Bonding knife, all SMS + Railguns)

(X3) 2 Crisis Suits(Burst Cannons, Missile Pods, Multi-tracker)

1 Hammerhead(Railgun, burst cannons, Multi-tracker, Disruption pod)

1 Piranha(Targeting Array, Fusion Blaster, Disruption Pod)

Imperial Guard list(I may be incorrect, but this is my off the top of my head)

Creed & Kail
Astropath
Officer of Fleet + Guardsmen
Chimera

1 Guardsmen Platoon (7 squads of 9 guardsmen, each with one flamer, and one sergeant)

1 Heavy weapon squad( 9 las guns)

X2 Chimeras(9 guardsmen, one sergeant and flamer in each Chimera. The second Chimera had a Platoon Commander instead of a sergeant)

1 squad of Veterans(9 veterans one Sergeant)

1 Squad of Storm troopers( one sergeant, and two flamers)

1 Basilisk

X2 Hellhounds

1 Valkrie

Turn one



The Imperial Guard set up one HQ(Creed) the heavy weapons team(I was not aware they could divide them) and the Platoon(Breaking the squads up on the fly, still not sure if that is legal)

End of Turn one



IG turn: The Imperial Guard advance, with their Valkrye turbo boasting in

Hellhounds move flat out, and pop smoke.

The Guardsmen advance. Three squads of guards men use the first rank second rank order and gun down my Shas'O, having passed their night fighting tests. The las guns all fail their sighting tests.

The Basilisk fires a shot and it lands off the board.

Tau turn: The majority of my force arrives in from regular reserves

Broadsides: Both teams fire at the infantry squads closest to them, and reduce them by 50%

Hammer head: Fails night fighting test.

Pathfinders: Devilfish has moved twelve inches and can not fire, The pathfinders unload, and pin the Guardsmen with their pulse carbines,

Fire warriors are pulled back deeper into the building to avoid getting cut down by imperial guardsmen.

Piranha: While not in the picture, has moved 24 inches heading in towards the basalisk

Turn 2



The Sun Rises!

IG Turn

The Guards men are attempting to storm the building. and kill several most of my fire warriors with their flamers by firing into the building(I fail leadership). On hell hound fires its inferno cannon into my pathfinders causing their moral to break. The Pathfinders fall back.

Las gun teams and Valkyrie manage to kill one broadside team, and another broad side in the second squad(I pass my leadership). They also manage to stun The Hammer head

Chimera moves to halt the advancing Piranha.

Storm troopers arrive, but can not fire at anything due to no line of sight.

Basilisk fires another shot....it falls off the board( and I quote my self "Why is my Piranha wasting time going after that thing?" My friend retorts "Yea no kidding"

Tau Turn

Piranha moves flat out again


The green triangle denotes it can not shoot for moving flat out.

Path finders advance on the storm troopers, and manage to pin them with their pulse carbines.

Firewarriors regroup(Bonding knife <3)

Devilfish, manages to kill a single guardsmen in the closest squad, breaking their moral

Hammerhead: is stunned

Broadside teams fire into guardsmen and inflict a few casualties, the guardsmen pass moral.

My reserves do not arrive thanks to the Astropath and Officer of fleet.

Turn 3



IG turn

Guardsmen move into building, and assault my lone fire warrior.

Las gun teams do an alpha strike against my last Broad side team, managing to kill one (I pass leadership)

Valkyrie fires on my hammer head, and does not even dint it.

Guardsmen fire into my Pathfinders and finish them off.

Hellhound and Chimera move to shoot my Piranha...the Piranha survives!(Cover saves are awesome) and the flame thrower did not even hurt it.

My fire warriors(Three remain) manage to hold the guardsmen in hand to hand combat(They remain locked up, mostly because I went first and my armor save was better)

Tau Turn

Basilisk is wrecked by Piranha.

Broadsides wreck the Hell-hound closest to large building.

Devilfish manages to kill a few more guardsmen(They pass moral)

Hammerhead manages to stun Valkyrie.

Crises squad lands, fires on the storm troopers(The troopers pass moral)

Fire warriors fail leader ship in melee and fall back.



Turn 4



IG turn

Hammer head is immobilized by Las Gun teams

(I forgot to mention my drones pinned and IG squad) Drones are cut down by unpinned guardsmen

Valkrie fires into Devilfish. Misses with all but one shot(Even twin-linked he missed) The shot that hits is a penetrating hit, but I roll a successful cover.

Guardsmen manage fire into my broadside, and the suit survives.

Surviving storm troopers gun my my fire warriors down.

Guardsmen in building fail their move through cover

Chimera and Hellhound attempt to kill the Pirahna... Piranha survives, but can not shoot

Tau turn:

Crisis team fires into storm troopers, killing them all.

Pirahna moves into a more concealed position

Devil fish fires into yet more guardsmen killing a few.(Guard passes leadership)

Hammerhead misses with rail gun blast, but kills a few guardsmen(They pass leadership)

Kroot arrive behind guard base, and advance.

Second Squad of Kroot arrive from regular reserves, and begin heading into the grey building.

My remaining two crisis teams do not arrive thanks to the Astropath.

Turn 5




IG Turn

Valkyrie destroys Hammerhead.

Guardsmen all move, and run towards grey building. The last hellhound follows suit. The guardsmen next to the grey building fire into the arriving kroot, killing a little less then half the squad(You can't really see them as I have them inside of the grey building, I neglected to get a photo of them unfortunately, due to the intensity of this game. One of the squads manages to kill my Crisis team in the back, thanks to first rank second rank.

Las gun teams fire into, and kill the last Broadside.

Veterans move to assault the Kroot coming for them. Two soldiers manage to acquire sight on the Kroot, they fire and miss

The Guardsmen holding my base, pass difficult terrain and advance to the third floor.

Tau Turn.

Kroot move into the building, and have to use a run to get out of sight of the guardsmen, moving to second floor

Devilfish fires into guardsmen and manages to kill one(Poor hits)

Second kroot squad engages Veterans in hand to hand combat. The veterans loose, but pass moral and remain locked in combat.

Crisis team arrives and wrecks the last hellhound(Not in picture, but far to the left of the hellhound

IG players rolls for another turn. Passes on a five.

Turn 6



Ig Turn

Guardsmen + Lasgun teams + Chimera alpha strike into (Using orders from Creed) into the Kroot in building. I make the Kroot go to ground. Their are only four Kroot left, My Kroot are pinned, and thus no leadership is taken =D

Valkyrie fires into Devilfish, Immobilizing it.

Veterans are destroyed by the Kroot in Hand to hand combat. Kroot consolidate into The imperial base, contesting it, while managing to stay out of the las gun team's line of sight(Pushed them against the rock, with one Kroot inside the decided base perimeter)

Tau turn.

Last squad of Crisis suits arrive, and blow up Creed's personnel Chimera. Creed takes a wound from the explosion, and the squad is pinned.

Second crisis team fires into the Valkyrie, stunning it.

Kroot all hold position.

I roll for a 7th turn....I roll a 2, we do not.

Game Result: Draw, both bases are contested.


































Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in ca
Member of the Malleus





Canada

Close one, as for guard the platoon are multiple separate unites that take up one troop choice. These units can all run around independent of each other. Only the regular 10 man squads can combine as a blob. He has to decide this at the beginning of the game, much like space marine combat squadding, and he can only combine squads that are chosen as part of the same platoon. Hope that clears up the issue. Thanks for posting the batrep.

 
   
Made in de
Purposeful Hammerhead Pilot





Wait, how did the Broadsides destroy half the Infantry Squads? They can't fire submunition rounds. Yeah, only standard infantry squads can form blobs, no others. Otherwise, nice battle!

   
Made in us
Dakka Veteran





Alexandria, VA

my only guess would be the sms, which would be 24 shots between the two units, 12 of each would hit, with roughly 10 wounds, at AP5.
   
Made in us
Focused Fire Warrior





WA state USA

Nice battle report, fun game. I have a question about turn 6, you write that the last crisis suits arrive? Out of reserves or just to their target? I just ask due to reserves automatically coming in on turn 5, and a turn earlier may have been helpful.

Keep em coming, nice to see tau players.

Ikasarete Iru

Graffiti from Pompeii: VIII.2 (in the basilica); 1882: The one who buggers a fire burns his penis

Xenophanes: "If horses had Gods, they would look like horses!"

 
   
Made in us
Perturbed Blood Angel Tactical Marine





Trexlertown Pa

good fight! really down to the wire. i never see astropaths either, guess they can be a pain to certain armies.



 
   
Made in us
Angry Blood Angel Assault marine





Tigard Oregon

You know, i keep wanting to make a battle report, but then i'm like - hey i should finish painting all my stuff first so its nice and easy to look at.

*Cough* *Cough*

 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

J-Roc77 wrote:Nice battle report, fun game. I have a question about turn 6, you write that the last crisis suits arrive? Out of reserves or just to their target? I just ask due to reserves automatically coming in on turn 5, and a turn earlier may have been helpful.

Keep em coming, nice to see tau players.


Ah good question! That was a tactical error on my part, The Tau commander neglected to call his reserve down in turn five (I was enthralled by the game and in my zeal forgot about the extra squad.)


Automatically Appended Next Post:
rryannn wrote:my only guess would be the sms, which would be 24 shots between the two units, 12 of each would hit, with roughly 10 wounds, at AP5.



Yes. My Broad side load out is Rail-guns, SMS, multi-tracker, bonding knives.


Automatically Appended Next Post:
doubled wrote:Close one, as for guard the platoon are multiple separate unites that take up one troop choice. These units can all run around independent of each other. Only the regular 10 man squads can combine as a blob. He has to decide this at the beginning of the game, much like space marine combat squadding, and he can only combine squads that are chosen as part of the same platoon. Hope that clears up the issue. Thanks for posting the batrep.


Okay I understand that. Now when he out flanks, he has to roll them in with one dice(If they are blobbed) and use separate rolls for each ten man squad correct?

This message was edited 2 times. Last update was at 2010/12/25 20:15:54


Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in ca
Member of the Malleus





Canada

yes each independent unit must roll seperate.

 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

And on Dawn of War, you get two troops UNITS, not two troops choices, to deploy. So if you have say two squads in two rhinos, you could deploy a squad in a rhino, the two squads on foot, or two empty rhinos, but that's it.

He could blob his units together in one big unit and deploy two of those big blobs, but he can't have them, and the command platoon, and the heavy weapon squad, AND their transports in Dawn of War.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Thats what I thought, but I did not feel like arguing when I did not have the actual rules on me.


Automatically Appended Next Post:
Kind of makes me wonder how well I would have done considering I fought this one to a draw when he had and unfair advantage. But it really says how resourceful I am -=p

This message was edited 1 time. Last update was at 2010/12/26 02:43:40


Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in au
Courageous Questing Knight






Australia

YES! I like this report. and, someone else who uses the tiles!

DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Glad you likes

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Ouch, that guard list is painful! Not only is it illegal, but it's poorly thought out. That your opponent pulled a draw instead of a flat out win due to not being able to handle a single squad of kroot is ample evidence of this.

Good job pulling a draw out regardless.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ph
Rough Rider with Boomstick






Anyway, it is good to see new players post their reports...hope you learn from the advice of others...

I have one advice/comment. Pinning has changed from it's 4th ed rules. All pinning does now is to force the unit to go to ground if it failed the pin check (page 31 of the BBB). Unlike 4th ed, this means that you STILL have to make morale checks even when you are pinned (page 24 of the BBB). Thus the kroot unit should have taken it's morale check after losing more than 25% casualties while gone to ground.

This makes a big difference now. The pinned unit loses it's pinned status when it runs, as it becomes a fleeing unit.



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

I discovered the pinning rule earlier today, and you are correct. But the Devil-fish still would have had my base contested.

On the subjected of the Illegle move in dawn of war. It is still kind of up for debate, as the IG codex has very little stated on how platoon command works in terms of out flanking and such.

I see nothing mentioned about it in the FAQs. But technically those ten man squads are one troop choice. This baffles me because if I have to shoot at eight different squads, then should he not have to roll eight different times for reserves.

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in ph
Rough Rider with Boomstick






poontangler wrote:I discovered the pinning rule earlier today, and you are correct. But the Devil-fish still would have had my base contested.

On the subjected of the Illegle move in dawn of war. It is still kind of up for debate, as the IG codex has very little stated on how platoon command works in terms of out flanking and such.

I see nothing mentioned about it in the FAQs. But technically those ten man squads are one troop choice. This baffles me because if I have to shoot at eight different squads, then should he not have to roll eight different times for reserves.


For reserves, the ENTIRE platoon gets just 1 roll, thus come in at the same time.

However, in dawn of war, you deploy 2 troop UNITS, not choices. This means 2 squads, or 1 squad plus it's chimera (meaning that for an HQ choice, you CANNOT deploy a CCS and it's chimera, since you can only deploy 1 HQ UNIT). The other members of the platoon get to walk in in turn 1.

The only time an entire platoon can outflank together is when you take alrahem. If you take creed, you can only assign 1 infantry or vehicle unit with the special ability, not the entire platoon.



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in bg
Cosmic Joe





Bulgaria

doubled wrote:yes each independent unit must roll seperate.

Actually IG plattons have it in their rules that they arrive from reserves and even outflank on the same side all at once, even if they are separate units.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

I have only seen such a rule with Alrahem

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
Made in bg
Cosmic Joe





Bulgaria

poontangler wrote:I have only seen such a rule with Alrahem

Yea you're right my bad.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Guard Codex p. 96:

Each Infantry Platoon counts as a single Troops choice on the force organization chart when deploying, and is rolled for collectively when rolling for reserves.

To me, this means that regardless of the makeup of an infantry platoon, it counts as a single unit for the purposes of deploying when coming in from reserves (regardless of the manner in which they deploy once their reserves number comes up).

And the earlier reference to illegality is that yes, guard commanders can have multiple infantry squads in a platoon, but they can only have up to 5, not the 9 that your opponent appears to have brought.


This message was edited 1 time. Last update was at 2010/12/28 18:37:52


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in bg
Cosmic Joe





Bulgaria

Ailaros wrote:Guard Codex p. 96:

Each Infantry Platoon counts as a single Troops choice on the force organization chart when deploying, and is rolled for collectively when rolling for reserves.

LOL i totally missed that.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Sybarite Swinging an Agonizer





New Orleans, LA

Imma have to read that codex over when I get a chance. But I still held my own against an unfair advantage.

Armies:
4000+
2000
125 Khador
1500 Beastmen


W/L/D
14/11/10
4/1/3
 
   
 
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