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Made in us
Stealthy Warhound Titan Princeps







 youwashock wrote:
If I get the chance to play games, I want them to be games like this. Great work.


Thanks! Stay in the hobby long enough and you'll get there.

The problem with a new GW Taros book is now all our stuff looks either copied or reconned. Shouldn't really bother me, but it kind of does. I suppose if the Tau win the GW war it can be a prequel.


Automatically Appended Next Post:
 Insurgency Walker wrote:
Well, you painted the BFG stuff, so I could always do up the IA stuff. I plan to pick up the IA soon with this lurking in the future.


That would be awesome! There is a sad lack of dogfighting so far. I wonder how IA stacks up against X wing. I *really* like X wing. It is hard to imagine a typical GW IGUGO indifferent game design offering measuring up. Certainly willing to give it a shot though.

This message was edited 1 time. Last update was at 2020/01/30 02:49:21


 
   
Made in gb
Humming Great Unclean One of Nurgle






Mostly, on my phone.

The game, in this iteration, is a loose reskin of Wings of Glory. In terms of secret template based moving, there's definite X-Wing parallels.

Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."

Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven.

 
   
Made in us
Stealthy Warhound Titan Princeps







Good to hear!
   
Made in us
Stealthy Warhound Titan Princeps







The next Scenario:

Each side must hold off the table at least 1/4 and no more than 1/2 their units. All Strike Assets are held off table in addition. The decision on what to hold off is made after players have examined their cards.

Standard reserve rules are not used. Players may either enter their units using either cards, or they may attempt to enter any units they wish from turn two on. A Unit enters on a roll of 5+, you may attempt to enter any number of units.

Movement on the road adds 6” for vehicles, even skimmers (not sure why).

Buildings are Armor 13, two models may use each window or Fire Point.

Game Length - 9 Turns.

Night began to fall as the battle continued. Turn 7 and onward are Night Fighting.

Tall dunes are impassable to ground vehicles and skimmers may not end their movement on top of them. Low dunes are difficult terrain going “up” the steep side, but not going down or up the gentle side.



Special Rules: Scout moves are used. Deepstrike/Infiltrate/outflank are limited. You may only use these options when you have the right tactics cards. For a unit that can “Always” use a special option, you may still use it, but you have to use up a Tactics card (of any type) to do it.

Tactics Cards. At the start of the game each side is dealt 6 tactics cards.

Hearts Number Cards
Mobile Reserve. Enter a unit from your table edge.

Hearts Face Cards
Strategic Redeployment. Move a unit any distance as long as it does not come within 12” of an enemy unit. A unit may move off your table edge this way and then back on from a different part of the table. This may represent actual movement of the unit, air lift, or decoys and entirely new units.

Spades Numerical Cards
Static Ambush.
Play this to enter a unit in your deployment zone 6” away out of line of sight of all enemy units, 12” and obscured or in cover, or 24” and away from all enemy units. This can include deploying inside an empty building. Units with the Infiltrate rule reduce this distance by 6” Unit may assault and shoot normally, but not move.

Spades Face cards
Mobile Ambush
Play this to enter a unit in the Neutral zone or your deployment zone 6” away out of line of sight of all enemy units, 12” and obscured or in cover, or 24” and away from all enemy units. This can include deploying inside an empty building. Units with the Infiltrate rule reduce this distance by 6” Unit may assault and shoot normally, but not move.

Diamonds Numerical Cards
Deepstrike/Infiltrate/Reposition - play this card to deepstrike a unit capable of Deepstrike onto the board. Before the game begins you can play this card to infiltrate a unit capable of infiltrate. Alternately, you can play this card to give a unit an extra 12” of movement. The unit cannot fire or assault if you use more than 6” of extra movement however.

Diamonds Face Cards
Outflank - play this card to enter a unit from a short table choice of your choice. The unit does not need to be capable of outflank.


Clubs Numerical Cards
Zeroed In. You may direct a strike asset to hit an enemy unit within 6” of an objective. This will not scatter (if artillery) and does not use the “Danger Close” rule. Alternately you may re-reroll all shooting at a target within 6” of an objective. Finally you can play a clubs number card to direct an attack by a fast mover or any unit with guess weapons that can reach the opponent’s board edge on an enemy off board artillery unit. This is resolved as if the flyer was 12 inches from the target, and does not allow defensive fire. If the target is an infantry unit it is considered to be in cover (4+), however each large blast or template used automatically hits d6 - 1 models and small blasts hit d6 - 2. Vehicles are hit by small templates on a 3+ and large templates on a 2+, with the hole considered over the vehicle on a 4+.

Clubs Face Cards
Minefield. Deploy two minefield markers within 12” of each other. The minefield occupies the markers and the space between them. The minefield may be placed so that a single enemy model is in contact/in it and is attacked by the minefield but no more. Any unit moving in contact with the minefield is attacked. Minefields DO attack skimmers, but do NOT attack jump troops or fast moving flyers. Infantry models are hit on a “6”, vehicles are hit on a 4+. The minefield is S8, AP 3 and hits a vehicle’s rear armor. Dozer blade equipped vehicles are hit only a 6.

Aces High. Aces may be played as number cards of the appropriate suit, or they can be used to impact broader game factors. You can play an ace to: Cancel an opponent’s Ace, Seize the Initiative, cause the game to end on Turn 8 (unless your opponent plays an Ace), or extend the game to Turn 10.



Use of Strike Assets. Strike assets may only be invoked when a Forward Observer Unit does not move or fire weapons of S6 or greater, and must be declared against targets in the FO’s line of sight. On a 2+ a single Strike Asset is activated. Off board Artillery may fire Guess weapons, measuring range from anywhere on your table edge. Flyers set up to execute an attack run (the run will take place in the opponent’s turn, as per Chapter Approved rules), and must attack only the target unit (mark it in some way if needed). Note that defensive fire will hit only a 6+ as per those rules, except for designated anti air units that may hit on a 5+ if they do not move.

In Addition, units on the fortified High Ground objectives may act as Forward Observers, but they only activate a strike asset on a 3+. If you control High ground objectives in the enemy deployment zone, you can direct artillery/air strikes against their off board artillery as though playing a Clubs numerical card (one for each objective controlled each turn).

Intercept. One flyer can intercept another only if you hold the Auspex Tower. The two flyers are placed D6x 5 inches apart as indicated. Their fire is resolved simultaneously so they can destroy each other.
Roll D6.
1-2 Intercept fails.
3 Flyer attacks head on. The attacking flyer is placed in the defender’s front arc facing as desired.
4 Flyer attacks from the side. The intercepting flyer is placed in one of the side arcs of the defender.
5-6 Flyer attacks from the stern. The intercepting flyer is placed in the rear arc of the defender.

Off board Artillery always scatters. However, place a smoke marker where template was placed originally. Firing on the same point a second turn will use normal rules, and a third turn can place the template anywhere within 6” without scattering at all.

Danger Close. The battle is confused, and with both sides operating some of the same units and engaging in deception operations, the risk of striking friendly units is high. When the attack is resolved, if friendly units are within 18” of the target unit, there is a danger of friendly fire. If the enemy unit is within 6” it occurs on a 4+, within 12” on a 5+, and within 18” on a 6+. If friendly fire occurs your opponent resolves the attack on your nearest unit to the target.

Victory Points

The Shadowswords can be fired on, but they will not explode and are objectives even after being “destroyed” They can be claimed by any unit in contact, or contested. However, a non troops unit cannot contest a Troops unit.

Every full 500 points of enemy forces destroyed = 1 VP.
Imperial: Each Shadowsword not “destroyed” and not held by any player = 2 VP
Tau: Each Shadowsword destroyed but not held by the Tau= 1 VP.
Each Shadowsword held by a Troops Unit = 3 VP (even if “destroyed”)
Each Shadowsword held by a non Troops Unit = 2 VP.
Each High Ground objective Held by an infantry unit. = 1 VP.
Holding the Auspex Tower = 1 VP.






   
Made in us
Stealthy Warhound Titan Princeps







The table is set for the next chapter.....












Automatically Appended Next Post:
Needs more sand.

This message was edited 1 time. Last update was at 2020/02/09 00:15:27


 
   
Made in us
Posts with Authority





Boston-area [Watertown] Massachusetts

Niiiiiiiiiiiice. I look forward to dying upon it!

--Brian

Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
 
   
Made in us
Stealthy Warhound Titan Princeps







It will be interesting to see how it all throws down. Imperial Air Power!







   
Made in gb
Trigger-Happy Baal Predator Pilot






Nice! Love the turquoise underbelly, looks very Sukhoi Su-34 Fullback to me. And the upper part matching the terrain too, good work!

Goberts Gubbins - A Random Oldhammer P&M Blog, now with added Blackstone Fortress 
   
Made in gb
Humming Great Unclean One of Nurgle






Mostly, on my phone.

That looks ace! Very inspiring for Aeronautica!

Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."

Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven.

 
   
Made in us
Ruthless Interrogator





Maine

That baby is loaded for bear!....or...fish?....space cows?

Voxed from Salamander 84-24020
 
   
Made in ca
Longtime Dakkanaut





Surrey, BC - Canada

Nice contrast of the camo of the fighter bomber.

Cheers,

CB


DC:70S++G+M++B+I++PW40k-89-+D+++++A+++/aWD088R+T(M)DM+  
   
Made in us
Stealthy Warhound Titan Princeps







Thanks! Fortunately, Insurgency Walker has also provided the Tau with Air Power beyond the little Seahorse-D.




Automatically Appended Next Post:
Barra-Barracuuudahhhhh!

This message was edited 1 time. Last update was at 2020/02/14 02:14:08


 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

Great looking flyers with very interesting and unique colors and patterns. And that scenario looks intriguing. There are so many possibilities for movement and deployment by both sides that it seems like it would be hard to have any strategy in advance. It will be fun to see how it plays out.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in gb
Humming Great Unclean One of Nurgle






Mostly, on my phone.

kestral wrote:



Barra-Barracuuudahhhhh!


That's so pretty it makes my ... HEART sing
I really love it, and that's a variation on the Tau colours I think I'll steal for Aeronautica Taros in an attempt to persuade my younger son to play (he's a bit more excited about the fish-bulbs).


Theophony"... and there's strippers in terminator armor and lovecraftian shenanigans afoot."
Solar_Lion: "Man this sums up your blog nicely."

Anpu-adom: "being Geek is about Love. Some love broadly. Some love deeply. And then there are people like Graven.

 
   
Made in ca
Longtime Dakkanaut





Surrey, BC - Canada

Nice scatter camo kestrel.

Cheers,

CB


DC:70S++G+M++B+I++PW40k-89-+D+++++A+++/aWD088R+T(M)DM+  
   
Made in us
Ruthless Interrogator





Maine

 kestral wrote:
Thanks! Fortunately, Insurgency Walker has also provided the Tau with Air Power beyond the little Seahorse-D.




Automatically Appended Next Post:
Barra-Barracuuudahhhhh!



That is simply beautiful. Gorgeous. Plus I think it's an outstanding kit. As an added bonus with all the magnets in that puppy you could probably degauss a monitor if needed.

Voxed from Salamander 84-24020
 
   
Made in us
Stealthy Warhound Titan Princeps







Thanks! The blue works pretty well against the lovely teal skies of Taros. I should maybe have gone for a stronger dazzle effect, but I was having problems with paint, since despite my best efforts there are some paint adhesion issues (I washed that thing with great care!), and masking tape pealed off the base coat - which I was incapable of replicating with brush paints.

 The Riddle of Steel wrote:
Great looking flyers with very interesting and unique colors and patterns. And that scenario looks intriguing. There are so many possibilities for movement and deployment by both sides that it seems like it would be hard to have any strategy in advance. It will be fun to see how it plays out.


I want to come up with a set of "tactics" cards that take the place of some of the rolls normally used in 40K and open up some more ambush possibilities. If you know what cards you have, you can plan cunning tricks while trying to outguess what your opponent has. This scenario is a first stab at that, though I'm sure it will need refinement. Flames of War did a reasonable sort of job of that and I'd like to duplicate that. The ohly thing I wasn't really able to work in was the dedicated Recon vehicles that FOW has to prevent ambushes.

The scenario is mostly symmetric, which makes it much less worrisome to design than, say, Dawnwater's edge. Of course, the different forces will make things tricky.

Imperial/Admech strengths:

Assaults around LOS blocking terrain will deny the Tau chunks of the board.
Ambushes with entire squadrons of vehicles will be pretty ugly.
The Lightning is superior against heavy armor.
Better Artillery will punish any tau camping out on observer points or on objectives.
Access to Orders make infantry more effective.
Crisis suits can't guarantee deepstrike Fusion attacks on Vehicles.

Tau Advantages:
Railguns and disruption pods mean they generally win long ranged tank battles, although there is a fair amount LOS blocking terrain that may mitigate this some, as will tactics cards.
The Barracuda is a light vehicle death machine and superior air to air, and virtually untouchable once night falls.
Funky Auxiliaries can get up to various shennanagins, meaning the Tau can do more than stay at arms length and shoot. I"m going to roll out all of them for this game I think.
It is good terrain for Crisis suits Jump, shoot, Jump pop up tactics.
Good scouts to reach objectives early potentially.
Superior Night fighters turn 7 on.

The Imperium has the advantage that it scores some points if the objective's aren't claimed at the end, so it could just blast them clear, while the tau can pick up some guaranteed points by attacking the Shadowswords directly. Night fighting at the end of the game means that long range fire won't win the last few turns, and you'll need to cover the objectives fairly well to prevent end of game tactics card grabs (that could be a problem with the scenario design, but we'll see) - on the other hand, Aces High can also dictate the end game, so you probably want to be pretty well on the objectives by turn 7. Tau lack of close combat means that holding the objectives will be an issue, though Auxiliaries can help. Generally the Tau have taken heavier losses in our games than the Imperium, so VPs will probably favor Imperials.




Automatically Appended Next Post:
Not to forget the Dragons of Taros, the Valk/Vendetta/Vulture crowd, though I plan to bring enough Broadsides to make them respectful, meaning that the Imperium might want to hold them off board until they can clear the broadsides off the high ground.


Automatically Appended Next Post:
On further reflection, I think I will ban Tactics cards from Turn 7 on. Too much potential heartbreak.

This message was edited 2 times. Last update was at 2020/02/15 14:33:23


 
   
Made in us
Stealthy Warhound Titan Princeps







Enter the Barracuda!!!







Oops....




Automatically Appended Next Post:
Enjoying the Color Scheme. I have a broadside, a Pirhanna, and 3 Tau jet bikes to go on the Tau themselves, and I think I may do them as Air Caste (or at leat the broadside in "skyline" camo.

This message was edited 1 time. Last update was at 2020/02/16 13:19:16


 
   
Made in us
Stealthy Warhound Titan Princeps







The battle for T'mekel:

Although the operation to destroy the shadowswords began well, the battle for T'mekel was an unmitigated disaster for the Tau.

Hunter Cadre Ins'la took up a strong position with the higher ground and was able to act before the Imperium. However, the Imperium's cunning use of the terrain mitigated the initial volley of Railgun fire, and not a single tank was destroyed. Shas'o Ins'la's indicision, shooting to spread her fire and forces along the line rather than committing directly to the objectives (or destroying the shadowswords at range) would cost the tau dearly. The mechanicus forces proved to have capabilities the Tau did not expect, and given the warping powers of Chaos, could not even understand. Mechanical constructs teleported across the battlefield, warriors and machines warped and twisted into hideous tech spawn who shrugged of torrents of pulse fire. Imperial forward observers, veterans in chamoline, proved largely untouchable, calling in mass air assaults that harried the Tau relentlessly, despite the desperate efforts of the Air Cadre Kita Barracuda able to vector into the air. In the end the mighty plane would limp home to its air field with only a single functioning burst cannon, riddled with holes. Tau observers and anti air assets accomplished little. The Broadside Team Vokath, pride of the Cadre, were outflanked and overrun by rough riders in short order, and the Kroot who avenged them were annihilated by air attack. There were a few bright spots: The To'ok Knights, fighting with their customary honor and courage destroyed a Landraider, a Demonic Machine, and damaged a shadowsword. The cunning Kiff secured one shadowsword. Still, the Cadre was virtually wiped out to minimal imperial losses. Shas'o Insla and her Crisis teams fought hard against the murder machines on the right flank with every bit of skill she could muster... ...until the Mechanicus Dominus's vile Tech Sorcery merged her with her armor and turned her into an insane tech monster, ending her part in the Taros Story, she who had once been the great hope of the Rinn'va.

The Way to Tarrokeen was now open - the Imperium had advanced further than in in the first war, and in much less time.
























































Automatically Appended Next Post:
Notes:

Well, that was a pretty thorough pasting. Overall, the Imperium had better tactics, better lists, better use of the special scenario rules, and better deployment. Hats off to my opponents for that! With a bit of luck the Tau could have perhaps eeked out a draw, but the dice weren't having it. I failed 10 (10!!!) 5+ rolls to bring in two of my units, who never even appeared in the battle. The odds of that are something like 1 in 70. I think the Demon princes killed like 500 points of my stuff while both on 1 wound left.

It was quite a game - great fun as always, thanks!. The tactics cards I wouldn't use quite the same way again, but I personally like the overall effect. I preferred the days when you couldn't guarantee infiltrating/deepstrike etc because it adds variety to the battles. I like cards because while they are random, you can know what you've got so you can make Kunnin' plans. The current CP stratagems are good, but they're tied to totally beardy FOC manipulation silliness. Like most veteran gamers I've always wanted to create my "perfect" edition, but trying to write your own rulebook/codexes, etc. is really a bridge too far (especially if you actually want anyone to play against you). I might be able to accomplish what I want to do with scenario design and tactics cards. Probably take a lot of time to figure out, but a good start.

I'm going to write up a set of cards rather than using playing cards for some future game. They could be used a couple of ways -
*We have a perfect plan* - choose the cards you want.
*We had a plan but it didn't survive contact* - Draw cards, but you can discard and redraw once.
*We're going for total mayhem* Draw random cards.
*We're fluffy* Assign cards to certain armies, you make a "deck" and draw from that.

At this point I've narrowly won two games with my funky Tau+Auxiliaries lists and lost 5, usually with most of my stuff dead. The good news is that means I can relax about the set up being OP, but the bad news is I need to get my act together and play better, or my opponents may get bored. Mostly I think I need to CASTLE more rather than spreading out, Focus fire, and try to achieve local superiority, as well as ditching some dead weight units. Also, bubblewrap.

There was also a Battle Fleet Gothic game I'll put up later.





Automatically Appended Next Post:
I'd also note that the interaction of FO and Strike assets turned out to not be fully thought out, which led to some confusion. Don't think I'd do that again - it would be better if the cards worked with any army list.


Automatically Appended Next Post:
Although the early war went against the Tau on the ground, in space Kor'o Ishia and Kor'el Mas'i enjoyed considerable early success, primarily against the Rouge Trader Starstrider fleet. Typical of this phase was the surprise attack on Silicar, where a Star Fort was being emplaced to support the invasion. The Thunderchild, backed by two explorers, and the ever enterprising Hakkit Gouge launched a sudden attack destroying the Carnage class Profiteer, two light cruisers, and a squadron of Vipers. Although Gouge found himself embroiled in boarding battle in which he may have been killed (hard to say with the Kif, he may just have had to kill his bridge crew when they sensed weakness and turned on him), the slippery raider managed to escape, albeit in a badly damaged ship. The Tau were able to disengage with no losses.

Thanks to Brian for organizing the BFG stuff! I'm starting to get the hang of the game, though I hear the next couple scenarios are tougher for the Tau.

My camera died, but I did get a few pics:






This message was edited 5 times. Last update was at 2020/02/17 18:13:29


 
   
 
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