Game with Poddy last night, he's not played with his Tau for a few weeks. I'm looking forward to this game as I think Poddy has some surprises up his sleeve. See, when I usually play Poddy I always drop him a line on
FB and give him tips how to beat my army and what to do. I gave him a heads up, well asked him if it was ok to bring the Fleas (as I know he hates them) and he said it was cool and also he said he doesn't need any prior help. I think he's been swotting up on tactica!
A polite notice, this is a short game, so keep that in mind when making comments
Blood Angels "The Red Fleas" - 2,000 points
HQ
Librarian - jump pack, shield of sanguinus & unleash rage
Librarian - jump pack, shield of sanguinus & unleash rage
Honour Guard - jump packs, 4 x meltaguns & 3 x melta bombs
Elite
2 x Sanguinary Priests - jump packs
Troops
10 x Assault Marines - 2 x meltaguns - sgt w/ power fist
10 x Assault Marines - 2 x meltaguns - sgt w/ power fist
10 x Assault Marines - 2 x flamers - sgt w/ power weapon
10 x Assault Marines - 2 x flamers - sgt w/ power weapon
5 x Scouts - 5 x sniper rifles & camo cloaks
Heavy Support
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
Tau - 2,000 points
HQ
Shas'
el - plasma rifle & missile pod
Crisis Suit Bodyguard - plasma rifle & missile pod
Shas'
el - plasma rifle & missile pod
Crisis Suit Bodyguard - plasma rifle & missile pod
Elites
2 x Crisis Suits - 2 x plasma rifles & missile pods
2 x Crisis Suits - 2 x plasma rifles & missile pods
2 x Crisis Suits - 2 x plasma rifles & missile pods
Troops
6 x Warriors
6 x Warriors
13 x Kroot - 2 x kroot hounds
13 x Kroot - 2 x kroot hounds
Fast Attack
6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
Piranha - fusion gun & targeting array
Heavy Support
3 x Broadsides - advanced stablisation system - team leader w/ bonding knife, target lock & 2 x shield drones
Hammerhead - railgun, 2 x burst cannons & disruption pod
Hammerhead - railgun, 2 x burst cannons & disruption pod
Pre-game Analysis
Ok, Poddy has got a lot of nasty AP2 weapons which can blow holes in my Marines, also means no feel no pain either. I am expecting to lose a unit or get one seriously mauled a turn thanks to all this AP2 weaponry, plus if Poddy uses the Pathfinders he can take away my cover saves. That's what worries me.
What I am going to do about it is use the Devastators to blast krak missiles at the Shas'
El units first, they shoot better than the others so I'll use the others average ballistic skill as a get by. Then I'll move up and start slagging things with meltaguns and charge into combat with the Battlesuits.
Game: Annihilation + Spearhead
Deployment
Ok, the game was meant to be
DoW, though I didn't want to play it really because of my
Devs. Poddy said it was ok to re-roll, though I said about sticking, though ended up re-rolling and playing spearhead.
I won the roll off and deployed first bottom right corner. I am using the large shrine ruin to give cover to all jump infantry units, which are placed behind it, melta units are at the front and flamer units behind. Everything is in
fnp and shield range.
Devs all cluster together and deploy in a single ruin, the other ruin wasn't a option as they couldn't draw
LOS on anything plus would be out of range. I think for
lols I am going to infiltrate the Scouts so I can use the sniper rifles, it's not something I normally I do but lets go balls to the walls.
Poddy deploys well and puts all his Suits in the ground floor of a large ruin, Fire Warriors are also inside while the Pathfinders are in the Devilfish. Three skimmers deploy on side of the ruin while another deploys on it's own by Poddy's table edge.
I drop my infiltrating Scouts on top of the shrine ruin where they will be in reach of everything. Poddy infilitrates the Kroot, one in a ruin top right and another in a ruin bottom right. He then scout moves the Pathfinders out the skimmers and they move into terrain same as all the infantry.
* Tactical Notes
Right, Poddy has bunkered down most of his infantry, though I think has made mistakes infiltrating those Kroot where he has. If it was me I would have used them as bubblewrap instead. Seems I am heading straight towards Poddy I can pick off one unit in the bottom left and either back track to get the one on top right or just plain ignore it. Getting krak missile shots will be difficult as Poddy has placed his units well, I guess I'll have to see what I can see.
Turn 1
I move and run all my Blood Angels over the shrine ruin, the jump infantry has to split to go round, I have a melta unit and flamer unit on each side of the board with the Honour Guard in the middle.
Shooting; Devastators fire and blast a Shas'
El and Bodyguard to bits spraying Tau fishing guts all over the board. Snipers fire at the Broadsides and kill two Drones and put a wound on a Broadside - unit passes morale and pinning. That's all she wrote!
Poddy's turn; he jumps out of terrain to get
LOS better (just realised he forgot to do terrain tests). He brings both Kroot units out to play and the Hammerheads move forward a bit while the Devilfish move about.
Shooting; I cast shield with both Librarians. Kroot fire though don't get many shots in as mostly out of rapid fire range. Honour Guard get blasted by pretty much everything including smart missiles by the Broadsides (I advised Poddy to fire railguns) and pulse carbines by Pathfinders (which were out of range) and pretty much everything bounces off, only three remain and the squad passes morale.
Kill points - Blood Angels: 2 Tau: 0
* Tactical Notes
Ok, decent start for the Fleas. Battlesuit unit is down so that's a little less plasma coming my way. I am surprised the Honour Guard took so much punishment, they took fire from 6 burst cannons, two large blast hammerheads (both landed on target), smart missiles from Broadsides and every single missile pod going.
Next turn I will be capitalising on Poddy's mistakes. I will move the flamer unit closest towards my board edge to get the Kroot in the bottom left while melta units head towards vehicles. I am in two minds whether to send the other flamer unit to get the Kroot in the top left or just bound forward as the Kroot will be out of range shooting at my again. I'll give it some thought.
Turn 2
Angels second turn; flamer unit by my board edge bounds towards the exposed Kroot while the supporting melta Assault Squad and Honour Guard bound right up to the Hammerheads. By Poddy's board edge the other melta Assault Squad moves up to the Devilfish along with the flamer unit behind, reason I didn't go for Kroot is I want the shield range, so I run the flamer squad to make sure the melta unit has shield coverage.
Shooting; snipers fire at the Broadsides and fail to do anything. Meltas fire at both Hammerheads and both blow up, shrapnel kills a Marine along with Kroot and Pathfinders - both pass morale.
Devs drop full house of frags on the Kroot top left, they fail morale and run off the board. Meltas fire at the Devilfish on Poddy's board edge and fail to do anything.
Assault; flamer unit charges the Kroot bottom left, Librarian casts unleash rage and the Kroot are totally battered. Melta unit charges the Devilfish, krak grenades blow off all the weapons and immobilise it and the power fist wrecks it.
Poddy's turn and his Tau are starting to drop. He bounds the Battlesuits out of terrain and lines up to blast away.
Shooting; I cast shield with my Librarians and the one closest to my table edge fails and takes a wound from perils. Honour Guard get blasted to bits and are wiped out. Melta unit which slagged a Hammerhead gets picked on as well, only three of them are left are they get shot to pieces.
Kill points - Blood Angels: 7 Tau: 1
* Tactical Notes
Ok, the Fleas are cleaning house at the moment and I've scored a lot kill points based off Poddy's mistakes. All units which he put too far forward have been slagged or punched in the face. I think next turn I'll have a problem as I am not close enough to get my troops into assault, this means Poddy can move up and rapid fire me with plasma. If Poddy keeps all his Battlesuits together in a single direction he could take out the reminder of that melta unit and damage the flamer unit badly or finish them off.
Next turn I'll suicide the depleted melta unit towards Battlesuits while the flamer unit moves up behind to give shield support. Other melta unit will bound up and blast the Broadsides with bolt pistol support from the Flamer unit.
Turn 3
Depleted melta unit bounds up, they will be out of assault range though I hope can slag some Battlesuits. Flamer unit bounds up, though the melta unit is out of shield range. Other melta unit and flamer unit bound up, Poddy hasn't moved the last Devilfish last turn.
Shooting; depleted meltas slag a single Crisis Bodyguard - Shas'
El passes morale. Flamers and bolt pistols blast and burn Pathfinders and they are wiped out. Snipers blast the Broadsides and do nothing, meltaguns and bolt pistols win the day and the unit is wiped out. Not sure what the krak missiles fire at this turn.
Assault; I wasn't going to do anything on the Devilfish as I wanted to give Poddy a break, though my flamer unit was just standing there and was going to shoot at the Broadsides. I'd be taking the piss out of me and him if I didn't assault it. I offer to count the Devilfish as moved, though Poddy isn't having any of it and I auto hit the skimmer and it goes boom.
Tau's turn; Battlesuits move to engage the oncoming Assault Marines all on the side of the depleted melta unit. They blast the melta unit and slag some from the flamer unit, Poddy scores a kill point.
At this point Poddy conceeds. He still has a Piranha left (which I cannot draw
LOS to which I helped him hide it when the Piranha came on last turn), two Fire Warrior units, Pathfinders and several Crisis Battlesuit units. Poddy's reason was that he's backed into a corner and next turn I'd assault him and finish him off.
Game goes to Blood Angels.
Summary
Well, that was a surprise ending. I admit I was a bit disappointed Poddy conceeded this early, though I don't want to go around wiping people and cause them upset, though it is a game of toy soliders I guess.
I think Poddy was having problems this game. Both me and himself was looking forward to this game, though at the start his dice were shockingly gak and turn 2 his things starting going boom. He wasn't particularly interested in the game and mentioned he's going to take a break from
40k as he's getting disheartended of his Tau and has even dropped his Salamanders he was starting. Put it this way, Poddy's missus even had enough of his whining this game and told him to sell the Tau and get a better army
lol
Besides problems with
40k itself, I don't think Poddy played as well as he has done in the past. He had a heads up I was bringing Fleas and knows how fast they can move, though he played six units straight into my hands. I think better deployment would have helped him. If I was playing Tau I would have put the Devilfish in front of the Hammerheads and then bubblewrapped them with Kroot. I would have also bubblewrapped the building front with Kroot as well. Pathfinders I would have deployed on the top floor or the balcony with the Broadsides. Before the game Poddy mentioned about taking more Broadsides and less Hammerheads and ditching the Bodyguards. I suggested doing this for this game, though he's a stubborn donkey and he knows it