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Made in us
Focused Fire Warrior





Greetings!

This past weekend I had the pleasure of attending this year's Battle for Stones River tournament in Murfreesboro, Tennessee. http://istvaanians.blogspot.com/ is their website.

The tournament was modeled after the Civil War battlefield with the namesake, so the terrain was modeled with a river running down the middle. The lists were also 1863 points for the year of the battle. Due to the weather our carpool arrived with no time to spare so I only took a few pictures of other armies, but here are a few pictures of the prizes and surroundings. These are some of the nicer armies there.











Here is my list:
Sa'cea Sept with Agdagath Dynasty Allied Detachment
Shas'el Miu'ra (HW Multi-tracker, HW Target-Lock, Missile Pod, Plasma Rifle, Targeting Array)
Sha'vre In'ma Hammerhead (Railgun, 1 Burst Cannons, Blacksun Filter, Disruption Pod)
Broadside Squad of 3 (one Blacksun and Two Target Locks)
Crisis Suit Squad of 3 (Team Leader with Blacksun and two shield drones, Plasma Rifle, Missile Pod, Targeting Array)
Crisis Suit Squad of 3 (Team Leader with Blacksun, Plasma Rifle, Missile Pod, Targeting Array)
Fire Warrior Squad of 6
Fire Warrior Squad of 7
Fire Warrior Squad of 7
Destroyer Lord Telthuk (Warscythe, Sempiternal Weave, MSS, Res Orb)
13 Warriors
10 Warriors with a Ghost Ark
Bastion with a Quad Gun

Here are two pictures of my army:




The Hammerhead has lights inside with a switch inside the back hatch. The HQ is fully converted. The Tau were painted by my buddy and Dakka user, Kal-El, whom I played against in a previous battle report. You can view a gallery of his Space Wolves here: http://www.dakkadakka.com/dakkaforum/posts/list/445998.page

My first attempt at OSL was on the necrons; I think they turned out great. If you view my last battle report I had no display board or proper bases, which cost me Best Overall by three points at the last big tournament, so I sought to rectify this in my next big tournament.

Anyway, I'll split up the games into spoilers and the pictures will come first then descriptions right below. On to the show!

GAME 1
Spoiler:

The Battlefield
Use deployment map: Hammer and Anvil (page 119) and setup any player owned fortifications. Players cannot move terrain to make room for fortifications. Prior to deployment of forces, roll for Warlord Traits and Psychic Powers accordingly.
Prior to deployment, players take turns deploying D3+2 objective markers. These must be placed in identifiable pieces of terrain and only one marker per terrain piece. Markers must be placed on ground floor levels of terrain. The markers may be no closer than 12” to any table edge and may not be placed on the bridge.
Players roll off. The winner may choose to deploy 1st or 2nd. Player deploying 1st deploys their entire force except infiltrators and those units held in reserve. The player deploying 1st also takes 1st turn unless the opposing player can steal the initiative.
Victory Conditions
As armies smash each other aside, the lines dividing enemies becomes muddled. This mission is focused on holding key defensive positions. The player with the most Victory points at the end of the game is the winner. The game length is variable, see page 122 of the Warhammer 40,000 rulebook.
Primary Objective
Players earn 3 Victory points for each objective they hold at the end of the game.
Secondary Objectives
Players may gain an additional Victory point for completing the following: Slay the Warlord, First Blood and Bridge is the Key (Hold as if the bridge is another objective marker.)
Special Rules
Reserves

We forgot to place objectives in terrain, but oh well.

My opponent was at his first ever tournament. I have to recite his list from memory.

Draigo
Dreadknight with Incenerator and sword
Two Stormravens with Plasma cannons
paladin
paladin
10 paladins with 4 psycannons and apothecary, all of them master crafted. One hammer I think

Anyway, he wins the roll off and chooses to go first.



Some shots of deployment. I put the squad of 6 warriors in the bastion; I'll do so all tournament. I reserve the two squads of 7 fire warriors.

He has everything but the paladin squad and Draigo in reserve. He moves back a little and gets Draigo off the front lines. These are two huge mistakes in my opinion.

I move up and ready my weapons. I have the other Crisis suit to the left of the ruins.

My shooting drops two Paladins; he makes a lot of saves. I brave the terrain checks and thrust move my suits into ruins for some cover saves against his stormravens/rending psycannons.

GREY knights they are

Everything comes in.

Dreadknight comes in.

His incenerator flames a few warriors. They pass morale. His paladins roll snake eyes to move through the river towards me and another one to run them. I also put one hull point on his left stormraven; I rolled two pens and a glance but he saved a pen and glance with his decision to Jink.

I only get two back and roll a one on my repair barge, removing a hull point.

Fire Warriors come on and crisis suits move in to plasma the DK.

I have to spend almost all shooting at it thanks to his high number of 5+ invuln saves he makes, but it finally goes down. I shoot my broadsides at a Stormraven and hit once, but roll a "one" to penetrate. This happens a lot actually.

He moves up a bit more, finally getting a decent move through cover on his paladins. Since he has to snap fire and has nothing but blast weapons he flies off a stormraven.

Plasma cannons, MS missiles, take a wound off a broadside. I roll a 6 to jink his melta on my ghost ark.

My movement towards him; my team leader rolls double ones on terrain and armor check to get out. My fire warriors shuffle about backfield.

I do a bunch of nothing besides killing one more paladin and move up and around, trying to force him to waste shots on the crisis suit squad moving to contest his objective backfield.

His movement towards me next turn; his stormraven drops off a paladin to get his objective. The other raven flies off. His shooting into my hammerhead is ignored by the 3+ cover save.

He wipes out my flanking suit squad

He also wipes out the ghost ark. No pinning.

I move up and rail gun down the lone paladin, indicated by the paladin in the background lying down. I kill off a few more paladins in the front.

Another shot of the field; I have bridge contested and move my warriors back a bit into cover. Circling the wagons.

He moves on the table and drops off a paladin but it scatters onto the bridge. He kills a few more warriors and glances the hammerhead. He also kills off the large warrior squad and Destoryer Lord, which he has been picking away at all game with Machine Spirit and a round from the paladins.

We call the game at this point as I'd just kill the paladin and I still control two objectives to his one without having to play turn 5. I'm sure I could have gotten the extra point for owning the bridge from the warriors, but I didn't care too much. I knew if we played on nothing would change and we would both have back pains even faster (we were both tall guys and bending over a lot all day takes it toll-and yes that does sound dirty).

I take the game with 16 points to his 6- I give him the bridge point since we called the game at the point where he did control the bridge, so why not? We all break for lunch.


GAME 2
Spoiler:

The Battlefield
Use deployment map: Dawn of War (page 119) and setup any player owned fortifications. Players cannot move terrain to make room for fortifications. Prior to deployment of forces, roll for Warlord Traits and Psychic Powers accordingly.
Players roll off. The winner may choose to deploy 1st or 2nd. Player deploying 1st deploys their entire force except infiltrators and those units held in reserve. The player deploying 1st also takes 1st turn unless the opposing player can steal the initiative. .
Victory Conditions
The mission is based on capturing ground. The player with the most Victory points at the end of the game is the winner. The game length is variable, see page 122 of the Warhammer 40,000 rulebook.
Primary Objective
Players score 2 Victory points for each scoring unit that is on the opponent’s side of the river at the end of the game. Scoring units for this game are any units with the Infantry Type, including Jump Infantry and Bikes, but excluding Independent Characters.
Secondary Objectives
Players may gain an additional Victory point for completing the following: Slay the Warlord, First Blood and Attrition (the player who destroyed the most scoring units).
Special Rules
Reserves and Night Fight (1st turn).
Fog of War: After both players are finished deploying, each may redeploy one unit to anywhere in their deployment area. Players roll off to determine who redeploys 1st.



This game was against a guy with a Dark Angels army. His wasn't fully painted or assembled, so no pictures once again. He didn't have a spare list, so this is from memory and with a spotty knowledge of names of the new characters and whatnot.

Sammael (I THINK), inside the land speeder with AV 14.
Whirlwind
Vindicator
Dreadnought with assault cannon and drop pod with the beacon
Nephilim fighter
Two land speeders with melta and typhoon
Two squads of 10 tac marines with plasma in rhinos
two squads of bikes with 6 bikes and plasma, sergeants with fists, and two attack bikes with meltas. One squad had a melta

He goes first and deploys.


My deployment. I know he'll outflank and deep strike almost everything. I also measure out 30" from his vindicator.

He leaves his stuff on the table but he has reserved everything but the rhinos with marines and tanks. He redeploys a vindicator behind some cover.

He drops down and fails to do any damage to the hammerhead. He forgets that night fighting has a max range of 36" and fails to do anything with his tanks. I smile as my army prepares to punish humanity for their failure to be join the Greater Good

I explode a rhino, whirlwind, vindicator and dreadnought turn one. Missile pods handle the side armor of the vindicator and rhino while rail guns nail the whilrwind; the hammerhead rail guns the dreadnought with a disdainful slap.

A shot of my movement before I unleash turn one.

The result of my shooting; necrons move up to respond to his reserves.

Thrust moves. His turn next.

He gets EVERYTHING in turn two and moves in.

He puts one squad on the far right to handle the necrons. This is a terrible idea imo.

Sorry for the blurry shot, but he wipes out the hammerhead and kills a shield drone. Quad gun of mine puts two hull points on his fighter and stuns it. Not sure why he focused the hammerhead, but people seem to want to kill that a lot; I Think it's the lights. Most games it survives the whole game; it's a monster that doesn't do very much offensively on average but blocks LOS, provides mobile cover, and soaks up firepower like nobody's business.

Additionally, he shoots at the necrons, killing three, but one gets back up and two get repaired via Ghost Ark.

My suits move in for the kill on his bikes. His HQ is a joke honestly, and i just ignore it. I had reserved 2 squads of fire warriors and they don't come in until turn 4. His flyer comes back on and dies to the quad gun later, before I forget.

Necrons move towards him to handle both the bikers and rhino with marines in the upper-right.

My shooting annoys me as I kill all but one and putting a wound on a bike, leaving a bunch of one-model units that score running around in my backfield.

Necron shooting downs two bikes.

His turn and he moves up into my necrons to charge them; he kills two and charges with the squad. They would wind up charging and one would die to overwatch and the character would die to challenge and die to the warcythe. He hits and runs away.

On the left side he moves around, failing to penetrate the bastion and kills a few crisis suits. He forgets to charge it but I forgot to remind him as I Forgot about that one model anyway. I think I could have overwatched it with a plasma anyway, so no biggie. He also kills some suits.

Now it's my turn and I move towards him to shoot him up. I charge instead of shooting to slingshot; destroyer lord kills them all easily.

fire warriors come on to mop up.

They kill the bikes save for one; my suits thrust move away to get some points for scoring on his deployment. We are running out of time in the round as he takes a while to plan his moves, which is fine.

Marines move up and take some fire.

I move up to his disembarked marines and detach my HQ; I intend to tie him up with the destroyer lord and prevent him from scoring in my zone while running my necrons to his zone. My Ghost ark with warriors is flatting out towards his zone and would eventually unload turn 5 into his zone for a point.

I'm running to score some at this point. We go another turn of him in killing my suits.

The results of my necrons shooting and charging him.

The game ends with me having troops in his zone and him with none in mine. I get 17 points this game.


GAME 3
Spoiler:

The Battlefield
Use deployment map: Dawn of War (page 119) and setup any player owned fortifications. Players cannot move terrain to make room for fortifications. Prior to deployment of forces, roll for Warlord Traits and Psychic Powers accordingly.
Special Deployment: Players spilt their army into two even groups, leaving out infiltrators and units held in reserve Players roll off. The winner may choose to deploy 1st or 2nd. The players alternate deploying their two groups and then deploy infiltrators. The player deploying 1st also takes 1st turn unless the opposing player can steal the initiative.
After deployment, players place a single objective inside their opponent’s side of the river that must be more than 6” from the river’s edge. The player who deployed first deploys their objective first.
Victory Conditions
This mission is about smashing the enemy’s line and capturing a key objective. The player with the most Victory points at the end of the game is the winner. The game length is variable, see page 122 of the Warhammer 40,000 rulebook.
Primary Objective
Players earn 5 Victory points for controlling the objective in their opponent’s side of the river.
Secondary Objectives
Players may gain an additional Victory point for completing the following: Line Breaker, First Blood and Onslaught (Any units destroyed in the first two turns are worth 1Victory point each)
Special Rules
Reserves

My opponent has a really interesting Dark Angels with IG Allies list. I can tell this game is designed to make a lot of people tie to put a gap between the top tables.
He is a local guy and is a great general and fun to play against due to his grasp of the rules and tactical acumen.

His list from memory (I had his list but misplaced it somewhere)
Azrael (the guy who gives a 4 up invuln save to his squad..I think the name is correct)
Librarian with jump pack
10 assault marines with jump packs
20 tac marines combat squadded with rockets and plasma
5 snipers
aegis line with gun
company command squad and psyker for IG
Vendetta
50 guardsmen with poweraxes and autocannons

I win the roll and make him go first, reserving first warriors and a squad of suits to deep strike.


His deployment. An inordinate amount of bodies


My deployment. It was here that I would make a huge mistake.
At this point 25 minutes have gone by due to how much we chatted before the game started, a few questions by onlookers about my tank and HQ conversion, and waiting for someone to get their stuff off our table.
Ergo, I suggested that we only play until turn 4 and shoot for the game ending at that point since it looked like it would take us a while. I reasoned that we'd only get 3 turns in a piece at this rate. He agreed. There are few things more annoying in 40k than trying to finish a game when time is running out and you don't know if you can get another turn in and it winds up being this big debate about how long another round will take and having it end before you thought it should/would.

He moves up his squad and that's it. His rockets fail to do anything as well as his autocannons.

I move up a little. I kill his quad gun.

He moves across the river and waits. His shooting proves ineffective.

His vendetta does come on, though, and drops off his command squad. They mishap and die onto his own troops!

The vendetta kills two broadsides; quad gun takes a hull point from it.

A squad of fire warriors comes in from reserves and I shuffle around a bit, staying away from his rapid fire range.

Necrons manage to glance his flyer to death. Hammerhead fails to kill anything with its large blast.

His troops move up.

My shooting whittles down his troops.

He still owns it, though, thanks to that 4+ invuln on 50 dudes.

He kills the fire warriors and shuffles around

My other squads come in and shoot around a bit.

A shot of my troops looking at his line.

Suits come in and fail to kil anythying; he has that wargear that gives things a 4+ invuln to models 3 inches away and shrugs off plasma

Shooting takes down some more models

He laughs at me and readies his squad to pounce on anything that unloads from the transports; he is keeping his troops behind cover until later in the game, at which point he will pounce on me with marines.

His turn and more shooting. I tried to kill his HQ with a rail cannon by killing models in front a turn before but he looks out sir and this turn he rectifies that.

So, the game ends here according to our agreement. I forget about this and dont' unload warriors and therefore dont own mine. He owns one and I don't own any. We realize how fast we played and have 30-45 minutes to go. We agree to continue on.


He moves up

I move up and after some thrust moves and whatnot wind up taking highground and hill.

Another shot

His models on my objective.

My shooting wipes out a lot of his models

I thrust move back into cover to wait and pounce on him next turn.

He moves up everything he has

I move up to meet him. This is it!

I move back the ark and unload the warriors

The destroyer lord breaks off to assault any stragglers, but my shooting wipes out most.

His objective

Lord assaults and kills a marine

A shot of the final result. I actually win by one point due to his mishapping command squad. I have 12 points to his 11.

However, when it was over I asked him if he'd played it differently if I had just kept my mouth shut and let us play regardless of time. He said he would have probably charged the suits with his assault marines and moved up sooner, but he conceded that it probably wouldn't have made a difference.
In the end I am a man of my word so I told him that since I suggested it and we agreed on 3 turns, we'd record the results at the end of 3 turns despite his objections at this point. That result gave him the win. Oh well; it's just a game.

We are both fast players and even with a 30 minute delay we finished with 10 minutes to spare. I will not be making the mistake of suggesting a pre-determined turn game again; I was not sure how fast he could move his hundred or so models in a tournament setting but it turned out he was quite expedient about it.


GAME 4

Spoiler:

The Battlefield
Use deployment map: Vanguard Strike (page 119) and setup any player owned fortifications. Players cannot move terrain to make room for fortifications. Prior to deployment of forces, roll for Warlord Traits and Psychic Powers accordingly.
Players roll off. The winner may choose to deploy 1st or 2nd. Player deploying 1st deploys their entire force except infiltrators and those units held in reserve. The player deploying 1st also takes 1st turn unless the opposing player can steal the initiative.
Victory Conditions
The battle has come to a decisive point, now is the time to destroy your enemy utterly. This mission is focused on pure destruction with emphasis on key targets. The player with the most Victory points at the end of the game is the winner. The game length is variable, see page 122 of the Warhammer 40,000 rulebook.
Primary Objective
Players earn victory points for destroying enemy units.
HQ Units - 3 points
Heavy Support Units - 2 points
Elite Units - 2 points
Troop Units - 1 point
Fast Attack Units - 1 point
Secondary Objectives
Players may gain an additional Victory point for completing the following: Slay the Warlord, First Blood and Fortifications (Hold the enemy’s fortification as if it were an objective.)
Special Rules
Reserves

Despite the result of last game I'm feeling very good about my success with Tau and Necrons.

My last opponent's list, from memory (I apologize because I do not know Blood Angels very well)
HQ who gives death company FNP-This got outflank on warlord traits. For the record I rolled "acute senses" three times this tournament as my trait.)
Furioso Dreadnought
Stormraven
2 rhinos with assault marines
15 death company
land raider
vindicator

He has a lot of assault and few killpoints, but with this deployment I'm not too worried. He reserves his land raider and the raven carries the dreadnought. He outflanks his HQ.

This deployment and terrain layout really favor me, but oh well; I can't tell you how many times I have played on a city map with tons of LOS blocking as my tau.


I get first turn and deploy first.

He hides his tanks

A shot of my suits and whatnot

I move up on the right and back on the left; I am ready to get some LOS on that building in the left for when his Land Raider comes on behind it, or so I thought.

I blow up a rhino with missiles and shake his vindicator

He unloads and moves up with his Rhino and blows smoke.

I move around and shoot; I put another hull point on his vindicator and he passes 13 armor saves on his troops in a row.

His rhino gets hulled out by missiles

His stuff comes on and his raven moves on; my quad gun strips a hull point

Here he tries to deep strike his land raider in the middle of my army. He mishaps and I get to place it; here is me placing it in the corner. Umad? Frankly, I disagree with his decision to deep strike it. I'd kill it and then shoot some dudes up. I don't think he was aware of the fact that you can't charge the next turn after your ride gets destroyed/wrecked, unless an assault vehicle somehow overrides this rule, which I don't think it does.

He moves up.

His melta kills all but a suit; morale was passed.

A shot of my movement; his tank fails to kill anything so I move up to meet his troops with necrons and get side shots with crisis suits. I hull out his vindicator.

Shooting reduces a squad to one man

His dreadnought got out of the stormraven because I blew it up with rail cannons with a lucky 6 or two I rolled to skyfire. I assume the dreadnought is fine because it is being carried and I Didn't care to ask to see the rules about it at this point.

His death company on the move

He runs them quickly

His dreadnought assaults and kills my hammerhead :(

A shot of my troops wiping his out; I realize he could charge me but he'd have to move through cover at least 5 and assault 10. I have to go to the restroom so I just place my models quickly and hope he doesnt roll well to charge me next turn.

A shot of him killing the tank; his HQ is in the left side and the melta fails to explode the bastion

Dreadnought moves up and meltas the bastion; I didn't know either way if they have a melta gun or not but I guess they do. Didnt see one modeled but it must be that thing on top. Anyway, he rolls a 6 on the chart and everyone gets out!

His land raider immobilizes itself in the water but he moves 5 inches through cover.

He gets super lucky and rolls an 11 to charge and moves in. Overwatch kills one. I knew I should have been more careful in placing my models.

He wipes them all out; the destroyer lord winds up getting back up after the fact as he only consolidates 3 inches.

He charges my broadsides with his HQ and nobody challenges.

I am shooting for my life here, and my Destroyer Lord runs over to the left to help out my Tau HQ! My lone crisis suit hits the dreadnought in the back with missile pods and hullts it out as it had a hull point taken off before by rail guns.

My fire warriors had come on a turn before and didnt do anything; here is his last hurrah in trying to get to them.

The necrons save the day by torrenting them down.

The destroyer lord who got back up a turn ago winds up assaulting his HQ, who fails his MSS and, combined with my Lord hitting him, dies. The game ends here with him only having his Land Raider left.


I wind up going 3-1-0 for the tournament; not bad! I had a great time and saw some awesome armies and am honored to say I wound up taking second best painted and $50 bucks in the awards ceremony. Pretty sweet.

The tournament was very well run and the venue was comfortable and spacious.

I'm looking forward to the new Tau Codex and I enjoy the playstyle of the Tau. I believe they can be deceptively strong with the right list and/or allies to back them up and can really punish certain lists.

In case anyone is interested in my choice of Necrons as allie, I shall explain a bit.
The necrons are an extremely durable troop choice with the Ghost Ark and Res Orb. They help provide much-needed volume of fire and they can glance things to death that the Tau can't kill. Additionally, the Destroyer Lord can challenge nasty character or tarpit others with this T6. His preferred enemy helps shooting, as well. The Necrons are basically my road block and do most of the fighting and dying (or resurrecting!). I've had 11 get killed before with 7 getting back up on WBB and 3 more getting repaired from the Ark; that's really demoralizing.

Additionally, the Tau HQ sometimes leaves the quad gun and sticks with the crisis squad with shield drones when I fight lists with no flyers but lots of bodies; a broadside can man the gun in which it will be more useful oftentimes. The bastion is useful because it provides both a high vantage point for nice LOS and protects the fire warriors, which are awesome, but die really easily for troops. In objective games I usually put one behind the door and last turn they hop out and score it. That's the plan, anyway.

Anyway, if you have any questions about my games or list please ask! Also, if I made any rules mistakes please let me know so I don't repeat them.

Thanks for reading and please be nice to your local Tau player!







This message was edited 1 time. Last update was at 2013/03/05 07:24:09


"Use the Force, Harry." -Gandalf

 
   
Made in us
Stealthy Dark Angels Scout with Shotgun




So. Cal. (IE)

Nice battle report and your army looks fantastic! Tau and Necrons certainly seem a little odd for Allies but your assessment seems spot on as Necron Warriors (heck, Necrons period) are tough as nails while Fire Warriors fall over in a stiff breeze. Congratulations on second!

On a related note, I too am very tall and a full day of playing hunched over a board really does take it out on my back too!

6000 pts  
   
Made in us
Shas'la with Pulse Carbine





I like the way you set this up. Kudos man

I like your choice of allies. My cousin and I(nec and tau) want to start playing together a lot in 2v2 games.....perhaps we will be unstoppable lol

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
Made in us
Dutiful Citizen Levy




Saint Louis, MO

Great read - congrats!

I like the thought behind your tactics. It will be interesting to see how the new codex provides for new strategies!

Tau 3400 Pts | CSM 2100 Pts | High Elves 4100 Pts | Ogres 3200 Pts 
   
 
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