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Made in gb
Tower of Power






Cannock

Played Shaun last night, this is the second game of two, I won the first one using my Ravenwing. This second game is using a different list. Due to time we will be playing a limited game, but will try and get as many turns in as possible.

Chaos Space Marines 'Emperor's Children' - 2,000 points

HQ

Abaddon the Despoiler
Chaos Sorcerer - mark of slaanesh

Troops

5 x Chaos Space Marines w/ Rhino - plasma gun
5 x Chaos Space Marines w/ Rhino - plasma gun
5 x Chaos Space Marines w/ Rhino - plasma gun
5 x Chaos Space Marines w/ Rhino - meltagun
5 x Chaos Space Marines w/ Rhino - meltagun
5 x Chaos Space Marines w/ Rhino - meltagun

Fast Attack

Heldrake
Heldrake - baleflamer

Heavy Support

5 x Havocs - 4 x autocannons
5 x Havocs - 4 x autocannons
Chaos Vindicator
Chaos Vindicator
Chaos Vindicator

Tau 'Dakka Tau' - 2,000 points

HQ

Commander - 2 x missile pods, command and control node, puretide chip, target lock & iridium armour
Bodyguard - 2 x fusion guns
Commander - 2 x missile pods & target lock
Bodyguard - 2 x fusion guns
Ethereal

Elite

Riptide - stim injector
Riptide - stim injector
3 x Crisis Battlesuits - 6 x missile pods

Troops

6 x Fire Warriors
6 x Fire Warriors
6 x Fire Warriors
6 x Fire Warriors

Fast Attack

4 x Pathfinders
4 x Pathfinders
4 x Pathfinders

Heavy Support

3 x Broadsides - high yield missile pods, 2 x seeker missiles, velocity trackers & target lock
3 x Broadsides - high yield missile pods, 2 x seeker missiles, velocity trackers & target lock

Fortification

Aegis Defence Line

* due to time and testing a new list we're just playing to the death until turn 5. Night fighting is active though

Deployment

I win the roll off and deploy in the centre with my triple Vindicators at the front and all Rhinos behind. Havocs setup on either flank. I muck about deciding whether to have Abaddon walk up the field or deep strike, either way probably won't be in assault until turn 3, so I deep strike - will be handy for mashing up camping units.

Shaun deploys directly opposite me; he puts his ADL between two ruins and then puts all Fire Warriors and the Ethereal behind it. On each flank is a unit of Broadsides and Riptide while the Crisis Suit unit deploys on my left flank with a single Pathfinder unit and two Pathfinders deploy in a single ruin with the Broadsides - every single unit has cover and I can only draw LOS to the Fire Warriors, Broadsides and Pathfinders. The two Bodyguard are in reserve.

Turn 1

Shaun attempts to seize the initiative but fails.

I move Vindies up 6" so they can drop the large blasts down while Rhinos move up behind.

Shooting; Vindies drop triple templates - two on the Broadsides on the left flank, I hit two but kill none thanks to cover saves - first shot missed. Due to placing of my tanks I can only fire at the Fire Warriors, which I do, they go to ground and one gets blown up. Havocs fire at the Broadsides on the left flank and I take a wound off one. All Rhinos move flat out to close the gap.

Tau; Riptides pop out and Shaun does the nova on them to overcharge the burst cannon - fails both but only one takes a wound thanks to fnp. Crisis Suits come out to play.

Shooting; markerlights fire at my Vindicators, one unit totally misses while another puts down two markerlights and the other unit three markerlights. Broadsides open up on a lit up Vindicator and take it out while the Crisis Suit unit uses tank hunter and re-roll to hit to erase the other. Remaining Broadsides fire into the remaining Vindicator but only take a hull point off it. Fire Warriors long range fire into a Rhino with plasma dudes inside and glance it to death - unit passes pinning.

Riptides and Crisis Suits use their jump packs to hide away from me.

*Tactical Notes

Ok, not a brilliant start - I haven't made much of an impact on the Tau and have lost two Vindies and got a plasma unit now hauling ass up the battlefield.

Next turn I hope I can instagib a Broadside with a melta shot and take out some more with my remaining Vindie, though really I need to get into range and hope Abaddon comes in with both Heldrakes.


Turn 2

I roll for reserves and only the Hadesdrake arrives - I send it down the right flank so only gets limited fire power coming at it, though due to range it isn't going to make much difference.

I move my Rhinos forward - a Rhino on the left moves through terrain with another supporting it while two flank up the right while the remaining tank goes up the centre supporting the Vindie.

Shooting; few bolter shots and melta goes into the Broadsides on the left - melta fails, boo. Vindie drops a shell on the unit and instagibs one - yay! Every other tank then moves flat out so I am not on the Tau's door step - one Rhino I use to block LOS to the Vindie, though Broadies in the upper levels of the ruin will still see it from the left flank (I used a large ruin on the right to block LOS from the Broadies on the right). Hadesdrake blasts some Broadies on the right, hits once and Tau make the save. Havocs dakka the Broadies on the left and one goes down - a single Broadside left who passes morale.

Tau; Shaun rolls for reserve and both sucide-guard land behind my last Vindicator, though one scatters into the ruin on the right so I'll be getting cover as 50% of the tank is blocked as the sucide-guard can only see through the door way. Riptides and Crisis Suits come out to play.

Shooting; markerlights fire twice at the Vindie and hit once and markerlights light up a Rhino on the right - Vindie gets hit by fusion from inside the ruin, though I pass cover while the other suicide-guard misses. Broadside on the left fires into the Rhino which the squad inside fired from, only takes off a hull point. The overcharged Riptide takes it apart with burst cannon shots. Riptide on the right flank fires into the marked Rhino and takes it out, Fire Warriors then fire into the squad and leave only two standing - unit passes morale. Remaining Broadies fire into the Vindie but score no damage. Crisis Suit unit fires into another Rhino and wrecks it - squad passes pinning test.

*Tactical Notes

The pain is still coming thick and fast; I've lost three Rhinos in this turn and a squad has been seriously depleted. Luckily my Vindicator survived though, but I'll need to take out the suicide-guard before they start slagging stuff.

Fingers crossed Abaddon shows his face so he can smack rear units on turn 4 and the Baledrake arrives to bbq something.

Turn 3

Baledrake arrives though Abaddon does not - Baledrake comes straight forward so can burn the Fire Warriors and hit the Ethereal's unit.

Hadesdrake has to move towards top right corner as no room to vector strike :( squads on foot move up to targets while my last Rhino moves up to unleash some fire power into Fire Warriors. Plasma unit who got bust out their Rhino first turn move back to deal with one of the suicide-guard while Vindie re-positions to drop on Fire Warriors, I've had enough of trying to take out Broadies and I've got limited vehicles left anyway.

Shooting; melta unit on the left blasts the remaining Broadside, though cover makes the save. Units on foot in the centre unleash rapid fire on Fire Warriors, three die causing morale test - unit passes. VIndie drops a shell into the Fire Warriors, Shaun holds up and passes all cover saves! Baledrake burns the Ethereal's unit, hits 5 including Ethereal but only wounds 4 - Ethereal survives - god damn it! Unit inside Rhino rapid fires plasma into the Fire Warriors, I roll snake eyes and the plasma guy dies - idiot. Melta unit on right flank slags a Broadie and kills another with bolters Hadesdrake fires into the same unit and does bugger all after saves. I still have the suicide-guard, so I pump the Havocs into them and wipe them out.

Tau; Riptides do the nova reactors and both are charged up, they come out to play as does the Crisis Suits.

Shooting; Pathfinders mark the last Rhino and mark the melta unit on the left flank. Riptide on the left flank uses two markerlights so hitting on 2+ and wipes out the melta unit - Sorcerer included. Riptide fires into the melta unit on the right flank and only a single Chaos Marine survives the onslaught - passes morale. Crisis Suit unit unleash full missile pod salvo using the markerlights on the last Rhino and total it - dudes pass pinning, but then get dakka'd by Fire Warriors and die as do the unit of two CSM I've got left from previous shooting and then another CSM dies from my last intact unit on the front lines. Broadies fire at the Baledrake and get two pens and a glance, I fail the lot of them.

At this point I have a unit of 5 plasma Chaos Marines left mid field and up front a single CSM on the right and four in the centre along with the Hadesdrake. Havocs are back field and Abaddon will auto arrive, though won't assault until turn 5. Due to time and due to what I have left this victory goes to the Tau making it a victory for each of us tonight.

Summary

Brutal! The new Tau play really well and can put out a lot of fire power with some nice tricks i.e skyfire, re-roll to hit, tank hunter etc. They still die the same, but taking them out is tough if you haven't got the right tools i.e lascannons or mass melta to instagib.

I really enjoyed playing the Tau and looking forward to the next game.

Chaos Marines, I had changed my list to include Abaddon as for some reason I have a boner about him. If Abaddon comes down at the right time he could seriously mess up units in the back field, though as seen in this game Abaddon didn't even turn up and if did wouldn't contribute to the game until turn 5, which is rubbish for a unit costing just over 1/6 of my army.

Triple Vindies didn't make a difference and to be honest my Oblits (which I usually take) along with combi weapons would have made a lot more difference thanks to additional fire power along with lascannons and multi meltas which can instagib the Broadies.

Looks like a rematch maybe on next week!


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Nurgle Predator Driver with an Infestation





MI

Seems like taking out the Pathfinders early would've helped if it was possible. Without lights, the Tau shooting appeared to struggle getting any hits.

//11thCompanyGT '13, 40k Singles :: [5-2], Bracket Champion ||
//MichiganGT '13, 40k Singles :: [5-1], 4th Place, Best Xenos ||
//Adepticon '13, 40k Finals :: [6-2], 10th Place ||
//BAO '13, 40k Singles :: [5-2], 18th Place ||

[hippos eat people for fun and games] 
   
Made in gb
Tower of Power






Cannock

Yeah, perhaps should have just got the Havocs on them. I was too concerned about the Broadsides if I am honest.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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