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Titan's Fall: A Tau vs Ultramarines Escalating Campaign [Part 5, Mission 1 Complete]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in hk
Steadfast Ultramarine Sergeant




Ok, it is time to put on some review of the mistakes I have made which caused this disaster. Further to the most fatal "null deployment" choice AND the "Tzeentch cursed" blue dices (which not just the lost of plasma gunner and the last bikes. The bikes in the center piece of closures failed all three armor save to only three wounds caused by gun drones ). I found out two more bad bad choices I made during the game.

First is moving the scout close to the stealth suit on Objective 4, which the scouts eventually have no hope to shoot that large suit squad off or contest the Objective before getting shot first, this decision is utterly inviting death. Better decision is hiding them while waiting the tactical squads to arrive and combine the fire and combat ability of the two squads to remove or tie down them. Rather than let the stealth suit to wipe out one then another

Secondly, after the scout is wiped in the top half of T2, it maybe better to simply abendon Objective 4, and let in a squad of bikes in the left flank and move them quick towards the major battle ground. Since the stealth suits are on the 1st floor of the bottom right terrain in Marine deployment, and the bikes can move 12, then turbo boost 12 which puts them at the left connection bridge, it will be almost impossible for the stealth suit to carch them even with their 18 inch guns (at that tme they looked like more than 21 inches on horizontal plane from the upper left corner, if the they try to move closer they have to jump down to the ground floor first) . If the bikes made into the main closure in the middle at T3 unharmed and threat to lauch an assualt on or before T4, Tau may have a harder fight to win as the Terminators are not wiped out yet and the gun drones not yet in. Marines maybe still not able to climb back, but at least can put up a better fight.

Have to learn from the battle, be it utter defeat or great victory. Anyone spotted more mistake I made in the battle. Welcome all comments and discussion

This message was edited 1 time. Last update was at 2015/05/05 12:32:58


 
   
Made in us
Furious Fire Dragon





One thing I have expected to see, but have not yet, is for the Space Marine lists to start to optimize for their opponent. While list-tailoring is not a good idea for pick-up games, in a campaign it makes absolute sense: "Brother Martelus, where did I put my power sword?" The terminators need to be on the board when the game starts. Their firepower & resiliency provide good board control versus the Tau. The plasma gun needs to be put away and the squad leaders need to be equipped with power swords; there is no need for AP2 but there is a need to a) discourage the tau from thinking they can win assaults and b) show the tau that they cannot win assaults. Finally, if possible, the Scouts will be more useful armed either with shotguns or with bolt guns. There are no high-toughness targets to go after and being equipped with a Heavy 1 weapon restricts their movement. Mobility is extra important when facing Tau, no?

I'm enjoying these narrative battle reports--keep them coming!
   
Made in hk
Warwick Kinrade





Hong Kong

Neophyte2012 wrote:Ok, it is time to put on some review of the mistakes I have made which caused this disaster...
Yeah, I think you pretty much covered it - personally, I would have thrown all my arriving reserves at the stealth team and dealt with them first - I was mightily relieved to see both bike squads zipping right past them and heading for the centre of the board! As I have said before, I would also have been more aggressive with the terminators and dropped them into the Tau deployment zone. The odds of a deep strike mishap are pretty low (more likely to just be a dangerous terrain test or two) and they would have put immediate pressure on the key Tau units, as well as stopped the flow of reinforcements to the centre.

However, I don't think we should underestimate the role your dice played in this one (pun intended) - losing both bike squads to some mediocre shooting and bad save rolls really hurt your cause - I hope you burned them afterwards!

DCannon4Life wrote:One thing I have expected to see, but have not yet, is for the Space Marine lists to start to optimize for their opponent. While list-tailoring is not a good idea for pick-up games, in a campaign it makes absolute sense: "Brother Martelus, where did I put my power sword?" The terminators need to be on the board when the game starts. Their firepower & resiliency provide good board control versus the Tau. The plasma gun needs to be put away and the squad leaders need to be equipped with power swords; there is no need for AP2 but there is a need to a) discourage the tau from thinking they can win assaults and b) show the tau that they cannot win assaults. Finally, if possible, the Scouts will be more useful armed either with shotguns or with bolt guns. There are no high-toughness targets to go after and being equipped with a Heavy 1 weapon restricts their movement. Mobility is extra important when facing Tau, no?

I'm enjoying these narrative battle reports--keep them coming!
Glad you are enjoying them!

The SM list was fairly optimized for this last game, but more so for the mission than the enemy (i.e. infiltrators/deep strikers/fast support units from reserves). The special rules for this campaign meant that terminators had no reason not to deep strike and offered a significant advantage in doing so (arrive T1, only unit on either side that could DS).

Power swords might have helped, but so would have flamers (especially in shooting at the stealth team, getting rid of that 2+ cover save in the ruins). Plasma also does have a role against Tau, plenty of 2+/3+ saves that it circumvents nicely (as well as instant death to a few elites/HQ choices) but again the gets 'hot can' really hurt sometimes (as it has in almost every game in this campaign so far!)

Oh, and the scouts were actually shotguns (just proxied by the sniper scouts) but they still had a hard time getting through the 3+ save of the stealth suits (mainly due to their BS3 and aforementioned dice).

This message was edited 1 time. Last update was at 2015/07/13 09:18:33


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in hk
Warwick Kinrade





Hong Kong

PART 3: The Titan Prime Campaign
Escalating 1000/1250+/1500+ point missions with bonuses.

This is Part Three of the Titan Fall Campaign. The Campaign booklet, along with all mission rules can be found in the attached PDF document. Enjoy!

MISSION 3.1: Insurrection

OPPOSING FORCES

Bonuses: None
Ascendancy: Neither

Force limitations for both sides are a single standard Combined Arms Detachment + 1 Formation (from same Faction)
Both Forces are now at full strength, so no restrictions to number of FOC slots apply, and one formation slot has been introduced. HQ choices still exclude ‘named characters’ unless previous campaign bonus was earned.

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1000pts
Spoiler:
Battle Forged CAD

HQ
Commander 'Calmstar' O'Vash, crisis battlesuit, PR x2, NSJ, Counterfire Defence System, Gun Drones x2 146pts

Troops
Kroot Carnivore Squad, Kroot Rifles, Kroot Armour, Sniper Rounds 70pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
Devilfish Transport 80pts

Elites
Crisis Suits x2, Missile Pods x4 104pts
Crisis Suits x1, Fusion Blasters x2 52pts
Stealth Suit x3, BC x3, 90pts

Fast Attack
Pathfinder Team x5, Pulse Carbine with Marker light, Recon armour 55pts
Pathfinder Team x5, Pulse Carbine with Marker light, Recon armour 55pts

Heavy
Hammerhead Gunship, Ion Canon, TL SMS 125pts
Skyray Gunship, Seeker Missiles, networked marker light x2, TL SMS 115pts

Total Models 42 /Infantry 39 /Characters 1 /Vehicles 3/ Wounds 54



Imperial Forces: Ultramarines Space Marine Chapter 1000pts
Spoiler:
Battle Forged CAD

HQ
Captain Brother Fabian, Artificer armor, Bike, Storm Shield, Thunder Hammer, Auspex , 180pts

Troops
Bike Squad x5, 2x Gravgun, 145pts
- BrotherSergeant Lazlo/i], PF, Combi-Grav
TAC squad x 10, MG, DP, 195pts
- [i]Sergeant Volus
, combi-plasma
TAC squad x 10, Flamer, ML, DP, 205pts
- Sergeant Regulus, combi-plasma
Scout squad x 5, LSS with HF, 95pts
- Sergeant Hansus

Elites
Ironclad Dreadnought Ancient Brother Ferox, PF HF, SH MG, DP, 180pts

Total Models 36/Infantry 32/Characters 1 /Vehicles 4/Psykers 0/ Wounds 45



SETUP
Spoiler:

Mission: Mission 3.1 Scorched Earth - Destroy the Objectives
Deployment: Hammer and Anvil
Initiative: Tau win the roll off and decide to go first
Special Rules: Reserves, Night Fighting, Spaceport (see below), Ares Burns! (see below), Rugged Terrain (see below)
•Spaceport: Due to the nature of the spaceport, all deep striking units do not scatter when they arrive.
•Ares Burns!: When an objective is destroyed, it is set alight - roll a D6. On a 1-3, the objective is burning and counts as dangerous Terrain. On a 4-6, the objective begins smoking, adding +1 to the cover save of terrain. In both cases, LOS is now blocked when drawn across them.
•Rugged Terrain: The spaceport is surrounded by sheer cliffs – as such, no outflanking is possible but troops can arrive as normal from reserves on their own table edge.
Terrain: The first exchange on soil of Titan Prime takes place in a spaceport, recently damaged by orbital bombardment. Damaged facilities, intact buildings and wrecked sapcecraft litter the spaceport, which is surrounded by rocky outcrops.

Map


Objectives are the orange barrels







Warlord Traits:Tau roll on codex Traits and get 'A Ghost Who Walks Among Us' (3D6 Assault Jump Moves), while the Captain gets 'Iron Resolve' (4+ FNP).
Psychic: No Psykers are present

PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:

1: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 3+ saves. They also have better range on average.
2: Mobility. Tau list is highly mobile - crisis, stealth, devilfish and gunships - allowing it to get to the objectives quickly and hold them against the space marine advance.
3: Double Bluff. I have gambled that the SM player will NOT bring drop pods, even though nothing scatters due to mission special rules. I am betting he will be afraid of interceptor. As is, I have gone for a mobile fast list to counter his units and compete for the central objectives from the off. Only time will tell whether this gamble has worked or not (spoiler: it didn't)

Reasons why the Ultramarines will win:

1: Mini smashfether - Not the full hit (no command squad + medic, no shield eternal) but still very capable of getting into the tau and messing them up in assault.
2: Drop pods. My gamble has backfired, with my opponent opting for three drop pods and threat overload to see him through any interceptor I may have had. This means five units will be able to drop right into the heart of the Tau formation, circumventing the Tau range advantage and challenging for objectives from T1.
3: Ironclad, AKA the monstersmurf. Always a threat in the drop pod, will be target priority for the skyray/fusion crisis. If he makes it into combat - which he should - it will be a long afternoon for the Tau.
4: New codex. This is the first campaign game since the new codex for SM dropped, so it will be interesting to see if it makes any difference.

DEPLOYMENT
Spoiler:
Tau: The gamble has not come off, so the Tau deploy accordingly in an attempt to stop the Drop pods getting in behind the vehicles. Hammerhead and skyray set up centrally with good fields of fire to either side of central LOS blocking terrain, while devilfish with fire warriors embarked starts on left flank.

Fire warriors and pathfinders full the gaps in between and to the sides, meaning the drop pod will have to come down in front. It is still going to hurt without interceptor, but maybe a little less on the AV 13 fronts.

Commander and crisis suits start in reserve, with stealth and kroot infiltrating


SM: Bike squad and captain start centrally, while scouts grab objective on top of the wreck and ML TAC squad grab objective in the tower


Kroot infiltrate onto right flank midfield objective

While stealth suits infiltrate onto left flank midfield objective


Ultramarines roll to seize and fail.

TURN 1 – Tau
Spoiler:

Main Tau battle line does not move in anticipation of the pods, but drones detach from devilfish and move forward on their own

While stealth suits jump towards the ML TAC squad

Not much is in range for the Tau - ion cannon from hammerhead scatters off the bike squad, but the orbital barrage is on target and takes out two bikes

Stealth suits have a pop at the TAC squad, killing two. They would hold, and stealth suits would jump back into the bunker


TURN 1 – Ultramarines
Spoiler:

First pod comes in straight on top of the objective in the Tau DZ

While the Ironclad comes down in from of the skyray. Pod is just out of scoring range on the objective.

Bikes move forward

and then turbo boost

Ultramarines use their tactical doctrines. The meltagun and a krak grenade both hit home on the hammerhead, causing a glance and crew stunned result. Hammerhead jinked but failed both saves.

The other TAC unit and drop pod both fire at the pathfinders, who go to ground. Only one survives, but he holds

Ironclad shoots at the skyray, which jinks and survives.
VP – Tau 0:0 Ultramarines

TURN 2 – Tau
Spoiler:

All reserves come in for the Tau. Fusion suit drops in behind the Ironclad

Commander drops in to help out the hammerhead

While the Missile suits drop in to help wherever needed

Hammerhead gets out of trouble by cruising forward

While pathfinders move up to engage

Devilfish shoots forward, while skyray gets away from ironclad (snap shooting only due to jink, don't want to waste missiles)

Fusion suit fluffs both shots against the Ironclad. Missile suits try to cover for him, but only manage a single pen and crew shaken result

Commander and pathfinders try to shoot the TAC squad off of the objective, but only manage to kill three marines. They would hold.

Fire warriors run towards the objective

While all the suits jump around


pretty underwhelming turn for the Tau


TURN 2 – Ultramarines
Spoiler:

Final pod comes in, this time to challenge the kroot for the centre right objective. LSS stays out for now.

Having held three objectives for a whole turn uncontested, they are all destroyed for 3 VPs.



Bikes move towards the stealth suits
P
While the ironclad zeros in on the fusion blaster suit

Marines use the devastator doctrine. The devilfish is forced to jink by the missile launcher

The 5 man TAC squad kills four pathfinders in the ruin, but the two man unit fails to finish off the lone pathfinder (who again goes to ground)

The flamer makes short work of four kroot, who break

The bike squad lose a marine to dangerous terrain and the captain takes a wound in overwatch, but they manage to destroy the stealth team for First Blood

While the ironclad makes short work of the fusion suit

VP – Tau 0:4 Ultramarines

TURN 3 – Tau
Spoiler:

Tau are reeling under the Ultramarine blitzkrieg. Four points down at this stage is almost impossible to comeback from.

Kroot rally, while the commander moves towards the TAC squad

Hammerhead moves to get the angle on the Ironclads rear armour

As the skyray moves for an angle on the side.

Commander and drones reduce the TAC squad to one. He would hold.

While skyray fires all six missiles into the ironclad, destroying it.

The hammerhead then turns its Ion cannon on the TAC squad, scattering again but still killing four. The sergeant would hold.

Missile suits try to take out the drop pod, but only manage two glances.

Fire warriors disembark form the devilfish, and attempt to form a screen with the drones in front of the oncoming bike squad


TURN 3 – Ultramarines
Spoiler:

Turn overview

LSS comes in, dropping next to the fire warriors

Bikes come towards the other fire warrior team

and kill two in shooting, while a crisis gets picked off by the ML with a krak missile

While the LSS wipes out the fire warriors squad with its HF

The bikes make the charge, but the fire warriors only lose combat by one and hold

While the remaining TAC marines assault the hammerhead with Krak grenades but fail to do any further damage


VP – Tau 0:4 Ultramarines

TURN 4 – Tau
Spoiler:

Turn overview

Devilfish moves towards the objective, while skyray tries to get the marker lights angle on the LSS

Missile suit also gets a bead on the LSS

While the hammerhead backs off the TAC marines and warms up the ion cannon...

...only for it to fail a gets hot roll and destroy itself. Great stuff.

LSS jinks like crazy and survives with just one glance

While Combat would remain a stalemate again. Go fire warriors!


TURN 4 – Ultramarines
Spoiler:

LSS jumps up onto the objective

While the skyray gets a krak missile up the bum from the TAC ML, getting a crew stunned result

While the TAC remnants have a go at the missile suit but fail to hurt him

Fire warriors lose another but still manage to hold on for a third straight turn!


VP – Tau 0:4 Ultramarines

TURN 5 – Tau
Spoiler:

Skyray manages to finish off the LSS before the objective blows

While the fire warriors finally capitulate, allowing the bike squad to consolidate towards the devilfish


TURN 5 – Ultramarines
Spoiler:

Another krak missile of double out doom hits the missile suit, taking him out

While the bike squad assault and wreck the devil fish

And with that the game is all but done, We roll to see of the bike squad would have had enough turns to destroy the objective, and they would

Giving them a further VP and ending the game.


TURN 6 – Tau
Spoiler:

Game ended last turn

TURN 6 – Ultramarines
Spoiler:

Game ended last turn

RESULT
Spoiler:

VP POINTS

Tau: 2 pts
Objectives Defended 2pts

Ultramarines: 6 pts
First Blood 1pt
Line breaker 1pt
Objectives Destroyed 4pts

ULTRAMARINE VICTORY

BREAKDOWN

Decisive moment – when the marine player called the tau bluff and stuck with the drop pod assault. Without any interceptor or counter assault units, the Tau player had no answer to the threat overload presented and no way to clear the Ultramarines off of the objectives before they blew (very poor shooting rolls did not help either). Tau also should have claimed the objective in their DZ from the off rather than worrying too much about the drop pods.

Key units

Tau: No one really stood out for the Tau - fire warriors did well to hold the bike squad in combat for three turns, but the skyray probably contributed the most taking out an ironclad and LSS, as well as stopping an objective going up in flames with the latter.

Ultramarines: TAC squads. By virtue of the drop pods and Tactical doctrines, these guys arrived and disrupted the Tau game plan from T1. Took out two squads of pathfinders, two hull points off the hammerhead and blew an objective. Even caused the hammerhead to self destruct in pure fury. The humble TAC squad is most certainly back under the new dex.

STATS

Tau:
Models remaining 11/42
Kill to Death Ratio 0.61
Efficiency 38%

Ultramarines:
Models remaining 17/36
Kill to Death Ratio 1.63
Efficiency 62%

POST GAME
Spoiler:

The Ultramarines open the Titan Prime Campaign in style, annihilating their opponents with their direct and fearless assault on the spaceport.

Going into the second mission, the Tau player has generated 100 bonus points, while the Ultramarines generated 200 bonus points

AFTER ACTION REPORTS
CaptainBrother Fabian:
Spoiler:

Concentrated plasma shot with destructive power came down from the sky, and exploded right among us. Brother Macellous and Brother Klion were evaporated in the flame. It is that damn orbital mining station.....
--Brother Sergeant Lazlo

…When my Powerfist brutally punched the Tau Battle Suit to the ground, a shadow emerged from my left side, it is the skimmer tank that I failed to destroy at the moment of my landing. Rain of missiles showered upon me, some penetrated my armor hull, the explosion knock me down to my knee and destroyed most of the vital mechanical devices...
--Ancient Brother Ferox, Ironclad Dreadnought, under the attention of the Techmarine in maintenance bay, Accipter

It looks like a easy mission at first as there is not even a single interceptor missile fired upon my squad and Ancient Brother Ferox. However, as the Tau reinforcement Battle Suits and Hammerhead surrounded us along with the rallied Pathfinders, we were pushed into defensive position to try to preserve our strength and destroy the designated spaceport facility.
Just as we set ablaze the facility, that Hammerhead fired its Ion Cannon at us, the focused ion burst caused a huge explosion which cut through our power armor like hot knife through butter. Four brothers were downed in this explosion, I was lucky that the center of explosion was far from me. The rest of us launched an assault but failed to destroy it. The tank quickly backed away and I can see its main gun was charging rapidly and aiming at us. Just as I thought we were all going to join the Emperor today, a blue lightning flashed deep in that gun barrel followed by smokes coming out of every junction of the tank's turret, and the tank just got silenced. Thank the Emperor.....
--Brother Sergeant Volus, in the apothecary cell of Accipter

I was relieve when I founded that the Tau forces deployed at this spaceport not containing any unit capable of delivering intense interceptor fire, as Ancient Brother Ferox, along with Tactical Squad Volus and Regulus can all landed smoothly. Brother Volus and his men performed exceptionally brave today, despite suffering severe casualty under the enemy counter attack, they not only destroyed their targeted facility, but also inflicted heavy lost to the Tau forces near them.
On a side note, we encountered a squad of Tau warrior today who are both every brave and are much more skilled in melee combat compared to most of their comrades. They tied us up in melee combat way longer than anyone could have expected.

We have scored first victory after we assaulted Titan Prime, due to both the bravery of our brothers and the carelessness of our enemy. The scorched facility should be able to send clear message to the heretics hiding in the Hive Cities, that now the Emperor's justice is falling upon them. It is time to repent.
Reinforcement had arrived from Ultramar, and we should keep this momentum. The power distribution node between Hive Cronos and Hermes is determined one of the most vital facility in this contingent. We have to destroy it while the Tau and the heretics must defend it. So we should deploy the most elite forces among us for this raid.
--Captain Fabian, Ultramarine Master of Arsenal, acting commander of Strike Force Titan

Commander O'Vash:
Spoiler:

I find myself oddly glad that the war proper is finally upon us- while many battles have already been fought, none has been the full engagement of mind and matter that I so dearly look forward to.

The first blow has been struck on Titian Prime, and the Gue’ron’sha have wrought devastation on the spaceport here in Ares. While the Hive remains intact, morale of the Gue'la has been severely depleted by the black plumes of smoke hanging over the city.

Once their rampage was complete, the Gue’ron’sha used their air superiority to withdrawal from the spaceport, broadcasting triumphant vox-casts on all frequencies warning of the dire consequences of betraying their so called 'God-Emperor's' will. Ha! We will show them soon enough that no man is a god - they die as easy as any other life form, when the right amount of pulse fire is applied.

The time for Kauyon is over. The Mont'ka rises...

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This message was edited 1 time. Last update was at 2015/07/20 03:23:56


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in hk
Steadfast Ultramarine Sergeant




Imho, the Tau missle Broadsides are a great "anti everything" unit, and is turly a unit I fear most. Because any failed 3+ armor save in a marine army really hurts. So it was my original plan to "bring more body than missiles can hits" and MSU which could not all be wiped out from objectives while use the Dread and biker Captain to attract fire. The lack of interceptor / HYMP Broadside is truly benefits me a lot.
I think during the deployment Tau may consider infiltrate the stealth suits a little backwards form the mid field objective. Thus giving marine a harder choice wether to assualt this harassment unit staying 18 inches away from the objective or go claiming the objectives, . Shooting against them had long been proved not that effective owing to their 3+ armor and 2+ cover saves when in ruins.
I think that the Tau's luck is generally worse than the Marines, most notably the fusion Crisis Suit failed to any damage to the Ironclad, which not only caused his own death, but also attracted more firepower from Tau side. The "gets hot" on Ion Cannon also truly sucks.....

Great batrep as always. Iapedus done a great work putting it up.
Just one error though, that bike sergeant only have combi grav, no powerfist and iron reslove WT is only 5+ FNP

This message was edited 1 time. Last update was at 2015/07/21 00:07:40


 
   
Made in us
Dakka Veteran




A lss can deep strike?
   
Made in hk
Steadfast Ultramarine Sergeant




Righteousrob wrote:
A lss can deep strike?


It can, it has Deep Strike and Scout. So it could truly throw opponent off guard.... an quite annoying unit.
   
Made in fr
Regular Dakkanaut




Another really good battle report, thanks !!
   
Made in us
Lethal Lhamean






Venice, Florida

Definitely appreciate the work and time it took you to put together these reports. Good stuff.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in hk
Warwick Kinrade





Hong Kong

Thor665 wrote:Definitely appreciate the work and time it took you to put together these reports. Good stuff.
tetsuo666 wrote:Another really good battle report, thanks !!

Thanks, glad you are enjoying them! Hopefully not so much of a long hiatus between them from now on. Have you tried out the campaign books for yourselves?

Neophyte2012 wrote:Imho, the Tau missle Broadsides are a great "anti everything" unit, and is turly a unit I fear most. Because any failed 3+ armor save in a marine army really hurts. So it was my original plan to "bring more body than missiles can hits" and MSU which could not all be wiped out from objectives while use the Dread and biker Captain to attract fire. The lack of interceptor / HYMP Broadside is truly benefits me a lot.
I think during the deployment Tau may consider infiltrate the stealth suits a little backwards form the mid field objective. Thus giving marine a harder choice wether to assualt this harassment unit staying 18 inches away from the objective or go claiming the objectives, . Shooting against them had long been proved not that effective owing to their 3+ armor and 2+ cover saves when in ruins.
I think that the Tau's luck is generally worse than the Marines, most notably the fusion Crisis Suit failed to any damage to the Ironclad, which not only caused his own death, but also attracted more firepower from Tau side. The "gets hot" on Ion Cannon also truly sucks.....
Yeah to be honest I just had a really bad game while you were on top of it from the start - I made some bad decisions in the list building (no interceptor bluff was just stupid), some even worse decisions in deployment (why not hold the objective in my DZ!?!?) and then some awful decisions in game play (should have put the ion blast and orbital bombardment on the scouts or TAC squad holding the objectives to try and clear them off) all of which was compounded by some woeful dice roles (I'm looking at you fusion crisis and hammerhead!)

Anyway, I basically failed to play to the mission as well as you did, which is something considering I wrote it! Anyway, well played sir - fully deserved victory

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in us
Lethal Lhamean






Venice, Florida

 Iapedus wrote:
Have you tried out the campaign books for yourselves?

Have not, but that might be a fun thing to do - replay someone elses' batrep campaign with a new batrep campaign doing the same missions...
I may have an idea for our next campaign

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in hk
Warwick Kinrade





Hong Kong

PART 3: The Titan Prime Campaign
Escalating 1000/1250+/1500+ point missions with bonuses.

MISSION 3.2: Supply & Demand

OPPOSING FORCES

Bonuses: Going into this mission, the Tau player has generated 100 bonus points, while the Ultramarines generated 200 bonus points
Ascendancy: Ultramarines are in the ascendancy and choose to go first

Force limitations for both sides are a single standard Combined Arms Detachment + 1 Formation (from same Faction)
Both Forces are now at full strength, so no restrictions to number of FOC slots apply, and one formation slot has been introduced. HQ choices still exclude ‘named characters’ unless previous campaign bonus was earned.

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1350pts
Spoiler:
Battle Forged CAD

HQ
Commander 'Calmstar' O'Vash, crisis battlesuit, PR x2, XV8-02 Iridium Battlesuit, Shield Drone x1 152pts
Fireblade 'Darkwave' El'Or'Es, combat armour, pulse rifle, photon grenades 60pts

Troops
Kroot Carnivore Squad, Kroot Rifles, Kroot Armour, Sniper Rounds 70pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
Gue'Vesa team x10, Flak Armour, Las Gun, Close Combat Weapon, 41pts
Gue'Vesa team x10, Flak Armour, Las Gun, Close Combat Weapon, 41pts

Elites
Crisis Suits x2, TL Missile Pods 84pts
Crisis Suits x1, Dual Fusion Blasters 52pts
Riptide, IA, TL PR, EWO 190pts

Fast Attack
Pathfinder Team x4, Pulse Carbine with Marker light, Recon armour 44pts
Pathfinder Team x4, Pulse Carbine with Marker light, Recon armour 44pts
Pathfinder Team x4, Pulse Carbine with Marker light, Recon armour 44pts

Heavy
Hammerhead Gunship, Railgun, TL SMS, DPod 140pts
Broadsides Team x2, TL HYMP, TL SMS, EWO 140pts
Broadsides Team x2, TL HYMP, TL SMS, EWO 140pts

Total Models 66 /Infantry 64 /Characters 2 /Vehicles 1/ Wounds 84/ Kill Points 16




Imperial Forces: Ultramarines Space Marine Chapter 1445pts
Spoiler:
Battle Forged CAD

HQ
Chief Librarian Tigirius , Power armor, Bolt Pistol, Hood of Hellfire, Rod of Tigirius , 160pts
Techmarine Brother Sevano , Servo Harness 90pts

Troops

TAC squad x 10, MG, DP, 185pts
- Sergeant Volus,
Scout squad x 5, LSS with HF, 95pts
- Sergeant Hansus

Fast Attack
Rhino 35pts

Heavy
Land Raider Crusader 250pts

1st Company Strike Force Formation
Assault Terminators, 4x TH & SS, 1x LC 215pts
- Sergeant Darith
Vanguard Veteran Squad, Jump packs, 2 x LC, 1x TH & SS, 1x PA and Grav Pistol 185pts
- Sergeant Abantes
Sternguard Veteran Squad x10, HF 230pts
- Sergeant Aries

Total Models 41/Infantry 37/Characters 2 /Vehicles 4/Psykers 1/ Wounds 51/ Kill Points 12




SETUP
Spoiler:

Mission: Mission 3.2 Surprise Attack - Destroy/Defend the Objective and destroy enemy units
Deployment: Special (see attached mission pack)
Initiative: Ultramarines are in the ascendancy and choose to go first
Special Rules: Reserves, Night Fighting, Coordinated Assault (see below), Dug In (see below)
•Coordinated Assault: The attackers are launching a carefully coordinated Orbital and Ground assault. However, to try and preserve the element of surprise, radio silence is in force and they are reliant on timings only.
•Orbital Assault: Any attacking units that can Deep Strike can do so on turn one, using the deep strike rules as normal and with no need to roll for reserves.
•Ground Assault: Even the best laid timings can go awry. All non-deep striking attacking units must arrive from reserves, but can arrive from any table edge. Reserve rolls for these units must be taken, but may also start on Turn 1.
•Dug in: The Defenders have been in position for some time and are well acquainted with the base terrain. As such, all units have the ‘Move Through Cover’ Special rule.
Terrain: The second exchange on the soil of Titan Prime takes place in a small cluster of buildings, facilities and machinery. The Distribution node is placed in the centre of the board.



Distribution node



Warlord Traits:Tau roll on codex Traits and get 'A Ghost Who Walks Among Us' (3D6 Assault Jump Moves), while Tigirius gets 'Storm of Fire' (Now Rending to a single unit within 12").
Psychic: No Psykers are present

PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:

1: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 3+ saves. They also have better range on average.
2: Supporting Fire. If the defensive position is arranged properly, there will be very few opportunities for charging opponents not to come under extensive fire
3: Interceptor. I have learnt my lesson from the last game and gone for three interceptor units to deal with any deep strikers - 2x pairs of Missilesides and the Riptide with IA. If he comes in from different sides then it should be enough to deal with the units piecemeal, while if he overloads one flank it should be enough to lessen the initial threat overload and fragment his force.

Reasons why the Ultramarines will win:

1: Tigirius - Not only is Tiggy great on his own, but he will buff the already dangerous assault terminators, probably fishing for invisibility. It also means the Ultramarines will get the psychic phase to themselves, and I fully expect psychic shriek to wipe a unit or two out in the game.
2: 1st Company Strike Force Formation. A bit of an unknown, but fear is nice against Tau and fearless should help the marines keep going forward under weight of fire, while the -2 to LD should work nicely in conjunction with psychic shriek and fear tests. The overall 'elite' nature of the force will also reduce the amount of kill points available.
3: Land Raider. Damn, really wasn't expecting that. Not only is AV14 really tough for my army to take down (only the hammerhead and solo fusion suit can realy touch it) but it will mean the assault terminators can get into combat relatively unscathed.

DEPLOYMENT
Spoiler:
Ultramarines: Missions special rules mean it is a null deployment for the marines

Tau: Tau units setup their defensive perimeter, unsure as to which direction the marines will come from. Right of centre, broadsides and pathfinders go in the tower, while hammerhead, riptide and a unit of pathfinders go on the ground floor of the ruin



Left of centre, the other unit of broadsides and the crisis team occupy the ruins, while the pathfinders sit in the bunker. Kroot go out on the far corner, trying for the ambush



In the centre, both units of gue'vesa, pathfinders with the cadre fireblade and Crisis Commander wrap up the objective, with pathfinders sat atop



Deployment overview




TURN 1 – Ultramarines
Spoiler:
As per mission rules, Marine player rolls for land reserves - and they all arrive T1. Huge boon for the ultramarines. Deep striking units also arrive automatically.

Drop pod comes in left of centre as a distraction, but scatters away from its target area between the ruins. It disgorges the TAC squad into the open



The LSS with scouts also goes for a risky deep strike in the centre of the ruins, but scatters and mishaps. The marines player then rolls a 1, killing both units and giving the Tau First Blood and two VPs. This also wipes out the Ultramarines 100pt advantage from the last mission



1st Company Strike Force arrives and goes straight for the objective. Land Raider containing tech marine, Tigirus and assault termies, Rhino with combat squaded sterngaurd and vanguard vets with jump packs come on



Tau interceptor fire kicks in, but it takes both Missileside squads HYMPs to take down the Rhino due to some poor rolling, but at least gives the Tau another VP.



The riptide also scatters off with the IA blast, completing a poor interceptor effort from the Tau



TAC squad drowns the pathfinders in bolter rounds thanks to the tactical doctrine, but only manage to kill two due to the pathfinders gong to ground



They still fail their moral check and break though, moving towards the nearest table edge



Tigirius gives the Land Raider rending (Warlord trait) and it fires at the Riptide, but causes no damage




TURN 1 – Tau
Spoiler:
Not much movement for the Tau as most units have a target. Commander jumps out to get into rapid fire range of the sternguard



The gue'vesa reposition from the other side, while the hammerhead backs off for a clear shot on the land raider



Pathfinders fail to regroup and continue retreating



Hammerhead has a pop at the land raider but only manages a glance



Kroot rapid fire the TAC squad, but only manage to kill one



While everything that can see them shoots at the Sternguard, killing three form each squad, They hold due to fearless. Two vanguard vets also go down to fire warrior fire.



Failure of the Hammerhead to take down the land raider leads to the riptide doing something rather rash. It moves forward to hit it with the fusion blaster, but misses. As a result, it lines up the smash...



...but only scores a glance! It is now in a very precarious position come next turn, as is the commander who rolled a 4" assault jump move and failed to get back into cover

VP – Tau 4:0 Ultramarines

TURN 2 – Ultramarines
Spoiler:
Turn overview



Sub par shooting by the Tau puts the marines in a good position. Assault Termies and Tigirius pile out of the Land Raider, looking to assault the riptide along with the vanguard vets. Land raider then turns its attentions to the exposed commander, while the remaining sternguard vets move either side of the wrecked rhino



The TAC squad decide that the kroot are worthy of their attentions, and also line up an assault



Psychic phase, and Tiggy casts Hallucination on the missilesides, reducing their BS by 1 amongst other stats



He also gets shrouding off to cover multiple units



as well as hitting the fire warriors with psychic shriek. With a -2 leadership modifier due to the 1st Company Strike Force special rule, a good role will easily destroy them... but Tiggy fluffs it and only dispatches one



Shooting phase, and Tiggy once more gives the land raider rending. It goes after the commander, but is only able to take out the shield drone and a single wound off the warlord



The kroot are decimated by bolt pistol fire from the TAC squad and break, but only fall back two inches



Assault terminators and vanguard vets get into assault, with no over watch losses. They should make short work of the Riptide..



...but unbelievably don't, with some bad whiffs from the marines and great invulnerable saves from the riptide. Combat remains locked



TAC squad assaults the falling back kroot, killing only two and taking one casualty in return. Kroot pass their moral check and combat remains locked here also




TURN 2 – Tau
Spoiler:
Tau roll for reserves and the solo fusion suit comes in. He lands on target, within melta range of the land raider



Commander gets out of the land raiders field of fire, heading for the drop pod



While the Tau situation on the right flank goes from bad to worse. In a misguided effort to help the beleaguered Riptide, the fire warriors and both units of gue'vesa line up to join the combat



The riptide also attempts to Nova charge for the 3++ save, but fails and takes a wound instead



In shooting, there is a distinct lack of targets due to all the units locked in combat. The missilesides and commander do however manage to take out the drop pod for another VP



But the hammerhead whiffs against the land raider



As does the solo fusion suit



Combat, and only one unit of gue'vesa make it into combat with the assault terminators



To make matters worse, the Riptide also fails his fear test



As a result, the riptide is easily beaten by the Termies and Vanguard vets, giving the Ultramarines their first VP



Tiggy them kills two gue'vesa, forcing them to break but he cannot sweep them as he is attached to the terminator unit. The gue'vesa fall back towards the objective



Disastrous round for the Tau, the solo crisis suit jumps into the crater for at least some cover save against the land raiders inevitable rending wrath



VP – Tau 5:1 Ultramarines

TURN 3 – Ultramarines
Spoiler:
Turn overview



Tiggy and Termies head for the objective, while vanguard vets move towards fire warriors



Psychic, and Tiggy gets hallucination off on the broadsides again for another -1 BS penalty



And shrouding for his unit too



AND psychic shriek, which hits the retreating gue'vesa and kills seven



The tech marine riding in the land raider also manages to regenerate a hull point



Tiggy then gives the land raider rending, and it proceeds to annihilate the fusion suit, giving them another VP



Assault, and the vanguard vets charge the fire warriors. They lose a man on over watch, but kill three warriors in the close. They would however hold



Termies and Tiggy also make it into assault with the fire warriors and cadre guarding the objective. They lose four warriors, but again hold the combat (all these locked combats are costing the Tau valuable Targets in the shooting phase! Curse you brave fire warriors!)



Combat continues with the kroot also, who lose another man but still hold their ground




TURN 3 – Tau
Spoiler:
With so many units locked in combat, Tau targets are very limited for yet another turn. All the surviving geu'vesa move towards the fire warriors in combat with the vanguard vets, in another vain effort to help the struggling Tau and their tiny fists of fury. In the background, the Hammerhead has another crack at the and raider and once more fluffs his lines



Elsewhere the broadsides, despite being delirious, manage to wipe out the last of the sternguard veterans for another 2VPs



While the Vanguard vets lose an man to the tide of gue'vesa, but single handedly sweeps a gue'vesa unit and the fire warriors for two VPs, leaving a sole survivor fleeing for his life (who will eventually run off the board). The vanguard consolidates towards the pathfinders in the tower



The termies and Tiggy also kill off the remaining fire warriors and fireblade for another two VPs



While the kroot are also swept by the TAC squad for another VP. Tau have shipped 6 VPs in their own assault phase, a huge turn around for the Marines.



Commander jumps out of danger and hides in the tower with the crisis team



VP – Tau 7:8 Ultramarines

TURN 4 – Ultramarines
Spoiler:
Turn overview



Land Raider gets rending from Tiggy again, and this time goes after the missilesides hiding in the tower but to no effect



Tiggy takes a wound from perils casting shrouding, while the TAC marines move up and fire on the crisis team



And cause one wound



The last vanguard veteran charges the pathfinders in the ruined tower, but is cut down by missileside supporting fire for another Tau VP



While Tiggy and termies try to charge the pathfinders atop the objective, but fail the distance (they are on second floor internally, not ground floor as shown)




TURN 4 – Tau
Spoiler:
Crisis team and commander come forward to shoot on the termies in the building



Along with th broadsides they only mange to down one due to a bucket load of 2+ saves



The hammerhead lines up the land raider for the fourth time...



...and fails to hit again!



Commander jumps back into cover



VP – Tau 8:8 Ultramarines

TURN 5 – Ultramarines
Spoiler:
Turn overview



Commander wasn't hid quite well enough, and takes a wound under bolter fire from the advancing TAC unit



While the Termies close in on the pathfinders for an easy charge



Which they make, easily dispatching them for a VP as well as capturing the main objective!




TURN 5 – Tau
Spoiler:
Tau throw everything they have at the Termies to try and dislodge them, but they weather the storm of fire very well, only losing one termie to another bucket full of dice. The game might end this turn, so the commander jumps up to contest the objective



If the game doesn't end now, the Commander will be minced meat in the next assault phase. We roll to see if it ends, and it does!





TURN 6 – Ultramarines
Spoiler:

Game ended last turn

TURN 6 – Tau
Spoiler:

Game ended last turn

RESULT
Spoiler:

VP POINTS

Tau: 8 pts
First Blood 1pt
Units Destroyed 7pts
Objectives Defended 0pts

Ultramarines: 9 pts
Units Destroyed 9pts
Objectives Defended 0pts

ULTRAMARINE VICTORY

BREAKDOWN

Decisive moment – when the riptide charged the land raider, followed by the pilling in of the gue'vesa. This was stupid for a number of reasons. Firstly, the land raider was not actually than much of a threat with its load out, so I'm not sure why I was so obsessed with taking it out. Secondly, the smash attack - failed or successful - left the Riptide right where my opponent wanted him, whereas what I should have done was backed off and kited the termies, hitting them with IA blasts all game. Thirdly, the pilling in to help him only served to remove the meat road block that was the gue'vesa from around the objective If they had held position, it would have taken the termies a lot longer to chew their way through all the units guarding it.

Key units

Tau: Hammerhead. Ha ha ha, no wait he was easily the biggest villain. The Commander proved a constant thorn in the enemy's side, and even though he didn't score many points he did manage to contest the main objective on the last turn, helping to change a crushing defeat into a close one.

Ultramarines: Assault Terminators. As soon as they left the land raider, they went in relentless pursuit of the objective an chewed through everything in their way to get there. They scored 4pts on their own, and also weathered a phenomenal amount of fire to hang on to the main objective, If the game had carried on one more turn they would have easily dealt with the commander and scored 7 VPs, turning the game into an absolute massacre.

STATS

Tau:
Models remaining 14/66
Kill to Death Ratio 0.66
Efficiency 40%

Ultramarines:
Models remaining 13/41
Kill to Death Ratio 1.5
Efficiency 60%

POST GAME
Spoiler:

The Ultramarines continue their winning streak in Titan Prime Campaign, with another direct and fearless assault winning the day.

Going into the third mission, the Tau player has generated 175 bonus points, while the Ultramarines generated 225 bonus points

AFTER ACTION REPORTS
Chief LibrarianVarro Tigirius:
Spoiler:
….We ride into the battle in Rhino following the Land Raider carrying the Chief Librarian and the Terminator Squad Darith. Our vehicles were showered in a rain of missiles and Ion blasts from those damned Broadsides as soon as we contact the enemy and the Rhino got wrecked immediately. We were all forced to footslog across the battle to reach the enemy and got shot all the way. On the other hand the mighty Land Raider leading the charge just drove through the intense fire unharmed….
--Brother Veteran Sgt. Aries, in the apothecary cell of Accipiter

….Thanks for the distraction provided by the Brothers from 1st Company, we encountered little resistance and took no causality compared to our raid at the Space Port. But we were scattered miles from our intended landing location during orbital insertion. Though we easily wiped a squad of Kroots near our landing location, we were too far to help our Veteran Brothers…..
--Brother Sgt. Volus, at Rally Point Nahem on Titan Prime

….2 mobs of traitor militias charged furiously at us trying to save their alien allies, Brother Vamtice, who just promoted into my Squad owing to his valor in the previous battles, got dragged down under the sheer weight of fists. I immediately turned towards him and drove my power axe into anyone who dare stand in my way. Those traitors and Tau warriors were so scared by this bloody encountered and totally lost the will to keep fighting, they try to run for their life but many of them were ultimately cut down by me from the back, those who made good their escape threw their weapons everywhere and never seen them return to the battle…..
--Brother Veteran Sgt. Abantes, in the apothecary cell of Accipiter

….While we fought our way through the Tau Warriors, Ripetide and their traitor ally, I heard the Chief Librarian murmured some strange syllables that I cannot comprehend, but then I saw the Tau Broadsides who were ready to provide long range support fired all their missiles aimlessly into the air, the sorcery seduced them into a state of dream walking even in the heat of battle….
--Brother Terminator Sgt. Darith, in the apothecary cell of Accipiter

….We scored a Pyrrhic victory today, like the days we fought Hive Fleet Behemoth on our home planet, the battlefield turned in a river of blood. Although we made the enemy suffered more casualty than we do, every lost from us, especially from those in the 1st Company is now weakening the fighting strength of the Chapter, not to mention that our intended target – the power distribution facility, is only slightly damaged and the enemy repaired it with less than a hour. We also need to improve our orbital insertion technique, as we cannot afford a whole squad of brothers to loss combat effectiveness before even entering the battlefield again, just because their Land Speeder Storm crashed into enemy defense line!
I can sense that there is a tiny but sensible disturb in the current of the Warp, as the frequent raid led by Brother Fabian is starting to insert horror in the souls of those traitors on this world and their morale is lowering. I can foresee that there will be an important human engineer among the traitor ranks trying to repent and come back into the light of the Emperor in a few days, and we may extract some useful information that may benefit our next stage of offensive, if we can pick him up.
--Varro Tigirius, Chief Librarian of Ultramarine, at Rally Point Nahem on Titan Prime

Commander O'Vash:
Spoiler:
Although we have managed to stop the power node form falling into the hands of the enemy, I am ashamed to admit that this battle has undoubtedly ended in another defeat for the Empire.

Our losses in defending this place have been severe - many warriors have laid down their lives in defence of this remote outpost, as have the Gue'vesa who are so new to our cause and yet sacrificed themselves to defend our shared ideals. There names shall not be forgotten.

The enemy composition was much different from previous encounters with the Gue’ron’sha deploying numerous elite forces supported by heavy tanks. Our forces had very little answer to such a resilient enemy - even the might hammerhead was powerless to stop it.

We have also lost one of the precious riptide battlesuits, who fell trying to strike a killing blow against the infernal machine that plagued out lines. The earth caste engineers assure us the suit is recoverable, once the pilots remains have been scraped off the inside.

Despite this defeat, we can at least take heart from the fact that power to the cities has been maintained, and that moral amongst the population - whilst low - will not now turn into despair.

This is not the last we will see of the Gue’ron’sha, but the next time we meet it will be us who dictate the theatre of battle.

The stage is set. The Mont'ka stads ready to strike...


If in doubt, frag it out...
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My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
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Steadfast Ultramarine Sergeant




First of all, sorry Iapedus for the huge mistake in regard to who can be affected by Storm of Fire WT. I only noticed this problem one day after the battle and the discussion I posted in dakka seem more guys think that LRC don't get the benefit. Should have put more awareness to the changes in new codex.

Comes to the tactics, assualting with the Riptide is trully the most fatal mistake on the Tau side, as it cannot consolidate even after destroying a vehicle. Moreover, forgetting orbital bombardment that won from last part of campaign is painful. Had it been remembered turn 1, the 1st company will experience hell. Besides, it is ordance, so more than 1/2 chances to penetrate the LR, while normal S10 only have 1/3. Aside from that, Tau may want to bring more fusion. One shot or two is too unreliable.

On the marine's side, LRC performs higher than expected as a psychological wepaon . But there was a quite obvious mistake in trying to use it to protect the whole formation when coming in the battle. They just clustered together during the 1st turn when trying to hide behind the big tank. Had Tau remember to use the orbital bombardment and land a direct hit (there is 1/3 chances), it may wipe the Vanguard and possibly cause some significant damage on the tank.


Automatically Appended Next Post:
Furthermore, I think the deployment zone benefitted the marines. Marines ground forces can come in from table edge, so when coupled with assualt vehicle, there is no safe zones for the Tau on broad as a second turn assualt is almost ensured. That is also one of the reason I try out a Land Raider in this game

This message was edited 1 time. Last update was at 2015/08/13 12:51:47


 
   
Made in hk
Warwick Kinrade





Hong Kong

Neophyte2012 wrote:
First of all, sorry Iapedus for the huge mistake in regard to who can be affected by Storm of Fire WT. I only noticed this problem one day after the battle and the discussion I posted in dakka seem more guys think that LRC don't get the benefit. Should have put more awareness to the changes in new codex.
Oh really? I had no idea it could not be applied to the LRC - how come, the trait just says unit? Either way, it didn't really make that much difference to the game - even without it, the marines would have still won the day.

I agree with your assessment, Riptide insanity was definitely the turning point of the game Still, lesson learned for future games - will only try the smash attack on empty rhinos and drop pods from now on

I don't think the deployment was too much of an advantage to the marines though - it balanced out the supporting fire aspect of the Tau, meaning they wouldn't just shoot you of the board when you charged the gun line as there was no where to set up a gun line really. I was also completely sideswiped by the inclusion of the LRC, which got your Termies right where you wanted them so well done to you for having a great plan and building accordingly

Anyway, I look forward to the final installment and restoring some Tau pride!

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in hk
Warwick Kinrade





Hong Kong

PART 3: The Titan Prime Campaign
Escalating 1000/1250+/1500+ point missions with bonuses.

MISSION 3.3: Bushwhacked

OPPOSING FORCES

Bonuses: Going into this mission, the Tau player has generated 175 bonus points, while the Ultramarines generated 225 bonus points
Ascendancy: Ultramarines are in the ascendancy and choose to go first

Force limitations for both sides are a single standard Combined Arms Detachment + 1 Formation (from same Faction)
Both Forces are now at full strength, so no restrictions to number of FOC slots apply, and one formation slot has been introduced. HQ choices still exclude ‘named characters’ unless previous campaign bonus was earned.

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1675pts
Spoiler:
Battle Forged CAD

HQ
Commander 'Calmstar' O'Vash, crisis battlesuit, PR x2, XV8-02 Iridium Battlesuit, Shield Drone x1 152pts

Troops
Kroot Carnivore Squad, Kroot Rifles, Kroot Armour, Sniper Rounds 70pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
- Devilfish Transport 80pts
Fire Warrior Team x 6, combat armour, pulse rifle, photon grenades 54pts
Gue'Vesa team x10, Flak Armour, Las Gun, Close Combat Weapon, 41pts
Gue'Vesa team x10, Flak Armour, Las Gun, Close Combat Weapon, 41pts

Elites
Crisis Suits x2, TL Missile Pods 84pts
Crisis Suits x1, Dual Fusion Blasters, 2x Gun Drones 76pts

Fast Attack
Pathfinder Team x5, Pulse Carbine with Marker light, Recon armour 55pts
Pathfinder Team x5, Pulse Carbine with Marker light, Recon armour 55pts
Piranha, Fusion Blaster, 50pts

Heavy
Hammerhead Gunship, Ion Cannon, TL SMS, 125pts
Skyray Gunship, TL SMS 115pts

Firebse Support Cadre Formation
Riptide, IA, TL PR, EWO 190pts
Broadsides Team x3, TL HRR, TL Plasma Rifles, Counterfire Defense System 225pts
Broadsides Team x2, TL HYMP, TL SMS, EWO 210pts

Total Models 69 /Infantry 62 /Characters 1 /Vehicles 3/ Wounds 92/ Kill Points 17




Imperial Forces: Ultramarines Space Marine Chapter 1725pts
Spoiler:
Battle Forged CAD

HQ
Captain Fabian, Artificer Armour, Combimelta, power fist 145pts
Techmarine Brother Sevano , Servo Harness 90pts

Troops

TAC squad x 8, Plasmagun, Combiplasma, MB, DP, 177pts
- Sergeant Volus
TAC squad x 7, MG, Combimeta, MB, DP, 177pts
- Sergeant Regulus
Scout squad x 5, LSS with HF, 95pts
- Sergeant Hansus

Elite
Assault Terminators, 4x TH & SS, 1x LC 215pts
- Sergeant Darith
- Land Raider Crusader, Multimelta 250pts
Ironclad Dreadnought, PF with HF, Sesmic Hammer with MG, DP 190pts
- Ancient Brother Ferox

Librarius Conclave Formation
Chief Librarian Tigirius , Power armor, Bolt Pistol, Hood of Hellfire, Rod of Tigirius , 160pts
Librarian Agenostin , Level 2, Terminator armor, Primarch Wrath 135pts
Librarian Herbort , Level 2, Auspex 95pts

Total Models 36/Infantry 32/Characters 5 /Vehicles 5/Psykers 3/ Wounds 55/ Kill Points 15




SETUP
Spoiler:

Mission: Mission 3.3 Ambush (Capture Euphrati Dell / Destroy the Enemy)
Deployment: Special (see attached mission pack)
Initiative: Ultramarines are in the ascendancy and choose to go first

Special Rules: Reserves, Night Fighting, Grim Resolve (see below), Relief Force (see below), Welcome to the Party (see below), Euphrati Dell (See below)
•Grim resolve: When in possession of Euphrati Dell, all friendly units within 6” of his model have the fearless special rule.
•Relief force: The Ultramarine Player may either deploy reserves normally or may hold the entire reserve force in standby and automatically deploy it all on turn 3. If deployed in this way, they may also choose to arrive on any table edge.
•Welcome to the Party: Tau forces set up the ambush, and thus have the element of surprise. As such, in the first turn all Space Marine units can only use psychic powers, shoot / run or assault if they first pass an initiative test.
•Euphrati Dell: As the objective in this game, he follows
Terrain: The third exchange on the soil of Titan Prime takes place in a small cluster of buildings, facilities and machinery. The rendezvous point with Euphrati Dell in the centre of the board.



Euphrati Dell (has been hitting the gym recently)



Warlord Traits:Tau roll on codex Traits and get 'A Ghost Who Walks Among Us' (3D6 Assault Jump Moves), while im afraid I cannot remember what Captain Fabian rolled (possibly the 'furious charge' one?).
Psychic: Space Marines get an absolute bucket load of powers with the conclave formation.
- Chief Librarian Tigirius rolls on Telepathy for Shrouding, Invisibility, Hallucination, and Psychic Shriek
- Librarian Agenostin rolls on Pyromancy for Sunburst, Molten Beam, and Flame Breath
- Librarian Herbort rolls on Biomancy for Life Leech, Warp Speed, and Smite


PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:

1: Interceptor. Two units have it today (Iontide and Missilesides) so if the marine player is careless in his deployment of drop pods it should be easy pickings for these units to blow reserves away before they fire a shot, allowing everyone else to concentrate on the centre.
2: Firebase Support Cadre. Tank hunter will hopefully come in useful taking out any land raider / various transports, while the riptide and HRRs should be good when it comes to dealing with the Terminators
3: Twin Linked. A lot of weapons n the Tau side are twin linked, which will help in scoring snap shots when trying to deal with the invisible Librarius conclave deathstar. However, I will still need to drown them in fire just to scratch the surface...

Reasons why the Ultramarines will win:

1: Tiggys invisible psychic deathstar - Not only is Tiggy great on his own, but he will running around with the already dangerous Librarius Conclave almost certainly paired up with the assault terminators. When invisible (all but guaranteed) this unit will be nigh on impossible to deal with.
2: Threat overload. The Ultramarines have the numbers and transport options to overwhelm a single Tau flank and collapse it if they want, heling to make good their escape with Euphrati Dell.
3: Land Raider. The AV14 monster is back, this time to no doubt provide a mobile bunker for Euphrati Dell. Once again it will be really though for my army to take down (only the Piranha, Riptide and solo fusion suit can touch it).

DEPLOYMENT
Spoiler:
Ultramarines: Ultramarines forgo the special rull allowing all units to arrive on any flank Turn three, and opt for a normal reserves deployment of the drop pod units. Land raider, Terminators and Librarius Conclave deploy centrally, securing Euphrati Dell



Techmarine grabs him by the scruff of his neck, ready to bundle him into the boot of the land raider



Scouts in the LSS will infiltrate, while all other units are in DPs in reserve

Tau: Tau units set their ambush, but with a wary eye on the sky for drop pods. Riptide, Missilesides, Hammerhead, missile crisis suits and a unit of geuvesa take the south flank



On the North/East Flank, Railsides, guevesa, Kroot and pathfinders set up



While on the North/West Flank, Skyray and Pathfinders deploy



Along the northern edge of the board, the piranha and a devilfish containing the fire warriors hide. The plan for these guys is to swoop in and secure Euphrati Dell after the Fire support units have pounded the land raider and deathstar.



Finally, the LSS infiltrates on top of the central ruin




TURN 1 – Ultramarines
Spoiler:

Turn overview



LSS makes a break for the pathfinders on the western flank



Techmarine bundles the engineer into the land raider



Ironclad dreadnaught comes in and goes straight after the Missielsides



While the plasma TAC squad comes in on the North Eastern corner and goes after the Railsides



Land raider, with cargo safely stowed, makes a break for the western edge



While Libbynator unit moves east to deal some death



Time for the Tau to strike - EWO kicks in, and the missilesides immediately glance the Ironclad to death, mainly thanks to Tank hunter from the FBSC formation. This gives Tau First Blood and a kill point



Riptide also eyes up the drop pod through the ruins



And kills two marines with a overcharged large blast scatter



Epic psychic phase begins. Invisibility is successfully cast on the Libbynators, as well as shrouding for good measure. Smite kills a single Kroot, while life leach kills a single pathfinder



Hallucination is cast on the Railsides, reducing one models BS to 1



and finally psychic shriek is cast on the Kroot, but it fails to kill any of them



Shooting phase, and the LSS toasts a unit of pathfinders with its heavy flamer, gaining one kill point



While the plasma marines open up on the Railsides, causing one wound



No combat though, and various shuffling about marks the end of the Ultramarines turn


TURN 1 – Tau
Spoiler:
The invisible deathstar is my priority now, and the plan is to try and hit the land raider with blasts that hopefully scatter onto the nearby Libbynator unit. Ionhead moves over for a better angle



Riptide jumps out for a better view of the drop pod, as he has already used his main weapon this turn



Twin Linked missile Crisis get in range of the libbynator unit



Piranha comes out of hiding to deploy the drones to help against the marines. Hs should have flat outed back into cover but I forgot



Skyray aims to take revenge on the LSS



Riptide fails to nova charge for ripple fire, taking a wound. Really don't know why I bother...



And he really doesn't need it either, one shotting the drop pod for a explosion result and another kill point for the Tau



Skyray downs the LSS with its SMS for another kill point, with the scouts disembarking into cover



ionhead manages a glance on the Land raider



Gue'vesa and drones target the Plasma TAC squad, killing two more and forcing them to break



Whilst everything else shoots at the deathstar. Huge amounts for fire pour in, killing..... a single terminator. This nut is going to be tough to crack.



Suits and riptide jump back into cover, ending the Tau turn

VP – Tau 4:1 Ultramarines (+5 for Euphrati Dell)

TURN 2 – Ultramarines
Spoiler:
Turn overview



Melta TAC squad comes in on the north west corner, going straight after the Devilfish and fire warriors. Nothing is in interceptor range so it lands safely



Plasma TAC regroups and comes back after the guevesa



While Libbynator unit makes its way towards the Railsides position



Another epic psychic phase begins. Invisibility is successfully cast on the Libbynators again, as well as shrouding again. Sunburst is cast, killing five kroot



With smite finishing off one more



While the big one is left till last - Psychic Shriek is cast on the Railsides...



...and utterly annihilates them, giving the Ultramarines and kill point and dealing a heavy blow to the Tau



Shooting, and the land raider opens up on the missilesides. They go to ground, but still take a single wound



Melta guns and a krak grenade fail to hurt the devilfish as he jinks his way to safety



While the plasma TAC has better luck, killing six Guevesa. They would hold



Still no combat, so the marine turn ends


TURN 2 – Tau
Spoiler:
Turn overview



Tau reserves, and only the solo suit comes in. He drops in next to the land raider, looking for redemption after the last game



Plan this turn will be to drop blasts on the drop pod and hope for scatter onto nearby Libbynator unit. The loss of the twin linked railsides may start to show this turn though. Riptide and missile suits move into view



Broadsides also move up to try and get in the action, their only current target being the untouchable land raider



Devilfish cruises away form the TAC squad



While guevesa and drones bravely confront the TAC squad remnants



Shooting, and the fusion suit aims both blasters as the Land raider. He is in melta range, and has two marker lights from the skyray to use - surely he an do it this time?!? Nope. He misses with one and only manages a glance with the other



Guevesa and drones kill another marine, while everything else fires at or near the libbynators. One more terminator goes down. At this rate it will take another 5 turns to break the conclave



Fusion suit tries to escape form the land raiders inevitable wrath



While the missilesides roll a one for their run move, so scramble back into cover



VP – Tau 4:2 Ultramarines (+5 for Euphrati Dell)

TURN 3 – Ultramarines
Spoiler:
Turn overview



Scouts make a move towards the fusion suit



While the land raider tucks back in cover, but still has a line of sight on the drones



The TAC squad comes round to deal with the Guevesa and drones



While the Libbynator unit holds position



Psychic phase a bit more limited this turn due to a one being rolled for warp charge. Tiggy also perils casting invisibility on the Libbynators, taking a wound



Shrouding also goes off, as does psychic shriek which destroys the unit of pathfinders for another kill point



Shooting, and the land raider takes out both of the fusion suits gun drones



While the scouts put a wound on him with pre-assault fire



The final kroot are also wiped out by fire from the libbynators, giving another kill point to the marines



One drone and a guevesa are killed by the TAC squads, the drone holds but the guevesa run for it



Scouts charge but lose two in overwatch



but successfully exact their revenge, easily killing him for another kill point and consolidating into cover




TURN 3 – Tau
Spoiler:
Turn overview



Commander arrives from reserves, and goes after the TAC squad



Guevesa move forward to claim the objective incase the land raider is ever popped



Devilfish moves into the ruins and deploys the fire warriors, eager to get into the fight



and the skyray moves to get some markerlights on the deathstar



Piranha throws caution to the wind and makes a daring move, risking a dangerous terrain check to land on to of the ruin for a clear shot at the land raider in melta range. Unfortunately, he whiffs the shot



Shooting, and the commander finishes off the plasma TAC squad for a kill point



While the fire warriors kill off the scout remnants for another point



Everything else fires at or near the libbynators once more, and once more a single terminator falls



Suits jump around and that's it for the Tau turn

VP – Tau 6:5 Ultramarines (+5 for Euphrati Dell)

TURN 4 – Ultramarines
Spoiler:
Turn overview



Libbynators go after the commander



While the land raider backs off from the piranha but keeps him in its sights



Psychic phase, and both invisibility an shrouding go off on the Libbynators for the fourth straight turn



Psychic shriek attempts to take down the commander, but it is denied by the Tau!



So life leech has a go instead, but only succeeds in destroying the shield drone



Hallucination is also cast on the commander, slightly decreasing his BS skill



Shooting, and the Land raider opens up on the Piranha. However, he jinks his way to safety, taking only a glance in the process



While the Libbynator unit makes a run towards the fire warriors with the aim of scoring some easy kill points



The TAC squad also runs. looking to outflank the commander and guevesa remnants




TURN 4 – Tau
Spoiler:
Turn overview



Commander gets out of psychic shriek range, going after the TAC squad instead



As does the supporting devilfish



While fire warriors move up into rapid fire range of the Libbynator unit



supported by the skyray



Shooting, and the ionhead tries to take out the far drop pod but fluffs it



Commander and devilfish manage to take out two marines, but they would hold



While the missile suits and riptide come forward



The riptide hits the land raider with his fusion blaster, managing a glance



While the missile suits divert their fire onto the other remaining drop pod, destroying it for another kill point



Piranha doesn't move so as to avoid the dangerous terrain test, but misses the snap shot onto the land raider. Everything else fires at the deathstar as usual, but to no avail. Commander jumps out of assault range from the TAC squad, and that ends the Tau turn.



VP – Tau 7:5 Ultramarines (+5 for Euphrati Dell)

TURN 5 – Ultramarines
Spoiler:
Turn overview



Disaster strikes for the Marines! The Land raider fails a dangerous terrain test and losses a hull point. It has done almost as much damage to itself as the Tau have all game



Libbynator unit positions itself between various targets, but mainly the fire warriors



While the TAC squad, out of probable charge range on the commander, decides to try and take out the guevesa for a kill point



Psychic phase, and molten beam is cast at the piranha but fails to hit. Sunburst kills a few fire warriors, while hallucination cripples one unit further but both hold



In a desperate bid to keep the land raider alive, the libbynator unit forgoes invisibility for itself and casts it on the land raider



but they still get shrouding off on themselves as a backup



Shooting, and the land raider once more misses the piranha, which will live to fight another turn. The TAC squad does however manage to wipe out the guevesa guarding the commander for another kill point.



The land raider also restores a hull point thanks to the tech marine stationed within


TURN 5 – Tau
Spoiler:
Turn overview



With invisibility down, focus switches from the land raider back to the deathstar. This is the chance to break the conclave once and for all. Riptide and missile suits move into range



As does the ionhead



While commander and devilfish continue to harrass the TAC squad



They shoot at the TAC and cause no damage while the Riptide lines up a shot into the Libbynators with his nova charged Ion Accelerator...



...and Boom! Utter devastation ensues! The blast scatters slightly but it is not enough to save unit from severe damage. Some horrible saving roles combined with instant death sees two librarians go down, as well as the captain and a terminator. Tiggy even takes a few wounds from fire warriors shooting just for good measure.



This gives the Tau 3 Kill points as well as Slay the Warlord

If it ends now, the game will be a draw as the marines still have possession of Euphrati Dell. We roll to see if the game continues... and it does!

VP – Tau 11:6 Ultramarines (+5 for Euphrati Dell)

TURN 6 – Ultramarines
Spoiler:
Turn overview



land raider once more stays still, trying to get a bead on the tricky piranha, while Tiggy and serg. head for cover



TAC squad remnants also decide against the long range assault on the devilfish, so also opt for cover



Psychic, and Tiggy manages to get invisibility off by himself on the land raider



And tops it off with shrouding on his unit too. It is all about survival now.



Shooting, and the brave piranha finally succumbs to the land raider, giving the ultramarines and all important victory point




TURN 6 – Tau
Spoiler:
Turn overview



Last chance saloon for the Tau. Riptides comes forward and successfully nova charges for ripple fire of his fusion blasters, while the missile suits and missilesides get in range of Tiggy



Fire warriors and devilfish also move in on Tiggy



Shooting, and everything except the riptide shots at Tiggy. He survives, but the terminator sergeant succumbs, giving the Tau a victory point. Riptide steps up and fires twice point blank at the invisible land raider - and gets a 6! I roll two dice for armour pen (being in melta range) and roll a ! Nooooooo! Wait - I have tank hunter to reroll! I pick up the same dice, roll again...... another ! angry face:



Riptide goes from hero to zero in the space of a turn. He tries to smash the riptide but is unsuccessful, and thus the games ends.




RESULT
Spoiler:

VP POINTS

Tau: 12 pts
First Blood 1pt
Slay the Warlord 1pt
Units Destroyed 10pts

Ultramarines: 12 pts
Units Destroyed 7pts
Captured Euphrati Dell 5pts

DRAW

BREAKDOWN

Decisive moment – when the riptide fluffed his armour penetration rolls against the land raider. At point blank range and with reroll for tank hunter he should have finished it or at least have glanced it and given himself a chance on the charge. If it had been wrecked, it would have given the Tau a vital extra VP, but also there were other units around who would have taken out the techmarine and denied the ultramarines their 5 VP prize. But, alas that is just the way it goes sometimes and the Tau have really struggled with the Land raider in this part of the campaign. Besides, my opponents tactics were spot on - drawing atentin away from the land irader in earlier turns, then sacrificing the conclve to kep it safe in the end game. Good play all round

Key units

Tau: Riptide. Hero and villain today, but just about redeemed his land raider misery with the killer blow on the librarius conclave. He was also responsible for 4 VPs all by himself today, so take a bow sir.

Ultramarines: Land Raider. Sure, the librarius conclave put a lot of hurt on the Tau and distracted them from dealing the land raider, but the AV14 bunker did its job, keeping Euphrati Dell safe and sound while Tau fire bounced off it. Helped of course by the invisibility being cast on it, but the Tau would have struggled even without it.

STATS

Tau:
Models remaining 26/69
Kill to Death Ratio 0.60
Efficiency 37%

Ultramarines:
Models remaining 9/36
Kill to Death Ratio 1.65
Efficiency 63%

POST GAME
Spoiler:

The Ultramarines and Tau battle to a bitter draw in the last game of the Titan Prime Campaign: Part 3, but the Ultramarines win their first campaign 2:0. As a result, in the Part 4 Campaign the Tau will lose the ability to field human auxiliaries, while the Ultramarines will gain the ability to do so.

AFTER ACTION REPORTS
Chief LibrarianVarro Tigirius:
Spoiler:

We reached the designated evacuation location to pick up the redeemed chief engineer without resistance. But all of a sudden, the Tau forces appeared from everywhere, and we realised too late that we had fallen into an ambush. Brother Captain immediately ordered me to take our captive into the Land Raider and protect him carefully. He led the Librarians and Brother Darith fought and stayed on foot to try and breach the trap for us…..
--- Brother Techmarine Sevano, rally point Sanctus on Titan Prime

I had no foreknowledge that the reinforcement from Ultramar was led by Chief Librarian before they arrived, and this is the first time in a decade that I have fought alongside my mentor and Brother Agenostin again, the three of us combined our psychic strength and unleash the wrath from the warp against our foes….
---- Brother Librarian Herbort, in the apothecary cell in Accipter

I was deployed onto the battlefield via our Droppod, but this time the enemy had been expecting our arrival. As soon as I came out of the Drop pod, rains of missiles poured at me, and the intense impact and explosions crippled my mechanical hulls immediately….
----Ancient Brother Ferox, the Ironclad Dreadnought, in Maintenance Bay of Accipter

We were out of luck today, we lost two brothers to the interceptor fire while we land, and as we were attacking the heretic auxiliary, a shadow decent from the sky and rained plasma fire at us, we were soon all laid low….
----Brother Sergeant Volus, in the apothecary cell in Accipter

Despite we got our main objective back safely, I won’t call it a victory today, as it is obvious that the Tau had use the defecting engineer as bait to set up a trap, and I had to amid that their strategy worked out successfully. They inflicted heavy casualty on our side. More than a dozen of our Battle Brothers along with Librarian Herbort and Agenostin went down through out the fight; it is going to take a lot of time to get the Strike Force getting back to combat effectiveness. Thank the Emperor and the heavy armor of our Land Raider, our captive is unharmed, hope the information we extracted from him would be enough to make up this kind of losses...
A debate had broken out around the strategy of our next stage of battles, between Chief Librarian Tigirius and me, since his “sorcerer’s vision” saw the Tau reinforcements are already on the way towards Titan Prime, he proposed that we should launch attacks against the Capital Hive immediately, otherwise the Xeno defenders may have enough time to dig in and drag us into a meat grinder, the tide of this Crusade may turned against us when their reinforcement arrive and we were still at the walls of the Hive. But now, as our Strike Force had suffered such a lost, I don’t think we are capable to deploy a full scale siege against the Hive City at the moment. After an hour of discussion in the apothecary cell, the two of us reached a compromise, that we keep launching squad scale raids against isolated outposts of the Capital Hive and ambush the logistic convoys if opportunity presented itself, attacking only when we outnumber and outgun the Xenos to ensure a major victory without significant casualty. Playing hit and run with the Tau defenders and try to delay their defensive deployments. The main siege will start in five days, hope we are still in time to win a crushing victory in the Hive City before the Tau reinforcement can arrive. May the Emperor protects…
----Brother Captain Fabian, Acting Commander of Strike Force Titan, in the apothecary cell of Accipter


Commander O'Vash:
Spoiler:

It is a rare day indeed that both foes on a abttle field must admit defeat, and yet this is the shamefull prospect we are faced with on this fateful day.

The trap had been well set for the Gue’ron’sha who, in their usual brazen and forthright manner, sparred little time in springing it. However, what we could not have known was that the force sent to collect the treacherous enginner would contain a conclave of Gue’ron’sha shammans. I am not afraid to admit that my nderstanding of these beings is limited, and the closest analogy i can find is in the ancient belifes of magic and scorcery from our unenlightned past, but these men performed feats today which defy any logical reasoning i can apply to them.

For the first time in over three decades of warfare, i tasted the bitter twinge of a long forgotten emotion - fear. Yes, i am ashamed to amit it, but fear can be a great driver of nobler sentiments - duty, honour and of course bravery. The men under my commanded auitted themselves with all of this and more today, but the batel wa sjust beyond us once more. Both sides have pummeled each other into twisted, bloody recks this day, and while the Gue’ron’sha leave with their prozed engineer, we have exacted a heavy enough toll on their force to maybe buy some respite from their raids for the moment.

And this could not have come at a better time for us. We have finally recieved word from FFi’Rios - the fleet has departed.

It is time for the hunted to become the hunters..


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Never mind.

This message was edited 1 time. Last update was at 2015/09/22 23:46:06


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 Dozer Blades wrote:
Never mind.

Ha ha, thanks for the 'sympathy'

Filthy xenos have finally got their comeuppance!

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 Iapedus wrote:
 Dozer Blades wrote:
Never mind.

Ha ha, thanks for the 'sympathy'

Filthy xenos have finally got their comeuppance!


I think it looks like our luck going back and forth, that double ones rolled twice is actually a 1/1296 chances ..... But I do think Tau should let at least one more crisis suit to pack dual fusions instead of missile. The FSBC Broadsides should be ok enough for volumes of missile fire, where only invisibility or hallucination have a hope to keep MEQ and mid/light armored vehicles being killed by them.

On the Marine side, a mistake in early game is dropping the Ironclad next to the missilsides. Too arrogant believing that AV 13 could walk through 8 S7 shots but the Tank Hunter of FSBC find its mark here.... In after game self review, the first turn of Marines is actually without direction, with conclave going east, scout and LSS going west (probably the only non directional action as they picked off a marker light unit), Ironclad dropping south and plasma TAC dropping northeast. In ths sense, it maybe better for Ironclad to drop at ESE direction or drop near the Tau Skyray and Devilfish (out of range or LoS of the Missileside and Riptide), the former perform as a road block and cover for the east moving LR, latter to threaten the Tau skyray to make LSS less a suicide move.

Overall it seems the new Marine Codex had brought in some new combination and brought them to the level that can match up with the claimed "OP" Tau, although yes I do brought some nasty strategic surprise in game such as AV14 almighty and the "shaman conclave" which is a direct result of the outcome of the last two battle. Now we are waiting for the new Tau codex to drop, by when it will be two brand new armies to fight for the fate of Titan Prime.


Automatically Appended Next Post:
Again a big big thanks to Iapedus, it is a lot of great work to draft up these batrep and design of the Narrative.

This message was edited 1 time. Last update was at 2015/09/23 12:46:57


 
   
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The Burble

Great report thanks. I had a few questions:

Why wasn't the techmarine restoring hull points throughout the game instead of just once? Terrible rolling?

Did the LR have to stay in the center of the board? And can the unit carrying the hostage not do anything? Otherwise I don't know why the Marine player didn't load up the conclave and terminators into the raider and crush one side of the board completely then hide in ruins. If the north side of the board fell (probable after the railsides got nuked) then the raider could just hide in terrain all game with the terminators inside.

Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
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 Silverthorne wrote:
Great report thanks. I had a few questions:

Why wasn't the techmarine restoring hull points throughout the game instead of just once? Terrible rolling?

Did the LR have to stay in the center of the board? And can the unit carrying the hostage not do anything? Otherwise I don't know why the Marine player didn't load up the conclave and terminators into the raider and crush one side of the board completely then hide in ruins. If the north side of the board fell (probable after the railsides got nuked) then the raider could just hide in terrain all game with the terminators inside.


Well, the Tecmarine is repairing every turns when LR is not on full HPs. The land raider is actually moving east / NE in the mid-late game. But with no clear direction, one turn want to pop shot the missileside, the next shot the fusion battle suit's gun drones, then the final two turns is actually trading shots against the Piranha, and yes it should be moving from turn one towards the NE corner.

I need the Librarians fight on foot, if they are in LR, they cannot cast psychic power....., so the TH/SS Terminator is actually meat shield for them while the whole unit's survivability become even more ridiculous under invisibilty.

But well, the DICE god in this game is even more funny, I actually failed every 3++ called upon, while passed almost every 2+ armor save and 5++ saves.... Meanwhile my opponent got a fusion blaster hit on LR despite invisibilty, but rolled double one twice when rolling to penetrate
   
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The Burble

Sounds good. If you're feeling lucky I'm pretty sure you can keep one librarian out of LOS on a side of the raider and still cast with the conclave benefits

Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
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Eye of Terror

These are good batreps because the games are very competitive and the format is tight.

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Neophyte2012 wrote:I think it looks like our luck going back and forth, that double ones rolled twice is actually a 1/1296 chances ..... But I do think Tau should let at least one more crisis suit to pack dual fusions instead of missile. The FSBC Broadsides should be ok enough for volumes of missile fire, where only invisibility or hallucination have a hope to keep MEQ and mid/light armored vehicles being killed by them.

On the Marine side, a mistake in early game is dropping the Ironclad next to the missilsides. Too arrogant believing that AV 13 could walk through 8 S7 shots but the Tank Hunter of FSBC find its mark here.... In after game self review, the first turn of Marines is actually without direction, with conclave going east, scout and LSS going west (probably the only non directional action as they picked off a marker light unit), Ironclad dropping south and plasma TAC dropping northeast. In ths sense, it maybe better for Ironclad to drop at ESE direction or drop near the Tau Skyray and Devilfish (out of range or LoS of the Missileside and Riptide), the former perform as a road block and cover for the east moving LR, latter to threaten the Tau skyray to make LSS less a suicide move.

Overall it seems the new Marine Codex had brought in some new combination and brought them to the level that can match up with the claimed "OP" Tau, although yes I do brought some nasty strategic surprise in game such as AV14 almighty and the "shaman conclave" which is a direct result of the outcome of the last two battle. Now we are waiting for the new Tau codex to drop, by when it will be two brand new armies to fight for the fate of Titan Prime.

Yeah, I agree with most of that - I definitely need to double up the fusion suit dropping in to take out armour, he has failed me too many times on his own! I think the new marine codex has definitely helped them into a stronger position than the current Tau codex, (but not by much, which just goes to show how strong the Tau one was when released) and it will be interesting to see if that parity is still there when the new Tau codex comes out next month. I for one will miss the current Tau dex when it is gone

hanshotfirst wrote:SQUEEEK SOOO AWESOME!

Silverthorne wrote:Sounds good. If you're feeling lucky I'm pretty sure you can keep one librarian out of LOS on a side of the raider and still cast with the conclave benefits

Dozer Blades wrote:These are good batreps because the games are very competitive and the format is tight.

Glad you all enjoyed them - part 4 will be commenced once the new Tau dex is out so stay tuned!

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PART 4: The Artemis Hive Campaign
Escalating 1500/1750+/2000+ point missions with bonuses.

This is Part Four of the Titan Fall Campaign. The Campaign booklet, along with all mission rules can be found in the attached PDF document.

Sorry, I know It has been a while since the last one was posted, but with a new job, the Christmas break and Chinese new year kind of derailing things we will hopefully now be able to get on and complete the campaign in good order. Enjoy!

MISSION 4.1: Unswerving

OPPOSING FORCES

Bonuses: None
Ascendancy: Neither

Force limitations for both sides are a single standard Combined Arms Detachment + 1 Formation OR a Decurion style detachment from either codex (yes, this campaign has been going so long it has crossed codex editions for both players...)
Both Forces are now at full strength, so no restrictions to number of FOC slots apply. HQ choices still exclude ‘named characters’ unless previous campaign bonus was earned. To represent the desperate defensive efforts of the Tau and their dug in stance, the Tau player must pick 1-3 fortification for each battle, although they do not need to be taken as part of a CAD or formation.

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1500pts
Spoiler:
Tau Hunter Contingent

Hunter Cadre 800pts

HQ
Commander 'Calmstar' O'Vash, crisis battlesuit, PR, FB, Gun Drone, Sheild Drone 139pts
Fireblade 'Darkwave' El'Or'Es, combat armour, pulse rifle, photon grenades 60pts

Troops
Kroot Carnivore Squad, Kroot Rifles, Kroot Armour 60pts
Kroot Carnivore Squad, Kroot Rifles, Kroot Armour 60pts
Fire Warrior Team x 10, combat armour, pulse rifle, photon grenades, DS8 MP Turret 100pts
Fire Warrior Team x 10, combat armour, pulse rifle, photon grenades, DS8 MP Turret 100pts

Elites
Crisis Suits x1, Fusion Blasters x2, gun drones x2 76pts

Fast Attack
Piranha, BC, Gun drones 40pts
Piranha, BC, Gun drones 40pts

Heavy
Hammerhead Gunship, Ion Canon, TL SMS 125pts

Firebase Support Cadre 480pts

Riptide, IA, EWO, 190pts
Broadside x2, TL HRR, TL Plasma Rifle, EWO 150pts
Broadside x2, TL HYMP, TL SMS, EWO 140pts

Fortifications
Vengeance Weapons Battery, Gatling Cannon, 75pts
Vengeance Weapons Battery, Quad Icarus LC, 75pts
Aegis Defence line, Ammo dump 70pts


Total Models 67 /Infantry 61 /Characters 2 /Vehicles 3/ Wounds 75



Note: Vengeance Weapon Batteries proxied by Icarus Cannon/Quad Cannon gun emplacements, DX8 turrets by gun drones


Imperial Forces: Ultramarines Space Marine Chapter 1500pts
Spoiler:
Battle Forged CAD

HQ
Chief Librarian Tigirius , Power armor, Bolt Pistol, Hood of Hellfire, Rod of Tigirius , 165pts
Captain Fabian, Chapter Master, Artificer Armour, Bike, Shield Eternal, Thunder Hammer 250pts
- Command Squad x4, Bikes, 3 x storm shield, Apothecary Helion 220pts

Troops
Scout squad x 5, Camocloak, Shotgun, MB, LSS with dual HB, 110pts
- Sergeant Hansus
Scout squad x 5, Camocloak, Shotgun, LSS with dual HB, 105pts
- Sergeant Excis

Elites
Assault Terminators, 4x TH & SS, 1x LC 225pts
- Sergeant Darith
- Land Raider Crusader, Multimelta 250pts
Ironclad Dreadnought Ancient Brother Ferox, PF HF, SH MG, DP, 190pts


Total Models 26/Infantry 21/Characters 2 /Vehicles 5/Psykers 1/ Wounds 39




SETUP
Spoiler:

Mission: Mission 4.1 Assault - Destroy the Objectives & enemy units
Deployment: Dawn of War
Initiative: Tau go first unless Ultramarines can seize
Special Rules: Reserves, Night Fighting, Targeting Nexus (see below)
•Targeting Nexus: While in control of the targeting nexus, the Tau player can call in a bombardment during their shooting phases. This bombardment follows the rules and profile in the campaign book
Terrain: The first exchange at Artemis hive takes place on the city outskirts, recently transformed into a rugged line of defensive works. Bunkers, trench lines, tank traps, barricades and craters.

Map


Warlord Traits:Tau roll on codex Traits and get 'Skilled Hunter' (no look out sirs can be taken against his shooting), while Tigirius gets his set trait 'Storm of Fire' (rending to one unit within 12").
Psychic: Tigirius gets what he needs, Invisibility, along with Terrify, Mental fortitude and psychic shriek

PRE GAME ANALYSIS
Spoiler:
Reasons why Tau will win:

1: Volume of Fire. Tau have multiple units who can pump out obscene amounts of S5+ fire, which will whittle the Space Marines down even with their 3+ saves. They also have better range on average.
2: Hunter Contingent*. First time I have wheeled out the Tau' Decurion' in this campaign, and looking forward to seeing how it performs, specifically the Coordinated Firepower rule for +1 BS. To this end, I have not even bought any MLs as I am keen to see if they can now be bypassed. This increased BS will allow the Tau to score more hits by concentrating their fire and hopefully whittle the Marines down even quicker
3: Gun Line. Tried and tested, ideal for defending the nexus. Also now improved by the Hunter Cadre, giving all those chaps in the line a nice 12" range for supporting fire. Hopefully this will keep those punchy marines at bay.
*Note: I am of course not going to use this formation in the 'broken way' (i.e. giving all my fire warrior units an extra shot for having a fireblade in there, or sharing tank hunter around from the FBSC, etc). +1 to BS will do just fine thank you

Reasons why the Ultramarines will win:

1: Double Deathstar. Not just the Smashfether (chapter master, command squad + medic, very capable of getting into the tau gun line and messing them up in assault) but also Tiggy & Assault Terminators + invisibility (another nasty punchy unit that might be hard to take down at range).
2: Land raider. Oh man, not again. I really hate land raiders, and I don't think I have managed to destroy this one yet in the campaign. No doubt it will be carrying Tiggy & chums just to make matter worse.
3: Ironclad, AKA the monstersmurf. Always a threat in the drop pod, will be target priority for the fusion crisis. If he makes it into combat - which he should - it will be a long afternoon for the Tau.

DEPLOYMENT
Spoiler:
Tau: Tau set up the gun line centrally, behind the aegis with both vengeance weapon batteries. Both fire warrior squad and the firebalde man the line. Riptide and hammerhead also hunker down with the troops, taking advantage of the ammo dump to help with their gets hot rolls. Nexus in the middle.


Broadsides and Piranhas take both flanks




Defenses set, kroot to infiltrate and Commander/crisis suit to deep strike


SM: Bike squad deploys on the extreme right flank, keen to take some of the Tau fire power out of the equation. Land raider with Tiggy & chums also starts left, clearly signifying the intent to collapse the Tau right flank. Scouts to infiltrate, LSS to outflank


Infiltrators, and Kroot occupy the central bunker


As well as reinforce the gun line


While scouts also go on right flank to support other units


Who then scout move into cover




Ultramarines roll to seize and fail.

TURN 1 – Tau
Spoiler:

Main Tau battle line does not move in anticipation of the pod and LSS, but left flank does adjust slightly with Missilesides trying to get more central or risk being out of the game. drones detach from piranhas, while fire warriors deploy DS8 turrets.

Shooting is pretty lack luster for the Tau, only managing a glance on the land raider. Still, one quarter of the way there


They also manage a wound on the chapter master


As well as a single scout from each squad. And with that, the Tau turn is complete.

TURN 1 – Ultramarines
Spoiler:

Drop pod comes in, and also goes right to prepare the way for the rest of the Ultramarines


Scouts and bikes move up in support


While other scout squad moves in on the kroot


Interceptor kicks in, and the Railsides and Riptide manage to put a glance on both the ironclad and drop pod


Shooting, and the ironclad instajibs a railside with his meltagun, while putting a wound on the other with his flamer. Scouts kill off the piranhas drones too, giving them nothing to charge.


Elsewhere, scouts manage to kill a single kroot but fail the charge. They also lose a man to overwatch just to compound their misery


And with that, a tame opening comes to an end
VP – Tau 0:0 Ultramarines

TURN 2 – Tau
Spoiler:

Turn overview


All reserves come in for the Tau. Fusion suit tries to drop in behind the Ironclad, but almost scatters off the board. He just about makes it, but is now stuck between the veritable rock and a hard place


Commander drops behind the land raider to have a pop, and manages to stick the landing more or less


Left flank missilesides continue to reposition, right flank railside does a runner back towards the gun line. Piranha also backs off from the oncoming ironclad


Shooting, and the fusion suit completely whiffs his shooting, even with a boosted BS due to coordinated fire power - he rolls snake eyes to hit He tries to assault jump out of trouble, attempting to tempt the bike star into going backwards


Commander fairs a little better, but only manages a glance on the land raider (still, now half way there). He also jumps back towards the marines table edge to see if he can tempt the raider into coming after him.


Piranha helps to take down three more scouts on the right flank, but the last man standing would hold


While the kroot take out three more in the centre. Again the last man would hold - go marines!


And with that the Tau turn ends

TURN 2 – Ultramarines
Spoiler:

Reserves, and both LSS come in despite Tiggys best reroll efforts to keep them out. One comes on the right flank to help out the ironclad


While the other comes in left to take on the piranha


Tiggy takes the bait and goes after the commander. However, the Land raider manages to immobilise itself on dangerous terrain, leaving it stuck as a big sitting duck in the middle of the board. Riptide target practice?


While the bike star seems to ignore the solo fusion suit and proceed forwards as planned


Psychic, and Tiggy terrifies the Kroot in the central bunker, while failing to hit with psychic shriek. He also gets invisibility off on his unit which is crucial now they are out in the open


Interceptor kicks in, and the left flank LSS is downed by SMS from the missilesides, even though he is hidden behind terrain. This gives the Tau First Blood


Shooting, and the land raider takes the kroot apart, killing three and sending them scurrying for their lives


Ironclad and LSS shoot at piranha but he jinks


The bike star decides to deal with the fusion suit after all, killing a drone and putting a wound on the suit in shooting. They then charge the suit, but lose a bike to dangerous terrain


They make up for the loss by wrecking his face though, gaining a VP and consolidating back towards the centre


Tiggys unit go for the commander


And emerges victorious without loss for Slay the Warlord as well as another VP


Ironclad charges the piranha and makes it three out of three in combat for another VP


VP – Tau 1:3 Ultramarines

TURN 3 – Tau
Spoiler:

Turn overview


Kroot in the centre continue to fall back


Left flank piranha goes flat out to grab line breaker, while right flank railside halts his retreat and takes aim at the Ironclad, which he wrecks for a VP


Most other shooting goes at the bikestar, but only manages one more wound on the chapter master


Tiggys unit also lose a man, but I cant really remember how


The fire warriors DS8 turrets also take out the drop pod for a timely VP



TURN 3 – Ultramarines
Spoiler:

Bikes move towards the gunline, sans land raider support


While Tiggy and co trundle past their broken down transport


LSS also tries to duck for cover behind the bunker, but doesn't quite manage it


Tiggy tries to get invisibility off, but the Tau mange to deny it! Go little warp-innocent blue dudes go!


Shooting, and the land raider kills some more kroot who are just about in range


While the bike squad kill a few kroot, making the charge range just a few inches longer...


Which they promptly fail, leaving them exposed out in the open
VP – Tau 3:3 Ultramarines

TURN 4 – Tau
Spoiler:

Turn overview


Tau have a choice to make here - go after the closer and more dangerous bike star or take advantage of the lack of invisibility and go after Tiggy. They decide on the former.

Quad Icarus cannon downs the LSS trying to hide on the right flank for a VP, while everything else goes after the bikestar - 20 punisher Gatling cannon shots, 40 pulse rifle rounds, a volley of kroot rifle fire, Ionhead and Iontide and some HYMP for good measure, all of which with boosted BS due to the hunter contingent - succeed in only killing one more biker and bringing the chapter master down to 1 wound. That is some punishment they have just soaked up


Great saving rolls by neophyte2012, including a few crucial FNP saves

TURN 4 – Ultramarines
Spoiler:

Tiggy and Co continue to trundle forward


And also manage to get invisibility off, but fails once again to hit with psychic shriek on the missielsides


Bikestar is now committed to the charge, and so once more tries to charge the kroot. They absorb slightly less fire power in overwatch, but the saving roll magic deserts the remaining marines and they are annihilated for 2 VPs


Lone scout also makes a do or die move and goes after the railside, but also fails the charge


VP – Tau 6:3 Ultramarines

TURN 5 – Tau
Spoiler:

Turn overview


Railside takes out the lone scout, who fails his 2+ cover save and gifts the Tau another VP


While all other shooting goes after Tiggy, and manages to eliminate all but two, even through invisibility thanks again to some huge volume of fire for the Tau and some bad armour save rolls once more for the smurfs



TURN 5 – Ultramarines
Spoiler:

With the land raider stranded out of range, the lone scout hiding for his life, and Tiggy out of range we roll to see of the game will continue, and it doesn't


The defenses remains intact


While Tiggy surveys the objective, just out of reach


game over view


TURN 6 – Tau
Spoiler:

Game ended last turn

TURN 6 – Ultramarines
Spoiler:

I said the game ended last turn!

RESULT
Spoiler:

VP POINTS
Tau: 10* pts
Units killed 7 (only 5 VPs awarded*)
First Blood 1 VP
Line breaker 1 VP
Nexus Defended 3 VP

* After a quick post game discussion, it was agreed by both players that the Tau VPs should be reduced by 2 due to an oversight rules wise. The Gatling Punisher cannon was manned by the fireblade during the game, giving it BS5 rather than BS2 as it should have been, on account of being an impassable building and therefore not capable of being manned. While it had little real impact on the game (not sure it caused too many crucial wounds anywhere) it did significantly increase the number of saving throws that the bikestar had to make in its advance. Therefore, the VPs for those two units are removed

Ultramarines: 4 pts
Units Killed 3 VP
Slay the Warlord 1 VP

TAU VICTORY

BREAKDOWN

Decisive moment – when the land raider with Tiggy and chums turned around to go after the commander in the back field. The key to unlocking a Tau gun line is threat overload, and with the iron clad terrorising the Tau right flank while the bikestar and land raider trundled ominously forward the marines had a good chance of overpowering the defenders (admittedly with large losses in the process, but they would have got there and proceed to wreck face when they arrived). As it was, the two VPs were too tempting and bad luck struck with the land raider immobilising itself, leaving Tiggy and chums stranded at the back of the field and 350+ points effectively out of the game, while the bikestar went at the defence line all on their own.

Key units

Tau: Fire warriors did their job in defence, and the railsides had good game but the key unit was undoubtedly the Commander, who's sacrifice ensured victory. Even generals are sometimes called upon to sacrifice themselves for the greater good...

Ultramarines: Ironclad had a decent game, surviving the interceptor fire for once and rampaging thru the right flank, but the bike star still had a good game despite being annihilated, as it soaked up an absolutely tremendous amount of fire power in doing so.

STATS

Tau:
Models remaining 45/67
Kill to Death Ratio 1.0
Efficiency 50%

Ultramarines:
Models remaining 4/26
Kill to Death Ratio 1.0
Efficiency 50%

POST GAME
Spoiler:

The Tau start the defence of Artemis Hive with Victory, repulsing their opponents direct and fearless assault on the Brohos Point

Going into the second mission, the Tau player has generated 175 bonus points, while the Ultramarines generated 100 bonus points

AFTER ACTION REPORTS
Chief LibrarianVarro Tigirius:
Spoiler:

By the time I wrecked that Piranha at the corner of the defense line, I noticed I made a huge mistake as I was totally exposed to the Tau fire line, and the last surviving Broadside fired his railgun at me which brought me to my knees……
--Ancient Brother Ferox, Ironclad Dreadnought, in the maintainence dock, Rally Point Alpha 2-4

The Terminator brothers and I achieved a tactical victory as we punched down the Tau Commander with almost no effort. However we lost this battle due to being diverted too far away from the Tau main defensive position, thus allowing the Tau gun line to pick off our force piece meal…….
--Chief Librarian Tigirius, at Rally Point Alpha 2-4, Titan Prime

Our initial plan was to outflank the Xeno defenders, crippling one flank and crush down into their central position. Initially the battle unfolded well as we avoid most of the worrying Tau fire power, but it is just me being way too impatient to engage the Tau main defense position in the wrong timing, which let our Brothers run into a hail of Tau fire power from the whole gun line, which ruined the whole battleplan.
This assault on the Brohos Point also saw the Xeno forces are recovering well from our initial assault on this planet, they mustered a sizable force and more than sufficient fire power to defend the Brohos Point and the Targeting Nexus, they also have their strategy adapted to handle our assault and their fire power is now becoming even more deadly in such a siege warfare. All of these herald the even more bloody warfare awaiting.
The bulk of our forces will be moving towards Dentone Basillca, it would be the shortest path towards the Palace of the renegade Governor, while we can swept the Tau acting command and relay posts on our way. The sector along with the palace must be heavily defended, hope our brother left in the sector in the vicinity of Brohos Point, Kales Town and Manufactorum District could deceive the Xenos and delay their forces pulling back to reinforce the sectors that we must take……..
-- Captain Fabian, Ultramarine Master of Arsenal, acting commander of Strike Force Titan

Commander O'Vash:
Spoiler:

The storm has finally broken.

Months of hit and run raids have left our human allies on their knees, with gue'vesa units surrendering, fleeing into the wilderness or turning on each other in a desperate attempt to show their new found loyalty to this so called 'god-Emperor'. Nearly all defensive positions outside the cities have collapsed, while some of the smaller Hives tear themselves apart as only these humans know how to do so effectively.

All of which has been leading to this moment, the final battle for Titan. We have played the role of Kauyon well thus far, preserved our forces and fed the human fodder into the Gue’ron’sha mincer to dull their blades and spend their ammunition. Now as they break upon our defensive lines we will strike back with counter attacks and coordinated barrages to encircle and destroy them as they come.

And to make matters better, it appears our reinforcements are on route. A low band burst communication has made it through the Gue’ron’sha jamming, one short sentence - Hold the Line. We come to aid our kin. The signal was unexpected, and in an unusual format, but it is none the less welcome.

We stand firm here at Artemis, for we know this is where the true heart of Titan Prime lies. Control of this city means control of this system, and with that will come another nail in the coffin of this Imperium of Man.

The age of men is over.

The age of Tua'va has arrived.
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Drone without a Controller




It's always fun to see these. I know how much work it takes to put something like this together, and I want to let you know that I appreciate it.
   
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Steadfast Ultramarine Sergeant




It was an excited game, and a great one. My initial plan was to use the three deathstar to overwhelm one flank, when the major Tau units are destroyed or tied up, the land speeder storm would rush in to contest the primary obejctive. A cunning plan but somehow a bad execution, which cames in two ways in the after thought, first being the Land Raider turnning back to catch the Tau Commander, second one is the way too impatient biker charge at T3, which they should keep to the left table edge for LoS blocking terrain cover, and try multi charge in T4, although they don't have enough time to swept the whole Tau defence line all by their own, they may brought the marines one or two more kill points....
Tau player had great moves in moving the broadside back towards the main defence line, while left the piranha to the table corner to be the only viable charing target for the dreadnought, and also the sacrifice of the warlord as a bait which disrupted a what should be a well planned cooridnate assault and divided the marine's forces, letting the bikers to bear the whole gunline which is proved to be too much for them alone.
   
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Water-Caste Negotiator




Stratford on avon

nice to see theese again is always a good read!

After the first turn my hopes for the Tau were dwindeling slowely but am pleased to see the tau prevailed!

Careful I have CDO it’s like OCD but in alphabetical order LIKE IT SHOULD BE!!!!!!

Make it idiot proof and someone will make a better idiot.

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Norn Queen






Dublin, Ireland

Terrific stuff Lap!


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

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Made in hk
Warwick Kinrade





Hong Kong

Lord Ruby34 wrote:It's always fun to see these. I know how much work it takes to put something like this together, and I want to let you know that I appreciate it.

Ratius wrote:Terrific stuff Lap!

kezwick wrote:nice to see theese again is always a good read!
After the first turn my hopes for the Tau were dwindeling slowely but am pleased to see the tau prevailed!

Thanks chaps! Glad you are all enjoying the games, sorry its been so long a break in between. Anyway, we are back now and hopefully we will be playing the next part this Friday

Neophyte2012 wrote:It was an exciting game, and a great one. My initial plan was to use the three deathstar to overwhelm one flank, when the major Tau units are destroyed or tied up, the land speeder storm would rush in to contest the primary objective. A cunning plan but somehow a bad execution, which comes in two ways in the after thought, first being the Land Raider turning back to catch the Tau Commander, second one is the way too impatient biker charge at T3, which they should keep to the left table edge for LoS blocking terrain cover, and try multi charge in T4, although they don't have enough time to swept the whole Tau defence line all by their own, they may brought the marines one or two more kill points....
Tau player had great moves in moving the broadside back towards the main defence line, while left the piranha to the table corner to be the only viable charging target for the dreadnought, and also the sacrifice of the warlord as a bait which disrupted a what should be a well planned coordinate assault and divided the marine's forces, letting the bikers to bear the whole gunline which is proved to be too much for them alone.

Yes I totally agree Neo - I think your plan to collapse one flank was the right one to go with since you had a relatively small elite force, but a few key mistakes meant it just didn't quite come off.

The Land raider turning back was the main fault, although you were unlucky that it immobilized itself - I guess you will never leave home in the LRC with out a tech marine again Other issues were the LSS's coming in too early and being outflanked too aggressively - they should probably have come in more on your side of the board and waited for their chance to strike, rather than offering up two easy kill points (as well as first blood). I think also the double death star was at a disadvantage against the gunline as it meant I had only two targets to aim at every turn - admittedly very durable targets, but they would have probably benefitted from having some other distractions to help overload the Tau line, either the scouts zooming in T1 with the LSS's or some drop pod marines to back up the Ironclad.

Anyway, I look forward to seeing how the marines change their tactic for the next one

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