Mutilatin' Mad Dok
|
This is a battle report on a 1000 point game between me and my brother, the little tau git. I hope you will find it clear enough to follow without a great loss of braincells.
Deployment: spearhead
Victory conditions and deployment: We agreed to use a simple amalgamation of two missions by playing annahilation and capture and control, with one objective being worth 3 kill points.
Armies:
Orks
Warboss with twin shoota powerclaw, bosspole, and heavy armour (yeah, I admit, it is the stock aobr model) 100 points
19 boys, stikkbombs + nob with powerclaw, eavy armour and bosspole 185 points
10 boys, stikkbombs + nob with powerclaw, eavy armour 117 points
11 boys, stikkbombs + nob with powerclaw, eavy armour, bosspole 129 points
Trukk with bigshoota, armour plates, reinforced ram 50 points (As it happened, those armour plates on every vehicle made no difference whatsoever. Last time I go against the dakka dakka ork tactica)
Trukk with rokkit launcha, armour plates, reinforced ram 55 points
Battlewagon, reinforced ram, armour plates, big shoota, kannon 120 points
3 Deffkoptas, rokkit launchas 135 points
2 deffkoptas, big shootas 70 points
10 grots, runt herd 40 points
Grand total : 1001 points
At this point you might be wondering why I put the warboss in a trukk instead of with the battlewagon. I thought the battlewagon would attract enough firepower to make up for any extra armour and that the extra early speed would make all the difference. The trukk carrying the warboss was immobilised on tau turn one. Don't laugh at me.
Tau:
10 Fire warriors, 1 Shas'ui with markerlight, 3 w/ pulse carbines
10 Fire warriors, 1 Shas'ui with markerlight, 3 w/ pulse carbines
1 Commander (Shas'o), Missilepod, burstcannon, Multitracker, Hardwired Drone Controller, 2 gun drones
3 XV25's, 1 Shas'vre w/ Markerlight, 1 of the XV25's has a Fusionblaster (you might just wonder why the fusionblaster trooper lacks a target lock. My brother says he forgot
3 XV15's, 1 Shas'vre w/ Markerlight
3 XV8 crisis Battlesuits, Missilepods, burstcannons, Multitrackers, Shas'vre with Hardwired Drone Controller, 2 gun drones
1 Hammerhead, 2 Burstcannons 1 Railgun 2 seekermissiles + Target lock, Sensor spines, and a multitracker
11 Kroot, 1 Shaper w/ a Pulse rifle, 4 hounds
Prebattle, my brother won the dice of to choose table quarters, and choose the village corner to deploy, I took the opposite. Sensibly enough, he put hisobjective marker in the farthest building, full of firewarriors. The other squad formed a nice line in front, covering the hammerhead. The crisis suites deployed behind a large building, flanking the second firewarrior squad. A little farther to the left (from his point of view, at least, the commander deployed
(I hope this wil all make more sense when you see the pictures.)
I placed my objective (a small trove of halfbroken tau tech) in a small glade, vigilantely guarded by the illustrious and gallant grot brigade, as far away as possible from any real action. The battlewagon and the trukk containing the warboss were deployed behind a small orchard so they could claim some coversaves (all for naught, as it turned out). The second trukk was deployed behind a small wood a little further back. At the edge of my deployment zone where placed the deffkoptas, eager to make good use of their scout move. My brother then proceeded to place two stealth teams and a boatload of kroot on my right, neatly protected by the woods there. Before the first turn, the rokkit-coptas zoomed to the unoccupied corner, and the shoota-coptas doubled back to meet the new threat of the tau infiltrators.
(I will beg your forgiveness for any headaches this text has caused so far. I hope you will find a short scroll down most enlightening. Sorry I didn't take the time to take accurate notes as the battle progressed, or make one of those fancylooking bird-eye maps)
Tau turn one:
After some manuvering (mostly bringing the infiltrators closer to the forst edge, the shooting commenced. The hammerhead took a potshot at the wagon, blowing the kannon turret clean off. The fire warriors accomplished little, and the crisis team, having moved up to the roof of the building they were sheltering behind, and immobilised the trukk. The kroot fired at the shoot-coptas, doing no harm, and the stealth team and their fusionblaster failed to penetrate the side of the battlewagon. At the other end of the battle field, the shas'o wounded one kopta.
Ork turn one
Finally time for the orks to move. The rokkit-koptas flew forward to make a cheap attack at the hammerhead (a rash move indeed, I'll be the first to admit.). The battle wagon moved up to the kroots to unleash a world of hurt on everyone in the forest. The warboss and his squad made haste out of their destroyed ride, while the unharmed trukk sped forward to take shelter behind the ruins. The shoot-koptas made a somewhat risky jump into the woods to make an attack on the hapless kroot (I recall the sage reasoning behind provoking a dangerous terrain test in this manner to have been 'Meh, you only live once'). Ork shooting proved to make as much difference as always. I think I got one carnivore with koptas. The assault phase proved to be far more rewarding, not surprisingly, when 20 boys, 2 koptas, 12 carnivores, 4 hounds and 6 stealth suits (further down, you will find a fuzzy picture of this melee, and a somewhat clearer one of the survivors. On the tau side, only the shaper remained standing, and forced to take a morale check at -11, he fled and was not seen again. The ork boys consolidated backwards to embark the next turn.
Tau Turn two: (Forgive me, from here on, the amount of pics and clear memories diminishes. I will try to be as clear as my weak mind allows me to be.)
The tau moved even less this turn, and almost immidiately started blasting colours out of my greenskins. The battlesuits, between the team and the commander, downed the kopta, while the hammerhead took a shot at the orks stranded in the open beside the immobilised trukk. The firewarriors immobilised the second trukk, and stunned it to boot.
Ork turn two
In this turn the stranded orks made haste for the relative safety of the ruins, and the battlewagon powered forward. Every remaining pintle weapon opened fire (and did so repeatedly, always with the same results: Nada). The combination of lousy marksmanship and enemys in cover stopped any hope of making any difference.
Tau turn three
Perhaps I should have beena sport and warned my brother to back away and keep firing. He might have lasted longer in the long run. As it was, the tau gunline stayed put and destroyed most of the ork mobs lurking in the ruins. Only the use of the bosspole rule allowed me to keep the decimated greenskins in line.
Ork turn three.
The Warboss called the waaagh! every ork still alive sprinted forward, and the orks in the battlewagon destroyed the firewarriors in one round of combat, while beside them, the warboss and his only remaining companion, a wounded nob made short work of the crisis suits in a flurry of instakilling powerklaw hits.
Tau turn four.
The fearsome hammerhead and the remaining firewarriors destroy the battlewagon mob, only sparing a single boy and wounded nob, who the big chap had to dispatch to keep himself in line. The tau commander killed most of the remaining trukk mob, who haden't made it into assault and were stranded in the open.
Ork turn four.
The survivors of the second trukker mob reach the commander, incredibly enough, and neutralise him quite effectively with a nice powerklaw. The other orks make haste to reach the firewarriors in the building, not quite reaching it.
Once again the gunners of all vehicles show their great incapability to accomplish anything useful.
Tau turn five.
The tau efficiently dispatch the two nobs and the warboss in a barrage of railgun, burstcannon, pulse weapon and seeker missile fire.
Ork turn five.
The last three orks reach the firewarriors, breacking them in cobat and running them down without sustaining any casualties. Meanwhile the battle wagon chases the hammerhead in a circle around the buildings
turn six.
The hammerhead destroys the battlewagons second turret. The burstcannons kill off the one of the boys hiding in the building. The return fire from the immobilised trukk behind it fails to accomplish anything.
Turn seven. The hammerhead fails to destroy the ork mob, thereby leaving them in control of the objective. The nob tries to destroy the hammerhead in close combat, but needing sixes to hit, fails.
Units destroyed by the tau: 5
Units destoyed by the orks: 6
Objectives controlled by the orks: 2
Tau killpoint total: (5)=5
Orks killpoint total: (6+3x2)=12
Victory to the orks!
Me and my brother enjoyed this game tremendusly. Next time I will get to control the tau. I hope you enjoyed reading this report. If you want me to clear something out, or you spotted a glaring fault in my strategy or grammar, please let me know.
On to the pics.
|