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Made in us
Longtime Dakkanaut





I brought my Tau to the local FLGS for a 2000 point tournament. They use hard comp pretty heavily, but after getting pasted by some nasty lists last time I threw comp to the wind (some what) and took what I love - crisis suits. This is my first batrep so bear with me.

GAME 1 vs. Glenn's Deathwing

My List:
Shas'el- plasma/fusion/TA, hwmt, hwdc, 2 SD, iridium, hwtl, bk, stimms 162

2x3 Fireknives- (plasma/missile pods/mt)
2xDeathrains + Shas'vre w/tlmp, hwmt, bk, afp

2x6 FCW
10 Kroot- 8 Hounds

2x6 Pathfinders
2x Devilfish- dp, 2 seekers each, fd

2x Hammerheads- railguns, burst cannons, mt, dp, bsf, fd
3 BASS- team leader w/hwmt, hwbsf, hwtl, hwdc, 2 SD, bk, tl plasma 303

His List (from Memory)
Beliail w/ LC
Chaplain

5 Terminators- standard, apothacary, heavy flamer, 2x LC, 1 x CF
2x5 Terminators- cyclone, CF, 1x LC, 1 SB/PW
5 Terminators- heavy flamer, 3x LC, 1 SB/CF
2x5 Terminators- assault cannon, 1x CF, 1x LC
1x5 Terminators- assault cannon, 1x TH/SS, 1x CF


Scenario:
The scenarios were wacky this tournament. First one involved a center objective that added 1 KP per full player turn it was controlled. Secondary was straight up KPs with a bonus point for killin the most expensive HQ.

Deployment:
Pick a corner edge and deploy in a triangle with your boundaries being a line formed by two points 18" from the closest table corners.

Special Rules:
Infiltrate, Deep Strike, Random Game Length, Night Fight for THE ENTIRE GAME.

I won the roll to go first and chose second since he was probably going to deep strike everything anyway.

Table:
Fairly large wood in the center with the objective just inside it. My side has a bunker in the center with a wood on my left flank and hill on my right (the hill is in the center of my long table edge to give you an idea of table layout). There's another wood further down my long table edge and two hills and buker in his deployment zone.

He deploys two assault cannon squads as far forward as he can.

I deploy in a broad line with BASS, Commander, and pathfinders on my right, my crisis suits and vehicle castled in the center and the second pathfinder unit on the left. kroot infiltrate and perform deepstrike pushback. He could deepstrike behind me but it'll put him a long way from the objective.

TURN 1
DEATHWING
He deathwing assaults my left flank. The Command Squad with belial and chaplain drop along with the 3 LC squad and the assault cannon squad with TH/SS on my left flank. He plays it safe and end up about 8-9" inches from my lines with 2 of his squads. His other two squad move up and fire killing a couple kroot. His deepstrikers run.

TAU
FCW load up and the tanks shift right behind pathfinders and BASS. The BASS and commander move up to get shots and make sure they can see. My elite suits surge forward to put a hurtin' on the command squad while the kroot try to get out of the way. My two hammerheads and 2 elite squads (guided by markerlights manage to put 5 wounds on his command squad but 3 of them are on belial and the chaplain so only 2 termies go down. The deathrains plink a terminator in the heavy flamer assault squad. commander and BASS open up on one of the assault termie squads slogging out of his deployment zone and bring it down to just the cannon termie. I'm feeling prett good at this point.

KP Tau 0, Deathwing 0

TURN 2
His 2 reserve units with the cyclone don't arrive. His assault termie squad closes in on my pathfinders on my left. His remaing 2 assault cannon squads and the lone survivor from the third squad make for the objective while his command squad catches the kroot in assault (I rolled a two on the run roll last turn, had I rolled a three he would have been left in the open). He wipes out the pathfinders on the left, take a couple out from the squad on the right, and blows away a fireknife. He assaults and totally routs my kroot - the 5 survivors break and flee.

My dice totally desert me. The command squad takes my entire army firing at them and the chaplain and standard survive. I continue to shimmy right away from his assault termie squad. I get a KP for Belial. His single assault cannon terminator is just within three inches of the objective so he get another KP

KP Tau 1, Deathwing 3

TURN 3
His reserves show up but he walks them onto them onto the board for some reason. His assault terminators move up and run 6". His chaplain and standard charge out of the cover they were cowering, uhm, sheltering in to try to get to grips with my suits but fall short. His shooting down a couple more pathfinders who break and flee. He fires a couple of storm bolters at my depleted fireknife squad, and in some more jammy luck, kills one, forces a test - which they fail and then they break and fall back a whopping 16" off the board - yay. His 4 untouched squads bascially jockey around the centril wood prventing me from getting close enough to contest the objective.

I FINALLY put a fork in his command squad. My deathrains and hammerheads do a couple of random wounds and the sole assault cannon is wiped out by my commander. The shimmying away from his assault sqaud continues.
KP TAU - 5 Deathwing 5

TURN 4
I realize that I've totally forgotten to move one of my hammerheads which is 11" away from his assault termies. His assault termies move up and assault it - my flechettes actually kill a LC termie before the tank is blown up. the rest of his army manages to down my last fireknife squad.

Things are looking pretty slim for me so I decide to go for broke. My commander and BASS move up and (luckily) manage to wipe out a 5 man assault cannon squad in one turn of shooting- they are now contesting the objective but have 3 more squad to deal with. The deathrains, hammerhead, dfishes and FCW unload on the 3 assault termies and bring them down to just an LC termie.
KP TAU - 6 Deahwing 7

TURN 5
He closes in with his three squad of termies on my BASS guys. Two squads are now in position to charge next turn should it be necessary. His lone LC termie charges and massacres a FCW squad the rest of his shooting does nothing.

I open up on his closest termie squad with BASS and Shas'el and bring down 2 - I am SO dead should there be a turn 6. my FCW and dfish pulse rifle the last LC termie to death while the deathrain take a couple of random termies down. Does the game go on? It's a tie if it doesn't, but it does.
KP TAU - Deathwing 7

TURN 6
He charges my BASS and commander and beats up the BASS and my shield drones in exchange for a cyclone termie. I PASS my LD check on double dueces so my Shas'el stays.

Nothinng much happens on my turn. I kill a couple random termies and he kill my commander in the assault phase. This puts him over the top since commanders are worth 2 kp
FINAL KP TAU- 7 Deathwing 10

I still had my dfishes, a hammerhead, deathrains, and an FCW squad. He had a full cyclone squad, 1 dude left from the other cyclone squad, and 3 guys from the assault cannon/TH/SS squad. Close game. I feel that my second turn screwed me - but I played stupidly and my opponent didn't miss a beat so he deserved the win. I've never had to kill that many terminators before and it's tough.

SO I die pretty badly but end up with 8 points for various bonus objectives to his 18.

GAME 2 VS. Dave Brewer playing Grey Knights
Dave is playing the the ringer army as he is a store employee. Great guy but he doesn't play 40k much and it shows in his list. We're basically playing an old Alpha level game from 4th edition with KPs being the tie breaker - spearhead deployment. The table is jungle with temple ruins scattered around. He wins the roll to go first and sets up in the clear quadrant with the fastest avenues of approach. I hug my short table edge with a couple units of pathfinders pushed forward to get the markerlight hits early. Additionally we each get to mark a unit for death which means they'll be worth double KP - he marks an FCW squad while I mark his dreadnought.

His list
Grand Master with psycannon, hood, master crafting, varous gubbins.
6 Terminators- psycannon
2x10 PAGK- 2 psycannon, justicar with gubbins
1 LRCR
1 LR
1 LC/ML dread

TURN 1
He rolls forward and shoot down a pathfinder. Forgets to smoke his land raiders. His PAGK squad runs using the LRs as a shield.

I shimmy around counting on blowing up his LRCR but 5 railguns only result in a stunned result. I markerlight his dreadnought and launch all four seekers at it but only stun it as well.

TURN 2
His LR moves forward and fails to blow up my hammerhead with his lascannons. He takes down 2 more pathfinders with his PAGK squad. Again fails to smoke.

5 railguns later, I still only have managed to blow off the two lascannons on his LR - luckily my deathrains had moved forward and blew his weapons off his dreadnought so it's not a total loss.

TURN 3
I'm basically plastered against my short edge as he's closing in, so he can't assault me. He wipes out the first pathfinder squad with his PAGK who have broken off to go after my pathfinders, deathrains, and a fireknife squad that's gone in support.

Finally, my dice come back. I blow both land raiders, taking two PAGK in the process. My deathrains blow up his dreadnought and the rest of my army lays into his PAGK squads wiping the one that had been in the LR out and reducing the other squad to about 4-5 models. Dfishes have now shimmied up along his long table edge behind where his LRs used to be while everything else runs away - the kroot run out of their woods and luckily get a 6" run roll and spread out in a semi circle around his GKTs.

TURN 4
HE knows it's over - he's got 13 models left and I've only lost 6 models but he soldiers on. His remaing PAGK kill a deathrain suit while his GKTs wipe out the kroot.

He's in rapid fire range of every plasma gun in the army now and I wipe him out. Full points for me.

Dave 5, Me 18 (full points)

The game only took about 45 minutes so I walk around and see what's going on. Glenn, my opponent from round 1 is fighting the local Ork bully to a standstill - he'll eventually win the game on kill points. Two ultra smurf armies are going at it on another table. One player is playing 3 tac squad, 1 scout squad, 1 sternguard, 1 termie, 1 assault termie, and some random rhinos against a captain on bike, 2 big bike squads, 2 ven dread, vindicator, land speeder, assault squad, 2 tac squads. The bike army pull it out with some last turn contesting of quarters and wiping out the scouts to claim one for himmself. The last table is Iron warriors against Speed Freeks/Mekband Orks. 20-30 Plague marines, 20 Chaos marines, a vindicator, predator, lassh sorceror, DCCW Dread, and other stuff (I think) loses a tight game to my round 3 opponent Tony. Glenn and the bike marines go on to fight for it all at table 1. I move up to the middle of the pack to fight Tony and his orks.

I'll post the last bat rep in the morning - my eyes have been staring at the computer too long. Until then, goodnight.

 
   
 
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