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Made in gb
Tower of Power






Cannock

Yeah I forgot my camera. Luckily the game was last night and fresh in my memory, plus it's a small battle as well. Game is with another Craig, we call him Poddy. He's just got into 40k and this is his second game ever. He's watched a lot games in the past so knows the core rules just not the fine details and tactics etc.

Orks "Kan Wall" - 1,200 points

HQ

Big Mek - burna & kustom force field

Elite

9 x Lootas
9 x Lootas

Troops

20 x Boyz - nob w/ power klaw & bosspole
20 x Boyz - nob w/ power klaw & bosspole
15 x Gretchin - Runtherd w/ grodprod

Fast Attack

Deffkopta - twin-linked rokkits & buzzsaw
Deffkopta - twin-linked rokkits & buzzsaw

Heavy Support

3 x Killa Kanz - 3 x rokkits
3 x Killa Kanz - 3 x rokkits

Total: 1,195


Tau - 1,200 points

HQ

Shas'El - twin-linked missile pod & flamer
2 x Battlesuits - twin-linked missile pod & flamer

Elite

2 x Battlesuits - multi tracker, plasma rifle & missile pods
2 x Battlesuits - multi tracker, plasma rifle & burst cannon

Troops

10 x Fire Warriors w/ Devilfish
10 x Kroot w/ 2 x Kroot Hounds

Heavy Support

2 x Broadsides - 2 x shield drones
2 x Broadsides - 2 x shield drones
Hammerhead - multitracker


Game: Seize Ground & Pitched Battle

Deployment

Poddy won the roll off, which is quite annoying as he won it last time and I wanted to show him the power of alpha strike with the Deffkoptas, but it was not to be. Poddy deployed putting a unit of Broadsides on edge flank of the board, on the left flank he deployed the flamer suit unit. On the right he deployed everything else and put a unit of Kroot in front of the Broadsides, I suggested to put half the Kroot in terrain so they get a cover save instead nothing at all. In the centre he put the Devilfish and Hammerhead.

I deployed putting the Lootas in a ruin each ruin is more or less on each flank. In between the ruins I put the Kanz and then the Boyz behind. The Koptas I put both on the left flank as I intend to scout them and hide them inside a ruin.

* Tactical Notes

My plan here to scout the Koptas but only 12" and hide them in a ruin on the left flank, the right side of that building has no windows so no LOS to be shot at. I'll then move the Orks forward and attack probably on the right flank, this is where the bulk of infantry is and Hammerhead. I'll use Lootas to stun lock the Hammerhead and blast the Broadsides which are on the left flank while the Koptas smash the flamer suits to pieces as they have in invulnerable saves.


Turn 1

I scout both my Koptas landing in the ground floor of a ruin, one Kopta takes a wound from dangerous terrain.

Craig jumps his flamer unit out from behind a ruin to get better LOS while the other two units jump from behind a ruin to get LOS also.

Shooting he blasts railguns with the Broadsides at the one wound Kopta who snuffs it. Missile pods blast unit of Kanz on the left but KFF makes the save. Missile pods and railguns blast the Kanz on the right wrecking one and exploding another, so that unit of Boyz no longer get 4+ cover as the Kan is now a single walker. Hammerhead fires the large blast at Lootas on the right killing 4 of them after cover saves, they luckily pass morale.

In assault phase Craig jumps his suits back behind ruins, though I can still draw LOS on the flamer unit.

My movement turn I move the solo Kopta out of terrain without any problems but is going to be too far away from the flamer unit to assault so looks like it's the Broadsides, can at least tie that unit up so no shooting. Full unit of Kanz run 4" so move 10" in total with the Boyz following behind, the single Kan moves to be in KFF ranged as the Boyz behind it try and move up towards a large centre ruin, but they won't be getting 4+ cover.

Shooting the now 5 man Loota squad fires at the Broadsides on the right flank killing two drones if I remember right. 9 man Loota squad hammers the flamer unit putting a wound on the Shas'El and one of the Battlesuits. Kopta blasts and kills a drone with the Broadsides on the left flank.

In assault Kopta charges and kills a drone and wounds a suit but takes a wound also, Broadsides pass morale.

* Tactical Notes

Not a bad first turn, though I think Craig has done better. Craig has taken out a Kopta and broken a unit of Kanz which means the Orks behind won't be getting 4+ cover now as not shooting through a unit. I have managed to tie up a unit of Broadsides which is handy, but that's really about it this turn for me, I've also had to go up the left flank instead of the right where I wanted as the whole unit of Kanz would have got bottlenecked by the wrecked Kanz. I guess I can use part of the building to block LOS to certain units at least next turn.

Next turn I'll continue shooting the Shas'El as when I get close I don't have to worry about those flamers going straight through my force field. I'll keep blasting the Broadsides taking out the tougher anti tank and the rest will have to wait until I'm in combat.


Turn 2

Craig jumps all his suits back out to play again. He moves the Devilfish just a bit in case I reach assault turn 2 and moves the Hammerhead 12" across to the right flank.

Shooting missile pods and railguns blast the full unit of Kanz but I get lucky with saves losing a single Kan and a dccw, though Craig didn't have the best of luck shooting either.

In assault suits run away again hiding behind ruins while the Kopta smashes a single Broadside killing it, the solo Broadside passes morale.

My turn I run the unit of two Kanz forward which now are about 12" from the flamer suits while the Boyz run behind, the solo Kan and other Boyz move into the centre ruin, the Boyz now getting cover and also claiming one of the objectives there.

Shooting unit of 5 Lootas stun lock the Hammerhead which will do nicely. Unit of 9 Lootas kill the Shas'El and a suit leaving the remaining one on a single wound, but passes morale.

In assault Kopta smashes the single Broadside and consolidates towards the solo flamer suit.

* Tactical Notes

Good turn this one, the Hammerhead is stun locked so I don't need to worry about that for a turn, unit of Broadsides are dead and the flamer unit has taken a beating so lack of missile pods and flamers from them, which is handy considering I'm close. Craigs turn could have been better, he fired a lot of stuff at the full unit of Kanz and the burst cannon unit only hit 2 shots out of a total of 8. I guess it's all about the dice.

Next turn the Kopta will harass the flamer solo suit while the Kanz march up and smash the Devilfish while Boyz advance towards the line of infantry while the Boyz in terrain just move more into the ruin and lay down shoota fire support.


Turn 3

Suits jump out again ready to bring the pain.

Shooting flamer solo suit burns a couple of Boyz. Missile pods blast the Kopta and finish it off while burst cannons blast the Boyz which took a flamer hit. That's about it.

Assault remaining suits run away and hide again.

My turn Kanz move up towards the Devilfish ready to smash it while Boyz move forward across the board and through terrain while the single Kan stays near the objective more towards Craigs side to contest it shortly.

Shooting Lootas blast the Hammerhead again attempting to stun lock but do nothing. Solo suit gets blasted to pieces by the 9 Lootas unit. Solo Kan fires a rokkit at the Broadsides and instagibs one after failing cover thanks to the Kroot.

In assault the two Kanz charge the Devilfish and manage to stun it, which will do nicely as it cannot move next turn.

* Tactical Notes

Again I don't think I've had a bad turn. The left flank is now completely secure and the Kanz are smashing away at the centre formation, that Devilfish is going no where. I need to call a waaagh! to get the Boyz into combat and finish off the remaining Battlesuits and Kroot.

Next turn I'll waaagh! and get the Boyz into combat and hopefully smash some Kroot and Battlesuits to pieces.


Turn 4

Suits pop out again ready to unleash the pain.

Shooting everything focuses at the Boyz unit with the Big Mek which only have 5+ cover thanks to the Kanz smashing the Devilfish. Railguns blast the arse of the Kanz wrecking the one without the dccw and blasting the dccw off the remaining one.

In assault suits do the jumpy jumpy hide away trick. The solo Kan with no dccw manages to wreck the Devilfish as it auto hits with Sweet Chin Music (Shaun Michaels WWE fans will get that) the Fire Warriors and Gun Drones pass pinning test.

In my movement I get the solo Kan with no weapons and move it towards the Fire Warriors while the Boyz move forward and out of terrain, but don't get very good terrain roll.

Shooting unit of 5 Lootas blasts the solo Broadside and manages to put a wound on it, the solo Kan with all weapons blasts the side armour of the Hammerhead but misses. 9 Lootas go over kill and blast the gun drones with 27 shots wiping them out. I call a waagh! and run one Boyz unit but assault is going to be close.

In assault Kan charges the Fire Warriors and kills two but combat remains on. Boyz are just 1" out of assaulting the Kroot, damn wasted waaagh!

* Tactical Notes

So I've assaulted the Fire Warriors with the last Kan, the Kan can't do a fat lot to them but more importantly the Fire Warriors cannot do anything to it which keeps them locked in combat and not claiming objectives. Unluckily I was out of assault by 1" so that waaagh! was wasted, god damn terrain rolls!

Next turn I'll move the Boyz up and blast the Broadside while the other unit assaults the Kroot which will pull the Kroot out the way so the Boyz can assault the Broadside if it survives shooting.


Turn 5

I explain and suggest to Craig he tank shock the closest unit of Boyz with the Hammerhead and avoid the power klaw, he does this and the Boyz move towards him in rapid fire range of the Kroot. Suits jump out ready to unleash the pain.

I suggest to Craig he torrent the unit of Boyz in front of him with everything he's got and hopefully force a morale on them, he does this but 12 still survive after KFF saves. He blasts the railgun at the solo Kan near the objective but the KFF makes the save and the blast from the Hammerhead gets fired at the other Boyz but the shot scatters and catches the back of the Kan in combat but does nothing as half strength.

In combat nothing happens between the Kan and Fire Warriors.

My turn I move the 12 Boyz towards the Kroot while the other unit moves up, solo Kan holds position. Sneaky Gretchin which have been hiding in a ruin all game Ork side of the table just scoot out of terrain and claim the objective the Ork side of the table.

Shooting the 5 Lootas blast the burst cannon suits but they pass all armour saves, unit of 9 Lootas has nothing to fire at thanks to LOS blocking centre ruin. 12 Boyz blast the solo one wound Broadside but it passes all armour saves.

In assault Big Meks Boyz charge the Kroot losing one Ork while the Kroot lose 4, Kroot fail morale and fall back. Boyz charge the Broadside and flatten it. Kan kills another Fire Warrior. Kan charges the Hammerhead and manages to shake it, guess it won't be firing next turn.

We roll for game and it ends. Kan and Hammerhead contest one objective, but the sneaky Gretchin claim one Orks side of the table.

Summary

This was a good enjoyable game as I rarely play at this points level. Usually I play at 2k and sometimes 1,500, 1.5k doesn't feel that different to 2k though 1,200 point games are totally different.

Game wise Craig started off strong taking out Kanz and Lootas but after that it seemed just to go downhill, cannot beat the dice I guess. His tactics were pretty sound which is mostly shoot and hide and TBH he needs to kill as many Kanz or Orks he can before reaching his lines, but if the dice aren't working they are not working. I did suggest to him perhaps getting the Fire Warriors out as they have 30" S5 shots which is handy and then later get them back in the transport for objective claiming. One thing he did learn in this game was the tank shock which worked pretty well in having a hand chopping a Ork unit down to size, shame he couldn't force morale and was so close.

Craig just needs to learn his tactics though I guess with Tau it's pretty simple. He also needs to sort out wargear as one unit of Battlesuits didn't have multitrackers also shield drones would be handy for those krak missiles and lascannons etc so he doesn't be instagibbed.

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

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

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