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![[Post New]](/s/i/i.gif) 2013/11/27 23:59:48
Subject: 200 point kill team tau vs orkz
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Fresh-Faced New User
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Yesterday evening a friend and I played a kill team battle with me trying out my ork army for the first time. This is my first attempt at a battle report and next time I definitely will take some pictures (though right now I need to paint every single ork model)
Ork list 205pts
x20 ork shootas (x2 with big shootas)
x3 warbikers
My bikers were my specialists. I gave them fleshbane, it will not die, and shroud on my lead biker.
Tau 200(ish) points
x4 crisis battle suits
(All with burst cannon, missile pods, and whatever improves there bs)
He hasn't gotten the new tau codex yet so we are using the older tau rules.
Set up
The table we played on was 40-33" so we decided that we would deploy 6" off center instead of 9". We also set the objective in a corner instead of the middle to change up the game a bit. Large Los blocking building in the center, lots of ruins scattered around 3 of the 4 tiles. With lots of barricades around the objective.
Deployment
I win the roll off and he fails to seize initiative. I deploy in the tile below the objective forcing him to deploy diagonally across from me. I position my 2 big shootas on some ruins, place my nearly all my boys as close to the objective as I can along with 2 of my bikes. Then place my lead biker and 4 boyz behind the center building, ready to move out and shoot him up for the first turn.
He has the very unfortunate luck of being placed in the corner with much much less terrain so he clusters his suits right tight at the board edge, keeping himself out of range.
Turn 1 orkz
I rush my boyz up towards the objective, careful to keep lots of terrain in between him and I. I move my 2 bikes to hide behind a building and do not move my leader or his boyz at all as he would still be out of range for my guns but I have learnt to fear his missile pods. Only my big shootas fire and they score a whopping no hits!
Turn 1 tau
He moves all the suits up 6 inches and proceeds to kill both big shootas with some well placed missiles, as well as another boy caught in the open. He then rolls and moves his team up into a ruined building and ends his turn.
Turn 2 orkz
My boyz keep moving up towards the objective and I start drawing line of sight on his team. Moving my bikes out from around the building I've got clear shots on him. I advance my lead biker from his position aswell. Everything opens fire on his team leader who was on the second storey of the ruined building. It takes them all but I manage to kill him and score 3 points! Nothing is in charge range so I end my turn.
Turn 2 tau
Seemingly unphased he moves the rest of his team closer into the building and drops another 3 ork boyz with his missiles. Not wanting to charge out he takes shelter and stays in the building
Turn 3 orkz
I move more of my boyz to get Los on his team and reposition my bikes slightly as well. Managing to form a loose semi circle around him I open fire again and manage to kill off another one, who also happens to be a specialist. Sitting with 4 points and the objective 5 inches away from my mob of boyz I start to relax a little.
Turn 3 tau
He passes his break test and this time kills a boy and targets one of my bikes. But the dice gods seem to have had enough of the tau and he rolls snake eyes to hit.
Turn 4 orkz
Wanting the kills more then anything I move some of my boyz away from the objective for better Los. I shift my bikes and fire everything at one suit again and manage to kill it. All his specialists are gone! But I am starting to get closer to my break tests aswell. His remaining suit is on the second floor so I cannot charge with my bikes.
Turn 4 tau
We both know how this game is gonna end but he doesn't want to pack it in yet. After passing his break test he proceeds to kill another ork, then jumps and lands 4 inches away from the objective! With time running down he saw a great way to pick up some points and hopefully survive a little longer.
Turn 5 orkz
This ends up being the last turn. I scramble to get my boyz back over the barricades and open fire, my bikes are hopelessly out of position. Only 5 boyz can shoot and they manage one wound. I charge him and lose one to over watch but the rest make it. Hitting at the same initiative I manage to kill him with my second last guy, he causes no wounds.
Victory for the waaaaagh!!!!
Debrief
As my first game ever playing orkz this couldn't have gone better! The biggest thing I was worried about was having to take break tests but the shear volume of my boyz protected me from that. Twin linked dakka guns on my bikes certainly helped out too. Dakkamite gave me the terrific suggestion of shroud on a warbike which I ended up using as my leader. I was able to use him fully without fear of him getting killed easy. My buddy had a rough game right from the start. With almost no cover, a long way to move, and low numbers this game looked stacked against him. The real killer was his load out. While a great set of guns for a normal game against swarm, it paled in kill team. As each guy counts as one unit he could only kill a maximum of 4 ork per turn. Lots of lessons to be learnt, like don't abandoned the objective just to get a couple more shots at him. Thanks for reading, c&c welcome
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![[Post New]](/s/i/i.gif) 2013/11/28 01:07:00
Subject: 200 point kill team tau vs orkz
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Junior Officer with Laspistol
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IMO, your opponent had quite a weak force. Four crisis suits is only 8 T4 wounds with a 3+ save. That's basically 8 marines. As soon as he started losing suits it as a slippery slope. Boys before toys applies to Tau too, oddly enough...
I thought you could split your fire at multiple models from things like burst cannons in KT though... I could be wrong.
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This message was edited 1 time. Last update was at 2013/11/28 01:08:06
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2013/11/28 01:22:11
Subject: 200 point kill team tau vs orkz
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Fresh-Faced New User
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Ya, he regretted his force pretty early on. And had thought about using fire warriors but he loves the feel of a crisis team. Our understanding of it is that only if he purchased the tau upgrade would he be able to fire at different targets. Can't remember the name right now, target lock maybe?
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![[Post New]](/s/i/i.gif) 2013/11/28 02:41:01
Subject: 200 point kill team tau vs orkz
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Fresh-Faced New User
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Remember they where using the old codex for tau, really your opponent should have given everyone a flame thrower with multi-tracker and rushed the objective. As the ork funnel in, flame them like crazy and then shoot the far out ones with middle pods. Still a bad KT against a horde but could have worked better no doubt. (If he set on keeping all battle suits)
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![[Post New]](/s/i/i.gif) 2013/11/28 13:22:05
Subject: 200 point kill team tau vs orkz
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Junior Officer with Laspistol
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Kiting to minimise casualties while outranging the Orks would be the best bet, before rushing the objective at the end of the game.
Target lock and Multi-tracker would have been essential to the suits, though I don't recall an upgrade that raised a suit's BS...
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Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2013/11/28 14:44:26
Subject: Re:200 point kill team tau vs orkz
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Twisted Trueborn with Blaster
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How did the Tau player manage 4 suits when the squad is max size 3, and you only get one Elite choice in Kill Team?
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![[Post New]](/s/i/i.gif) 2013/11/28 15:22:58
Subject: 200 point kill team tau vs orkz
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Longtime Dakkanaut
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Remember that a Burst Cannon can target 4 different models, so he can kill 4 models per turn with the one weapon, assuming it hits/wounds. Add in a second Burst cannon and those suits can kill 8 per turn.
Grats though. KT can be alot of fun.
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![[Post New]](/s/i/i.gif) 2013/11/28 20:41:33
Subject: 200 point kill team tau vs orkz
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Fresh-Faced New User
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Wow, we definitely forgot about that! Oh well, orkz still triumphed but he'll have to change his list up.
Say what?!?!?! How can the burst cannon target so many different people? Thankyou, I am looking forward to more kill team games in the future, they are a riot!
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![[Post New]](/s/i/i.gif) 2013/11/28 21:12:12
Subject: 200 point kill team tau vs orkz
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Been Around the Block
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"In addition, when a model shoots or fights in an assault, it may split its attacks up amongst any eligible targets if desired. "
You can find that sentence in the Rule "Every Man for Himself"
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