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Made in hk
Warwick Kinrade





Hong Kong

Now this started off as just a few casual games between myself and the venerable William here in Hong Kong, but has escalated into a series or matches, rematches, grudge matches and revenge beatings that is worthy of any campaign. As such, they will all be posted in this same thread with the aim of totting up a simple standing score as it goes. When we reach a reasonable way point (100 games too optimistic?) one of us will be declared the winner, but until then the Eternal Struggle between Mankind's Finest and the New Kids on the Galactic Block goes on!

Enjoy!

Game 1: 1750pts Tau Empire vs Champions of Fenris with Knight Allies

Ok so this was a game over the recent Easter Bank Holiday break, once more hosted by the good people at Fun Atelier here in Hong Kong. My opponent this time, the venerable William and his Sons of Russ. I will be once more taking the helm of my Tau and trying a new unit for me - the mighty Riptide!

OPPOSING FORCES

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1749pts
Battle Forged CAD

Spoiler:

HQ
Commander, Dual MP, Drone Controller, Target Lock, Iridium Battlesuit, 2x Marker Drones 177pts
- Crisis Bodyguard, PENchip, Dual MP, Target Lock, 2x Marker Drones 106pts
Cadre Fireblade, 60pts

Troops
Kroot Carnivore Squad x10, sniper rounds 70pts
Fire Warrior Team x12, 108pts
Fire Warrior Team x6, 54pts

Elites
Crisis Suits x2, Dual Plasma Rifle, VRT, 114pts
Stealth Suit x3, BC, 90pts
Riptide, IA, TL FB, Stim Injector, EWO 225pts

Fast Attack
Pathfinder Team x5, 55pts
Pathfinder Team x5, 55pts
Piranha, FB, 50pts

Heavy
Broadside Suit x2, TL HYMP, TL SMS, EWO, 140pts
Broadside Suit x2, TL HRR, TL Plasma Rifle, EWO, 150pts
Hammerhead, Railgun w/subs, Longstrike, TL SMS, 175pts

Fortifications
ADL, Quadgun, 2x barricades 120pts

Total Models 57 /Infantry 54 /Characters 2 /Vehicles 2/ Wounds 76/ Kill Points 15



Imperial Forces: Space Wolves (Champions of Fenris) with Knight Allies 1750pts
Company of the Great Wolf Detachment / Wolfguard Thunderstrike Formation / Knight Ally Detachment

Spoiler:

Company of the Great Wolf Detachment

HQ
Wolf Lord, Thunderwolf Mount, Runic Armour, Krakenbone Sword, 210pts

Elites
Lone wolf, Terminator Armour, TH & SS, 75ps
Lone wolf, Terminator Armour, TH & SS, 75ps

Fast Attack
Thunderwolf Cavalry x5, Chainsword & SS x5, 275pts

Heavy
Stormfang Gunship, MM, Hellfrost Destructor, Stormstrike Missile x2, TL MM x2 220pts

Wolfguard Thunderstrike Formation (basically TL on all ranged weapons on arrival, all units arrive together)

Wolf Guard x10, combi-plasma x6, 240pts
- Drop Pod 35pts
Wolf Guard Terminators x5, SS x5, combi-plasma x4, TH & Cyclone Missile Launcher, 225pts

Knight Detachment

Imperial Knight Paladin, Rapid-fire battle cannon, Heavy Stubbers 375pts

Total Models 26/Infantry 17/Characters 1 /Vehicles 3/Cavalry 6/ Wounds 44/ Kill Points 7




PRE GAME
Spoiler:

Mission: Random - we roll Purge the Alien (Kill Points )

Deployment: Random - We roll Hammer and Anvil ( )

Initiative: Tau win the roll off and choose to go first ()



Warlord Traits: Tau roll on Strategy Traits and get 'Master of Ambush', but since I want to put as much distance between me and the wolves as possible I decided to reroll and get 'The Night Fighting one' (which I opt to enact to help with the 'Wolfguard Thunderstrike' beta strike but then entirely forget about ).
The Wofd Lord rolls on CoF supplement traits and gets 'Fire in the Blood' (Warlord rerolls a single failed save once per turn - nice!)'.

Psychic: None

Reasons why Tau will win:

1: Riptide!!! OK, so this is my first time fielding a Riptide (yes, I have turned to the dark side) so I'm really hoping he will live up to the hype. The AP2 large blast with EWO should come in handy dealing with the deep striking formation.
2: Hammer and Anvil. This deployment favours Tau ranged firepower, and should make life a bit more difficult for the rampaging wolves. I will hopefully get two full turns of massed fire warrior fire to whittle them down before they reach my lines.
3: Volume of Fire. This is the only way I can think of to deal with the Thunderwolves, and Tau have multiple units who can pump out obscene amounts of S5+ fire. I just have to hope he doesn't seize the initiative...

Reasons why the Space Wolves will win:

1: Purge the Alien - I should basically say GG right now. The entire space wolves force only ships 7 Kill points (thanks to lone wolves not scoring) while my Tau give away double that - 15 VPs! Factor in that none of the marine units are exactly squishy, while I have only really two or three that aren't, and the Tau are basically going to have to table the marines to win this one (which is, of course, eminently possible )
2: Great Wolf Formation - Thanks to the DP, it will arrive turn one and deliver all three units with their 10 combi-plasma's, a cyclone missile launcher and a butt load of bolters, all of which will be twin linked, right into the heart of my lines. If my EWO units don't do their dirty work, I can probably kiss goodbye to the Riptide.
3: Thunderwolf Cavalry - the bane of my existence. I hate these guys (no matter what army I face them with), and if even one gets into the Tau lines then a lot of squishy units are going to start disappearing very quickly, with kill points racking up nicely for my opponent

DEPLOYMENT
Spoiler:

Tau deploy everything except the crisis team, who stay in reserve. Kroot and Stealth suits will infiltrate.



Fire warriors, with Cadre on the Quadgun, pathfinders and broadsides castle up behind the ADL and ruins on the left flank




Riptide goes in the centre, with Hammerhead and other pathfinder team on right back flank



While Piranha and smaller fire warrior squad push up to deployment line on right flank. Command squad pushes up to the line in centre to try and provide MLs early doors before assault jumping back to join up with others.



Space Wolves deployment is pretty quick, Thunderwolves and Wolf Lord on left, Knight on right, everything else in reserve.



Tau infiltrators come in, with Kroot going in the centre to screen (for 'screen', read speed bump)



While stealth get in behind the knight (I mistakenly think knights are AV10 on the rear and look forward to some burst cannon fun. They are obviously not, so these guys play no further part in the game and just stick around for line breaker :( )



My deployment is slightly aggressive, with my commander and riptide exposed to counter the beta strike.

But it should be ok, 'cos I'm going first.

So, the Champions of Fenris roll to seize..... and of course, SUCCEED!

TURN 1
Spoiler:

Space Wolves: Bam! Drop pod comes in, scatters slightly off but still manages to put 6 twin linked combi-plasmas in rapid fire range of the riptide. Shortest debut ever on the cards?



Terminators come in as part of the same formation, and DS right alongside looking to dish some pain to either Missilesides or the Commander. Wolves and Knight move up, Flyer and lone wolves still in reserve.



OK, my turn to take apart this alpha strike - interception Time!

Firstly, Riptide overcharges the IA and uses EWO to target the tightly packed wolf guard.... only to scatter off 12 inches and almost hit the commander not quite the contribution I was looking for from the big fella.

Broadsides fire everything they got at the Terminators, and have better luck - reducing them to two.



Wolf guard take aim with 12 plasma rounds, and don't miss a single one due to being twin linked. However, some amazing 5++ / FNP saves from the riptide see it only take 2 wounds!



The knight then plinks a further two wounds form the Riptide with the battle cannon, while the remaining wolf guard kill two marker drones in the commanders unit.



Poor placement by me means the Thunderwolves charge the kroot, munching through the most ineffective speed bump ever, and consolidate behind cover. This gives the space wolves First Blood



Turn Overview



Tau Empire: Piranha drops his drones and shoots up the right flank, along with the smaller fire warriors squad. Riptide, having no weapons to shoot after intercepting, tries to back off. Everything else stays still, with the buffsuit choosing furious charge for his unit from the PENchip this turn.

Pathfinders light up the Thunderwolves, and both sets of fire warriors (including the unit buffed by the fireblade) and the hammerhead (using sub-munitions) take aim, managing to kill all but two.



Broadsides have nothing to contribute having intercepted, so the commanders unit shoot at the remaining terminators, killing one. They then charge the last one, loosing both remaining marker drones and a wound on the bodyguard in combat but eventually taking him down. Ha! Who says Tau know nothing about the assault phase...



Pathfinders on right flank and gun drones then shoot at the wolf guard, killing three between them. They would hold.



turn overview



As it stands – Tau 2:2 Space Wolves


TURN 2
Spoiler:

Space Wolves: Reserve rolls result in the Stormclaw and one lonewolf coming in, the former making a beeline directly for the riptide. I intercept the stormclaw with the quadgun and get a pen, but only roll a 1 on the damage table

Stormclaw then gets its revenge, shooting everything at the riptide and killing him stone dead. Not the best debut for the big fella, shooting one shot which scattered wildly off target, but he did at least soak up a lot of fire. I guess I just need more practice with it...

Knight charges the smaller unit of fire warriors on the right flank and utterly annihilates them



Thunderwolves and Wolfguard charge the commanders unit, surviving some poor supporting fire roles from the Tau to lose only two wolfguard in overwatch. They then kill the Bodyguard and put three wounds on the commander, who survives mostly thanks to his iridium battle suit (although, in retrospect, it would have been better if he died) He would hold, and combat would continue.



Turn overview



Tau Empire: Crisis team arrives from reserves and land near the knight. With the thunderwolves and wolfguard tied up in combat, there is not much for the Tau to shoot at. Quadgun and HRR broadsides shoot at the Stormclaw, but it jinks its way out of trouble.

My intention with the knight was to ignore it until everything else was taken care of, but since that plan is quickly unraveling and there not being much else to shoot at, I decide to have a go. Crisis team, Missilesides, Hammerhead and piranha all have a pop...and take it down! Missilesides doing solid work stripping the last three hull points between them! It falls on the crisis and almost kills them, but they and the DP emerge from the explosion unscathed.

Combat, and it predictably goes rather badly for the commander, who gives up Slay the Warlord. The Wolves them consolidate right in front of the fire warriors.



While the Wolfguard consolidate towards the missilesides.



Nightmare scenario for the Tau is now in place.

As it stands – Tau 3:7 Space Wolves


TURN 3
Spoiler:

Space Wolves: Final Lone wolf comes in, Deep Striking next to the Missilesides. Stormclaw drops into hover mode and goes after the crisis (which it fails to hurt due to snap shooting).

Thunderwolves charge the Fire warriors, loosing the remaining Thunderwolf cavalry to overwatch. The wolf Lord doesn't need him though, as he sweeps the 12 man unit and the fireblade all on his own. He then consolidates into the ruin.



The Wolfguard don't fair quite as well though, losing four to the Missilesides in overwatch and drawing the combat.



Lone wolf then charges the hammerhead, taking a wound to longstrike's overwatch but dealing two penetrating hits of his own, immobilizing and stunning the tank.



Turn overview



Tau Empire: My opponent has opened up an uncatchable lead in the kill points, so I am just playing for pride now.

Railsides come down to give the wolf lord some rail and plasma to the face. However, they only deal one wound due to snap shooting the Rail rifles and the Wolf lords Warlord trait coming in handy for once...



Crisis and Piranha shoot at the hovering Stormclaw, but only manage a glance between them



Pathfinders rush in to help the beleaguered Hammerhead, tying up the lone wolf in combat for a turn with the loss of one pathfinder. They would hold.



As it stands – Tau 3:9 Space Wolves


TURN 4
Spoiler:

Space Wolves: Stormclaw goes back into flying mode, heads over to the Hammerhead and finished the Job. Lone wolf fails to defeat the Pathfinders, killing one but remaining tied up.



Wolf Lord charges the Railsides and easily sweeps them, consolidating back into the ruins



Missilesides actually manage to kill off the remaining wolfguard in combat (yes, you read it here first - Tau win TWO combats in one game), but not before the other lone wolf piles in and kills one of the broadsides. Combat would be a draw.



Tau Empire: With only a handful of units left, and being well behind in the VPs, the Tau call it a day.




RESULT
Spoiler:

VICTORY POINTS

Space Wolves: 12 pts
First Blood 1pt
Slay the Warlord 1pt
Line breaker 1pt
Kill Points 9pts

Tau 4 pts
Line breaker 1pt
Kill Points 3pts

SPACE WOLVES VICTORY!

BREAKDOWN

Decisive moment – A lot of mistakes from me, and having the initiative seized didn't help, but really this game was lost on rolling Purge the Alien as the random mission. Despite having more than double the points on offer, it also meant the space wolves didn't have to leave anyone guarding objectives and could just smash everything into the Tau lines with reckless abandon, which they did very effectively.

Key units

Tau: Missilesides - They kept the Tau in fight while others were falling around them - not only killed the majority of the Wolf Guard Terminators when they arrived, but did most of the damage to the wolfguard unit and eventually beat them in close combat, as well as provided the killing blow to the Knight.

Space Wolves Wolf Lord. Quite simply chewed through everything the Tau had to offer. Poor placement of the Kroot helped get these guys up the board, and seizing the initiative meant the Tau only had one round of firing before they got into their lines, but he contributed to a massive 8 out of the 12 VPs for the Space Wolves, and only suffered a single wound in exchange. Great work.

STATS

Tau:
Models remaining 15/57
Kill to Death Ratio 0.5
Efficiency 34%

Space wolves
Models remaining 5/26
Kill to Death Ratio 2.0
Efficiency 66%

POST GAME
Spoiler:

Well that was a really tough game, but a good test for me and my Tau who I am still relatively inexperienced with. My opponent was great fun too, and the game was played in a very casual manner which is what the bank holiday calls for A real shame I didn't get to use the new Riptide a bit more too, but I will take that as a sign from the gaming gods that he needs to be properly painted before entering the field of battle again!

In hindsight I think my list might have been a bit too casual, I wasn't really expecting to face a knight and that Wolfguard Thunderstrike Formation is pretty hard hitting. And of course, the bad luck in rolling for the mission and being seized on didn't help me none either, but that's just part of the game and something I need to learn to deal with on the fly - besides, that kind of luck always evens itself out in future games


This message was edited 3 times. Last update was at 2015/08/14 02:35:33


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 us
Longtime Dakkanaut





Eye of Terror

Looks like your opponent figured out how to make Templars competitive again .

My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in ca
Longtime Dakkanaut





First off, thanks for the great battle report! Very descriptive, and very good photos! Get that army painted up though - I was rooting for the Space Wolves because more of them were painted ;-). Great to see such fantastic terrain in Hong Kong!

I think it was a big mistake to put the Kroot up mid-field. Not only were they not a speedbump, but the extra charge-range it gave your opponent probably meant he got to you even faster! Regardless of whether the initiative was seized or not, this was a bad call. Since you knew that the Wolves were going to drop in and around you, placing this sacrificial unit somewhere near your main lines would have given you a counter-charge unit that might have been more successful against something like the Wolf Guard. When I face against an army with lots of deep strike, and I have lots of units, I consider where, if I was my opponent, I'd be likely to try and drop. I either then make sure my armour values aren't exposed (back up to walls), I have cover with my infantry (which, during first-turn night, is SUPER effective!), or I even place models all around that area to make sure it's not even possible to deep strike there. The Kroot might have been a possibility for this!

The mission definitely was an up-hill battle for you. Since there's a super-heavy involved, consider requesting from your opponent that super-heavies give a victory point for every 3 hull points lost. It appeared in the book that introduced super-heavies to the game as a way to help balance their power, and some tournaments use this rule as a way to score additional secondary points. It wouldn't change the outcome of this game, but can be helpful. Also, are you sure that just because the Lone Wolfs aren't scoring models that they don't count as a kill point? I'm not 100% sure (don't have the book in front of me), but I think it just means that they can't hold or contest objectives.

Good luck in your next match!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Cackling Chaos Conscript





Birmingham

A great battle report! Really love your work and hope to see more

Check out my Karloth Valois themed 40k/Necromunda thread
http://www.dakkadakka.com/dakkaforum/posts/list/406750.page 
   
Made in hk
Warwick Kinrade





Hong Kong

Dozer Blades wrote:Looks like your opponent figured out how to make Templars competitive again .
Ha ha ha, love it. Will pass on your mirth!
Yarium wrote:First off, thanks for the great battle report! Very descriptive, and very good photos! Get that army painted up though - I was rooting for the Space Wolves because more of them were painted ;-). Great to see such fantastic terrain in Hong Kong!

Glad you enjoyed it, the FLGS has a great selection of scenery thanks to the veterans and their regular events.
I think it was a big mistake to put the Kroot up mid-field...
Yep, I agree - as I said in the write up my Infiltrators deployment in general was all over the place. The original plan had been to place the kroot centrally so they would get first turn of shooting in on the wolves and then an over watch shooting phase when they inevitably charged them (both of which supported by the Mark 'O unit). I gambled on him not seizing, and lost - but hey, that's what happens sometimes in a dice game

Using the kroot to deny him space to deploy the drop pod wouldn't have worked for me as I wanted him to deploy in nice and close, as I had hoped to eliminate both units with the ensuing EWO firestorm. Again though, the Riptide's IA scattered wildly off and the Railsides failed to kill anything between them, so it was a case of bad dice/not enough EWO units.
are you sure that just because the Lone Wolfs aren't scoring models that they don't count as a kill point? I'm not 100% sure (don't have the book in front of me), but I think it just means that they can't hold or contest objectives.
Hmm, you are right - having just read the Lone Wolf codex entry and BRB I think they would have given away a VP each. Had I known that I would have prioritized them a bit more, Oh well, live and learn
Good luck in your next match!
Thanks, I will definitely be going for a rematch! Maybe this time I will field the dreaded FBSC...
Doombiscuit wrote:A great battle report! Really love your work and hope to see more
Thanks! Will post the rematch here when its done

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
Hardened Veteran Guardsman





Very nice battle report! It seems the marines were able to close the distance via drop pods. More fire warrior over watch I suppose?
   
Made in hk
Warwick Kinrade





Hong Kong

 O'connell wrote:
Very nice battle report! It seems the marines were able to close the distance via drop pods. More fire warrior over watch I suppose?
Well, I actually had two units of pathfinders in supporting fire range of units that got charged but decided not to use their marker lights in over watch to boost the fire warriors BS because I thought it was a douchy thing to do. In the face of that Wolfguard Thunderstrike Formation and a Knight I should probably not have worried about looking like 'That Guy'.

Next time I may go for a full Fire Base Support Cadre EWO'd up to the eyeballs with two full squads of fire warriors and pathfinders in supporting fire. Of course, he may never play me again after that.....

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
Hardened Veteran Guardsman





 Iapedus wrote:
 O'connell wrote:
Very nice battle report! It seems the marines were able to close the distance via drop pods. More fire warrior over watch I suppose?
Well, I actually had two units of pathfinders in supporting fire range of units that got charged but decided not to use their marker lights in over watch to boost the fire warriors BS because I thought it was a douchy thing to do. In the face of that Wolfguard Thunderstrike Formation and a Knight I should probably not have worried about looking like 'That Guy'.

Next time I may go for a full Fire Base Support Cadre EWO'd up to the eyeballs with two full squads of fire warriors and pathfinders in supporting fire. Of course, he may never play me again after that.....


Haha convince him you've gotten better. Regardless of the fact, the fire warriors could have shredded the wolf guard with pulse fire considering the large amount of shots, I'm sure they would have at least broken.
   
Made in hk
Warwick Kinrade





Hong Kong

 O'connell wrote:
the fire warriors could have shredded the wolf guard with pulse fire considering the large amount of shots, I'm sure they would have at least broken.
They almost did, whittling them down to one Thunderwolf + Wolf Lord in the first round of shooting, then dispatching the final Thunderwolf in overwatch when they were charged. Unfortunately, the Wolf Lord prevented them from breaking, while his 2+ runic armour and the warlord trait allowing him to reroll one failed save per turn made him pretty resilient to the fire warriors pulse rifles.

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

Game 2: 1750pts Tau Empire vs Champions of Fenris with Knight Allies

Ok, so after the complete whipping handed to my little blue dudes by the venerable William and his Space Wolves in the first game, he very graciously offered the Tau a chance of redemption and agreed to a rematch. 1750 points again, some variations to my list (see below) but William threw a curve ball and stuck with exactly the same list! Ah, well, if it ain't broke don't fix it I guess...

OPPOSING FORCES
Spoiler:

Tau Forces: Fire Warriors from the Setpworld of Fi’Rios 1749pts
Battle Forged CAD

HQ
Commander, Dual MP, Drone Controller, Target Lock, Onager gauntlet, 2x Marker Drones 157pts
-Crisis Bodyguard x2, Dual MP, Target Lock, 4x Marker Drones 182pts
Cadre Fireblade, 60pts

Troops
Kroot Carnivore Squad x10, sniper rounds 70pts
Fire Warrior Team x12, 108pts

Elites
Crisis Suits x2, Dual Plasma Rifle, 104pts
Crisis Suits x2, Dual Fusion Blaster, 104pts
Stealth Suit x3, BC x3, 90pts

Fast Attack
Gun drone squadron x7, 98pts
Pathfinder Team x6, 66pts

Firebase Support Cadre Formation
Riptide, IA, TL FB, Stim Injector, EWO 225pts
Broadside Suit x3, TL HYMP, TL SMS, EWO, 210pts
Broadside Suit x3, TL HRR, TL Plasma Rifle, EWO, 225pts

Fortifications
ADL, 50pts

Total Models 59 /Infantry 58 /Characters 2 /MC 1/ Wounds 80/ Kill Points 13



Imperial Forces: Space Wolves (Champions of Fenris) with Knight Allies 1750pts
Company of the Great Wolf Detachment / Wolfguard Thunderstrike Formation / Knight Ally Detachment

Company of the Great Wolf Detachment

HQ
Wolf Lord, Thunderwolf Mount, Runic Armour, Krakenbone Sword, 210pts

Elites
Lone wolf, Terminator Armour, TH & SS, 75ps
Lone wolf, Terminator Armour, TH & SS, 75ps

Fast Attack
Thunderwolf Cavalry x5, Chainsword & SS x5, 275pts

Heavy
Stormfang Gunship, MM, Hellfrost Destructor, Stormstrike Missile x2, TL MM x2 220pts

Wolfguard Thunderstrike Formation (basically TL on all ranged weapons on arrival, all units arrive together)

Wolf Guard x10, combi-plasma x6, 240pts
- Drop Pod 35pts
Wolf Guard Terminators x5, SS x5, combi-plasma x4, TH & Cyclone Missile Launcher, 225pts

Knight Detachment

Imperial Knight Paladin, Rapid-fire battle cannon, Heavy Stubbers 375pts

Total Models 26/Infantry 17/Characters 1 /Vehicles 3/Cavalry 6/ Wounds 44/ Kill Points 9




PRE GAME
Spoiler:

Mission: Random - we roll Purge the Alien AGAIN! (Aaaaarrgghhh!!!!!)
Deployment: Random - We roll Vanguard Strike (Yeah, the annoying one )
Initiative: Space Wolves win the roll off and choose to go first ( )



Warlord Traits: Tau roll on their Traits and get 'Through Boldness, Victory', but since the command squad will be starting on the field of battle it is entirely redundant
The Wolf Lord rolls on CoF supplement traits and gets 'Thread Cutter' (although I am not entirely sure - When fighting in a challenge, the Warlord re-rolls all failed To Wound rolls or something)'.

Psychic: None

Reasons why Tau will win:

1: FBSC!!! OK, so this is my first time fielding this formation so I'm really hoping it will live up to the hype. And what's not to hype? Preferred enemy and tank hunter on Broadsides and Riptide? All EWO'd up to the eyeballs? Game winner right here... right?
2: Purge the Alien. Yes, I will try the old 'turn my disadvantage to my advantage' philosophy. At least I know what to expect - for them to come at me with everything, crashing and smashing into my lines. This time, I will use my screening troops to try and delay the thunderwolves while I deal with other units, as well as clumping my EWO stuff together to take out any drop pod shenanigans. I will then hopefully get two full turns of massed fire to whittle the wolves down before they reach my lines.
3: Volume of Fire. This is the only way I can think of to deal with the Thunder wolves, and Tau have multiple units who can pump out obscene amounts of S5+ fire. I just have to hope my kroot and stealth teams can hold them up...

Reasons why the Space Wolves will win:

1: Purge the Alien - What, AGAIN! Ahhhhh crapsticks. The odds are not so stacked against the Tau this time though - The space wolves force ships 9 Kill points (up from 7 due to lone wolves counting) while my Tau ship just the 13 VPs (down from 15 in the last game). Factor in that no marine units are exactly squishy, while I have only really two or three that aren't, and the Tau are still going to have to table the marines to win this one.
2: Great Wolf Formation - Thanks to the DP, it will arrive turn one, delivering three units, 10 combi-plasma's, a cyclone missile launcher and a butt load of bolters, all of which will be twin linked, right into the heart of my lines. If my EWO units don't do their dirty work, I can probably kiss goodbye to the Riptide.
3: Thunderwolf Cavalry - the bane of my existence. I hate these guys (no matter what army I face them with), and if even one gets into the Tau lines then a lot of squishy units are going to start disappearing very quickly, with kill points racking up nicely for my opponent


DEPLOYMENT
Spoiler:
Space Wolves deploy the Knight, Thunderwolves and both lone wolves up on their DZ edge. Everything else stays in reserve.



The Tau Deploy the pathfinders, fire warriors with fireblade, missilesides and riptide centrally behind the ADL. Railsides deploy slightly forward and left in cover, while the Mark 'O unit flanks on the left.



Infiltrators deploy, with the Kroot massing in the central ruin



And the Stealth suits on the left flank




The Tau roll to seize..... and fail.


TURN 1
Spoiler:

Space Wolves: The Great Wolf Formation smashes onto the field, with the Drop pod going for the risky landing near the Tau table edge, but scoring a direct hit right in the heart of the broadsides.



The lads pile out and start warming up the combi-plasmas



The Wolf Guard Terminators come down on the left flank, eyeing the skulking stealth suits



While the Thunderwolves rush forward towards the apprehensive kroot



And the Knight rumbles towards the Tau fortified position



Time for the Tau to put out the welcome mat - the broadsides activate their EWOs and intercept! The wolf guard disembarking the drop pod are annihilated by massed missile and rail rifle fire, giving Tau First Blood



Wolf guard Terminators get their revenge though, wiping out the stealth suits with their combi-plasma fire



Thunderwolves try to charge the kroot... but blow it, failing the 9" distance (even with fleet rerolls!)



The Knight kills a handful of fire warriors behind the ADL, but they hold thanks to the fireblade. With that, the Space Wolves turn is over.

Tau Empire: Tau do very little movement - my first every attempt at nova charign the riptide (this time it has live dlong enough) and of course it fails and takes a wound . It then tries to get away from the onrushing knight and leaps over the ADL. In shooting, everything goes after the thunderwolves - Mark 'O lights them up for five tokens but cause no wounds with their missilepods, while the Riptide hits them with the overcharged IA blast, killing one and wounding another.



Having expelled all the broadsides fire intercepting the drop pod marines, and the fire warriors not able to hurt the only unit in range (the knight) the Tau turn ends.

As it stands – Tau 2:1 Space Wolves


TURN 2
Spoiler:

Space Wolves: The Stormfang comes in and immediately gets into the thick of it. The Tau player decided not to intercept so he can make use of marker lights in his own turn (this is a mistake)



The Knight continues its implacable advance



While the thunderwolves and lone wolves move towards the kroot




Wolf Guard Terminators move towards the Mark 'O unit but fail to cause any damage in shooting



Stormfang opens up, doubling out two railsides in cover and putting two wounds on the Riptide (really should have intercepted that sucker!) Lone broadside would hold.



Thunderwolves decimate the hapless kroot in close combat, but take another wound in over watch



While the knight charges the riptide...



...killing him very very dead, but not before taking a glancing hit in over watch from the IA (and yes, before you ask, I forgot to give him supporting fire from the broadsides )



Knight and wolves consolidate pitifully small amounts, and with that the Space Wolves turn is over.

Tau Empire: The Tau line is under serious pressure now - time for the reserves to come in! The Tau roll some hot dice, and both Crisis teams and the drone squad come in. The plasma crisis drop behind the wolf guard and lone wolves



While the gun drones come down in front of the thunderwolves (surviving 7 dangerous terrain tests in the process!)



Fusion team come in behind the Knight, putting it in a tough spot between them and the missilesides. Which way will that shield go?



Knight opts for shields front, judging the tank hunting missilesides to be the greater risk. The pathfinders light him up for a token, and the fusion suits use it to put four hits on him. He goes down in a melta-induced fireball, taking a luckless fire warrior with him



Missilesides and gun drones then throw everything at the thunderwolves, decimating them. All wolves are lost, and the wolf lord is down to a single wound!



Plasma Crisis team cause no damage to the wolf guard terminators and assault jump away



While the Mark 'O unit also back away to the table edge, trying to stay out of various charge ranges



The squishy Tau forces breath a short lived sigh of relief



As it stands – Tau 4:3 Space Wolves


TURN 3
Spoiler:

Space Wolves: Space Wolves numbers are now severely depleted. To make matters worse, I completely forget to take any photos of the space wolves activities this turn

The Wolf Guard terminators kill off the plasma crisis team, doubling them out with crack missiles from the cyclone missile launcher, They then also take out a marker drone from the Mark 'O unit with storm bolter fire.

The Stormfang then drops into hover mode, moving behind the ADL to circumvent the cover save and doubles out two Missilesides (despite them going to ground). The remaining broadside would hold.

The Wolf lord then charges the drone squadron, killing them all and consolidating towards the lone railside hiding in the ruins.

Again, apologies for the lack of photos - the Mont'au had the better of me!

Tau Empire: The Lone railside takes down the Wolf Lord with a rail shot to the face, giving the Tau Slay the Warlord



The Fusion suits also take out a Lone Wolf, before assault jumping back into cover



The last Missileside fails to hit the Stormfang (on account of having gone to ground last turn) while the Mark 'O unit takes out two wolf guard terminators with their missile pods.



As it stands – Tau 7:5 Space Wolves


TURN 4
Spoiler:

Space Wolves: Thinks are Looking bleak for the space wolves now, but they could still win if the game ends before they get tabled and they manage a few more KPs. The Wolf guard and lone wolf continue to move towards the Tau lines, but painfully slowly. The stormfang lifts the space marines spirits though - it remains in hover mode and takes down both lone broadsides in one turn!



Two vital kill points for the Space Wolves!

Tau Empire: The Tau need to wrap this up before running out of time. The Fusion crisis move in on the Stormfang...and blow it out of the sky, getting two 6's on the vehicle damage table! These guys are on fire!



The Fire warriors manage to snipe a wolf guard terminator (with the help of the pathfinders MLs), while the Mark 'O unit opt to take out the drop pod they are standing on. It inevitably explodes, but they survive intact



As it stands – Tau 9:7 Space Wolves


TURN 5
Spoiler:

Space Wolves: the remaining wolves decide to go out in a blaze of glory! They move forward.



Shooting is directed at the fusion crisis team, but they only manage to cause them to go to ground



Tau Empire: Shooting for the Tau is largely a bust, only managing a single wound on the lone wolf with a snap shot from the fusion suits



We roll to see if the game continues... and it does!

As it stands – Tau 9:7 Space Wolves


TURN 6
Spoiler:

Space Wolves: Space Wolves push forward, but are out of steam now. They shoot at the crisis, but again cause no damage



Tau Empire: The Mark 'O unit takes down the remaining wolfgaurd, leaving the lone wolf as the last man standing.



Crisis shoot and miss



Leaving it to the fire warriors to finish the job, which they do with the very last shot!



And with that, the Space Wolves force is tabled.


RESULT
Spoiler:

VICTORY POINTS

Space Wolves: 7 pts
Kill Points 7pts

Tau 11 pts
First Blood 1pt
Slay the Warlord 1pt
Kill Points 9pts

TAU VICTORY!

BREAKDOWN

Decisive moment – lots of important moments in this game - the thunderwolves failing their charge on the kroot T1, the Tau player opting to not intercept the Stormfang when it arrived, the Riptide jumping out of cover right into the knights path - but the key moment has to be the arrival of the fusion suits. They immediately put the knight in a no win situation shield-wise, and capitalized on it by putting him down in one round of shooting (for those that are interested - 4 hits at BS4 (thanks to ML token from the pathfinders), two glances and two pens, one of which got an explodes result and rolled a 6 for D3 hull points in damage). This relieved the pressure on the Tau line and gave them time to bring their guns to bear on the other onrushing threats (namely the thunderwolves).

Key units

Tau: Fusion Crisis. Arrived at the decisive moment, not only took out a knight but also the Stormfang and a Lone wolf, accounting for three of the VPs. Survived until the end of the game to boot.

Space Wolves Stormfang. Deployed very aggressively right into the heart of the Tau lines and took out all the broadsides single handedly, circumventing the ADL cover and doubling them out with AP2/1 shooting.

STATS

Tau:
Models remaining 16/59
Kill to Death Ratio 0.6
Efficiency 37%

Space wolves
Models remaining 0/26
Kill to Death Ratio 1.6
Efficiency 63%

POST GAME
Spoiler:
Wow, another really tough game, and more valuable experience for me and my Tau. The pace of this game was frenetic, making it feel very cinematic as a sort of desperate last stand. As usual, My opponent was great fun too, and the game was played in a very casual manner

Although still up against it in kill points, I think this revised list was a bit more resilient to the Space Wolves direct assault, The FBSC formation definitely made a difference - while not massively OP or utterly game changing, Preferred Enemy (and to a lesser extent tank hunter) came in useful. The increased number of broadsides with EWO also meant that the turn 1 Deep strikers cold be dealt with more effectively - losing almost 300 points before you have fired a shot would be quite hard for most armies to come back from, but fair play to my opponent he almost did!

A close result, and I have no doubt that I can play tactically better than that, but overall a thrilling game and a look forward to the next one!


This message was edited 1 time. Last update was at 2015/08/14 02:36:15


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The Eternity Gate

Awesome report! Thanks for sharing.

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north of nowhere

Funny... The tau are painted similar to SW colors and the SW are proxied by BT... Anyway, great report and thanks for sharing!

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

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Great Batrep. Tau got a much better fight in this rematch

Fusion suits put up an execellent performance. The IK is destoryed under a very hard decision where there is almost no chance to survive. It is almost a textbook demostration of how to counter a IK. But I do think use the shield to protect the back and with some slight good saving throw would let the IK have maybe a slightly better. As the missileside only have 12 S7 shots that can only glance the front armor on a 6. Assume all 12 shots hit, and "tank hunter" would averagely let them glance 4 times (already rounded up), and the IK is with one HP left. The fusion shots are more dangerous due to AP1, but fewer shots may let the 4+ save be easier to deflect the harm. If the fusion suits failed to finish the IK, it may distract the missilesides to strip off the last one or two HP, then the Wolve Cav may live much longer.




Automatically Appended Next Post:
One more thing. It is proposed to build all the droppod interior. So even the doors must open it may block LOS against Missilesides interceptor fire if the marine models can be properly placed.

Actually I think the EWO Missilesides are more dangerous than EWO IA Ripetide for droppod units, unless it is a dreadnought. While Riptide is more dangerous against DS Terminators like Deathwings or GK deepstriking without GoI. As they are base contact the large blast is more effective, while droppod you can spread out. But massed S7 and S5 missile shots are going to force many failed saves, so the only way to mitigate is hide at least some guy out of LOS.

This message was edited 1 time. Last update was at 2015/05/05 14:58:37


 
   
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Very nce batreps, good style with pictures and analysis. Cheers for sharing.

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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So out of curiosity, how are the HRR vs the HYMPs working for you? I normally see HYMP as the recommended option. Do just use them to help pop Av14, or shoot down marine squads with the TL PR?

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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
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buddha wrote:Awesome report! Thanks for sharing.
Thatguyhsagun wrote:Funny... The tau are painted similar to SW colors and the SW are proxied by BT... Anyway, great report and thanks for sharing!
Ratius wrote:Very nce batreps, good style with pictures and analysis. Cheers for sharing.
Glad you guys enjoyed it, hopefully a third rematch coming up soon!

Neophyte2012 wrote:Fusion suits put up an excellent performance. The IK is destroyed under a very hard decision where there is almost no chance to survive. It is almost a textbook demonstration of how to counter a IK. But I do think use the shield to protect the back and with some slight good saving throw would let the IK have maybe a slightly better. As the missileside only have 12 S7 shots that can only glance the front armor on a 6. Assume all 12 shots hit, and "tank hunter" would averagely let them glance 4 times (already rounded up), and the IK is with one HP left. The fusion shots are more dangerous due to AP1, but fewer shots may let the 4+ save be easier to deflect the harm. If the fusion suits failed to finish the IK, it may distract the missilesides to strip off the last one or two HP, then the Wolve Cav may live much longer.
Yeah, totally agree - in this situation you have to just write off the knight and figure out what else might get hurt as a result. If the Missilesides had taken out the knight, the fusion suits would have done much less damage to the wolves.

One more thing. It is proposed to build all the droppod interior. So even the doors must open it may block LOS against Missilesides interceptor fire if the marine models can be properly placed.
Ha ha, I will tell William to pull his finger out!

Actually I think the EWO Missilesides are more dangerous than EWO IA Riptide for drop pod units, unless it is a dreadnought. While Riptide is more dangerous against DS Terminators like Deathwings or GK deep striking without GoI. As they are base contact the large blast is more effective, while drop pod you can spread out. But massed S7 and S5 missile shots are going to force many failed saves, so the only way to mitigate is hide at least some guy out of LOS.
Well, my experience has certainly been that the HYMP is the better interceptor for DPs. The IA is definitely great at taking out DS squads of elites, but the good thing about targeting Drop pods with the IA is that it might actually take out both the squad and the drop pod in one shot (provided it doesn't scatter!)

Wolfblade wrote:So out of curiosity, how are the HRR vs the HYMPs working for you? I normally see HYMP as the recommended option. Do just use them to help pop Av14, or shoot down marine squads with the TL PR?
HYMP is definitely the way to go performance wise - I only run HRRs for the variety and because I love the model ("say hello to ma' lill' friend!") They don't normally contribute much (although nailing the warlord in this game was nice) as even with TL one shot rail rifles always disappoint. The plasma rifle is probably the more useful weapon, but even that I am thinking of trading out for the SMS. Still, hopefully the HRR will get buffed in the next dex and these guys will be as awesome as their model suggests

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 Iapedus wrote:

Wolfblade wrote:So out of curiosity, how are the HRR vs the HYMPs working for you? I normally see HYMP as the recommended option. Do just use them to help pop Av14, or shoot down marine squads with the TL PR?
HYMP is definitely the way to go performance wise - I only run HRRs for the variety and because I love the model ("say hello to ma' lill' friend!") They don't normally contribute much (although nailing the warlord in this game was nice) as even with TL one shot rail rifles always disappoint. The plasma rifle is probably the more useful weapon, but even that I am thinking of trading out for the SMS. Still, hopefully the HRR will get buffed in the next dex and these guys will be as awesome as their model suggests


Alright, good to know, I've never ran them side by side really (Preferring redundancy over variety with similar units, i.e. 2 squads of missilesides, or 2 squads of HRRs, etc)

I haven't tried the PRs much on the broadsides since the last edition though, mostly because I like the extra range on the SMS, and the SMS should theoretically get more wounds depending on when you start shooting at a marine squad (I think it's reasonable to assume you could get 2-3 turns of shooting with sms vs 1-2 with PR (assuming you also get rapid fire on the 2nd turn of shooting), and while the PRs will net a kill every time they wound vs marines, those 2 turns of shooting only get you 5.7 (rounded) dead marines, vs the sms's flat 6 (assuming BS 3, no cover, but at BS5 no cover its 7.3 wounds for TL PR (rounded from 7.29), and 11.66 with SMS, assuming you start shooting when they're 36" away, and move an average of 9-10in per turn, plus a charge of ave 7"). I think vs termies though, it might go in the PR's favor. Or against T6/7 (above 6 is pretty rare though).

As for HRR, I'm not sure what they could do to buff them. Maybe make 'em 2 shots? +1 S against vehicles? The only advantage of the HRR is better chance to pen vehicles/hurt AV14, and against termies/WKs (I think)

I personally hope Crisis get a big points reduction. Their only role (that isn't filled by something better) is either MP spam, suicide melta (against AV14 and maybe AV13), and maybe hunting MEQs and TEQs with 2 PRs, but a riptide with an overcharged IA could do that too though, and caused insta death vs T4. But crisis vomiting shots? Fire warriors/ HYMP & SMS 'sides have that down much better. Especially fire warriors with a fireblade or ethereal. MEQ/TEQ killing is probably better left to riptides overcharging. So honestly I hope they go to roughly 15ish points per model, and their weapons drop by 2-5 points each. Otherwise I think most of my crisis suits will be left on the shelf, unless it's a friendly game and I want to bust out a bit of crisis spam. :/

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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
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 Wolfblade wrote:

As for HRR, I'm not sure what they could do to buff them. Maybe make 'em 2 shots? +1 S against vehicles? The only advantage of the HRR is better chance to pen vehicles/hurt AV14, and against termies/WKs (I think)
The S8 of the HRR means they are not so hot against AV13/14, which fluff-wise is exactly what they should be good against. Personally I think giving them the Lance special rule would reaffirm them as great AT platforms without making the Strength too high or making the unit OP. Another nice touch would be to give them a sub-munitions option like the hammerhead, maybe assault 2 small blast or something, to give them a bit more versatility and help address the lack of blast options that Tau armies generally have.

Hadn't thought about a price reduction in crisis, but it would make sense. You are right in that most of their direct roles can be covered by other units - and usually better. Maybe more access to systems and upgrades / formations will help them, and a points reduction to help shift the new models when they come out

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VERY cool reports! I think those must've been my favorite in a long time! I love the photos! Great scenery! Man I reall want to play Tau now
   
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 Iapedus wrote:
 Wolfblade wrote:

As for HRR, I'm not sure what they could do to buff them. Maybe make 'em 2 shots? +1 S against vehicles? The only advantage of the HRR is better chance to pen vehicles/hurt AV14, and against termies/WKs (I think)
The S8 of the HRR means they are not so hot against AV13/14, which fluff-wise is exactly what they should be good against. Personally I think giving them the Lance special rule would reaffirm them as great AT platforms without making the Strength too high or making the unit OP. Another nice touch would be to give them a sub-munitions option like the hammerhead, maybe assault 2 small blast or something, to give them a bit more versatility and help address the lack of blast options that Tau armies generally have.

Hadn't thought about a price reduction in crisis, but it would make sense. You are right in that most of their direct roles can be covered by other units - and usually better. Maybe more access to systems and upgrades / formations will help them, and a points reduction to help shift the new models when they come out


That'd work too, I actually love the idea of lance on the HRR, I think that'd put them in a great spot, since it makes them faux S10 vs vehicles. I also like the blast idea for the HRR, it'd ass some versatility, but might make the HYMP obsolete, so maybe a range improvement to the HYMP?

As for crisis suits, what are you thinking they could get access to? Just more in built systems (i.e. vectored thrusters, target locks, etc), or new ones?

This message was edited 1 time. Last update was at 2015/05/06 11:31:16


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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
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 Wolfblade wrote:

That'd work too, I actually love the idea of lance on the HRR, I think that'd put them in a great spot, since it makes them faux S10 vs vehicles. I also like the blast idea for the HRR, it'd ass some versatility, but might make the HYMP obsolete, so maybe a range improvement to the HYMP?

As for crisis suits, what are you thinking they could get access to? Just more in built systems (i.e. vectored thrusters, target locks, etc), or new ones?
I think if the sub-munitions for the HRR were only S4 AP5 Barrage 2, Small Blast or something then it would make them distinct enough from the HYMP so as to not make it obsolete, while giving it enough of a niche so that it is not just a gimmick (dropping 2 small blasts on targets out of LOS would be nice).

An Ion rifle variant for the broadside would also work (if pathfinders can have it, why not broadsides?) I have also said elsewhere about having a 'Smashside' - basically a broadside with dual heavy flamers and some sort of repulsor field that reduces enemy Initiative and attacks when charging (but this isn't really inline with tau ethos so probably wont happen)

As for Crisis, I think more hard points on a standard crisis to select support systems would be better (Thinking EWO, TL, Stims, Shield Generator, Dual Plasma on one model - if you want to pay the points, why not?). Maybe some other systems form boosting wounds by =1, or toughness by +1, save by +1? I expect the Sig systems to be reduced in number and bought in line with the 'Relics' systems of the other codices, so maybe some more toned down versions in the support systems? I would like to see more assault orientated ones too - heavy flamer weapon options would also be nice

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Great battle report!


Though my soul cries salty, salty tears seeing Space Wolves painted like Black F***ing Templars.

And the Tau are painted like space wolves??

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 Iapedus wrote:
 Wolfblade wrote:

That'd work too, I actually love the idea of lance on the HRR, I think that'd put them in a great spot, since it makes them faux S10 vs vehicles. I also like the blast idea for the HRR, it'd ass some versatility, but might make the HYMP obsolete, so maybe a range improvement to the HYMP?

As for crisis suits, what are you thinking they could get access to? Just more in built systems (i.e. vectored thrusters, target locks, etc), or new ones?
I think if the sub-munitions for the HRR were only S4 AP5 Barrage 2, Small Blast or something then it would make them distinct enough from the HYMP so as to not make it obsolete, while giving it enough of a niche so that it is not just a gimmick (dropping 2 small blasts on targets out of LOS would be nice).

An Ion rifle variant for the broadside would also work (if pathfinders can have it, why not broadsides?) I have also said elsewhere about having a 'Smashside' - basically a broadside with dual heavy flamers and some sort of repulsor field that reduces enemy Initiative and attacks when charging (but this isn't really inline with tau ethos so probably wont happen)

As for Crisis, I think more hard points on a standard crisis to select support systems would be better (Thinking EWO, TL, Stims, Shield Generator, Dual Plasma on one model - if you want to pay the points, why not?). Maybe some other systems form boosting wounds by =1, or toughness by +1, save by +1? I expect the Sig systems to be reduced in number and bought in line with the 'Relics' systems of the other codices, so maybe some more toned down versions in the support systems? I would like to see more assault orientated ones too - heavy flamer weapon options would also be nice


I didn't think about giving the sub-muns for broadsides barrage, that's actually be great. First scatters, then the others hit pretty close around it, plus would pair well with SMS (the sub-muns) would already ignore cover from barrage), but should be S5 AP4 imo (railgun's have S6 AP4, half S +1 and +3 AP seems reasonable), but that might be a little much however, so I could still see making them only S4 AP5 though.

An ion rifle for the 'sides would be even better imo, S7 AP3, heavy 2 or so? Means riptides still have their AP2 large blasts, the ion weapons S7 all around. Plus, HYMP would be better for vehicle popping/units in cover/invul save/etc. Biggest balance issue would be to make them cost some points instead of being a free upgrade from HYMPs/HRRs.

And with crisis, the problem isn't hardpoints, it's points. Crisis pay a lot of points to make use of their multitracker, I mean, feth, the only thing that ISN'T 15 points for one is a flamer or burst cannon (5 and 10 each). Meaning if you want 2 weapons that aren't a flamer or BC, you're looking at a 52 point model EACH, before any upgrades!

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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
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Great report. The Tau player is getting better.
   
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BlackCadian wrote:VERY cool reports! I think those must've been my favorite in a long time! I love the photos! Great scenery! Man I reall want to play Tau now
...and that's how the Tau get you - welcome to the greater good!

Helvost wrote:.....and the Tau are painted like space wolves??
Yup, just to rub it in

Wolfblade wrote:And with crisis, the problem isn't hardpoints, it's points. Crisis pay a lot of points to make use of their multitracker, I mean, feth, the only thing that ISN'T 15 points for one is a flamer or burst cannon (5 and 10 each). Meaning if you want 2 weapons that aren't a flamer or BC, you're looking at a 52 point model EACH, before any upgrades!
Well, a 2 wound 3+ save T4 Jetpack model with 2 plasma shots at 24" isn't half bad for 52 points, especially if you compare it to your marine equivalent who only gets 1 shot, 1 wound and will occasionally kill himself for 29 points. Still, I wouldn't complain if the plasma rifle was 5 point cheaper

O'connell wrote:Great report. The Tau player is getting better.
Thanks!

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 Iapedus wrote:

Wolfblade wrote:And with crisis, the problem isn't hardpoints, it's points. Crisis pay a lot of points to make use of their multitracker, I mean, feth, the only thing that ISN'T 15 points for one is a flamer or burst cannon (5 and 10 each). Meaning if you want 2 weapons that aren't a flamer or BC, you're looking at a 52 point model EACH, before any upgrades!
Well, a 2 wound 3+ save T4 Jetpack model with 2 plasma shots at 24" isn't half bad for 52 points, especially if you compare it to your marine equivalent who only gets 1 shot, 1 wound and will occasionally kill himself for 29 points. Still, I wouldn't complain if the plasma rifle was 5 point cheaper


I suppose, but it means vs S8 wounds you also lose both shots and wounds in one go, plus it makes them a larger point sink I do think the new codex will contain some price drops though.

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bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
 
   
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Australia

Great battle report! Quite an enjoyable read.

IG regiment "8th Kasolian" 
   
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Hong Kong

Game 3: 1000pts Tau Empire vs Champions of Fenris

So, with the scores at one game a piece another grudge match is obviously in order between these two old adversaries! This time, due to time constraints the points level is set at just 1000.

OPPOSING FORCES
Spoiler:

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

HQ
Commander, Dual Plasma, Advanced Targeting System, Iridium Battle suit, 143pts
-Crisis Bodyguard x2, PENchip, Dual MP, 119pts

Troops
Kroot Carnivore Squad x10, sniper rounds 70pts
Fire Warrior Team x6, 54pts
Fire Warrior Team x6, 54pts

Elites
Crisis Suits x1, Dual Fusion Blaster, 52pts
Stealth Suit x3, BC x3, 90pts
Stealth Suit x3, BC x3, 90pts

Fast Attack
Pathfinder Team x4, 44pts
Pathfinder Team x4, 44pts

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

Total Models 42 /Infantry 40 /Characters 1 /Vehicles 2/ Wounds 52/


Imperial Forces: Space Wolves (Champions of Fenris) 1000pts
Company of the Great Wolf Detachment

HQ
Wolf Lord, Thunderwolf Mount, Runic Armour, Krakenbone Sword, 210pts

Elites
Lone wolf, Terminator Armour, Wolf Claw & SS, 75ps
Rune Priest, Thunderwolf Mount, Runic Armour, Thunder hammer, Cyberwolf 120pts

Fast Attack
Thunderwolf Cavalry x4, Chainsword & SS x4, 220pts
Thunderwolf Cavalry x4, Chainsword & SS x4, 220pts

Heavy
Longfangs x6, Missile Launcher x5, 165pts


Total Models 17/Infantry 7/Characters 2 /Vehicles 0/Cavalry 10/ Wounds 29/


PRE GAME
Spoiler:

Mission: Random ITC Style mission (from our Hemera's End Campaign)
Deployment: Dawn of War

Mission Rules:
Setup: - The battlefield setting (urban, jungle, desert, etc) and reasonable amounts of suitable terrain should be agreed between players beforehand. Deployment zones follow the set up diagram below.
- Roll for Psychic Powers & Warlord Traits using the standard rules.
- Roll for Deployment Zones.
- Place objectives using the standard placement rules modified as follows:
- Each player places two Primary Objectives within their Deployment Zones, using standard rules.
- The above objectives are also the Secondary Objectives.
- Roll for night fighting (if desired). Then roll to decide who goes first.
- Deploy accordingly, and attempt to seizing (if desired) using standard rules.

Primary Mission: 4 Victory Points Be in control of the most Primary Objectives by the end of the game. If tied, no points are awarded.

Secondary Mission: 4 Victory Points At the beginning of each GAME TURN, both players roll twice on the below table (rerolling the second roll if it is the same number as the first). At the end of each GAME TURN, each player earns 1 pt per Secondary Mission achieved. The player with the most points at the end of the game wins this mission.
1.Hold Secondary Objective 1
2.Hold Secondary Objective 2
3.Hold Secondary Objective 3
4.Hold Secondary Objective 4
5.Destroy an enemy unit in the Shooting phase (1pt for each one)
6.Destroy and enemy unit in the Assault phase (1pt for each one)

Tertiary mission: 1 Victory Point for Each First Blood, Line Breaker, Slay the Warlord

Initiative: Space Wolves win the roll off and choose to go first



Warlord Traits:Tau roll on codex Traits and get 'A Ghost Who Walks Amongst Us', for 3D6 Jet Pack moves for the Warlord.
The Wofd Lord rolls on CoF supplement traits and gets 'Fire in the Blood' (Warlord rerolls a single failed save once per turn - easily the best trait in the codex when you have 2+/3++)'.

Psychic: None

Reasons why Tau will win:

1: Mobility. OK, so it is not quite as good as Thunderwolf mobility, but not bad all the same. Combined with the higher unit count (12 Tau units to 6 Space Wolves) it should allow the Tau player to maneuver around the Thunderwolves and force them to make some difficult choices about who to assault, hopefully leaving them out in the open and exposed to fire.
2: Obsec/scoring. Tau has three units, while space wolves have none. Tau have twelve scoring units, Space marines only have 5. Provided Secondary mission roles are kind to the Tau, they could dominate the scoring early on. If the game ends early they could also hang on to the primaries.
3: Volume of Fire. This is the only way I can think of to deal with the Thunder wolves, and Tau have multiple units who can pump out obscene amounts of S5+ fire. I just have to hope that his armour save dice are not too hot today...

Reasons why the Space Wolves will win:

1: Resilience, 2+/3++ saves across the board, and T5 on the majority of his units will be very difficult for the Tau to shift, even with volume of fire.
2: Mobility. Great mobile units, covering plenty of space each turn and no broadsides to worry about shooting them up as they do so. Expect assaults every turn, even possibly on T1.
3: Thunderwolf Cavalry - the bane of my existence. I hate these guys (no matter what army I face them with), and if even one gets into the Tau lines then a lot of squishy units are going to start disappearing very quickly.

DEPLOYMENT
Spoiler:

Space Wolves deploy on the Tau right flank. Long Fangs take the High Ground, Wolf Lord and his unit go in the centre, while Iron Priest and his unit go in between. Lone wolf will deep strike.



Tau deploy across the line, with tanks on the left flank away from the Long Fangs



Skyray hides behind the terrain (should have just measured, he was well out of Long Fangs range) and Fire warriors grab the objective



Pathfinders, commander and hammerhead also set up in cover



While fire warriors grab the other objective, with missile suits ready to JSJ out of cover.



Infiltrators deploy, with sniper kroot taking the central tower and stealth team in support



While the other stealth team deploy on the far left flank, eyeing the unclaimed objective.



Scout moves, and Pathfinders move up into position



Tau attempt to seize the initiative, but fail.


TURN 1 –
Spoiler:

Space Wolves: Secondary objectives: Capture Objective 1 (guaranteed) and kill a unit in assault (pretty likely).

Both packs of wolves throw themselves forward with reckless abandon. while the Long Fang take out a solitary pathfinder with five frag missiles. They would hold.



Due to poor positioning by the Tau player, the wolves make the charge on the kroot on the lowest level. They survive the overwatch and supporting fire from stealth suits without a scratch, as well as sweep the luckless kroot for first blood



The warlords pack runs moves forward



Tau Empire: Secondary objectives: Capture objective 1 (no chance) and capture objective 2 (guaranteed)

Skyray comes out of hiding to target the Warlords pack



As does the commander



While the hammerhead lines up the long fangs



and stealth suits back off from the approaching trouble



Hammerhead gets a direct hit with the ion cannon, causing six wounds. My opponent pulls of some great cover saves though, and only two buy the farm. The rest would hold



Everything else fires at the wolf packs. Skyray unleashes all its missiles, fire warriors and stealth teams pour in the pulse rounds, while the crisis hit them with missiles and the commander dishes out the plasma shots-all with good marker light support from the pathfinders. The result?



Two dead wolves, not even enough to force morale checks. With a wound pool up in the low twenties from shooting, my opponent absolutely bosses his 3++ saves across the board. This is bad news for the Tau.

Suits jump around, and its the end of the turn.

Wolves pick up both points for secondary, while Tau get one.

As it stands – Tau 2/1/0:1/2/1 Space Wolves


TURN 2 –
Spoiler:

Space Wolves: Secondary objectives: Capture Objective 3 (not likely) and kill a unit in assault (multiples of this pretty damned likely).

Turn overview



Wolf Lord splits off from his unit, going after the stealth team while the wolves pile into the ruins in search of juicy pathfinders



The other pack head straight for the hammerhead. Man, those guys covered a lot of ground fast! Tau player should have paid more attention...



Shooting, and the long fangs maintain their average, killing a single stealth suit with their five frag missiles



Assault, and the wolf lord easily dispatches the stealth team for a secondary mission point, taking no wounds in the process



While the wolves do the same, munching a pathfinder squad and consolidating up towards the other



The iron priest and his pack also wreck the hammerhead with ease, making three secondary points this turn.



Tau Empire: Secondary objectives: Capture Objective 2 (pretty likely) and Objective 2 (again, pretty likely)

Brutal turn for the Tau, they need to start making these wolves bleed before they munch their way through all the tasty blue dudes

Fusion suit comes in and gets a bead on the wolf lord. He scores one hit, but once more the 4++ comes to his rescue



Commander moves in to help out against the wolves in the ruins. Everything that can shoots into the wolf pack, but once more my opponents saving throws are red hot. Zero wounds are scored.



With that, the suits jump around and the Tau wait for the pain to begin. They do get their two secondary's though, which is nice.

As it stands – Tau 2/3/0:1/5/1 Space Wolves

TURN 3 –
Spoiler:

Space Wolves: Secondary objectives: Capture Objective 4 (not currently claimed) and kill a unit in shooting (not particularly likely unless the long fangs can improve their average).

Turn overview



Lone wolf comes in from reserves



Wolf lord goes after the skyray



While Iron priest and crew hunt down the stealth team.



Long Fangs maintain the average again, killing another stealth suit



In assault the Wolf Lord does get two pens on the skyray, stunning it and destroying the now empty missile launcher



The Iron priest and crew finish off the stealth team, but not before losing a thunderwolf and cyberwolf in overwatch



Assault on the commander also fails, as they lose a wolf in overwatch and fail the charge distance



Space wolves don't manage either secondary's this turn

Tau Empire: Secondary objectives: Tau need some luck to stay in the secondary fight, but don't get it. Kill a unit in shooting (not particularly likely) and kill a unit in assault (Ha!)

Skyray moves away from the wolf lord, while the commander jumps in to help take him down. Fusion suit, skyray, commander and rapid fireing fire warriors pour 22 S5+ shots into the wolf lord - but once more he makes an obscene amount of saves, emerging from the firestorm totally unscathed.



On the other flank, shooting is a bust and it is all over except the crying. Tau don't get any secondary's this turn.

As it stands – Tau 2/3/0:1/5/1 Space Wolves

TURN 4 –
Spoiler:

Space Wolves: Secondary objectives: Capture Objective 2 (not possible) and kill a unit in shooting (again, not particularly likely).

Turn overview



Wolves move in on the commander, while the wolf lord goes to finish off the skyray



The iron priest and flock line up the missile suits, while the lone wolf eyes up the fire warriors on the objective.



Lone wolf takes a wound in overwatch



Before beating two fire warriors to death - they would however hold. The iron priest also puts the missile suit to the hammer, but not before losing another wolf in overwatch



Wolf Lord also finishes off the skyray



But they don't get it all their own way this turn, with the commander destroying the thunderwolf unit in overwatch - with a little supporting fire help from his fire warrior friends



Space Wolves don't get any secondary's this turn

Tau Empire: Secondary objectives: Capture Objective 1 (impossible) and kill a unit in shooting (only the thus far invulnerable wolf lord to go after). Two tough objectives again for the Tau, who look to be out of the secondary mission

Turn overview



Time to take the warlord down...er, again. Commander jumps forward and give shim both barrels, along with the fusion suit and fire warriors. This time he fails a few saves, but just hangs in there on one wound!



The fire warriors lose combat against the lone wolf and flee right into the path of the waiting thunderwolves



Tau also don't get any secondary's this turn

As it stands – Tau 1/3/0:2/5/1 Space Wolves

TURN 5 –
Spoiler:

Space Wolves: Secondary objectives: Capture Objective 1 (guaranteed) and capture Objective 4 (impossible)

Turn overview - not much left standing



Lone wolf finishes off the fire warriors, but the last thunderwolf goes down to dangerous terrain, leaving to iron priest to claim the objective by himself



Wolf Lord kills a fire warrior ith his bold pistol, before charging them



He survives the overwatch, sweeps the unit, and then consolidates as far out of view from the commander as he can



Tau Empire: Secondary objectives: Capture Objective 1 (impossible) and kill a unit in assault (urgh!).

Commander shoots at the world lord, but he makes his 4++ saves so the commander jumps up onto the building to claim the objective incase the game ends



Lone fusion crisis also jumps on the objective, as well as claiming line breaker if the game ends



We roll to see if the game ends, and it does.

RESULT
Spoiler:

VICTORY POINTS

Space Wolves: 6 pts
Primary - 2 Objectives (0 VPs)
Secondary - 5 Points (4 VPs)
Tertiary - First Blood & Line breaker (2 VPs)
Kill Points 9pts

Tau: 1 pts
Primary - 2 Objectives (0 VPs)
Secondary - 3 Points (0 VPs)
Tertiary - Line breaker (1 VPs)

SPACE WOLVES VICTORY!

BREAKDOWN

Decisive moment – Space Wolves riding their luck on saves for three straight turns, starting on the first. The volume of fire that the Tau threw at them over those turns should have reduced their numbers a lot more than in did before they made it into assault, but sometimes luck just isn't with you and your opponents dice are red hot. Never mind, that kind of luck evens itself out eventually and I'm sure I will be on the receiving end of some hot shooting dice in our next game

Key units

Tau: Commander - the only unit that managed to stop the rot and scored the solitary unit kill for the Tau in the entire game.

Space Wolves: Wolf Lord. Chewed through everything the Tau had to offer once again. Poor placement of the Kroot on the lowest level of the central ruins helped get these guys up the board a lot faster, as well as giving away first blood. Going first meant the Tau only had one round of firing before they got into their lines. Once more lead form the front, tanking hits for his brothers and killing three Tau units with ease.

STATS

Tau:
Models remaining 3/42
Kill to Death Ratio 0.23
Efficiency 19%

Space wolves
Models remaining 8/17
Kill to Death Ratio 4.3
Efficiency 81%

POST GAME
Spoiler:
Well that was a really tough game, but a good test for me and as usual my opponent was great fun too. He played well today and totally deserved the epic win

This is easily one of the heaviest defeats I have suffered at the helm of my Tau - while I managed to draw the primary in the last turn to make the result look slightly better than it was, the stats don't lie. The KtD ratio and space wolves efficiently rating tell the true tale of how much of a battering this really was for the Tau.


This message was edited 1 time. Last update was at 2015/08/14 02:36:49


If in doubt, frag it out...
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T5 2W 3++ fast moving assualt unit is no deniably very tough to handle for any army. I think on Tau side sth worth considering is to bring a unit of Broadside and use use larger squad of fire warriors (say 12), and a Cadre fireblade? Two TWC units with tanking characters are expensive, and there won't be many units else where, so a larger gunline unit could be more efficient in using marker light and getting the buff from fireblade....
High quality shots under S10 like plasma gun or fusion blaster may not worth in this scenario. As it lacks number of shots, and cannot ID the wolves if they ever failed that invulnerable save, while the firer had to put themselves under the jaws of the wolves. So the best weapons Imho maybe the long range (24+ inches) high volume of S7+ shots. Which could be provided by Broadsides.
Just my two cent

This message was edited 1 time. Last update was at 2015/07/20 11:32:19


 
   
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The Burble

Neophyte2012 wrote:
T5 2W 3++ fast moving assualt unit is no deniably very tough to handle for any army. I think on Tau side sth worth considering is to bring a unit of Broadside and use use larger squad of fire warriors (say 12), and a Cadre fireblade? Two TWC units with tanking characters are expensive, and there won't be many units else where, so a larger gunline unit could be more efficient in using marker light and getting the buff from fireblade....
High quality shots under S10 like plasma gun or fusion blaster may not worth in this scenario. As it lacks number of shots, and cannot ID the wolves if they ever failed that invulnerable save, while the firer had to put themselves under the jaws of the wolves. So the best weapons Imho maybe the long range (24+ inches) high volume of S7+ shots. Which could be provided by Broadsides.
Just my two cent


I agree with this assessment. Flyers would be good here too. I don't know what you have available, but flyers are tough on thunderwolves, since they have zero shooting. For the Tau the best bet would probably be remoras. I'd favor HYMP broadsides over Stealth Suits in this matchup due to the range, and b/c stealths pay for shrouding, which doesn't help them too much at all. A firebase cadre (riptide and broadsides) would be a good addition, either an IA riptide to nuke his backfield support or a HBC broad to stack wounds on the wolves. Kroot could actually be pretty handy here with sniper rounds, but I guess take them in smaller squads so you can infiltrate them more easily, and so they stay contained in the top parts of ruins. Or outflank them so that in later turns they walk behind the wolves and rapid fire them, pulling them away from the battle line.

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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