I finally got round to undercoating some of my dark eldar models and carried along by my sudden painting enthusiasm I painted the reavers to completion.
I also found time to rescue some experimentally converted battlesuits Xenos and Proud gave me resulting in an old school broadside and a fireknife.
While I like certain aspects of the new broadside kit, I'm really glad I was able to convert an old style one so the squad maintains a similar aesthetic.
I'm aiming to get some more pictures of my dark eldar up over the next few days including some different angle shots of the reavers.
Tau'va
Ko'vash
Showing posts with label tau. Show all posts
Showing posts with label tau. Show all posts
Tuesday, 9 December 2014
Friday, 14 February 2014
Battle Brothers January 2014: Game 3
Mission:
Crusade, five objectives
Deployment:
Vanguard strike
Terrain:
A big ruin on left (objective) and right of our table edge, a ruin in the top
right corner (objective), big hill in the centre from realm of battle, two
forests on the other side, top left and top centre (objective). Wreckage middle
left (objective) and wreckage central right (objective)
Warlord
trait Tau: Exemplar of the Selfless Cause
Warlord
trait Tau and orks: Not sure
Night
fight: no
Psychic
powers
Eldar:
guide, perfect timing, presience
Opponents:
Tau
and Orks
Fireblade,
shield drone
3
squads of firewarriors
2
railgun hammerheads with submunitions
Boss,
2+ save and 5++, power klaw
10
Nobs, 5++, feel no pain, a few power claws
Dakkajet
20
boyz, Nob, power klaw
Deployment
We
deployed first, hiding the fire warriors behind the hill claiming an objective.
The Bikes parked up next to them on their left. The farseer and riptide joined
together, and stood next to the skyray in the centre of our board edge, with
the hammerhead cowering behind some ruins which the pathfinders were ready to
scout into.
They
deployed the nobs facing the pathfinder ruin with the boyz to the left and the
fire blade and a unit of fire warriors left of them. Two fire warrior squads
took up residence in the big ruin in their deployment zone, with a hammerhead
hiding behind each corner of that building. The dakkajet was in reserves.
They
failed to seize.
We
kicked off with the riptide leaping forward to take on the fire warriors with
the hammerhead in tow. The skyray swivelled to have a go at the nobs. The
jetbikes moved up to blast the fire warriors. Several fire warriors were downed
but not enough to wipe the squad. A big chunk of boyz were submunitioned into
Mork’s (or possibly Gork’s) embrace. Some of the nobz took wounds.
The
warboss and co advanced on the poor pathfinders. The hammerheads moved up.
There was the characteristic whip crack of railguns but they either failed to
find their mark or were negated by cover saves. The boyz and nobz ran forwards
and the fire warriors killed a couple of jetbikes.
The
pathfinders scampered further up the ruins to avoid being assaulted as the
hammerhead lined up to pie plate the fire warrior team. The riptide rolled
around the corner to gun down some of the nobz or the fire warriors depending.
Our fire warriors moved up to secure the forest objective as the bikes closed
in for the kill. The first of our crisis suits arrived ready to try and blow
holes in a hammerhead. Through various large blasts and shuriken blades the
fire warriors were slain but the fireblade survived (first blood). The crisis
suit tried to silence the hammerhead but was denied by jink. The riptide put
wounds on some of the nobz but most were denied by the boss’s 2+ save and feel
no pain.
The
dakkajet failed to show up. The nobz couldn’t decide whether to assault the pathfinders
or not so stayed put. The boys moved up to put the hurt on the bikes as the
hammerheads and fire warriors prepared to hit my deep striking crisis suit.
Most of the shooting was ineffective with the crisis suit losing a drone and a
wound. The jetbikes were shot down to three models. The hammerhead took a
glancing hit.
The
crimson hunter swooped in and promptly failed to hurt a hammerhead at all. The
other crisis suit landed and with his friend, they were able to stun the other
hammerhead which was bearing down on them. Our hammerhead submunitioned a bunch
of boyz catching the fireblade in the blast and instant deathing him for good
measure (slay the warlord). The blue jetbikes shot across the field to hide in
the ruin in our deployment zone, and the fire warriors moved into the trees.
The riptide finally downed the painboy and swiftly removed most of the other
nobz bar one and the warboss on two wounds.
The
dakkajet soared on, a waaagh was declared, and the orks rushed forwards, the
warboss gunning for the hammerhead. The fire warriors lined up on my suits and
the dakkajet aimed at our backfield squad of fire warriors with the fireblade
attached. Despite an insane number of shots, the dakkajet was denied its kill
by the fire warriors diving for cover, leaving only two dead. The boss charged
and made short work of the hammerhead, but the fire warriors couldn’t remove
the crisis suits. In the assault phase, the dakkajet attempted to ram the
crimson hunter (we weren’t convinced you could do this in normal 40k, but gave
it to them as it was in the death from the skies rules) but failed its
toughness test.
The
crisis suits gave up on the hammerhead and went for the fire warriors who are
troops after all. The skyray prepared to be smashed into tiny pieces by the
warboss. The skyray fired missiles at the dakkajet, successfully velocity
locking it, but it jinked any other damage. The riptide and jetbikes removed
the last of the orks from the central objective. The fire warriors killed the
last nob but couldn’t stop the warboss.
The
dakkajet flew across the field. The warboss smashed the skyray to bits, and the
fire warriors mercilessly gunned down my battlesuits. The opposition
hammerheads tried to shoot down my fireblade’s unit but where unsuccessful. The
dakkajet assaulted the crimson hunter and downed the flier.
Everything
shot the warboss. The guy was rolling like a champ with his 2+ save but the
forest fire warriors eventually downed the roaring xeno. The riptide and bikes
advanced on the central objective, claiming it for the Taudar Empire.
Their
last turn consisted of them trying to remove the jetbikes from the objective,
but bolstered by the farseer joining the unit they held.
Final
score: Taudar 15 (four objectives, slay the warlord, line breaker, first blood)
Tau Orks 3 (one objective)
After
game thoughts
This
was an odd game. We had some difficulty with luck at times but then again so
did our opponents. I think our deployment was quite poor, we deployed too
heavily on the right, and got ourselves trapped in a corner because of it. In
the end we pulled through though.
Unit
of the match: jetbikes. Jumping around, picking off units, claiming objectives
and even a threat to light tanks, jetbikes are awesome.
Wednesday, 12 February 2014
Battle Brothers January 2014: Game 2
Mission:
Big guns with four objectives
Deployment:
Hammer and anvil
Terrain:
Big ruin in each deployment zone (ours on our left, theirs on their right) a
forest across from each ruin, a big hill in the centre and another forest on
our left in the centre.
Warlord
trait Tau: Through Unity, Devastation
Warlord
trait Marines: No idea
Psychic
powers
Eldar:
guide, fortune, presience
Night
fight: yes
Opponents:
Space
marines and guard
Chaplain
Two
tactical squads
Two
devastator squads
Thunderfire
cannon
Rhino
Company
command squad
Massive
blob squad (50 guys)
Marbo
Leman
russ demolisher squadron (two tanks)
They
won the roll for first turn and opted to place the thunderfire cannon behind
their big ruin, with the devastators in the ruin, one tactical squad hidden
behind the rhino, with the chaplain and other tactical squad in the rhino.
The
guardsmen deployed in the forests, with the russes anchoring their left flank.
Marbo was hidden in reserves.
We
set up a fire warrior unit in the ruin, and the fireblade and other fire
warriors in the trees. The pathfinders were on the higher floors of the ruin,
the skyray cowering behind the hammerhead in the centre. The bikes anchored our
left flank facing off against the devastators, with the riptide next to them.
The plan being to force the marine flank with the bikes 48” turbo-boost, taking
out the thunderfire turn two and forcing the marines to fight us on two fronts.
As usual, the suits and hunter were in reserve.
We
failed to seize the initiative.
The
imperium ordered a general advance, rushing forwards to engage the filthy xeno.
The searchlight from the rhino lit up the hammerhead. The devastators seized
this opportunity and blasted the grav tank to tiny pieces (first blood).
The
tau retaliation was swift and deadly. The skyray missile barraged the rhino
into oblivion. The marines charged out, only to be met by a farseer guided
riptide and his nova-charged weapons which gunned them down, leaving few
survivors. The bikes soared down our left flank, pressuring the devastators and
the thunderfire.
The
chaplain and marines dashed forwards, hoping to do some damage to the riptide.
The guard advanced but ran again due to being out of range. Guardsman Marbo
materialised in the ruin’s, but fell under the ever watchful eye of the riptide
and was shot down in a hail of burst cannon fire. The demolishers attempted to
raze the forest containing the warlord. With a sharp cry, Oi’nan’shi ordered
her warriors to take cover, the tau diving behind the trees to avoid the
explosive munitions. The devastators and thunderfire cannon unleashed hell on
the bikes, tearing down four of one squad and one from the other, but the
elves’ nerve held.
The
riptide advanced, plasma guns ready for the devastators, as the crimson hunter
swooped in, lances locking onto the space marine leader with the farseer moving
in to help. A crisis suit gracefully touched down beside the jetbikes, as the
bikes prepared to kill the thunderfire and the devastators. The skyray swung
round, ready to unleash smart missiles on the advancing blob squad. The riptide
failed to harm the devastators, the crisis suit killed a couple with the
jetbikes adding to the tally. The two man jetbikes bladestormed the thunderfire
techmarine down, silencing the artillery piece. The crimson hunter and farseer
removed the tactical squad from the board in a brilliant display of lance fire
and shurikens (slay the warlord).
The
imperials responded by bringing the second tactical squad to bear on the
riptide, but the plasma gun failed to cause any wounds. The blob squad put a
couple of wounds on the riptide with various orders. The devastators failed to
kill the jetbikes and hunter. Again the demolishers futilely pounded the forest
with siege shells, though they did successfully destroy the skyray.
The
crimson hunter banked right but fluffed its rolls against the leman russ
squadron. Thankfully, the second crisis suit had just arrived and reduced one
of the lumbering behemoths to molten slag with its fusion blaster. The riptide
nova charged, and ignored the juicy guard heavy weapons teams and instead
destroyed the second tactical squad with help from the first crisis suit, the farseer
and the jetbikes. Having finished its work, the riptide jetpacked after the
blob squad…
The
remaining russ powered forwards away from the crisis suit. The suit was slain
by rocket fire from the company command squad, even as they ordered the men to
slay the riptide. After many orders had been cast, las cannons fired and
grenade launchers shot. The smoke cleared. Leaving the riptide still standing.
The devastators charged down the building, rushing into combat with the
farseer, but neither could cause any damage leaving combat a draw.
The
crimson hunter finally sorted its targeting profiles blasting the second russ
apart as the jetbikes took out the command squad. The riptide sprinted forward,
charging into the guardsman blob to drag them off the objective. Despite
numerous overwatch shots and bayonets, the riptide crushed several unlucky
heroes of the imperium, running them down as they fled from the monster
battlesuit.
With
little left to do, the remaining guardsmen prepared to sell their lives dearly
as the riptide bore down on them, their shots just bouncing off its impermeable
armour.
The
bikes moved to claim all the objectives, as the farseer finally slew the
devastator squad in combat. The riptide survived yet more overwatch to charge
the last bastion of the imperial guard, scattering the puny gue’la, and
claiming this sector for the Tau Empire.
Final
score: Taudar 18 (4 objectives, 4 heavy support kills, slay the warlord,
linebreaker) Imperial marines 2 (1 heavy support kill, first blood)
After
game thoughts
This
game was immensely enjoyable. Our opponents were a great laugh, and although
the score was very one sided, the game was not. When the hammerhead got killed
first turn, and the bikes charge began taking casualties, we began to get worried.
But ultimately the risk paid off and we were able to execute a pincer
manoeuvre. However, it was a hard fought match right until the finish.
Unit
of the match: riptide, for generally making a nuisance of itself
Monday, 10 February 2014
Battle Brothers January 2014: Game 1
Mission:
relic
Deployment:
dawn of war
Terrain:
forest in the centre of each deployment zone, ruin in the left of each
deployment zone and a big ruin in the centre of the table
Warlord
trait Tau: Predator of the skies (one use skyfire)
Warlord
trait Iron hands: Not sure, might have been librarian got blessing of the
omnissiah
Psychic
powers
Eldar:
guide, misfortune, presience
Iron
hands: endurance
Night
fight: yes
Opponents:
Iron
hands
Librarian,
terminator armour, storm shield, force axe (warlord)
10
tactical marines, meltagun, combi melta, melta bombs, multimelta, drop pod
8
tactical marines, meltagun, combi melta, melta bombs, drop pod
Storm
talon, skyhammer missiles, assault cannon
Storm
talon, skyhammer missiles, assault cannon
Space
sharks allies
Tiberius
the red wake
5
lightning claw terminators
Land
raider redeemer, multimelta
Storm
talon, skyhammer missiles, assault cannon
Deployment
They
deployed only the land raider (containing the terminators) which sat in the
centre of their deployment zone beside a forest.
We
placed the hunter, and suits in reserve. The hammerhead on our left with the
pathfinders ready to scout into the ruin on our left, both firewarriors and fireblade
in the forest in our deployment zone, riptide in the centre. Skyray behind the
firewarriors, and a unit of jetbikes on either side of the skyray to protect
against drop pods. The farseer joined the jetbikes nearest the riptide.
With
a spot of good fortune, we seized the initiative.
The
farseer guided and presienced a whole load of stuff, and the riptide charged up
his gattling gun, advancing on the land raider. The hammerhead swung round to
the left using the pathfinder’s markerlights to destroy the land raider with a
clean penetrating hit (first blood). The terminators pile out, only to be
blasted apart by riptide fire. I believe three died and Tiberius lost a wound.
The
marine’s retaliation involved a mad dash from the terminators and a drop pod
landing behind the hammerhead. The marines piled out, only to be cut down by
rending interceptor fire from the riptide. Crucially however, the melta
sergeant and multimelta survived blasting away at the hammerhead, knocking off
a hull point and the smart missiles.
The
hunter arrived, soaring onto the battlefield but with a lack of targets it hid
behind a ruin. A crisis suit deepstruck to mess up the terminators and the
hammerhead ran away from the space marines which were being chased by a swarm
of angry jetbikes and a farseer. The other jetbikes began a play for the relic.
The hammerhead failed to kill the drop pod, a few marines were bladestormed by
the bikes and Tiberius’ guard were shot down by the crisis suit. Diverting full
power to shields, the riptide charged Tiberius. Bringing a massive metal hoof
down on the chapter master the giant battlesuit smashed the life from the space
marine, before he could lash out with his chainfists, stalking on to stand
defiant in front of the relic.
With
the scream of jet engines, the three storm talons roared into battle, blasting
apart the crimson hunter in a shower of debris and skyhammer missiles, the
elegant crafts jinking turns no match for the blessed missiles. The others tore
into the riptide, but the suit’s armour withstood the battering.
The
space marines on foot again tried to silence the hammerhead but their grenades
could only bounce off the hull.
The
crisis suit wasted no time in blasting apart the remaining tactical marines,
even as his strike partner touched down on the other side of the table, and
failed to snap shot at a storm talon, though the drones stole a hull point. The
skyray blasted another’s assault cannon off in a barrage of missiles. The fire
warriors skyfired up and put a glancing hit on one the already limping storm
talon, knocking it out of the sky. The riptide failed to hurt the third, being
out of range of guide.
The
librarian and friends turned up, going for the fireblades unit. The iron hands
storm talon regenerated a hull point. Both fliers flew over to kill the fire
warriors and the skyray, but did little to no damage.
The
tau and eldar mobilised to hunt down the warlord and marines. Several marines
fell, but not enough. The hammerhead missed the drop pod, the jetbikes grabbed
the relic, and the skyray shot it’s last missiles, ripping the missiles off the
regenerating storm talon, leaving it with no guns.
The
skyray’s victory was short lived as the space sharks flyer went into hover mode
and tore it apart with rending. The marines charged into the warlords unit, the
fireblade accepting a challenge from the librarian. However, everyone fluffed
their attacks and combat was a stalemate.
The
hammerhead finally did something, blasting the space shark flyer out of the
sky.the tau converged on the combat, the farseer and bikes charging in. The
farseer heroically shoved the fireblade out of the challenger. Again combat was
drawn.
With
a snarl, the space marine librarian finally landed a wound on the eldar psyker
in combat, activating his force weapon, banishing the xeno to the warp.
Bolstered by this heroism, the marines slew several fire warriors, running them
down (slay the warlord).
We
rolled for turn six (we needed this to charge the riptide in and claim slay the
warlord) but we rolled a one.
Final
score: Tau 5 (relic, first blood, linebreaker) Marines 2 (linebreaker, slay the
warlord)
After
game thoughts
We
played a reasonably solid game, though we got very lucky with that first turn
alpha strike. The marines were hampered by being unable to focus their forces
on a particular section of the army allowing us to take them apart piecemeal.
The fire warriors could have had more of an impact, but overall the units all
played the part.
I'm very glad we took the skyray, it's a really cool looking model and it provides good anti-air defence. It's rules are nice, good, but not so good that it can be used without a bit of thought.
Unit
of the match: riptide, proved to be a good all-rounder, and conjured up some
great imagery charging Tiberius
Labels:
battle report,
eldar,
space marines,
tau,
tournament
Monday, 3 February 2014
Battle Brothers 2014 List and Pre-tournament thoughts
Two weekends ago, Xenos and Proud and I attended the Warhammer 40k Battle Brothers
tournament, at Warhammer world in Nottingham. Despite the daunting prospect of
a seven and a half hour car journey, we were both very excited and looking
forward to playing doubles 40k again, something we haven’t done in about four
years.
The
format for Battle Brothers is fairly simple. You pick an army of 1500 points,
and the two of you play five rounds over two days with this army. It can be
structured in any way that follows force organisation.
The
interesting twist of battle brothers, is that you win the tournament by
amassing victory points, not battle points for winning games. This is quite an
interesting mechanic with its own pros and cons. On the positives, it forces
people to really play a high risk, high reward game. You can’t roll Emperor’s
Will (the two objective one) sit on your own objective and win through first
blood like you might normally, you have to claim the other one to maximise your
victory points. This makes the games exciting, tense matches, which are usually close until the last turn or two. It also means both sides can gain a benefit,
even if they lose. However, it can lead to very one sided scores, where people
are left feeling like they’ve been tabled when they actually fought a really
close game. It also means you focus less on winning the game, and instead
winning points to win the tournament, which can leave you losing sight of just
playing the game and enjoying the battle being fought.
The reports that follow this introductory post will aim to give an idea of how the games went, I don’t remember enough to
make it a blow by blow account, which would probably come out quite dull
anyway.
The
list
We
knew from the start we’d be taking Tau and Eldar, given that that’s what we
took all those years ago, they’re our favourite armies, and XandP’s other army
is Tyranids.
We
initially tried to come up with a super competitive list, but quickly realised
we had no idea what we’d face, especially now forgeworld was in play. We
contemplated dipping into my student loan to by a revenant titan, but then
decided we ought to just take a whole bunch of units we liked the look of,
hadn’t used before, or just enjoyed gaming with. Here is our result:
Cadre
Fireblade Shas’nel Oi’nan’shi (warlord)
12
fire warriors, rifles, shas’ui, markerlight, target lock
11
fire warriors, rifles (fireblade lives here)
Riptide,
heavy burst cannon, twin linked plasma rifles, early warning override,
stimulant injector
Crisis
suit, plasma rifle, fusion blaster, 2 gun drones
Crisis
suit, plasma rifle, fusion blaster, 2 gun drones
5
pathfinders
Hammerhead,
railgun, submunitions, disruption pod, blacksun filter, smart missile system
Skyray,
blacksun filter, smart missile system
Farseer,
jetbike
6
jetbikes, two shuriken cannons
6
jetbikes, two shuriken cannons
Crimson
hunter
The
list has a good mix of ways to handle the various threats (flyers, hordes, etc)
and has few spammed units in it. The crisis suits are a particular favourite of
mine as they always bought an element of randomness to the game. Every game, we
deepstruck them in on a crazy suicide mission behind enemy lines.
I'd played a skyray once before the tournament so I was keen to have another go and see if it was better flyer defence than the riptide. The hammerhead is a favourite model of mine and has been since I started the game. I felt the tau portion of the list reflected a mobile gunline, anchored by fire warriors, with suits and vehicles mobilised around it, an idea I'm growing more and more fond of. The riptide was armed with a burst cannon for the cool factor and ridiculous number of shots, despite the ion accelerator seeming the superior weapon. Also, people complain less when you intercept with it rather than a strength eight, ap two large blast. When I explained this to someone, I actually found myself being complemented on the sporting way I was fielding a riptide. I'm expecting the first flight of pigs tomorrow...
The eldar half came from Xenos and Proud's favourite models. Given a few more points, we'd have thrown in a fire prism as it is to him as hammerheads are to me.
Game 1 to follow.
Ko'vash
Saturday, 6 July 2013
School's League Tournament Report
The school's league is an inter-schools competition run by GW in the UK. Each year there are regional heats, followed by a regional final, culminating in a national final held in warhammer world in Nottingham. My team won our regional final in Glasgow so we were heading off, resplendent in kilts, to represent Scotland and our school in the UK final.
The school league is a team tournament with four players per side, each with a 600 point army. The total score for the team is added together at the end (four points for a win, two for a draw, nothing for a loss plus points for fully painted, having your dice, tape measure, etc) and the highest scoring team wins.
I brought Tau, my friends brought grey knights, imperial guard, and Eldar.
My Tau list:
Ethereal: he provides solid leadership which is really handy at low points and gives good buffs to my fire base.
Riptide with burst cannon, plasma rifles and interceptor: the heavy hitter, guns down hordes or meq. My only anti flyer through volume of shots. Is also a mega bullet magnet
2x eight fire warriors: scoring units, more survivable than kroot, solid firebase
Four pathfinders: markerlights
Piranha, fusion blaster, blacksun filter: a harassing unit, hunts the odd heavy tank, drones useful for clearing small units, it's also a distraction
Hammerhead, with ion cannon, smart missile system and blacksun filter. Slaughters light tanks and meq. Smart missiles are just the best out of the secondaries.
General strategy: fire warriors and pathfinders for a firebase/crossfire supported by the ethereal. The riptide plays hyper aggressive, charging around drawing fire and shooting, potentially even getting into combat with tanks, contesting objectives, etc. The hammerhead is support as is the piranha.
Game 1
Orks
War boss, power claw, heavy armour, cybork body
Nobs, heavy armour
Looted wagon, all the shootas
15 boyz, heavy armour
battle wagon, all of the shootas, rokkit launcher
Crusade, vanguard
Warlord: did nothing (I got sky fire)
He gets first turn.
Table has two big ruins on the line in my zone, another big one bottom centre with two forests right next to it. A couple of forests in his zone.
We get 4 objectives, 3 end up in my zone, 1 in his. He deploys nobs in looted wagon on my right and the boys in battle wagon on my left behind the forest ruin. I deploy piranha on the left then fire warriors, pathfinders, and ethereal in the left ruin, riptide in the middle, fire warriors on the right, hammerhead behind the right most building. Both fire warrior squads are on objectives.
My plan is to draw him into a killzone, block the battle wagon with the piranha, first blood from the looted wagon then shoot down the boys when they get out. I'm a tad worried about taking out the battle wagon, but I figure I can side hit it or fusion gun it.
I can't remember turn by turn so I'll chronologically recount the important parts. He rushes towards me with everything, and I fail to kill his vehicles. I fired the riptide, fire warriors, and the ionhead at the looted wagon, and only stunned it and left it on 1 hull point. He gets first blood from my piranha, the nobs disembark and then fail an 12" charge to my hammerhead despite there being juicy fire warriors closer, albeit in cover. The hammerhead uses the pathfinders to go to bs6 for the gets hot reroll and wipes the nobs from the table as it causes instant death. The riptide and fire warriors kill the warboss for slay the warlord.
The most important and luckiest part of the whole tournament happens turn 3 when his battle wagon immobilises itself in a forest, even with the reroll from his deff rolla. This effectively saves my fire warriors, though the boys aren't down and out yet. The last few turns, I relocate to get two objectives further from the boys, blow up the looted wagon, claim line breaker with the riptide and kill his battle wagon turn 6
Unit of the match: ionhead, versatile, high damage output, mobile, I would highly recommend one at low points levels.
Units that performed well: the riptide. Solid damage output, high mobility
That forest that immobilised the battle wagon: without it I would have had a really tough time of things.
Nothing performed underpar.
Game 2 necrons
Sunday, 29 April 2012
Schools League Game two: Shas'el Kau'uit vs the Giant Bugs from Outer Space
So onto game two with a win under my belt (game one here). I was still miffed at the size of table (2'x4') but such is life. Then I realised I was playing horde nids, with a tervigon, loads of termagants, a prime, a biovore and two zoanthropes and all my acceptance fled for the door. Spearhead and three objectives was made slightly better as we agreed to have the objectives 6" on from table edges. Och well, as we say up here, lets see what we can do.
I won the roll for first turn (thank God) and stuck both objectives 6" on, 12" apart. The kroot again decided they'll outflank. All the battlesuits play hide and seek in some ruins in my deployment zone and the piranha hides behind them.
He deploys in Nid Carpet Formation™ the prime inside the carpet (snug as a bug in a rug) the tervigon and zoanthropes behind, the Biovore in the backfield.
Leaping out of cover the battlesuits target the nasty looking giant bug knocking the Tervigon down to three wounds. The piranha leaves them covered in dust as it races round the side of the board. In hindsight I should've flown it across the way rather than forwards (mistake number one).
The carpet rolls forwards tripping over itself, the Zoans annihilate the piranha.
I won the roll for first turn (thank God) and stuck both objectives 6" on, 12" apart. The kroot again decided they'll outflank. All the battlesuits play hide and seek in some ruins in my deployment zone and the piranha hides behind them.
He deploys in Nid Carpet Formation™ the prime inside the carpet (snug as a bug in a rug) the tervigon and zoanthropes behind, the Biovore in the backfield.
Leaping out of cover the battlesuits target the nasty looking giant bug knocking the Tervigon down to three wounds. The piranha leaves them covered in dust as it races round the side of the board. In hindsight I should've flown it across the way rather than forwards (mistake number one).
The carpet rolls forwards tripping over itself, the Zoans annihilate the piranha.
Thursday, 26 April 2012
The Return of School's League: Round 2
Okay, the first in a series of battle reports from the second round of the school’s League is here. All games 600 points, standard force org except 0-1 elites and 0-1 heavy support or fast attack, games lasted fourty-five minutes. The first was two objectives, Dawn of War. Due to GW administrative errors, all games were played on 2’x4’ boards. I arrived expecting 4'x4' boards at least (I was hoping for 6'x4' like last time) which I was already a little anxious about giving my tau's preference for running away. Seeing the tiny boards my pessimism took over, but I resolved to give it my best go. Anyhoo, let the games begin!
In the red corner: The Communist, all loving Greyskins (Cheer, clap) *
In the blue corner: The evil totalitarian Imperial Guard (boo, hiss)
High command had decided to send the recon wing of the Vior’la 5th airbourne comprising of:
Shas’el Kau’uit (fireknife)
Shas’el Elro (fireknife)
3 deathrain shas’ui with flamers
6 shas’la, shas’ui
10 kroot
10 kroot
Piranha, fusion blaster, targeting array, disruption pod
The enemy:
Primaris psyker
2 units of veterans with meltaguns in chimera
Leman Russ with battle cannon
First Contact
Seizing the first turn, the Imperium decides to set up a chimera on a hill overlooking the field of battle, camping quite nicely on the disembowelled bits of guardsman. Seeing this, Elro decides she’ll take up position in the central ruins of the battlefield, hopefully all the games of hide and seek with the cadre’s stealth team will pay off.
The Imperium rolls it’s metal boxes on and they blunder about in the darkness, Elro’s strategy of ‘duck behind the wall’ keeps her alive.
Seeing this pathetic effort the cadre charges on, the piranha pilot deciding to take a look at the left flank, the battlesuits running for cover.
Elro spots a chance to one up the tanks abysmal shooting and leaping out of cover, explodes a chimera killing five very surprised veterans. The psyker's shouting however, keeps them on the board.
The Russ decides it has had enough of Elro’s antics and gives her a nice concussion with a well-aimed battle cannon shell. The chimera mills about. Sly Rambo Marbo stays hidden in the Chimera’s weapons locker. Things aren’t looking too good for everyone’s favourite interstellar dictatorship.
Saturday, 18 February 2012
Jolly Toys Game 1
The first game of jolly toys is up, sadly a major loss for the Tau. The game felt closer than the score suggests, and luck was all over the place but ultimately it's the result that counts. Anyway, onto the game.
Dawn of war, kill points (win by three) primary, quarters secondary, objectives tertiary and kill points as a tie breaker. I ended up against a really nice Eldar playing running:
Eldrad
Maughan Ra
2 units of 5 avengers with exarch, double catapults and blade storm in wave serpents (one had lances, the other missiles)
5 harlequins with 2 fusion pistos and death jester
10 dire avengers on foot with exarch, double catapults, bladestorm
5 pathfinders
6 jetbikes with a warlock
3 units of three war walkers with scatter lasers with two having a missile launcher each.
I was running my standard 2000.
Deployment
I took first turn and deployed nothing, he deployed his rangers in a ruin in the centre of his deployment zone.
Turn 1 Tau:
Everything bar my devilfish walked on. Two hammerheads and a deathrain team on the right, two deathrain teams and a hammerhead on the left with the fireknives in the middle. Everything that could see unloads into the pathfinders killing two. Suits jump about to get best positions.
Eldar turn 1:
Maugan and harlies run on.Shooting wounds one of the fireknife commanders.
Tau turn 2:
Two devilfish arrive and with the hammerheads block for outflanking warwalkers. Everything shoots the pathfinders, missiles, plasma, railguns. The smoke clears and one blasted pathfinder is still alive. Great.
Eldar turn 2:
Everything kicks off this turn. Eldrad and his missile serpent show up on my right flank along with, all of the warwalkers! At this point, I'm getting kinda worried. They're within 12" of my hammerhead which I stupidly left facing in so they're getting side shots. He fires into various units killing a crisis suit and a drone from the deathrains and shaking the hammerhead. The crisis suits fail the leadership and run, unable to rally. Grrrr.
Tau turn 3:
The other devilfish comes on on my left. Suits mill about hoping to curb the warwalker threat. The far left hammerhead immobilises Eldrad's ride. The crisis suits and other hammerhead do little damage to his warwalkers.
Eldar turn 3:
All of his reserves stay hiding. His forces move about whittling down and wiping out one of the fireknife teams and shaking another hammerhead. I'm getting infuriated at the pesky warwalkers at this point, their cover saves and my poor rolling taking it's toll on the game. I'm just hanging on, hoping to do some more damage next turn.
Tau turn 4:
In short, I delay the inevitable. The crisis suits finally kill that Pathfinder and the hammerhead's burst cannons slay two warwalkers. I've dealt some damage but I really needed those walkers dead and there's still four of them running around thanks to terrible suit shooting.
Eldar turn 4:
Everything but the jetbikes arrive. His shooting phase sees another crisis team run off the table, morale was beginning to become a defining feature of my army. Maugan Ra pins a crisis team, another hammerhead is stunned and other shooting is terrible.
Tau turn 5:
I desperately try to claw something back though I know it's all gone. Once again, the dice let me down and I fail to really do anything.
The next few turns sees him take apart the rest of my army, finally finishing on turn 7. My thoughts on the game were mirrored by my opponent: There was a lot of luck involved. This by no means means my opponent was bad, he was a terrific player and there were certainly things I could have done better but I don't think I was able to give a good account of myself. I was looking positively towards game two though.
Ko'vash
Saturday, 21 January 2012
More Jolly Toys prep
There's now less than six weeks to go until the tournament (list here) so my paintings been on overdrive lately. My Cadre is still lacking the last hammerhead and two deathrains but they're on the painting table clamouring for my attention.
I completed the final fireknife bodyguard recently, which was a lot of fun to paint:
I completed the final fireknife bodyguard recently, which was a lot of fun to paint:
Monday, 9 January 2012
Preparation for Jolly Toys
I am attending the Jolly Toys tournament this February alongside Luckless Xenos of Xenos and Proud. It's a two thousand point tournament run Nova style, a points level and style of play I'm very unused to. Looking at my Tau list I realised the best thing would be to just run an up scaled version of my fifteen-hundred force. So without further ado:
2x Fireknife shas'els with fireknife bodyguards with targetting arrays (multitracker is hard wired) and one has a hard wired drone controller and two gun drones
3x 3 man Deathrain teams with flamers, a team leader with a hard wired drone controller and 2 gun drones
3x 6 man fire warrior teams, devilfish, disruption pod
3x railhead, burst cannons, disruption pod, multitracker, flechette dischargers
Total = 2000
2x Fireknife shas'els with fireknife bodyguards with targetting arrays (multitracker is hard wired) and one has a hard wired drone controller and two gun drones
3x 3 man Deathrain teams with flamers, a team leader with a hard wired drone controller and 2 gun drones
3x 6 man fire warrior teams, devilfish, disruption pod
3x railhead, burst cannons, disruption pod, multitracker, flechette dischargers
Total = 2000
Tuesday, 15 November 2011
Conceding games: The honourable way out?
I remember a phrase from the 4th edition rulebook regarding conceding a game. I believe it said something like: "Conceding a game counts as a victorious slaughter though you and your opponent are free to negotiate more balanced terms of surrender". I've played many a game of 40k and not being the best general I've lost many times more than I've won (many times more than I'd like but that's another story). This is most clearly represented in my recent losing streak to Luckless Xenos which before I beat his Nids last week was longer than the range of a deathstrike missile.
My "wooden spoon" prize for finally beating Luckless Xenos. The lettering reads 'Ukos' which is Tau for spoon.
I have always struggled to beat him and will admit I've occasionally conceded games when all hope seemed lost but recently I realised that it wasn't as fun for either of us if I did. So now if I know I'm going to lose, I simply carry on playing, making outrageous tactical decisions that are my only hope of winning even if minutely slim (I have beaten off a hive guard in assault with fire warriors, it can be done) and ultimately enjoying myself. There is a certain calm madness that descends when you know the end is nigh. I haven't conceded a game in a long time and feel much better for it. Anyway that's my stance on conceding from a loser's point of view.
On monday, I played our club's resident space wolf player. I took my standard 1500 of:
Shas'el Retha'la, fireknife with fireknife command team and 2 gun drones
Shas'el Li'sun'yi, fireknife with fireknife command team and 2 gun drones
2x deathrain team with flamers and 1 gun drone
2x 6 fire warriors in devilfish with disruption pod
2x railhead with burst cannons, disruption pod, multitracker and blacksun filter
Total = 1500 (It must be said, I like symmetrical lists)
Monday, 27 June 2011
The Monday Post
Okay, school's league is fast approaching. The shirts are embroidered, the kilts packed, armies ready (ish) and gaming tools ready. My only problem is which army to take. Stick with my beloved space communists or try and take the Emperor's light to the farthest reaches of space? My Drake Lords (salamanders second founding) feel more competitive but my heart lies with Tau.
Here's the marine list anyway, what do you think?
Librarian = 100
Tactical squad (10 men), multimelta, flamer = 170
Scout squad (5 men), missile launcher, melta bombs = 90
Scout squad (5 men), missile launcher, melta bombs = 90
Devastator squad (5 men), 4 missile launchers = 150
Total = 600
I'll probably toss a coin on the day to decide but either way I'm sure I'll have fun. Until then, "Unto the Anvil Brothers" and "For the Greater Good"!
Ko'vash
Here's the marine list anyway, what do you think?
Librarian = 100
Tactical squad (10 men), multimelta, flamer = 170
Scout squad (5 men), missile launcher, melta bombs = 90
Scout squad (5 men), missile launcher, melta bombs = 90
Devastator squad (5 men), 4 missile launchers = 150
Total = 600
I'll probably toss a coin on the day to decide but either way I'm sure I'll have fun. Until then, "Unto the Anvil Brothers" and "For the Greater Good"!
Ko'vash
Monday, 18 April 2011
The Monday Post
The school league international final isn't until July which gives me around three months to look at my list and think about tactics. In discussion recently is whether it would be worth taking a different army. I'm inclined on the one hand to take my Tau. They were my first army and the one I'm focusing on at the moment. But on the other hand it would be interesting to try out an Eldar army. Specifically a mech eldar army. Something like this:
Farseer, warding, guide, witnessing = 100
5 fire dragons, serpent, twin-linked shruiken cannon = 180
5 dire avengers, serpent, twin-linked shruiken cannon = 160
5 dire avengers, serpent, twin-linked shruiken cannon = 160
Total = 600
The strength of this list obviously lies with its mobility. Objective placement will be key as will knowing when to boost and when to shoot. While I feel like I ought to take my Tau all the way the Eldar would sure be fun to play. Let me know what you think. Which should I take?
Ko'vash
Farseer, warding, guide, witnessing = 100
5 fire dragons, serpent, twin-linked shruiken cannon = 180
5 dire avengers, serpent, twin-linked shruiken cannon = 160
5 dire avengers, serpent, twin-linked shruiken cannon = 160
Total = 600
The strength of this list obviously lies with its mobility. Objective placement will be key as will knowing when to boost and when to shoot. While I feel like I ought to take my Tau all the way the Eldar would sure be fun to play. Let me know what you think. Which should I take?
Ko'vash
Wednesday, 30 March 2011
Schools League: The Aftermath
First of all, I'm going to say we came joint second in our regional final, qualifying for the International final in June! That means we got what we came for, free school league t-shirt! Anyway, more importantly, the games were good. My list performed admirably, the MSU style Deathrain battle suits doing particularly well. My first game pitted me against Imperial Guard. My opponents list had a command squad with orbital bombardment, a platoon of two infantry squads and a platoon command, veterans with one meltagun in a chimera and a Leman Russ executioner with multimelta sponsons. I was mildly apprehensive before the game seeing the Leman Russ but reasoning I could take it out with my Piranhas and fire from cover, it wasn't bothering me a huge amount. The game was good, I pulled off a close draw. Had one more of his Russ' plasma shots missed on his last turn, my flamer Shas'el would have contested his objective and one me the game but such is life. Morale came into the game a lot on my opponents part, I think he lost three squads to it.
The second game had me facing a marines list. scouts with missile launcher, librarian, 10 tactical marines in a rhino, 6 tactical marines and a dreadnaught with assault cannon. My Deathrains were again the stars of the show, blasting vehicles and marines left right and center. My opponent didn't seem to know a huge amount about the rules but he was nice to play against. Infiltrate proved key in this game, letting me at a far flung objective with the kroot.
The third game was versus Space Wolves. Two grey hunter squads in rhinos and a Skyclaw pack with a Jump pack Wolf priest. I killed the Rhino's and Grey Hunters fairly quickly with massed fire power, netting me a fair few kill points. Unfortunately, this meant I'd neglected the Skyclaws who proceeded to kill everything but the Piranhas in three turns. Not good. Although I lost, the final game was by far the best of the day. My opponent was really good fun to play against, it was fairly close and there were some good moments so I wasn't hugely disappointed with the loss.
Having finished our games we were shepherded to the "briefing room" which was basically a half hour marketing talk from Games Workshop about how shiny and wonderful the new Grey Knights are before they'd tell us who won. There was a good point to the marketing talk, they told us to expect a Battle Sisters codex later in 2011, take that as you will. Overall, the day was a good one. Exciting games were fought, seeing the miniatures hall was cool and some of the scenery was amazing. Roll on the International final methinks.
Ko'vash
Monday, 21 March 2011
The Monday Post
A school league update
Okay so school league is just over a week a way, I thought I'd give you a little update and what's been done and what still needs to be done. So far I've finalised my list, gathered all the models and painted most of them. The piranhas still need painting as do the four of the kroot. I'm feeling a lot more confident, not sure if that's a good thing, this time round. I've rethought some of my tactics and ironed out some kinks in my army. I'm starting to realise Tau do very well in small points games due to the high number of units you can fit in. It's amusing seeing how small some of my team mates armies are. Then again, Luckless Xenos' army gets bigger as the game goes on. Overall, I think this time I'll be better prepared and I'm certainly looking forward to it. I'll try and get another update in before I go and I'll definitely take some pictures when I'm in Nottingham.
Ko'vash
Monday, 7 March 2011
The Monday Post
My Tau are really gathering steam at the moment. I've put the marines aside for now so I can focus on winning games with my Tau and properly getting to know the army. One of the main things that started me on Tau was the Hammerhead gunship and it's still something that makes me really glad I chose the pioneering space communists. The thrill of destroying a battle tank with the railgun in one turn and obliterating a unit of infantry with it in the next is still a fundamental part of 40k for me.
One thing that always crops up when I'm discussing lists with people is the fact that I use two Hammerheads instead of units of Broadsides. I've found that although Broadsides win on sheer tank killing power, the versatility of the Hammerhead railgun is far more useful. I have won countless games with a well placed submunition blast taking an objective holding Troops choice out of the game. The mobility of the tank is another huge bonus. Equipping it with a multitracker allows you to "fly" it 12" and blast away with the main gun. This is perfect for getting side shots on Leman Russes and other such well armoured targets. I usually deploy my Hammerheads on the flanks. From here they get the above mentioned side shots, but also provide valuable mobile cover for my Deathrains. The Hammerhead is also less vulnerable to small arms fire with it's high front armour and good side armour. The one key thing to remember is that your main weapon is a turret weapon. It can swivel to point at your target. Always position the tank so it's front armour is facing the greatest threat. This can mean the difference between killing that nasty enemy vehicle, and having your prized tank a smoking wreck.
Ko'vash
One thing that always crops up when I'm discussing lists with people is the fact that I use two Hammerheads instead of units of Broadsides. I've found that although Broadsides win on sheer tank killing power, the versatility of the Hammerhead railgun is far more useful. I have won countless games with a well placed submunition blast taking an objective holding Troops choice out of the game. The mobility of the tank is another huge bonus. Equipping it with a multitracker allows you to "fly" it 12" and blast away with the main gun. This is perfect for getting side shots on Leman Russes and other such well armoured targets. I usually deploy my Hammerheads on the flanks. From here they get the above mentioned side shots, but also provide valuable mobile cover for my Deathrains. The Hammerhead is also less vulnerable to small arms fire with it's high front armour and good side armour. The one key thing to remember is that your main weapon is a turret weapon. It can swivel to point at your target. Always position the tank so it's front armour is facing the greatest threat. This can mean the difference between killing that nasty enemy vehicle, and having your prized tank a smoking wreck.
Ko'vash
Tuesday, 1 March 2011
Schools League Development
Okay I'm back from a blogging absence brought on by a combination of illness and schoolwork. I assure you normal service will now resume.
Schools League has been the hot topic at the moment. Refining lists, painting and acquiring models it's all getting into gear. I think I'm finally onto a list I like. While the broadsides were definitely good for tank killing, the majority of situations I faced required a counter unit, ready to contest objectives and tie up units. This line of thinking kept coming back to Piranhas. Being fast skimmers they'd happily contest an objective and with drones I could block or tie up enemy units for a turn or two. They quickly overtook the broadsides and landed themselves a spot on the list (no puns intended).
Shas'el, flamer, twin-linked missile pod = 72
Shas'el, blacksun filter, twin-linked missile pod = 71
2 Shas'ui battlesuits, twin-linked missile pods, flamers = 82
10 kroot = 70
10 kroot = 70
6 fire warriors = 60
2 Piranhas, fusion blasters, flechette dischargers = 150
Total = 575
That leaves 25 points. Give one Piranha a disruption pod, and distribute a pair of gun drones to the battlesuits and it's done. The basic plan is to form a fire base with the battlesuits and fire warriors. The kroot can then infiltrate, outflank or join the firebase depending on the mission. The Shas'els can either join units to bolster morale or fight MSU style. The Piranhas zoom about causing mischief.
Any ideas for improvement?
Ko'vash
Schools League has been the hot topic at the moment. Refining lists, painting and acquiring models it's all getting into gear. I think I'm finally onto a list I like. While the broadsides were definitely good for tank killing, the majority of situations I faced required a counter unit, ready to contest objectives and tie up units. This line of thinking kept coming back to Piranhas. Being fast skimmers they'd happily contest an objective and with drones I could block or tie up enemy units for a turn or two. They quickly overtook the broadsides and landed themselves a spot on the list (no puns intended).
Shas'el, flamer, twin-linked missile pod = 72
Shas'el, blacksun filter, twin-linked missile pod = 71
2 Shas'ui battlesuits, twin-linked missile pods, flamers = 82
10 kroot = 70
10 kroot = 70
6 fire warriors = 60
2 Piranhas, fusion blasters, flechette dischargers = 150
Total = 575
That leaves 25 points. Give one Piranha a disruption pod, and distribute a pair of gun drones to the battlesuits and it's done. The basic plan is to form a fire base with the battlesuits and fire warriors. The kroot can then infiltrate, outflank or join the firebase depending on the mission. The Shas'els can either join units to bolster morale or fight MSU style. The Piranhas zoom about causing mischief.
Any ideas for improvement?
Ko'vash
Monday, 7 February 2011
The Monday Post
I played a big game against my friends on Saturday and it left me thinking about Tau Battlesuits
When we play these big games, one person is designated "evil overlord" and they make as many points as they can (usually about 4,000). The other two then combine their armies to equal this amount.
Luckless Xenos was given overlord duty and so I set about making a 2,000 point list.
The first things I knew I wanted to include were my ten XV8 Battlesuits. Not Terminators, Battlesuits. And as the game progressed I quickly realised how good a choice that had been. Okay they didn't kill as much and a unit got wiped out by genestealers but it was a lot of fun moving and firing that many Crisis Suits.
When I started Tau, I read the entry at the start of the codex, which says along the lines of "The main Tau appeal is Battlesuits". I read this at age twelve and thought "No way, it's all about the tanks and the Fire Warriors". Now, four years on it's all about the Battlesuits. I currently have nine in my 1500 point army with a spare Shas'O but I'm looking to add more. True Fire Warriors and tanks have their appeal but there's nothing quite like popping out of cover and blasting a light tank, marine squad, etc to pieces and then leaping back into cover, sitting back and watching the look of disbelief spread across you're opponent's face. When people see that I play Tau and say "How can you play Tau?", I just look at my Battlesuits and reply "How can you not?"
Ko'vash
Wednesday, 2 February 2011
Learnings of the Shas
Saim Hann Eldar 1: Killing the Space Elves
I don't have much experience playing against Eldar, possibly my least played against army apart from Imperial Guard. And further narrowing that down is the fact that I only play against Saim Hann Eldar so I'm afraid the next two tactics posts are going to be fairly focused on one type of Eldar.
Things you shouldn't do
A typical Saim Hann Eldar army has tons of Jetbikes and most often a fair few tanks and Vyper Jetbikes as well. This makes it very, very fast. The entire army can and sometimes will relocate completely in a single turn, using their 24" boost move. Consequently under no circumstances should you chase the Eldar back and forth across the table randomly. They'll just outmanoeuvre you, isolate your units and systematically take your army apart. It really is painful to see. Always be aware of where the Eldar can be next turn, not what they can kill. It's all very well bringing up support units to rescue afar flung out squad, but does this mean those same scary jetbikes are now on your unprotected objective and stealing the game from you on turn 5. I'm going to talk about objectives in part 2.
Things you should do
Take away their mobility. Force them out of position and pounce on them with a combat unit if you can. Saim Hann Eldar are terrible in combat. Ws 3, strength 3, 1 attack. Okay, they have a 3+ save and toughness 4 but they struggle to hurt you back. Even battlesuits will hold them up but this should only be used as a last resort.
Aside from combat their main weakness is morale. Most armies will not have very big squads to increase versatility, especially in armies of less than 2000 points. Units are most often four strong. Kill one and you cause a morale test on leadership eight. Kill three and they're not rallying. I've seen enough Eldar losses to know morale is a big problem for jetbikes.
I don't have much experience playing against Eldar, possibly my least played against army apart from Imperial Guard. And further narrowing that down is the fact that I only play against Saim Hann Eldar so I'm afraid the next two tactics posts are going to be fairly focused on one type of Eldar.
Things you shouldn't do
A typical Saim Hann Eldar army has tons of Jetbikes and most often a fair few tanks and Vyper Jetbikes as well. This makes it very, very fast. The entire army can and sometimes will relocate completely in a single turn, using their 24" boost move. Consequently under no circumstances should you chase the Eldar back and forth across the table randomly. They'll just outmanoeuvre you, isolate your units and systematically take your army apart. It really is painful to see. Always be aware of where the Eldar can be next turn, not what they can kill. It's all very well bringing up support units to rescue afar flung out squad, but does this mean those same scary jetbikes are now on your unprotected objective and stealing the game from you on turn 5. I'm going to talk about objectives in part 2.
Things you should do
Take away their mobility. Force them out of position and pounce on them with a combat unit if you can. Saim Hann Eldar are terrible in combat. Ws 3, strength 3, 1 attack. Okay, they have a 3+ save and toughness 4 but they struggle to hurt you back. Even battlesuits will hold them up but this should only be used as a last resort.
Aside from combat their main weakness is morale. Most armies will not have very big squads to increase versatility, especially in armies of less than 2000 points. Units are most often four strong. Kill one and you cause a morale test on leadership eight. Kill three and they're not rallying. I've seen enough Eldar losses to know morale is a big problem for jetbikes.
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