Archive

T’au

I’m back with the second battle report from the opening weekend of the Fate of Konor campaign. This was a friendly game vs Dan and his T’au. Last time we played I crushed him at the end of 7th Ed with a similar list, so there was a little bit extra spice for this game. Sorry it took ages to publish this post, stuff at work piled up a little, then I was away for a couple days on holiday- the memories might be a little hazy.

We chose one of the missions from the main rule book; Secure and control (?), and ended up with Hammer and Anvil deployment. Dan’s list contained roughly the following in a Outrider detachment (4 CP);

Commander with Missile pods, Advance target lock
3 Crisis suits with Plasma rifles and Drone controller
3 Crisis suits with Plasma rifles and Drone controller
2 Broadsides with Heavy Rail rifles
Unit of Markerlight drones
3 Stealth suits
6 Gun drones (to go with a Suit squad)
6 Gun drones (to go with a Suit squad)
2 Missile drones (to go with a Broadside)
2 Missile drones (to go with a Broadside)
Unit of Kroot
Unit of Pathfinders

My list contained the following in a Battlion detachment (6 CP) and Ally Super-heavy detachment;

Captain with Thunder Hammer Storm Shield
Lieutenant with Combi-flamer and Power-fist
5 marines with a flamer and combi-flamer
5 marines with a flamer and combi-flamer
5 marines with meltagun and combi-melta
5 Terminators (stock)
Ironclad dreadnought with 2 Heavy flamers
Land Speeder with 2 Multi-meltas
Rhino

Imperial Knight Warden

52306815701__EC118DED-543E-4179-9BA1-100BE39270B3

Actually this battle was somewhat special for a couple more reasons; it was the first game of 40k on Dan’s fold-up table (so useful in Tokyo), and I had Serena (my GF) come along as she had nothing else to do and would control the Imperial Knight. Also my list was restricted to painted models to honour the new table! It did add nicely to the visual spectacle.

We played the modified ITC rules for seize the initiative, which will now be in Chapter Approved or something, but I still went first as I had so few drops. Now, in turn 1 I secured first blood by wiping out the markerlight unit, but I failed to secure another point by underestimating the stealth suits- much tougher than they look. But it was a decent start. Dan dropped his suits in behind me to delete two of the 3 Tact squads. Fortunately for me, Dan parked them away for a few turns, allowing me back into the game.

I got pretty shafted for 2 turns on cards, whereas Dan raced ahead into a lead of about 5-6 points as he was gifted cards he could easily achieve. To make matters worse the cards I did get eventually forced me to stay in the middle of the board rather than close down the space between the enemy force. But, I was making in-roads into killing T’au; the Land Speeder managed to snipe a Broadside, the Pathfinders had taken a beating, the Kroot ended up roasted by a couple flamers and small arms fire.

IMG_3605

So as the game progressed it was a case of the Marines hunting down T’au, and them running away in order to survive. The Suits had a go at damaging the Knight but managed to do only 3 wounds. Dan’s army wasn’t really geared up to dealing with a Knight so I wasn’t surprised it waded through a lot of firepower.

The final turn of the game was really tense, I was up 9 points to 8 roughly, with Dan needing just to make a long charge with his drones to steal an objective from me that the Rhino was trying to deny. With that, and another simple card, Dan made the score 10-9 in favour of the T’au. Another agonising defeat to the fishmen was really annoying in what felt like cruel circumstances, but it was still a lot of fun. Dan is a really great guy and in some ways he got justice for the tabling he received from me last time.

IMG_3606

Overall the luck was balanced, Dan was unlucky with some massed firepower, but got lucky on clutch saves or advance rolls. Serena, controlling the Knight, consistently rolled below average; falling a 4″ charge (1 CP used to make up for that), always hitting at 50% across all weapons. Over the course of the game it added up significantly.

Reviewing my tactics, I felt the game did come down to a clutch couple of moments. My mistake not killing the Stealth suits meant I was drawing 1 less card for several turns, which could have given me more points from cards that were easier to obtain over the course of the game. Furthermore, this could have balanced out the 4 cards or so I did get that forced me to stay in the middle of the board. Second, the Imperial Knight, whilst tough, I forgot several rules (and below average dice) meant that the Commander managed to survive when he definitely should not of, denying me 2 points (Slay the Warlord and Kingslayer).

Now I have played against T’au in 4 games of 8th ed, I am getting familiar in how to play vs them- I look forward to the next game!

Finally, sorry it took longer to get this post up, and the fluidity of the report is definitely lacking due to the time that has past since. I’ll be back soon with some WIP from the paintstation.

 

 

Advertisements

Welcome back readers, here is the battle report from the Fate of Konor week 1 campaign. This past weekend was also the release of the new Space Marine codex so I busted out the Sunbreakers (Salamanders) for a debut into 8th Ed. The Chapter tactics are pretty cool so wanted to try it out.

I will preface this article to say that overall the weekend was great fun (I had a second game on Sunday at a friends). So many small moments that could have changed the results of both battles. The luck was fairly average so if I seem like I am complaining, its more because those tended to be clutch moments. Furthermore I only wanted to use painted models this weekend, which was a self-imposed list building restriction I had on myself.

Fate of Konor;

Harajuku store in Tokyo saw the opening of the Fate of Konor campaign for the Sunbreakers. With roughly 1000 pts I rolled up with clear eyes and a full heart, to make things better I would be teaming up with an Cult Mech player to take on Necrons and Tau. Daniel, the store manager, suggested I give the Redemptor Dreadnought a shot, so it bumped up the 2000 pts battle to about 2500 pts per side as we all scrambled to add a couple things.

On the side of the Xenos was Pham (Tau) and James (Necrons), with some tasty units- definitely pretty tough together. Their army had roughly the following; (Pham) 3 commanders, Longstrike, 1 unit of Pathfinders, 2/3 units of Fire Warriors and 2 Devilfish transports. James had Nightbrighter, a Lord, unit of 20 warriors, 10 Immortals, Ghost Ark, Stalker thing and a 2 units of Scarabs.

Cult Mech (Jon) had Cawl (overall Warlord for the Imperium), a Datasmith, 2 units of 2 Robots, 2 units of Vanguard, and 2 of the tank walker guys.

The Sunbreakers consisted of a battalion detachment (6 CP);

Captain with TH/SS
Lieutenant with combi-flamer and PF
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with meltagun and combi-melta
Razorback with twin lascannon
Dreadnought with AC and PF w/ HF
Ironclad with 2 heavy flamers
Redemptor Dreadnought with a bucketload of stuff

The campaign had a set scenario in which the Imperium are set as the defenders, and Chaos, or Xenos are the attackers. The defenders score points by killing enemy units, and the attackers score by having units in the defenders deployment zone at the end of the game. Hammer and Anvil was chosen (?) as the deployment type, and there was plenty of line of sight blocking terrain for the Xenos to approach our lines intact. Furthermore, the scenario also stipulated that the attackers are to go first unless the defenders can Seize the initiative (I think). This meant I was perhaps a little too defensive with my deployment as I kept my units hidden as much as possible down the right flank. Jon had set the robots up midfield surrounded by Cawl and the Datasmith, with a couple units sprinkled down the left flank.

image2

One thing I will say is that the Imperium forces did not really combine that well. The Cult Mech force was very elite, and I had a force better suited to a 4’x4′ table, which I thought was going to be the case for several 1000 pt games. It felt we didn’t quite have the mobility to really put pressure on what was a lot of infantry models. Anyway, I was there for a good time so onto the game.

image3.JPG

Turn 1 for the Xenos; they moved, or shuffled up some units closer to the Imperial deployment zone. The shooting phase saw the Xenos load up the blank shells causing very little damage to the Imperial Forces, with the exception of a Dunecrawler that survived on 1 wound. The Ironclad took a few wounds from the right flank by an approaching Devilfish.

We had a large debate about Line of Sight. Does this affect individual models or whole units? I think on reflection James was right, if a model can’t see a target then it can’t shoot. We played that if a model in a unit can see then another model that can not see is ok to shoot. I would have this clarified by Dan the next day. I don’t think this error affected the result of this game, but important to clarify during the infancy of 8th Ed.

image1

Imperium turn one saw us draw first blood (but didn’t score a point as per mission rules) by wrecking a Devilfish, then proceeded to wreck another Devilfish- one by the Ironclad in combat. The Ironclads rules, and Salamanders chapter tactics (CT) were key in this combat. I rolled 1, 1, 2, 2 to hit, Ironclad rules let me re-roll 1’s as I had two combat weapons, and CT lets me roll another- now I had 3 hits. CT secured me 3 wounds, and at 3 damage each the Devilfish was no more. Awesome! A few Firewarriors perished along with the vehicles, but overall the Xenos came out of the turn ok.

Xenos turn two saw the arrival of the third general. Some guy (who was known in the store) began to coach the Xenos players for every shooting attack, order by which they should occur etc. This dramatically increased the length of the turn, changed how James and Pham were going to play, and so the outcome of the turn. This guy, although very nice, ruined the flow of the battle. Several times Jon and I encouraged James and Pham to just play the game. I get that doing things correctly is important, but tactical mistakes and target priority is often how games of 40k are won. If the players cannot see that, then it is their mistake.

At the end of the turn both Robot squads had been nerfed, including 1 Robot blowing up causing a bunch of wounds to the surrounding units. The Dunecrawler was finally taken down, and the Ironclad dragged down thanks to more shooting, and then the Scarabs dragged it down in combat (although they took a beating from Overwatch).

image6

The Imperium was in a tough spot as the large amount of Dakka we had was now gone. The Redemptor dreadnought was not having a great day, some of our damage rolls were terrible, and we still had the unkillable phalanx of Necrons bearing down, Tau commanders to drop in and Longstrike chucking out chunks of damage. We managed to clean up more Scarab bases including a beastly overwatch from the Ironclad, and kill off more Fire Warriors.

Xenos turn 3 saw the Commanders come down and compound our misery. More wounds going in on the final Robot, the other Dreadnought was hurt, the Redemptors bad day got worse, and the Necrons were now coming into rapid fire distance to heap more shots onto anything within range. Our rebutal was swift; we hurt the C’Tan with Lascannon shots from the Razorback, killed a few drones with bolters and 1 Commander in the backfield was hurt.

Turn 4 saw the Xenos really swing the game as they finished of both remaining Dreadnoughts, killed the Datasmith, killed a bunch of Vanguard and moved into scoring positions. Jon and I knew we had kill as many units as possible to give ourselves a chance to draw, or steal a win. We finally killed the Commnader in the backfield, killed the C’Tan, killed more small units like Drones or Fire Warriors. At the end of the turn we didn’t have much left but we had about 8/9 points to a maximum potential of 11 including Slay the Warlord for the Xenos.

image5

At this point the details are hazy, and this post is becoming very long so I will wrap up now. The Xenos had 10 units at the beginning of our turn 5, so we have to try to kill two units to draw it up, 3 would give us 11 points. We managed to kill 2, Jon got unlucky with his damage rolls vs another Commander with Cawls meltagun thing. Instead of the game ending on a draw, it continued with the Xenos managing to kill Cawl for the decisive point. 11-10 to the Xenos.

Overall, it was a good game. Plenty of fun, and cool things happened from a narrative point of view. Everybody had a good time and I enjoyed using the new Salamanders Chapter tactics, they helped a lot without feeling overpowered. I know my army was limited by mobility, something I have to address by painting more, but it was fun nonetheless. I didn’t make use of the buffs the Captain etc gave as much as I should- something I have to work on tactically in the future. Perhaps I will detail more about tactics in another post but for now that’s me signing off, hope you enjoyed reading this.

Cheers