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Post by Jack Shrapnel on Sept 10, 2012 10:48:08 GMT -5
Couple short summaries as I didn't take turn by turn notes: Game one - the yellow crons vs. the blue spotted Tau Well hammer and anvil deployment versus Tau can be pretty rough, as you're having to weather alot more turns of shooting than normal... even when you have fast moving wraiths and barges and the like... We played the relic, which definitely favoured a "get to the middle" approach, that Tau normally don't like to do (until they blast you silly from across the board that it!) so advantage went to the crons there. I was able to make it to the relic with two scoring units (immortals holding, with warriors bubble wrapping in front) to create a midfield shooting element with my scoring troops. Meanwhile the wraiths ran full out to the Tau deployment zone, able to slay the tau commander and wreck quite a bit of havoc, even though they lost both destroyer lords coming in! (netting first blood and slay the warlord to the Tau!) Highlights of this game were when the tau saw a full unit of wraiths (who had just eaten a firewarrior squad) and a half unit of wraiths (who had just eaten the commander's squad) baring down on them... the firewarriors turned and killed all but one wraith in a hail of amazing S5 firepower! (and spectacular saves on my part ) In the end, the necrons scored the relic, linebreaker and slay the warlord... Tau scored first blood and slay the warlord.... victory to the clockwork necrons!!!! ---------------------- Game Two: speedy crons vs. Shrike's speedy terminators My second game was against Craig's fleeting terminators with shrike, a space wolves rune priest and lysander!!!! (eek!) who brought along a couple of whirlwinds, a vindicator, a couple pods of tac marines and some of grey hunters... some nasty bikes too! We played the vanguard-split-the-table-diagonally deployment, with the scouring mission... yay scoring wraiths... if they actually survived terminator impact that is! This was the real test for my doomsday ark because frankly it's been pretty lackluster in the five or so games I've played with the list... it nets a few kills (okay it evaporated about ten fire warriors once, but other than that it's been pretty piecemeal) but doesn't generally perform to the level of an annihilation barge at half the cost! I figured if anything could splat terminators, it was the ark. Well in this game I landed the big template right smack on those terminators... who made the vast majority of their 3++ of course! so maybe against paladins the ark is a must have... but regular termies aren't really that scared.... regular termies all come standard with storm shields these days right? There were alot of objectives, and we each had quite a few scoring units thanks to the scouring... I went as aggressive as possible with the wraiths and as I went second, I had some juicy marines to target early... the wraiths did their job... as did the annihilation barges... the ark hit direct on terminators and did little... the destroyers were aces this game... scooting around and dicing marines like a hot gauss knife through butter... I think I really need more of them though... three just isn't enough to take the hits that end up coming their way! Shrike and the termies counter attacked one of the wraith squads and prepared to murder them... I might have killed one terminator... other than the poor sergeant that met the destroyer lord's challenge that is! I lost combat and a few wraiths, but stayed locked in... this became the theme of how the terminators were dealt with... because try as I might I just couldn't kill the damn things!!! So the necrons concentrated on all the targets they were good at, side armor on whirlwinds with barges, bikes with destroyers, wraiths combo-charging a grey hunters squad and the vindicator... taking advantage of the terminator's being locked down. My troops ran over to objectives and shot gauss rather ineffectually at drop pods.... When the destroyer lord's challenge was refused I made Lysander punk out in front of all his friends, and got promptly whalloped by the squad... I think I MAYBE took another terminator with me, but I'm not 100% confident I even did that! The other wraith squad was free from their combat, but in the sights of the termies and ate a charge... this went fairly well and I survived the first round, where the destroyer lord and shrike went into the slapfest that lasted the game, neither one able to do much (damn those iron halo saves!!!) The wraiths bought it of course, but the destroyer lord soloed Shrike, keeping the unit tied up in the challenge, killing their fearless leader, and forcing a break test which they easily passed At the end of the game there wasn't much left of shrikes' big baddies other than the deathstar unit... tarpit and avoid were the names of the games on this unit... as it seems like the ark I brought along to deal with terminators, didn't seem to be able to do a whole hell of a lot against them! Necrons win!
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Post by Jack Shrapnel on Sept 10, 2012 10:52:41 GMT -5
come on now... there can't be only a few of us doing these reports... I know you're all playing... tell us about it!!!!
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Post by danydaigle24 on Sept 10, 2012 11:02:37 GMT -5
looks like I will have to give a correction to those Necrons again
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Post by calitom on Sept 11, 2012 3:34:34 GMT -5
Saturday Reports for Chaos Space marines, incredibly short form :
The beautiful grey and blue chaos space marines faced off against Shrike and his Terminator horde! A relatively uneventful game aside from a pleasant run of ring around the drop pod and holding his terminator block in the middle long enough to win the game one objective to zero... not before those pesky terminators got ahold of some thousand sons and ripped them a new sand bag!
Deployment was Vanguard, mission : Emperor's will. Forgetting our warlord traits we set out to randomly dance around each other and do the shooting jig. Some minor close combats here and there in favor of the chaos, and a few very potent charges by the terminators on our unsuspecting chaos brethren soon lead to a barren wasteland of a mid field. Flanking with a troop choice in a rhino and my two flying monstrous creatures proved fatal to the sad tactical squad holding their home objective... When the smoke cleared two chaos marines held intact sitting on the objective break dancing. Victory to the Chaos.
Next match : Scouring, Hammer and Anvil deployment vs Bjorn and his Imperial stripper guard.
Next up, a pole dance routine between Bjorn and the Thousand sons! Some incredibly vicious shooting phases, some dancing and some singing saw guardsmen kill a greater demon in assault and Bjorn eat melta in the face! The judges didn't quite know which way it would go until the very end, where the chaos prevented the wolves from securing their most skilled pole dancer and the chaos leaving with a new dashboard for their draconic flyer. 5 VP to 6 in favor of chaos.
Will write up the dark eldar battle reports from monday night in better detail, but figured I'd just throw these out there for now at least to give the results... really tired so not much writing talent in me at the moment.
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Post by LizardTau on Sept 15, 2012 22:27:46 GMT -5
two games with my Grey knights this weekend, both losses, one i lost with the dice being really bad in my favor and the other was closer but still lost. I don't remember all the details of the game so these will be a lot shorter then my other reports but thought i should put them up. first game was Grey knights vs chaos We had emperors will and hammer and anvil deployment. The chaos player sat still and fired first turn. My first turn my landraider immobilized it self on a hedge lulz. The chaos players chosen outflanked in the second turn and some more shooting took out some of my terminators and strike squads and took out a dreadknight. my second turn I tried to assault the chosen with my death cult assassins, they have 5 inches and i knew they would tear the chosen up. well after over watch killed three and i roll 3 on the dice i know they are going to die next turn. my last dreadknight fails a charge at some plague marines. I'm unable to roll well enough to do much even with str 5 storm bolters and psycannons. He killed more termies and strike squads members in his turn and takes the assassins right out. his terminators and typhus kill my terminators down to one man who runs. My turn i charge the plague marines and challenge with the dreadknight and i forget i will be at int one and my dreadknight has 1 wound left so him and the power fist Sargent kill each other lulz. after a bunch of shooting and everything we both still have an objective at the end but he has warlord, linebreaker and first blood so chaos win. game two Grey knights vs dark angels deathwing list, tonnes of terminators and belial, 3 venerable dreadnought, a competor(or how you spell it) dreadnought and a vindicator. we get relic and dawn of war deployment first turn takes out a rhino and 3 of my one dreadknights wounds. I moved my deathcult assassins landraider up to assault belial and his nators. my terminators kill one of his terminators units down to 2 men in one shooting phase. after a few rounds of missing me with vindicator tenplates he finally hits me with one and takes out over have my unit of terminators and i cant roll a 6 to rend on his vindicator until the end of the game, we are all kind of converging on the relic and no one has it for long but he ends up having it at the end and i was hoping for a high move through cover roll to get close to i could assault the unit for a tie but once i don't we call it cause there is no time and i won't be able to get to the relic since we will start moving back now win dark angels
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Post by Jack Shrapnel on Sept 16, 2012 9:22:43 GMT -5
the yellow crons were hungry for some marine blood today...
Game one - vs. Dark Angels
This was a 2500 point game where I sat in for Tom (as he was busy running the store)... I didn't have 2.5 k so kept the doomsday ark, added a C'tan with expensive upgrades and had the destroyers at 5
We played dawn of war and Big Guns Never tire...
I didn't keep track for a play by play every round, but suffice to say, the ark was again underwelming in comparison to the barge's which did most of the heavy lifting at range. The destroyers were on fire this game, once again proving their worth in the list... I'm unsure what the internet hate is all about on destroyers, d-lords and wraiths... these are turning out to be my favourite units in the codex... along with the barges, which everyone agrees are awesome...
the c'tan tried to prove itself as a true star god by charging a unit of termies with a librarian... by the time the smoke cleared the termies were all dead (due to some lucky saves on the c'tan's part for the first round) however the star god finally was crushed in the end. And that was only five termies... and I got lucky... definitely not worth the price tag as once again, all termies these days have storm shields! C'tan seem to suffer from the same fate as most MC's these days... too expensive for what they can do...
Key to this battle was removing the transports so that the wraiths could do their job (wraiths +d-lord verus any regular marine squads tend to destroy them... maybe not the first round, but the subsequent one usually)
Some poor luck on the marine's part, and the wraiths having amazing saves, made for an early swing in the beginning turns in favour of the necrons that allowed the wraiths to cross the board unharmed... which spelled the end for the dark angels this time around... necrons win.
game two - vs. vanilla marines
vanguard deployment and the relic... warlord traits were both useless so didn't come up... back to 2k lists....
My opponent brought a landraider, squads of marines with lascannons, plasma cannons, plasma, honor guard with captain in a drop pod, storm talon, a dread and some terminators... No more doomsday ark for me... I tested out the triple barge, 5 destroyers version of my clockwork necrons...
Figured I'd really miss the ark this game, given there were some termies without actual storm shields, and the landraider is a huge target that's hard to miss with the new blast rules... nope, didn't miss it at all in fact...
He grabbed the relic quickly (my troops are pretty damn slow) and put the honor guard in my face... I forgot totally that they had 2+ saves and figured the destroyers, stalker, and warrior squad that he landed by could easily eliminate them... oh I was wrong there! He ended up charging the destroyers, and I barely avoided the whole squad being wiped out, and made some reanimation rolls to get the squad back up to three... The d-lord/wraiths charging in on my turn ended the honor guard.
I ended up losing two of the barges and both stalkers. a barge was able to immobilize the talon, sending it on a trajectory off the board... it didn't get to make it though... rapid fire gauss took care of it.
my landraider worries were solved by the d-lord and his warscythe.... wraiths leapfrogged over the terminators, and chased the relic (which tac squad was taking away!) They were caught and overwhelmed and both wraith squads were running amok in his back field... terminators were whittled down to one hammer wielding crazy man who took out a barge and a stalker before finally falling! once again, storm shields are a must for these guys...
in the end, the necrons were able to pull out a victory
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Post by LizardTau on Sept 16, 2012 18:03:57 GMT -5
Tau vs Iron hands
Vanguard deployment (triangles) and Purge the alien (kill points)
Warlord traits do nothing, my tau commander can re roll outflanking with his unit and his warlord has -1 to my reserves.
I deploy and go first
He has 2 rapier cannons, two tac squads one in a drop pod with a special captain guy. A dreadnought a pred, thunder fire cannon a devastator squad and some stern guard with lysander.
I have a commander, 3 man stealth units with 6 gun drones, 3 12 man firewarriors, 2 5 man pathfinders with devil fish, a 3 and a 2 man broadside units with 2 shield drones each and a hammer head, each devil fish has a seeker missile and the hammer head has 2.
Tau turn 1
I forget to fire marker lights first and I fire my 3 board sides at the thunderfire cannon taking off a wound but he saves the other wound with his cover save. I now remember my marker lights and fire the one unit of pathfinders' marker lights at the thunder cannon and then a seeker missile taking his cover save down to 5+ it takes the last wound off the cannon (first blood for me), both my devil fish shoot at the devastator squad and I do maybe one or two wounds. 2 of my fire warrior units just move a round a little but the last one moves over to shoot at his snipers. And do many one wound. My last board side unit fires at his dreadnought and take it out.
Iron hands turn 1
He drop pods the behind my lines near my hammer head and try to melta it but makes both its 5+ cover saves. Rapier cannon fires at one of the devil fish and I fail one of the 3+ cover saves and I get stunned. Snipers fire at my fire warriors and kill a few and they fail their moral and run off the board.
Tau 3 Iron hands 1
Tau turn 2
I move my fire warriors around to best shoot at the tac squad. I move my hammer head and the devil fish that can move a little so it can get the 3+ cover save. I fire my marker lights from my one squad at the tac squad I get 3 hits. I use the other pathfinder unit to fire pulse carbines at the tac squad and he makes all his armour saves. I use two marker lights to make my one fire warrior squad bs 5 and they fire getting a few wounds and he fails a couple saves. I use the last marker light to make my last fire warriors bs4. They fire into the tac squad and do a few more wounds and he fails a couple saves. I fire my commander and all the stealth suits and drone into the units and a few more die. I also fire my hammer head blast into the unit a take out a couple more. I fire the board sides into the rapier cannons but do nothing.
Iron hands turn 2
The second drop pod shows up nears my one pathfinder units near my commanders stealth unit. The captain leave the tac squad to go after the broadsides and the tac unit moves to go after the pathfinders. Repair cannons fire at the devil fish that didn't more and take it out. The snipers fire at the broad side units and get some 6's and put it on a broadside and get some rends and kill one of the board sides. A bunch of shooting that doesn't do much. He fires his stern guard with the no cover save ammo into my one unit of pathfinders and they make all their armour saves. He then charges the broadsides with his captain and his 2 man tac squad unto my one unit of pathfinders. I over watch with the broadsides and do a wound and kill the captain. I also over watch with my pathfinders and they do nothing. The tac squad make it attack and kill one of the pathfinders, the pathfinders attack back and kill both the tac squads.
Tau 5 Iron hands 2
Tau turn 3
My vehicles shifts a little for 3+ covers. I fire all my marker lights at the tac squad with lysander, and only get two marker tokens. I attack with my commander and his stealth squad and all their drones and make one wound and I use both marker lights to reduce the pinning check from the marker drones but they pass anyway. I fire all the my fire warriors as well as my 3 man broadside and my hammer head, killing a bunch of the tac squad And damage lysander once. My single broadside shoot at the pred but he makes his cover save. My devil fish fire at the devastator squad and kills one.
Iron hand turn 3
Lysander gets out of the unit and moves to attack the pathfinders. His units moves to take on my command squad. After all the shooting I only get a glance on my devil fish. He assaults with lysander and the tac squad. I over watch into lysander and don't do anything. My command squad over watches into the tac squad and kill one. Lysander kills 2 pathfinders and a wound goes on lysander. The commander and his squad kill the tac marines down to one man and he stays no wounds on my side. My pathfinders flee and they get away.
Tau 7 Iron hands 2
Tau turn 4
My pathfinders done rally and flee off the board. I shift my vehicles and move all my firewarrors up to shoot lysander. I decide I should get to two drop pod kill points so I split my 3 man broadsides into the two drop pods and blow them up. My single broadside fires and puts a wound on Lysander. The all my other firing kills lysander and not much else. My drone kill the last of the tac squad in close combat.
Iron hands turn 4
His shooting doesn't do much and hes not close enough to assault anything.
Tau 12 Iron hands 3
Tau turn 5
Night fighting
Lots of shooting that doesn't do much.
Iron hands turn 5
again not much done
game ends
final score tau 12 and iron hands 3 Tau win.
Final notes. Tau vehicles with disruption pods are awesome 3+ cover if they move. Just wish devil fish had better weapons.
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Post by Frosty the Pirate on Sept 16, 2012 20:59:07 GMT -5
Tau vs Iron Hands. Now THAT's a Shooting Gallery.
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Post by LizardTau on Sept 17, 2012 11:02:30 GMT -5
Yep shooting phase was longest phase by far. Although I did kill 2 units in close combat and a guy in overwatch lol
Sent from my GT-I9100M using proboards
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Post by Hizack on Sept 17, 2012 23:54:44 GMT -5
Space Wolves vs. My Tau.
Deplyoment was Dawn of War, mission was Crusade. No night fighting this game with the Space Wolves taking first turn. Tau unable to seize the initiative. There were 4 mysterious objectives this game. Objectives were placed with 3 in a line in the middle, approx 18 inches appart, with the final objective placed near the Space Wolf spawn in a ruined two storey building. Tau Shas'O recieved the Target Priority trait and the Terminator Librarian recieved the Master of Offence trait.
Spacewolves Turn One
The hordes of the wolves moved forwards only two units staying back, one unit of Long Fangs in a ruin, and one unit of Grey Hunters in a ruin with an objective. Objective turned to be a scatterfield objective. Space Wolves hold first objective of four. Next the wolves drop in a drop pod right on the front door of the Tau battle line depositing five suits of Terminator armour. One of which is a Librarian and the Warlord. Long Fangs and Demolisher both shoot at Fire Warrior team Red's Devilfish, who's disruption pods are unable to save the vehicle. It exploded and with it, two Fire Warriors of team Red are engulfed by the inferno of heat and sharpnel by the explosion. They're unable to muster the courage to stand tall in the remains and immediately hit the deck. First blood to the Sons of Russ! The Terminators turn their attention to the near by Pathfinder squad in ruins and unload their withering hail of combi-plasma and the Librarian uses his Psychic power of Life Leech on them draining out their life force. Under such a withering storm of armour and soul melting firepower six of the eight man squad were slaughtered, the remaining two grit their equivalent of Tau teeth and held firm.
Tau Turn One
The mechanized Tau forces after having been delt a bloody nose in the initial volleys move determinedly with vengeance burning hot in their alien hearts. of Fire Warrior team Green embarks into the Pathfinder's Devilfish commandeering it. However the arguing over who the vehicle belonged to prevented it from moving this turn. Fire Warrior team Red decided that they would be alright this turn and decided to stand up, while Fire Warrior team Blue's Devilfish and Hammerhead Alpha fly past, moving up to engage the enemy. Next comes the co-ordinated opening salvo's. Smart missiles, Ion Cannons, Plasma, Laser Designators and Missile pods opening fire in beautiful unison. A beautiful display that only one of the Tau Empire could co-ordinate. The forward Terminator squad and Librarian hit hard by smart missiles and Tau plasma weaponry, at first they seemed impervious to the attack surviving four shots of rapid fire plasma, only in their hubris to be cut down by the following volley of plasma and smart missiles leaving the Librarian the sole survivor of the advance guard. Meanwhile, Hammerhead Beta and the Shas'O move in the opposite direction, spending their incredible fire at the incoming Grey Hunter packs. During this attack Hammerhead alpha directed its fire determinedly at the encroaching powerful gun of the Vindicator meerly fizzling charged particles of Ion across its front armour. Smoke and steam rippled from the hot barrels of the Tau weaponry after their intense barrage having killed four Terminators and only a small handful of power armoured Marines did the Shas'O and Crisis suit team Sabre decided it would be wise to fire their jump packs and move back in preperation of the counter attacks that would come their way.
End of Turn 1 score; Space Wolves - 4, Tau - 0
Space Wolves Turn 2
Undaunted by the impressive opening volley of the Tau the relentless Sons of Russ pressured forwards again, spending their energy to sprint towards the combat and capturing two more objectives on their way. Both of which turned out to be sabotaged! The now lone wolf Librarian decided to join the forces of Blood Claws who'd managed to run themselves right up infront of the two man Pathfinder squad, but unable to charge this turn. With most of the objectives held and half of the army too exhausted from sprinting very few could shoot. The Long Fangs and the Vindicator opened fire on the Tau's western flank, the Demolisher Cannons shell landed square on Fire Warrior team Red and Hammerhead Alpha, while the Long Fang Plasma Cannon and Krak Missile shots directed themselves to Fire Warrior team Blue's command Devilfish. One of the Plasma Cannons suffered a catasrophic breach and sprayed liquid fire onto the Long Fang instantly melting him instead of his target. The Demolisher Cannon shell exploded amongst the Fire Warrior team evaporating six out of the nine caught in the blast, the remaining four barely pulling it together to not fall back and not go to ground again. An' while Hammerhead A was able to jink clear of the explosion and Fire Warrior team Blue's Devilfish dodged and evaded a missile and a bolt of liquid plasma it was delt a glancing blow by the second missile which was able to remove a large chuck of the vehicles ablative plating. Neither of the sabotaged objectives exploded on the warriors of Russ.
Tau Turn 2
Manouvring agilely the Tau vehicles all re-positioned to give optimal firing solutions on their targets. Crisis suit team Sabre manouvered into position again, this time to shoot at the Blood Claws right infront of them. Fire Warrior team Red repositioned and advanced towards the targets that had been giving them issue of late the Long Fangs and Vindicator. Then the Tau barrage opened again. The Shas'O opening into a group of Grey Hunters with the Ion Cannon from Hammerhead beta, the pair killing another handful of Grey Hunters. While the Crisis suit teams Sabre and Rapier punching their own bolts of plasma easily through the armour of several Blood Claws before the squad went to ground in an attempt to reduce casualties. However the nearby commandeered Pathfinder Devilfish opened fire with all of its weaponry, fire being added by the nearby Quad Gun manned by Fire Warrior squad Yellow one and Fire Warrior squad Yellow two. Smart missiles from all nearby vehicles flying into the pinned Blood Claw squad killing off several more and exposing the Librarian to attacks. However with all the current rounds of ammunition expended they'd have to wait to fire and finish the work. During this barrage Hammerhead Alpha fired three shots from its Ion Cannon as the side of the Vindicator, the devastation wrought by the powerful blasts ripping apart the internal ammunition stores and exploding the Vindicator in a small ball of flame. While Fire Warrior team Blue's command Devilfish fires at the now close by Long Fangs, a hail of Burst Cannon rounds and Smart Missiles ending the life of one missile wielding Long Fangs. By now all of the Tau guns needed to reload and cool down. During the immediate quiet phase neither of the two held sabotaged objectives exploded.
End of Turn 2 score; Space Wolves - 10, Tau - 0
Space Wolves Turn 3
The Blood Claw unit stood up and readied themselves to fight like super soldiers this turn, while the one Grey Hunter unit not holding an objective moved forwards, they then shot at the Shas'O who was in range, one of the Plasma Guns firing a shot that destroyed one of his protector shield drones, his friend attempted to fire but his weapon also suffered a small reactor breach and instead of shooting his missile of armour melting plasma it sprayed out and killed him. The second Son of Russ betrayed by his weapon this fight. The Blood Claws, eager for action fired at the rear of the nearby Hammerhead alpha, however in their over-excitement they missed wildly. The Long Fangs in their ruins fired at the closing Devilfish, their Wolf Guard leader firing his payment of Cyclone Krak missiles. All of the shots from the Long Fangs were, however evaded nimbly by the vehicle. This ended all that the Wolves were able to do for now, the sabotaged objectives still refused any sort of detonation.
Tau Turn 3
Having seen an excellent oppertunity the Tau forces moved, positioning themselves so that they could strike at the heart of the wolves. Both Hammerheads turning so that they would engage the Grey Hunters, while Fire Warrior team Blue's command Devilfish moved closer to the nearby objective and the squad disembarked to secure it, while Fire Warrior team Red moved up in support. The final objective turned out to be a Targeting Relay which the Blue command squad relished in having. Now it was time to fire the weapons and attempt to cripple the Wolves of Fenris. It started with Fire Warrior team Blue, the captain directing his soldiers aim at the remaining Long Fang pack, and under a withing barrage of Pulse Rifle, Burst Cannon and Smart Missiles from them and their partnered Devilfish they were able to overwhelm the remaining two Long Fangs and their Wolf Guard protector, leaving only the experienced Sergeant behind. The courageous duo of Pathfinders who'd still lived in the second storey firing down thier Marker Lights continued and helped Crisis suit teams Sabre and Rapier to kill off all but four of the Blood Claws, including their Wolf Guard protector and the Librarian Warlord in their group. Fire Warrior squad Yellow one turned their Quad gun to the direction of Grey Hunters hiding in a woods with one of the sabotaged objectives and fired at them with the aid of a Smart Missile barrage ending the life of a single Fenrisian warrior. The Hammerheads as well as the Shas'O fired all main weapons at the whittled down Grey Hunter unit in the open, most of the shots missing wide or near but still killing two warriors and finally causing them to rout, fleeing like dogs with their tails tucked firmly between their legs. With all of the shooting possible having happened neither of the objectives exploded still. However the Blood Claws did not control the middle objective anymore having sustained enough casualties that only Fenrisian corpses surrounded it.
End of Turn 3 score; Space Wolves - 7, Tau - 4
Space Wolves Turn 4
With the fires of Russ burning in their hearts the Wolves of Fenris pressed forwards, eager for the murder make with the Tau, where they could cut their threads easily. The remaining Blood Claws pressed forwards sensing they were well within charge range of Crisis suit team Sabre. The lone wolf Long Fang sergeant moved forwards and placed himself in range to charge gloriously into Fire Warrior team Blue. The routed Grey Hunters rallied and turned around the shame of retreat pushing them back towards the Tau who shamed them, the Shas'O and they would not be denied their vengeance. The Blood Claws, too close to fire their Bolt Pistols didn't care and grinned wolfishly as they prepared to charge, the lone wolf sergeant fired his widly into the air before he charged. The Grey Hunters though, fired, everything they had at the Shas'O. Bolts of plasma, mass reactive bolter rounds, everything. Like a God of war the Shas'O stood there, arms open as he watched his last shield drone die in the onslaught of fire and like a man of Fenris who has his wyrd about him before he dies the Shas'O allowed himself to be felled under the intense barrage of shots. As if sensing their victory turning back in their favour the Blood Claws and the lone sergeant charged. The Blood Claws to to grips first with Crisis suit team Sabre, who's steely discipline and battlefield experience allowed them to easily cut into the Blood Claws, their Missile Pods missiles swarming out and turning one of the Blood Claws into a fine mist before he could get close, while their expert aim with the Plasma Rifles shredded the remaining three Blood Claws wiping the unit out entirely. The Long Fang sergeant charging Fire Warrior team Blue withered an unholy amount of shots, like a spectre dancing amongst the storm he closed in on the panicked fire team. Half a dozen of the crazed shots hit him, with help from the Targeting Relay objective yet failed to wound. The Captain though, a steely veteran Fire Warrior who'd seen all the horrors of the universe and yet still lived. A Tau who'd beaten a Daemon Prince in solo combat was not cowed by such actions. He calmly took aim at the charging Space Wolf and fired, his aim true, a shot to the head of the enemy sergeant. Standing up from his firing position the Fire Warrior Captain let his Pulse Rifle lean on his shoulder as he watched the headless sergeant fall amid cheers of his own men. A crushing victory, and a crushing defeat on both sides this turn. A turn where again neither of the sabotaged objectives exploded death to those near them.
Tau Turn 4 With their leader dead the Tau had to rely on the secondary command structure. Vehicles repositioned, both Crisis teams pressed forwards eager to get to grips with the Grey Hunters who'd killed their fearless leader. Fire Warrior team Green moved their commandeered Devilfish to the middle sabotaged objective where they disembarked to hold the objective, waiting for Fire Warrior team Red to move in and hold it so they could pressure the far east objective still held by an almost full Grey Hunter squad. The majority of the fire focused on the nearly depleted squad of Grey Hunters who had killed the Shas'O. A withering deluge that removed hose warriors of Fenris from existance. The remaining fire, paltry in comparason to the unleashed rage earlier was harmlessly deflected away by the armour of the Grey Hunters holding the eastern middle objective. The Grey Hunters in the ruins with the north eastern objective still untouched by the Tau guns, their own weapons yet to fire. None of the sabotage objectives had revealed their hands yet as they lay dormant.
End of Turn 4 score; Space Wolves - 8, Tau - 7
Space Wolves Turn 5
With the majority of their army gone, the southern most Grey Hunters attempted to move south and spread out amongst the trees that gave them cover. They were determined not to leave the objective but they also desired to break the Tau lines and end up in their deployment zone. They fired several desultory shots which were unable to do any harm to the nearby Hammerhead beta which merely jinked around the bolts of super heated plasma. The Wolves not having much left in them readied for another round or two of more fury, none of the objectives exploding.
Tau Turn 5
Pressing forwards the now eager Tau gained some sense of leadership back, directing the Fire Warrior team Blue's command Devilfish behind the Space Wolves line. The majority of Tau's firepower directing themselves at the Grey Hunters on the eastern most objective. Their rain of Smart Missiles, Ion Cannon shots, Pulse Rifle shots, and Missile pods killing half of the squad. The remaining half holding firm in the face of overwhelming odds, their need to hold the objective paramount if the Space Wolves wished to have any chance of scraping out a victory against the relentless Tau. None of the sabotaged objectives detonated.
End of Turn 5 score; Space Wolves - 8, Tau - 8. Rolled to continue to Turn 6.
Space Wolves Turn 6
The Wolves hunkered down, firing again at the Tau but unable to wound or damage any of the vehicles that were within range of their weapons, and unwilling to leave the objectives, none of which exploded. They clung to there wasn't much for them to do other than hurl insults at the advancing Tau forces.
Tau Turn 6
Bringing their guns to bear for a final time after having advanced closer bit by bit the Tau unleashed hell. All of the sounds from their guns well too framiliar by now to the beleaguered Wolves. Missile Pod missiles, Pulse Rifle bursts and charged bolts of Ions rended the Wolves down to a Chaplain and sergeant on the eastern middle objective. The Grey Hunters on the north eastern objective still untouched, their weapons unsullied by firing. The Chaplain, the only last real hope for holding the objective was finally pulped by the Tau onslaught, leaving nothing but a smoking heap of ceramite armour and melted flesh. The sergeant seeing such devestation wrought turned and fled away from the objective leaving it wide open and uncontrolled. Luckily for him, for it was the only sabotaged objective to explode this fight.
End of Turn 6 score; Space Wolves - 5, Tau - 8. Rolled to continue and game ended. Victory Tau.
Well I hope you enjoyed the story, I know some parts of it, it speeds up and then slows down again. I kind of got rushed a bit through it by a phone call followed up by Borderlands 2. Hope you liked it thought!
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Post by LizardTau on Sept 18, 2012 4:46:37 GMT -5
Great battle report. Good to see the tau on the board, we have to work to do to catch up to those necrons tho lol
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Post by calitom on Sept 18, 2012 7:50:27 GMT -5
Also, the Dark Eldar write ups I didn't do last week : List was Archon tricked out Vect 2x 3 trueborn with 2 dark lances in venoms 8 Incubi with Klaivex and upgrades in a raider 3 warrior squads in venoms with upgrades 10 man warrior squad with lance and blaster in a raider with upgrades 3 ravagers Game 1, Dark Eldar vs Space wolves- Dawn of War, Big guns never tire Space wolves win the roll and decide to go first, he deploys with his vindicator in a ruins in the middle flanked by terminators and grey hunters, the long fangs sit at the top of a tower we designated as a buildling, blood claws and wolf priest outlfanking. Dark Eldar deploy behind various ruins and forests in this fashion along their deployment zone : Raider with incubi, Vect and Archon / Venom / Ravager / Raider with warriors / Venom / Venom / Ravager / Venom with Trueborn / Ravager / Venom with Trueborn We both roll the warlord trait where we get Acute senses (sucks for both of us in this case), combat drugs are roll 3d6 take the highest for run. We get 4 objectives, two are placed midfield with one in each deployment zone on opposing quarters (SW is on the top of the tower the long fangs are in, DE is near the far Ravager ruin) Dark Eldar Seize the initiative! Turn 1 DE The Incubi raider moves and goes flat out to hide underneath the Long fangs LoS, the rest shuffles around for 5+ cover saves and to deny as much cover as possible. Shooting is mostly ineffective as going for FB shots on the vindicator failed or he made cover and the venoms reduced numbers of one of the grey hunter squads to 3 and kills a terminator from each squad. Turn 1 SW : The remaining 10 man GH squad with priest in tow move to shoot the Incubi raider, everything else advances- the Vindicator is forced to leave the ruins so it can get into range (yay shadow fields). Shooting sees the Incubi raider explode, killing 2 Incubi, the warrior raider explodes as well. Overall 5 warriors die and the unit is pinned. First blood to Space Wolves. Turn 2 DE : The incubi and co get ready to charge the GH squad, everything else shuffles to maximize firing lanes with minimal return fire due to night shields. The Venoms finish off the grey hunter squad and kill another few terminators. Ravagers explode the vindicator and the trueborn venoms shift to shoot at the long fangs killing a few. Incubi charge the GH, losing two to overwatch. The archon challenges and butchers the Wolf guard- all said and done the SW have 3 GH and the rune priest left and are caught to stick around. Turn 2 SW : Claws fail to show up, general advance and shuffling around. Long Fangs wreck one of the trueborn venoms, pinning the trueborn. The warrior squad is wiped out and terminator shooting explodes another venom. In CC the Archon challenges the Priest and kills him, feeding him to the soul trap- Vect wipes the rest out before they can swing. They consolidate to the base of the tower. Turn 3 DE : Some general shifting around, backing the ravagers up to avoid the terminators range and the incubi enter the building and run to get to the second floor. One of the terminator squads are wiped out from shooting. Turn 3 SW : Claws fails to show up. Terminators shoot at a venom and destroys it, and fail the charge on the warriors inside. Long fangs charge into the buildling to meet the Incubi. Archon challenges out the priest and feeds him to the soul trap... incubi and vect chop up the rest and consolidate on top of the building. Turn 4 DE : Incbu chill with on their prize, shooting sees the terminators wiped out to close up a tabling. Overall really unlucky for Connor with the reserve rolls, and it was his first game against DE so was a learning experience. Games 2 Dark Eldar vs Iron Hands - Hammer and Anvil, Purge the Alien Iron Hands win the roll and chose to go first, deploying in a blob on a multi leveled ruin, the rapier cannons deploying in a secondary ruin and the scouts in a forest between the two. Dark Eldar deploy as to deny as much fire as possible, out of LOS wherever able. Warlord traits were again terrible for each side. Combat drugs gave +1 Strength. Dark Eldar fail to seize, Night fighting turn 1. Turn 1 IH Drop pod with tacticals and captain come down behind the incubi raider, the rest stands still and is out of range. Shooting sees the Raider lose two hull points but otherwise remains intact. Turn 1 DE The incubi raider moves and goes flat out 29'' (yay aether sails) landing next to the entire IH army as a threat / suicide unit. The trueborn venoms move so they are exactly 36'' away from the rapier guns, the rest faces the drop pod and tactical squad. The drop pod is exploded and the tactical squad is dropped to 2 and the captain, first blood to Dark Eldar. One rapier gun dies to venom / dark lance shooting. DE - 2, IH - 0 Turn 2 IH The drop pod with the sternguard lands behind the incubi raider (seeing a trend here...), the tactical squad with captain moves and runs to hide behind a tower. The entirety of the IH shoots at the Incubi raider, exploding it and then at the Incubi- all of the incubi die and I'm left with 2 plasma saves, the Archon rolls a 1 for her shadow field and dies, and so does Vect. Turn 2 DE Everything shuffles about and has a sad face over the incubi being wiped out. Shooting sees another rapier gun go down, the captain and the rest of the tactical squad is wiped out by focused venom and ravager fire. DE - 4, IH - 5 Turn 3 IH The predator moves around to try to get some shots off on a venom, the sternguard move to jump into the ruins. Everything else remains still. The predator explodes one of the Trueborn venoms and the Thunderfire Cannon destroys a ravager. Turn 3 DE The ravagers move up to get into range of the Thunderfire cannon and Predator, the rest of the venoms move up into range of the scouts. Shooting sees the final Rapier cannon wiped out, the Thunderfire cannon destroyed and the Predator explodes to dark lance fire. DE - 7, IH- 7 Turns 4, 5 and 6 Not much really happened other then some shifting around and shooting what we could at each other, one more venom perished, the scouts died and the 10 warriors in the raider moved flat out on turn 5, jumping out in his deployment zone on turn 6 for line breaker. The final score was DE 9 to IH 8 simply due to line breaker.
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Post by Hizack on Sept 24, 2012 22:01:12 GMT -5
I can't exactly remember, because it was two games. I remember much better with one game.
However today, I lost twice as Tau with BA allies. Once to Sisters and once to Orks. I don't think that the allies I used will be conducive to my Tau army's shots at victory.
I lost 10-3 to the Ork horde, and 7-1 to the Sisters. Kill points against the Orks, and home and away objectives with the Sisters.
It was some excellent experience though for me with the Blood Angels, but I honestly have to remember Psychic powers. Atleast I remembered my Shas'O is a sniper and snipes on 6's! Infact, he sniped a storm bolter right off a Sisters Rhino. Take that Rhino!
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Post by danydaigle24 on Sept 25, 2012 8:47:08 GMT -5
Iron Hands VS Chaos (The Revenge)
Relic / Vanguard Deployment
Night Fight turn 1
Iron Hands warlord +1 VP per character kill
Chaos warlord same
Iron Hands Deployment
I put my Aegis Defense line beside a little ruin. Lysander reinforce that ruin. Devastator going in the defense line, rapier gun and Dread behind to have cover. My Pred is going behind the little reinforce ruin. Sniper will infiltrate in a building.
Chaos Deployment He has a huge ruin in his deployment. He put his two Oblits there. Land raider in front of that ruin. Defiler two rhino and Dread behind a big forest.
Iron Hands turn 1 I drop pod my tactical with combi-melta, melta and multi-melta right beside his land raider. The only thing they end up doing is a crew stunned. My other drop pod with Vulkan is going directly for the relic. Since its NF nothing else happen on turn 1.
Chaos turn 1
He move full speed with rhino and defiler towards me. Obliterator fires at my sniper but with +2 cover did nothing…His Dread will charge my melta squad and got a glance on overwatch and in CC kill one guy and my Sgt will glance once.
Iron Hands 3 Chaos 0
Iron Hands turn 2
Lysander and Vets are coming in. I decided to put them 9 inches from his table edge to drop beside his defiler and kill that beast with 4 combi-melta. Roll my scatter and 10 inches right out of the table. Roll my mishap and a nice 1! So they are all dead! My Vulkan squad move 6 inches towards my defense line. Sniper fire at Oblit for nothing. Dread will explode deathguard rhino in a forest. Now that my big squad is dead my only chance is to cut all his movement and move as far as possible with my Vulkan squad. His Dread will kill two more marines and die.
Chaos turn 2
The big Typhus is coming out the land raider to kill my melta squad. Chosen outflanking and coming very close to my defense line. His Land Raider his moving to come get my Vulkan Squad but he failed his dangerous test! OMG that just save my ass after losing my vets and Lysander… He decided to disembark his plague marine squad with a sorcerer in the land raider and start to move towards me. Thypus will kill everything except my PF Sgt and he will take a wound. Defiler will kill two marines of my Vulkan squad
Iron Hands 3 Chaos 1
Iron Hands turn 3
My rapier gun will explode his defiler. Devastator will just kill all chosen (no cover save they were in open). My dread will explode his noise marine rhino and two will die. Vulkan squad is now behind my defense line and I’m in a good position. That squad will fire noise marine and kill 1 more so there is only 3 left. My pred will fire typhus but nothing will happen
Chaos turn 3
His plague marine squad and sorcerer are getting close but I’m not to worry because I have my devastator next turn that will open fire on them. Typhus is trying to run towards me as fast as possible but he is still far…
Iron Hands 3 Chaos 1
Iron Hands turn 4
My devastator will just kill his 7 plague marine and sorcerer with 4 hits. My rapier gun, pred and Dread fill finish off Typhus and my Vulkan Squad will kill last noise marine. He decided to call it there because he had no chance to come get the relic.
Iron Hands win 4-1
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Post by connor on Sept 25, 2012 11:41:04 GMT -5
Monday night and the Waaaagh!
I didn't take notes so this is off my memory and anybody is free to correct me, I'm going to start up a Waaagh and only use my orks for a while.
First game, Dark angels and orks
his list had two special characters, lvl 3 psyker, and belial 2 units of terminators 2 tactical squads, rhino and drop pod a bike squad mortis dred with aoutocannons vindicator ven dred in pod
my list was warboss in mega armour warboss on bike 3 units of boyz with a claw nob 5 warbikers with a nob 2 units of ten lootas 2 battle wagons armed with guns dakka jet grotz
Deployment I deployed first, warlord trait was something stupid hammer and anvil put one looota squad in a forest and the other in a ruin deployed the 3 units of boyz out in the open two battle wagons deployed near the sides bikers went beside a wagon on the right warboss in the middle and biker boss with the bikes
he deployed his rhino with the squad and lvl 3 next to the vindicator off to one side, dred behind them. bikes and a shooty terminator squad (1TH/SS+cyclone) near the middle scout moved the bikes up behind the big centre piece
on my turn I pushed everything up 6" my bikers got close enough to make a safe charge to his bikers
in my awesome ork shooting phase I killed 3 bikers with a battle wagon, wrecked his vindicator and did a hull point to his rhino
war bikers charged his bikes and wiped them out taking 1 or 2 casualties.
Dark angels turn 1
drop in termis and dred behind my lootas in the forest other termis move up to my bikers
shooting, the venerable dred killed 6 lootas, the mortis killed 1 from the other squad, all but two grotz were killed by the dropping in terminators and fled off the board
charged in and killed all my bikers including the warboss but lost 3 terminators, including the TH/SS/CML
ork turn 2 Dakka jet came on, took a hull point from the interceptor dreadnaught (it was a good day for the dakka jet)
turned two of my ork mobs around to face to drop in of belials squad and the dred, my warboss included, the battle wagon turned around and hid its rear with the ruin in the middle, I forget what the other one did but it didn't do much
shooting saw a terminator killed by the jet to bring them down to two the venerable was killed by the remaining loota firepower,
in assualt I charged and killed the pod and the other ork squad slugged out with the terminators. This combat was drawn out for a while both side taking heavy wounds (relatively).
Dark angels turn 2 final drop pod came in and pincered my third mob between its tac squad and the one with the psyker
the dakkajet survived another salvo from the mortis to take another hull point and have to snap fire, about ten orks died from the firepower of the two tac squads
more terminator and ork death, two terminators behind the battlewagon failed their charge through the ruin in the middle and the wagon lived
Ork turn 3 dakka jet goes for the back of the empty rhino and blows it open
warboss lone charges belail and his remaining retinue leaving his squad to move towards the marines that just dropped in.
the battle wagon turned and annihilated the tac squad with some help from the 4 lootas, the other loota squad killed the pod
my ork squad charged into his psykers squad and did very little but only took casualties from the psyker as the marines apparently didn't want to fight
warboss had no trouble killing belial who put a wound on him despite the 2+ save
Game wrap up in the last couple turns the dakka jet was brought down, the ork squad in with the tac squad was wiped, the last two termis were killed by a combined ork mob charge (overkill) and my warboss died to the mortis dred on the last turn from firepower.
in the end I won by 1 point which would have to be first blood for the vindicator, so very close and tons of fun, it was nice to feel like I wasn't fighting my dice to win.
Game two is a shorter summary as it was pretty one sided
Orks VS blue tau
diagonal deployment, thank God I go first so my ork mobs have time to unsquish themselves from the confines if the smallest deployment.
first turn amounts to little for me, moved up and shot for no results
on his turn he killed a fair amount of orks with the two pie plates he had from his devilfish, the fungus forest saved many an ork though (there was a forest out in front of my squad and it seemed I made all my 5+ and always moved 5-6" through it so I think my boyz felt kinship.
He charged a blood angels assault unit into my biker mob with the warboss (he took a priest, lvl 2 and srg all with various power weapons). My overwatch killed the foolhardy psyker at the front of the unit and after a couple of turns I wiped the unit, giving me +4 points at no cost (2 characters, unit and first blood)
From there it was all downhill for him, he held by orks back a turn more but then the Waaaagh overwhelmed him, with some good run rolls I hit his lines and killed almost everything without losing anything, at the end of the game he managed to kill a battle wagon and my warboss for the first points on the last turn.
I wouldn't say it was a close game and it felt very one sided, I know everyone says tau are scary now but they still suck in combat and if you throw stuff like battle wagons and bikers in their face to distract them they have a tough time killing everything.
also a not those battlewagons earned an honourable mention because they have some really potent firepower and cleared a lot of models off the table, and 4 HP front 14 is hard to deal with.
II points for the unstoppable* Waaaaagh
*until we are stopped
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