Post by raceygaming on Jan 7, 2016 18:09:24 GMT -5
We played the updated Lost Patrol. As per the Club Championship we picked our warlord traits.
Warlord traits: Strategic Genius for +1 to seize and the re-roll reserves while the warlord is alive. (We both took this)
Jordan's Lost Patrol: 2 Riptides with Ion, EWO, 1x SMS, 1x fusion blaster, and x1 target lock
Jason's lost Patrol: 5 scouts with sniper rifles, cammo cloaks and 1x missile launcher
Jason: Won the roll off for sides
Jordan: Won roll off for going first
Set up:
We set up the 5 red rock terrain pieces, 2 forests and 1 line of sight blocking mountain.
We then set up our lost Patrols. I set up in the far corner opposite to my side of the table that was most open to hopefully have the fighting happen where I could use my interceptor to its fullest. Jason’s scouts went to the far corner to hide from my 72” range.
Turn 1
I started with a Nova charge to gain a 3+ invul save on both Riptide as I knew that the Angels Spear could come on turn one and do some decent fire power with 3 storm ravens all with multi-melta, assault cannons and those AP2 missiles. I then hugged the Jason’s table edge to limit where his flyers could come in to get a good shot while still having good positioning for the next turn. Did some assault jumps to move into middle of the board for my LOS on interceptor.
Jason got in a drop pod and all 3 Storm ravens. He didn’t want to get the ravens caught out by chancing the Riptide unit on the board and took a solid position for his deep strike/charge combo the next round, it was like 1” out of range to make good with the assault cannon turrets on the Storm ravens. The Pod with the scouts also came in and went to the area on the board I couldn’t see with interceptor to avoid any free damage.
Overall just positioning and set up turn 1. Overall the ability to get those turn 1 reserves is pretty worry some. Armies that can a unit advantage early in this scenario could be huge. The picture makes the tau look in trouble.
Turn 2
Tau Reserves were on fire, with the 3+ re-roll granted by my warlord traits I was able to bring in 10/11 units with only buffmander and his broadsides failing to show up( my only good anti-air unit). However even with the reserves I got in I couldn’t really get much done in the shooting phase. Forcing 2 storm ravens to jink from the riptides S7 and Terta markerlights and then the storm surge was able to kill 3 scouts and damage the drop pod, the drop in scouts got finished off but the lost patrol scouts were able to save a bunch vs the unit of kroot and fire warriors chasing them. Not a great turn for the Tau but I guess there were waiting for the right time to strike in the intercept/overwatch. 3 of 4 riptides made their nova charge thanks to the riptide wing and they all selected the ripple fire to make the most of the intercept in the next round.
Jason’s blood angles looking strong in turn 2 wanted to get right to close combat. With a 3+ reroll the Dreadnaught in the pod came in and the warlord with the death company showed up. Jason choose to re-roll the success of his 2nd unit of Death Company to get them into my stronghold corner on the next turn. The dreadnaught went to the back left corner to clear out the kroot that were waiting to intercept his lost patrol as they ran for their lives. Between the heavy flamer and the assault phase all kroot were killed with some overkill just to be sure. The shooting phase cause cause 11 of 12 assault cannon hits then managed to wound 1/11 on the riptides. The metla forced 2 terta to jink to stay alive and the scouts kept up their run for Jasons edge. The death company landed 8” from the double riptide unit and used the winged jump pack to force all intercept to snap fire. Chaplin and 6 Death company ended up be very unlucky however. They ate 6 s7, 2 tl s8, 8 tl s5 and 14 s5 hits from 2x riptides and the storm surge. And lost 3 death company with the riptide with the TL-fusion blaster rolling double 6’s and insta death 2 of them. The death company then pressed in and ate overwatch from the dual riptides and again with the tl-fusion blasters double 6’s were rolled and 2 more went down. The Chaplin and the remaining Death Company with powerfist put 2 wounds on the riptides who whiffled in return and barely made leadership on a 7. (Holding here let the tau start to pull ahead)
Turn 3
Buffmander and the Broadsides showed up on the re-roll 3+. With the some markerlight help they were able to pull down 1 storm raven, killing all 10 tactic marines in side and putting 1 hp on another. The kroot and fire warriors continued chasing the lost patrol but could never seem to get past that 4+ armor save. The combined fire of 2 riptides were able to hit and glance out the 2nd storm raven who was already down 1 hp cause 9 of 10 tactical marines to die. Storm surge tried to land a destroyer missile on the last raven but failed to hit. The Riptide unit locked with the Chaplin was able to do a single wound to his on his failed 4+ invul.
The last of the death company showed up but sadly didn’t live long due to overlapping fire from 2 riptides and a Storm surge all with interceptor, they showed up and just melted to the s10 AP2 storm surge blast. Jason got his last raven into position and hovered to get his tactical marines into charge range of the riptide that was down 2 wounds on overcharge. The storm raven tried to drive off the buffmander and his unit by killing 3 drones and a broadside but Ld 10 held. The melta in the tactical squad put a wound on the riptide and charged in for nothing. The Chaplin fell to the dual riptides and the 4th wound went on 1 of the riptides in the squad.
Turn 4
In the shooting phase the tau cleared a drop pod and shot at the lost patrol again yet a single scout survived with that 4+ armor but the drop pod didn’t make it. The storm surge with help of some markerlights landed an sD missile that ignored cover on the last raven and did 3 hps to end its life. The riptide unit was able to finish off the power fist death company with their 4 attacks and the solo riptide with help from the storm surge charge was able to kill 3 tactical marines in close combat.
Jason made a last ditch effort to bring down a riptide and was able to put the 4th wound on the solo riptide but it wasn’t enough the storm surge and riptide finished out the unit with a mighty 6 on the stomp table. The dreadnaught that was holding the far corner made a move on the kroot and fire warriors chasing the last scout but didn’t have the fire power to kill enough models.
Turn 5
Tau moves to get lost patrol next to warlord and get LOS on the last scout. The last scout finally went down and we called the game.
Final score was 13-0 for the Tau.
So we took time get some photos of the table and double check the scenario, all in all the game was about 2 hours ( 1.54ish I think). The opening turns will definitely be short. I’d assume most player and armies could get to turn 5, definitely turn 4 without question.
We also notices that the scenario didn’t state Jet packs but have agreed that the jet packs should be updated to suffer the same penalties as jump.
Also to note that Jason’s dice definitely throw him under the bus on all rolls except the scouts armour saves.
Warlord traits: Strategic Genius for +1 to seize and the re-roll reserves while the warlord is alive. (We both took this)
Jordan's Lost Patrol: 2 Riptides with Ion, EWO, 1x SMS, 1x fusion blaster, and x1 target lock
Jason's lost Patrol: 5 scouts with sniper rifles, cammo cloaks and 1x missile launcher
Jason: Won the roll off for sides
Jordan: Won roll off for going first
Set up:
We set up the 5 red rock terrain pieces, 2 forests and 1 line of sight blocking mountain.
We then set up our lost Patrols. I set up in the far corner opposite to my side of the table that was most open to hopefully have the fighting happen where I could use my interceptor to its fullest. Jason’s scouts went to the far corner to hide from my 72” range.
Turn 1
I started with a Nova charge to gain a 3+ invul save on both Riptide as I knew that the Angels Spear could come on turn one and do some decent fire power with 3 storm ravens all with multi-melta, assault cannons and those AP2 missiles. I then hugged the Jason’s table edge to limit where his flyers could come in to get a good shot while still having good positioning for the next turn. Did some assault jumps to move into middle of the board for my LOS on interceptor.
Jason got in a drop pod and all 3 Storm ravens. He didn’t want to get the ravens caught out by chancing the Riptide unit on the board and took a solid position for his deep strike/charge combo the next round, it was like 1” out of range to make good with the assault cannon turrets on the Storm ravens. The Pod with the scouts also came in and went to the area on the board I couldn’t see with interceptor to avoid any free damage.
Overall just positioning and set up turn 1. Overall the ability to get those turn 1 reserves is pretty worry some. Armies that can a unit advantage early in this scenario could be huge. The picture makes the tau look in trouble.
Turn 2
Tau Reserves were on fire, with the 3+ re-roll granted by my warlord traits I was able to bring in 10/11 units with only buffmander and his broadsides failing to show up( my only good anti-air unit). However even with the reserves I got in I couldn’t really get much done in the shooting phase. Forcing 2 storm ravens to jink from the riptides S7 and Terta markerlights and then the storm surge was able to kill 3 scouts and damage the drop pod, the drop in scouts got finished off but the lost patrol scouts were able to save a bunch vs the unit of kroot and fire warriors chasing them. Not a great turn for the Tau but I guess there were waiting for the right time to strike in the intercept/overwatch. 3 of 4 riptides made their nova charge thanks to the riptide wing and they all selected the ripple fire to make the most of the intercept in the next round.
Jason’s blood angles looking strong in turn 2 wanted to get right to close combat. With a 3+ reroll the Dreadnaught in the pod came in and the warlord with the death company showed up. Jason choose to re-roll the success of his 2nd unit of Death Company to get them into my stronghold corner on the next turn. The dreadnaught went to the back left corner to clear out the kroot that were waiting to intercept his lost patrol as they ran for their lives. Between the heavy flamer and the assault phase all kroot were killed with some overkill just to be sure. The shooting phase cause cause 11 of 12 assault cannon hits then managed to wound 1/11 on the riptides. The metla forced 2 terta to jink to stay alive and the scouts kept up their run for Jasons edge. The death company landed 8” from the double riptide unit and used the winged jump pack to force all intercept to snap fire. Chaplin and 6 Death company ended up be very unlucky however. They ate 6 s7, 2 tl s8, 8 tl s5 and 14 s5 hits from 2x riptides and the storm surge. And lost 3 death company with the riptide with the TL-fusion blaster rolling double 6’s and insta death 2 of them. The death company then pressed in and ate overwatch from the dual riptides and again with the tl-fusion blasters double 6’s were rolled and 2 more went down. The Chaplin and the remaining Death Company with powerfist put 2 wounds on the riptides who whiffled in return and barely made leadership on a 7. (Holding here let the tau start to pull ahead)
Turn 3
Buffmander and the Broadsides showed up on the re-roll 3+. With the some markerlight help they were able to pull down 1 storm raven, killing all 10 tactic marines in side and putting 1 hp on another. The kroot and fire warriors continued chasing the lost patrol but could never seem to get past that 4+ armor save. The combined fire of 2 riptides were able to hit and glance out the 2nd storm raven who was already down 1 hp cause 9 of 10 tactical marines to die. Storm surge tried to land a destroyer missile on the last raven but failed to hit. The Riptide unit locked with the Chaplin was able to do a single wound to his on his failed 4+ invul.
The last of the death company showed up but sadly didn’t live long due to overlapping fire from 2 riptides and a Storm surge all with interceptor, they showed up and just melted to the s10 AP2 storm surge blast. Jason got his last raven into position and hovered to get his tactical marines into charge range of the riptide that was down 2 wounds on overcharge. The storm raven tried to drive off the buffmander and his unit by killing 3 drones and a broadside but Ld 10 held. The melta in the tactical squad put a wound on the riptide and charged in for nothing. The Chaplin fell to the dual riptides and the 4th wound went on 1 of the riptides in the squad.
Turn 4
In the shooting phase the tau cleared a drop pod and shot at the lost patrol again yet a single scout survived with that 4+ armor but the drop pod didn’t make it. The storm surge with help of some markerlights landed an sD missile that ignored cover on the last raven and did 3 hps to end its life. The riptide unit was able to finish off the power fist death company with their 4 attacks and the solo riptide with help from the storm surge charge was able to kill 3 tactical marines in close combat.
Jason made a last ditch effort to bring down a riptide and was able to put the 4th wound on the solo riptide but it wasn’t enough the storm surge and riptide finished out the unit with a mighty 6 on the stomp table. The dreadnaught that was holding the far corner made a move on the kroot and fire warriors chasing the last scout but didn’t have the fire power to kill enough models.
Turn 5
Tau moves to get lost patrol next to warlord and get LOS on the last scout. The last scout finally went down and we called the game.
Final score was 13-0 for the Tau.
So we took time get some photos of the table and double check the scenario, all in all the game was about 2 hours ( 1.54ish I think). The opening turns will definitely be short. I’d assume most player and armies could get to turn 5, definitely turn 4 without question.
We also notices that the scenario didn’t state Jet packs but have agreed that the jet packs should be updated to suffer the same penalties as jump.
Also to note that Jason’s dice definitely throw him under the bus on all rolls except the scouts armour saves.