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Questoris Mechanicus v1.56 vs Tau

 Post subject: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 4:09 pm 
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Another game played with the Questoris Mechanicus, this time against Tau. Took a fairly balanced list, but wanted to try out the Knight-Wardens, Gallants and Preceptors. Was also curious how the Dominus Knight-Valiant would do, as well as the new config on the Knight-Porphyrions.

Incompertus, 3000 POINTS
Questoris Mechanicus (v1.56 TCMD forum) http://www.taccmd.tacticalwargames.net/ ... 22&t=33209
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QUESTORIS [400]
3 Knight-Warden (Gatling Cannon, Ironstorm Missiles, Hvy Stubber, Reaper Chainsword), Knight-Warden w. Seneschal (Gatling Cannon, Ironstorm Missiles, Hvy Stubber, Reaper Chainsword)

QUESTORIS [500]
Knight-Valiant w. Baron (Conflagration C., Thundercoil H., Siegebreaker C., 4 Shieldbreaker M., Melta Guns, Ion A.), 3 Knight-Gallant (Icarus Autocannon, Hvy Stubber, Questoris Shock Lance, Thunderstrike Gauntlet, Reaper Chainsword)

QUESTORIS [400]
2 Knight-Preceptor (Las-Impulsor, Hvy Stubber, Thunderstrike Gauntlet), Knight-Crusader (Questoris Battle Cannon, Gatling Cannon, 2 Hvy Stubbers, Icarus Autocannon), Knight-Preceptor w Seneschal (Las-Impulsor, Hvy Stubber, Thunderstrike Gauntlet)

CERASTUS [325]
Cerastus Knight-Lancer w. Seneschal (Cerastrus Shock Lance, Ion Gauntlet Shield), 2 Cerastus Knight-Acheron (Flame Cannon, Reaper Chainfist)

ARMINGER [150]
4 Knight-Helverin (2 Autocannons)

ARMINGER [150]
4 Knight-Helverin (2 Autocannons)

ARMINGER [150]
4 Knight-Warglaive (Thermal Spear, Reaper Chain-Cleaver)

ARMINGER [150]
4 Knight-Warglaive (Thermal Spear, Reaper Chain-Cleaver)

ACASTUS RELIQUAE [375]
2 Acastus Knight-Porphyrion w. Seneschal (2 Magna Lascannons, 2 Autocannons, Helios Defense Missiles)

THUNDERBOLT SQUADRON [175]
2 Thunderbolts

MARUDER SQUADRON [225]
2 Maruder Bombers


Norto's list
Tau Third Phase Expansion (6.8 Approved)
==================================================

CRISIS BATTLESUIT CADRE [400]
5 XV8 Crisis Battlesuit, Shas'o, 2 Gun Drone units

FIRE WARRIOR CADRE [450]
6 Fire Warriors, 3 Devilfish, 2 Pathfinders, 1 Devilfish, Skyray, Bonded Team

FIRE WARRIOR CADRE [350]
6 Fire Warriors, 3 Devilfish, Skyray, Bonded Team

FIRE WARRIOR CADRE [350]
6 Fire Warriors, 3 Devilfish, Skyray, Bonded Team

ARMOUR SUPPORT GROUP [225]
4 Hammerhead Gunship (Railhead)

ARMOUR SUPPORT GROUP [225]
4 Hammerhead Gunship (Railhead)

RECON SKIMMER GROUP [175]
5 Tetra, Piranha

RECON SKIMMER GROUP [175]
5 Tetra, Piranha

BROADSIDE GROUP [300]
6 XV88 Broadsides

ORCA DROPSHIP [150]

SPACECRAFT [200]
Protector Class Cruiser


Image
Start of turn 1. Tau garrison the Tetras, while QM garrison pretty much everything, with two Armiger Lances on either side, and the Cerastus Knights garrisoning from the QM Blitz. This is a bit of a gamble, as QM could easily lose a ton of activations early on if it doesn't go first. On the other hand, getting rid of the Tetras and pushing back the Tau in their deployment might be worth it.

The Acastus Lance is on the left, the Preceptors and the Wardens in the middle and the Valiant and the Gallants to the right.

Tau deployed Firewarriors and Hammerheads on the left, with the Battlesuits by the Tau Blitz and the Tau BTS on the right.

Questoris Mechanicus win the strategy roll.

Image
Turn 1, Activation 1, QM: Helverins sustain fire at the Tetras, killing 1 Tetra and 1 Piranha.


Turn 1, Activation 2, QM Retain: Warglaives engages the Tetras, takes 1 BM from OW, kills one Tetra but loses the combat by 2, but since Knights take half damage from losing engages only 1 Knight-Warglaive is hacked down.

Image
Turn 1, Activation 3, Tau: Tetras attempt to Coordinate fire with the Hammerheads, uses the reroll and fails anyway, breaks.


Image
Turn 1, Activation 4, QM: Baron BTS advances and the Valiant fires its 4 Shieldbreaker missiles on the Tau Firewarrior BTS, killing 3 Devilfish.


Turn 1, Activation 5, QM Retain: Maruder bombers ground attacks the Tau BTS, takes 1 BM from Skyray, kills 3 Firewarriors and 1 Pathfinder, breaking the formation.

Turn 1, Activation 6, Tau: Protector Space Ship puts both its Pin-Points on one Porphorion. 4 hits, but 2 damage and 2 saves.

Turn 1, Activation 7, Tau Retain: Hammerheads attempt to sustain, fail to activate, takes 1 BM and kills 1 Warglaive.

Turn 1, Activation 8, QM: Warglaives attempt to Marshall, fails and breaks.

Turn 1, Activation 9, Tau: Firewarriors attempt to double, fails to activate and removes BMs.

Turn 1, Activation 10, QM: Cerastus Lance doubles and fires at the Tetras, killing 1 Tetra and 1 Piranha, breaking them.

Image
Turn 1, Activation 11, Tau: Battlesuits doubles and fires at the Cerastus, giving them 1 BM.


Turn 1, Activation 12, QM: Knight-Porphyrions attempt to Marshall, fails, removes BMs.

Image
Turn 1, Activation 13, Tau: Firewarriors doubles and fires at the Cerastus Lance, 1 hit that is saved on a 3 by the Lancer, 1 BM.

Image
Turn 1, Activation 14, QM: Wardens doubles and shoots at the Firewarriors, 1 BM.


Image
Turn 1, Activation 15, Tau: Hammerheads Sustain Fire at the Wardens, makes 3 damage and 1 Crit. Two Knight-Wardens are killed and the Lance breaks.

Turn 1, Activation 16, QM: Thunderbolts CAP.

Turn 1, Activation 17, Tau: Orca attempts to land with the Broadsides to trap the Cerastus Lance in crossfire,, but it is intercepted by the Thunderbolts that scores 4 hits on it. After only saving two, it is shot out of the sky together with its cargo... Tau is out of luck and out of activations.

Image
Turn 1, Activation 18, QM: Knight-Preceptors March using the re-roll.


Image
Turn 1, Activation 19, QM: Knight-Helverins doubles and gives 1 BM to the broken Tau BTS.


Image
Start of turn 2. Questoris Mechanicus wins the strategy roll again.


Image
Turn 2, Activation 1, QM: Knight-Preceptors engage the Hammerheads and entangles the Firewarriors, loses the combat after 2 rounds, with only 1 damage done on either side. Takes no hack-down damage.


Image
Turn 2, Activation 2, QM Retain: Cerastus Lance engages the Battlesuits kills 2 battlesuits and 1 Gun Drone wins leads by 4 wins by 1, Tau breaks.


Turn 2, Activation 3, Tau: Firewarriors March.

Turn 2, Activation 4, Tau Retain: Hammerheads Sustain Fire on the Helverins, killing 2, breaking them.

Turn 2, Activation 5, QM: Helverins Sustain fire at the Tau BTS that failed to rally, kills 1 Skyray, hacking down 2 more, with just 1 Pathfinder left.

Turn 2, Activation 6, Tau: Hammerheads Doubles using the re-roll, kills 1 Warglaive and breaks them.

Image
Turn 2, Activation 7, QM: Knight-Porphyrions attempt to advance, fails and fires at the Hammerheads, 2 hits but 2 saves.


Turn 2, Activation 8, Tau: Tetras attempt to Marshall, fails and removes BMs.

Image
Turn 2, Activation 9, QM: Warglaives advances and fires at the broken Battlesuits with the Shas'o, kills 2 with MW, wiping them out.


Turn 2, Activation 10, Tau: Firewarriors doubles and fires at the broken Helverins in crossfire, wiping them out. Tau is out of activations.


Image
Turn 2, Activation 11, QM: QM BTS doubles and fires 1 shot at the Hammerheads, breaking them.


Turn 2, Activation 12, QM: Maruders fail to activate with 3 BMs.

Turn 2, Activation 13, QM: Thunderbolts ground attacks the Tau BTS, wiping it out.


Image
Start of turn 3. Questoris Mechanicus wins the strategy roll (again!).


Image
Turn 3, Activation 1, QM: Maruder Bombers attack the Firewarriors, kills 1 Firewarrior, takes 1 BM from AA.


Image
Turn 3, Activation 2, Tau: Firewarriors doubles to the Tau Blitz, fires at the Warglaives killing 1 and breaking them.


Turn 3, Activation 3, QM: Cerastus Lance engage the Firewarriors by the Blitz, kills 1 with First Strike, leads by two but loses by 1 and breaks.


Image
Turn 3, Activation 4, QM Retain: Porphyrions Doubles and fires at the Firewarriors, kills 3 Devilfish and 1 Firewarrior, breaking them.


Turn 3, Activation 5, Tau: Tetras Doubles and breaks the Warglaives, puts markerlights on the Acastus Knights.

Turn 3, Activation 6, QM: Thunderbolts ground attacks the Hammerheads, 2 hits but also 2 saves.

Turn 3, Activation 7, Tau: Hammerheads fails to activate and rolls double 1s when removing BMs. Tau is out of activations.

Since QM at this point is 2-0 in objectives and the hour is running late, we decide to call the game for QM.

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 Post subject: Re: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 4:20 pm 
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A strange game with a lot of bad luck on the Tau side... Playing against down-on-their-luck Tau seems to be a bit of a theme for me when playing Knights lately. The only formation that really delivered was the Hammerheads, and even they failed to do much.

Think all the things I wanted to test felt about right. The Cerastus Knight-Acheron are really nasty with their BP2 Flame Cannon, and might be something to keep an eye on. The Armiger Knights feels really competent as usual, and can inflict a lot of damage if they're left alone. The Dominus Knight-Valiant feels like a very competitive choice to the Dominus Castellan, as it has both 4 Shieldbreaker Missiles and a 3+ Ion Shield that keeps it somewhat safe from being Pin-Pointed.

The buff to the Knights when losing engages was yet again really useful, as it means that formations are more likely to stick around even when failing their engages. This rule might be slightly too good considering everything else the army has, but I'd like to test it some more as my experience playing other Knight lists has given me the impression that they tend to melt away much too easily.

The new loadout on the Acastus Knight-Porphyrions seems to work, they're much more versatile now, which feels appropriate.

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 Post subject: Re: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 7:05 pm 
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Cool report! Reading through seemed a bit one sided but Tau had some really bad rolls offset by good saves. I'm also on the fence about the half hackdowns rule. As a knight player it does help prevent your lances from melting, but it may be a bit good. If you're up for it, try a match and just let the knights save the hackdowns as normal hits and see how that feels.

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 Post subject: Re: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 9:08 pm 
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Vaaish wrote:
Cool report! Reading through seemed a bit one sided but Tau had some really bad rolls offset by good saves. I'm also on the fence about the half hackdowns rule. As a knight player it does help prevent your lances from melting, but it may be a bit good. If you're up for it, try a match and just let the knights save the hackdowns as normal hits and see how that feels.


It's good, but it's an established mechanic and I think the gap between the Fearless titans and the not-at-all fearless Knights is a bit too wide. Took both Warhounds and E-UK Knights in my Skitarii army to a recent tournament, and it was painfully obvious which was the more durable formation.

Right now it might be the Armigers that benefits most from it. This formation might be a tad too cheap, thinking it might be better to price them at 175pts, or increase them to 5 for 200 points. Then again, they're restricted to 1 for each main Lance, and it really doesn't take much to knock them out of the battle, so they might be fine as they are.

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 Post subject: Re: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 11:12 pm 
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Maybe Armigers shouldn't get the benefits at all?

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 Post subject: Re: Questoris Mechanicus v1.56 vs Tau
PostPosted: Mon Nov 19, 2018 11:28 pm 
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They're still Knights, and them getting the full benefits makes them feel like Knights. I'd rather raise the price.

But I don't really think it's needed. The games I've had with the list so far have been pretty even. It's just been the last two that's been a bit odd, but the first one I played with a Warlord with Split Fire and the second one Norto had really bad dice.

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