(Professor Curly) Tau List - 3000pts, 10 Activations
Core Formations Crisis Suit Cadre – 400pts -Supreme Commander -x5 Crisis Suits
Fire Warrior Cadre – 550pts -x10 Fire Warriors, x5 Devilfish -Ethereal -Sky Ray
Fire Warrior Cadre – 325pts -x6 Fire Warriors, x3 Devilfish -Sky Ray
Support Formations Armored Interdiction Cadre – 400pts -x6 Hammerheads w/ Railguns -Sky Ray
Broadside Fire Support Cadre – 300pts -x6 Broadsides
Recon Skimmer Group – 175pts -x3 Piranhas -x3 Tetras
Recon Skimmer Group – 175pts -x3 Piranhas -x3 Tetras
Kroot Kindred – 175pts -Shaper -x9 Kroot Carnivores
Air Caste Formations Tigershark AX-1-0 Squadron – 350pts
Barracuda Squadron – 150pts
VERSUS
(Angel of Caliban) Imperial Guard List - 3000pts, 9 Activations 700 Artillery (BTS) -Hydra -Commisar
550 Reg HQ -Hydra -Commisar
500 Inf Company -Hydra -6 Inf -2 Fire Support -Commisar
550 SHT Company -Hydra -Commisar
200 Sentinel -Commisar
200 Sentinel -Commisar
200 Sentinel
250 Maraurder
150 Thunderbolt
---------------
Deployment - there was a city all along the right side of the map, with a Cathedral and a ruined Workshop to the north. His basilisks hid behind the workshop, with the Hydra/commissar in front. To their left were some Sentinels, then the Superheavies. Then the Supreme Commander squad, then another group of sentinels to the left of them.
To the left of the board there were two woods with a clearing between. I Garrisoned my Kroot in the southern woods, he garrisoned the Support Squad Infantry Company in the north, but with a lot of guys out in the open. He also Garrisoned a screen of Sentinels in front of them.
In the top middle of the board were a few rocks the blocked LOS, and the bottom middle there was a hill. I Garrisoned my Broadsides on top of the hill (there was an objective in the southern woods, one in the bottom of the northern woods, 1 by the rocks, and 1 in the city on the left. He placed his blitz with the Basilisks, I placed mine behind the hill where my broadsides where).
To the very left were my Crisis Suits, then my Ethereal squad of Fire Warriors. Then behind the hill was Recon 1. The smaller fire warriors, then Recon 2, and then on the far right were my Hammerheads.
Turn 1 - Strategy Roll Tau
I immediately double up with my Hammerheads into the city, losing 1 to dangerous terrain. I still manage to pop up and mark the Basilisks, scoring a total of 5 hits. He saves 2, and 3 vehicles die - including the Hydra/Commissar! Leaving 4 left unsuppressed.
Sensing the time to strike is now, the Tau retain with an immediate strafing run from their Tigersharks! Sadly, 4 ones mean that all that is accomplished is another blast marker.
Sentinels then engage the Kroot in the woods. The Kroot counter charges trigger the infantry formation opposite them's overwatch, but mercifully little damage is done. Even with supporting fire against them, the Kroot kill 2 Sentinels for a lose of only one of their own. They go into the roll of +1, but still lose and break. The woods have fallen to the Imperium, but the Sentinels are broken and retreating.
The Ethereal senses the need to go back on the offensive and his retinue move on the double up to the clearing, firing mercilessly into the garrisoned humans. 10 stands of infantry are removed, and the formation is barely hanging on.
The Basilisks sustain fire on the smaller Fire Warrior squad, destroying 1 devilfish and 1 of the 2 stands of infantry that were inside. The Shas hold on though.
Barracudas go on CAP.
Thunderbolts go on CAP in response.
The Crisis Suits advance on the infantry in the woods and fire. Without their Fusion Blasters in range their fire is somewhat lackluster, scoring only 3 hits. Of those hits one is the Company Commander and another is the formation Commissar, which leaves the formation leaderless. The Crisis Assassination squad is a great success. The Guard infantry break and run.
Marauder bombers make a run on the dismounted Ethereal formation, triggering my CAP. He triggers his CAP on my CAP, setting up a brutal dogfight. My flak claims one Thunderbolt, his thunderbolts claim on of my fighters and I do no damage to the Marauders. I lose 2 stands of Fire Warriors and their devilfish, and take 5 blast markers for my trouble.
The Recon on the left fails to activate and regroups to avoid Blast Markers.
The Superheavy Tanks march in front of the ruined workshop, getting into position for next turn. However their spacing leaves wide angles of attack for the Hammerheads to shoot through.
Smaller, non ethereal FW regroups and gets clean of blast markers.
Sentinels on the right double and fire at the Ethereal squad, killing 1 fire warrior. But the plucky Shas refuse to break.
The Supreme Commander squad makes a fateful double move towards the Ethereal - straight into the teeth of the waiting Broadsides. 3 Chimeras and 5 stands of infantry go up in one giant pyre, and their shooting at the Fire Warriors is ineffective against the 5+ armor save.
End Phase - Tigersharks get out without further incident
Marauders get tagged as they try to leave by the smaller fire warrior unit's Sky Ray, losing 1.
The remaining Barracuda gets shot down by a Hydra as it tries to disengage. The Thunderbolt makes it off without incident.
Kroot stay broken. Ethereal Squad drop to 3 Blast Markers.
Regimental HQ sheds 7 of 9 blast markers accumulated from the Broadside overwatch. Sentinels from the Kroot battle stay broken, as does the Support Company infantry squad. Basilisks cut their blast markers to 2.
Turn 2 - Strategy Roll Tau
Hammerheads advance cautiously into the ruins to get back in markerlight range of the Basilisks and fire again. This time 7 AT5+ and 5 AT2+ shots deals out a massive 8 hits on the basilisks. 4 make their saves, but 4 die and the formation is now broken.
The Tau retain with their Crisis Suit Cadre. The Imperial Guard cling close to their Chimeras for cover, and the crisis suits only score 2 dead infantry and a dead chimera.
The Marauder tries to come in to bomb the Ethereal cadre again, but with 4 Blast markers from last round not even the Supreme Commander of the Imperial guard can get it done.
Tigersharks come in for another run on the Basilisks, straight into the Super Heavy Company's Hydra. The Tigershark armor holds true and the Basilisks are wiped out, scoring the "Break their Spirit" for the Tau.
Tau retain for their Broadsides, who advance and fire on the Supreme Commander Infantry Company of the Imperials. All that is left is 6 stands of infantry and a Hydra, and the formation breaks under the strain.
The lone Thunderbolt tries to intercept the Tigersharks, but Blast Markers prevent him from making an appearance.
The Ethereal Squad is ordered to advance at the double onto the broken Imperial Guard Infantry company that had been garrisoned in the Woods and scatter it. The Ethereal is unsure if this violent action serves the Greater Good, but the Supreme Commander convinces him. There are no survivors from the Imperial Guard company.
Sentinels on the right try and double to get into flanking positions on the Hammerheads, but fail their initiative and wander forward.
The smaller fire warrior squad advances, leaving one transport-less stand behind and taking a blast marker. They fire 3 seeker missiles at a sentinel squad, hitting and killing the Commissar Sentinel.
Those Sentinels sustain fire at the Ethereal squad to no effect.
The left Recon doubles up into the woods near the objective and fires Seekers at the Commissar-less Sentinels, killing 1 and breaking the formation.
The Superheavy Tank company engages the Hammerheads, cutting them down as the skimmers try to escape. But the damage had already been done.
Recon 2 on the right doubles up to the rocks and 2nd objective, firing at the broken sentinels by the Ethereal formation. All of the sentinels are wiped out.
End Phase
Tigersharks get out without further flak attacks.
Kroot Rally, Ethereal squad loses Blast Markers. Smaller Fire Warrior squad loses its blast marker.
Regimental HQ doesn't rally, but the remaining Sentinels on the left do.
Turn 3 - Strategy Roll Imperial Guard
Marauder bomber attacks the Ethereal squad again. The Ethereal makes his armor save, but 2 fire warrior stands are killed.
Middle Recon moves up and shoots at the Regimental HQ, there are only 4 units left.
Thunderbolt goes on CAP.
Smaller Fire Warriors fail initiative but move towards the city, Sky Ray leading the way.
Super Heavy Tanks try and double towards the Fire Warriors, but fails and have to move.
The Supreme Commander orders in the Tigersharks on the Baneblades and despite all efforts, neither the thunderbolt nor the Tigersharks take any damage. The lead baneblade takes 2 DC worth.
Sentinels by the City/Superheavies double over to the forward Recon dealing no damage.
Ethereal Squad advances on the sentinels that had rallied and fires pulse rifles at them, killing 1.
Crisis Suits retain and fire at the Regimental HQ after a double move. This is enough to wipe out the broken formation.
The only remaining unbroken/suppressed Sentinel sustains at the Ethereal, but the armor saves me again.
We called it there.
End of game - Tau Victory! 3-0 (Take and Hold, Break Their Spirit!, They Shall Not Pass) -------------
Thoughts:
Hammerheads were very good this game. Broadsides could have served the same role if I had needed them to through garrisoning forward, though not as effectively unless I devoted a Recon to the assault as well. Basically, the lack of integrated Markerlights makes it harder to attack with Broadsides on their own. Who would've figured? Both Hammerheads and Broadsides performed when the cards were down and I needed them to though. The Hammerheads + Tigersharks really chopped those artillery platforms up though, even if that was all they did.
I think he got too fixated on my BTS. The Marauders+Thunderbolts making a run at my Hammerheads was what I was worried about more than anything. A good run by the Marauders would've broken the Hammerheads (6 bomb hits, plus 2 more shots from lascannons could've killed ~2 Hammerheads with minimal luck, which would've been enough to break them, a run from the Thunderbolts would've finished the job if it didn't). If that had happened first turn, his Artillery Company would've been 7 strong and I would've had no way to attack them besides the Tigersharks. That would've freed up his Super Heavy tanks to move to face the main push of my army, as well as let his Sentinels on the right move to the left sooner.
He also used his Overwatch on the garrisoned infantry company too soon, although not sure how much difference it made in the long run. If they hadn't used it when they did, I was going to call a Coordinated Fire with a Recon, Ethereal, and Crisis squad. Recon runs up to markerlight - if they overwatch the Recon, Ethereal runs up and things proceed exactly as they did. If they still don't overwatch, I run up the Crisis and take the hits on the chin with 3+ armor and invulnerable saves. Then things going like they did, and so on.
Advancing the mechanized company into the Broadsides was also a mistake. Broadsides once again prove pivotal in the defensive role, completely bouncing what was at the time the most dangerous formation he had. Not sure what else he could've done at that moment though.
Hammerhead mobility + integrated markerlights did let me seek and destroy pretty well. He wasn't really familiar/used to the Tau, so he didn't think that he might need to actually have a buffer from the south. Something as simple as Garrisoning a Sentinel squad on his Blitz, then using the scout coherency rules to spread them out would've stopped my offensive/severely slowed it down. At the very least, it would've made the direct assault that I did much harder, if it was possible at all. I certainly couldn't have gotten 'inside his guard' like I did (the minimum range of the Basilisk indirect fire, that is).
I was glad that I had both Hammerheads and Broadsides, although I can see advantages to having double of either one. This game pretty much needed both though, to work to the 100%. I never looked at my Broadsides and wished they were Hammerheads.
On things other than Hammerheads/Broadsides...
Supreme Commander was key in getting everyone to do what they were told. Very good buy this game.
5 Crisis Suits can really chop things up. Was doubling all game this game though, so they lost some potency. Especially since the Fusion Blasters were out of range a lot.
The Ethereal Squad is damn hard to get anything out of. Tons of units with good saves all the time. Fearless really adds a depth to their resilience. I certainly didn't feel the need to coddle them. I shoved them into the front lines from turn 1. Never let me down.
I still like the 3:3 Recon Cadres. There were times I wished I had more missiles, but if I had needed to (for example) garrison the Broadsides forward to get to the Basilisks more directly, I would've really needed to garrison a Recon with them. 5:1 Piranha cadres can't swing that. Maybe it is the fluff-nut in me manifesting itself. Commander Puretide preached a balanced approach, and it seems to me the balanced approach is definitely the most effective overall. Tools for the job.
Kroot did their job admirably. Heck, I was going into the roll-off at a +1 in that initial assault. I just rolled double 1s for the resolution. That easily could've been a loss for the Sentinels and then we have a whole new factor to consider - a bunch of angry Kroot assaulting the infantry company. They would've had to expend their Overwatch then. And against Marines or other teleporting armies, they are invaluable in pushing the enemy into places they don't want to be. Like in front of a Fire Warrior formation on overwatch.
I do miss the Skysweep Missile Defense Cadre. It's just a spear in the ground "You will not fly here" style unit. Barracudas didn't perform the interceptor function like I was wanting them too. I didn't think you could CAP a CAP though, although it was an interesting dynamic. Wasn't something I was expecting. Any reason the Burst Cannon on the Barracuda doesn't have an AP rating, like what the Thunderbolt storm bolters do? Just looking at the stats it seems the Thunderbolt is a slightly better interceptor for the same cost. Not sure what I'm thinking specifically... Don't want a point drop... not sure what I'm thinking to be honest. Anyone else feel the same or is it just a ghost of bad dice from this game?
Tigersharks continue to dominate the skies. I often find myself not targeting their 'intended' targets, but I don't see that as a problem. More a quirk of my games.
Things that still niggle at me -
Kroot Hounds. Maybe make them 4 for 50? They seem to lack a great deal of versatility that their Kroot Carnivore brethren have...
|