Brood Brother |
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Joined: Fri May 13, 2005 11:01 pm Posts: 1455
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This is the other side of the post I made in the Marine forum. ?There's quite a bit of discussion that the current Marine list is not well-balanced, and is instead an air-assault list. ?To test this idea, I pulled out IA3, and went for the big battle where the Marines were advancing against the Tau, the Iracunda Breakthrough.
(Me @ earlier)
QUOTE On the Marine side, you have: A librarian (50) the entire 3rd Company of the Raptors Chapter Captain (100) Chaplain (50) 2 Tactical dets (600) 1 Assault det (175) 1 Devastator det (250)
the entire 6th Company of the Raptors Chapter Captain (50) Chaplain (50) 3 Tactical dets (900) 8 Land Speeder Tornadoes (assume 2 Dets, 500)
and a whole bunch of stuff from the Armory 4 Land Raiders (400) 4 Predator D (300) 2 Predator A (round up to a full detachment, 300) 6 Whirlwinds (round up to 2 detachments, 600) 1 Hyperios (call it a Hunter for Epic purposes, 75) 4 Lascannon Razorbacks (100) 6 Heavy Bolter Razorbacks (150)
The Marines are backed up by 4 Warhound Titans (1000), and Imperial Navy air support is available.
Your mission is to punch through the Tau lines, without using an Air Assault. ?All he has to do is stop you. ?(I recommend a large table for this scenario, twice the size of the standard tournament table, with the Marines advancing the length of the table.)
Tau forces available, unknown composition, but only one AX10 was present historically.
Your mission, should you chose to accept it, is to stop the Marine advance. ?Again, you do not have access to more than 1 AX10, and Kroot, Gue'vesa, or Naval support is unavailable. ?
My challenge to the Tau is to post what forces you'd use to defend against this attack. ?You have 6k 4000 points available to build your force from the Tau 4.4 list, and another 600 to spend on defenses from the following list: Entrenchment: ?+2 points per stand for Infantry and Vehicles, +5 points per ?War Engine. Note that ALL units in the Formation must be Entrenched if any are; and Infantry with Transports do not have to be Entrenched, but can start the game in their transports.
0-4 Razor Wire 'formations', 25 points per 'formation' of 5 stands 10cm by <2cm. 0-2 Tank Trap 'formations', 50 points per 'formation of 5 stands 10cm by 2cm. 0-3 Minefields, 50 points for every 2 stands
4 pillboxes (you may mix&match) battlecannon, +20 points each Twin Lascannon, +15 points each Twin Heavy Bolter, +10 points each
Remote Sentry Turrets (at the cost listed) Drone Sentry Turrets (at the cost listed)
Bunkers, 35 points each. ?Bunkers are no more than 5x5cm
You also have another 400 points to purchase any formation that is of Infantry (ie, has INFantry in the type field)
See http://www.specialist-games.com/assets/ ... ssualt.pdf for more details.
Victory Conditions: The game will last between 4 and 6 turns. The Marines can claim victory if they have achieved the Blitzkrieg and both Take and Hold goals while the defender has achieved one or less of his goals. The Tau can claim victory if they have achieved the Defend the Flag and Break Their Spirit objectives, as long as the attacker has achieved one or less of his objectives. Either side can claim a Minor Victory if they have achieved one of their objectives, and their opponent has not, by the end of Turn 6. Any other result is a Draw.
[edit: sorry about making this a continually moving target.]
Consider the Gauntlet thrown. ?*CLANG!*
_________________ "For the Lion and the Emperor!"
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