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Tau vs Guard
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=15418
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Author:  stompzilla [ Fri Apr 24, 2009 1:12 pm ]
Post subject:  Tau vs Guard

So Tau vs a pretty standard guard list(IMO the best tournament build for guard)list last night.

Armies used were:

Tau

http://www.tacticalwargames.net/forums/ ... 23;t=15357

Guard

Tank company + Hydra,
Mech command platoon + Hydra,
Infantryplatoon + Fire support + Hydra
Manticores,
Hydras,
Sentinels,
Shadowsword,
Shadowsword,
Storm troopers + Valkyrie
Thunderbolts.

Rules used: Tau v 5.1, Official EA rules + 2008 errata.

The battlefield had a large buuilt up area in the centre with hills and trees around the sides (Sorry no pics).  The Tau blitz was over on my right, towards the corner of the board, the guard blitz was fairly central.  The objectives conga lined across the cetre of the board, following the dividing line between the 2 table edges.

Deployment: The BTS AMHC and fire warriors deployed as a group close to the Tau blitz.  The crisis suits and second AMHC were deployed in the centre to take advantage of the central urban area.  Broadsides were garrisoned in overwatch in a building overlooking a main road therough the city.

Guard deployed manticores over on the left flank, covered by hydras.  The tank company and mech inf company set up in the centre.  Shadowswords covered the 2 main roads, one on the left flank, the other being overlooked by the broadsides..  Sentinels garrisoned on overwatch in the city out of sight, the inf company took up position in a building overlooking the broadsides with the stormtroopers lingering behind the inf company.

Turn 1:

Initiative: Guard

- Infantry company sustain fire on the broadsides and kill 1.
- AX-1-0 considers making a strike on the manticores, however given the amount of AA surrounding their position, think better of it and ground attack the stormtroopers, killing 1 valkyrie.
- Thunderbolts enter the fray and shoot down 1 AX-1-0
- Hero battleship comes into play and causes 1 damage to the left hand shadowsword and destroys the central one.
- The remaining shadowsword doubles forwards and kills one HH from the larger AMHC.
- The AMHC returns the favour and does 1 point of damage and breaks it.
- Manticores open up on the smaller AMHC in the centre, killing 2 and breaking them.
- The Shas'O crisis unit doubles forwards and kills 1 Valkyrie then jump back into a ruined building.
- Stormtroopers move and try to avoid LOS from the broadsides still on overwatch and kill a crisis suit stand.
- second (Small) crisis unit doubles forwards and fires at the infantry company, killing 1 stand.
- mech infantry company doubles forwards and shoots at the Shas'O crisis unit, killing 1 and breaking them.  They flee over to the left and try to take cover.
- FWs double forwards and get the broken shadowsword into ML range (Running out of targets now, guard are playing quite cagey as he knows he has the activation advantage and all my fms are pretty small and easy to break).  They fire devilfish missiles at the SS but fail to damage it.  In hindsight i should have done this before firing the big AMHC to bring their missiles into the mix too.  However i was worried about the manticores and wanted to get some use from the AMHC before they were broken.
- Out of activations the guard have free reign now and move the sentinels forwards to shoot at the broken Shas'O unit.  They don't kill any but the blast marker kills a stand.
- The tank company advances and lets rip at the broadsides who also break.

The last AX 1-0 is shot down by guard flack trying to leave the board.
The thunderbolsts get away scott free.
Rallies:
Tau: Broadsides, Shas'O crisis
Fail: Small crisis, smaller AMHC. Crisis suits move away onto the right flank now, firmly in Tau hands.

At this point i'd like to comment on the following:  Against any AA the AX-1-0 falls over like a wet cardboard box.  With only 1 DP and a 4+ save, they just aren't worth the expenditure of 350 pts  Why do the rail guns not have a longer range to allow them to at least get shots in without coming into the majority of flak range?  Also, the GMs are a complete waste of time on aircraft.  Secondly, Tau need expendable drones on their fms.  They're just too easy to break.  Crisis suits break at the earliest given opportunity.  I believe i've already commented on how i think the AMHC is pretty overpriced.

Although this turn seems a bit gung ho for the Tau i had a simple choice to make.  Sit back on overwatch with my less than overwhelming firepower and allow the guard to sweep forwards in their vast nos and occupy good positions of cover or move forwards and try to start whittling down their nos.  Unfortunately guard had better firepower, more activations, greater nos, as much, if not more maneuverability and longer range.

Turn 2:

Initiative Tau:
- Broadsides Marshall.
- Thunderbolts shoot the broken AMHC killing 1 with BMs.
- FWs double and kill the sentinels.
- Tank company move forwards again and let the broadsides have some, killing 1.
- Crisis suits move forwards and attempt to start whittling down the tank company but klill none.  they jump back behind a building.
- Infantry company open up on the broadsides again adding more BMs.
- Large fm of Hammerheads double forwards behind a building and pop up to shoot the tank company killing 1.
- Mech inf company doubles forwards and breaks the Shas'O unit hiding behind a building.
- Hydras march forwards to assist with objective capturing.

Rallys:
Tau: AMHC, small crisis unit.
Fail: Shas'O

Turn 3: Initiative Tau,

- The FWs double forwards behind the tank company and open fire on the inf company, doing bugger all, due to needing 6s and 7s.
- Tau retain with the Large AMHC and advance to within 45 cm of the FWs catching the tank company in a crossfire killing 3 and breaking them, they flee back towards the Blitz.
- Inf company opens up on the FWs and kill all the fish and skyray.
- crisis suits double forwards and kill a few more Russes capturing the Guard blitz.
- manticores kill the broadsides
- small AMHC kills the last Valkyrie
- Mech inf company doubles onto the Tau blitz.

Some other things happen but nothing of consequence.

Final result 2-1 Guard (Tau: Blitz, Guard: T&H + Blitz)

Thoughts:  So, i've covered the AX-1-0, the overpriced AMHC and the lack of drones.  I never really stood a chance of clearing the infantry company from the buildings they were occupying with firepower alone.  Tau firepower is pretty flimsy and due to the small fm size and relative fragility of their units means that they have to play quite cagey.  This often means that when you do press forwards or try to get a crossfire you have to double, worsening the firepower even more.
The reliance on MLs weakens the list significantly, especially when most other armies can have artillery that requires no supporting units.

Next time out, i'm going to swap the AX-1-0s for 2 fms of recon skimmers and the hero for a scorpion fish to see how things go with more markerlight support

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