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Imperial fists v0.1 vs Tau (netEA 6.4)

 Post subject: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 1:21 pm 
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Had a game against Steve54 on thursday

My list:

Tacticals w/supcom+ bastion
scouts
scouts
terminators w/chaplain + 2 crusaders
LR achilles
fellblade
vindicators
thunderfire battery
thunderbolts
thunderbolts

Steve had IIRC:

2 large mech firewarriors w/skyrays
2 railhead fms with skyrays
broadsides
crisis
3 recon formations
barracudas
Orca

Image
start of game

Tau win strategy rolloff
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orca drops broadsides off, they destroy a crusader

Image
recons retain and call co-ordinated fire on the markerlit scouts

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firewarriors move up and fire guided missiles

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rhinos die

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fellblade doubles and pops a broadside

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barracudas strafe scouts, kill one and break them

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scouts withdraw

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Tbolts intercept barracudas and shoot one down

I believe steve failed an activation at this point...

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tbolts ground attack orca doing 1 damage

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Hammerheads double forward and pop up, hitting the fellblade but not hurting it

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Achilles Single and hit the mech firewarriors killing 3

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recons markerlight achilles and do combined fire, no kills

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scouts engage broadsides and lose

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hammerheads single and hit achilles, taking one out

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vindicators single forward and take out two recons

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fire warriors kill 2nd achilles, breaking them

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achilles hide

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terminators double into engage range of broadsides

Image
thunderfires pop a few recons

Image
one tbolt is shot down on flyoff, others fly off table edge

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 1:29 pm 
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Turn 2

marines win strategy roll, most stuff has rallied

Image
Terminators engage broadsides

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Broadsides die

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thunderfires sustain on hammerheads, 3 die

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hammerheads break and withdraw

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fire warriors double up and pop a couple of vindicators

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recons roll a double 1 to retain (steve not happy with this)

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achilles move up and shoot fire warriors, killing a vehicle and 2 infantry

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vindicators clip firewarriors, combat is a draw, vindicators lose rolloff and die

*pic missing of what steve did*

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scouts fail to activate

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Barracuda hits thunderfires

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Tbolts break mech fire warriors

Image
Tbolt breaks recons on retain (I believe)

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Recons break scouts

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Fellblade tries to snipe a crisis, but misses

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Fire warriors refuse to activate (I think)

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Tacticals pop a recon

Image
crisis suits blow up an achilles, the other one breaks

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 1:41 pm 
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.... moaaar! Please :)


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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 1:53 pm 
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Eating lunch, will post turn 3 in the next hour.....

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 1:59 pm 
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My list was
Mech Fire Warriors+Fire Warriors+Skyray+Bonded team
Mech Fire Warriors+Fire Warriors+Skyray
Broadsides
Crisis+Shas'O
Recon 5 tetras+1 piranha
Recon 4 tetras+2 pirnahas
Recon 1 tetra+5 piranhas
Hammerheads (rail)+skyray
Hammerheads(rail)+skyray
Orca
Barracudas

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 2:33 pm 
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Turn 3

Image
start of turn

Marines win initiative

Image
Thunderfires shoot at crisis killing none

Image
Achilles finishes scouts off

Image
Hammerheads hit fellblade doing 1 damage

Image
terminators surround objective

Image
Orca breaks Achilles

Image
fellblade doubles and hits recons

Image
thunderfires break hammerheads (I think)

Image
Tbolts break fire warriors

Image
fire warriors hit fellblade, no damage

Image
scouts double and hit something.... forget what

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other scouts double to objective, string out and pop a couple of fire warriors

Both fire warriors and hammerheads fail to rally giving the imperial fists a 2-0 win with DTF and TSNP

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 2:40 pm 
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Thoughts

Thunderfires - very good unit, plenty of shooting and range, Steve remarked he would almost always take 2 formations to garrison on objectives, considering limiting them to one per tactical formation to prevent spam

Achilles - again a very good unit, points cost increase justified, considering limiting to max 2 per LR formation as they are overgunned quite considerably, and also meant to be very rare...

Fellblade - DC4 is ridiculous, almost impossible to break with ATSKNF, and blast markers not much of a hindrance with int1+ DC will almost certainly drop to 3 in v0.2, possibly with an invulnerable, no justification for TK on the main gun from what I've read about its 40k stats, considering removing the 0-1 limit, fluffophiles get your nerd rage ready

Bastion - doesn't work, explodes if unit moves too far away, needs re-thinking more along the lines of tyranid hive nest, should probably be its own unit

Scouts - considering dropping infiltrator and dropping them to 150, they didn't shoot much at all in our game last night

Terminators - lethal when you get them into combat, but total lack of shooting and FF really nerfs them, can't see them needing a points boost at the moment

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 2:56 pm 
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Nice report. Good to see them in action :)

Bastion- I would have imagined it's supposed to keep it's units onboard to defend the objective and run defences off it? Why would you move units away from it?

I don't see (perhaps because of static photos etc) much in the way of any sort of "defensive battle" from the IF. Seemed to be there was quite a lot of attacking. Or did it play out more statically than it seems?

And good to see the Hammerheads weaponry bouncing off RA as usual... They're almost useless versus hard target armour. ::) But I digress :)


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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 2:59 pm 
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well I only just pushed into the Tau half, most of the time was spent in my own half of the table, I also didn't take any fortifications to free up points to try all the new toys, so there wasn't a great deal to encourage static defence, I'm planning on taking a siegework-heavy list in a few weeks time to see how the list does in a defensive capacity

sometimes a unit will *need* to move to contest an objective or table half, having an immobile formation limits this considerably, it's also open to abuse (what happens if your opponent places objectives inside buildings for example?)

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:08 pm 
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Don't forget you can choose your own Blitz to garrison that Bastion and trenches etc... ;) Would make a nice cinematic defence of the Blitz!


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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:11 pm 
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Great report/pics, ta. Sad the Tau didn't win.


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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:18 pm 
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Commander Sims wrote:
Great report/pics, ta. Sad the Tau didn't win.

We have to let Simon win occasionally or he gets tearful

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:20 pm 
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Steve54 wrote:
Commander Sims wrote:
Great report/pics, ta. Sad the Tau didn't win.

We have to let Simon win occasionally or he gets tearful


Thanks for the heads-up. ;)


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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:49 pm 
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Thanks for the report. I must admit that I thought the Bastion would end up as something either along the lines of an Eldar Wraithgate or standard fortifications. You buy it and place it after objectives have been placed.

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 Post subject: Re: Imperial fists v0.1 vs Tau (netEA 6.4)
PostPosted: Fri Jan 17, 2014 3:52 pm 
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it's going down one route or the other..... either a fortification that replaces an objective, or a hive nest style static war engine..... my concern with the war engine route is how flexible it will be to place, with a few trenches or minefields, you could largely put it anywhere

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