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Batrep!

 Post subject: Batrep!
PostPosted: Sun Nov 04, 2007 11:52 am 
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Well first game in a while. Recorded as played and this with rulebook looking consumed 4 hours! Used pieces of card as units and coloured paper as terrain. Hope you like the (poor) pics. It was Diwarli at the Indian High Commission ground yesterday so the camera had gone with important people, not idiots messing about with bits of card with shapes and writing on!

Made a bit of a mistake and overwrote part of turn 1 with 2. Any questions just ask!

As both rusty lots of leeway given. Rolled for activation before deciding on action, discussed each a fair bit between us.

First off armies.

Tau
Well first stop Crisis for the SC re-roll.
The Hammerheads. Now we were assuming there would be some stat changes here so didn't go wild with them. In particular the Ion vs rail gun seems to currently inform the rest of the army. Go Ion for twice the AP firepower and completely negate Firewarriors, and retain equal AT firepower (better sustain, same advance, worse double), all at a cost of only 15cm range (75 vs 60). As I wanted to show what firewarriors might be able to do and expecting an ion cannon change I plumped for Rails.
I wanted a lot of GM's in the army so did a quick calculation on point for missile and saw stingrays (mech killers!!!!) and pirana as the best, with Pirana having a 105cm range on advance.
Hammerhead - 30cm, 75cm - 62.5
Swordfish - 30cm, 75cm - 75
Skyray - 2x30cm, 75cm - 37.5
Stingray (stringray, da nar da nar nar) 3x30cm, 75cm - 20.83 (AI)
Pirana - 35cm - 25
Scorpion - 4/6 x 25cm  - 56.25/37.5
Bara - fly - 45cm - 83 1/3
Tiger - fly - MW 45cm - 150
A-10 - fly - 45cm - 225
Orca Bomber - 45cm 100 points
Hero - 6x MW - 200 points one shot
Firewarriors fairly standard and fearless and the BTS (ha, fearless BTS :) ), some robotic sentries to help out the GMs and the rest of the army kinda filled itself in. I left out human garrisons as I am not sure what changes will happen there. Far less activations than usual, however a bit tougher than normal.

250 Crisis
100 SC
200 FW
100 +4FW
150 Devilfish
075 Ethereal
075 Skyray (AA defence and markerlight)
025 Sniper team
375 AMHC (rail)
025 Swordfish
025 Networked
075 Skyray
150 Piranhas
075 Tetra
150 Piranhas
250 Stingrays
075 Skyray
075 Drones
050 Heavy Drones
050 Drone markers
050 Drone Markers
150 Hero
050 Missiles
100 Orca (cheap activation, useful for hitting exposed units and stalling!)
300 Tigersharks

Question on swordfish - how does it have more weapons than a hammerhead, what does it look like model wise (I've lost link to one someone made).

Question on Skyray - did we all agree to a 60cm range?

Question - What are peoples views on an all AV (bar the sentries) force effectiveness? I reckon I could substitue Stingrays and such for units with AP weaponry and be an all skimmer, all AV force? Would total do over some armies, any severe weaknesses?

Question - Robo sentries - Arte these set up like normal units? I.e. only on my side as garrissons or anywhere? We played as normal units.

Question - Tau jump packs, does 10cm move ignore ZoC? We said no and can't enter Zoc, raising question what happens if finish move within ZoC?

Idea (I'd love to claim credit but :( )- For the tigershark and its new drones why not have the tigershark as a bomber, but give it the option to buy air drones and become a fighter bomber (which in effect become an upgrade changing the unit type)?

'Guard
Well my crafty opponent went tank light, hopeing to overwealm me with numbers, with a few Shadowswords to counter pop ups and any nasty Tau heavies I might have gone with. AT fire from arty and fire support teams. Basilisks to fire indirect or direct as the situation dictated. Debated use of vultures but had no idea what the rules were changing to.

650 Arty - Basilisks
050 Hydra
500 Regimental
050 Hydra
500 Shadowswords
050 Hydra
250 Infantry
100 Fire Support
250 Infantry
100 Fire Support
250 Manticores
150 Hydra
100 Sentinels

Played using +1 to intercepts.
Played with Orca unable to capture objectives.

Set up
As seen.

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 Post subject: Batrep!
PostPosted: Sun Nov 04, 2007 11:54 am 
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Turn 1 - Tau
Gamble it all! First the tigersharks swooped in. Shot at by 3 Hydra on the drone carrying shark and 2 on the other a total of one hit each (phew - for some reason I though they had RA armour!). Drones deployed into the buildings to light up the basilisks. The tigersharks then blew away two bassies. Quick as lightening and with a SC re-roll the co-ording piranah swoop forward firing all 12 missiles and claiming another 2 bassies and the Hydra, breaking the formation.
Manticores to shoot Stingrays (all fire). Blow away the skyray (bugger, markerlight!), break the formation.
Retain with Hydra, annihilate the Drones! (Come on, all 6 hit?) Kinda messes up the plan with the Hero.
Try Hero anyway, fails to activate (Shadowswords must have had the guns at max elevation!).
The infantry then shoot up the robos marking them. 15 Autocannon shots leaves one in the forest. Still marked.
Sensing a crisis the battlesuits hop over, zap two infantry.
Sentinels finish off last Sentry.
AMHC move up, can only see one Shadowsword with the new rules and blow it away.
Shadowswords fail to activate with re-roll, rally.
Infantry march up, give up on cover.
Firewarriors pussyfoot around on double, getting a hit on a shadowsword.
SC double, offloads 23 shots needing 5's and 6's, kills 3 piranha.

Stingrays rally.
Basilisks rally.
Piranha fail to rally.
Infantry fails to rally.
Shadowswords rally.

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 Post subject: Batrep!
PostPosted: Sun Nov 04, 2007 11:56 am 
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Turn 2 - Tau (hahahahaha!)
AMHC double, light up Shadowswords. Offload into SC, kill the Hydra, 4 Chimera and 1 infantry stand.
Hero auto comes in, wipes out Shadowswords.
I realise I should have co-ord fire with the crisis!
SC rallies, kills the tetras, breaking piranha.
Basilsks retain with re-roll, kill a stingray and break the formation.
Crisis whack infantry.
Infantry fail to activate, rally.
Firewarriors advance and light up SC, break then and snipe the SC! (8 AT5+ shots, 2 AP4+ shots, 20 AP5+ shots! yo). Retreat unwittingly into AMHC markerlight.
Realised Orca had fallen off table and been forgotten.
Sentinels move up, bm crisis.
With re-roll tigersharks strafe the basilisks, killing two and breaking them.
Manticores set overwatch.
Orca come in, kills a bassie, wipes out two with BM.
Infantry double, bm crisis.
Piranha double, kill an infantry unit.
Hydra doubles, kill a piranha.

Stingrays rally.
SC rallies.
Piranha t rally.
Infantry fail to rally.
Piranha fail.
Crisis rally.

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 Post subject: Batrep!
PostPosted: Sun Nov 04, 2007 11:58 am 
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Turn 3 - Guard
Manticore kill a piranha, breaking them.
Hydra retain, double and kill a piranha, breaking them.
Crisis sustain killing infantry.
SC marches to blitz (damn, this was a particularily iritating move).
Sentinels move up and shoot at Stingrays.
Stingrays fail to activate with re-roll. Break. Useless buggers!
Infatry sustain at crisis. Kill one (dem the boys).
AMHC wipe out manticores.
Firewarriors wipe out sentinels.
Tigers fail to activate.
Orca takes hit, kills a Hydra, breaking them.

Stingrays fail to rally!
Hydra fail to rally!
Crisis rally.
SC rally.
Piranha rally.
Piranha t fail.

1-0 to Tau, not enough.

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 Post subject: Batrep!
PostPosted: Sun Nov 04, 2007 12:00 pm 
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Turn 4 - Guard
Assault Crisis, kill 1, narrowly win.
Retain, shoot SC at AMHC, kill a sword.
Firewarriors sustain, break infantry.
Piranha double, do more damage to infantry.
AMHC fail with retain, leave one SC alive.
Tigersharks kill Hydra.
Orca kills SC.

Crisis fail to rally.
Infantry fail to rally (phew!)
Stingrays rally.
Piranha t fail to rally.

4-0 Tau

Next time load up the tigersharks with more drones!

Right hope I got everything correct there. I've drawn this on my tablet laptop and we missed a couple of notes so I have filled in as best i remember.

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 Post subject: Batrep!
PostPosted: Mon Nov 05, 2007 3:54 am 
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Thoughts? Comments?

The tigershark move was fun, but obviously risky. I suffered slightly less damage than on average, and splitting it on the two planes meant I was unlikely to lose one. As a tactic though it ain't that reliable, I think I would need more drones to guaranty it, so losing on plane wouldn't have been disaster. Being 2DC though really helps bombers, shame the marauder and Eldar bomber ain't going to get it! With the loss of the heavy drones! I was lucky not to call in the hero, as sod all was lit. Though how much difference this would make I'm not sure. The biggest advantage is from potentially being able to target 4 formations, 2 WE/2 other, placing a BM on in this case the Hydra and Manticore and odds on breaking them both.

Well I think the seriously critical turn was turn 2. If the Guard had won initiative it would have been a different battle, with the SC offloading into the firewarriors (21 shots at AP5+/AT6+ should do something, even if it was just strip the transports away) and shadowswords having a go at the AMHC Whether or not it would have been winning we'll never know, but it would mean my cas wouldn't have been so light..

On a minor note my erstwhile opponent was getting quite sick of me pointing out all my IC AP weapons, I think he began to wonder if it wouldn't be fairer to remove all the cover from the table :)

Any thoughts on the questions above?

Question on swordfish - how does it have more weapons than a hammerhead, what does it look like model wise (I've lost link to one someone made).

Question on Skyray - did we all agree to a 60cm range?

Question - What are peoples views on an all AV (bar the sentries) force effectiveness? I reckon I could substitue Stingrays and such for units with AP weaponry and be an all skimmer, all AV force? Would total do over some armies, any severe weaknesses?

Question - Robo sentries - Arte these set up like normal units? I.e. only on my side as garrissons or anywhere? We played as normal units.

Question - Tau jump packs, does 10cm move ignore ZoC? We said no and can't enter Zoc, raising question what happens if finish move within ZoC?

Idea (I'd love to claim credit but :( )- For the tigershark and its new drones why not have the tigershark as a bomber, but give it the option to buy air drones and become a fighter bomber (which in effect become an upgrade changing the unit type)?

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 Post subject: Batrep!
PostPosted: Mon Nov 05, 2007 4:32 am 
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I can't comment on any of the others, but the Swordfish was a VDR vehicle from the Tau VDR rules. Found a pic for you:

http://img259.echo.cx/img259/1483/sword36fg.jpg


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 Post subject: Batrep!
PostPosted: Mon Nov 05, 2007 4:41 am 
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Hmm, only seems to have two weapon systems (where are the missile pods?), and would it be strictly nessecery to cut ff the little wings at the front? I kinda like 'em (and would this be where you mount the pods?).

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 Post subject: Batrep!
PostPosted: Mon Nov 05, 2007 5:13 am 
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The missile pods are supposed to be mounted on the big wings sticking off the main body, I think. In between the engines and the main fuselage.


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 Post subject: Batrep!
PostPosted: Mon Nov 05, 2007 7:53 am 
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Robosentries need to have that stuck in their description then, as that would have changed things a fair bit, and I wouldn't have bothered with the drop from the tigersharks - far less danger!

Hmm, if stingrays lost seekers and came down in price I couldn't see firewarriors coming out much any more, these guys could potentially fill all my infantry requirements (plus waiting to see about human garrisons).

Hena your sig is missing a tag.

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 Post subject: Batrep!
PostPosted: Tue Nov 06, 2007 5:40 am 
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CS any official answer on the jump packs?

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 Post subject: Batrep!
PostPosted: Wed Nov 07, 2007 9:59 pm 
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(The_Real_Chris @ Nov. 04 2007,10:52)
QUOTE
Question - Tau jump packs, does 10cm move ignore ZoC? We said no and can't enter Zoc, raising question what happens if finish move within ZoC?

Chris asked me to wade in here on this point. Other points I will address as soon as I can.  :confuse:

My opinion here is that the Jet Packs cannot be used to jump into the ZoC of any enemy unit. I would suggest that this means finish their move inside ZoC, jumping over a unit should be OK.

If it is not possible that the unit ends its move outside an enemy units ZoC, then they cannot Jump away, and are fixed in place.

Comments?

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 Post subject: Batrep!
PostPosted: Wed Nov 07, 2007 10:09 pm 
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(CyberShadow @ Nov. 07 2007,20:59)
QUOTE
My opinion here is that the Jet Packs cannot be used to jump into the ZoC of any enemy unit. I would suggest that this means finish their move inside ZoC, jumping over a unit should be OK.

"Normal" jump packs are expressly forbidden from jumping "over" enemy units... allowing the Tau to do it would be a precedent that would really need to be examined.

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