Vs. - Aaron Plate (Orks)
Deployment: Hammer & Anvil
Mission: The Scouring
Secondary Objectives: First Blood, Slay
the Warlord, Linebreaker
Warboss w/Power Klaw, Cybork Body,
'Eavy Armour, Bosspole, Attack Squig
Warboss w/Warbike, Power Klaw, Cybork
Body, Bosspole
7 x Nobs w/Warbikes, 3 x Power Klaw, 4
x Big Choppa, 7 x Cybork Body, Painboy, Waaagh! Banner
9 x Nobs w/5 x Power Klaw, 4 x Big
Choppa, 9 x 'Eavy Armour, 9 x Cybork Body, Painboy, Waaagh! Banner
Battlewagon w/Kannon, Armour Plates,
Grot Riggers, Red Paint Job
30 x Ork Boyz w/Nob, Power Klaw
15 x Lootas
15 x Lootas
Ah, Hammer & Anvil; a shooty army's
best friend. Sure, there's the same two feet of no man's land
between deployment zones as in the other two missions, but here your
deployment zone is twice as deep. If you've got the range, and Tau
most certainly do, you can put a solid three feet of distance between
yourself and your on-the-line enemy, and still be in range. Which,
after winning the roll-off, is exactly what I did. Everything went
onto the table, except for my Allied unit, which hung back in
reserve. I spread out as well as I could, a unit of Firewarriors on
either side shielded by a Devilfish and supported by a Fireknife and
XV88 team, while in the middle the third unit of Firewarriors and a
Devilfish were sharing space with my commander and the Deathrains,
the Hammerhead at the back, and the Pathfinders up front. In
response, Aaron deployed his Nob bikerz on the line in the centre,
with the Battlewagon and non-biker Nobz behind them, the two squads
of Lootas on the distant edge, one of them standing on a hillside and
the other against the table edge, and the large mob hanging out down
on the side closest to me. Aaron failed to seize, which was bad news
for him, but not as bad as Night Fight coming on first turn.
Of course, Night Fight doesn't bother
Tau. My commander, Hammerhead and two XV88 squads have Blacksun
Filters, the commander passing it along to the Deathrains, and
Pathfinders no longer care about Night Fight at all; 36" is the
limit of their range anyway, and you can't take saves against
markerlight tokens. So, turn 1 was predictably devastating for poor
Aaron. With an assist from some markerlight tokens, the XV88 squad
closest to me put a round clear through the Battlewagon, blowing it
to smithereens, earning me the First Blood secondary and killing five
Lootas in the process. Sadly, my Hammerhead could not keep up, its
large blast scattering not just off the Lootas on the hill, but clear
off the table. The others added their firepower, wounding Nob bikerz
and picking away at the big boyz mob and the unwounded Lootas. I'd
deployed a little badly, my Firewarriors too far back to get their
shots in first turn, but I certainly wasn't unhappy with it. In
return, Aaron sent his bikerz up the middle, opening fire on the
Pathfinders and killing all but one, who bravely kept his post. The
dismounted Nobz trundled towards one the far Firewarrior squad, while
the boyz mob spread out, heading towards a 4-point objective. I
myself only had two 2-points in my deployment zone, with the rest
being on Aaron's side of the table, behind his advancing horde.
Aside from the Pathfinders, his shooting accomplished nothing, with
my extremely well-protected Devilfish (4+ Flat Out save, +2 for Night
Fight distance) easily shrugging off the Lootas' firepower. At the
end of the turn I was cautiously optimistic, though still wary of
what kind of damage those bikerz would do if they hit my lines.
As the game went on, however, it
quickly became obvious the Orks were fatally outgunned. With no more
vehicles to shoot at my XV88s started popping bikerz, and while it
was lucky if one shot per team got through, Aaron's Look Out, Sir!
rolls weren't so hot; he lost his Warboss to an early hit, giving me
Slay the Warlord as a second secondary, and when bikerz weren't being
one-shotted by railguns they were being whittled down by the pulse
rifles of my close and central Firewarrior squads and the missile
pods of my commander and his Deathrains. The Lootas on the hill,
meanwhile, weren't so lucky a second time, and lost six more to a
railgun submunition. Meanwhile, my distant Firewarrior and Fireknife
squads traded fire with the more intact Lootas squad, who got pretty
lucky in only losing a few at a time; bad to-hit and to-wound rolls
on my part, while the only unit that could engage the boyz mob was my
Fireknives, whose firepower was too strong and not plentiful enough,
picking away just a couple of boyz a turn. Aaron's only attempt to
get his Nob bikerz into close combat ended poorly, with a charge at
my commander and the Deathrains not only falling short, but earning
the squad another couple of wounds, though no deaths, from their
flamers' Wall of Death effect. And for the rest of his force, well,
things were bad, and about to get worse.
My Allies remained in reserve until
Turn 3, somewhat disappointing but hardly catastrophic. When they
dropped, they landed near Aaron's table edge, on my near side, a bit
back from the boyz mob. Aaron tried to shoot the 'experimental
XV25s' away, but between 3+ and 5++, not a one of them went down,
leaving the full force of them to crash into the edge of his mob next
turn. Between their Hammer of Wrath attacks, their Rage bonus and
the number of base attacks all the models had, they easily cleaned
out a 3" circle of bodies around them, leaving no Orks close
enough to consolidate back into combat. Unable to get a hit in, the
Orks lost combat by seven, and since there were only ten of them
left, and no Nob (he'd gone down to plasma rifle fire earlier) they
quickly broke, ran and were swept. Nearly twenty boyz, killed by six
models. For a Tau commander, it was so awesome as to be a little
baffling, frankly. And more importantly, they were the only squad on
an objective, meaning we'd suddenly gone from being tied to me being
up 4-0.
By the last turn, there was really only
one question left; could I kill enough of his walking nobz to keep
him from being able to get the Linebreaker secondary? Well, I gave
it the old college try, but between their regular saves, their
invulnerable saves and their FNP, I just could not put enough wounds
onto the squad. I whittled it down, but not enough, so at the end of
the game Aaron had a scoring unit in my deployment zone, earning him
six points; the basic three for playing through the whole round, and
three for the secondary. I, meanwhile, had pulled off a perfect
twenty; three for playing, eight for achieving the primary, and nine
for achieving all three secondaries.
Not bad for a first outing with the new
rules.
I didn't get a chance to put everything
I'd worked hard to remember into action, this battle. While I did
make extensive use of the sea turtle trick (moving Devilfish out of
the Firewarriors' line of sight, shooting the Firewarriors, then Flat
Out-ing the Devilfish back in front of them to give both units
maximum cover), some of the new rules just didn't come up. I didn't
really get a chance to use Focus Fire, since usually there was either
no cover for the Orks or so much cover I'd have only been hitting one
or two of them, and the 'no wounds on models out of sight' did bite
me a little with the boyz mob; most of them were hidden from my
Fireknives, the unit primarily tasked with dealing with them, by a
hill for much of the game. I also didn't score any precision shots,
which isn't surprising, since my commander is the only character in
my army, and he's only got the two missile pod shots and an AFP he
can't score 6's to-hit on. On the other hand, the closest-to-closest
removal was just as brutal as I'd expected it to be, though if Aaron
had remembered to Turbo-Boost his nobz no amount of failed LO,S!
rolls would've saved me from losing a unit or three to those
monsters. Of course, now I have monsters of my own, and I really
could not have been happier with the way my Allies performed. Yes,
they're about four hundred points, and yes, even with 3+ Reserve
rolls they took their time getting in, but once they hit they hit
hard! Hammer of Wrath is a serious boon to jump pack assault units,
letting them start the fight with a kill or three in their favour,
and jump packs rerolling charge distances took me from getting two or
three models into combat to getting the full six-strong squad in
there. Coupled with the changes to Rage, and those boyz never knew
what hit them. Which was a pleasant change, since usually I'm the
one who's concussedly ignorant of preceding events. A very nice
chance, indeed.
So, flush with the greatest possible
victory I could achieve given the scoring framework, I headed into
the second round the consummate optimist. Unfortunately, that
optimism lasted just about as long as it took me to find myself face
to face with Jamie, and an army practically tailor-made to hurt Tau.
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