Round 2: Jamie Goddard (Imperial
Guard/Blood Angels)
Deployment: Dawn of War
Mission: The Emperor's Will
Secondary Objectives: Slay the Warlord,
Thin the Herd (kill three Troops units), Secure the Archeotech
Company Command w/Master of Ordinance,
Officer of the Fleet, 2 x Bodyguard, Camo Cloaks, Vox Caster
Platoon Command w/3 x Flamers,
Meltabombs, Vox Caster
Infantry Squad w/Meltagun, Meltabomb,
Vox Caster
Infantry Squad w/Meltagun, Meltabomb,
Vox Caster
Heavy Weapon Team w/3 x Lascannon
Heavy Weapon Team w/3 x Lascannon
Heavy Weapon Team w/3 x Autocannon
Veterans w/2 x Plasmagun, Vox Caster
Colossus
Lema Russ w/Lascannon, Heavy Bolter
sponsons
Leman Russ
Dante
Sanguinary Guard w/2 x Infernus Pistol,
Powerfist
10 x Sternguard w/4 x Combi-Melta,
Lightning Claw
Drop Pod
Apparently, the Blood Angels were a
little conflicted about who to support this time around; ultimately,
they seem to have decided to split the difference, and send Allies to
both sides. A bit of bad form, really, for the boys from Baal...
I'm never happy to find myself coming
up against Guard, since they basically do everything I do, but
better. Still, no sense calling it before the ball drops. We rolled
off, and Jamie opted to go first, deploying nearly everything. His
Colossus and solo Leman Russ marked the left flank, while the two
Leman Russes anchored the right side, with his infantry spread out
between them. The Marines, befitting their fluff nature as a rapid
reaction force, opted to stay in reserve, the Sternguard in the Drop
Pod and Dante and the Sanguinary Guard formed up together. In
response, I spread my XV88s out on each wing, with the Hammerhead
towards the middle, and did my best to get my Devilfish, Firewarriors
and Allies into decent cover. Between our two armies was the
archeotech secondary objective, a huge pumping station that provided
no small amount of LOS-blocking through the centre of the table. We
each got an objective to deploy, as well, putting them well back in
our respective zones. Finally, satisfied I'd done as much as I
could, we rolled for Night Fight, and man was I happy to see it come
on first turn.
It's not the save that really mattered,
though that was nice; XV88s being protected by a 2+ cover save
against lascannons makes them pleasantly survivable, for a change.
No, the big benefit to Night Fight was that it meant his Master of
Ordinance and Colossus literally could not fire; with no units within
36", they were incapable of selecting a target. My army
weathered the storm pretty comfortably, since nearly everything had a
2+ cover save (no Chimeras, no searchlights), but his Sternguard
dropped nearly on top of my right-hand XV88s, and those melta guns
were much too close, and firing at the wrong angle, for my poor '88s
to stand a chance. Of course, that meant two five-man squads of
Sternguard standing pretty much out in the open, so it wasn't exactly
a totally one-sided strike. Before I could get to them, though, I
had to deal with the Colossus. Against an MSU T4/3+ army, something
that drops AP3 large blasts that wound on 2's and don't allow cover
saves is just devastating. Jamie completely agreed, and wasn't at
all surprised when I made it the focus of my first turn's firing,
since as he put it that blast would otherwise have just walked along
my army line, killing everything it hit. Thankfully, not only did I
manage to put that down, I also blasted apart the solo Leman Russ,
though that took pretty much all my anti-tank firepower. With those
dealt with, it was time for threat number two, the Sternguard. A
Fireknife squad and supporting Firewarriors managed to wipe out one
of the combat squads, while the other was left for my own Allies, who
unfortunately suffered two casualties, despite the captain striking
first with a power weapon and the protection of FNP. Still, it meant
they were dealt with, which removed a serious threat from my army's
vitals.
Unfortunately, as I said, the Guard do
what I do, but better. With my only assault unit pinned down in my
deployment zone it was down to a shooting match, and the result of
that is usually going to be safe to assume. Things only got worse
when Dante and the Sanguinary Guard turned up, finishing off my other
XV88 squad (though not before they managed to pop one of the two
remaining Leman Russes) and hanging dangerously close to my
objective. Sadly, the Fireknives in the area rolled poorly, only
managing to kill two Sanguinary Guard with their plasma rifles
despite being in rapid fire range, and for obvious reasons they
didn't get another chance to shoot. While Jamie cleared out my
objective with his surviving Allies, a squad of Guardsman hustled
forward to take the archeotech, which turned out to be a psychneuin
hive; as neither of us had psykers, that didn't much matter. He also
managed to finish off my Death Company, which meant that, combined
with the Firewarrior squad he'd killed to clear my objective and a
second team lost on the right flank, he'd achieved the Thin the Herd
secondary. Fortunately, though, I wasn't completely out of the game.
Since there was no chance I could finish off the Sanguinary guard
and get my objective back, I opted instead to shoot the Guard off the
archeotech, and claim that one, instead. A combined Devilfish and
Firewarrior assault managed to either kill or displace enough
Guardsman for them to be out of range of the thing, while my
Firewarriors were right inside the envelope to catch it for
themselves. Thankfully, time ran out before the turns did, because
it was still entirely possible for Jamie to have shifted me off that
thing; while my army was pretty much a broken ruin, he still had
plenty of infantry to throw at me.
In the end I scored a measly six
points, three for showing up and three for claiming the Archeotech,
while Jamie was just a slain Warlord away from sweeping with a
perfect 20, finishing up with 17 points.
Night Fight continues to be the best
thing Tau can hope for; cheap blacksun filters mean that your
anti-armour will be unaffected first turn, while the enemy's is
likely to be far more restricted. And good heavens, was it nice to
be able to weather a first-turn barrage of firepower without losing
much of anything, for a change! Jinking saved my transports more
than once, though if they hadn't been protected first turn there
might not have been many of them left to save. I still say dropping
disruption pods to save the points is a viable strategy, but it can
be a little nerve wracking at times. Warlord traits, on the other
hand, have singularly failed to impress. I don't even remember what
either of us rolled, since neither of us had any use for it. I have
a sneaking suspicion I may have gotten the Furious Charge one, which
is particularly useless for Tau...
Having barely survived the crushing
power that is the sledgehammer of the Imperium, the numberless masses
of the Imperial Guard, my Tau cadre pressed on to the final round,
for a confrontation with...
Oh, come on!
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