Opponent: Trevor Engle (SM)
Mission: The Scouring (sort of)
Deployment: Vanguard Strike
Warlord: Princeps of Deceit
Can I just say, Princeps of Deceit is the worst? If you're going second, it's actually, literally useless; it can't take you out of your deployment zone, and you can't use it to counter Infiltrators. Seriously, this trait is awful. I can not wait until the new Tau codex comes out and we get warlord trait tables that aren't mostly full of things that are actively working against the nature of the army.
Though the second day of league play
was nominally set at 1500, Trevor wanted to get some practice in
before the tournament that weekend, so we bumped it up to 2000. In
place of my list from the previous week, then, I brought this:
Shas'El w/Twin-Linked Missile Pods,
AFP, Hard-Wired Multi-Tracker
Shas'El w/Twin-Linked Missile Pods,
Multi-Tracker
Blood Angels Captain w/Jump Pack, Power
Sword
3 x XV8 w/3 x Plasma Rifle, 3 x Missile
Pod, 3 x Multi-Tracker
3 x XV8 w/3 x Plasma Rifle, 3 x Missile
Pod, 3 x Multi-Tracker
3 x XV8 w/3 x Twin-Linked Missile Pods,
3 x Flamer
Blood Angels Sanguinary Priest w/Jump
Pack
8 x Fire Warriors
8 x Fire Warriors
8 x Fire Warriors
Blood Angels Assault Squad
2 x XV88 w/2 x ASS, Team Leader,
Hard-Wired Target Lock
2 x XV88 w/2 x ASS
Hammerhead w/Ion Cannon, 2 x Burst
Cannons, Multi-Tracker, Disruption Pod
Blood Angels Stormraven
Aegis Defence Line w/Quad Gun
The presence of the ion cannon came as
something of a shock to Trevor; like most tau players, I commonly
field the 'railhead'. However, I was squeezed for points, and had
just finished painting up an ion cannon turret (the spare from the
sprue I picked up for the railgun for my 'Stormraven'), giving me the
option for the first time. And I thought, why not; after all, the
solid shot misses all the time anyway, and what tau commander can't
use a little more dakka?
Trevor's strike force:
Captain w/Artificier Armour, Digital
Weapons, Power Sword
5 x Command Squad w/Apothecary, 4 x
Plasma Guns, 4 x Storm Shields, Drop Pod
Master of the Forge
5 x Sternguard w/5 x Combi-Melta, Drop
Pod
10 x Tacticals w/Missile Launcher,
Flamer, Rhino
5 x Scouts w/Sniper Rifle, Missile
Launcher, Land Speeder Storm
Dreadnought w/Heavy Flamer, Drop Pod
Dreadnought w/2 x Twin-Linked
Autocannon
2 x Land Speeder w/2 x Multi-Melta, 2 x
Heavy Flamer
Vindicator
Storm Talon
Aegis Defence Line w/Icarus Lascannon
Trevor won the roll-off, and deployed
relatively little. The Vindicator was pushing up against the line in
the middle, half-hidden behind a hill and with the Rhino shielding
its exposed flank. The tacticals were split in half, the flamer team
hiding on an objective in a set of ruins, the missile launcher team
formed into a squad with the Master of the Forge, and holding the
Icarus inside the Aegis line, backed up by the twin-linked autocannon
Dreadnought. Everything else started off the board, the Captain with
the Command Squad, the Stormtalon escorting the outflanking landspeeder Storm and
the two standard landspeeders set to deep strike. In response, I put
forwards my best counter-drop strategy. Building off a ruin for
added circumference, I arrayed my own Aegis in a rough circle. In the
centre was my warlord, the AFP-less Shas'El, manning the Quad Gun,
and the Hammerhead. Around them were the other suits, my second 'El
with the Deathrains, making certain there was nowhere inside the line
for a drop pod to land. And my Fire Warriors remained in reserve,
along with the Blood Angels contingent and, of course, my Stormraven.
I failed to seize, and Night Fight didn't come into play.
Trevor's drop was textbook. The two
infantry squads crashed down on either side of my bunker, and the
Marines inside spilled out, combi-meltas and plasma guns at the
ready. The Vindicator rumbled forwards, trying to get into range (my
bunker was far enough back that it simply couldn't get a first-turn
shot at anything), while everything else remained in place. And
then, Trevor's dice betrayed him. Not one, but two of the Command
Squad dropped to overheating plasma guns. This despite both armour and FNP saves! The combi-meltas managed
to glance the Hammerhead, but that was all. And with the Aegis line,
I lost just one of my Fireknives, who passed their break test, to
the plasma fire that did actually work. With his alpha strike
blunted, all Trevor could do was brace for my return fire. Which
was more successful, if only moderately; my surviving Deathrains and my 'El
dealt with the Rhino, managing to explode it. While Trevor was
initially satisfied with my 'wasting' such firepower on a non-entity
like an empty Rhino, there were two points in my favour; first, it
gave me First Blood, and second, with the Rhino a gently smoking
crater one of my XV88 teams now had a very nice view of the
Vindicator. Unfortunately, as they tend to do as often as not, they rather whiffed
their shooting, managing to inflict no damage. My 'El and the Quad
gun took a shot at the Dreadnought, but likewise achieved nothing.
Meanwhile, everything else poured fire into the two Marine units
already in my lines. While I did manage to do quite a bit of damage,
neither unit was eliminated, and neither unit broke.
Turn two, Trevor's reserved elements
refused to come in. Wary of being immobilized, he sent his
Vindicator around the hill, aiming to drop down onto my flanks. And
his surviving podded Marines spread out, readying their second
volley. This time they concentrated entirely on my suits, but
another round of poor rolling and the Aegis saves meant I managed to
keep nearly all of them safely on the table. And unluckily for him,
my own reserves were nowhere near as reticent. My assault element dropped back near Trevor's rear
objective, in the shelter of a tall bit of free-standing rubble, while the Stormraven made a
straight line for the Vindicator. My three Fire Warrior squads,
meanwhile, angled towards the surviving Marines, intent on
overwhelming them with pure weight of firepower. The Stormraven took
a hit from the Icarus, fired on Interceptor, which penetrated and
locked its velocity. Shaking off that near thing, though, the flyer
neatly melta'd the Vindicator into a smoking crater, though in an
effort to be certain of its death I didn't bother using the Machine
Spirit to split its fire; that Vindicator took a lascannon, a
multi-melta and two bloodstrike missiles. It's no surprise it blew
up, the only surprise is it didn't blow up more! Back near my lines,
the Fire Warriors managed to clear out the Marines, including
Trevor's captain, while my suits destroyed one of the
Deathwind-equipped pods and put a glance on the distant Dreadnought.
The death of Trevor's captain gave me Slay the Warlord, putting me
two ahead already, something I was more than happy to trade for that
one model taking an entire squad's rapid fire volley on his own.
Artificier-equipped captains, man; they're beasts.
But Trevor had cards left to play, and
he was keeping the mission in mind. Turn three, his second
dreadnought and the two landspeeders arrived, dropping down to
threaten two of my Fire Warrior squads. Unsurprisingly, they made an
absolute mess of them; flamers that wound on 2's and ignore tau
armour tend to do that when they catch Fire Warrior squads bunched up tight. Both squads disappeared without a trace,
neatly removing half my scoring units in an objective game in one
shooting phase. His other dreadnought, meanwhile, put an autocannon
round into the nose of my Hammerhead, though S7 meant it was just a
second glance, and the Marines at the back in the ruins picked off
one member of my assault squad. Thankfully that Icarus couldn't fire
again, but it had already done its job; with my Stormraven having
covered 30" to get into prime position, Locked Velocity was
going to seriously hamper my ability to manoeuvre that thing around
the board. In my turn, I sent my surviving Fire Warriors racing
towards one of my objectives, though a forest in the way slowed them
immensely. My two XV88 squads turned to deal with the
flamer-equipped dreadnought, while the other suits began to push
outwards; with no more deep striking units, I didn't need my Aegis
bunker. Combined fire from my 'El and his Quad Gun and the other 'El
and the surviving Deathrains put down both Landspeeders, but the
dreadnought survived, my railguns yet again proving to have been of
sub-par construction. And then, it happened.
I'm not going to lie; this moment was
absolutely hilarious. My assault squad and attached characters had
scooted up towards the Marines in the ruins, intent on slaughtering
them. A volley of pistol fire, to soften them up, resulted in
exactly two casualties, and in an attempt to preserve his squad from
certain death at the hands of a power sword-wielding captain backed
up by six FNP Marines, Trevor opted to fail his leadership test.
When he rolled his fallback, however, the dice read a whopping ten,
half an inch more than that required to send the lead element of that
squad careening off the edge of the table. My assault element had
cleared an objective and wiped out a squad of Marines with nothing more
than pistol fire.
Since it was turn four, the landspeeder
Storm, its cargo of Scouts and its accompanying Stormtalon finally
deigned to arrive. The latter headed straight for my surviving Fire
Warrior squad, Trevor obviously focused on playing the mission, while
the former hugged my deployment, intent on sticking it out
for one of the secondaries. Their speeder-based fire clattered
harmlessly off my armour, while the Stormtalon put down a handful of
Fire Warriors who, thankfully, passed their break test. With nothing
else to offer save some ineffectual fire from the remaining drop
pods, Trevor handed it off to me for the bottom of turn five.
My strategy was simple enough. The
Stormraven exited the board; it had no good targets, and was a sitting
duck for the Stormtalon, The assault element settled happily on their
objective, claiming it and Linebreaker at the same time, while the
Fire Warriors sprinted for their objective, albeit unsuccessfully. The
XV88s finally managed to put down that flamer-armed dreadnought, its
explosion fitting revenge for the troops it had burned to ashes. And
finally, everything else opened up on the Scouts and their speeder,
intent on removing them from the board. Which they did; the speeder
went down to ion cannon fire, while the scouts, despite being in
ruins with camo cloaks, simply could not weather the storm of fire
from the rest of my suits. Less than a turn after arriving on the
board the unit departed ignominiously, to Trevor's frustration but
not his surprise. They'd been a faint hope, after all.
The game ended on turn 5, with me as a
solid winner. Trevor had the objective in the Aegis line, and he'd
hoped to claim the one my Fire Warriors were heading towards, though
the height of the Stormtalon prevented that (after I demonstrated
that for measuring objectives, the hull, not the base, is what
matters). I had the objective I'd taken from the fleeing Marines in
the back, a tie at first glance, but I also had all three
secondaries, and two destroyed Fast Attack units, putting me well out
ahead.
A little note; I said we were 'sort of'
playing the Scouring, and the reason is because we'd gone off memory.
Instead of six objectives of varying values, however, we'd put down
D3+2 of equal values. While the proper game might have saved Trevor,
if the objective in his Aegis bunker had turned out to be the most
valuable and the one I held the least, we both agreed that since we'd
played the same game the whole time, there was no point in fussing
over it having been the wrong one.
Result: 1-1 primaries, 0-5 secondaries;
Tau forces seize power generator tile
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