The
latest league has started up at Black Knight Games, my
friendly local hobby shop, and it's quite the doozy. Not only is it nine weeks long, instead of the usual six, but it's got a whole host of unique rules and restrictions in play, courtesy of the much-ignored variable terrain rules from the later part of the big rulebook. This promises to be a campaign like none other!
There's
an actual player pack for this thing; for those interested in it,
there's a pdf up of it, available here.
For those who don't want to go through the whole thing, let me give
you the highlights. The league is a tile-based campaign, with
everyone starting with a single tile and each victory seizing another
one to add to your points overall. No special or named characters;
every game is played under the Ice World rules (Dangerous Terrain
rolls fail on a 1 and 2, and Gets Hot weapons don't); lightning
storms will strike on a 1 each turn, either forcing flyers to hover
or to take a S7 hit; every game is Crusade, with D3+2 objectives;
any Infantry model can hold an objective.
The
big thing, however, is the Relic system. Each warlord starts off
with a single Relic upgrade, and gains new ones by either seizing the
secondary Relic objective in each mission, or killing the enemy
warlord in a challenge (or both). There's a d6+d6 table to roll on,
providing a full 36 possible options, though in each of the six
sections there is an Explodes result, in which you get nothing. The
relic effects can be stacked, and if you get a double that doesn't
(having Fear twice, for instance) you're allowed a re-roll.
From
a Tau perspective, the campaign rules have a couple of obvious
effects. First, the increased risk of dangerous terrain will make it
more dangerous to jump crisis suits in and out of nasty pieces of
cover to get a better shooting angle. At a one-in-six chance this
can be an entirely reasonable risk to take to get a better shooting
angle; at one-in-three, however, it means that statistically it'll
happen to your three-suit squad every single turn. To me, though,
that's more than offset by the fact that Gets Hot stops being a
thing. Ion weapons, already good, become even better with these
rules in place, to the point where I almost considered trying to find
some way to make use of the cyclic ion blaster. But the ion
accelerator, the ion cannon and the quad ion turret all get a
significant boost from the reliability of no longer having to risk
Gets Hot rolls. This is especially useful on the ion accelerator
with early warning override, as it means you can reliably pull off
the blast against deep striking units of 3+ and 2+ models while
they're maximally clumped together. Given that two of these weapons
(the cannon and accelerator) were things Tau wanted to bring along
from the start, this increased reliability is immense. Honestly, I
even considered trying to incorporate the cyclic ion blaster.
Briefly.
Anyway,
the league starts off at 1500 points, and eventually finishes at
2000, rising by something in the area of 75-100 points per week. So,
let's start from the beginning!
Round
1: 1500 points
Deployment:
Dawn of War
Matt
(Space Wolves):
Wolf
Lord w/Runic Armour, Thunderwolf, Storm Shield, Power Fist, Relic
(Zealot)
Rune Priest
Dreadnaught w/Drop Pod
6 x Wolf Scouts w/Meltagun
10 x Grey Hunters w/2 x Plasmagun, Drop Pod
10 x Grey Hunters w/2 x Meltagun, Drop Pod
2 x Wolf Cavalry w/2 x Storm Shield
6 x Long Fangs w/2 x Heavy Bolters, 2 x Plasma Cannons, Lascannon
Predator w/Lascannon, 2 x Heavy Bolters
Razorback w/Lascannon
Rune Priest
Dreadnaught w/Drop Pod
6 x Wolf Scouts w/Meltagun
10 x Grey Hunters w/2 x Plasmagun, Drop Pod
10 x Grey Hunters w/2 x Meltagun, Drop Pod
2 x Wolf Cavalry w/2 x Storm Shield
6 x Long Fangs w/2 x Heavy Bolters, 2 x Plasma Cannons, Lascannon
Predator w/Lascannon, 2 x Heavy Bolters
Razorback w/Lascannon
Swordwind
Cadre:
Commander
w/Iridium, Stims, 2 x Plasma Rifles, PENchip, Neuroweb System Jammer,
Relic (+1 to Reserves)
XV104
w/Ion Accelerator, EWO
2
x XV8 w/2 x Plasma Rifles, 2 x Fusion Blasters, 2 x Advanced
Targeting System
3
x XV8 w/6 x Missile Pods
8
x Fire Warriors
8
x Fire Warriors
8
x Fire Warriors
4
x Pathfinders
4
x Pathfinders
Hammerhead
w/Longstrike, Submunition, Disruption Pod
Hammerhead
w/Disruption Pod, Blacksun Filter
Skyray
w/Disruption Pod, Blacksun Filter
Aegis
Defence Line w/Quad Gun
Matt's
Wolves are my least favourite kind of list to play against; large
numbers of Marines in pods. Thankfully, he opted to deploy his Rune
Priest in the back, with the Long Fangs, which spared me that threat
dropping into my lap, at least. Having won the roll off, Matt
started with his Wolf Lord and two cavalry, Long Fangs and Rune
Priest, and both tanks on the board, with the Long Fangs up in a
multi-storey ruin and the tanks behind a forest. The Lord was right
up on the line, chomping at the bit to get to my lines, which
consisted of everything I had in the classic drop-denial castle. I
failed to get off my Seize roll, and Matt went for the jugular.
Fun
fact; Matt is the first person to ever actually kill my Quad Gun.
And he did it turn one, annoyingly. His dread and one of the two
Grey Hunters dropped in, their pods scattering almost off the board,
but leaving them in a still-advantageous position as the dread was
perfectly situated to bring his heavy flamer to bear on my
Pathfinders. My Riptide's interceptor managed to kill off a handful
of Grey Hunters, but unfortunately my commander hadn't had time to
activate his PENchip, and without Tank Hunter he just couldn't get
through the dread's armour with the Quad Gun. Matt barbecued the
Pathfinders, then blasted the gun to pieces with the plasma cannons
on his Long Fangs, when I failed both cover saves for the stupid
thing. That was a rocky start, and it didn't get much better when I
realized that lousy positioning had left my deathrains, Skyray and
the right-most Fire Warrior squad with nothing to shoot at. I
shifted the rest of my army as best I could, managing to drop another
handful of Long Fangs with the ion cannon, and put a wound on one of
the cavalry. Turn 1 ended with Matt worryingly close to my lines
already, and me not having done nearly enough damage.
Turn
two Matt's third pod came in, dropping in front of a ruin on my left
flank that contained my remaining Pathfinders. This time I couldn't
draw a bead on any of them with my Riptide, so the Grey Hunters made
it out unmolested. This would prove to be catastrophic, as despite a
4+ save the melta weapons they were toting managed to blast
Longstrike's Hammerhead to smithereens, taking with it the easiest
way to deal with the approaching dread, and the only weapon in my
army capable of one-shotting the T5 wolf-riders. Matt's Wolf Scouts
also turned up, managing to arrive behind my castle thanks to a Space
Wolf special rule, though thankfully they didn't accomplish anything,
and got blasted half to death by my Riptide for their troubles. The
survivng Grey Hunters from the first pod also advanced, cutting down
all but three of the Fire Warriors on the left, who amazingly stuck
it out. Unfortunately, with so much of Matt's army already in my
lines I had to turn my guns on the closest, and not necessarily the
most intimidating, targets available. The ion Hammerhead finished
off the Grey Hunters on the left, with an assist from the remaining
Fire Warriors, but thanks to some lousy rolls my central Fire
Warriors managed to drop not a single Wolf Scout, requiring me to
divert my deathrains to dealing with them, rather than forcing saves
on the Wolf Lord and his surviving bodyguard. My Commander and his
squad managed to kill off the surviving bodyguard, but that left the
Lord on his own, while my Riptide, having fired all its weapons,
opted to charge the remaining Grey Hunters in the ruins (yes,
charging with Tau, I was that desperate). Unfortunately, my Riptide
whiffed his rolls, killing just one Grey Hunter, and that with his
Hammer of Wrath attack, no less. In his turn, Matt had his Lord ride
into the fight, finishing off the Riptide with multiple S10 AP1 power
fist strikes, while his Long Fangs finished off the central Fire
Warriors and the left-most squad broke under fire from the tanks,
bolting for the table edge. His Grey Hunters consolidated out of the
ruins, and his Lord advanced on my commander. I managed to make the
Grey Hunters, at least, pay for their boldness, with the two groups
of suits blasting them to smithereens, but that left nothing to try
and take out the Lord before he charged. Meanwhile, my Skyray
finally decided to takes its shot, firing off all six seekers and its
SMS to achieve... one dead Long Fang. Which did, however, manage to
shoot my Fire Warriors out of range, so y'know, I had that going for
me, at least.
Turn
4, Matt pretty much wrapped the game up. Fire from his tanks killed
one of my deathrains, and the remainder broke and ran clear off the
board edge. His Long Fangs dealt with all but three of my Fire
Warriors, who didn't break, while his Lord charged into combat and,
once more wielding an absolutely absurd number of S10 AP1 attacks,
absolutely smashed my commander and his two suits. At the bottom of
4 I had three Fire Warriors and a seeker-less Skyray left, and
neither of us felt like wasting the time forcing the game to its
conclusion by dragging it out, so I simply conceded. Matt got the
victory, but since he hadn't actually gone for the Relic it was
decided he didn't get the extra one on the table, nor had he
challenged my commander, so he didn't get to steal mine. All in all,
not the most spectacular start to the league.
Really,
it was the positioning that killed me on this one. Having my Skyray
take four turns to get a shot at the Long Fangs was just ridiculous,
and leaving the deathrains blocked off from contributing against all
but the most in-my-lines of targets didn't help, either. Granted,
failing the cover saves on Longstrike's ride and the Quad Gun weren't
my finest moments, but I did slaughter both Grey Hunter squads and
the Wolf Scouts, so it's not as though I didn't accomplish anything.
I think I should have focused on taking out the Lord, rather than the
Hunters, towards the end, as he was the far larger threat, while
sending at least someone up-field to make a run for the Relic for the
bonus trait, if nothing else.
Well, some lessons learned, there! On to week two, to see if my cadre can seize the momentum and start grinding over the defenders of this soon-to-be-annexed rock!
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