Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

11.24.2013

Relics of Treasure - Week 9

Round 9: 2500 pts
Graham (Grey Knights)

Grey Knight Brother Captain
Callidus Assassin
10 x Grey Knight Strike Squad w/Psybolt, 2 x Psycannon
10 x Grey Knight Interceptor Squad w/Psybolt, 2 x Psycannon
5 x Grey Knight Terminators w/Incinerator

You may have noticed that Graham was fielding slightly less than the full 2500 points. The reason for this is because it was decided that, for the league's grand finale, my Tau would seek to disrupt the Grey Knights' hold on the orbiting space station, a tile Graham had held without interruption, under constant challenge, for three weeks in a row. The space station is a series of interlocked corridors, like a game of Space Hulk, rather than an open field, and since the internal space is so much smaller the games were likewise scaled down. For the final week, it was only a thousand points, with the further restriction of no vehicles, and nothing that couldn't physically fit inside the corridors (so no Riptides or Dreadknights or Dreadnoughts). On top of this, the peculiarities of the station had a number of effects, including prohibiting Deep Strike, Infiltrate or Outflank.

Relics of Treasure - Week 8

Round 8: 2300 points
Anton (Space Wolves)

Wolf Lord w/Thunderwolf, Artificier Armour, Power Fist, Storm Shield
5 x Wolf Guard w/5 x Thunderwolf, 5 x Storm Shield, 3 x Power Axe
Rune Priest
10 x Grey Hunters
10 x Grey Hunters w/2 x Meltagun, Drop Pod
10 x Grey Hunters w/2 x Meltagun, Drop Pod
10 x Grey Hunters w/2 x Meltagun, Drop Pod
6 x Long Fangs w/5 x Lascannon
Dreadnought w/Twin-Linked Lascannon, Missile Launcher
Land Raider

Yet again I found myself going up against the forces of the Imperium, and for the first time since week two there were wolves on the far side of the table from me. Anton's forces were drop-heavy, as is common amongst the wolves of Black Knight Games, but with three heavy support choices and a pack of wolf-riders, he had a strong on-table presence from the beginning. I expected a tough fight, though I was hoping it wouldn't be quite as tough as the last time I went up against the wolves.

Relics of Treasure - Week 7

Round 7: 2100
Hammer and Anvil

Thom Morden (Chaos Daemons/Chaos Space Marines)

Great Unclean One w/Mastery Level 3, Greater Reward, Exalted Reward
10 x Plaguebearers
10 x Plaguebearers
15 x Flesh Hounds
Soul Grinder w/Daemon of Nurgle, Phlegm Bombardment
Daemon Prince w/Mark of Nurgle, Mastery Level 3, 2 x Greater Reward, Daemonic Flight, Warp-Forged Armour
Daemon Prince w/Mark of Nurgle, Mastery Level 3, 2 x Greater Reward, Daemonic Flight, Warp-Forged Armour
Chaos Lord w/Burning Brand of Skalathrax, Mark of Nurgle
7 x Plague Marines w/2 x Plasma Pistol, Chaos Rhino, Havoc Launcher
Heldrake w/Baleflamer

Having missed out on one of the league nights owing to an unfortunate personal issue, I was lucky to get a make-up game in against Thom on the weekend. I wasn't all that eager to throw down with the daemons again, particularly that brick wall of a Great Unclean One, but beggars can't be choosers. And it's not like Thom isn't a good guy, so a game with him, even a loss, is pleasant enough. Plus, I had a certain new weapon up my sleeve...

10.22.2013

Relics of Treasure - Week 6

Round 6: 1950
Hammer and Anvil

Mitch (Dark Eldar)
Archon w/Shadow Field, Soul Trap, 3 x Sslyth, 2 x Medusae, Lhamaean, Ur-Ghull, Raider, Night Shields, Flickerfield
Haemonculus w/5 x Incubi
Haemonculus w/4 x Wracks, Raider, Night Shields, Flickerfield
12 x Warriors w/Dark Lance
10 x Warriors w/Dark Lance, Raider, Night Shields, Flickerfield
10 x Warriors w/Dark Lance, Raider, Night Shields, Flickerfield
10 x Wyches w/Raider, Night Shields, Flickerfield
10 x Scourges w/2 x Splinter Cannon
10 x Reavers
Talos Pain Engine
Cronos Parasite Engine w/Spirit Vortex
Cronos Parasite Engine w/Spirit Vortex

Mitch had a pretty lovely Dark Eldar force, which suggested he'd been at it for a while; they might not be as numerous as Orks or IG, but getting a raiding force of Dark Eldar ready isn't like throwing together a Draigowing list, either. That further suggested that he knew what he was in for when it was announced he'd be going up against Tau. Guns, guns and more guns, guns that cut through Dark Eldar bodies and skimmers alike with contemptuous ease, with ways to ignore the former's FNP and the latter's cover saves.  In short, every Archon's nightmare.

10.07.2013

Relics of Treasure - Week 5

Round 5: 1750
Vanguard Strike

James (Space Marines – Iron Hands)
Captain w/Power Sword
5 x Terminators w/Land Raider Crusader
5 x Sternguard
10 x Tacticals w/Multimelta, Meltagun, Rhino, Hunter-Killer Missile
10 x Tacticals w/Missile Launcher, Meltagun, Rhino, Hunter-Killer Missile
5 x Scouts w/Missile Launcher, 4 x Sniper Rifles
5 x Assasult Marines w/5 x Plasma Pistols, Meltabomb
Venerable Dreadnought w/Twin-Linked Lascannon, Missile Launcher
5 x Devastators w/Lascannon, 2 x Plasma Cannon, Heavy Bolter

We were supposed to go up to 1850 this week, but my opponent was relatively new to the hobby, and couldn't quite swing it with what he had, so I agreed to drop back down to 1750. No sense trying to drive the newcomers out of the hobby, after all. As usual, it was Crusade (4 objectives), and since I still had one last unoccupied territory in my area there was a relic in the centre of the table. The last time that will happen, though; from here on out, if I want to add yet more tricks to my Commander, I'm going to have to take them from the smoking plasma-riddled corpses of my enemies.

Which I am totally comfortable doing.

Relics of Treasure - Week 4

Round 4: 1750
Deployment: Hammer of Wrath

Cam (Imperial Guard)
Company Command Squad w/Master of Ordinance, Master of the Fleet
Platoon Command Squad w/Plasmagun, Commissar
Heavy weapon Team w/3 x Lascannon
Heavy Weapon Team w/3 x Heavy Bolter
5 x Veterans w/3 x Meltagun, Chimera
Infantry Squad w/Plasmagun, Missile Launcher
Infantry Squad w/Plasmagun, Heavy Bolter
Infantrry Squad w/Plasmagun, Heavy Bolter
Hydra
Griffon
Hellhound
Leman Russ squadron w/2 x Battle Cannon, 1 x Executioner Plasma Cannon
Aegis Defence Line w/Quad Gun

I was actually getting set to fight someone else, a Grey Knights player, when a couple of late arrivals forced Matt to juggle some opponents around to keep things on the level. Given the choice between Cam, here, and Graham and his Grey Knights, I pretty quickly called dibs on facing off against Cam. I can beat Graham, it's not impossible, but that guy wields his Grey Knights like a surgeon's scalpel, and I wasn't really looking to test myself against the current number one in the league. So, instead, I traded a couple of Stormravens, a Dreadknight and a Vindicare who looks like Deadpool for heavy artillery, a Fast flamer-tank, and a squadron of Leman Russ.

It never rains, but it pours.

9.27.2013

Relics of Treasure - Week 3

Round 3: 1650
Deployment: Dawn of War

Scott (Space Marines: Iron Hands)
Captain w/Artificier Armour, Power Weapon, The Shield Eternal, Relic (Furious Charge)
10 x Sternguard w/2 x Melta, 3 x Combi-Melta, Drop Pod
5 x Legion of the Damned
10 x Tacticals w/Power Weapon, Plasma Gun, Lascannon, Rhino
10 x Tacticals w/Power Weapon, Plsama Gun, Lascannon, Rhino
5 x Devastators w/3 x Lascannon
Stalker
Stormraven
Aegis Defence Line w/Quad Gun

Coming off a defeat and a draw, I was itching to put a mark in the win column, and Scott's Marines seemed a reasonable target to hit to go get it. Only a single drop pod, no real close combat units, no major artillery and, having dropped my flyer for more suits on the ground, the Stalker wasn't going to be doing too much. On the other hand, there were no small number of lascannons on the far side of the table, and I've yet to meet the Stormraven that doesn't inspire at least one moment of heart-stopping fear when it aims its multi-melta square at one's most valuable tank. So I wasn't going into this with my eyes closed; any fight with Space Marines is a serious fight, and I was taking this seriously. Especially since, once more, there was a mysterious relic at play in the centre of the table.

9.23.2013

Relics of Treasure - Week 2

Round 2: 1575
Deployment: Dawn of War

Thom Morden (Chaos Daemons)
Great Unclean One w/Mastery Level 3, Greater Reward, Exalted Reward, Relic (+1T)
10 x Plaguebearers of Nurgle
10 x Plaguebearers of Nurgle
15 Flesh Hounds of Khorne
Daemon Prince w/ML3, Mark of Nurgle, 2 x Greater Reward; daemonic flight; warp-forged armour
Daemon Prince w/ML3, Mark of Nurgle, 2 x Greater Reward; daemonic flight; warp-forged armour
Soul Grinder w/Mark of Nurgle, Phlegm Bombardment

Thom's a good guy, a friend of my best friend's little brother, actually. We've played in a doubles tournament together before, and are planning to do so again. In the not so distant future (read, next Saturday).  Unfortunately, I don't really have any experience fighting against him, and even just a pair of FMCs makes me a bit nervous. Not least because every one of his MCs managed to roll up Iron Arm, amongst other things, on Biomancy. Because if there's anything Nurgle daemons need, it's even more toughness!

9.16.2013

Relics of Treasure - Intro and Week 1

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!

1.28.2013

Kanaan Cluster League – Week 1

Opponent: Tyler (Dark Angels)
Mission: Purge the Alien
Deployment: Vanguard Strike:
Warlord Trait: Princeps of Deceit

Azrael
Ezekiel
10 x Tacticals w/Missile Launcher, Flamer
5 x Scouts w/4 x Sniper Rifles, Missile Launcher
5 x Deathwing Knights w/Perfidious Relic of the Unforgiven
5 x Deathwing Terminators w/Assault Cannon, 2 x Thunder Hammer/Storm Shields, Lightning Claws, Storm Bolter and Power Fist
5 x Deathwing Terminators w/Assault Cannon, 2 x Thunder Hammer/Storm Shields, Lightning Claws, Storm Bolter and Power Fist
Dreadnought w/Drop Pod

For the first game of the new league, I had my first fight against any of the 6th edition codexes. And against the most recent of them, too! I'd flipped through Codex: Dark Angels, so I had some idea of what to expect, but you never really know an army until you fight it on the battlefield.

10.05.2012

Escalation in Alpha Prime - Week 5

Opponent: Owen (Space Marines)
Deploymenet: Vanguard Strike
Mission: Crusade
Point Level: 1500

Chapter Master w/Jump Pack, Digital Lasers, Hellfire Rounds, Combi-Melta, Relic Blade
Captain w/Artificier Armour, Digital Lasers, Hellfire Rounds, Combi-Melta
10 x Tacticals w/Flamer, Missile Launcher
10 x Tacticals w/2 x Flamer
Venerable Dreadnought w/Multi-Melta, Powerfist, Drop Pod
Venerable Dreadnought w/Twin-Linked Lascannon, Missile Launcher
Venerable Dreadnought w/Twin-Linked Lascannon, Missile Launcher
Vanquisher w/Hunter-Killer

Oh, come on, Vanguard Strike again? Why is a one-in-three chance turning up so regularly!

Owen was a bit of a kid, which a strange little hodge-podge of an army, much of it clearly still in the process of being built and painted. Which I think goes some way towards explaining what happened this game. I don't condone clubbing seals, but nobody learns except through trial and error in the game. Trial and disastrous, disastrous error.

I won the roll-off, and deployed the following:
Shas'El w/Twin-Linked Missile Pods, Airbursting Fragmentation Projector, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter
3 x XV8 w/3 x Plasma Rifle, 3 x Missile Pod, 3 x Multi-Tracker
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
3 x XV8 w/3 x Twin-Linked Missile Pods, 3 x Flamer
8 x Fire Warriors
8 x Fire Warriors
8 x Fire Warriors
5 x Pathfinders w/Devilfish, Disruption Pod
2 x XV88 w/2 x Advanced Stabilization System, Team Leader, Target Lock
2 x XV88 w/2 x Advanced Stabilization System, Team Leader, Target Lock
Hammerhead w/Railgun, 2 x Burst Cannons, Multi-Tracker, Blacksun Filter, Disruption Pod
Aegis Defence Line

The disruption pods were the post-FAQ ones, a change Coulton, who happened to be passing by, was unspeakably grateful he hadn't had to face the previous week. On the other hand, the new rulebook FAQ had nixed the idea of spreading the Aegis out, which meant I didn't have quite the scope for my defences, anymore. That wasn't too much of a problem, though. I put it in the centre-right, stretched out to cover most of my army in its traditional three-point configuration, with the third group, consisting of a squad of XV88s, the stronger Fireknives and a Fire Warrior team, sheltering behind a bit of natural terrain and the Devilfish. I placed my objective there, and handed off to Owen for his deployment. He put one of his dreadnoughts in a tower-top, with the other on the ground behind the double-flamer squad and the artificier captain off to one side, while the third waited for its drop pod to touch down. The jump pack captain and the other tactical squad took up a central position, and the Vanquisher deployed on the left corner of his zone. Again, night fight and seize rolls failed to kick in, and the game was afoot!

Amusingly, despite directing four twin-linked railguns at it, the Vanquisher ultimately succumbed to nothing more than the missile pods stripping off its hull points with glances. Well, the important thing was that it died; who killed it was a decidedly secondary concern. With the only really heavy artillery gone, I hunkered down to weather the fusillade of dreadnought return fire, my forces spread out as widely as possible to limit the drop pod's landing options. Happily, said drop pod managed to scatter clear off the table, which isn't something its inertial guidance systems protect against. Like Typhus the week before, the dreadnought with the multi-melta found himself landing smack in the back corner of the board, as far from the fighting as it was possible to get.

Owen didn't have much better luck with the rest of his turn. The save-enhancing disruption pods proved far too much to get through with just a handful of shots, and both the dual-flamer squad and the missile launcher squad were too far out of range to contribute, save for the missile launcher, which missed. Without scoring a single kill, Owen ended his turn.

The game was brutally lopsided, far more so than even the previous weeks, not least because of Owen's poor strategy. Rather than combat squad the tacticals, which would've given him two squads to hold the objective, he kept them together, meaning they were easy picking for a concentrated torrent of fire. My XV88s trained their railguns on the dreadnoughts, though a combination of poor shooting and good cover saves meant only the multi-melta dreadnought ever went down, while everything else that could simply obliterated the squad on the objective. Hesitating, Owen started his second squad back, which was probably the worst thing he could've done; if they'd pushed on they might've survived long enough to hit my lines, at which point even just a handful of Marines are a serious problem, but by pulling back they just gave me that much longer to shoot at them outside their own optimal engagement area. By turn 4, both Tactical squads were gone, leaving Owen incapable of holding the objective and in possession of just two dreadnoughts, against which the vast majority of my cadre's striking power remained available. With no way to win and several consecutive miracles needed even just to tie, Owen offered to surrender. And of course, being the enlightened Tau commander I am, I was perfectly content to accept my opponent's withdrawal from the field, even with such precious items as a pair of Space Marine dreadnoughts, to preserve Tau lives.

Running Total: 3-1-1

Escalation in Alpha Prime - Week 4

Opponent: Coulton (Chaos Space Marines)
Deployment: Vanguard Strike
Mission: The Emperor's Will
Point Level: 1300

Typhus
Daemon Prince w/Mark of Tzeentch
7 x Chaos Space Marines w/Plasmagun, Mark of Nurgle, Rhino
7 x Chaos Space Marines w/Plasmagun, Mark of Nurgle, Rhino
7 x Chaos Space Marines w/Meltagun, Mark of Nurgle, Rhino
5 x Terminators w/5 x Combi-Melta
5 x Havocs w/2 x Lascannon, 2 x Missile Launcher
5 x Havocs w/2 x Lascannon, 2 x Missile Launcher

You would not believe how grateful I was not to see a Land Raider anywhere in that list. I don't know what it is about Land Raiders; Imperial or Chaos, I just cannot shoot those darn things down. And I've run into no small number of Chaos players who bring one of those mobile bunkers along as a terminator delivery system, which pretty reliably ruins my day.

We rolled off and I got to go first, which pleased me to no end. I deployed along the lower-left corner, rich in hills and forests, an ideal defensive area even before I spread my Aegis line out through it. I went with my standard arrangement, XV88s in the wings with a squad of Fire Warriors and a Fireknife team, my Hammerhead, the third Fire Warrior squad, my commander and Deathrains in the middle, and my Pathfinders deployed as the opportunities of the table present themselves. In this case, they ended up midway between the middle and lower-right wings, with their Devilfish sheltering that XV88. In return, Coulton laid out a line of Rhinos, Marines huddled inside, around the centre of his diagonal, the two Havocs on a ridge along the right table edge, the Daemon Prince sheltering behind the tanks and Typhus and the Terminators in reserve. Each of us laid down our objective, my just behind my Aegis on the upper-left diagonal, Coulton in a forest along his board edge, and with no help from Night Fight and no success on seizing, we were off.

I got off to a respectable enough start, wrecking the Rhinos with the combined fire of pretty much everything I had that could draw line of sight. One of them exploded, but failed to wound anything inside. The only real exception was my Hammerhead, which managed to drop a submunition dead-centre on the heads of one of the Havoc units, costing them their sergeant and one of their missile launchers. Somewhat staggered by the savagery of a proper Tau alpha strike, Coulton's own first turn was rather lacklustre. His Havocs fired on my Devilfish, which had a 4+ Flat Out cover save, and achieved precisely nothing. His Daemon Prince rumbled forwards, along with two of the Marine squads, while the third headed up towards the objective. With no small amount of reluctance, he handed the game back off to me.

Turn 2 was significanatly less impressive, for the simple fact that I'd run out of big, fragile targets, and was stuck dealing with small, fragile targets instead. The Rhinos had been fire magnets, targets as obvious as they were incapable of surviving such a beating. The dismounted Marines, on the other hand, were a lot better at obscuring lines of sight, leaving parts of my army unable to draw a decent bead on anything. Still, I gunned down the upper-left Marine squad, and took down the Daemon Prince, while taking a model or two out of the squad moving for the objective. Coulton's admittedly rotten luck continued, as Typhus and the terminators, attempting to deep strike close enough to pose a very serious threat to my army, managed to land on the heads of a few of my guys. They weren't lost in transit, a result for which I would not have blamed Coulton for flipping the table in frustration, but all that meant was that they landed nice and safe in the far back corner, no threat to anyone for several slow, foot-slogging turns.

As the game continued, the losses grew steadily more one-sided. Coulton's Havocs just could not perform, failing to hit the Devilfish, or to penetrate, or just being frustrated by the Flat Out cover save. In fact, he invested considerably more effort into destroying it than it really warranted, particularly since the Hammerhead was still flying around, dropping submunitions on the Marines in the trees. His second Marine squad was gunned down, leaving me basically in control of two-thirds of the table. Unfortunately, this wasn't a kill points mission, it was an objective game, and I'd forgotten one very important detail; Chaos Space Marines are Fearless. No matter how often I plinked away a model or two, the survivors would not break. I would absolutely have to shoot them clear off the objective, and I realized I didn't have the firepower to do it. But that was okay, since I had First Blood, and Linebreaker is notoriously difficult to achieve in Vanguard Strike. All I had to do was hunker down and wait.

But apparently Typhus was more than a little upset by being left out of the game for so long. Finally charging into the fight, he and his terminators managed to catch my commander and a squad of Fireknives, who I'd been moving up to try and put more pressure on the Marines in the woods; a telling miscalculation on my part. Typhus of course easily dealt with a couple of battlesuits, wiping them off the board before they even got a chance to strike, and earning Coulton Slay the Warlord. Seeing victory slip through my fingers, I tried to bull my Hammerhead across the open space for Linebreaker, but it had been hanging around the rear area, and covering that space was just too much for it, especially since I still needed it firing on the off chance it could deal with the objective-holders. No such luck, however, and when the game ended it turned out that, despite having lost nearly everything he'd put on the table, Coulton's tenacity had managed to earn him a solid draw. Both of us had a single objective, and both of us had a secondary, with the tiebreaker unclaimed by either player.

Let this be a lesson, then. No matter how well things are going, no matter how clearly the dice are favouring you, you can never be too prepared by an appearance from good old Murphy and his law.

Running Total: 2-1-1

9.20.2012

Escalation in Alpha Prime - Week 3

Opponent: Scott (Imperial Guard)
Deployment: Dawn of War
Mission: Big Guns Never Tire
Point Level: 1250

Company Command Squad w/Powerfist, Astropath, Master of Ordinance
10 x Storm Troopers w/Power Weapon, 2 x Plasmaguns
Marbo
Platoon Command Squad w/Powerfist
Infantry Squad w/Lascannon
Infantry Squad w/Heavy Bolter
Heavy Weapon Squad w/3 x Lascannon
Heavy Weapon Squad w/3 x Missiles
10 x Penal Legion
Leman Russ w/Lascannon
Leman Russ w/Lascannon
Hydra

Well, the good times couldn't last forever; eventually I'd have to run into that great anvil of the Imperium, the Guard. And I suppose, if I had to do it, doing so at 1250 wasn't a terrible point range to have it happen in. Even the notoriously points-efficient Guard can't bring too many toys along at that low a points value.

As for myself, my list was just an expanded version of last time's.

Shas'El w/Twin-Linked Missile Pods, Airbursting Fragmentation Projector, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
3 x XV8 w/3 x Twin-Linked Missile Pods, 3 x Flamer
8 x Fire Warriors
8 x Fire Warriors
8 x Fire Warriors
5 x Pathfinders w/Devilfish, Flechette Discharger
XV88 w/Advanced Stabilization System
XV88 w/Advanced Stabilization System
Hammerhead w/Railgun, 2 x Burst Cannons, Multi-Tracker, Blacksun Filter
Aegis Defence Line

A little light on railguns to face the armoured might of the Imperial Guard, but there were only three tanks across from me, one of them a comparatively fragile Hydra. Not an insurmountable problem.

Scott won the roll off, and spread his army out nice and wide. The company command squad were on my left, behind a ruined church; inside those ruins were the infantry squad with the lascannon and the three-las heavy weapon squad, the platoon command squad near the doors. In the centre were the Hydra and one of the Leman Russ, screened by the second infantry squad. And on the right was the second Leman Russ and the heavy bolter team, the latter hidden inside a small ruin and the former behind it. Marbo, the Storm Troopers and the Penal Legion all started in reserve, the former to pull his traditional appearance trick, the other two outflanking. In response, I put one of my Fireknife teams in reserve, since the Pathfinder's Devilfish makes their deep strike slightly more reliable, and spread my own force out. My commander joined an XV88 on the far left, beside a team of Firewarriors behind a section of Aegis. In the centre, a second squad of Fire Warriors, the Deathrains and a Pathfinder team were sheltered behind a Devilfish, which was just waiting to start sea turtling for them. And on the right, my Hammerhead, the third Fire Warrior team, the second Fireknife team and my other XV88 were hidden behind the last section of Aegis line. There were three objectives on the field, one on my left, one on Scott's left, and a third around the middle of the board. Night Fight failed, my seize failed, and we were off.

Scott turned the full power of his army on pretty much the only three real threats; my two XV88s, and the Hammerhead. Thankfully, the protection of the Aegis line sufficed to let me weather the storm, mostly. Unfortunately, I lost the right-most XV88, and First Blood, though nothing else of note. In return, I managed to pick a few Guardsmen off with my pulse rifles, their long range and the relatively short rear area allowing them to reach most of the infantry. My commander split from the XV88, heading up the left flank towards the infantry in the ruins; against Sv5+ models in area terrain ruins, his AP5 cover ignoring AFP would be a godsend. Pity about the short range, though. Thankfully, the walls of the building mostly blocked Scott's line of sight on that angle.

The two of us traded fire for a while, but I'm sorry to say that he got the better end of it. Over the second and third turn, he managed to take down my other XV88 and Hammerhead, removing the threat to his Leman Russ, only one of which I managed to destroy before losing my railguns. I also lost one of the Deathrains and a few Fire Warriors, trading them for assorted dead Guardsmen and the aforementioned central Leman Russ. Despite that, though, there were some bright spots. My commander had managed to close the distance, thanks to a good run roll first turn, and dropped his AFP with unerring accuracy into the middle of the densely packed Guardsmen; the company command squad, which sallied forth to deal with him, found themselves suddenly outgunned and outfought, as he proceeded to take them apart over the course of two assault phases, thankfully avoiding the very real danger the powerfist represented. And of course, once he was unengaged, his large blast, S4, AP5, cover ignoring barrage weapon started to do exactly the damage I'd expected it to.

Unfortunately, while I was blasting his infantry to pieces, he'd pulled a very real threat to mine out of reserve. Turn 3 Marbo appeared, tossing his demo charge and killing the XV88 on my left and about half the Fire Warrior squad, the survivors promptly breaking and running off the objective. And at the same time, the Storm Troopers deep struck in front of my central Fire Warriors and the Penal Legion, gunslingers the lot of them, emerged from outflank just behind the Aegis line. Scott had initially scoffed at gunslinger, having hoped for the more impressive rending ability, but it turned out this served him quite well. When a second turn of shooting from the Storm Troopers and Penal Legion wasn't quite enough to do in my Fire Warriors, the latter could use their assault-classed weapons to follow up with a charge, and weak as Imperial prisoner-conscripts might be, the few lingering remnants of an 8-man Fire Warrior team were no match for them.

Of course, they were no match for what came after them in return. The Storm Troopers took a couple of flamer blasts to the face from my surviving Deathrains, whittling them down but sadly not doing them in (I forgot they had carapace armour), while the Penal Legion squad went down to a hail of pulse fire from the central Fire Warrior squad. And those convicts certainly weren't wearing carapace. At the same time my commander continued to rampage through the infantry in the far left ruin, AFP'ing the command squad to death, including the warlord, while a Fireknife squad dropped in to finish off the heavy weapons team with the three lascannons in the ruin, killing everything off of Scott's objective. Of course, he responded by turning around and blasting my Fireknives to pieces, but they'd done their job, and as far as last-turn assaults go, it didn't add up to much.

When the game ended, it looked for a moment like I'd pulled out a win. There were no Troop units on any objectives (and fair few Troop units left alive, period), and no Heavy Support units on them, either. Scott had earned First Blood by taking out my XV88, but my commander had singlehandedly secured me both Linebreaker and Slay the Warlord. One secondary to two, it looked like I had it. Unfortunately, I'd forgotten that in Big Guns Never not only do Heavy Support choices score, they also count for victory points. Which meant that, with my three dead units and only one of Scott's, things suddenly went from 2-1 my favour to 4-3 his. Accursed fragile Tau units!

Running Score: 2-1-0

9.14.2012

Escalation in Alpha Prime - Week 2

Opponent: Austin (Tau Empire)
Deployment: Vanguard Strike
Mission: Crusade

Shas'O w/Missile Pod, Shield Generator, Blacksun Filter, Vectored Retro-Thrusters, Stimulant Injectors, Failsafe Detonator
6 x XV15 w/Shas'ui, Fusion Blaster, Bonding Knife, Blacksun Filter
12 x Fire Warriors w/Shas'Ui, Blacksun Filter, Rail Rifle, Bonding Knife, Markerlight
12 x Fire Warriors w/Shas'Ui, Blacksun Filter, Rail Rifle, Bonding Knife, Markerlight, EMP Grenades, Photon Grenades, Devilfish w/Smart Missile System, Sensor Spines, Decoy Launcher, Disruption Pod, Flechette Dischargers, Blacksun Filter
Hammerhead w/Railgun, Smart Missile Systems, Multi-Tracker, Target Lock, Disruption Pod, Blacksun Filter

One of the surest signs of an inexperienced Tau player is a proliferation of stuff. While many Tau units can't really take anything at all (Fire Warriors, Kroot, Vespid, Pathfinders), the ones who can have options out the wazoo. And many of them look like perfectly reasonable things to take. They all do interesting, even valuable things, and some of them stack together nicely enough. But they also eat into your points, and being a fourth edition codex Tau don't have a lot of points to spare for bells and whistles. Which is why, as soon as I looked at Austin's list, it was pretty obvious this would be less of a game, and more a teaching experience.

My list, for comparison.

Shas'El w/Airbursting Fragmentation Projector, Twin-Linked Missile Pods, Hard-Wired Blacksun Filter, Hard-Wired Multi-Tracker
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
2 x XV8 w/2 x Twin-Linked Missile Pods, 2 x Flamer
8 x Fire Warriors
8 x Fire Warriors
XV88 w/Advanced Stabilization System
XV88 w/Advanced Stabilization System
Hammerhead w/Railgun, 2 x Burst Cannons, Multi-Tracker, Blacksun Filter, Disruption Pod
Aegis Defence Line

Lots of units, with lots of guns, and nobody drunk on wargear options. In my experience, barring tactical wizardry, this is the only way to run a successful cadre.

We rolled up Vanguard Strike and Crusade, and I won the roll-off, selecting my corner and dropping my objective neatly behind one of my Aegis sections. I spread out in the usual three-point formation, the corners anchored by XV88s supporting a team of Firewarriors, with the Fireknives there to provide close support. My commander, attached to the Deathrains, and the Hammerhead made up the central spur, the tank hidden as best it could behind a large hill. Austin opted for a more aggressive approach, though also a less optimal one; one Fire Warrior squad, joined by his commander, held the objective on top of a hill opposite the one my tank was hiding behind, with his Hammerhead hiding it behind it in a mirror of my own strategy. The Fire Warriors with attached Devilfish, meanwhile, started out on the left edge of his zone, along with his XV15s, the lot of them just raring to go. He failed to seize, Night Fight kicked in, and we were off.

Unfortunately, the first turn was less than impressive. I'd put my Fire Warriors too far back to open up on his lines, and my suits found their shots either going awry or being blunted by Night Fight or Disruption Pod saves. I made no major advances, just shuffled around a little, and let Austin go. He sent his XV15s and Devilfish off as fast as he could, just as expected, while his commander took the odd potshot at my Fire Warriors behind the Aegis line, while his Hammerhead proved just as ineffectual as my own. Unfortunately, while the Devilfish is good, it isn't that good; putting it so far out in front earned it a railgun slug through the nose, wrecking it and spilling its contents out into open midfield. Where they perished mightily, caught under the guns of my own two Fire Warrior squads and the significantly more deadly firepower of my left-side Fireknives. Poor guys never knew what hit them. In return, however, Austin managed to do what I had failed at, using his Hammerhead to take out my own with a solid explosion that, thankfully, failed to do any collateral damage. His XV15s popped out from around the side of a building and took a few pot-shots at my Fireknives, who thankfully were behind the curve of the Aegis from that angle, since the fusion blasters were in range. Stymied, they jumped back into cover, though a bad roll left them slightly exposed.

Amazingly, that squad of XV15s would go on to completely destroy my left flank. They took casualties from my Fireknives, but not as much as they might've without their stealth fields, but over the next several turns they managed to shoot one of those Fireknives, break my Fire Warrior squad, and then charge and defeat both my remaining Fireknife and my XV88. There might only have been one of them left by the end, but that little guy earned his keep!

Unfortunately, his success was mostly a sideshow. On the main stage, I managed to shoot down Austin's Hammerhead after a few more turns, its submunition blast singularly failing to do the job when it came to clearing my Fire Warriors off the objective; a 4+ cover save, jumping to 2+ when he really got a solid roll to wound and I opted to go to ground, proved too tough to overcome with just a single vehicle's weaponry. Meantime, his single battlesuit, anchored to a unit of Fire Warriors, was steadily chewed up by a pincer strike of my own commander and the Deathrains coming left and high, and a Fireknife team, supported by the surviving XV88, coming in low and right. At the end of Turn 5, when the game ended, he'd completely lost the squad and commander, leaving him shot entirely off the table save for that single, valiant XV15 hiding down on my far left flank.

Running Score: 2-0-0

8.28.2012

Escalation in Alpha Prime - Week 1

Black Knight has offered those daring enough to wage war in the grim darkness of the far future a new opportunity to test their mettle; Escalation in Alpha Prime, a six-week league event. The league starts at 750 points, and adds 250 points each week, ultimately ending up at a full 2000 points. The main scoring determinant seems to be win-lose-or-draw, of course, but the league also provides a small, standardized list of milestones to reach over the course of the series. Some of them are easy (play 4 games, roll a 6 when you need to), and some of them require a little more persistence (kill a model with 4 wounds, kill two HQs twice). They haven't actually announced what impact the sheets will have on the overall score, but since it seems unlikely they'll have none, a smart general would do what he could not just to win, but to win in a way the meets the demands of the sheets.

For the first week, I took what I thought was a pretty basic Tau cadre, with the caveat of course that I still don't care for Kroot. At 750 there's not really any room to get fancy; no Fortifications, no Allies, nothing but the basic options in the codex, and not nearly as many of those as usual, either.

Shas'El w/Twin-Linked Missile Pod, Airbursting Fragmentation Projector, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
2 x XV8 w/2 x Plasma Rifle, 2 x Missile Pod, 2 x Multi-Tracker
8 x Fire Warriors
8 x Fire Warriors
XV88 w/Advanced Stabilization System
Hammerhead w/Railgun, 2 x Burst Cannons, Multi-Tracker, Blacksun Filter

This was actually the first game I'd played at this particular points level, so I went into it with a certain amount of concern. In the past I've had trouble getting my cadre to perform in the 1000 points range; would they have what it takes to get the job done with even fewer tools at their disposal?

Well, there was only one way to find out.

Opponent: Aaron Plate (Orks)
Deployment: Vanguard Strike
Mission: Big Guns Never Tire

Old Zogwort
Weirdboy
19 Boyz w/Nob, Power Klaw
19 Boyz w/Nob, Power Klaw
Dakkajet
Dakkajet

Usually, Aaron goes for the Nob bikerz, but I suppose if he couldn't rationalize cramming them into this points level. Instead, I found myself facing off against an Ork foot list, with a couple of flyers for support, something I haven't seen in quite some time. Usually the Orks in my neck of the galaxy are backed up by Killa Kans, Deff Dreads and Battlewagons, and nowadays looted Imperial Guard hulls and grots with lasguns and flak vests. The chance to test my guns against nothing but hardy Ork constitutions made me cautiously optimistic, as did my successfully defeating Aaron in the roll-off to go first. We rolled up four objectives, with each of us basically depositing them in our deployment zones, and got down to the business of murder.

I deployed in my customary spread-out fashion. The lone XV88 and a unit of Fire Warriors claimed the top floor of a ruined building, and the objective I'd placed there for them, while the other Fire Warriors took up position on a hilltop beside the Hammerhead, near the centre of my zone. My commander joined one of the units of suits on the far right edge, while the other two suits took the far left wing, deploying well up from the edge of the table. Hemmed in, Aaaron deployed his two mobs, one with the Weirdboy and one with Zogwort, towards the rear-centre of his zone, trying to get as much cover as possible. He attempted to seize, and failed, he checked for Night Fight, and succeeded, and the game commenced.

And almost immediately ended. Manoeuvring for advantage, I managed to align the Hammerhead and the commander's squad with the Weirdboy's squad, getting both units nice, clear shots through gaps in the terrain. With Blacksun Filters on each the cover of darkness did nothing to protect the Orks, and between six missile pods, two plasma rifle shots and a submunition that landed dead-centre in the middle of the mob, those twenty Orks very quickly disappeared. Throw in a bit of supporting fire from the central Fire Warriors on the hill and the other Fireknife squad, both managing a few kills even with the Night Fight saves, and there was no chance of Mob Rule carrying those Orks through the end of my shooting phase. Reduced to their own lousy leadership, which is not unlike my own lousy leadership, the few ragged survivors promptly struck up their heels and bolted for the table edge, giving me First Blood. Turn one, and half of Aaaron's ground forces were dead before they'd had a chance to move. Not that they actually accomplished anything once they were given the chance, though, with Aaron sending them shambling forwards, though not nearly as quickly as he'd hoped given a lousy Run roll. With Night Fight no longer an issue, and the Orks even closer to even more guns, there was a very real chance that I could win the game on Turn 2, by simply killing everything on the board.

Thankfully, I didn't quite manage that feat. I did, however, kill a heck of a lot of boyz, once more pouring firepower into the Orks and watching as body after body was lifted away. The new 'cover on an individual basis' is frankly brutal for armies like Orks, and makes the Kustom Force Field virtually mandatory if you plan to have a foot list survive to reach the enemy's lines. Old Zogwort survived the fusillade, as did a handful of boyz, and with his slightly better leadership the survivors managed to hold on until the arrival of one of the Dakkajets. Unfortunately, that wouldn't turn out to help much, as the Dakkajet managed to put all of one wound on one of the Fireknives accompanying my commander. Zogwort himself attempted to use his Curse on my commander, only to fail his psychic test. An attempt to charge my Hammerhead also came up short, even with the re-roll, leaving the Orks nothing to do. With the dice having failed him, at this point Aaron could frankly do little but await the end.

Turn three, I managed to put down the Dakkajet with my XV88, giving it its first kill of the game; turn one there'd been trouble with line of sight, and turn two the railgun had whiffed the to-wound roll. It made up for those failures with the jet, however, blasting it clear out of the sky in a single hit, and thankfully not scattering the flaming wreckage onto my own units. I sent the rest of my army to deal with the remnants of Zogwort's mob, save for my second Fireknife squad, who were tasked with making dead certain they were in Aaron's deployment zone at the end of the game, which at this point could come at any second, for the Linebreaker secondary. Rolling up the remnants of Aaron's Orks wasn't difficult, just a little time-consuming, though the appearance of his second Dakkajet did cost me my commander, the sole casualty of the match. At the end of turn 4, however, I'd shot the second Dakkajet from the skies and hunted down the last of the Orks, including Zogwort who provided me with the Slay the Warlord secondary, and ensuring total victory for the forces of the Tau Empire.

Opponent: Jamie Goddard (Tau Empire)
Deployment: Dawn of War
Mission: Purge the Alien

Shas'O w/Missile Pod, Fusion Blaster, Stimulant Injector, Hard-Wired Multi-Tracker, Hard-Wired Blacksun Filter, Bonding Knife, Hard-Wired Drone Controller, 2 x Gun Drones
2 x XV8 Bodyguard w/2 x Missile Pod, 2 x Fusion Blaster, 2 x Targeting Array, Hard-Wired Drone Controller, Shield Drone
2 x XV8 w/2 x Twin-Linked Burst Cannon, 2 x Plasma Rifle, Multi-Tracker
10 x Fire Warriors w/Shas'ui, Blacksun Filter
10 x Fire Warriors w/Shas'ui, Blacksun Filter
8 x Fire Warriors w/Shas'ui, Blacksun Filter

As a bonus for finishing off Aaron so quickly, I was offered the chance to help out a late arrival, who was otherwise opponent-less. Jamie usually gives me no end of fits with his Imperial Guard, but when I saw him fetching out battlesuits I must admit, I was intrigued; I'd never faced other Tau before. Of course, since neither of us were Farsight Enclave, clearly this was just a particularly realistic training simulation. So we rolled up the mission and the deployment, one of the few times I was content to see Kill Points as an objective, and got down to business, with Jamie winning the roll-off and Night Fight once more kicking in.

I'm not going to go into as much detail, this time around, because it was mostly just me chasing Jamie around the board. My Hammerhead accounted for two of his three Fire Warrior squads, while my commander and his squad duelled with the two XV8s, and the other Fireknives and y two Fire Warrior squads did their best to take down his commander and bodyguard suits, and finished off the third Fire Warrior team. My only casualty of the game was my XV88, who surprisingly died not to missile pods, plasma rifles or fusion blasters, but just to a few too many pulse rifle rounds to the face. Still, with all three of his infantry squads down, and me having only lost my XV88, it was a pretty convincing victory, and if the game hadn't ended it just would've grown moreso as my numerically superior force finished off the remaining few models he had on the board. A solid training exercise, and one that clearly indicates a certain shas'el needs to spend a little more time reading the tactical output of the shas'ar'tol.

8.24.2012

2K Tournament - Round 3

Round 3: Chris Bader (Imperial Guard)
Deployment: Vanguard Strike
Mission: Purge the Alien
Secondary Objectives: First Blood, Linebreaker, Battlefield Superiority (control 2+ table quarters)

Company Command w/Vox Caster, Meltagun, Lascannon, Officer of the Fleet, Straken, Chimera
Platoon Command w/Vox Caster, Meltagun, Lascannon, Chimera
Infantry Squad w/Flamer, Missile Launcher
Infantry Blob Squad w/Grenades, Autocannon, Power Sword
Commissar
Heavy Weapon Team w/3 x Missile Launcher
Platoon Command Squad w/Vox Caster, Meltagun, Lascannon, Chimera
Infantry Squad w/Flamer, Missile Launcher
Infantry Blob Squad w/Plasma Gun, Lascannon, Power Weapon, Vox Caster
Commissar w/Power Sword
Heavy Weapon Team w/3 x Missile Launcher
Vendetta w/Heavy Bolter sponsons
Vendetta w/Heavy Bolter sponsons
Manticore w/Heavy Flamer
Imperial Bastion w/Quad Gun

Yes, it's the Imperial Guard, yet again. Fewer tanks and no Allies, but a couple of Flyers, my first matchup against such units in 6th. I can't say I was particularly optimistic about this, especially since it was kill points; infantry blob squads with attached Commissars take a heck of a lot of killing for one point, and Guard tanks can inflict some pretty serious casualties, especially if, as Chris did, they win the roll-off.

Chris elected to go first, and deployed pretty well strung out along his diagonal; Bastion in the middle, with the two small squads inside and on top of it, command squads in their Chimeras around it, Manticore towards the back, and the heavy weapon teams and blob squads on the wings. Unfortunately, poor terrain placement left my own deployment somewhat hamstrung, with my Hammerhead, commander and Deathrains behind a huge building smack-dab in the middle of the table, a Devilfish full of Firewarriors, a Fireknife team and an XV88 team on the left being hassled by some craters (skimmers and jet packs don't like difficult terrain tests) and a mirror group on the right trying to hug a forest and small outbuilding as much as they could. Sadly, the BKG guys had decided not to allow for Night Fight this round, so if I failed to seize, my Devilfish were going to be stuck out with pretty minimal angles of cover. And so I did fail to seize, that's exactly what happened.

First round, I lost both Devilfish; a 5+ cover save is nice, but not really enough against the kind of firepower a Guard list can put out, even with the Vendettas stuck in reserve first turn. Though sadly, in both of the fateful fails, having the 4+ Flat Out save would have made the difference. Alas! Even more unfortunately, hampered as I was by the giant building in the middle of the table, which prevented my two wings from supporting each other (what good is superior Tau range if you can't get LOS?), my own shooting was too scattered to really crush any one thing in return. We traded shots, him shaking my Hammerhead, me managing to hit the Bastion with it anyway but only glancing it, a Chimera for a Devilfish, a few Guardsmen for a few Firewarrior squads. Unfortunately, while I was chipping away at models, he'd removed several units, putting him up to start with. And it only got worse when one of his Vendettas arrived second turn, and immediately lascannoned my poor Hammerhead straight into the ground.

I got my revenge, though, and let this be a lesson; always, always understand the rules. So, I hit the Vendetta with a couple of missile pods, and managed to lock its speed with the damage, forcing it to go 18" straight. Not exactly devastating. But then I realized I still had one Devilfish left, which hadn't fired yet, and whose 6" Flat Out move could basically put it exactly where the Vendetta's flying stand would have to be. The stand can't end its move within 1" of an enemy model; the Vendetta can't turn, or go further than 18"; and any Flyer that can't travel a minimum of 18" is automatically wrecked. Which is to say, with a conveniently placed Devilfish, I managed to turn a mere locked velocity roll into the destruction of the flyer. Not bad, not bad one bit.

Unfortunately, I wasn't having too much luck, otherwise. My entire right flank basically disappeared, save for the experimental XV25s who dropped in, only to be caught completely flat-footed when the nearby blob squad charged them. I'm used to my enemy's charging Tau units, but I must admit, I completely failed to anticipate that anyone would want to voluntarily charge a BA Captain with power sword and five Death Company. Unfortunately, while my Allies were grinding down the blob squad (both Chris and I having completely forgotten Challenges were even a thing), they weren't doing it quickly, or without casualties themselves. The game ended on account of time before the combat could be resolved, but it was depressingly clear that the quality of those counts-as-Marines simply wasn't going to match up to the quantity of all those Guardsmen. I did, however, take out one of the Chimeras before I went down, and more dramatically I managed to blow up the Bastion, which did impressively terrible things to the units inside and on top of it. Fortifications really are unforgiving if you can put them down, especially if you've only got t-shirt saves on the units embarked in them.

Unfortunately, even with the other Vendetta counting as a kill point for being off the table when the game ended, things went as I'd feared. Chris had won overall, and scored First Blood, while neither of us had Linebreaker or Battlefield Superiority. So while he only scored fourteen for his victory, I escaped with just a measly three for participation.

If only that blob squad had let me get the charge off, instead!

Still, ultimately I was pretty happy with how the tournament went. I had a pretty solid grasp of the new ruleset, I completely dominated that first game, and I even scored 'best presentation' again, which is always nice. Even nicer, though, I came in fifth overall that day, a new personal best and definitely something worth celebrating!

8.15.2012

2K Tournament - Round Two

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!

8.08.2012

2K Tournament - Round One

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.

6.28.2012

Going Out In Style!


Black Knight held its final 5th edition tournament the other weekend, and as far as last hurrahs go, I could not have been happier!

Round 1: Trevor Engle (SM)
Deployment: Spearhead
Major Objective: Capture and Control
Minor Objective: Protect the Package (a Troop unit, in reserve and arriving automatically on Turn 2, has the 'package' and must survive)

Cato Sicarius
5 x Command Squad w/Apothecary, 4 x Plasma Gun, 4 x Storm Shield, Drop Pod
10 x Tacticals w/Plasma Gun, Missile Launcher, Rhino
10 x Tacticals w/Plasma Gun, Missile Launcher, Drop Pod
5 x Scouts w/4 x Sniper Rifles, Missile Launcher, Camo Cloaks
5 x Scouts w/5 x Combat Blades, Melta Bombs
Stormtalon w/Typhoon Missile Launcher
5 x Sternguard w/5 x Combi-Melta, Powerfist, Drop Pod

Trevor won the roll-off, and elected to seize the quarter with the superior cover for his scouts and his objectives. This meant I'd be going second, which in an objectives-based mission is no bad thing. But as I watched Trevor laying out his plan, his scouts camped in a ruin with the objective, his drop pods in reserve, Cato joined to the Tacticals in the Rhino and using his special rules to let them outflank, the Stormtalon in reserve and set to accompany the Rhino on from the edge, I realized something else; it also meant I didn't have to put anything on the board. My usual response to a drop-assault is to castle up, and it works moderately well, but it completely surrenders the initiative and it guarantees you'll lose vehicles and units to that first-turn, close-in shooting. And with combi-meltas and plasma guns in drop pods, that would be a seriously deadly turn of shooting, indeed.

Which is why, rather than castle up, I decided to just put everything in reserve.

I was quite pleased with the results, too. Immediately, it baffled Trevor, which is no bad thing to do to your opponent. The Tacticals and the Command Squad dropped in first turn, the former running for my objective and the latter just standing there, with nothing to shoot; second turn, his Sternguard dropped in to reinforce the Scouts on his objective, the Rhino and the Stormtalon came on, the former hiding by the table edge near my objective and the latter zooming out into the middle of the board for the cover save, and his other scout unit wandered on behind the Rhino. That meant the entirety of his army was on the board Turn 2, leaving me spoilt indeed for targets when my cadre rocked up. Turn 2 I got about half of them, with a Fireknife squad, the Pathfinders in their Devilfish, the Firewarriors with the Package in their Devilfish, an XV88 and my Hammerhead, and sent them onto my right corner, well away from either the combi-meltas in the top-right or the plasma guns in the bottom left. Turn 2 I scored first blood, blowing up the drop pod closest to my objective, but what little additional shooting I had either didn't connect or didn't go through cover saves. Turn 3 Trevor had me a little worried with his shooting; I'd actually lost track of one of his Tac squads, their paint job blending nicely with a ruin in the top-right quarter, but their existence came back to me when their krak missile immobilized the Firewarriors' Devilfish, while the plasma-armed Command Squad shot the burst cannon off my Pathfinders' Devilfish. Nothing too serious, but there was an equally good chance the Devilfish with the Package could have exploded as been immobilized, so I was on my guard. Turn 3 the rest of my cadre arrived, with the second XV88 rolling snake-eyes for his movement; unable to make it into the board, he was destroyed, sadly. Frustrating. Still, the second Fireknife squad clumped up with the first, who enjoyed a good shooting position, and the Deathrains took cover behind a bit of ruin, while the third Devilfish cruised up, pushing the weaponless Pathfinder one further up the board to provide more cover. My commander came on to the extreme right end of the board, more for lack of alternatives than any tactical reason, and really never got a chance to put his shooting to use. That's okay, though; the rest of my cadre had him covered.

Over the next few turns, my Package-less Firewarriors gunned down most of the Command Squad, one of the Fireknife squads finishing them off, then turned their guns on the Tac squad on my objective, taking them, with some help from the Hammerhead and the Fireknife squad again, clear down to just two guys. Of course, that second squad of scouts were on the objective, so clearing it was never really a possibility, but the slaughter sure made me happy! My Deathrains, the second Fireknife squad and my commander, meanwhile, took the Scouts on Trevor's objective down to just two, and did the same to the Sternguard, while my remaining XV88 managed to blow up the second drop pod near my objective and drop the Stormraven, though only after it shifted to hover mode and shot the railgun off my Hammerhead. If that had been where it ended, of course, it would've been a major loss for me, but I was playing a longer game. Turn 5, my two mobile Devilfish took off, moving their top speed and then throwing their drones forwards, contesting both objectives, and when the game ended that turn (which I knew it would, since the round's time was almost up and there wasn't time for another), Trevor suddenly found he'd gone from holding both objectives with overwhelming force to having no objectives at all. Of course, he still had Cato and the Package in a Rhino, but I had my Package-toting Firewarriors still alive as well, putting us nicely even straight down the line. End result? A perfect draw, and nine points for each of us.

Round 2: Dave Grant (Orks)
Deployment: Pitched Battle
Major Objective: Annihilation
Minor Objective: Forward Push (+1 point for having a Troop unit on your opponents half of the table, -1 point for having a Troop unit on your half of the table)

Ghazghkull
3 x Killa Kans w/3 x Rokkits
3 x Killa Kans w/3 x Rokkits
Deff Dread
Dakka Jet
Dakka Jet
12 x Lootas
21 x Boyz, Nob w/Big Choppa, Boss Pole
21 x Boyz, Nob w/Big Choppa, Boss Pole
21 x Boyz, Nob w/Big Choppa, Boss Pole

Again I lost the roll-off, and again my opponent opted to go first. He arranged his army along his back edge, the three mobs equally spaced and the Lootas hiding behind a crater, with the two Dakka Jets between them, and the Kans flanking the Deff Dread and Ghazghkull in the middle. I responded in kind, breaking my force up into several small fire teams; my commander, Deathrains and an empty Devilfish were tasked with destroying the mostly-unsupported mob on my right, the two Firewarrior teams were arranged in rank behind their Devilfish for cover, and supported by the twn Fireknife teams, while the Hammerhead was on the left flank, ready to drop submunitions on the Orks, and my two XV88s and the Pathfinder team were in a small bunker, between and just ahead of the Firewarriors and my commander's team.

I failed the roll-off, but it didn't much matter, because there was basically no shooting. The Lootas fired at one of my Devilfish and shook it, but other than that the Orks either missed, or couldn't punch through my disruption pods. In return, I brought down both Dakka Jets with my XV88s (AV10 means auto-penetrate, whoo!), and began the long task of whittling down sixty-plus boyz. It was remarkably refreshing to find an opponent whose armour wouldn't shrug off anything I threw at him; pretty much every other Annihilation game at a tournament, I've ended up facing Marines of some description, which gets rather frustrating. Unfortunately, I was so taken with the novelty of killing huge swathes of enemy models that I forgot the most important detail in fighting Orks; just because you're killing them doesn't mean you're winning.

Dave lost big getting across the board to me; on the right there was just a single Nob left stubbornly standing, while in the middle he'd lost one of his Killa Kan squads, and both of the other mobs had taken huge casualties from the combination of missile pod, plasma rifle, pulse rifle, burst cannon, pulse carbine, SMS and railgun submunition fire. Unfortunately, I let myself get overconfident, and before I knew it there were Orks in my lines. Ghazghkull and the survivors from the central mob poured into the bunker, killing one of my XV88s and the Pathfinder team, while the mob that had suffered under the Hammerhead's fire got their revenge, tearing the big gun off and stunning the vehicle. The Killa Kans piled in, slaughtering one of the Firewarrior squads while the other fell to the crude attacks of the central mobs' survivors, then turned their rockets on my Devilfish, shooting down one of them while the Lootas finally managed to down the other. Most ignominiously, that lone Nob? He charged into my Deathrain squad, and it took six assault phases before he finally went down, putting a wound on one of my suits before he went!

The game was an absolute slaughter; by the end, Ghazghkull was leading one mob of two boys, three Killa Kans, an immobilised Deff Dread with its skorcha shot off and the Lootas, while my commander had a railgun-less Hammerhead, a single XV88, and his Deathrain team still in the game. But the relatively even nature of our surviving model count was deceptive, as that Ork-fighting dictum should've reminded me, because while I'd killed over sixty boyz, three Killa Kans and two Deff Dreads, it was only worth five kill points, while the eighteen Firewarriors, six Pathfindgers, six XV8s, three Devilfish and an XV88 had netted Dave a handy ten kill points. Even worse, while he had just two boyz left, they were both standing nearly up against my table edge, while my own Troop units had been slaughtered to the last, giving him the Minor Objective, as well. Which left me with a Major Loss, and a reminder of just how careful you have to be, fighting Orks for kill points.

Because just killing them is almost never enough.

Round 3: Alex Kirley (Chaos Daemons)
Deployment: Dawn of War
Major Objective: Seize Ground
Minor Objective: Marked Man

Keeper of Secrets w/Pavanne of Slaanesh, Unholy Might
Masque
Herald of Slaanesh w/Chariot, Unholy Might, Transfixing Gaze
5 x Daemonettes, Chaos Icon, Instrument of Chaos
5 x Daemonettes, Chaos Icon, Instrument of Chaos
5 x Daemonettes, Chaos Icon, Instrument of Chaos
5 x Fiends w/Unholy Might
Soul Grinder w/Phlegm
Daemon Prince w/Mark of Slaanesh, Daemonic Flight, Iron Hide, Unholy Might, Boon of Mutation
Daemon Prince w/Mark of Slaanesh, Daemonic Flight, Iron Hide, Unholy Might, Boon of Mutation

Third game, third time my opponent won the roll-off and opted to go first. We rolled up four objectives, placing them in each of the four quarters of the board, and then deployed. Or, rather, didn't. Because, in response to Alex' Chaos Daemons all starting in reserve, I decided to revisit my round one strategy, and do the same.

Alex got his preferred half onto the board, starting with several Daemonette units, which he placed on two of the objectives and a third close by, the Herald, one of the Daemon Princes and the Fiends, which he dropped near the table edge, ready to snap up my Tau when they arrived, and I believe the Soul Grinder, hanging out in the back behind a ruin for cover. To confront these forces, I initially rolled up a Fireknife squad, the Deathrains, Pathfinders in their Devilfish, one of the Fire Warrior teams and an XV88. The Fireknives put the boots to the Daemon Prince, their plasma and missile fire gunning him down in one shooting phase, while the XV88 used its SMS to try and damage the Fiends and the Deathrains peppered the Daemonettes on the left-side objective, who went to ground. In return, the Fiends charged up and ate one of my Devilfish, losing a wound to the flechette dischargers, while the Herald started around my other Devilfish, intent on getting to the Fireknives, who'd been confronted by the second Daemon Prince and lost one of their number to the Boon of Mutation. Neither the Herald nor the second Prince survived the following turn, however, with the Firewarriors disembarking to pour pulse rounds into the Herald and the second Fireknife squad arriving to help the first finish off the slightly-luckier-rolling Daemon Prince. My commander, second Firewarrior team, XV88 and Hammerhead also arrived, the commander joining my Deathrains in putting pressure on the left-side Daemonettes and their nearby cohort, and the Hammerhead aiming to drop its submunition on anything it could draw a bead on. Amusingly, it actually ended up being the death of the Soul Grinder, skipping over and behind it and putting a solid slug into the thing's back, even managing to roll a 6 to seal the deal. That tank has never been so effective before! The Keeper of Secrets fared no better, done in by a combination of the Fireknives and markerlight-guided Firewarriors, completely overwhelming it with weight of fire and sending it right back into the mark. Since it was the Marked Man, that meant I was up on the minor objective, as well.

With the main combatants seen off before they could do much damage, it was just a matter of mopping up. The full-strength Fireknife squad killed their mutated brother, while the depleted one, the XV88s and the Hammerhead poured fire into the lone Daemonette squad, and my commander, Deathrains and one of my Firewarrior squads targetted the other two. The full-strength Fireknives were eventually called away to deal with the Masque, who they were still in combat with when the game ended, one of only two Daemons left on the board. The Firewarriors, complete with their Marked Man, had piled back into their Devilfish and seized one of the objectives, while both left-side Daemonette squads had been obliterated. Unfortunately, the remaining solo Daemonette on the right was a little luckier than her sisters, and my last-minute contestation attempts ended up with my Hammerhead out of position (curse me for choosing to shoot rather than go full-speed to contest!) and a pair of detached gun drones falling just a single inch short on their run rolls to get into position. With one objective each the game would've been a tie, had I not gunned down that Keeper of Secrets, earning me a minor win.

With that, I found myself sitting in fifth place overall, far and away a personal best and still rather shocking. To make things even more pleasant, I won best presentation, earning me both the accolades of my peers and, no small matter, a thirty dollar gift certificate from Black Knight. With 6th edition just days away, and my thoughts clouded with visions of Allies filling serious holes in the Tau codex, the possibilities for that thirty dollars are tantalizing indeed...