Showing posts with label league. Show all posts
Showing posts with label league. 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!

3.10.2013

Kanaan Cluster Leage: Round 6

Whoops.

It's strange. This is the first time I went in with a full strategy, not just for me but for my team mates. There were basically three tiles that we needed to capture to put us out in front; the second hive city, and the hovering warship. We also needed to hold on to the hive city I captured in week 5. Unfortunately, my team mates had been having something of a bad run of luck this tournament, with most of them lucky to crack .500. So, I reasoned, since a tie will go to the defender, it made the most sense for me to go for the unclaimed hive city, and leave one of my partners to defend ours.

This, it turned out, was a mistake.

Hive city tiles could only be attacked directly, rather than by spaceport-enabled drops. However, the hive city I jumped to lay claim to was surrounded mostly by tiles belonging to my team, with a single unclaimed tile. That meant there was no way anyone else could challenge me for it. Which is to say, I engineered a situation where the most consistently lucky player on our team ended up in a position not to fight a single enemy. Worse, not only did one of my team mates fail to seize the orbiting warship, but another couldn't hold on to our existing hive city. At the end of the round, we were exactly where we'd started, and I'd managed to cleverly manoeuvre myself into a position where I really didn't influence the outcome one bit.

Most vexing.

Result: Tau forces seize hive city tile, uncontested

Overall result: My team places second of three, ten points behind the first-place team

2.26.2013

Kanaan Cluster League: Round 5

Opponent: Brad Lee
Deployment: Dawn of War
Mission: The Scouring

Reclusiarch
Reclusiarch
Librarian w/Terminator Armour
10 x Death Company w/Land Raider
10 x Death Company w/Land Raider
Death Company Dreadnought
Stormraven
5 x Devastators w/4 x Plasma Cannon
5 x Devastators w/4 x Lascannon

I was joking with Brad about his army design, which has no scoring elements; he said if an objective mission rolled up, his best bet was to go for the tabling! And lo and behold, the Scouring; let's see how a non-scoring force does in a six-objective mission, shall we?

2.25.2013

Kanaan Cluster Leage: Round 4

Opponent: Will (Sisters of Battle)
Deployment: Dawn of War
Mission: Big Guns Never Tire (4 objectives)

Saint Celestine
Uriah Jacobus
5 x Seraphim
5 x Seraphim
10 x Battle Sisters w/Immolator w/Multi-Melta
10 x Battle Sisters w/Immolator w/Multi-Melta
10 x Battle Sisters w/Immolator w/Multi-Melta
5 x Retributors w/4 x Multi-Melta
5 x Retributors w/4 x Heavy Flamer
Exorcist
Exorcist
Exorcist

This looked interesting, and amusingly I was just talking with a friend about how I'd never yet faced off against Sisters. Annoyingly, it's tough even to track down their codex information these days, since it was only printed in a White Dwarf supplement. Know your enemy, indeed!  I didn't even realize Will was doing double FOC until after the fact, when I looked up where everything in his list fits in!

2.08.2013

Kanaan Cluster League: Round 3

Opponent: Space Marines
Deployment: Dawn of War
Mission: Crusade
Warlord: Strategic Genius

Unfortunately, I didn't catch my opponent's name this time around. Which is silly, because he was a damn nice fellow; speaks poorly of my manners for not formally introducing myself.

Anyway, round three, and my team had some ground to make up; we'd lost three of five matches last week, one of them for control of our spaceport. With it, we could attack almost any tile, regardless of whether we held the adjacent piece. Without it, we were at the mercy of a team that held three of four spaceports, the fourth sitting unclaimed to date. Unwilling to risk such an obvious tactical threat in the core of our territory, my Tau cadre paused its advance, and turned its full might on the single enemy tile in the heart of our gains.

2.07.2013

Kanaan Cluster League: Round 2

Opponent: Trevor Engle (SM)
Mission: The Scouring (sort of)
Deployment: Vanguard Strike
Warlord: Princeps of Deceit

Can I just say, Princeps of Deceit is the worst?  If you're going second, it's actually, literally useless; it can't take you out of your deployment zone, and you can't use it to counter Infiltrators.  Seriously, this trait is awful.  I can not wait until the new Tau codex comes out and we get warlord trait tables that aren't mostly full of things that are actively working against the nature of the army.

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

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.

6.16.2012

The Fate of Bavgad Prime IV – Week 6


Opponent: Brad
Deployment: Spearhead
Objective: Seize Ground

Darnath Lysander
Vulkan He'Stan
10 x Sternguard Veterans w/Drop Pod
10 x Scouts w/Sniper Rifles, Camo Cloaks
10 x Tactical Squad w/Combi-Melta, Meltagun, Drop Pod
Land Raider w/Multi-Melta
5 x Terminators
Ironclad Dreadnought w/Heavy Flamer, Drop Pod

For the last game of the series, a Space Marine player decided to drop on my head, in several senses of the word. The player, Brad, had ceded his territory earlier, leaving his single token to deploy 'from space'', dropping down onto any space on the board. Having decided to take a run at me, he then opted to drop with his pods, aiming to start as aggressively as any drop pod-based Marine army ever does.

Brad won the roll-off and opted to go first, deploying his scouts on their objective in a ruin to really maximize their invulnerability to my shooting; ten models with a 2+ invulnerable against all but four weapons in my army (only the AFP and my Deathrain's flamers will ignore cover saves) are pretty much as safe as houses against Tau. His Land Raider, on the other hand, deployed right up on the 12" boundary from the centre of the table, filled with the Terminators and Vulkan. In return, I went with my usual drop pod-denial deployment, Hammerhead and Devilfish along the outside, then the Firewarriors and XV8s spread out inside that ring, as wide apart as possible to blunt the damage of flamers and maximize 'shooting through squad' cover saves. The only exceptions to this were my Pathfinders, who deployed in a nearby wood just outside the circle, and my second Firewarrior squad, which went into reserve just in case. I set my own objective down, stupidly outside my drop pod-denial circle, failed to seize the initiative, and we were off.

And off I was, right from the start. Because when I didn't put my objective inside my circle, Brad seized on the mistake, and put his two drop pods down around it, immediately contesting it. His Ironclad trundled out, melta'd one of my Devilfish and flamed a couple of Firewarriors to death, while the Tacticals split into two coming out of the pod, the melta gunner and combi-melta-wielding sergeant taking the Hammerhead to pieces on their first round of shooting. The Land Raider raced forwards and popped smoke, while the Scouts, not wanting to be left out, took a shot at the Pathfinders. Sadly, the Pathfinders promptly broke and ran off the edge, a bad start on the very first turn given how good my shooting had to be. And unfortunately, it was just the start of my trouble. While I did blast both halves of the Tactical squad to pieces with my two Fireknife squads, it wasn't until Turn 2 that I actually wiped them out, with two of the survivors of the first round of shooting going to ground against more plasma fire and, astoundingly, making two of three 6+ cover saves. The Ironclad shrugged off my Deathrains' fire, while the XV88s only managed to stun the Land Raider, which at least didn't have extra armour.

Of course, Power of the Machine Spirit still left that pesky multi-melta free to fire, so in Turn 2 Brad microwaved one of my Fireknives to death, while his Dreadnought did the same to one of my Deathrains with its meltagun. Astoundingly, both squads actually broke and ran clear off the table, a crippling blow to my force that, frankly, it was impossible to recover from. Shoddy Tau leadership strikes again!

After that, it was mostly a delaying action. My second Fireknife and my commander managed to put down the Ironclad and one of the Drop Pods, but once the Terminators trundled out of the Land Raider and both units clobbered my XV88s, well, that was that. The Land Raider was now invincible, given that my strongest weapon left was S7, and capable of just driving onto my objective and sitting there, immovably contesting it. But while there was no way to aim for a win, I hadn't lost track of the objective. My second Firewarriors had piled into the surviving Devilfish and raced across the board, hanging out on the edges until, on Turn 5, they cruised up, disgorged the drones who ran and assault-moved clear onto Brad's objective, contesting it in turn. A 1 one the die at the end of my turn meant the end of the game, leaving us in a draw, not bad considering what a ferocious beating his army had given mine all game long.

Oh, and Lysander and his Sternguard? You might have noticed they didn't rate a mention. That's because the drop pod scattered clear off the table when Brad tried to drop it in behind my shattered cadre's lines, and while I would've been happier with them being destroyed for it, I was still satisfied with placing the pod in the far corner of the board, taking the squad completely out of the game even with some reliably high run rolls.

So, the last of the six-game series ended up in a tie, putting my series results at three losses, two draws and just a single win. I never held more than two tiles, and with the draw lost one of those (both attacker and defender 'bounce out' of a tile on a draw), leaving me with just a single tile left on the board flying my cadre's colours. My series points total was 32.5, good enough to put me in 9th place. Breaking into the top ten was quite the pleasant surprise, though the spread between me and first place was over twenty points, so there was still some ground to make up. Still, for a Tau player, one of just two in the thirty-four player series, to manage to squeeze into the top ten is no mean feat, and I'm entirely happy to celebrate it for what it is, even while I aim for the top five next time around.

6.04.2012

The Fate of Bavgad Prime IV – Week 5


Opponents: Blake and Ben
Deployment: Pitched Battle
Objective: Seize Ground

Blake Nelson:
Primaris Psyker
Company Command Squad w/4 x Plasma Rifles, Chimera
3 x Mortar Team
3 x Lascannon Team
3 x Heavy Bolter Team
10 x Veterans w/2 x Missile Launcher
10 x Veterans w/2 x Missile Launcher
5 x Veterans w/Valkyrie
Leman Russ
Griffon
Hydra
Armoured Sentinel w/Plasma Cannon

Ben Warburton:
Hive Tyrant w/Wings
Carnifex
Tervigon
10 x Termagants
3 x Tyranid Warriors w/Warrior Prime
3 x Tyranid Warriors
Zoanthrope
Zoanthrope
3 x Biovores
Mawloc

Jamie Goddard:
Cato Sicarius
Techmarine w/Thunderfire Cannon
10 x Sternguard w/Drop Pod
5 x Tacticals w/Razorback, Lascannon
5 x Tacticals w/Lascannon
10 x Devestators w/4 x Missile Launchers
5 x Tacticals w/Lascannon
5 x Tacticals

This was originally just going to be a tie-breaker rematch between Blake and I. In our previous fights he'd won while defending his territory and I'd won while defending mine, so neither of us had really accomplished anything on the map. This time, though, I felt confident I could take him, especially when he laid down rather fewer Leman Russes, and rather more AV12 vehicles. As we were setting up, though, Ben and Jamie, who'd arrived too late to get in a fight with anyone, asked if we'd mind them piling into our battle for a 2v2. My instincts told me to press Blake while he was weak, but, eh, it's just a fun league, so we said sure.

I ended up with Jamie's Space Marines at my back, facing off against Imperial Guard and Tyranids. Blake said we should re-roll the mission and deployment, but while I was already in the middle of deploying I just sort of grunted something and went on re-ordering my cadre. This lapse would prove critical, as Blake rolled Pitched Battle again, but Seize Ground instead of the earlier Capture and Control, removing the objective in the middle and placing his objective on the other side of his deployment zone. Eventually Jamie and I got sorted out, with my Pathfinders, both my XV88 squads, his Techmarine and one of the Tacticals with a Lascannon anchoring the left side of the table, while my Hammerhead, Deathrains and commander, and his Devastators and the other Tacticals with a Lascannon hung out on the other flank, the two Devilfish, the Razorback and both Fireknife teams in the middle. Across the table from us the centre was held by the Carnifex, a Zoanthrope, the two Veteran squads and the Termagants, while the Hive Tyrant and Tervigon were on our left and the Guard's entire mechanized complement, plus the Biovores and the second Zoanthrope, were on our right. They checked for seize, failed, and we were off.

It was, frankly, a bloodbath. Ben's Carnifex and Hive Tyrant were shot down long before they could accomplish anything, as was the central Zoanthrope. The rightmost Zoanthrope got one shot off, but failed to do any damage. In what has to be the best outing I could ever hope for, my Piranha managed to explode the Leman Russ, while one of the gun drones turned sideways and shot up the Armoured Sentinel, actually managing to wreck it. Sure, the Piranha vanished immediately afterwards, but I'd happily trade it for those two any day of the week! What was worse for Blake and Ben, Ben's outflanking Genestealers refused to show up, while Blake's Valkyrie scattered off the table and was destroyed on the mishap table, taking the Veterans with it. By the end of the game, Jamie and I had traded my Piranha, his Sternguard, the gun off his Razorback and most of a few infantry squads (none of which had broken from their casualties), for the Hive Tyrant, Carnifex, Tervigon, Mawloc, Leman Russ, Armoured Sentinel, most of the Heavy Bolter team, the guns off the Hydra, all the Termagants, and all but one of the Tyranid Warriors.

Unfortunately, that's where that lapse in concentration came in. See, originally, there'd been three objectives on the board; one on my side on the left, which I just left where it was, one in the middle, which Blake removed, and one on Blake's side on my right, which he moved to behind a tall tower on my left. So where I thought I had an overwhelming force to contest his objectives with, including my Hammerhead, commander, and a Devilfish full of Firewarriors with Drones still on the racks, the actual objective was on the opposite side of the table. And while a Devilfish with Drones has an impressive contestation range (12" + 2" disembark + D6" run + 6" assault + 3" contested zone around the objective), I only noticed the changed objective on turn 4, and even they can't cover the entire table in a turn. With nothing in range to challenge Ben and Blake's objective, it came down to shooting, and while a truly miraculous series of shots wiped out all the Termagants, the Tervigon, most of the Veterans and two of the Tyranid Warriors, at the end of our phase there was one last, unbreakably-Synaptic Warrior sitting on the objective, completely obscured by the tower from what few remaining unspent weapons Jamie and I had left.

And that's how the tie-breaking grudge match between Blake and I managed to end, in the sort of ludicrous irony usually reserved for Greek tragedies, in a tie.