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Black Templar v Tau, 2000pts


BigDunc

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I'm not sure how many of you guys venture down to Liber Victorum, so I'm going to post this here. I figure since its BT, its ok to post here? I guess I'll find out. The following is a battle report for a campaign I'm currently involved in:

 

Siegfried's Garrison vs. Hunter Cadre Gamma

===========================================

 

Scenario: Cleanse, Pitched Battle

Location: Albuquerque

Date played: Sunday, December 06, 2009

 

The subjugation of the planet Sycorax is in its fourth week. From the east rumbles the heavy tanks of Brimlock's 17th Army, a renegade Imperial force fighting for independence from its Tau masters. To the north, the conquest and occupation Tau forces led by Shas'o Eldi'Shi. The massive drop of Black Templar's elite soldiers and material, led by Marshal Siegfried, has changed the xeno's mission from one of simply quelling a rebellion to an all out planetary campaign.

 

In an effort to neutralize Black Templar strategic maneuverability, a Tau army commanded by Shas'el Ka'kunas has advanced upon forward operating Thunderhawk facilities in territory 16. Marshal Siegfried himself has chosen to lead the relieving effort and has mobilized the garrison of the nearby Fortress Pistolero. Such was the timing of the Tau advance that Marshal Siegfried was forced to attack after sunset, giving the Tau a slight advantage considering their technology.

 

Siegfried's Garrison

--------------------

General: BigDunc

 

(CT) 5 Command Terminators

+ Marshal Siegfried, Assault Cannon, Assault Cannon, Chainfist, Lightning Claw

(Z) LRC Zitadelle

 

(E) 8 Crusader Squad Echo

+ Power Weapon, Meltagun

(R7) Rhino Greif

 

(F) 9 Crusader Squad Foxtrot

+ Power Weapon, Meltagun

(R0) Rhino Gotz

 

(I) 6 Crusader Squad India

+ Power Fist, Meltagun

(R6) Razorback Prinz

 

(J) 10 Crusader Squad Juliet

+ Power Fist, Plasma Gun

(R3) Rhino Adler

 

(VN) Venerable Dreadnaught Norman

 

(LSD) 2 Landspeeders Squadron Dino

+ Multi-Meltas

(EBS) 5 Elmar Bike Squadron

+ MM Attack Bike

(LSF) Landspeeder Squadron Fokus

+ HB/AC

 

 

Hunter Cadre Gamma

------------------

General: Andrew

 

(SeKk) Shas'el Ka'kunas

 

(CTB) 4 Crisis Team Beta

+ Shas'el Kles'Car

 

(CTE) 3 Crisis Team Epsilon

 

(ST) 3 Stealth Team Alpha

 

(H) Hammerhead Grav Tank

 

(PF) 8 Pathfinder Team Alpha

 

(D) Devilfish Transport

 

(BTB) 3 Broadside Team Beta

 

(BTG) 2 Broadside Team Gamma

 

(FW) 12 Fire Warrior Team Gamma

 

(K) 12 Kroot Assault

 

(K&H) 21 Kroot Assault with Hounds

 

 

Deployment

A Night Fighting rules strategy card is played by Andrew. The entire game will be at night.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_map01.jpg

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/th_TemplarvTau2000ptsDec6001.jpghttp://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/th_TemplarvTau2000ptsDec6002.jpg

 

 

Tau Turn 1

Fortunately for me, the darkness limits a good amount of Tau shooting, something Andrew will not let happen again. He is still able to shake a Landspeeder from Squadron Dino and destroy the Venerable Norman. His Stealth Team appeared out of the darkness just long enough to explode Rhino Adler on my left flank, killing two Marines and forcing them to dismount.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT1.jpg

 

Black Templar Turn 1

The avenue of approach on the left side of the table is just too open so I deploy heavy on the right side and begin my push up that side. I'm hoping to use the hills, brick wall, and trees occupying the center of the table to split the board in half, slow and restrict Tau movement, and give me a greater likelihood of cover saves. Crusader Squad Juliet is able to briefly spot the Stealth Suits and lays down suppressive fire.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT1.jpg

 

 

Tau Turn 2

Landspeeder Squadron Dino's cover of speed and darkness are no match for the Tau's advanced technology as both are shot out of the sky. CS Juliet takes heavy casualties and zeals into the woodline. Smoke and darkness conceal the LRC Zitadelle and the Rhino Greif, but both still take heavy fire. Zitadelle is immobilized and shaken while Greif's storm bolter is sheared off and the crew and passengers are shaken. A unit of Kroot with Hounds outflanks and occupies the southwestern wood-line.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT2.jpg

 

Black Templar Turn 2

With Zitadelle immobilized, Marshal Siegfried and is accompanying Terminators dismount. The are able to spot a nearby unit of Broadsides, appear to kill a drone, but are unable to break the suits with their volume of fire. The rumbling of multiple Rhinos is enough to break the Kroot. Razorback Prinz comes in from reserve.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT2.jpg

 

 

Tau Turn 3

CS Juliet is hunted down while Razorback Prinz takes fire. Massive fire is put into the Terminators but only a single Marine falls. They zeal towards the nearby Hammerhead. The damaged Rhino Greif is put out of action. Four dismounts are killed from continued incoming fire but the remaining Crusaders zeal toward the fleeing Kroot.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT3.jpg

 

Black Templar Turn 3

A Meltagunner inside Rhino Gotz is able to disable the Hammerhead's Railgun as the transport continues rumbling forward. In this map a small red explosion is seen near the Hammerhead. This is for a downed Terminator who dies from the Hammerhead explosion... which happens in Turn 4. Marshal Siegfried and retinue are able to charge up the hill and engage the Pathfinders. This would normally be a situation for the alternate use of "Accept Any Challenge, No Matter the Odds" (which for those that don't know, provide BTs with the Preferred Enemy USR) which is to re-roll your hits in an attempt to miss and remain in close combat. But, seeing as Brother Frigo, my Emperor's Champion, is not in this army I don't have AAC. Im forced to slice through 5 Pathfinders who rout. CS Echo feints an assault toward the Kroot, but assault the nearby Broadsides instead. The feint is enough to keep the Kroot running.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT3.jpg

 

 

Tau Turn 4

Concentrated Tau fire heavily damages the Razorback Prinz. As much firepower as possible is put into the Terminators, including Railguns, but only the Marshal is wounded. Landspeeder Fokus takes fire and loses its propulsion and assault cannon.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT4.jpg

 

Black Templar Turn 4

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/th_TemplarvTau2000ptsDec6041.jpg

A reminder at this point, the mission is Cleanse which requires controlling table quarters with scoring units. Immobilized vehicles, dedicated transports, ICs, and any unit below half strength are not scoring units. Everything else is. I have a bike squadron come on from reserve but are only able to destroy the remaining shield drone of Shas'el Ka'Kunas. The Meltagunner inside Rhino Gotz is able to finish the job this time by exploding the Hammerhead. CS India dismounts the Razorback and is able to assault both the Stealth Suits and Crisis Suits. The Marshal and two Terminators assault the Broadsides and the CS Echo now assaults Shas'el Kles'Car and his escorts. I draw or lose all the assaults. I'm really missing my EC at this point. But... I do have lots of Tau wrapped up in close combat. That's good!

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT4.jpg

 

 

Tau Turn 5

With most of his units in close combat, Andrew's firepower is limited. Still, his commander kills a bike while the Devilfish finishes off Razorback Prinz. The Crisis Suits kill the remaining two members of Crusader Squad Echo and consolidate. CS India gets the upper hand, breaks Crisis Team Epsilon and the Stealth Team and runs them both down. The Marshal and Broadside Team Beta continue to tussle.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT5.jpg

 

Black Templar Turn 5

Unscathed, Rhino Gotz speeds toward Crisis Team Epsilon and drops CS Foxtrot. I usually have good success with breaking Andrew's Suits, so this is an attempt to do that and hopefully take this table quarter. Unfortunately, I only kill one drone and do not force a morale check. Bike Squadron Elmar moves westward looking to contest the SW table quarter. They are able to stun Pointbreak, the Devilfish. CS India continues the impetus of it's previous victory and assaults into the wood-lined Fire Warriors. Marshal Siegfried breaks the Broadsides but is unable to pursue.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT5.jpg

 

 

Tau Turn 6

Crisis Team Epsilon and Shas'el Kles'Car kill Marshal Siegfried and move to avoid CS Foxtrot. Despite a nearby Medical Facility, Marshal Siegfried would not survive his wounds.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT6.jpg

 

Black Templar Turn 6

CS India continues to pick away at the Fire Warriors but is unable to gain solid ground. My bikes move further into the SW quarter attempting to kill the Devilfish; they stun it instead. This movement was a mistake as I am now withing shooty range of the Kroot. CS Foxtrot with any and all remaining firepower send rounds downrange at the Crisis Suits. I am unable to assault them over the hill.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT6.jpg

 

 

Tau Turn 7

CT Epsilon destroys Rhino Gotz, Shas'el Ka'Kunas finishes off my Landspeeder to the east, and the Kroot are able to kill two Marine bikers... reducing them below 50% and leaving them unable to contest.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_TauT7.jpg

 

Black Templar Turn 7

All available fire is put into Crisis Team Epsilon but enough survive to contest the NE table quarter. CS India is able to defeat the Fire Warriors and run them down. The game ends in a Tau victory with 1 table quarter to my 0.

http://i600.photobucket.com/albums/tt90/bigduncm24/Templar%20v%20Tau%20128%202000pts/Templar_v_Tau_12-6_2000pts_BTT7.jpg

 

 

A servitor at Fortress Pistolero was able to intercept the following message:

 

*** Tau Communique Intercept ***

 

Shas'o Eldi'Shi expresses her relief that Hunter Cadre Gamma was able to complete their mission. If the mon'gue'la had been able to use the newly completed airstrip, the strategic balance in the region would've undergone a dramatic shift.

 

However, it was a costly victory. She is dismayed by the heavy losses sustained in the sector, as nearly half of Gamma's engagement capacity was lost in the attack. 1st Shas'el Ka'Kunas and 2nd Shas'el Kles'Car must use more restraint in the forward deployment of Crisis Teams. Each life is sacred to the Tau'va, and may not be needlessly sacrificed.

 

Also, the Shas'o has begun an official inquiry into the effectiveness of the Forward Recovery Teams. Although few of our suit pilots were killed, most of our damaged suits were deemed Inoperable. That may be acceptable back on a Sept world, but we must be more resourceful on this gue'la planet. She expects better results next time.

 

*** Communique End ***

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I used Battle Chronicler, and it looks like they have a new update. I'll have to check that out.

 

Winning is always nice, but Andrew and I always have down to the wire games that are a blast to play. At least half our games end up in draws or a close win determined by a die roll or single model. What's nice about doing these reports is reviewing the battle and finding all my tactical mistakes.... as in this one, the Bikes movement in Turn 6.

ooo looks like a nice program. I wish I had known about it sooner. I played a spacewolf player in a 1000pt game on thursday who has been rampaging through the store undefeated (not even a tie) since their new release.

 

GW staff who know me well wanted me to face him considering my excellent win ratio against the undefeatible vets they've had in the store as of late.

 

It was an excellent victory on my part, and I was performing very tactfully that day. I wiped his army from the board with a great majority of my army remaining. I would have battle reported it

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