Seahawk Posted May 24, 2011 Share Posted May 24, 2011 Played a fun game vs a new club member yesterday; 'twas entertaining and he was great to play! He suffered from some calamitous dice rolling though...he was testing out a new list while I had simply made up a fun all-purposes list (not knowing he'd be using Tau). My list: Captain Sicarius 5 Terminators - assault cannon Land Raider - multimelta 10 Legion of the Damned - flamer, multimelta, plasma pistol/power axe 10 Tactical Marines (TacIII) - flamer, missile launcher, plasma pistol/power sword Rhino 10 Tactical Marines (TacV) - plasma gun, missile launcher Rhino 5 Scouts - power sword, meltabombs Landspeeder Tornado - multimelta, heavy flamer Landspeeder Storm - heavy flamer Predator Annihilator - las Whirlwind His list: Crisis Commander - stuff and shield drones 2 Suits bodyguard - stuff 3 Crisis Suits - plasma, rockets, multitracker, shield drones 3 Crisis Suits - plasma, rockets, multitracker, shield drones 3 Crisis Suits - plasma, rockets, multitracker, shield drones 6 Fire Warriors Devilfish - disruption pods, multitracker 6 Fire Warriors Devilfish - disruption pods, multitracker 5 Pathfinders 5 Pathfinders Hammerhead - Railgun, disruption pods, multitracker Hammerhead - Railgun, disruption pods, multitracker 3 Broadsides - stuff and shield drones Mission: Annihilation Deployment: Pitched Battle I got the first turn, and we had plenty of terrain (but not too much). I deployed the terminator's raider (with Sicarius) smack in the middle, with TacIII's rhino alongside. The Predator was in some ruins to my right, while the Whirlwind sat behind a blocking building on the left, with TacV and the Tornado further left. He deployed two Crisis teams and a unit of Pathfinders into a forest on my right, with a Hammerhead and empty Fish on the mid-right. In the middle was the last Crisis team and HQ unit, along with more Pathfinders (all safely ensconced in a rock field). On the left in a building were the Fire Warriors and Broadsides, with the other Hammerhead and Devilfish as backup. TacV on the left was Sicarius' Scouts and shot forward, making my opponent uneasy that they were already halfway across the table. He rolled a 2 for Stealing the Initiative and so it began. Turn 1 Ultramarines: All of my transports sped forwards along with the Tornado, which was gunning for the Hammerhead on the left. Smoke launchers provided all of these units with a cover save and I went straight to shooting. The Predator managed to only immobilize the Devilfish on the right, while the Whirlwind merely broke a shield drone on the command team (even though I hit 12 models in that area...sigh). Tau: The Hammerheads jockeyed for better firing positions and then he let rip! One team got 5 markerlight hits on the Land Raider, while the others painted TacV's rhino with two, which was hiding in front of the ruins the Broadsides and Fire Warriors were sheltering in. The Broadsides made an impressive first-turn showing, using all 5 markerlight on the Raider to negate my cover and get BS5. Their twin-linked guns hit...2 out of 3, and of those two...one glanced, rolling a 1 for a Shaken result...hmm...maybe not so good (but a good foreshadowing for the game's results!). On the right, the Hammerhead obliterated the Predator, while on the left my Rhino was left immobilized and stunned. TacIII's rhino lost it's stormbolter and also was stunned, but due to some nice cover saves that was it. Turn 1 Score: UM 0, Tau 1 Turn 2 Ultramarines: With impeccable timing the Legion of the Damned arrive precisely where I need them, behind the Tau on my right. TacV disembarked and busted into the building. The Land Raider trundled forward again and Sicarius and friends tumbled out into the Tau lines. The Tornado moved within 12" of the Hammerhead on the left to deny its disruption pods and proceeded to slag the railgun. The Legion shook the Hammerhead they were next to, and the whirlwind fired a nice set of rockets up into the Fire Warriors, killing 3 and 1 from different squads, causing the depleted squad to flee. In the assault phase, Sicarius and the terminators made short work of the HQ team, killing them all for the loss of the sergeant. TacV jumped floors and assaulted both the Broadsides and remaining Fire Warriors. I killed only two of them, but he didn't cause any wounds in return, and with two failed Morale tests both units were destroyed! They consolidated to the ground floor. Tau: The Crisis team staring down the terminators decided to do so from another 6" back. Meanwhile, everything except the Pathfinders that were near the Legion of the Damned scattered to put as much distance between them as they could. One Crisis team rapid-fired into the Legionnaires, dropping two. The other two Crisis teams shot up the terminators and Sicarius, killing all the terminators and leaving the good Captain with one wound left (despite a 4+ cover save :D). The main-gun-less Hammerhead leap-frogged the Landspeeder to get behind it and burst cannoned its engines, immobilizing it. Turn 2 Score: UM 4, Tau 2 Turn 3 Ultramarines: The Scouts showed up on the right flank (because I chose so ;)), disembarking next to a Crisis team while the LSS pointed at the Pathfinders. TacV moved out to shoot at the retreating Crisis team, and the Land Raider ground round to face the closest Crisis team. Sicarius hopped back in to allow time to treat his most serious injuries. This time my shooting was a little lackluster; one drone from each Crisis team was killed, despite the multitudes of laser and bolter and melta death screaming their way, while one team actually lost a suit. The LSS, despite hitting all of the Pathfinders, only killed three. The Scouts were too excited and everyone missed with their bolt pistols. TacIII heroically opened the rhino hatch and shot plasma and rocket into the back of the Hammerhead on the left...missing it. Close combat could have gone a bit better too, with the Scouts hitting three of their twelve attacks against the Crisis team to end in a 1 to 1 kill tie. Tau: The most exciting thing that happened for him this turn was the Crisis team in the middle of the board, which killed off four members of TacV on my left as they advanced. He also managed to burst the Landspeeder with the burst cannons and broke the LSS's heavy flamer. Once again he missed the Land Raider with the intact Hammerhead's railgun, sealing its fate. In the assault phase the Scouts managed to rout and destroy the Crisis team they were fighting, despite having less men and attacks than the previous turn. *shrug* Turn 3 Score: UM 5, Tau 3 Turn 4 Ultramarines: The Legion advanced implacably toward the Crisis team in the middle of the board, while Sicarius spurred his mount over the rock field where he once again leaped out for combat. TacV moved to set charges on the Devilfish that was still on the left, while the Scouts and TacIII also readied their bombs for the vehicles they were near. Shooting wasn't terribly effective again, but it was where close combat that it all mattered. Sicarius and the Legion of the Damned routed and destroyed their units of Crisis teams, while TacV, Tac III, and the Scouts all wrecked their targets with well placed grenades and meltabombs. TacV even routed and destroyed the Pathfinders they combo-charged. Tau: With only two Pathfinders being the most useful unit on the board, he conceded. Final Score: UM 10, Tau 3 He made some bad mistakes, but they all cropped up when the Legion arrived next to him and the rest of my army was knocking on the doors. Basically, his carefully wrought plan disintegrated when my army didn't do as expected (and vice versa!). The first turn he played well....but the dice simply didn't agree. Eh, win's a win! Link to comment https://bolterandchainsword.com/topic/230499-2000pt-batrep/ Share on other sites More sharing options...
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