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Flesh is for losers, in steel I trust: First encounter


DarthAngel

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Brothers!

I've played the first two games with my Clan Raukaan army last weekend and I decided to write battle-reports on both battles (you can see my list here: http://www.bolterandchainsword.com/topic/287308-flesh-is-for-loser-in-steel-i-trust-clan-raukaan-1850pts/)

So my first game was against a solid Tau force (my first game against Tau) and though I lost the game, I managed to keep my ground all the way to turn 5. My opponent's list was:

Tau Commander with all kinds of buff-gear, Iridium suit etc.

2x Riptides w/ ion-accelerators.

3x6 Fire warriors

8 Pathfinders w/ markerlights.

3x3 Broadsides w/ missiles.

ALLIES: Craftworld Eldar

Farseer on Jetbike

5 Dire Avengers in Wave Serpent

Crimson Hunter

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His whole army was filled with ignores cover/interceptor gear and I felt very uneasy before the game had even started..

We rolled the Vanguard strike for deployment and Emperor's Will for mission. Though I won the deployment-roll I wasn't exactly cheering, not one bit.. This is actually probably the first mistake I made, I think I should've gone second.. That would've maybe saved me from some of that interceptor-fire that killed the entire bulk of my army.

I deployed my Thunderfire Cannons in the back behind some ruins which I bolstered with the Techs. I rolled the ADL around that ruin and placed my Icarus, Centurions and Librarian so they would have the line of sight to the mid-field. This is maybe the second mistake I made. I think I should've deployed at least two of the Drop Pod Squads..

My opponent deployed a solid wall of Battle Suits in the front and placed his Fire Warriors in the back, hiding in the two ruins in his corner, other which had his "Flag" placed right next to it.

1st Turn: I Upgraded the Centurions with the Perfect Timing by my Librarian. I dropped the Melta Squad and Plasma Squad as I didn't wan't the Sternguard to get blown apart on the first turn. the Melta Squad landed next to his Wave Serpent where I wanted it and the Plasma Squad which I combat-squadded, was dropped behind to secure my "Flag". My Melta Squad was devastated by the incoming interceptor-fire and only one battle-brother (carrying lascannon) was left alive.

Shooting phase was a disappointment. I managed to get ONE wound through the other Riptides' shields with my Centurions and Though both of my Cannons hit something, I managed to drop TWO Fire warriors.. (Another mistake.. I should've target the Pathfinders with the Ignore's cover -rounds..)

So on my first turn nothing at all happened.. All I did was getting one of my Squads annihilated.. Job well done biggrin.png

On my opponent's first turn he shot and killed the Centurion Squad, along with the Librarian. Wave Serpent killed my last marine from the Melta Squad and the other Riptide burn't itself with overcharge.

2nd Turn: My Sternguard an both Stormtalons entered the game and as you might guess, more of the interceptor-fire destroyed half of the grizzled veterans. Things weren't going well but I decided to give all I had. I punched another two wounds off the already wounded Riptide, leaving it hanging with 2 more wounds. My Thunderfire Cannons again didn't do much and my remaining Sternguard only managed to punch a single hull point off the Wave Serpent.

On Tau turn, my opponent embarked his Dire Avengers and killed off the Sternguard. His Crimson Hunter entered the table and took a shot against one the Talons and managed to score 3 glancing hits, from 2 I succeeded to save with evading AND managed to get the lost Hull Point with It will not die! He shot against the other combat-squad from the Plasma Squad, killing four bolter marines but failed to drive the last one off the table. Other than that, his both Riptides over-charged, leaving the already wounded one hanging with a single wound!

3rd Turn: My Flamer Squad still didn't arrive but things were starting to look a bit brighter. My Talons finally killed the wounded Riptide and I was more than happy to see my Cannons finally doing their job. They shot against the Dire Avengers, killing three of them as set the remaining two on the run. The other Cannon caused the same effect on the Pathfinders, killing four out of eight.

The Tau turn showed even more light at the end of my long, dark tunnel. Both his Dire Avengers AND Pathfinders failed to regroup and ran off the board! His Crimson hunter swooped to take aim against the other Cannon but failed to land and wounds. GO Iron Hands!

4th Turn: My Flamer-Squad arrived finally and landed near to the other Fire Warrior unit, only to die horribly against the intercepting Broadsides (my last mistake. I was so close to his objective that I definitely should've combat-squad them). My Cannons continued their bombardment, succeeding to set the Fire Warrior unit guarding the opponent's "Flag" on the run and pinning the other. The Talons flew off the table to get them to work effectively in the next turn.

Tau did little, his Wave Serpent boosted to my corner, his Crimson Hunter flew off the table and the Broadside wall stumbled closer every minute. His last Riptide over-charged again and his running Fire Warriors kept going off the table!

5th and Final Turn: I decided to launch my last assault and with the fire support from the Talons (with mad 5 rending hits) and the other Cannon, I managed to fell the remaining Riptide! My remaining Marines roared and assaulted the Wave Serpent, only shaking it. The other cannon blasted the remaining Fire Warriors into oblivion and doing so, my opponent didn't have any scoring units on the table!

My opponent managed to drop my other Talon with his Crimson Hunter and killed the marines with broadsides. His Commander cowardly leaped into cover of a nearby ruin.

Game ended 0-3 to my defeat BUT I was happy that it wen't as good as it did. I managed to drop all of my opponent's scoring units, denying him the chance to secure any of the flags. I even killed both of his Riptide-powerhouses, which would've caused a lot of problems in the last two turns. Note to self: Less dropping the squads from the sky and if so, always combat squad them to divide the enemy fire.

Drop any comments/critique/advice if I left something out! smile.png I'll write the next battle-report against the "flying monster-fortress" soon!

Perfect Timing is a Divination power, right?  Iron Hands can't take Divination powers; only Tigurius has that ability out of all C:SM psykers.

 

Other than that, I see you've learned your lesson about drop podding near Tau armies.  EVERY Tau army is loaded with Interceptor, so be wary of that for the rest of your days.

Thank you Ferrum for the clearance. I forgot to check the power builds and as DA have access to divination I automatically presumed that "vanillas" also would.. And yeah, I definetely learned my lesson alright. :D What do you think of my list? Something you would change?

My first thought is, why did you target the Riptide so much?

 

They've got a lot of firepower but they can also tank A LOT of incoming shooting. I wonder if that firepower would've been better spent elsewhere.

 

Still a well fought game against an army that is heavily favored at the moment.

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