September 24, 2009
On Sunday Marc came round for some more games of Warhammer 40K. His Orks were back, but this time the Tau were ready for them. Well, as ready as they'd ever be.
As someone who does not believe in tailoring their army list to beat a particular opponent, I had developed my Tau force to better take on all comers.
The fact that I had twin linked missile pods for light armour and flechette dischargers on all my tanks is just a happy coincidence. Oh, and smart missile systems, which are essentiall for extra range and more shots on the move.
Only after making the upgrade did I realise that I could only fire 1 burst cannon and the railgun on my Hammerhead whilst moving.
We played 2 games because game 1 was over in about 15 minutes. I deployed only my long range anti-tank units and Marc set up opposite the Broadsides.
The Skyray moved into markerlight range, hit the Big Mek's Battlewagon with both markerlights, which were used to knock the 4+ cover save down to 6+ for the Broadsides, who (hitting on 3+ with rerolls) penetrating the Ork vehicle and blew it up.
With the side armour of Ghazghull's Battlewagon exposed, the Tau Hammerhead moved into sight, hitting it in the side armour with its railgun.
Marc failed his 4+ cover save and this Battlewagon was also destroyed.
Stranded in the corner Marc quite rightly conceded. But the second game was tougher!
Game 2The strength and weakness of this Ork army is the Battlewagons. Unfortunately your first 2 turns will tell you how the game is going to go. If you can destroy the Big Mek's and Ghazghul's Battlewagons by turn 2, you're likely to win. If not, you're like to die -screaming!
This second game was Kill Points and Table Quarters. Marc set up as close as possible to the centre of the table, while I set up in my quarter as far back as possible.
Please note that I was VERY careful with my unit placement. I had to be over 42" away from him. This would give him Turn 1 to move 13" (red paint job) and in the following turn call Ghazghull's WAAAGH! for a total move, disembark, fleet and charge of 29". That would give me 2 turns of firing.
Well, I got my 2 Turns of firing. Thank god some of my reserves had shown up to fire their missile pods into the side of the Big Mek's Battlewagon, otherwise it would never have blown up!
My luck was atrocious, which meant it was time to see how the game would go if I COULDN'T blow up 2 Battlewagons in the first 2 turns.
Please note: I was a complete dufus and parked my Hammerhead on top of a building where it immobilised itself in the following turn.
By turn 3 I had managed to destroy two of the Battlewagons, but by then the Orks were into me and 1 Battlewagon was still operational. The Skyray had been torn out of the sky, Snikrot's Kommandos had outflanked from behind the Broadsides, dissecting them in short order before making their way to the immobilised Hammerhead. Although its flechette dischargers took a horrific toll on the Orks.
The Orks stranded on foot were gunned down by massed Tau firepower, but nothing substantial enough to wipe out the Big Mek's mob in a single turn. So it took 2 turns instead.
The Orks proceeded to chase the Tau around the edge of the board (in the usual Tau way) as Tau firepower did very little and the skimmers kept moving away. Thank god this game wasn't with multiple objectives!
The game ended on Turn 6. As always, I could have done with it ending on Turn 5, or continuing to Turn 7, but that's just sod's law.
Had I placed my Battlesuits a little better, I could have killed his trukk with another round of fire (instead of just immobilising it) and kept my Skyray and Hammerhead alive for another turn. But hey, we all make mistakes. I'll just have to learn from them.
Now to look forward to Marc unleashing his Ork Biker Nobz which he will be replacing Snikrot's Kommandos with. I'm short on firepower as it is, so that should prove interesting to say the least.
Marc killed: 1 Broadside Team, 1 Skyray, 1 Hammerhead and 1 squad of Tau Firewarriors
I killed: 2 Battlewagons, 1 Ork mob, 1 Big Mek
A few mistakes on my part. Marc could have been more aggressive with his Battlewagon charge at the start of the game, but it made little difference.
God help me when Marc swaps Snikrot's Kommandos for Biker Nobz, because then I will be screwed. I'm sure I don't have the firepower to put them down as well, but we'll see.
Overall I'm pleased with how the Tau army played, even if I did waste a whole 15 minutes deploying 3 units while working out the attack range of Marc's army over 2 turns in relation to their position on the board. But the revised Tau army list works!
The anti tank units drew the Ork army in while the rest of the Tau army arrived from reserve on the opposite flank and fired missile pods into the side armour of the Battlewagons.
Flechette Dischargers didn't get to do much. Although 3 turns of firing the flechette dischargers into some Orks inflicted a lot of casualties, but the tank still got smacked by a power klaw and killed. I could drop them and get another Tau Battlesuit.
Now there's something to think about.