A quick note about my Batrep program. Sometimes it is tricky to use and things get mixed up. Sometimes it will look like a vehicle is moving farther than it should, and sometimes I miss other things. The images are intended to give you an overall feel for how the game was going and the positioning of the units. Given time I could make them very accurate, but the payoff is too weak to invest the time necessary. Apologies.
- Warlord: Commander Farsight
- Shas'O Burning Eye-D w/ OG, PEN, Iridium,
- XV8 Team: Raven, x2 Burning Eye-D w/ ATS (I call this the Executioner when combined with my Shas'O)
- XV8 Team: Shas'Vre Deathrain, x2 Deathrain
- XV9Team: 2x Shas'el w/ Fusion Cascades, x1 Shield Drone (accompanying Farsight)
- 6 Firewarriors w/ Pulse Rifles in a Warfish* (DPod)
- 6 EMP Grenadiers** w/ Pulse Carbines in Warfish (DPod)
- Skyray (Dpod, BSF, SMS)
- Longstrike Hammerhead w/ Railgun (Submunition Rounds, Dpod, SMS)
- Warlord: Tank commander in a Punisher with a standard Leman Russ squadmate
- Company Command Squad with 4 flamers in a Chimera
- Primaris Psyker
- Vets 1: 10 models. 4 meltaguns and a Veteran Sergeant in a Chimera
- Vets 2: 10 models. 4 plasmaguns and a Veteran Sergeant in a Chimera
- Platoon command squad
- 4 Infantry Squads combined into one unit (Commissar and Primaris joined this unit)
- Leman Russ Vanquisher with hullmount lascannon
- 2 Hellhounds
I won the roll off and decided to deploy first. I didn't have very many units so I wouldn't be able to play a reactionary game, plus I needed to draw out his vehicles to get shots on rear and side armour, and if he deployed defensively I might have trouble cracking them. I chose the side with the most LOS blocking terrain, mainly so that he couldn't make use of it. I'd only had a few units capable of killing his tanks, but I'd need rear armour shots, so I put my XV-9's and my Executioner unit in reserve to Deep Strike. I reserved both my firewarrior teams since they'd be useless on the first turn anyways and maybe I could respond to how he went for objectives.
He deployed pretty normally, with a strong core of vehicles farther back ready to sweep around my flank, and his Warlord's tank unit across from me as his main attack unit. His huge infantry blob, his Vanquisher, and his Meltavets were all Outflanking. No doubt intended to come on wherever they needed to get side or rear armour shots on my tanks.
|Tau Turn 1|
My Deathrains stripped two hull points off of a Hellhound and Immobilized it but I forgot to shoot with Longstrike! I rolled afterwards and, had I remembered, would've killed his warlord immediately...I also forgot to thrust move my Deathrains back behind the bunker to stay out of Line of Sight. A pretty horrible first turn. You'd think that with only 3 units on the board I'd remember to use them correctly.
|AM turn 1|
The Russes wiped out my Deathrains for First Blood. Since I'm used to ignoring Night Fight I didn't remember that they had Stealth. I also neglected to Go to Ground for a 2+ cover save. Even so, he fired enough shots that I may have been dead anyways. What really would have saved them would be if I'd remembered to Thrust back out of sight. Afterwards he used an order for popping smoke after shooting. Nothing else had range or strength to hurt my vehicles.
|Tau Turn 2|
The Skyray stood still in order to shoot both markerlights at his Russes, but only hit with one. I was hoping to strip his cover, but increased BS would have to do. My XV9's exploded both tanks. He forgot that the tanks had used their smoke launchers, which was lucky for me since he appeared to be very good at making saves this game. Longstrike had no decent targets so he fired at the immobilized Hellhound. Penetrating hit, but he made his cover save, darn.
I jumped the XV9's up into the emplacement on his side of the board. I positioned Farsight and the shield drone in the front to give the unit some invulnerable saves against his Hellhound (in my mind, the Hellhound's weapon was AP3 like a Hellturkey's).
|AM Turn 2|
The Vanquisher, with surprising accuracy, fired and hit with both weapons against Longstrike. The primary weapon penetrated but Longstrike made his jink save. The Skyray was not so lucky, as it hadn't jinked in the previous turn, and exploded from Meltavet/Chimera fire. The infantry blob fired something like 110 twin-linked las shots at Farsight's unit (Prescience plus the FirstRankFire,SecondRankFire order, plus RapidFire range). After about 15 straight minutes of rolling, re-rolling, then rolling and re-rolling again and again and again, I'd lost both XV9's but nothing else. Once again, I failed to do the smart thing and Go To Ground for a 2+ cover save, as I would've had Stealth from my XV9's defensive grenades. Even so, then Farsight would have been a sitting duck next turn. He fired everything else that had range at Farsight and his drone, killing the drone and reducing him to one wound (Farsight didn't make a single save).
|Tau Turn 3|
Farsight rolled well for his thrust move and moved to hide behind my Shas'O and his unit, but he'd have to wait another turn before joining (IC's can only join units during the Movement phase).
All in all, not a bad turn except for Longstrike's signature failure. I'd killed 3 vehicles and hurt two more, and mostly with weapons not intended for destroying tanks.
|AM Turn 3|
The Vanquisher didn't actually move this turn, that is my error. It stayed put and hit Longstrike with Both weapons Again (so far this BS3 tank had hit more times that Longstrike had in any game I'd played so far. Looks like somebody is overpaid...) The main gun penetrated again, and I failed my 3+ cover save. Longstrike blew up in a spectacular explosion. His command squad fired flamers at Farsight and the Executioner, but he only wounded once or twice and I saved both. The infantry blob used its order+psychic shenanigans to shoot my Executioner unit with over 70 twin-linked lasgun shots. My Shas'O took every single shot and survived with 1 wound. Stimridium FTW.
He charged my Shas'O's unit with his command squad. I rolled very well for my Overwatch, killing two guardsmen. Then, in combat, he challenged my with his commander. I accepted with my Raven (Shas'vre) but they both failed to wound eachother. The rest of the Executioner killed the lone guardsman, winning me the combat. His senior officer passed his leadership check and stayed locked in combat. The plasmavets that disembarked charged my Firewarriors holding the objective. It had been so long since they'd disembarked we'd forgotten it was this turn and that they couldn't actually charge. No matter, my combined Overwatch killed 4 guardsmen. In combat, he failed all his attacks, I killed one of his, and he failed his leadership check. He fell back since I failed to sweep him.
|Tau Turn 4|
My Firewarriors wiped out the fleeing Plasmavets. My EMP Grenadiers stripped another hull point from the Chimera (the grenade throw missed) and my Warfishes killed a few of his Meltavets (luckily he'd put his Meltaguns out front, so they were the first to go).
Farsight jumped into the Melee, hoping to find some cover from the mass of lasguns nearby. The EMP Grenadiers charged his Chimera (a surprise, since they weren't used to seeing Tau with assault weapons) and easily stripped another 3 hull points, wrecking it with no explosions. I challenged his commander with my Raven again, hoping to tie up the combat through my turn. I figured he might get lucky and wound him once, but I was really hoping for a repeat of last turn. However, luck was on his side, and he landed two wounds with his Power Sword, killing the Raven outright. In addition, my Shas'O failed his leadership check and fled the combat, exposing his unit to enemy fire!!! Farsight stayed locked in combat and prevented a catastrophic sweeping advance, what a trooper.
|AM Turn 4|
He killed my Shas'O with the Vanquisher cannon, once again accurately hitting the battlesuit from across the entire battlefield. With the Shas'O gone, the rest of the squad fell easily to the storm of lasgun fire.
Farsight attacked the senior officer, but the officer made an invulnerable save and lost one wound. In return he wounded Farsight, who failed his Better invulnerable save and died. All that dancing and character shenanigans for nothing, he was still dead.
|Tau Turn 5|
Even so, I was only able to strip another hull point with the combined SMS fire from both vehicles. My EMP Grenadiers wiped the platoon command squad out but they were left stranded in the open.
|AM Turn 5|
I rolled for game continuation and the game ended on a 1.
- Astra Militarum: Linebreaker, Kill the Warlord, First Blood, 2 primary objectives, 1 Fast Attack kill
- Tau Empire: Kill the Warlord, 1 primary objective, 2 Fast Attack kills
- Astra Militarum: I'm not sure how they were before, but I like that they are capable of spamming vehicles and lasguns. Those Primaris Psykers are a problem though. Spamming lasguns is one thing, making them all Twin-Linked is just insane. However, with the rumors I've been seeing for 7th edition, they may not be as reliable in the next edition of rules.
- Combat: each game I get a little bit better about understanding the nuances of combat. Playing Farsight has forced me to do this and it is a good thing. Tau commanders should avoid combat, but not be ignorant of it.
- Farsight: still getting to know him. I refuse to run him in a Deathstar, but he works just fine as a tankhunter. Perhaps in the future I won't make him my Warlord so that he won't attract quite so much attention.
- XV9's: these guys are very expensive and they were forced into a suicide situation due to the Reserves SNAFU. However, I was still pleased with them. They easily killed their own points value in tanks, and they took a massive amount of lasgun fire (T5 is a better defense then you'd initially think)
- Executioner: markedly less effective against Astra Militarum. I've seen this before but I was strapped for time and decided to see how they'd do. Unfortunately they never got a chance to try and snipe out those nasty characters. They killed almost nothing before getting tied up by a small command unit and killed by massed lasgun fire. I'll take them every time in my TAC lists, but if I know I'm playing AM I may swap them out for something else.
- Longstrike: this guy...even against his Preferred Enemy all he managed to do was stun a Chimera for a turn. Another game like this and I may have to leave him out of my lists altogether. I do believe that he's only killed one Predator tank in the entire time I've used him, and the Predator would have diedwithout the Longstrike upgrade...