Tau/Necrons vs. Astra Militarum/Orks---AER Test Subject B-204 scanned the meager Gue outpost. The mercenary orks were gearing themselves up for a fight, while their grot slaves and Gue employers tended to the heavy artillery and tanks.
The small building behind the defense perimiter was the only logical location for a captive of war. He would have to clear the entire compound before he could He picked up on the sounds of the approaching cadre. He could faintly hear the engines of their Necron collaborators too. Promising them Fio technology in return for their services seemed like a weak lie to B-204, but the simple machines had agreed anyways. They might become an issue, but not if the Shas'El's plan worked.
The cadre was in range now. As the Gue and grot artillerymen began their opening salvos, B-204 made his move. No more than a ripple in the grass against a backdrop of explosions, he made his way straight for his first targets.---
This was actually a practice match for an upcoming doubles tournament I am helping throw at our FLGS. The restrictions are pretty simple: 1000 points per army, Battleforged. This was a very fun match that came right down to the wire.
- Overloard with resurrection orb, scythe, mindshackle scarabs, command barge, and the 2+/3++ wargear
- 15 Gauss Warriors in a Night Scythe
- 5 Tesla Immortals
- 3 Wraiths
- Doomsday Ark
Tau (Farsight Enclaves)
- Commander with Drone Controller, Fusion Blades, Stims, Talisman of Arthos Molach, and 2 marker drones
- Riptide with Ion Accelerator, Fusion Blaster, Stims, Earth Caste Array, Early Warning Override
- 3 Crisis suits with two Missile Pods (Deathrain-D)
- 2 Crisis suits with twin-linked Missile Pods (Deathrain)
- 2 Crisis suits with twin-linked Missile Pods (Deathrain)
- 1 Crisis suit with two Flamers (Heatwave-D)
- 1 Crisis suite with two Flamers (Heatwave-D)
- Officio Assassinorum Detachment: Culexus
- Pask in Punisher with Multi-melta sponsons, Executioner with Plasma cannon sponsons
- Veteran squad
- Veteran squad with carapace armour, 3 plasma guns in Chimera
- Veteran squad with carapace armour, 3 melta guns in Chimera
- Aegis Defense Line with Quadgun
- Weirdboy, level 2
- Warboss with Lucky Stick
- 3x Big Mek (2 with kustom force fields and one with a shock attack gun)
- 1x Mek
- 2x Painboy
- 2 large mobs of boyz (don't recall the exact number)
- 4 Mek Gunz with 2 upgraded to Smashas, and extra gretchin
Disclaimer: The diagrams may not always match up exactly with the pictures. Things get forgotten or moved around in the mind. Just take it in stride and keep reading.
AM/Orks Turn 1
Despite lots of long range shooting from the Wyvern, mek guns, and the Leman Russes, they were only able to kill an Immortal and a Wraith, wound a Crisis suit and wound another Wraith. Wraiths had a nasty reputation in our area, even though these ones weren't even upgraded, so they were focusing pretty hard on them.
Tau/Necron Turn 1
|"Who will fight me?"|
We scored our objective, but even with a re-roll we only got one VP for it. Boo! What a waste of my unit and our warlord trait! At least we had First Blood, and our opponents hadn't scored their objective yet.
AM/Orks Turn 2
PunisherPask+Executioner failed to kill the wraiths completely. One escaped with a single wound! Afterwards, he popped smoke, so it would be hard to shoot his tanks. Everything else targeted various things, but didn't accomplish much. The mek guns seemed to vary in their capability, destroying things one turn and completely whiffing the next. The special-weapon-vets all shot at the Necron Overlord, getting a couple wounds/HP. The vets manning the quad gun fired at my approaching assassin, but he dodged the las rounds with his lightning reflexes!
|Please excuse the fuzziness|
Tau/Necron Turn 2
|The table partway through our turn 2|
|Should we help? Naw, he's probably fine...|
|"If I ever get to swing my Scythe, you will be sorry!"|
|Doomed Vets. DOOMED|
AM/Orks Turn 3
The Weirdboy hadn't done much up until now, casting powers that either didn't kill anything or failed to manifest. At this point, he periled and rolled a 6. Mercifully, he failed the leadership check and lost a wound instead of becoming a mini-monstrous-creature.
|My assassin, sneaking through the shadows...|
|He just wanted to torch some Orks before he died|
Tau/Necron Turn 3
My Assassin used his psychic phase to finish off the fleeing meltavets, just to be sure they didn't rally.
I ran my Riptide and moved the Heatwave onto an objective. Then I had my crisis suits shoot the Chimera (glanced it once). The Night Scythe killed just enough Orks that the mob was no longer holding the center objective. My partner really wanted to shoot up the Ork mob with his warriors, confident that he could kill it. I eventually convinced him that we needed to try and kill their warlord, so he fired at the nearby PunisherPask. Despite lots of shots and above average hits, he only got two glances. It's a good thing that I had decent luck with my rolls this game, because my partner's seemed to have abandoned him.
The Riptide then activated its Nova Charged thrusters and jetted out of reach. My remaining Heatwave skipped on down to the objective recently vacated by the blood thirsty Ork mob. My crisis team charged the Chimera and kicked it into scrap, clearing the last objective that we needed. The plasmavets planted their Krak grenades on the Overlord again. They must have done it right this time because my partner finally failed his 4+ resurrection roll. My assassin charged the mek guns and challenged the Big Mek to single combat. He promptly ripped him and a couple gretchin to pieces and then chased the remaining gretchin from the board.
We scored all 4 of our Maelstrom cards that turn, but I believe that this turn they also scored 3 VP's with a good D3 roll.
AM/Orks Turn 4
Both ork mobs ran toward their destinations, but both only ran 1". I guess they were tired from all the Waaaghing earlier. The Wyvern had little else to fire at, so it shot at the Immortals hiding behind my newly arrived Riptide, killing them all. PunisherPask then split fire with the Executioner. The Executioner fired at the Necron warriors, killing them all (close packed necrons make for good blast targets). Pask fired at the Night Scythe, which Jinked and escaped with a single hull point.
The orks couldn't charge because they'd already used their Waaagh and ran. The vets, however, had no trouble getting into combat and killing my Deathrains without losing a single veteran.
|Avenge the Chimera!|
Tau/Necron Turn 4
The Riptide nova-charged its shield for the 3+ invulnerable and then moved toward the Russes. Since it had jinked and had no good targets, the Night Scythe zoomed off the board. Hopefully when it came back it could help out in the final turns. The Heatwave positioned himself to torch some orks, and the Assassin moved toward the Wyvern.
My Assassin fired in the psychic phase at the Wyvern's side armour, but did no damage.
The Heatwave got a decent number of hits, and due to positioning was able to kill a few orks and wound the Painboy (the kustom force field was over 6" away from most of the orks hit). The Doomsday Ark fired at the Leman Russes, but did no damage. The ark's gauss weapons shot at the nearby vets, killing a couple. My assassin ran straight for the Wyvern, hoping to kill it next turn. The Riptide, with some fortunate rolling, exploded the Executioner with its Fusion Blaster. Huzzah!
My Heatwave jumped back behind a rock. It was a futile gesture, but it was better than sitting there waiting to get killed. The Riptide attempted a charge Pask, but since he'd killed the Executioner he had to roll very well to reach him, and failed.
Unfortunately, the Executioner wasn't its own squadron, so we scored no VP's this turn.
AM/Orks Turn 5
Pask unloaded on the Riptide and managed to wound it twice. Every Ork in range shot at the heatwave, but failed to kill him. The Wyvern targeted the assassin and wounded him once. The plasmavets shot at the Ark, and glanced it once.
The Orks charged the heatwave, losing the Painboy and another Boy to overwatch flamers. The monat then died in close combat, content with his contribution to the Greater Good. He had done an admirable job torching orks and claiming objectives.
Tau/Necron Turn 5
The assassin's animus couldn't hurt the AV12 of the Wyvern, so we went straight to shooting.
The Night Scythe attempted to strip Pask's last hull point but couldn't quite do it. My Riptide stripped the last hull point with his Ion Accelerator and got us Slay the Warlord. The Doomsday Ark fired its Gauss at the vets, killing a couple of the plasmagunners that were out of cover, and shot the main cannon at the mob of Boyz across the field, killing one.
|Unts Unts Unts Unts Waaaaagh!|
Tau/Necrons: First Blood, Slay the Warlord, Linebreaker, 9 Maelstrom objectives. 12 VP
My team-mate learned a lot about his list and wants to make some changes. Our opponents also learned that mobility can be a huge advantage in a Maelstrom game, so they may be changing their lists as well.
My slippery suits (especially the Monats), bouncing around causing mayhem, were definitely contributors to our victory. First Blood, as always, was a deciding factor, since only one team can score it. Our objectives were tough sometimes, but we stayed focused on the mission and it paid off.
- Heatwave Monats. They are dirt cheap and did their job of objective-capping wonderfully. Their cheap, expendable nature made them straightforward to play and ideal for taking up a disproportionate amount of my opponent's resources.
- Culexus Assassin. An impressive kill record. Though he didn't score any objectives other than Linebreaker, I felt that silencing the Quadgun and the mek guns really helped us out late-game. Unfortunately, the cat is out of the bag, so now everyone knows just how deadly this guy can be.
- Jetpacks, in general. The high mobility of jetpack units really meshes well with Maelstrom missions. They kept us scoring points and getting us new maelstrom cards (had to hold objectives to get more cards)
- Deathrain-D. I think they were victims of circumstance this game. They drew the short straw when it came to deciding who to sacrifice for the first objective. In hindsight, I probably should have sacrificed my commander first.
- Anti-horde. A 5+ invulnerable and 5+ FNP on 30 Boyz is pretty insane. Had he put a horde at each flank or deployed second, I think we would have been toast because my units just can't put out enough shooty for that. Flamers didn't kill quite as many as I'd hoped either.
- Low model count. If I had a few more unlucky rolls, the game could easily have gone way downhill. It can be scary playing with so few models, knowing that so much depends on so few.
- Surprises. Some of our success was due to tactical errors on the part of our opponents. Normally, you can't rely on your opponents to make those mistakes. If we had a rematch, things would be much tougher on us.