Saturday 24 January 2009

850pts Tau versus Nids

By Suneokun

The two WIP armies go toe to toe on the dining room table. It's Tau firepower versus the scuttling nastiness of the 'nids! Feels very 'Alien' doesn't it - where's Ripley? (In Derbyshire, UK - Ed.)

This was a cracking fight which went right down to the wire with some fantastic twists. All Seven turns (yes Seven!) completed before midnight - come on!

Game: Capture and Control
Deployment: Pitched Battle

Due to the narrow board, we decided to exclude flanking - mainly because this would mean the broodlord would dominate the game.

Lists

Tau
  • Crisis Suit Shas'El: Plasma Rifle, Missile Pod and Flamer, Hard Wired Target Lock, Hard Wired Multi-tracker.
  • Bodyguard Shas'Vre: Fusion Blaster, Plasma Rifle, Multi-tracker.
  • Stealth Team [6] - with targeting arrays.
  • Fire Warriors [12]
  • Fire Warriors [12]
  • Pathfinder Team [8] with 6 carbine markerlights and 2 rail rifles, Devilfish
Tyranids
  • Broodlord with Flesh Hooks and Extended Carapace and implant attack.
  • 8 Genestealer Brood with Flesh Hooks and Extended Carapace.
  • Tyranid Warriors [3] with toxin sacs, devourers, enhanced senses and Scything Talons.
  • Tyranid Warriors [6] with Extended Carapace, rending claws, flesh hooks, deathspitters and leaping.
  • 10 Gaunts with Fleshborers, scuttlers and without numbers.
  • 8 Hormagaunts with flesh hooks and toxin sacs.
The plan was to throw the Hormagaunts and Gaunts at the Tau as a body shield and then mince them up with the Genestealers and Warriors. Meanwhile the 'resurrected' Gaunts could hobble to the objective for the win.

Deployment - The Tau formed up a strong gunline of the two fire warrior squads and the pathfinders. Between these less maneuverable squads the Stealth teams anti-swarm fire power would enable quick redeployment, while the plasma and missile pods of the command squad went to see off bigger beasts. The Devilfish set up in a supporting position to the Pathfinders, giving them a quick 'out' if required.

For the 'Nids, I had learnt from my previous mistakes against Dustin Tau and (confident of the first turn) deployed my Nids as close to the enemy as possible. I might catch the Pathfinders napping with my broodlord and hormagaunts. Unfortunately, my opponent saw this move coming and used their pathfinder scout move to inch out of potential charge range.

Turn 1: The Tyranids whole flank moves and runs or charges. Despite an impressive 12" leap, the hormagaunts miss the Tau by a few bare millimetres. The genestealers move up behind the leapers and hide behind the hill and lick their lips for the next turn. The Hormagaunts are left hanging, but I'm reasonably confident at least some will challenge for the next round. On my right flank, I run my Termagaunts carelessly forward and open fire with my Augmented Senses Warriors. The 12 devourer shots hit a total of six times, but the rerolls for it's 'living ammunition' cause 6 wounds, killing four Tau!!! I like this gun, like a shuriken catapult on bladestorm every turn! Unfortunately the pesky Fire Warriors pass their leadership test.

The Tau Respond in a typically fire power orientated fashion. Some crafty maneurvering on the right allows the pathfinders to jump inside their devilfish and move back, while the tank releases its gundrones as a pair of close combat sacrifices. The Stealth team jump forward, and between the gundrones, six stealthteam and the burst cannon on the devilfish - the hormagaunts are wiped out! Meanwhile the fire warriors in the centre and the command crisis team line up the tyranid warriors in the centre. Devastating fire power kills 3 warriors and wounds a fourth one. Three warriors struggle from the cover despite their carapace and cover. On the Tau left flank the other 8 fire warriors target the devourer warriors in an attempt to break up the fearless march of the termagaunts, whether their mettle was shaken by the devastating devourer fire we'll never know as they only managed to wound one tyranid.

Turn 2: The Genestealers surge up the hill and thoroughly slaughter the gundrones, despite their vulnerability, I commit them into the open, trusting to their 4+ extended carapace and the surprise I've planned for the middle. The three surviving Tyranid Warriors armed with deathspitter in the centre shake off their pretentions of ranged combat and commit a leaping charge into the middle of the Tau fire warrior ranks! Despite only one 6, they kill over 6 fire warriors for no reply, this shattering combat proves too much for the stalwart 'bluies' and they are massacred as they attempt to flee... woohahaha! Meanwhile the termagaunts on the left attempt the same trick, fleeting and charging towards the fire warriors. Unfortunately they only manage 3" in running - so their charge is brought short mere millimetres from the worried looking fire warriors. The Devourers splutter their firepower again and manage a further couple of kills.

The Tau are up against it with their backs against the walls. Permeated by light troops to the left flank, they are skidding back from the broodlord's retinue on the right and with wickedly lethal Tyranid Leapers in the middle. The Tau Devilfish executes a dazzling maneuveur, jumping over the feasting Tyranids in the middle and forming a fragile fire wall on the left flank with the tank foremost and the pathfinders disgorged behind it (next to the command squad) in a bizarre 'fish of fury' move. The combined firepower of the tank and pathfinders fails to down the warriors (thanks to their extended carapace), and it requires all their shots to down them. Meanwhile the stealth team is carefully retreating across the board firing fussilade after fussilade into the Genestealers. I suddenly realise that thanks to their move-fire-move jetpack ability, my chance of catching them is slim to nil... This ponder occurs to me as a further two genstealers are downed (thanks carapace!)

On the left flank the fire warriors decide not to charge and fire on the gaunts at point blank range - killing only four despite no cover save. The Tyranid Warriors behind enforce their steely Hivemind grip and the slavering Gaunts hold. Pretty decisive shooting, but was it enough.

Turn 3 - Trusting to the fact that the Gaunt's lack of survival was part of the plan, I hastened my devourer warriors into a pincer maneurver. Charging across the hill (thanks move through cover) the Warriors opened fire with their devourers. A stunning set of shooting forced 8 saving throws and 3 stealth warriors fell. I was further impressed as the Tyranid Warriors piled into combat. With scything talons and 4 attacks each they killed every last stealth team.

On the left, the gaunts fired on the fire warriors and then charged - causing a total of 4 wounds before the Tau could retaliate. The remaining 2 Tau buckled under pressure and routed, leaving the left flank in my hands. Meanwhile the Genestealers were left clear to pound across to the Devilfish which, thanks to it's size, was just in charge range. Then the gods of 'luck and roll' played a hand, despite a total of 5 s5 rending attacks and 15 s4 rending attacks, my genestealers needed a 6 to hit (as the vehicle had move over 6"), managing only one, I needed a 6 for rending. 20 hits resulted in no kills.

The Tau responded with efficiency. The pathfinders jumped back in their devilfish and taking discretion over valour soared over the Stealers head and moved 12" across the board. The crisis suits meanwhile broke left and made quick work of the Gaunts with flamer and plasma. (Right into my little trap - hehehe!) The Tau were on the ropes, with a HQ option cornered and a pathfinder team on the run ... it was only a matter of time. They couldn't win through claiming - only draw. And then...

Turn 4: The Gaunts trotted back on the board and made posthaste (with a ld test of<5). style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 213px; height: 159px;" src="http://i302.photobucket.com/albums/nn107/suneokun/DSC02938.jpg" alt="" border="0">Get ready to fire!

It was do or die for the Shas'El. Locking and loading he fired his flamer and missile pod and stormed into close combat. Despite his lack of weapon flamer he flamed the wounded Warrior to death and managed to kill another, sustaining only a wound in return. The Tyranid Warrior and the Shas'El remained locked in combat. The devilfish moved a further 12" and opened fire on the genstealers, killing the final brood bodyguard. The Broodlord grimaced and prepared for a final charge.

Turn 5: The Gaunts failed their leadership and skulked - cursable numbskulls. Meanwhile the Broodlord charged the devilfish again - but failed to score a hit! The combat between the Tyranid Warrior and the Shas'El thundered across the board, here was the hopes and dreams of the greater good facing up to the hivemind. With a roar the sything blades of the tyranid struck at the Tau crisis armour - in return the Crisis Shas'El reconfigured his power supply. Grasping the Alien about the neck with his armoured gauntlet he slammed the bulky plasma rifle repeated into the things armoured skull. Eventually reinforced chitin crunched under the superior strength of the XV8 suit. The scrabbling claws flailed senselessly at his visual display corum as his twisted the creature neck with a grunt. Flinging the gaping, tyrannic maw away from him the Shas'El glanced down at the shaking and shivering creature. "Now that's what I call the grated good!" he grimaced and burst across the battlefield in a blast of superheated air.

The Devilfish redeployed one last time and deposited the Pathfinders, the Shas'El leapt to the hill and took a passing shot at the Broodlord (failing to hit) and moving on towards the Tyranid objective. The pathfinders and devilfish fire on the Broodlord and bring him down to one wound.

We roll a dice, a 3 - play on!

Turn 6: Tyranid options are bleak, I pass my gaunt skulking test and raced towards the objective. After careful thought I decide to try to kill the Crisis Suit. Unfortunately I decide to just shoot the Crisis Suit instead of charging - not sure why now (tired I guess), they fail to kill. Additionally, the broodlord fails to kill the devilfish.

In return the Crisis Suit Charges the Gaunts, killing them with flame (again), missile pod (again) and a big fist. The pathfinders stay put and contrary to every other turn, fire their well guarded rail rifles at the broodlord. The two S6 AP3 hits hit, and kill him twice over. The rest of the squad shoot up the gaunts.
At the End of turn six only 3 gaunts remain, but on the objective (see small tyranid claw)!?! We roll a six, turn 7!!

Turn 7: need I say that the poor gaunts died badly and that annililation was achieved. With a well wounded Shas'El, a squad of cowardly pathfinders and a very well scratched tank - it was a worthy victory!

Conclusion: What a battle! It had everything! I was particularly pleased with my leaping Tyranids and my enhanced senses devourers. At 12 shots a turn, they pumped impressive firepower into the tau and albeit with the help of some unlucky saving throws - forced the odds and killed 6 firewarriors, 6 stealthsuits and a crisis bodyguard - and almost killed the commander too!! I'm seriously considering dropping deathspitters from the arsenal and stocking up with more devourers. Alternatively, I'm thinking that more broods and a significant squad of rending claw and scthying talon leaping warriors is the way to go. With 4 rending attacks on the 18" charge, they can follow in behind the hormagaunt to mop up. The loss of the hormagaunts was a pain, also the broodlord proved useless. His lack of a fleet option leaves him very vulnerable to the 'move and fire' tau devilfish tactics.

My next purchase will be the Tyranid Battle Force as I need more critters to fling at the enemy, additionally a second - 'fleeting' - genestealer swarm would give me real punch. The warriors were impressive though and extended carapace proved very effective (considering I had so few models) reducing losses for both the genestealer and warriors and ensuring I could fight on!

The tau were great, I'll continue to paint them up, the next purchase for them is some Kroot and Kroot Hounds. I've only got to finish painting over 100 models before I can buy them!!?

Thursday 22 January 2009

2000 pt Guard versus Tau

By suneokun.

Right, I won't bore you with a huge amount of detail as the match was heavily against me. For starters, we rolled Annililation and Dawn of War - so deployment was weird. I deployed a serious list of Tau bashing glory... in relatively poor positions, ooops!

That said, my guard fought hard and importantly, would probably have made it to combat if not for the game ending.

Kochi VI Assault Force: Tried to go for firepower AND close combat crunch - note to self, don't bother doing both...

HQ
  • Command Squad: Heroic Leader, power sword 3 vets with close combat weapons and a meltagun and Nork Deddog in a HB/ML Chimera with smoke, all with Carapace.
  • Commissar Yarrick and 5 orgyrns in a Heavvy Flamer and Multilaser (with heavy stubber and smoke) Chimera.
  • 2 Missile Squads of 6
  • 1 Armageddon Style Sentinel
Elites
  • Kochi Vet Sappers [6], 2 plasma and melta, 3 shotguns, power sword and storm bolter.
  • Orgyrns with Chimera (with Yarrick)
  • Techpriest Engineseer with 2 combat Servitors and 2 technical servitors
Troops
  • Command Squad with plasma gun, missile launcher, medic and power weapon.
  • Squad Alpha, Missile Launcher and Plasma.
  • Squad Beta, Missile Launcher and Melta.
  • Conscript Platoon [20] with two flamers.
Fast Attack
  • Hellhound with Smoke and Heavy stubber
  • Sentinel with Lascannon
  • Rough Riders with lances, sergeant with powersword, carapace, frag grenade.
Heavy Support
  • Leman Russ Battle Tank (Lascannon, Heavy Stubber, smoke)
  • Leman Russ Battle Tank (Heavy Bolter, Heavy Stubber, smoke)
Tau Force

Shas'El and Shas'O
2 Crisis Suit Teams [3] (mostly toting plasma and twin linked Missile Pods)
Stealth Team (3) with Gun Drones (6)
3 Squads of 10 fire warriors
2 Groups of 12-15 Kroot with Hounds.
Devilfish and 8 Pathfinders (one with a rail rifle)
2 Hammerheads (Ion Cannon and Railgun)
2 Broadsides.
1 Piranha

Battle Report

Dustin wins first turn and sets up his two fire warrior teams in cover, one supported by a crisis Shas'El. I set up opposite with all the anti tank weapons in cover. The conscripts behind the missile launcher teams in the center and the command team to the left, sheltering behind a building. The command Squad Chimera rolls on the left flank and goes at top speed.

Synopsis of the game: Dustin manages to manage his fire lines well and pounds my missile launchers into submission. The Missile launchers in return aren't good enough to destroy any of his vehicles and are torn between hitting the tank and trying to destroy the troops in his buildings. The Leman Russes arrive on the left flank and manage to destroy 5 kroot and 2 crisis suits in one shot! The missile launcher manage to kill one team of fire warriors and stun the hammerhead before being wiped out. The conscripts are a ridiculous meat shield that Dustin ignores. Unfortunately Yarrick and the Orgyrns and the Command Squad never make it to combat because the game is cut short. The Rough Riders are wiped out despite their carapace - bloody pulse rifles. The leman Russes are good but the lascannon russ fails to kill a ion hammerhead. Both the flanking sentinels miss their lascannon shots (It's a bloody tank! How can you miss a tank!) and die badly... The flanking Vets blast a gundrone and then charge into close combat with the Stealth team - only to get beaten up - the only close combat of the game and I'm beaten - groan... The two squads get tangled up in pinning shots from gundrones (which are a real pain)... and by the time my hellhound arrives, all it can do it shoot the blaster off the piranha...

The game wasn't finished, but considering he still had 20 odd Kroot to draw on, I was unlikely to win - but we never found out as we had to stop a turn from 'first contact!

Final score - 7:2 to the Tau.

What I learnt from the game is this.
  • Either go for close combat totally, or go for firepower totally.
  • Carapace armour is a waste of points.
  • Keep heavy weapons at least 30" away from Tau.
  • Bring more firepower. I need to buy a demolisher or a Basalisk - advice please!?!
  • Lascannons and Mortars - Missile Launchers might be versatile but what I needed was 7 mortars and a set of lascannons to mix it up. The S9 is essential for killing tanks. Mortars are ideal as they pin, and the tau were getting a 4+ save whether I went for AP4 or AP3 or not.
  • Ratling Snipers with a rending/pinning weapon and +1 cover save, these guys could have nullified and slaughtered the tau. 36" range helps too!
  • And Finally - Cameoline, that 3+ save would have been great and would have also forced the pathfinders to waste ALL their markerlight shots nullifying.
Example List

Doctrines: Camo, Sharpshooters, Ratlings, Techpriest
  • HQ - Mortar, powersword, meltagun.
  • HQ - Deathwatch Kill team
  • 2 x Missile Launcher teams (camo and sharp shooters)
  • 2 x Mortar teams
  • Elites - Ratling Snipers
  • Elites - Veterans [10] with 3 plasma and missile launcher (infiltrate, (camo and sharp shooters)
  • Elites - Techpriest Engineseer (with 2 combat and 2 technical servitors)
  • Troops - Command with Missile Launcher (camo and sharp shooters)
  • Squad 1 - Missile Launcher (camo and sharp shooters)
  • Squad 2 - Missile Launcher (camo and sharp shooters)
  • Squad 3 - Missile Launcher (camo and sharp shooters)
  • Remnant Squad - Flamer
  • Conscripts [20] - 2 flamers
  • Hellhound
  • 3 x Sentinels (bring on at back - behind cover/tank)
  • 2 Leman Russ Battle Tanks
  • 1 Basalisk
So in final conculsion, I enjoyed the match up. We should have made the battle smaller (my fault - I wanted to bring everything!) and then maybe we would have got somewhere. I learnt a lot from this game, Dustin is an efficient player and likes to chip away at an enemy. This battle has proven to me what fun (and how effective) the Tau force is to play, both fast, nimble and with incredible firepower.

It's also demonstrated to me just how out of touch the Imperial Guard codex is ... too many ways to lose currently. Oh well, roll on April.

Monday 19 January 2009

Guard v Tau Battle Report 1250 pts Annililation

By Suneokun

Right, first battle out of the way - and the learning curve is awfully steep. As a fairly experienced Guard commander I took on the force of Tau'va for the first time. Luckily, my opponent was a complete novice at Tau - having fielded Guard up until now. The whole idea of this battle was a 'watch and learn' experience.

Facing Tau with Guard is a tough one. For starter's it's starting to get really obvious that guard are suffering with 'codex-fatigue' thanks to our codex now being 6 years old... bring on March! My opponent rolled and we had a pitched battle of annihilation - an absolute nightmare for any guard army as the kill points rules just stack up ridiculously against the old codex... oh well, here goes...

Unlike previous posting's you won't find any photo's of the battle - our camera was kaput at that time. However, I've included a map for clarity and a selection of the latest photo's of the finished Tau models and my finished Rough Rider Cavalry for entertainment!

Army lists

Kochi VI - Assault force - the concept is for an unconventional force of assault orientated guard, based around the central force of the infantry platoon and the conscript bullet shield. The tanks and rough riders will engage the tau elites while the troops make best approach to the tau. The Leman Russ will duke it out with Heavies and then join the fray.

HQ - Lieutenant with bolt pistol and chainsword, Guardsmen [3] w/ 2 x plasma, vet w/ medpack. in a Chimera w. multilaser, heavy bolter

Elites - Orgyrns [6] flak armour/ripper guns in a Chimera w/ Multilaser, Heavy Flamer, Heavy Stubber and Smoke.

Troops - Infantry Platoon - Command Squad, Leiutenant with bolt pistol, Guardsmen [4] with 2 Grenade Launchers. Two Squads with Grenade Launchers. One squad with flamer.

Troops - Conscript Platoon [20] w/ 2 Flamers.

Fast Attack - Rough Riders [8] w/ Lances and lasguns.

Fast Attack - Hellhound w/ Heavy Stubber and Smoke.

Heavy Support - Leman Russ Battle Tank w/ 3 Heavy bolters, heavy stubber, smoke.

Total: 1126 points.

Tau Sept Koh'cha - Basically working with what I have, I've put together the following list. The concept is that the Broadside acts as a quasi tank with two shield drones at sv 2+/4+ inv. save. The Commander links up with one of the gun drone squads. The Twin linked fusion monat is a deep strike anti tank specialist, so hopefully between the monat and the broadside the imperial armour is finished. The fire warrior core are led from the front by the ethereal and his BS4 honour guard. The stealth team with gun drones play hide and seek.

Glossary: Targetting Array - TA: Multi-Tracker - MT: Plasma Rifle - PR: Flamer - F: Missile Pod - MP: Fusion Blaster - FB: Twin linked - TL: Hard-wired - HW: Squad Leader - SL.

HQ - Commander Shas'El w/ TA, HWMT, PR, MP and F
HQ - Ethereal w/ Fire Warrior Honour Guard [12]

Elite - Crisis Suit Monat w/ PR, FB, TA, HWMT, SL
Elite - Crisis Suit Monat w/TLFB, Shield Generator, Stim Inj, SL
Elite - Stealth Team [6] with squad leader, 5 burst cannons, Squad leader w/ TA, fusion blaster, team with 5 drone controllers and 6 gun drones

Troops - 2 x Fire Warrior Squads [6]

Fast Attack - Gun Drones [6]
Fast Attack - Pathfinders [4] with Markerlights and pulse carbines and a devilfish troop transport with multitracker and targetting array.

Heavy Support - Broadside Battlesuit w/ TA, SL, 2 Shield Drones.

Total: 1128 points.

NB: As per my previous blog, both sides in this force were constructed by me, as a means of best testing tactics and units against the Tau.

Deployment: The Tau deployed first, placing it's broadside with two shield drones on the far left flank, mounted on a small hill and giving a superb view of the battlefield. This unit was backed up by the Anti tank crisis suit (with shield and stimulant injector) and the uber-squad of 6 stealth suits with 6 gundrones. This meant that one flank had over 500 pts in it - interesting... An area terrain ruin in the middle of the Tau side occupied both a 6 man Fire warrior team and 4 pathfinders with the devilfish sitting between the building and the hill. Beyond the building lay a collection of towers and cover that housed the second fire warrior team (with carbines) and the Tau Shas'El who had joined his band of six gun drones. The right hand flank was held by the 12 strong honour guard unit, led by the ethereal and the other plasma rifle and Missile Pod armed Crisis suit.

I decided to exploit my fire power on this flank and deployed the hellhound on the extreme right flank, while the orgyrn chimera and the leman russ nestled behind the central hill. This same small knoll shielded the platoon command squad and a grenade toting infantry squad. These units would seek to attack the carbine armed tau opposite with grenades.

Next unit to the left was the second infantry squad with a grenade launcher and alongside them the huge conscript platoon with the command squad in their command chimera. This was a first test of a 'bullet shield' approach, and my hope was for the conscripts to take the damage while my Chimera and command squad closed and put 'plasma pain' on those slippery tau (or even the Broadside - yippee!)

Turn 1: Tau. The Tau immediately, markerlighted up the hellhound! The broadside (aiming from one corner to another blew the inferno cannon off! The Etereal ordered his honour guard to target the enemy command squad and pulse fire blazed across the battlefield. The commander joined in and the command squad was reduced to just the lieutenant - who ran! Unlike his Ethereal, the right hand Crisis Suit had detected the smell of horse droppings and fired into the Rough riders - but their cover save meant that only one model died. Shooting in the centre was ineffectual. Meanwhile on the left flank, the stealth team unleased a lethal torrade of fire on the conscripts - killing 10. Ld was passed. All crisis suits and stealth teams snuck back behind cover.

Turn 1: Guard. With a roar of engines and a whinny of horse parts, the right flank surged forward. The Leman Russ battlecannon shot at the commander but scattered, however the rough riders suceeded in a 5" move and engaged the Ethereal and Fire Warriors opposite. The total of 12 non saving hits proved too much for both the fire warriors and their fearless ethereal - who promptly died! Flinging their splintered lances to the floor the rough riders consolidated and drew their chainswords - looking for more victims. The Orgyrns Chimera also burst forward and deposited 6 Orgyrns and popped smoke - forming a screen for both the abhumans and the leman russ behind. The Guardsmen in the centre snuck around to the left to try and engage the building full of Tau. On the left flank, the guardsmen unit targetted the devilfish while the conscripts ran and the chimera poured shots into the stealth team - killing two gun drones.

Turn 2: Tau. The Tau on the right flank - now isolated by 8 horsemen jumped out and killed another with his plasma and fusion combo. The markerlight hits were wasted as the smoke confounded the shot from the broadside, so the commander led his gun drones in peppering the side of the tank - causing two penetrating hits and three glancing. The tank disintegrated in a blaze of debrid - wounding a ogryn and killing another rough rider. The central fire warriors managed to pin the squad going around the hill. On the left the devilfish and fire warriors continued to pound the guardsmen, killing another - while the crisis suit jumped left and took pot shots at the chimera side. He failed however, and the stealth team with 4 gun drones showed him how it was done - wrecking the chimera (with the team leader target lock fusion blaster) and killing a further 7 conscripts - miraculously the numpties held... The "tank killer" crisis suit decides to stalk right - making for the juicy tanks...

Turn 2: Guard. Orgyrns charge the Shas'El and the gun drones - while the rough riders surround the right flank Crisis suit. The Orgyrns only achieve 4 kills on the charge (poor rolling) and the commander and gundrones manage 2 wounds on a model - the commander passes. On the right flank, the rough riders manage no wounds, but the crisis suit kills a horsey in return - no fair! Still they pass their ld test. The hellhound rushing forward and shielding the Leman Russ that stuns the devilfish. On the left, the guardsmen behind cover make a break for the command squad and the conscripts bravely flame then charge the broadside. They manage to kill a shield drone!! The command squad is hot of their heels, but out of range with the plasma (13").

Turn 3: Tau. The Crisis suit on the right holds out against the rough riders for another turn, but loses a wound, he kills another horse though, bringing their numbers down to four. The Commander succeed in killing of one Orgyrn and wounding another, but the Orgyrn manage to kill off another two gun drones - the Shas'El looks vulnerable. The tank killer Crisis suit takes a pop at the hellhound but fails and hides behind a building. The tau fire warriors fire on the guardsmen - but fail to hit (thanks to their increased cover save) being pinned.

Turn 3: Guard.

Again the battle betwene the rough riders and the crisis suits is a dead heat with no kills. The Orgyrns polish off the commanders gundrones - but fail to wound him! In the centre the squad attempt a cunning charge and kills the anti tank crisis suit! Finally a bit of Hand2hand luck! On the right, the combat continues between the conscripts and the Broadside with the conscript losing another man - but passing their leadership. The command squad unleash the cunning plan called 'plasma death' on the stealth team and kill 4 gun drones... oh dear.

Turn 4: Tau. The fire warriors in the centre - without a target decide to help their commander. They charge into combat! Subsequently the Ogryn's remember what they are good at and kill all six before they can make a single attack - the Shas'El suffers a nervous breakdown (at Ld - 6) and runs off the board! The rough riders finally jam their chainsword into enough Tau armoured orfices and knock off the Crisis Suit on the far right allowing them to consolidate. The conflict between the Broadside and two conscripts results in another conscript being stamped on, but again the final fella holds! The stealth team show the command squad how to shoot by killing every last one of them (twice over) in a pulsing blaze of death! The remaining fire warriors and pathfinder in the centre target the 'Crisis killer' squad, but fail to hit and prepare to target the Orgyrns.

Turn 4: Guard. The remaining 4 Orgyrns and 4 roughriders run up behind an armoured balwark of hellhound and leman russ. The Lemon Rusk fails to spot the stealth team - so cannot take a juicy shot at the stealth team and broadside (oh and conscipt - oops!) on the hill. The hellhound is equally ineffective, but does kill a pathfinder. The remaining guardsmen in the centre charge the fire warriors and pathfinders in the building but are beaten back mercilessly (must remember frag grenades). The broadside finally squishes his conscript tormentor.

And so the game ends (at 1am?!?) - with the following roundup.

Conclusion - frag grenades, power weapons, more tanks, more AP3, AP2 and AP1 weapons (anti battlesuit etc.)

Right flank - mine: with 4 roughriders, 4 orgyrns, a Leman Russ and a damaged hellhound.

Centre - 3 pathfinders and 5 fire warriors.

Left flank - 6 guardmen (cowering) with a grenade launcher, a broadside battlesuit with shield drone, 6 stealthsuits with 2 gundrones and a stunned devilfish.

Guard killpoints: six
Tau killpoints: four (six if transports count)

So either a marginal win for the guard, or a draw. We both agreed it was a draw - but who would win the next round - that's over to YOU!

Tuesday 13 January 2009

How to get your a*se handed to you - pulse rifle style.

By Suneokun.

After plenty of prep, I took the field against the little blue men. My first outing against Tau proved both informative and painful. While I was playing against a Tau novice (which sort of helped), the Tau force combines remarkably effective fire power with some of the 'forgiving' play points I've come to associate with Eldar.

Needless to say it was a worthwhile exercise below the battle on thursday. This fight has now be upgraded to a full scale 2000 point battle. Hope my plans work, and I hope you - reader - will understand if I don't include EVERY tactical insight on this blog - I'll elucidate at a later date, but walls have ears you know - and this is still a work in progress.

I can however talk about the following:

Firepower: Gulp, that hurt. Suneokun's rule No#1: If it has blue skin and is holding a gun, don't stand in front of it. Predictably my 'conscripts' were piecemealed (only three made it to combat!) and the combination of burst cannon (assault 3) and pinning pulse carbine fire (twin linked) was devastating. The addition of a fusion blaster in that crew made the stealth team very dangerous. The whole 'you can't see me' thing was particularly annoying. Still I have plans!

Ethereal: The use of an ethereal honour guard (with BS4) was effective, but what is quite useful is that Tau are clearly defined between the anti-infantry (SS/FW/Kroot) and the anti-armour. The use of seeker missiles and markerlight might throw a bone into that, but it's interesting.

Railgun: Good grief these guys are effective. The Broadside in battle proved very durable (only losing one shield drone) and killed 4 times his points with his twin-linked death cannon. I do not fancy facing many of those...

Target lock: what a cunning invention - allowing the fusion blaster guy to shoot the tank while his colleagues shoot the men... hmmm. If only I could make my boys all Gue'la and take some target locks - heavy weapon teams would be amazing.

And finally ... what I should have brought - power weapons, plasma and melta. The flamers and grenade launchers were simply inadequate in the face of such overwhelming saving throws. When facing smurf's as a guard's player, you have to trust to the number of 1's and 2's he will eventually roll. The good news with smurf's is that there's so few of them that they can't amass enough firepower to cut you down before you force enough 1-2 rolls. Unfortunately, this doesn't apply to Tau.

The stealth team killed an average of just below 10 guard a turn. Plus a chimera. I killed 4 gun-drones! Whoopee!

Bring on Thursday - I have a cunning plan!

Saturday 10 January 2009

Taking on the Tau - a birthday surprise!

By Suneokun

The date is fixed for two Tau confrontations. The first will be against a Tau novice on Sunday with the army lists detailed below. Thanks to the wonderfully underhand conniving of my (much) better half and Dustin from www.giftsforgeeks.org.uk, Sun-lover (see what I did there Geek!) bought me the new Tau codex and some XV25's! This then meant I could get a devilfish another crisis suit AND some pathfinders too - whoopee! So my birthday today is especially fun.

So Sunday I take on the novice Tau commander and then next thursday I take on Dustin's seasoned Tau with my Guard - which is fairly terrifying as I'm outgunned everywhere?!

I have however a cunning plan... which I will elaborate on later. Any ideas, thoughts etc would be most appreciated, I'd like my Guard to equite themselves well!

PS: With the strength (weakness) of the pound GfG's are getting increasing numbers of orders from abroad - so they are worth checking out. They are 25% off an standard, plus the additional exchange rate drop could mean an enormous 125% drop against the Euro or Dollar ... lucky barstools!

Wednesday 7 January 2009

Future Conflict - Place your bets on the Tau and Guard listings


By Suneokun

These Tau are painting up so well, their colour combination of Russet, Codex Grey and Silver looks brilliant. Sadly, we've misplaced the Sony charger for the digital camera, so photo's will have to wait (as well as all my Christmas shots!) ... that said, I'm lining up a battle to take the little critters on my the might of my Imperial Guard.

In honour of all the kinds words and healthy advice I've received I'll concocted a cunning plan (Blackadder!) ... one in which you, the viewing/blogging public can participate.

Below you will find for your viewing pleasure the complete army lists for both parties. Your mission, if you wish to accept it, is to comment, pull apart and importantly lay your bets on the likely winner from the engagement. The battle type is set to annililation with a Dawn of War setup. So let me know which army you think will conquer, what you think of the lists.

Kochi VI - Assault force - the concept is for an unconventional force of assault orientated guard, based around the central force of the infantry platoon and the conscript bullet shield. The tanks and rough riders will engage the tau elites while the troops make best approach to the tau. The Leman Russ will duke it out with Heavies and then join the fray.

HQ - Lieutenant with bolt pistol and chainsword, Guardsmen [3] w/ 2 x plasma, vet w/ medpack.

Elites - Orgyrns [6] flak armour/ripper guns in a Chimera w/ Multilaser, Heavy Flamer, Heavy Stubber and Smoke.

Troops - Infantry Platoon - Command Squad, Leiutenant with bolt pistol, Guardsmen [4] with 2 Grenade Launchers. Two Squads with Grenade Launchers.

Troops - Conscript Platoon [20] w/ 2 Flamers.

Fast Attack - Rough Riders [8] w/ Lances and lasguns.

Fast Attack - Hellhound w/ Heavy Stubber and Smoke.

Heavy Support - Leman Russ Battle Tank w/ 3 Heavy bolters, heavy stubber, smoke.

Total: 1001 points.

Tau Sept Koh'cha - Basically working with what I have, I've put together the following list. The concept is that the Broadside acts as a quasi tank with two shield drones at sv 2+/4+ inv. save. The Commander links up with one of the gun drone squads. The Twin linked fusion monat is a deep strike anti tank specialist, so hopefully between the monat and the broadside the imperial armour is finished. The fire warrior core are led from the front by the ethereal and his BS4 honour guard. The stealth team with gun drones play hide and seek.

Glossary: Targetting Array - TA: Multi-Tracker - MT: Plasma Rifle - PR: Flamer - F: Missile Pod - MP: Fusion Blaster - FB: Twin linked - TL: Hard-wired - HW: Squad Leader - SL.

HQ - Commander Shas'El w/ TA, HWMT, PR, MP and F
HQ - Ethereal w/ Fire Warrior Honour Guard [12]

Elite - Crisis Suit Monat w/ PR, FB, TA, HWMT, SL
Elite - Crisis Suit Monat w/TLFB, Shield Generator, Stim Inj, SL
Elite - Stealth Team [6] with squad leader, 5 burst cannons, Squad leader w/ TA, fusion blaster, team with 5 drone controllers and 6 gun drones

Troops - 2 x Fire Warrior Squads [6]

Fast Attack - Gun Drones [6]

Heavy Support - Broadside Battlesuit w/ TA, SL, 2 Shield Drones.

Total: 1004 points.

So there you go, place your bets ladies and gentlemen, place your bets.

Sunday 4 January 2009

Update on the new Tau force

By Suneokun

After quickly inputting the last information before Christmas I've done a recalculation on the Tau and there's good and bad news. The good news is that I've got 24 Tau fire warriors instead of 19, this is becuase I mistook the 'carbine' armed Tau firewarriors for pathfinders - doh! That leaves 4 pathfinders (no transport tank though so they're fairly useless!), the 3 Stealth-suits are great, as are the two crisis suits and the broadside battlesuit. The 'hero' is actually Commander Farsight (who actually seems to suck quite badly!), so I've twigged him into a 'standard' commander battlesuit. I've promised myself another crisis suit and 3 more XV25 stealthsuits (plus the new rule book) for the remainder of my Christmas present.

A pretty decent start to the army. Continuing on a theme, I'm gifting the army (in uniform colour etc) to my other half and she's chosen a colour scheme of Red, grey and silver - which looks pretty awesome. I've completed one stealthsuit and once i've finished the ethereal and a crisis suit I'll post some piccies.

I'd like some advice on the Tau, is it best to go mecha-Tau or Krootastic? Love some feedback. If you think it a little odd that my better half is in charge of the Tau - that's nothing.

Titular head of the tyranids horde is my mother in law!

Result!