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Author Topic: 1000 pt Patrol Mission Battle Report (vs Tau)  (Read 966 times)

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Offline garith

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1000 pt Patrol Mission Battle Report (vs Tau)
« on: December 12, 2003, 10:33:35 PM »
The Board- Was a grassy plain with forests scattered throughout.  There was lots of open area with a high hill commanding the center of the board.  A road went around the hill on the right side.

I lost the roll to choose my table side, I lost the roll to deploy last, I won the roll for the first turn.

In Patrol mission each player sets up 1 troop and everything else is held in reserve.

My Force

HQ- Ctp 1 LC 3LG
Troops- 1 platoon with command and 30 men, 1 Armored fist squad

Fast Attack 3 DWS 3 LCS

Heavy Support- 1 LR with battle Cannon

Tau

HQ- 3 crisis suits with 4 drones

Troops 1 FW squad with devilfish transport, 1 FW squad

Fast Attack- 1 gun drone squad

Heavy Support- 1 Hammerhead tank

Set up

I deployed my infantry platoon up to 12 inches in across one table edge.  One squad took up position on the left side, one in the middle, and one on the road on the right.  The left and center parts of the board had a good field of vision, the hill prevented me from seeing the right side of the board.  The platoon command section with its LC set up in the woods with the barrel facing down the road in support of the right side squad.

He chose to deploy the FW's with the Devilfish.  He placed it behind the hill shielding it from view of all of my infantry.

Next as their special rules I set up my 2 Sentinal Squads (god I love advanced scouts).  The LC squad took its free move and got within line of sight and firing range of the devilfish.  The DWS marched up the road and hulled down in the woods off to the left side.

We then rolled off for first turn and luckly I won.

Turn 1

I advanced all my infantry squads 6 inches with the left and center entering open ground and the right side squad advancing up the road.  The LC command squad stayed put, the DWS moved closer to the Tau deployment zone where the reserves would come in, they stayed hulled down in the woods.  The LC Sentinals all fired at the Devilfish, destroying it and taking 6 Fire warriors with it.  The remianing FW's failed a moral check and bolted to the board edge where they rolled a 11 for their last chance.  they ran off the board.

His turn one consisted of nothing as he had no units on the board and reserves aren't rolled for until turn two.

Turn 2

I made reserve rolls for my LR, HQ, and AF squad.  They all came on.

All 3 infantry squads advanced another 6 inches, the Sentinals stayed put in the woods (both squads).  Armored Fist transport moved 12 inches up the road in support of the infantry squad, it then poped smoke.  The LR moved 12 inches into the woods to take up a great field of fire on the left and center of the board.  It did not throw a track.  The HQ and its LC moved in support of the center infantry squad.

The Tau HH tank, Gun drones, and FW's reserves all deployed.  The FW taking up positions in the woods on the right side of the board.  The HH started up the road bringing all of its weapons to bare on the infantry squad and Chimaria.  The gundrones deployed right as well protectiing the flank of the HH.

In his firing phase the HH blew up the Chimaria and killed 3 of the AF squad the survivors delployed around the wreck facing the road.  The HH then fired at the infantry squad up the road (damn independent targeting) killing 2 men.  Gundrones and fire warriors destroy a HF and Chain saw on 2 DWS.  Morale checks were all made.

Turn 3

Tau HQ crisis suits deploy in center behind the hill

Left side of the board

Infantry squad, LR, HQ LC, LC Sentinals stay put and take 1 LC shot at the flank of the HH failing to do anything.
 


Center

Infantry squad advances into woods and can now see around the hill.

Right side (big mess)

Infantry squad (meltgun) advances towards certian doom and is now 8 inches from the hammerhead on the road.  Squad fires with Meltgun and misses tank.

DWS flame a few FW's and LC in woods misses HH as well.

In the first assualt of the game the DWS charge the fire warriors and a grand melee insues in the woods.

The AF squad's HB fires and destroys 2 gun drones.  The drones fail the moral check and move to the board edge.  They fail to regroup and fly away.

Turn 4

With the new threat of the HQ suits the whole left side and center opened up on the squad.  The fire consists of 1 Battle Cannon (scattering and only hitting one drone with the invulnrable save) 4 LC, 8 LG, 1 PR, 1 ML.  The shots that find their mark are all intercepted by the shield drones.  Not one stupid suit died.

Battle on the road

The Melta gun squad advances within 2 inches of the Tank.  9 of the men shine flashlights in the driver's eyes while the meltgun fires and misses the tank.  His retalliation is swift and deadly. he kills 6 men in the meltgun squad and 4 from the AF squad.  They did not break :)

The assualt in the woods continues with the tau trying EMP grenades on the DWS.  1 is disabled and another looses its chainsaw.

The return fire from the HQ suits disables all the LC Sentinals and he uses his jet packs to move on the squad in the center of the board during the assault phase.

At the end of turn 4 we roll for our first random game length turn.  Another turn will occur on a roll of 2+.  The Tau player rolls and a 1 comes up.  Game over!!!!!

We add up all the victory points and the results are

Imperial Guard 387 Vps

Tau 368 Vps

Notes and Lessons learned.

Again the Deathworld Sentinals proved their worth by tying up a full Fire Warrior squad in Hand to hand for the whole game.

The LC Sentinals with their great mobility are great if you get the first turn.

The 2 LC in each of the Command sections were a good way to add extra anti tank power in support of a platoon with few HW.


The End










" Give a man fire and he is warm for a day.  Set him on fire and he is warm the rest of his life".

Offline Caracella

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #1 on: December 13, 2003, 05:00:27 AM »
Congratulation on your victory! The sentinel plan was very cunning, great thinking! Do you have any tips on fighting tau for me( My friend is now collecting Tau and keeps going on about broadsides killing my russies!)
Cara
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Offline garith

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #2 on: December 13, 2003, 08:41:00 AM »

Cara

I've played 5 games against the tau.  I've won 3 times with the guard and lost two close ones with marines.

My friend and I came up with a fair system.  We alternate choosing the board type and mission, this way each of our armies can play in their element on different occasions.  If you are having a tough time try and look at the mission types and boards.  Have they all suited the tau way of fighting?

The only suggestion I can give is to disperse your heavy weapons across the board.  Anti tank teams and fire support teams are better than 1-2 tanks.  Lascannons auto kill Crisis suits (remember this).  Armored Fist squads and hand to hand is the key.

I hope this helps
" Give a man fire and he is warm for a day.  Set him on fire and he is warm the rest of his life".

Offline Sheepz

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #3 on: December 14, 2003, 12:09:41 PM »
Well done.

A word of advice tho.

The Tau which grenaded your Sentinals in combat are not allowed to do so. In the Warhammer Rule Book, it states that you cannot plan grenades on a walker (Dreadnough, Killer Kan, Sentinal) unless it is immobalised or gets the "cannot move or shoot" result. As Firewarriors cannot damage sentinals with their bare hands being only S3, he has no way of taking them out in combat, unless something stronger moved in to help them.

Offline Siege_TF

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #4 on: December 14, 2003, 01:55:06 PM »
I usually take o'shovah (hes a monsterous critter in CC) and stealthsuits in a smaller game, odd that the Tau characters are CC specialists, it's very un-Tauy. You are lucky that you only had to face 3 turns of Tau firepower, but it looks like a clean win thanks to some clever thinking (digging in doesn't work too well for the poor guard against Tau). Congrats, and I thought the rule applied only to meltabombs, not grenades, weird.
Onager 
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An animal of a race of the Asian wild ass (Equus hemionus onager) native to northern Iran.

In other words GW are calling Tau players wild asses for wanting a melee suit option.

Offline Siege_TF

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #5 on: December 14, 2003, 01:55:29 PM »
I usually take o'shovah (hes a monsterous critter in CC) and stealthsuits in a smaller game, odd that the Tau characters are CC specialists, it's very un-Tauy. You are lucky that you only had to face 3 turns of Tau firepower, but it looks like a clean win thanks to some clever thinking (digging in doesn't work too well for the poor guard against Tau). Congrats, and I thought the rule applied only to meltabombs, not grenades, weird.
Onager 
/ˈänəjər
/Noun
An animal of a race of the Asian wild ass (Equus hemionus onager) native to northern Iran.

In other words GW are calling Tau players wild asses for wanting a melee suit option.

Offline garith

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #6 on: December 14, 2003, 07:54:44 PM »


I thought is was only melta bombs as well.  I will check the rule next time I am at the Bunker.  Your so right about "digging in" not working.  There was so much open ground that I had to advance or nothing would be able to fire.

I can't remember who gave the adivce on tanking Lascannon teams with my command sections but it was a great idea.

" Give a man fire and he is warm for a day.  Set him on fire and he is warm the rest of his life".

Offline Karl Eller

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Re: 1000 pt Patrol Mission Battle Report (vs Tau)
« Reply #7 on: December 15, 2003, 05:14:05 AM »
Hehehe the first turn was hillarious! *BANG!!!* "RUN AWAY!!!" hehehe stupid tau. And i bet when you rolled everything up on reserves he was crapping himself ;D

Anyway, great battle report. Kick some panzy tau asses!!!

Eller
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