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Offline Wyddr

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1500 Orks Vs Tau: Big Guns Never Tire
« on: March 25, 2017, 11:29:41 AM »
1500 Point Tau Vs Orks: Big Guns Never Tire

Commander's Log, Entry 4473-F, High Orbit, Planet XR-042

It seems an age since we left the Empire to go questing in these wild territories. There has been no contact with O'Shovah or his Enclaves, but Aun'el Jasria is convinced we will find them soon. It is my hope she is right. This is savage space, awash in orks and gue'la and worse things. Casualties have been light; the orks are not as clever as they believe. And still, I feel a sense of dread overpowering me.

The visions still haunt my rest periods. I cannot explain them except to use that gue'la word "dreams." It is a strange thing, to hallucinate being awake while one is asleep. I see things that are gone, or that never were. A body-less voice calls me onward, though to where I cannot say. I know only that I must continue onward, struggling in the phantasmagorical landscape - broken cities, mountains of skulls, desolate wastes, a tower of silver.

I should never have reported these visions to El'Jasria. I am asked to endure mind-cleansing each rotaa, but it has not helped. All that has done is erode my memories of the Empire I left behind. Of Bork'an, and the echo of pleasant music in halls of white. I feel I am losing myself - only these strange "dreams" remain.

She has appointed a sub-commander, El'Kha'rai, to watch over me. He goes with me everywhere, as some gue'la commissar might, ready to execute me should I become too erratic. The warriors under my Contingent whisper when they think I cannot hear. "Kai'ad" they call me - Ghost Eye. Perhaps the name fits. Perhaps I see something that others do not.

We drop to the planet in two decs. I must make ready. We expect the orks to be ready for us. Perhaps, if it is for the best, I shall not return. I feel it might.

Tau'va
END ENTRY


Roboknee, my ever eager Ork opponent, requested that I break the Tau out of mothballs and give his orks a crack at them. So, that I did. The lists:

Ghost Eye's Hunter Contingent
Tau Hunter Contingent Formation

Contingent Command
Commander w/Missile Pod, Cyclic Ion Blaster, Puretide Engram Neurochip (Warlord: Princeps of Deceit)
Ethereal
2 Crisis Bodyguards, "Bladestorm" Configuration (Plasma Rifle, Burst Cannon) w/ Flamers

Hunter Cadre
Commander w/ 2x Plasma Rifles, Onager Gauntlet
3 Crisis Suits, "Deathrain" Configuration (Twin-linked Missile Pod) w/Flamers
Riptide w/Ion Accelerator, Smart Missiles, Early Warning Override

10 Kroot w/Sniper Ammo
10-man Strike Team w/Pulse Rifles
--in Devilfish w/Disruption Pod
10-man Strike Team w/Pulse Rifles
--in Devilfish w/Disruption Pod

Piranha w/Fusion Blaster, Sensor Spines
Piranha w/Fusion Blaster, Sensor Spines
Hammerhead w/Railgun (Submunitions), Gun Drones

Drone Network
5 Marker Drones

Ork Mek Mob
Ork Combined Arms Detachment

Big Mek w/Kustom Force Field and Da Finkin Cap (Warlord: Conqueror of Cities, Strategic Genius)
Painboy w/Warbike
4 Warbikes w/Nob (Power Klaw, Bosspole)

12 Shoota Boyz w/Nob (Power Klaw, Bosspole)
--in Trukk w/Reinforced Ram
12 Shoota Boyz w/Nob (Power Klaw, Bosspole)
--in Trukk w/Reinforced Ram
10 Gretchin + Runtherd

5 Tankbustas
--in Trukk w/Ram, Rokkits
5 Tankbustas
--in Trukk w/Ram, Rokkits

Deff Kopta w/Buzzsaw
Deff Kopta w/Buzzsaw

Deff Dred (Francis) w/3 Klaws, Big Shoota, Grot Riggers
6 Killa Kans w/Grotzookas
5 Lobbas w/3 Ammo runts

Mission, Terrain, and Deployment
We rolled randomly for mission, deployment, etc. We got The Relic initially, but we've both played that one a few times and opted to re-roll to Big Guns Never Tire. For the board, I broke out my sweet new city-fight mat and I set up a pretty cool looking city--lots of ruins, razorwire, tank traps, barricades, and so on. Big ruins generally along the borders of the board while, in the center, there was a power plant and bunker complex that formed a fat LOS-blocking terrain spot (we agreed the power plant was impassable) and also a landing pad, which created a bit of open space in the eastern half of the board. Objectives were placed in SE and SW ruins, the NE ruins, NW ruins, and one beside the bunker complex at the board center. Of note about the maps: because my terrain set in the BatRep program I use is limited, the terrain isn't precisely to-scale and the maps are, as always, imprecise representations of the actual battle.

We got Vanguard Strike as the deployment mode and the Orks won the roll-off. He elected to take the first turn and chose the NW corner for his DZ, since the large ruins there would block LOS to his Lobbas. What he failed to anticipate was the fact that he had less room to deploy there as a result of the power plant being so close. He threw the trukks in a line to the west of the plant, the bikes and koptas behind the plant, and then the Kans and Dred to the east of the plant, backed up by the Mek and his grot escort. The Lobbas, of course, went behind the big ruin in the NW. Finally, the Koptas wound up scouting to the thin space between the bunker complex and the powerplant.

As for myself, I could see his fast movers were positioned to drive up the western flank. This actually made it pretty easy for me to deploy further east, since that was where the main depth of my DZ was, anyway, and thereby I figure I could delay his trukks/bikes from getting to me until maybe turn 3. I set the Riptide and the Plasma Commander w/the Bladestorm suits to hold down the west flank. The two Devilfish looked across the landing pad towards the Kans, filled with Strike Teams and one with the Ethereal on board. The Deathrains + Warlord as well as the Piranha deployed east of there. In the back corner, the marker drones and the Hammerhead took up position. Having no really good place to infiltrate, the Kroot elected to outflank and hopefully get the drop on the Lobbas.

Deployment:


The Orks are crowded
But the Gunz are hidden
The Ork West Flank
The Tau Castle Up

Turn 1
I don't manage to seize the initiative, HOWEVER, in a "first time ever" kind of thing, the Princeps of Deceit Warlord trait pays off for me and I manage to pin the Mek Gunz, so no Lobba shots this turn. The Orks opt for speed over offense. The Trukks will form the first wave, going flat out around the power plant to come up my west, as predicted. The Shoota Boyz Trukks are in front, the Tankbusta Trukks are in the rear. The Deff Koptas also Turboboost across the board to the eastern ruins, threatening my east flank/front. The Kans and Deff Dred trundle forward slowly, getting tripped up a bit on terrain. The Big Mek follows them along. Finally, the Bikes need to decide which way to go--do they go west, arcing around the power plant and following up the trukks, or do they go east, cutting through rough terrain and preceding the Kanz. My opponent chose to follow the trukks--a defensive move more than an offensive one. Still, the bikes will be in range for a second turn charge, very likely. They will certainly have plenty of shooting targets. You know, assuming I don't kill them all next turn.

Top of Turn 1


Zoom zoom!
Choppers incoming!

In the bottom of turn 1, I get to work. The early game is always dicey for the Tau--they need to do enough damage to blunt any possible assaults, otherwise they'll get knocked out of it and be unable to shoot back. I plan out my coordinated firepower carefully. First things first, all drone teams on vehicles disembark, sending a lot of those glorious little 2-drone spoilers into the wild. Then the marker drones try to mark the enemy dread but choke--no hits. Not an auspicious start. The Piranha zoom forward and their fusion blasters coordinate with the Hammerhead to try and take out the dread. My dice are relatively poor--I do one glance with a fusion blaster and one pen with the Railgun, stunning the beast. *Not* the outcome I'd hoped for. The drones from the Piranha and the Hammerhead *also* coordinate in an attempt to take out one Kopta in the ruins, but the Kopta's boosted cover save in ruins is too much for them and no damage is done. I do, however, lose a drone to a dangerous terrain test when it jumps into the ruins.

The rest of my firepower is directed west. Both Devilfish swing around, their drones included, to help in the attempt. The Firestorm suits, a Devilfish, and a team of drones blasts the lead truck apart and the shootas roll out, not pinned. The Riptide + Drones + Devilfish kill the next trukk and a lucky scatter from the Ion Accelerator hits the third trukk (the southernmost, full of Tankbustas) and immobilizes it. The shoota boyz from Trukk 2 roll out and fail their pinning test, but the Nob smashes one boy flat and that settles that. Finally, the Deathrain suits obliterate the fourth and final trukk, getting an explosion that takes a wound off the Biker Nob, kills 3 of the Tankbustas inside, and sends that tankbusta unit running. I then jump my Bladestorms and Riptide back into the SE ruin (taking a wound on my Plasma Commander from Dangerous terrain--bad luck) and jump the Drones into a position to bubble wrap the Devilfish. Turn over--not bad, but not great either.

Bottom of Turn 1:


Lots of Wrecked Trukks
Shifting Attention West
Gap in my lines

To Be Continued...

Offline Wyddr

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #1 on: March 25, 2017, 11:30:51 AM »
Turn 2
The orks begin by advancing the Kans (still moving rather slowly) up the center while the Dread recovers from its hits last turn (the grot riggers do, in the end, repair a hull point). The Kans open fire on the Ethereal's Devilfish, dropping a *ton* of flak on its flank. I choose not to jink, since I figure I'm just dealing with a couple glancing hits--no big deal, right? Well, even though my opponent only landed 5-6 hits with all the grotzooka fire, he still manages to roll *three* 6s (AHH!). Fortunately, I turn around and roll my Disruption Pod save and get a 6, saving the Devilfish from untimely destruction. Such is short lived, however, since the bikes (driving through the wrecked trukks) open fire on the drones bubble-wrapping that devilfish and, though they don't have a lot of guys who can see (because of the wrecks), still get enough dakka down there to blast down one drone, making an assault on the Devilfish possible.

The fleeing tankbustas rally, but can't really see anything to shoot. The other tankbustas disembark, but thanks to the penetrating hit last round, they are only firing snapshots. They take their 5 rokkit snapshots at the Bladestorm suits. They get *3* hits! Dammit! I roll my cover saves and only make one of the things, so there go the two bodyguard suits--blammo. The rokkit launcha on the immobilized trukk kills one drone in the southern team, too. Both drones make their morale checks, but they aren't functional bubble wrap anymore.

The carnival of 6s continues with the damned Koptas, who swoop out to get on my piranhas' tails. Now they're hitting on 5s and damaging on 5s with only 3 shots apiece. Running the numbers, the two of them *together* should have only managed one or *maybe* two damaging hits, so neither piranha jinks. Welp, the first kopta hits three times and pens twice, killing its piranha. The second one does THE EXACT SAME THING AGAIN, killing the second Piranha. Jesus. If he keeps rolling 6s like this, I'm straight-up doomed.

The Lobbas drop their bombs aiming at the Missile Commander (my warlord), but it takes a bad scatter (even with the Ammo Runt) and instead manages a couple hits on my Missile Commander. He, of course, tanks 2 out of 3 saves and is down to one wound. Ugh.

Now, the dreaded assault phase. The northern group of shoota boyz go for my Devilfish. Overwatch from both groups of drones and the Deathrain suits kills about 5 Orks, but they do manage to assault anyway, wrecking the Devilfish and spilling the Ethereal and his escort onto the pavement. It's okay, though--I would have been disembarking them next turn, anyway. The other group of Shoota Boyz tries a charge on the second Devilfish. Overwatch from the Plasma Commander and Riptide, though, proves deadly accurate, thanks in part to the Marker Drones using their overwatch to mark the target. I kill 5 orks there, as well, and they fail their charge. Supporting Fire for the win!

Top of Turn 2


Orks preparing to charge
A Pyrrhic Victory

This is now a crucial turn for me--if I don't take out the bikes now, I'm going to wind up with tire-treads all over my army. Likewise I've still got a lot of little groups of orks and those Koptas to deal with. Before we get into all that, though, the good news: the Kroot arrive and outflank right where I want them to--the NW corner of the board, within easy distance to take out the Lobbas next turn. They run to get a bit closer, hoping to make any shot by the Lobbas a risky one, rather than waste their bullets trying to kill artillery with shooting.

The Deathrain suits and commander use their turn to blow apart the Dread before it can get up and moving again. Then it was my *intention* to leap the plasma commander out to blow apart one Kopta, but the doofus failed *another* dangerous terrain test and failed yet *another* armor save and basically kills himself flying into a steel girder or something--no more Commander. Instead, the 5 remaining drones in the area all team-up to blow up only one kopta--the closest one.

Now to the western flank. The marker drones mark the bikes with only 1 hit, but it's enough. The Ethereal's strike team advances and is joined by the other one from the second devilfish. The majority get into rapid fire range and the Ethereal calls for the Storm of Fire. The two Strike teams and the remaining Devilfish work coordinating firepower and *also* cash in the markerlight token, making all units BS5. For those of you keeping score, that works out to 54 pulse shots, hitting on 2s. The bikes are atomized into a green haze, and I don't even get to the point where I have to roll for the Devilfish. The Riptide fires on the shoota boyz who crushed the Ethereal's ride, but it mostly chokes and only kills the nob, leaving 6 for my overwatch next turn to deal with. Lastly, the Hammerhead coordinates with the two remaining drones and drops a submunition shot on the second group of shoota boyz, killing everyone but the nob. The nob winds up pinned, thanks to the drones' pulse carbines.

With my jump back moves, I advance the Riptide, getting it in the way, and I move my drones in the center into a thin line protecting my Warlord's unit from an over-eager Kopta attack.

Bottom of Turn 2


Sneaky Kroot!
The Ork offensive is blunted
DO NOT MESS with the Storm of Fire
Defensive Drone positioning

Turn 3
The Kanz move forward, finally free of the ruins, but they only really have range/LOS to the nearest group of drones, so they fire on them. An avalanche of blunderbuss shot later, and two (free, worthless) drones are dead. I am pleased--anytime an enemy is shooting at my worthless vehicle drones, I know I am winning.

In the west, the stragglers of the ork assault do what they can. Both tankbusta units fire at the remaining devilfish. It jinks, but that doesn't help it much, as in this game I can't seem to make a 3+ save to save my life. It is wrecked in short order. The remaining nob fires at (something), but is too rattled at the evisceration of his unit to do anything. Then the 6-boy shoota squad fires on the Ethereal unit, killing 3, and charges. Overwatch from both Firewarrior squads, both drones, and the Riptide is BRUTAL, killing 5 boyz. One boy charges in and is killed by the Ethereal before he can swing--assault managed.

The last Kopta swings behind the Hammerhead, hoping for a repeat performance from last turn. His bullets bounce off, so he fires up the buzzsaw and charges. Sadly for him, the Deathrain suits overwatch and blow the Kopta out of the air before he can make contact. Supporting Fire does it again, this time thanks to the extended range it gets from the Hunter Cadre!

Finally, the Lobbas shift their sights towards the Kroot...and wildly overshoot, their shells going off the board.

Top of Turn 3


Kroot incoming!
Deployment zone secure!
Not pictured: dead Kopta

Now we clean up and go home. The Kroot assault/eat the grots manning the Lobbas with little trouble and consolidate in the direction of the NW objective. The Marker drones score 3 (!) hits on the Killa Kanz and I use those hits to boost the BS of the Deathrains, Hammerhead, and both remaining drone squads up there by a whopping 3. The ensuing fusillade of missiles, ion blasts, rail shot, and pulse rounds (all hitting on 2s, all with some kind of re-roll, many with re-rolls to damage) knocks out 4 of 6 Kanz, force field be damned. I do, however, take *another* wound on a crisis suit due to a Dangerous Terrain test (sheesh!). In the west, the Ethereal calls for another Storm of Fire. One Strike Team wipes out one group of Tankbustas, the Riptide kills off the second one. Then the two remaining drones and the second strike team fire on that lone nob. I do 11 wounds, but he has cover for a lot of this stuff, so he rolls 11 cover saves. He dies, of course, but I just want to point something out: my opponent *only failed 2.* Just 2 saves. That's nine 5s or better on dice showing. Holy crap.

Bottom of Turn 3


The roll in question.

With only 2 Killa kanz, an immobilized trukk, and a Mek with some grots on the board, my opponent concedes.

Final Score
Tau Empire: 10 (2 objectives, First Blood, Linebreaker, 2 Heavies)
Orks: 3 (1 objective)

Post Mortem
I suppose we might have played one more turn, but the outcome was not in doubt, here. I would have blown him off the board with little trouble. This is the first time in a long while I've played Tau, and it's good to see they still work well. My 2 Mechanized Strike Teams + Ethereal combo is nasty, nasty, nasty. You might note that I take relatively few markerlights, but I feel that Coordinated Firepower generally counteracts that liability. And, of course, Supporting Fire w/Flamer-toting Crisis Suits is just death on wheels. Everything in my army performed pretty well with the exception of the Piranha (who I never expect much out of anyway--I take them for the drones as much as anything) and the Bladestorm Suits (who got really unlucky). Other than that, no complaints. Tau firepower is as overwhelming as ever.

The real trick here, ultimately, was the Ork choice of Deployment Zone. He picked the worst possible corner. Yes, it kept his guns save, but at the cost of limiting his mobility and *not* limiting my own. Had our corners been reversed, things would have been a trifle more complicated for me (but only a little). The other big thing here is that Orks are going to have a hard time competing with Tau at the higher point levels. Supporting Fire, especially with the extended range afforded the Hunter Cadre, is deadly effective. It also is very frustrating for an army that needs to assault, and that's one of the reasons I don't play Tau all that often against my gaming group--they piss them all off.

Still, I really do like the Tau. I love the models, I love the play style, and I love the fluff--they are among my favorite factions in the game. Hopefully I'll have the opportunity to play them more in the future. I'm thinking about trying out the Farsight Enclaves next--see what I can do with a billion Crisis Suits.

Anyway, it was a fun game. I hope you enjoyed reading it, and thanks to my opponent!

Offline Roboknee77

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #2 on: March 25, 2017, 04:59:17 PM »
This was a fun game for me despite the triumphant Ork defeat.  I went into this mostly wanting to see how the Tau play because it's hard to get a picture from just reading stat blocks.  I got to see what the Tau can do and I can react accordingly the next time I do battle with them.

Next time, fewer slow moving kans.  And if I do take Kans, more long range weapons so I can harass the Tau with volume of fire.  My dice, as Wyddr pointed out, are blessed by Mork (or possibly Gork.)  The grotzookas are cool, but lacked range.  Also, bomb squigs are useless because all the Tau vehicles are skimmers.

My biggest takeaway, I need to work on reading the battlefield in terms of deployment.  I really boxed myself in.  For a moment thought of taking the opposite corner but thought in terms of defense instead of offense.  I've got to remember, close fast, don't care about loosing some numbers to get in combat range.

The only thing I didn't like in this game was when a flamer overwatched with supporting fire and my unit was never once withing range of the flamer during the movement, shooting or assault phase but the flamer can now magically fire further than 8" away.  End of rant.

Still, it was fun, and that's the point.  Thanks for hosting the game Wyddr, and I look forward to more urban combat.  That map is sweet.

Offline Wyddr

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #3 on: March 25, 2017, 10:00:20 PM »
That massive mob of Kans didn't do you any favors. Three groups of two apiece would have been harder to take out. Give the Tau anything to focus fire on, and it *will* die. Give them tons of small, equally dangerous targets (preferably fast moving), and they have problems.

Honestly, the Kans/Dreads are just too slow unless we wind up on a Dawn of War-style map (the long edges). Both Vanguard Strike and Hammer and Anvil penalize slow-moving, short range units. A pack of War Buggies or Wartracks would have been significantly more dangerous.
« Last Edit: March 26, 2017, 09:12:44 AM by Wyddr »

Offline Irisado

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #4 on: March 26, 2017, 06:30:04 AM »
That looked like a fun battle.  I've never seen so many successful cover saves and failed dangerous terrain tests in a game lasting three turns!  My money was on a Tau victory from the start, but it was closer than I expected, and the Orks did do a significant amount of damage early on.

Tau focus fire is brutal.  In fact, Tau fire power is brutal period.  I feel your pain Roboknee, having been on the receiving end of it in the past.  It can be very difficult to deal with, especially for an assault oriented army.  If anything, the Ork army just needed more speed and more targets to force the Tau to split their fire power.

Thanks for another very enjoyable report :).
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Offline Lord of Winter and War

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #5 on: March 26, 2017, 09:40:04 PM »
Great game! It's tough playing orks, but the Tau army was quite balanced, which evened things up!

I find with orks, they have to sort of commit to one of two builds and focus on that. First being just speed freaks. Lots of Small Trukk squads, bikes and other support. Basically, turbo-boost forwards, jink when you can, and hope that not everything dies! When you're running 6 squads of boyz in trucks, 3 bikes squads and whatever else, it's easy to swamp the board with bodies.

Second way I found works is green tide. Large mobs of boyz with Evy Armour and painboys. a couple of mobs of 25-30 orks with 4+ saves and FNP get work done, and Tau for example lacks a lot of Ap4 firepower. The formation from the Getting Started box is loads of fun, and helps get you started on this.

I love Tank Busta's, they are one of my favourite units in the ork book.
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Offline Roboknee77

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #6 on: March 26, 2017, 10:09:11 PM »
Thanks for the encouragement Irisado and the advice Killersquid.  This really wasn't an optimized list, more an idea for an army I had in my head for a while.  I think the next time I ask Wyddr to dust off his Tau I'm going for a lot of smaller and/or faster units.

Offline Wyddr

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #7 on: March 27, 2017, 06:31:40 AM »
Great game! It's tough playing orks, but the Tau army was quite balanced, which evened things up!

You say "balanced" like it's a bad thing! Yeah, I'm not likely to run a Riptide wing or a bunch of Stormsurges--I like Crisis suits and Striketeams and so on.

However, since I do that, my access to AP 4 is pretty good. Lots of submunitions and missle pods and ion blasters. Cutting through 4+ saves isn't likely to be a huge problem.

Offline Lord of Winter and War

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #8 on: March 27, 2017, 07:15:19 AM »
Balanced is good! I wish I had an opportunity to play more casual games.
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Offline Wyddr

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #9 on: March 27, 2017, 09:03:55 AM »
Yeah, the current tourney scene looks nightmarish, to be honest. Did you see the abomination that won Adepticon? Blerg. Who would even have fun playing against that?

Anyway, I've stayed clear of tournaments since 7th dropped. This was made easy by the fact that *most* of the tourney scene dried up around here.

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #10 on: March 27, 2017, 09:47:20 AM »
I'm the opposite, I love going to Tournaments lol. Get to meet a lot of cool people that way.

I am not a fan of the Adepticon comp (which is basically just rulebook and limited to 4 detachment). I like the ITC comp. Still allows some foul garbage, but at least no come the Apocalypse allies.

I can see why they take it to though. The Masque is such a hard counter to Magnus though, but with the new sisters of silence rules, Magnus will disappear from the competitive scene.
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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #11 on: March 27, 2017, 12:31:10 PM »
So happy to see a Battle report posted from you Wyddr always narrative and very enjoyable!!!

Krash
Incantation of Purity
May my flesh, blood, and bones stay pure,
May my holy aura repel the unclean,
And may I stay true to the Imperial Creed
- The Imperial Infantryman's Uplifting Primer

Yarrick's biographer

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Offline Wyddr

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Re: 1500 Orks Vs Tau: Big Guns Never Tire
« Reply #12 on: March 27, 2017, 12:43:37 PM »
So happy to see a Battle report posted from you Wyddr always narrative and very enjoyable!!!

Krash

Thanks!

 


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