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This battle took place within a campaign that I am running. The Tau army was 630 points, and the Imperial Guard army was 570 points. Due to territories controlled by each army, that's how many points they were allowed.
The Imperial Guard army consisted of:
-Command Section. HSO with Power Fist, Plasma Pistol, Carapace Armor. A Veteran Guardsman, a Veteran Medic, 2 Guardsmen with Flamers.
--Chimera with Multilaser and Heavy Flamer.
--Command Section: Ltnt with Bolter, 4 Guardsmen with Grenade Launchers.
--2 Infantry Squads with a Plasma Gun each.
-An Armored Fist squad with a Flamer, in a Chimera with a MultiLaser and a Heavy Bolter.
The Tau army consisted of:
-A Shas 'el with a Flamer, Burst Cannon, Shield Generator, Drone Controller, and two Gun Drones.
-A Crisis Suit with Missile Pods, Plasma Rifle, Multi-Tracker, and a Target Lock.
-4 Stealth Suits, bonded.
-8 Fire Warriors, four with Pulse Carbines. Bonded. (The "Mobile" Squad)
-10 Fire Warriors. Bonded (The "Large" Squad)
-6 Fire Warriors. (The "Small" Squad)
-10 Kroot Carnivores with no options.
The Table was 4' by 2'. The armies deployed on the 2' edges, within 6" of them. The mission was just decided to be a straigt survival game, last army standing won.
The Imperial Guard deployed near a large bush (the size of an Ordnance Template,) and near a barricade (one of the kind on the back of the Imperial Guard Codex.) The Tau set up near some solid trees and near a ruined building.
The Imperial Guard got to go first.
Movement: A squad of Guardsmen and the Platoon Command Section set up behind the barricade. The Command Chimera advanced 6". The other squad of Guardsmen followed it.
Shooting: The two Chimeras fire off 6 MultiLaser shots and 3 Heavy Bolter shots, killing 5 of the 10 Kroot that were covering the large Fire Warrior Squad. Those Kroor failed thier Leadership check and fell back.
M: Kroot fail thier regrouping attempt and are removed. The two XV8s move behind a set of trees each, the Stealths go into the ruins, and the mobile Fire Warrior unit (the one with the Pulse Carbines) follows. The large Fire Warriors stood still in plans to fire 30" at the barricaded Guardsmen.
S: The Large Fire Warriors come up one inch short and cannot fire. Everything else is also out of range, except for the Stealth team, whose only legal target is the front armor of a Chimera, which they cannot touch.
A: The Stealth team takes a forward position to cover the Fire Warriors, and the XV8s back off.
M: Barricaded Guardsmen remain still to stay out of the Fire Warriors range and to keep their valluable cover. The Command Chimera advances ahead, and turns its front armor to face the Crisis Suits. The Guardsmen again follow the rear of the Chimera closely, but they do not block the doorway.
S: The Platoon Command squad, safely behind thier barricade, score a clean kill on a Stealth Suit with a Krak Grenade Round. The Armored Fist's Chimera kills another with a Heavy Bolter shot. Both units had no trouble seeing the Stealth Team. The Stealth Team fails its leadership roll by only one, and falls back.
M: The Stealth Team regroups. The Large Fire Warriors move forward to get within range on the barricaded Guardsmen for next turn. The small Fire Warriors follow. The Mobile Fire Warriors move into the building that the Stealth Suits held before. Both XV8s fly over thier covering trees, ready to fire.
S: The Shas 'el's lack of anti tank weapons prevent him from dealing damage to the Chimera. The other XV8 got some good shots on the side armor, but did not do any damage.
A: Both XV8s run away to thier cover.
M: The Command Chimera continues to move forward, with the squad of Guardsmen following behind vigilantly.
S: The Command Chimera lets loose with its Heavy Flamer into the Ruins where the Mobile Fire Warriors stand, killing 4 with little effort. The Barricaded Guardsmen and Platoon Commanders open fire on the Mobile Fire Warriors. The Plasma Gunner has an overheat that leads to a fatality. A Lasrifle kills one more of the Fire Warriors. The squad taking cover behind the Chimera fires as well, with thier Plasma Gunner also falling victim to the same injury. Two Fire Warriors are killed by Las shots. The 2 leftover Fire Warriors fail a Leadership roll and fall back.
M: The Mobile Fire Warriors fail their regroup effort (they were Bonded,) and continued to fall back. The Stealth Suits return to thier original position within the ruins, ready to avenge their dead friends. Both of the XV8s prepare to strike the Chimera that caused the damage.
S: The large Fire Warrior unit is finally able to open fire at the Barricade. They manage to kill two Guardsmen, despite the cover that the barricade provided. The Shas' 'el and his accompanying Drones open fire on the Guardsmen following the Chimera. They scored 4 un-savable wounds, but only one man was exposed to the fire and died, leaving the other three wounds to go to waste. The Crisis Suit fires it's weapons into the side of the same Chimera, scoring two penetrating hits that resort in a large, 5 inch explosion, which reaches the Stealth Team, the firing Crisis Suit, and the entire Guardsmen squad that was following it. Only two Guardsmen die from the resulting explosion. The Command Section, through use of the Medic, take no casualties from theie broken transport. The Stealth Team opens fire and kills two more of the Guardsmen, leaving only 4 left. They passed their morale check, as their commander was very closeby to provide some inspiration and faith.
A: The Stealth Team and the Crisis hides behind the tree nearby. The Shas 'el holds his ground on the relatively open field, hoping to get closer to the action next turn.
M: The Commanders advance towards thier running enemies (the Stealths). They get into a possition to use their Flamers.
S: The Commanders let loose with some buring fuel, which, due to some terrible rolling on the Tau player's part, kills both Stealth Suits. The Crisis Suit takes no damage. The Platoon Commanders, from behind thier comfortable cover, use Frag Grenade Rounds to kill 2 Fire Warriors from the small unit. They fail thier morale check and fall back. The Armored Fist's Chimera gunners saw the opportunity they had to fire upon the Tau Commander, and do so, killing off his Drones and scoring one wound to himself with thier Heavy Bolter and Multilaser.
A: The four Guardsmen make a difficult terraib check, enabling them to charge the Crisis Suit. Neither side inflicts any wounds, but the Crisis suit lost the assault do to the tie roll. Since he was outnumbered foru to one, he fell back, and rolled 11 on his three dice. The Guardsmen then rolled an 11 of thier own, running down the Crisis Suit in its tracks.
M: Both falling Fire Warrior Squads now have an enemy within 6" (the Charging Guardsmen,) and cannot regroup, and are destroyed by moving off of the table. The Shas 'el, full of anger, tries to move close enough to reach the Guard's Commander with his own Flamer.
S: The Large Fire Warrior Squad brutaly massacres the four Guardsmen that have caused so much damage already, preventing the four humans from charging into themselves. The Shas 'el cannot quite reach the Command Section with his Flamer, but he causes two wounds with his Burst Cannon, one of which is prevented by the Imperial Guard Veteran Medic.
A: The Shas 'el keeps his distance from the Power Fist wielding colonel and backs off of him.
M: The Armored Fist Chimera moves into possition to fire on the remaining Fire Warriors. The Command Section attempts to find some cover, but soon realize that they coulnd't hide from a flame weapon. They decide to move as far as they can to get closer to the Shas 'el as they can, as no defensive cover can help them.
S: The Barricaded Guardsmen that are within range miss, but the Chimera kills one Fire Warrior with a buring Las blast.
M: The Shas 'el moves into a possition to fire his Flamer. Doing so may allow a counter charge, but he decides that he must take aggresive action for his dead comrades.
S: The seven remaining Fire Warriors see the threat of the Grenade Launchers, and fires at the Command Section using them, killing only one man. The Shas 'el unleashes his Flamer, dealing all four wounds possible to the Guardsmen. Two die outright, but the Colonel saves his wound (Carapace Armor,) and the medic resolves his own wound himself. The Colonel, not allowing himself to fall to such foul xeno scum, assures the faith within himself and passes his required morale check.
A: The frustrated Shas 'el moves as far away as he can, but knows that the Colonal can reach him if he travels through the ruins with good enough difficult terrain checks.
M: The Commander and his accompanying Medic move 5 inches into the building where the tattered Tau Commander resides. The Guardsmen in the back hold onto thier barricade.
S: The Platoon Commanders lob off two Krak Grenade Rounds, killing one Fire Warrior. The Chimera fires off its weapons with awesome power, killing four Fire Warriors, causing them to fail a morale check and fall back. The Colonel curses as he rolls a 2 for his Plasma Pistol, but he thanks the Emperor that it wasn't a 1, and the Shas 'el escapes getting hit by some hot plasma.
A: The Colonel needed a four to reach the Shas 'el, and he rolled a five. The Shas 'el struck first, scoring two wounds, one which was saved by armor, the other by the Medic. The Colonel strikes with 5 attacks, hitting with 4 and wounding with 3. The Shas 'el needed to make 2 Shield saves to live, but only made one. He fell after only one round of combat. The Command Section then swept towards the falling Guardsmen, but they could not reach them, although they did come close.
M: The falling Fire Warriors could not regroup, as there was the Colonel, within 6 inches of them. They were removed from the table, and the Tau had been completly destroyed.
The Guard survived, only having lost around ten men and one vehicle. The Imperial Guard used cover from vehicles to a devastating effect, with one 70 points Guardsmen squad following the Chimera and finally striking, causing around 200 points of Tau to die. A glorious day for the Imperium of Man, and an embarrassing defeat for the Tau, who held a 60 point advantage.
Things would have been so different (maybe) if the Tau had an etherial. Sounds like the Tau failed ALL their leadership tests for some reason, or maybe its just me
Heh heh that'll show those pesky tau, but he did fail a hell of a lot of Leadership tests but i guess you have to expect that with tau.. :ph34r:
<u>Fear The Wrath Of The ANZAC Clan</u>
Yeah, they failed every check they had to take except for one (where the Stealth Team regrouped.) An Ethereal would have helped.
Dumb question from a rookie...
How was the Crisis suit moving in the assualt phase if he wasn't assaulting? I though you only got an assault move if you were actually assaulting something?
1. crisis suits can move 6" in the assault phase because of jump packs.
2. liek, if you want to post somthing about the campaign, please do... id love to hear more about it...
So many failed leadership tests!!! Well, your vehicles did so much damage. You did have better terrain even though he had 60 more points. Good job!
<span style='color:purple'>3rd Company Raven Guard Space Marines-</span><span style='color:red'>in surgery</span>
<span style='color:green'>512th Cadian Orbital Defence-</span><span style='color:orange'>under construction</span>
<a href='http://www.bungie.net/Stats/PlayerStats.aspx?player=Redhawk%2011' target='_blank'>Xbox Live Stats</a>
yea although etherals dont have great stats with average leadership for tau (7) his abilities in that category are great and is really really worth the points.
We are using these rules: http://us.games-workshop.com/games/40k/gam...min/default.htmOriginally posted by akodo one-eye@Apr 15 2004, 10:57
2. liek, if you want to post somthing about the campaign, please do... id love to hear more about it...
There is a map, and each player has a few territories. Using the chart on that link, we figured out what each territory does for the controller. Also, we are using the experience rules from the Big Black Book. There are six players, Imperial Guard (me,) Tau, Dark Eldar, Tyranids, Space Marines, and Kroot Mercenaries. We just started, and each player has around 5 territories, and each player's army ranges from around 550-700 points. I'm running the campaign, and it's a bit of work to manage things.
Anyways, this battle here was just practice. Today the actual battle took place, after I acquired an Industrial Teleporter from an un-claimed nearby territory. This added 4d6 x 10 points to my army, which gave me an extra 140 over my 570 I had here. After having a point advantage, the Tau were no problem. My Command Squad managed to gain 810 experience, after they won 6 assaults!
I'm sure that the medic can't save the wounds caused burst cannons as it says in the medic entry (I think) that you only ignore the first unsaved wound suffered per turn if you were entitled to a save in the first place.
The medic can't save wounds on himself I know for sure.
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