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With no one else playing 40k at the game store I challenged Mastershake to a revenge match.
This is how the last match went:
http://www.librarium-online.com/foru...oot-heavy.html (2000pt Marines vs. Tau (Kroot Heavy))
Shas'o fireknife w/failsafe detonator
5 x 20 Kroot + 10 Kroot Hounds
1 x 6 Firewarriors in a Devilfish w/smart missiles
3 x 3 Broadsides w/SaP
2x 10 tac marines w/plasma cannon, plasma gun, power fist
2x 10 Sternguard w/2 Heavy Bolters, power fist, rhino
1 x 4 Scout Bikers w/Power Fist
1 x 2 Attack Bikes w/ Multi-Meltas
1 x 10 Vanguard w/jump packs, 2x power fist
Assessment going in:
Well, they tabled me last time, but I've learned a good deal about my list since then. I don't think this is necessarily a bad matchup, the key will be dealing with his deep strikers.
Setup: Forest table (Woo ha!) crisscrossed with trenches and rivers. There was terrain bout near everywhere, the majority of it woods.
Mission: Spearhead objectives, 5 objectives.
Basically there are 2 close to one side, 1 in the middle and two close to the other side. He elects to go first/deploy first. He takes the NW side.
He places a tac squad w/Pedtro in a crater in the SE part of the map, with the assault bikes behind them. He puts the other tac squad in the far W portion of his zone, sitting on an objective. He puts his 2 Sternguard units in their rhinos in the SW portion, fairly near the other objective.
I deploy my broadsides and Devilfish in one of my craters, with one kroot squad wrapped around them to keep out the Scout Bikers. The other 4 Kroot squads will outflank.
He infiltraits his scout bikers way over in his own zone, then turboboosts them to 13" out in case I seize the initiative.
I fail to do so.
Marines turn 1:
He sends the attack bikes to 24", shoots at the Devilfish and tears off the SMS. Hmph. He also moves up with his bikers, shoots down 2 Kroot and charges them. None of his scout bikers crash in the woods, and they pile into the Kroot. They kill a few kroot, and lose the 3 non-sarge's. It's either a draw or a win for me, which is really lucky. (losing those Kroot to 4 Scout Bikers would have hurt).
Tau Empire turn 1:
I shuffle about a bit, nothing really going on. Then I fire my broadsides and they rock out. The first unit kills both assault bikes, despite them being in a forest. The second destroys a rhino, despite it being obscured. The third destroys the other rhino, blowing up this one, which was also obscured.
I guess Broadsides can kill rhinos. Shock. The explosion does for a few sternguard/marines. The Kroot finish off the Sarge. Good stuff.
Marines turn 2:
Lysander and the Vanguard arrive. The Vanguard land in range of a Broadside unit (led by my commander) (he pulled my wrapper away with that scout biker charge), but also in difficult terrain. They lose a man and a power fist to the terrain. Critically for me, they are also over by the board edge. If he'd landed on the other side of me I'd be in some deep trouble.
Lysander mishaps, but goes back into reserve. He evinces a manly disdain for the entire battle. Kroot aren't worth his time.
The sternguard start hoofing it towards the second objective on his side.
In the assault phase he rolls a 2 on his difficult terrain test to get out of the crater with the Vanguard. Lucky!
Tau Empire turn 2:
I get in 3 Kroot squads. That's extremely useful. I end up with my choice for two of them, and one of them stuck on his side.
I pull one in on my side to charge the vanguard and the other two in on his side to charge his marines that are near objectives.
My shooting is fairly light, I focus everything on his Vanguard, and only manage to down 3, leaving 5 left, one with a power fist. No big, as I've got a kroot squad about to charge them.
I launch the 3 big charges. They go as follows:
Vs. 5 Vanguard, kill 4 (all but sarge), lose combat and rout, heading for long table edge. (Doh! 30 guys charge 5 and I lose? Stupid kroot!)
Vs. 7 Vanguard w/Pedtro in range. Drawn combat. I get like 4 of them, they get like 4 of me. The battle continues.
Vs. 10 Tac marines out of Pedro's range. I lose 2 Kroot Hounds and kill them all.
Marine turn 3:
Lysander returns! He lands in the midst of my army, near the Sarge w/fist and the routing Kroot squad.
He has some fairly serious problems here. There are roughly 60 Kroot behind his lines, while his assault is sort of foundering, with only Lysander and his Vet sarge over on my side. He's got a Sternguard unit over by the 60 Kroot, and a tac squad w/Pedtro in the middle.
He elects to firm up his hold on his side, and sends Pedtro + his tac squad heading back (very slowly due to some bad DT rolls). He launches his last Sternguard squad into a charge on the big Kroot unit. He loses 4 guys, but runs them down after slaughtering like 12. Sternguard in range of Pedro charging Kroot is a massacre. Meanwhile the other Kroot unit continues to attrit the Tac marines, this round finishing off all but the Sarge.
Also the Vanguard remnant jumps a Broadside unit and power fists it down. Tau are So Bad at fighting.
Tau empire turn 3:
I get my last Kroot Carnivore squad in, on his side. That's where I wanted it anyway. The retreating Kroot unit doesn't reach the board edge.
All right, barring Lysander going absolutely ape I've got this game. I'll surround him in Broadsides and my commander, while the rapid firing Kroot just bury him in bullets. If I can attrit down that tac he's only got 1.5 squads left, so I'll be able to have more objectives when my Fish takes the center.
I bring the Kroot unit in and have it charge the half strength Sternguard squad that just killed their buddies. My commander shoots down the vanguard guy, and the whole army blasts Lysander, just taking him out.
The remainder of the game is just Pedro + his squad heading over to fight the Kroot that have taken his side. He ultimately destroys one squad and puts the other to rout, but the Tau fire has exacted a ruinous cost, and in the bottom of the sixth the Railguns take out his last buddy, and he gets gunned down by the Devilfish's Burst cannon.
So that's my revenge achieved. We are one and one now, we'll see how our next game goes (though next week is fantasy, so it'll be delayed).
Indeed, two horrible massacres. What can I say, I felt sorry for the Kroot so I gave them a win . Until next time.
Final Assessment: Screwed it up, 3 objectives were within spitting distance of my deployment zone and his only response was outflanking Kroot and nickel-and-dime broadside shots. Should've just castled and left Pedro near the table edge to respond to Kroot.
Last edited by Mastershake; January 17th, 2009 at 16:05.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
I liked your Ogres vs. Night Goblins fantasy game better. One of you should post a batrep about that. :p
If you can remember details about that car accident be my guest, but I seriously doubt anyone would believe it actually happened
Blais's Paint Studio-Getting broken armies good soft scores since 2009
I could probably remember enough to do a basic one, but I'd be too afraid someone would think that I was one of the participants, haha.
Wow, I've been out of the loop... 40kenthusiast playing Kroot-heavy Tau these days? I gotta admit, I didn't see that one coming.
It's worse - he even has been spotted playing Ogre Kingdoms. I'm guessing it's just a phase, though, kinda like Skargob messing around with the IG for a while before returning to Orks.
40kenthusiast, I absolutely must insist that you shoot with your Kroot instead of charging. AP 6 isn't going to bother anyone's armour save, so cover saves don't matter. Throwing out 40 Bolter equivalent shots from a squad hurts a lot of stuff, and if you move your Kroot into cover you'll be able to endure the return fire and the survivors shouldn't give you too much trouble if they assault you. Consider a shaper for each squad for the Ld boost.
And what's SaP? Are you talking about the Advanced Stabilization System? I recommend the Targeting Array instead, an 88% chance to hit is very nice when only moving d6" won't really change your opponent's cover saves.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Well, the way I look at it is:
20 Kroot Rapid firing = 40 shots = 20 hits= 10 wounds = 3 dead Smurfs.
Full squad charging = 90 attacks = 45 hits = 22 wounds = 7 or 8 dead smurfs.
I shoot when I can get cover and I'm out of their charge range, but in general if I rapid fire they charge me and run me down.
I've modified the Broadsides to shoot both weapons instead of move + fire. Seems to work out (so far). Thinking of dropping some Kroot or Devilfish bits to make the broadside team leaders bs 4.