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I have a mech tau army, and I'm playing in a campaign. I will post all my battle reports here.
After some inspiration from archetype, I have decided to edit my battle reports, and post future ones in the same format.
 Mech Tau vs Tyranids
Cleanse alpha mission.
My Mech Tau
-plasma rifle, missile pod, multitracker
-plasma rifle, missile pod, multitracker
8 Fw with 'ui
8 Fw with 'ui in devilfish
-multitracker, targetting array, decoy launchers
-burst cannons, multitracker, decoy launchers, target lock
-burst cannons, multitracker, decoy launchers, target lock
Hive Tyrant and 3 Tyrand Guard
-2 venom cannons
My objective was to capture any table quarter with my ethereal. His was the same with his Hive Tyrant (found out at the end of the game).
So who wins with ultimate shooty army vs ultimate cc army?
Terrain: There was a building running down the lengthways diagonal between our forces, covering from slightly above the centre of the board down to the bottom left corner. This will be refered to as 'the building'. There were also forests in the Tyranid corner, and a carpark bulding in the bottom corner of my corner.
Deployment: Luckily I got to deploy first, and so my hammerhead went 6" away from the centre along the cross section diagonal, in order to push his units as far back as possible. He deployed all his units of gaunts and the TMC's 18" away from this hammerhead, which was as close as he could. Of course, he maximised coherency, with submunitions expected. So his units were coving a large amount of his quarter. The two biovores hid behind the forests. I deployed everything else around the carpark, with the unit of 8 fire warriors sitting on the roof, and the devilfish hiding behind it, in the very corner of the board.
I got to go first, which in hindsight, I would have been much better going second.
Mech Tau Turn One
Movement: I moved the two hammerheads to the centre of my quarter to see one unit of gaunts around the building, on the top right. My two crisis jumped out from the building to take a shot at these gaunts with their missile pods too.
Shooting: I shot the two subs and the 2 missile pods and managed a lot of 1's. Didn't kill anything.
Tyranid Turn One
Movement: Two gaunt units up the top right started to move around the building. The carnifex and the Hive Tyrant and guard went the same way. The other gaunt unit went down the board towards the building, as did the warriors.
Shooting: Hive Tyrant stunned a hammerhead. The frag spore mine exploded on my fire warriors, but I saved all, however I couldn't manage a cover save against the poison spore mine, and I lost a fire warrior.
Turn Summary: So, who's the ultimate shooty army again?
Mech Tau Turn Two
Movement: I moved the stealths and crisis suits into range of the closest unit of gaunts coming around the building, and moved my mobile hammerhead back down the board, as it could now see them from down there. I moved the devilfish out from behind the carpark towards the unit behind the building.
Shooting: Shot everything at that unit of gaunts. That's 1 submunition, 25 S5 AP5 shots, and 4 S7 AP4 shots. I managed to kill 12 gaunts (60p).
Assault: Ran my suits away, crisis back behind the carpark, stealth towards the unit behind the building.
Tyranid Turn Two
Movement: The depleted unit of gaunts continued into my deployment quarter, the other unit started going around the building. The carnifex and hive tyrant were going the same direction, but lacked fleet. Most of the third unit of gaunts made it into the building, the warriors were just behind.
Shooting Carnifex shot my railgun off the stunned hammerhead. (50p). A poison spore mine scattered on the ground next to the car park. I saved again against the frag spore mine.
Turn Summary: Heh, we were even.
Mech Tau Turn Three
Movement: I ran both hammerheads towards the gaunts coming out of the building. I also moved my stealths and my devilfish towards these gaunts, and unloaded the fire warriors. My crisis suits jump back out from behind the building to see the depleted unit of gaunts in my quarter.
Shooting My crisis suits and 7 fire warriors on the carpark were able to take out the last 5 gaunts in my quarter, as well as the spore mine. So I was able to concentrate all other fire on the unit of gaunts that had poked their head out from behind the building that was protecting them (although they were still in 4+ cover). I managed to kill all 12 of them with a sub (first one to hit in the game) and 49 S5 AP5 shots. (11 burst cannons, 16 rapid fired pulse carbine shots).
Assualt: Crisis moved back behind the carpark, stealth back towards the carpark. I had detached my gun drones from the devilfish and they moved to the left of the devilfish, making it impossible for the gaunts to assault the unloaded fire warriors because they had to end their movement 1" away from the drones.
Tyranid Turn Three
Movement: The unit of gaunts that were behind the building and couldn't be shot at came through the building and ran towards the closest gun drone. The warriors came out from behind the building as well. The other gaunts made it around the building and headed towards the carpark. The Carnifex and the Hive Tyrant settled into the top right corner.
Shooting: Both spore mines hit my stealths, but I saved every wound. The only thing his carnifex and hive tyrant could see now were the fire warriors on the carpark and the stealths, but stealthsuit worked, and so he managed to kill one fire warrior with his venom cannons.
Assault: His warriors assaulted my devilfish, stunning it. The gaunts that had half their unit in cover before assaulted a gun drone, and consolidated into my other gun drone.
Turn Summary: Ah now see who's shooting is the best. (Please guard players, stay out of this one)
Mech Tau Turn Four
Movement: I moved the hammerhead without a railgun out into the middle of my quarter to hopefully slow down the gaunt advance coming from the top. I moved the crisis suits and stealth suits towards and in LOS of the warriors. I moved my ethereal so I thought he was approximately 10" away from the left hand quarter, just to make sure he was within 12".
Shooting: I was scared of the warriors. So I shot everything at them. That's another submunition (that missed again, that's 1 sub hit in 5 shots this game), 46 S5 AP5 shots, 4 S7 AP4 shots, and 2 S6 AP2 shots. So who's the shooty army again? They went splat.
Assualt: The gaunts killed my gun drone and consolidated towards my fire warriors.
Tyranid Turn Four
Movement: The gaunts took their test and attacked my fire warriors. Three gaunts from the other unit made it to the carpark, with the other gaunts trailing behind. The Hive Tyrant and Carnifex hardly moved, they could see everything (except behind the carpark).
Shooting: The Hive Tyrant took down the hammerhead without a railgun. Spore mines also killed 3 more fire warriors on the car park and 2 fire warriors that were in cc with gaunts (scattering). The fire warriors on the carpark were now under half strength, and while they didn't flee, could no longer hold my deployment quarter (as it was an alpha mission).
Assault His 5 gaunts failed to kill a fire warrior in combat, and my 6 fire warriors managed to kill 3. They stayed. The other gaunts couldn't make it to my fire warriors on top of the carpark.
Turn Summary So who's the ultimate cc army again?
Mech Tau Turn Five
Movement: Time to start thinking about objectives. I moved my devilfish to pick up the ethereal, so it could make a run for the left hand corner in the last turn. I moved my alive hammerhead towards the opposite corner to get into it on turn 6, doing the same with my stealths, but keeping them in range of the gaunts. Moved my crisis suits back to their carpark, although made sure they could have a shot at the gaunts too.
Shooting: A round of shooting at the untouched unit of gaunts. Damn it was fun, pity it was only 90p, but oh well. (They all died)
Assault: The 2 gaunts managed to kill 2 fire warriors, but my fire warriors were able to then take them out . I moved the crisis suits behind the carpark, and the stealths closer to his quarter.
Tyranids Turn Five
Movement: The carnifex moved closer to his deployment quarter.
Shooting: His Hive Tyarant then managed to kill the other hammerhead. A spore mine killed a stealth suit.
Turn Summary: Hmmm, the Hive Tyrant has taken out 2 hammerheads in succesive turns. I hit a total of 1 submunitions the whole game, in 6 shots. I didn't want them anyway.
Mech Tau Turn Six
Movement: Moved the devilfish into the bottom left quarter. I moved the stealths even closer towards his quarter. They were no on the other side of the building now. Jumped the crisis out to have a go at the tyrant guard, because I could.
Shooting: My stealths did manage 4 wounds on the carnifex, but he couldn't roll 4 one's, or even one 1. My crisis actually caused a wound on a Tyrant guard, the first one in the game.
Assault: Moved the stealths into his quarter. Moved the crisis behind the building.
Tyranid Turn Six:
Movement: The carnifex moved into his deployment quarter.
Shooting: The carnifex Shot at and killed one stealth. The spore mines scattered.
Turn Summary: I had three scoring units left, which were the fire warriors in the devilfish, the stealths, and the elite crisis suit. He had two, the Hive Tyrant and it's guard, and the carnifex. All scoring units held a different corner except the stealths and the carnifex, which were contesting the tyranid deployment quarter.
VICTORY TO MECH TAU
Afterthoughts: My ethereal accomplished his objective, the Hive tyrand accomplished his. I had some bad luck with my hammerheads and he had some good luck against my hammerheads, but it all came down to my 6 fire warriors beating 5 assaulting gaunts, so I was the luckiest imo.
Nice battle. Those matches where nearly complete oppositesd duke it out are always destined to be enjoyable.
What are the other teams in the campaign? Whats the fluff? Is there any? Is there a map for the campaign to see?
Whats the difference between "mech" Tau and normal Tau?
Anything that has been said above must be immediately
disregarded, as the high level of stupidity contained in every
word may cause you to drool on your computer thus causing
your own demise...
you know water+electricity= dead...-ness. :mellow:
Ah the fluff...there are more players than those that participated here btw.
Ben (Necrons) went up against Ben (Kroot) at a small mine, and annhilalated the birdlike aliens, securing all four table quarters. The Immortals unit gained the â€˜A.B.C.D.â€™ Award (Acting Beyond the Call of Duty) due to the amount of Kroot they mowed down (12 in one turn). Master Shaper Sulâ€™Phar recieved the â€˜A.B.C.D.â€™ for going 7 rounds of combat with a Necron Lord bearing a Power Weapon, and making an amazing set of 4+ invulnerable saves (around 15).
Chris (Space Marines) faced Jeff (Eldar) inside a small feudal town from a long lost civilization, and was unfortunately driven into the ground. Farseer Blaze recieved the â€˜A.B.C.D.â€™ for having one attack, which hit, hurt, and sent a squad of Marines running away from the battle. Chrisâ€™ Terminators gat their â€˜A.B.C.D.â€™ award for taking out a rather pesky Falcon.
Steve (Tau) went up against John (Tyranids) in a bid to control a small fortified pre-heresy Imperial settlement. Both the Tau and the Nids controlled some ground, but it was the Tau Firepower that would prove decisive to their victory. Though the Hive Tyrant recieved itâ€™s â€˜A.B.C.D.â€™ award for SHOOTING DOWN 2 hammerheads. No, that is not a typppo, the Hive tyrant shot and destroyed not one, but two Tau tanks. The Stealth team got their â€˜A.B.C.D.â€™ award for generally blasting away the enemy with their burst cannons, and giving a carnifex four wounds on the last turn (which were unfortunately all saved).
Points stand as follows
Jeff (Eldar) and Steve (Tau) tied at 4 points
Ben (Necrons) at 3 points
John (Tyranids) at 2 points
and Chris (Space Marines) at 1 point.
The current Territories owned by players are
Jeff (Eldar) has set up his firebase amongst an old village from a previous human civilization.
Steve (Tau) Controls a small fortified Imperial Selttlement.
Ben (Necrons) now occupies a small mining community
John (Tyranids) has left the settelment controlled by the Tau for a small forested area just outside.
and Chris (Space Marines) has been forced towards an old Imperial Temple to the God Emperor.
The Kroot are the â€˜houseâ€™ army and will not recieve any experience (not that they would anyway due to their current death rate). However, throughout the campaign things may happen.... After all, they landed on the planet a while before any other armies.....
BWAHAHAHAHAHAHAHAHAhahahahahahahah heh heh heh heh.... ahhhhhh.....
Anyway. After the set of first games a couple of the players heard some of the background of the planet that was not before known. So, to be fair, Iâ€™ll tell you all.
After landing, your troops keep spotting what appear to be Kroot Scouts. They do not attempt to attack at first, but eventually your force becomes paranoid and sends troops to track and kill the scouts, but once spotted, the Kroot seem almost to dissapear, leaving no trace of their presence. While confusing, there are more pressing matters afoot, the arrival of other forces on the planet has forced you to hurry in setting up your defences.
Now with your defences set up, the rest of your troops can land. The reports of Kroot scouts have diminished since the reserves have arrived, but you still feel as though you are being watched. Prior scans of the planet have located craft from almost all ages of spacefaring Humans, as well as crashed Necron, Eldar, Ork, and more recently Tau ships. But there are more unidentified ships than there are identified ones, and so you decide that perhaps in time, you should investigate further. But for now, you must continue to sweep the area of enemy troops.....
Bloody hell! I have the tournament fluff, description, and rules....It's 5 pages! AND I CANT COPY PASTE!!!!!!111one
...[3 hours later]
BATTLE FOR MORTAN OMEGA
Mortan Omega lies on the northeast border of Imperial controlled space around the Damocles Gulf. For the last hundred Imperial Standard years, a micro Warp Storm has prevented any ships from getting remotely close to it. But last month, an Imperial Inquisitorial ship, "Leovinus' Revenge" lumped into the sector and was not heard from again.
Rumours abound of an extremely powerful weapon, a claim not discarded by the Imperium as the planet seems to be made almost entirely of Adamantium, a metal known for it's resilience and almost limitless uses. note from psteve: If you want, you can just say it's iron. I had an argument with Ben over this one. I prefer to think of 40k as our universe in 41 millenium, not some fantasy galaxy.
It is largely a desert planet as it orbits a category 3 star rather closely, but it's surface is littered with part alien / part Imperial technology. Some of the objects seem to have been created out of the "Leovinus' Revenge" and other ships of both Imperial and alien origin, while even more seems to be hand made.
While the planet's surface is mostly barren, small pockets of trees litter the landscape in certain parts. Due to the strange effects of a magnetic field caused by superheated Adamantium so close to a major warp storm, much of the flora and fauna have grown to immense proportions. Some species are familiar to those in the know, obviously introduced by previous inhabitants. But others are strange even to the experienced.
The superheated Adamantium also causes some interesting affects for communications. Short-range wavelengths seem undisturbed, but the magnetic field around the planet seems to stop even the most powerful Astronomicon from sending a message to the edge of the system.
The Campaign will run for an undetermined length of time and will consist of however many games you can manage.
The campaign will be a narrative campaign, using army composition, as well as the character profiles, and the usual amount of luck, to give a new aspect on missions and drive the campaign in different directions for each player. One may be looking deep within structures for an explaination, will others may be reduced to just trying to survive.
The campaign is based on two things; Territories and Points.
Territories: They are the areas of land your army occupies. Due to limited resources, you can only ever occupy 5 territories at any one time, and you start off with just one. You can lose them if you lose some battles, and you can gain more if you win other battles. They have no direct affect on the game, but rather aid in the narrative behind the campaign.
If you are playing a game situated at your home base, you will always be the defender, and you can choose to re-roll the dice whether the game is Alpha, Gamma, or Omega.
You cannoy gain another territory if you already have 5 territories, and if you are attacking and win, the opponent does not lose that territory, consider it a 'hit and run' from the attacking player. You also cannot 'lose' the territory that your home base is situated on.
The Points will be accrued each time you complete a mission objective. Mission objectives are broken down into three categories; Primary, Secondary, and Character objectives. Primary Objective credit you with one point if you lose, 2 points if you won and it was not your objective, and 3 points if you won and it was your objective. Secondary objectives give you 2 points for winning and 1 for losing. CHaracter objectives gain you 1 point if you complete the objective before the game end and none if you fail.
Mystery points will be given every week for outstanding performances by characters or armies as a whole. And I don't just mean massacres, but other random strokes of luck, combined with a little bit of storytelling (you're going to have to sell the story to the GM if you want the points). For instance, a certain Warp Spider Exarch's unit may have been blown away by ordnance on the first turn, but the Exarch may survive the the rest of the slog across the battlefield and pop a tank or two.
note from psteve: Haha that was funny .
Battles will be fought at 1500p, unless specified in the mission details. Every player's first mission will be at 1,000 points. This is to represent the first wave making ground and setting up a firebase which will evolve into their Headdquarters once the rest of the army has landed.
Units will gain experience as detailed in the Warhammer 40,000 Rulebook, with the following exceptions:
-The unit recieving the "Acting Beyond the Call Of Duty" award is to be decided by the opponent, though all decisions can be appealed by speaking to the GM and giving reasons.
-Admittedly some people may start the campaign late, not have enough time to game every week, or they simply don't win too often. Due to this, each squad recieves an extra 50 experience points for every 2,000 experience points your opponent's is above your army's experience point level (unless the unit is wiped out, though fleeing and pinned units still recieve the bonus).
Players will be given objectives at the satrt of each Fortnight cycle. The objectives themselves will depend largely on what happened to the army in previous battles, and whether their characters achived their objectives. There are three types of Objectives, Primary, Secondary, and Character objectives.
Primary: This objective is a 'once only' objective. If you fail to complete it, you cannot try it again. If you do complete it you cannot go back and re-do it to get more points. A Primary objective will generally involve capturing a specific location, or driving back a specific army.
Secondary: This type of objective is a greneral order from above, it doesn't "need" to be done per-se, but it would be beneficial to your army and your cause if you tried. This could be the sweep of a certain area to clear it of enemies, or a recon mission to see who is where.
Character: This set of objectives works slightly different. Instead of a Pre-determined objective, the character realises a threat or situation as he reaches the battlefield, and must undertake an objective to aid in his own side's effectiveness later on in the campaign. Before deploying troops, roll a D6 and consult the table below. Do not let your opponent see the result, but make sure an imparital player witnesses the result.
1) Survive: the character must live long enough to see the end of battle. If he/she/it suffers any wounds, then they count as failing this objective.
2) On the Front Line: This character must be part of the unit that completes the scenario objective, or complete a scenario objective by himself (such as placing the charges in a sabotage mission). They do not complete the objective if they do not fit the criteria (pinned, fleeing, etc.).
3 & 4) Break through: The character has very important information and must make it into the enemy deployment zone by the end of the game, and still be alive though need not have their full compliment of wounds.
5) Assassination: The character sees the threat the enemy commander poses and must see to it that they are destroyed. The character does not need to be the one to kill the enemy general, but must be with the unit that does for them to complete the objective. note from psteve: yeah, I would love this one. "Er...ok steve. Your ethereal has to kill the Hive Tyrant/Necron Lord/Avatar. Good luck."
6) Courage Under Fire: The troops have a morale problem, and so you must holdfat under any circumstances. You fail this objective if you fail any leadership based test.
Up to three characters can be chosen by the player to represent three specific personalities in their army that may advance separetely from others. One of the MUST be the army General (this includes Tyranid Hive Tyrants), but the other two can be composed of any other individual that conforms to the specifications below.
-A single HQ choice. Such as a Tau Shas'O, Chaplain, Chaos Lieutenant, etc.
-A Veteran Sargeant or Squad Leader of any sort, though they must be upgraded to a squad leader, unit champion, sergeant, etc.
A monsterous creature, or model that acts like a monsterous creature, such as Carnifexes and Wraithlords.
-A Vehicle that has no more than one crew member and no transport capacity for other troops. This includes Dreadnaughts, Warwalkers, and Sentinels.
-Any lone model, such as a Crisis suit (even if it has drones), Assassins, Techmarines, Lictors, and the like.
These Characters will advance slightly different to troops, and will pave an army's pathway through the narrative of the campaign. However, their deaths can be detrimental to an army. For 'Fluff' purposes, no character will actually 'die'. Instead, they'll just be frightfully ill, and have a replacement stand in for them if something goes wrong.
If a Character is 'killed' in a game, roll a D6 immediately after the game ends and consult the table below.
1)The Character takes a big blow to the head and spends the next D3 games talking in a high pitched voice complaining about 'rabbits in the eyes'....yes, very random...[/psteve]
2-5)The Character recovers normally and suffers no detrimental effects, though a headache may persist.
6)The Character is lost in no-mans land, and he battles Kangawallafoxes and enemy scouts as he makes his way back to camp. All this has given the character a better outlook on his life, and he feels enlightened. Roll another D6. On a 1 he now counts as fearless. On a 2-3 the Character will count as stubborn when playing an army of the same race as the army that he versed when he was left behind. On a 4-5 the enemy the Character faced when he was left behind now becomes a 'Preferred Enemy' of the Character. On a roll of 6 the character has learned a valuable life lesson and may therefore make a roll on the Battle Honours table. That's just weird. Bit too much of an incentive to get a character killed imo.
If you roll a result you already have, then re-roll. If you roll a result you already have again, the Character is considered to be too confused by his experience in getting back to the camp, and recieves no bonus.
If the Character has to miss a game or two, or three, then they will be replaced by an apprentice of sorts. The 'stunt double' will essentially gain no experince, have no special skills the character may have gained from the battle honours, and is equipped with the same equipment the original character was equipped with.
Ben has re-defined the definition of Independent Characters for the purposes of this campaign. A Tyranid player can opt to have their Hive Tyrant count as a character for purposes of Character Objectives (despite the fact that they count as a unit for victory points purposes). But they must state this at the start of a campaign. Once they are stated, then they must stay that way for the entire campaign. The downside? While still being counted as a unit for victory points purposes, they count as an independent character for capturing objectives, table quarters and such.
Feel free to ally with anyone. Also feel free to backstab your allies at any given moment. It makes the game more interesting. But use common sense when figuring out who can ally with whom; for instance, Space Marines and 'The Lost and the Damned' don't mix. I wonder what he'd say about Mech Tau and Necrons?
FORTNIGHT 1 - THE ARRIVAL
Primary Objective: Secure landing zone for the arrival of troops (first game for the player). Cleanse, as described below.
This MUST be the first game an army plays in the Campaign. So far only 2 players have broken this rule, that's not too bad
Secondary Objective: Sweep the area of Enemy troops (use standard Recon scenario)
For the first game an army has in this campaign, the Cleanse mission will be used. However, the Alpha, Gamma, and Omega rules are as follows. Alpha is played on a 1-3, a Gamma is played on a 4-5 and an Omega is played on a 6. This is to represent the fact that the troops have just landed and it would be less likely that they would have actually "properly" set up a defensible position, or be ready to form a "properly" planned attack. Use a 1,000 point list for the first game. If someone joins in late, use 1,000 point list anyway as the defenders of the zone will be spread thin as their forces are needed somewhere else. The player 'dropping in' won't have a fully massed company of troops, just the 'first wave' to set up a proper landing zone for their brethren to follow.
Future objectives and scenarios will be more difficult and more involved, representing the escalation of the conflict on the surface.
The sparsly distributed spots of jungle seem out of place on this planet as the first detachment of troops hits the ground and makes haste to fortify your position against any number of would-be attackers that may arrive. On your way down to the surface you noticed many ships, alien in appearance yet known well by your troops. Over the next few months, you know you'll be in for a struggle to survive. But the planet is too valuable to leave alone. You must fight, and win.
I won my second game. Way too tired to post batrep now.
The Mech Tau force has recieved reinforcements after discovering that there are Tyranids on this strange planet, and possibly Kroot. Unfortunatley, with no Kroot in reserve, the Tau can't be sure of the latter, and so have sent a gun drone squadron and a unit of pathfinders to help scout out the area. The Tau have also reinforced their lost troops with another devilfish with more firewarriors. They are also expecting a crisis suit specialised to take out any armour that they might run into.
With 12" base movement, the Tau force are likely to run into another race on this planet soon. Which race would that be?
Kroot of course. Considering they are all over the planet already, it's not surprising. Post batrep later. Oh, and I must think of a reason how my mech tau army runs into a necron army this sunday. And I must think of an even better reason why the necrons should ally with me.
 Mech Tau vs Kroot Merceneries
Recon gamma mission
-fireknife (plas, missile, multi)
-sunforge (tlinked fusion, sgenerator)
8 Fw in fish
-mtracker, tarray, dlaunchers
8 Fw in fish
-mtracker, tarray, dlaunchers
8 Pathfinder with 'ui in fish
-mtracker, tarray, dlaunchers
8 Gun Drones
-bcannons, mtracker, dlaunchers, tlock
(same as the one in my signiture)
Even More Kroot
Lets just say 120+ Kroot
This was the most basic of games to batrep I won't even do a turn by turn report.
My character objective was not to fail a leadership test with my ethereal. I couldn't stop laughing for a minute when I got that one.
Terrain: A large building again splitting the deployment zones, though as it was recon, it was now going down the middle about 2' along the long axis, about 4" thick, and 8" away from my 15" deployment line (the one I had to deploy behind). There was a forest running down the left edge, and a carpark in my deployment zone at the end of this forest. No other terrain is worth mentioning.
Deployment: I deployed my pathfinder devilfish on the 15" mark on the far left, then my hammerhead was close to that. My devilfish without my ethereal was deployed about 1' away from my hammerhead, and then I had a unit of stealths spread about 12" across on the 15" mark from the centre towards the right. My devilfish with my ethereal was deployed on the table edge behind the stealths, and my other hammerhead was deployed on the right, on the 15" line, at the end of the stealth line. I deployed my commander on the far right on the 15" line. I was deep striking my two crisis suits and my gun drones.
The kroot deployed mostly behind the large building, 12" away from my stealths/devilfish. One unit deployed in the top left corner amongst trees, which extended all the way down into my half. They were 18" away from my hammerhead on the left.
The unit which was amongst the forest continued to move down the forest until the 3rd turn, and then jump and and hide behind a carpark. They'd never be shot at, and finished the game in my deployment zone. So we'll ignore this unit.
Kroot Turn One:
He moved everything into the building in the centre of the board, and then fleeted some. He shot at my stealths, and killed 2. Which was funny, because you can't assault when you shoot rapid fire, so I was quite relieved my stupid plan of pushing them back with stealths worked. One unit assaulted my devilfish with 8 fw in it and took it out.
Mech Tau Turn One:
I ran right with everything, and shot at the unit which assaulted my devilfish, killing some kroot.
That unit then proceeded to assault the entangled fire warrior unit, which then fled off the board. Everything else stayed in the building, except the master shaper which came out to shoot a melta gun at my hammerhead, shaking it.
Then that unit that had done so well vanished from one turn of shooting.
Rest Of Battle:
I continued to run right until turn 4. Then I started running up the board. All my surviving models made it into his deployment zone.
The Kroot were taking advantage of some 4+ cover, but not doing much otherwise, managing to kill the sunforge and the gundrones. It took me 4 turns, but I killed them all. The unit on the far left was never touched and made it into my deployment zone.
My hammerhead was nominated for going beyond the call of duty for railgunning his shaper, missing, but then making up for it by killing him with 2 burst cannons.
My casualties: Devilfish, 8 fire warriors, sunforge, 8 gun drones, 2 stealthsuits
His casualties: lets just say 100+ Kroot
It might seem like I was fighting a newbie, but I wasn't. The guy fired a total of 9 melta gun shots in the game, none of them did anything past shaking my hammerhead once. And my subs hit about 2/3 of the time, a much higher average than I'm used to.
Experience to date:
Crisis fireknife: 600
Crisis sunforge: 0
Fire Warriors: 700
Fire Warriors: 0
Gun Drones: 0
My campaign points: 4, 3
I have completely edited the battle report in the first post, adding tons more information, so you might want to reread if you didn't get anything out of it last time. I'll make all my batle reports in that format from now on too, but I honestly don't think the Kroot batrep deserves it. Next batrep: Sunday against Necrons, 1500p. Oh, and if you're reading this robotnik, turn up!
normal tau are genraly sit and shoot and rely on broad sides and fire warrior. mech tau are a extremly mobile army relying on crisis, stealth suits, and hammer heads most of the time with fire warriors for troop and mass ppulse fire.Originally Posted by Urb4n_D3c4y
Which Halo character are you?
You talk alot, you don't do much, but at times you can be invaluable.