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Hey, I realised in all the time I've been here I've never posted a battle report yet. So armed with a notepad, I decided to record the next battle I played and post it as a report. Before someone starts, don't post "your only writing this up cause it was so one-sided", I'm not, I just happened to decide before I played to write this one up, and I made so many notes I couldn't be bothered to do another one. Anyway, short battle, but enjoy. Oh, and I know the graphics are crappy.....I made them in paint.
The Tau sentries at their posts engaged in light hearted conversation as they patrolled. Their rifles slung casually, they exchanged light banter as they followed their patrol route. Their Cadre has been assigned behind the lines guard duties, and they were used to the quiet safety of their current location. As a black shape loomed out of the dark, the sentries looked quizzically before realising their peril. As they made to grab their rifles, a chainsword swung out of the night and decapitated the first of the Firewarriors, turning to eviscerate the other with a long sweep. Satisfied his targets were dead without a shot fired, the infiltrator kicked one of the dead bodies. An alarm sounded in the distance......the marine realised the alien must have been carrying some sort of insidious surveillance device.
Shas'o Vior'la Dem'lock climbed into his XV8 Crisis armour and contacted his fellow Crisis Suits by his internal coms, ordering them to quickly deploy. Some sort of attack was under way, the sentries on the perimeter were registered as dead. An attack here, they could only be after the fleet fuel base, it was the only thing of worth on this planet. Their opponents could not be allowed to destroy the warship's fuel supplies, it would cripple fleet movement in this sector, probably for months at least. To get to the base though, the enemy out there would have to get through his men, the 78th Vior'la Hunter Cadre...and they would die rather than let the enemy through. The only thing that concerned him was for an enemy to get this far behind their lines undetected, it could only mean one thing. The Gue'las warrior caste had arrived....the space marines. Incoming com reports said all his forces were marshalling from their barracks. He hoped it was enough.
Captain Saul looked at his command squad around him in the dark. Their armour was their usual dark green, but their teeth and eyes shined in the dark. They had wanted to attack a couple of hours after first light, but clearly brother Hidaeus up ahead had been detected by the xenos. There was only one option for victory, an immeadiate attack. He activated his vox and selected all squads.
"Come brothers, the alien knows we are here, our only chance is to charge him down now. If we let him dig in, we will never be able to remove them from this world. The time is now"
Around him brethren turned out their noisy chainswords in answer. Standing up with his squad, they charged towards the Tau lines. They were the Angels of Atonement, and their way of atoning would be drenching this world in the blood of the xenos.
(If anyone wants to know more about the background of the Angels of Atonement, look at my post in the fluff section. (Angels Of Atonement))
I reached into my box and selected one of my three lists. Not knowing who I was playing, who even looking at each other's lists, I had written up 3 random lists prior to game night -"Shooty", "Assault Other" (which is the one I use here) and "Assault MEQ" (which is practically the same but has powerfists in it). My opponent used his standard list too, I normally would have criticised his odd liking for burst cannons over missile pods.....but as you shall see they were actually quite deadly.
Shas'o - Missile Pod + Burst Cannon + Shield Generator - Hardwired Multitracker
2 x XV8 Battlesuit - Plasma Rifles + Burst Cannons + Multi-trackers
Firewarrior Squad A - all pulse rifles 120pts
Firewarrior Squad B - all pulse rifles 120pts
Firewarrior Squad C - all pulse rifles 120pts
6 Man Drone Squadron 72pts
2 x XV88 Battlesuit - Target Lock (no MT as his other XV88 has shield gen modelled) 150pts
Hammerhead - Railgun + Burst Cannnon + Decoy Launchers 165pts
Total = 998pts
SM - Significant Divergence
Traits - Take the fight to them + See but don't be seen.
Drawbacks - Eye to eye + We stand alone.
Commander Saul - Power Weapon + Bolt Pistol + Krak + Frag 93pts
9 Man Command Squad - 8 Bolt pistols + Chainswords - 1 Meltagun 145pts (Squad 1)
10 Man Tactical Squad - 9 Bolt Pistols + Chainswords - 1 Meltagun 160pts (Squad 2)
10 Man Tactical Squad - 9 Bolt Pistols + Chainswords - 1 Meltagun 160pts (Squad 3)
10 Man Tactical Squad - 9 Bolt Pistols + Chainswords - 1 Meltagun 160pts (Squad 4)
5 Man Devastator Squad - 2 Lascannons 145pts
Total = 998pts
Last edited by Addoran; September 2nd, 2005 at 06:01.
Tau player wins roll to choose table end.
Tau have to deploy their units first as all my units infiltrate. Generally ultra-typical Tau deployment, 3 broad fire teams of fire-warriors, anchored by the Hammerhead in the middle.
The broadsides stand well back in their deployment zone as per usual Tau fashion, bemused at the realisation my list has no vehicles in it. The Tau suits (with the Shas'o as an IC and thus untargetable....) deploy in the middle, with the gun drones finally deployed to shore up the left side.
In response I place my Devastators in LOS to the Hammerhead hoping for a killing shot before it can start doing it's fast skimmer thing. All my other models I place hidden behind LOS where I can, uniformly 19" away from the nearest enemy model. I place my commander as close as I can possibly get to the Broadsides, he's the only model that can cut through those +2 saves.
Last edited by Addoran; September 2nd, 2005 at 06:00.
SM Turn One
I win the roll for first turn.
All my careful hidden positioning comes to nought, as my troops have to march out their hiding places and into the open. Everything moves apart from the Devastators eagerly looking at that Hammerhead. Squad two moves through a small forest towards the Tau, but fortunetly doesn't get slowed at all (I rolled a 6).
My only shooting comes from my Devastators.....I pray for a penetrating while I can....I get a glancing 'crew shaken'...not quite the result I was after. At least that railgun can't splat me this turn.
Tau Turn One
Very little movement by the Tau. The shaken Hammerhead moves 7" to the left to get it's glancing only bonus. I think my friend is going to try and Submunition my devastators next time he gets to shoot. The crisis teams and Shas'o scoot forward for a better shot at squad 2, who are slightly obscured.
Those crisis teams let fly with plasma, they both hit, they both wound.....and I make 2 +5 cover saves. W00t. They then follow up with their burst cannons and gun down to marines. The Shas'o opens up with his Burst Cannon and kills two more. Plasma does nothing to the marines, but the burst cannons are deadly? The Shas'o tried with his Missile Pod, but rolls snake eyes to wound.
FW Squad A shoots at Squad 1 (The command squad), and roll an amazing 4 hits out of twelve shots. Noone is killed by the hazy incoming fire.
FW Squad B joins in with their guns at Squad 1, and force 4 saves, which are all passed. Those pulse rifles just can't seem to penetrate the marine's power armour.
FW Squad C fires at Squad 3, and kills 1 marines. 36 shots and one kill! The Tau have spent too long on guard duty and not enough time on the firing range methinks. :s
The Drone squadron open up on Squad 3 also and tag another marine.
Annoyed at the lack of success at shooting at the command squad, and having no other worthy targets in sight, the Broadsides decide to show the rest how it's done and annihalate a marine from squad 1 with a railgun shot (other rolls a 1 to wound).
The Shas'o and Crisis team do their "hop back" thing.
Last edited by Addoran; September 2nd, 2005 at 06:02.
SM Turn Two
All the tactical squads move forward again, predictably my Devastators stay put. Squad 2 is slightly slowed this time, and only move 5" to emerge from the forest. Squad 4 having played no part in the battle trudge out from behind the massive rock that's been in their way.
Devastators shoot at the Hammerhead again, praying for something that'll stop the incoming submunition blast coming their way. They're in luck, I get crew stunned, the Hammerhead in unable to move (meaning no glancing only next turn again ).
Squad 1 shoot at FW squad A - killing an impressive 1 FW.
Squad 2 shoot at FW squad C - with 5 bolt pistol shots and a Melta shot killing precisely none (he cover saves the Melta).
Squad 3 shoot at the gun drones, again killing nothing (he rolls a good save)
Squad 4 shoot at the FW squad A - the melta incinerates a FW but nothing else does any damage.
Damn, everyone's having an off day shooting, ~35 shots and I kill 2 FW...
Coming, but not there yet.
Tau Turn Two
The Crisis suits move away from the incoming marines, not liking the Dark Green host marching his way. Drones move forward to engage and delay Squad 3, who are going to be in charge range of FW squad C soon. The Hammerhead desperately would like to move, but can't.
Drones shoot at squad 3, but are unable to damage them.
FW squad C follow up, but I make all the saves. Shooting by the ranks on both sides is abysmal in this game.
FW Squad A shoots at Squad 1, takes one down.
FW Squad B shoots at Squad 2, kills another.
The command squad is getting dangerously close now, and my friend decides it's time to show me a proper Tau pasting. The Broadsides open up and incinerate 2 marines from squad 1.
The Crisis Suits follow up and both Plasma Rifles miss, but those damned Burst Cannons kill another 2! The Shas'O tags another with his missile pod. There are now only 3 members of the Command Squad left, the unwounded Commander Saul, the meltagunner and a single rank and file marine.
I make a LD test on 9, (The Commander's 10 -1 for being under 50%), I roll.......9. Whew, that was close.
The gun drones assault Squad 3, stiking simultaneously, bumping into his head, they kill a marine! Who cares if they lose 3 drones in return?
Being under 4 models (and so having no neural net), they are testing on LD 4 with negative modifiers. They basically need to roll a 2 to stay in combat, they roll..............11. They manage to disengage then fall back 12 inches. Squad 3 consolidates.
Last edited by Addoran; September 2nd, 2005 at 07:48.
SM Turn Three
Predictably, all my squads but the Devastator's move up 6".
My Devastators fire at the Hammerhead.....WHOO PENETRATING!
I roll on the chart........a SIX! D6 Explosion........a 4. Bye Bye Mr Hammerhead.
It gets better, one of the Crisis Suits and the Shas'o is in range. Rolling it, the Shas'o is wounded in the blast.
Squad 3 then do something unusual. Rather that shoot at nearby FW squad C, they sacrifice their chance to assault for the chance to shoot at the crisis suits. They are *just* in range I realise due to the previous 9" movement (3" consolidation + 6" move).
The Meltagunner pops one of the Crisis suits like a fly, swatting it down, while Bolt Pistols tag the other one twice. Suddenly the wounded Shas'o is all alone!
Squad 1 (all 3 of them!) shoot at FW Squad B - the melta incinerates a FW.
Squad 2 shoot at FW Squad C and kill 3.
Squad 4 shoot at FW Squad A and kill 2.
Yes, my time of revenge is nearly at hand. Time to make the Tau pay for my shooting casualties.
Squad 1 assault FW Squad B, the two squad members kill a single FW between them, and command Saul hacks apart 2 with his Power Sword. LD test passed.
Squad 2 prays they are in range of FW Squad C, as otherwise Squad 3 will be rapid fired by the Tau next turn (which is never good). They just are - just! Only 2 marines manage to get their attacks, and the Tau strike first from their cover. They fail to kill any marines though, and the chainsword wielding marines kill two Tau. LD test passed.
Squad 4 charge FW Squad 4, unlike the other 2 combats this is a proper charge (Squad 1 is 3 strong, and Squad 2 is only just in range) by 10 Marines against 6 Tau. The results are predictable. They marines hack down the 4 Tau within 2", and the other two fail their LD and run away. They are caught and destroyed, and the marines consolidate....a whole inch!.
Tau Turn Three
My opponent tries to rally his gundrones on LD4, and fails (rolls a 5 though!), and they fall back 3D6 again....right off the damn table. He was clearly hoping for one last shooting phase from the drones, but they run away on him.
The Shas'o moves up near the broadsides who stay still to use their SMS. Everything else is under assault.
Shas'o and the broadsides desperately let lose everything they have upon the squad 4, trying to somehow break them. Firing, the Shas'o hits with all his shots, but none penetrate the incoming SM's power armour.
The Broadsides fire a withering stream of fire into the incoming SMs, but it only results in one dead marine. Too little, too late.
Commander Saul guts another two firewarriors with his power sword, and his attendant command squad kill another one. LD test passed.
Squad 2 kill 3 Tau from FW Squad A. They fail their LD test, are caught and destroyed.
My opponent calls the game.
He has left:
1 Wounded Shas'o
6 left of FW Squad C, in close combat with 5 BP + CCW Marines and another 7 marines six inches away
2 Unwounded Broadside Battlesuits
I have left:
Unwounded Commander, and 2 men from Squad 1.
7 men left from Squad 3.
5 men left from Squad 2.
8 men left from Squad 4.
All 5 Devastators.
Result = Massacre.
All in all, everything went well. My opponent made the mistake of failing to concentrate his fire on individual squads enough, but generally awful shooting rolls in this game largely nullified shooting by our troops. Only his crisis suits really hurt me, but on the occasion he managed to concentrate his fire on one squad, he whacked the Command Squad pretty badly. Other than that it was just a case of the usual "try and be solid in the face of Tau fire and try and get into the assault".
Saul wiped the blood of the alien from his blessed Power Sword. They had managed to catch the alien still deploying, and as they dispersed had destroyed them piecemeal. The aliens had put up a strong defence, but it had been brittle in the face of his marines. When they had finally got up close they had been mere wheat to be harvested by his men's chainswords. The few Firewarriors who had survived the battle had fled, and his men had achieved all their objectives so there was no need to polish off these few stragglers.
A dull explosion behind him told him the Melta-charges set had detonated. The xenos would be missing their precious fuel base in the coming future. He turned on his vox and gave orders:
"Victory is ours, the benevolent Emperor shines upon us. Now we must leave before the threat of their fleet traps us in system. We have taught the xeno a lesson today they will not soon forget".
They vanished into the night, leaving the flotsam of dead Tau and wrecked Wargear.
Last edited by Addoran; September 2nd, 2005 at 07:49.
And yes, as I just discovered, the stupid diagrams came out too small.
Very nice battle report, this should be stickied as an example of how to do a battle report.
I hate burst cannons. A plasma gun may be statistically better but every time I play tau I lose 2-3x more points to burst cannons than to plasma guns.
Ta Mad Hatter, I tidied it up a bit, so it reads a bit better now I have an edit button.
Last edited by Addoran; September 2nd, 2005 at 06:07.
Ah well, they were roughly 14" away from the table edge when he rolled. He failed the LD test and rolled 16 on 3D6. In hindsight, he wished he'd never bothered making the test then. He was hoping if he'd rolled something else, there wasn't any chance of such a catastrophic fall-back, at least he could have gotten another shooting phase in. I see your point, this is not well written, I'll edit it.
Edit - w00t, I figured out what I did wrong with the diagrams.
Last edited by Addoran; September 2nd, 2005 at 06:07.