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Our board is increadibly improvised. This game occured between school and dinner and thus there could not have been a terribly large amount of preparation. We played on half of my Ping Pong table (5' between deployable table edges, 4' 6'' wide) with a ~12'' ravine (essentially a bottom less pit, if deep striking scattered into it of it people fell back into it they died) separating the two sides through the middle of the table and spanned by an ~8'' bridge (approximately two rhino chassises wide). In opposing corners there were buildings about 4'' by 8'' and in the other corners there was a forest (about 6'' by 6'') and a hill with big rocks (about 12'' by 4''), and there were smallish walls near all the corners of the bridge. Additionally, the side with the forest also had a small ruin between the forest and the building.
Army Lists: T'au Empire
(this is going to be very approximate, I don't know the Tau very specifically and I'm writing this an hour or two after the battle)
Commander Shas'o with Fusion, Plasma, Shield Drones, Deep Strike
2 Squads of 12 Fire Warriors
1 Broadside with 2 Shield drones, TL Railgun and I don't really know what else
1 Hammerhead with Railgun
3 Sniper Drone teams
Army Lists: Witch Hunters
Inquisitor Lord with no equip (lol) 2 Sages and a Plasma Cannon Servitor
3 Death Cults
10 Sisters with a heavy flamer, a flamer, and a veteran w/ a power weapon in a Rhino with smoke
10 Sisters with 2 meltaguns and a veteran w/ a power weapon in a Rhino with smoke
(This is not the order it happened in)
I put the exorcists opposite each other, one mostly behind the forest and the other mostly behind the building, the rhinos with pretty much a straight line forward to the bridge (between the building and the ruin), and the Inquisitor Lord & retinue inside the ruin. Infiltrators infiltrate behind the rocks, just barely out of 12'' & out of sight.
The T'au put the Hammerhead behind the building on hs side, the Broadside behind the large rocks on the hill in sight of the exorcist behind the building, the sniper drones between the hill and the building, and the fire warriors right behind the hill.
The Way It Went Down:
T'au Empire Turn One:
Movement: Fire Warriors advance, Broadside shifts towards the corner, Hammerhead moves into sight of the =I=
Shootings: Broadside pops the first Exorcist :cry: Hammerhead submunitions the =I= and misses, Snipers fire w/ markers at the Rhinos and there is a mix of missing and nonglance/penetration (mostly missing heh heh), Fire Warriors shoot at a Death Cult who takes two wounsd and saves one (DC FTW)
Assault: Just kidding, the Tau dno't assault :w00t:
Witch Hunters Turn One:
Movement: Rhinos forward 12'' & smokify, exorcist less than 6'' into sight of the Hammerhead, =I= 6'' towards the forest, not quite in but out of easy sight of the Hammerhead, Assassins together 6" toward the Fire Warriors.
Shootings: Exorcist rolls 5 missiles and fires at the Hammerhead, scores one hit, penetrates, is downgraded to a glancing, and shakes in the end. Eversor shoots at the Fire Warriors, hits one and doesn't wound (lol)
Assault: Assassins assault Fire Warriors and kill everything without taking a wound :w00t: and consolidate into sort of cover.
T'au Empire Turn Two:
Movement: Fire Warriors move into range & sight of the Assassins, Broadside moves towards Assassins
Shootings: Fire Warriors rapid fire the Assassins and roll terribly, inflicting one wound that they don't save, killing the wounded DC. The Snipers marker & snipe the rhinos again, cutting off the storm bolter and shaking one. Hammerhead shoots at the other exorcist and misses. Broadside shoots at the assassins and either misses or doesn't wound everything :w00t:
Assault: Fire Warriors assault the assassins and die before they get to attack, Assassins consolidate one DC towards his snipers and one DC and the eversor toward the broadside.
Witch Hunters Turn Two:
Movement: Unshaken Rhino 12'' towards the hill/Snipers, Assassins move towards their respective targets (eversor and one DC @ Broadside, DC @ Snipers)
Shootings: Plasma Cannon kills two Sniper Drones (woo hoo useful) Rhino sotrm bolters the Snipers, one miss and no wounds (yeah, that was mostly a joke) eversor pistols the Broadside, one miss no wounds, Exorcist rolls 4 missiles & shoots the hammerhead, three hits, one glance, stuns.
Assault: Assassins assault their respective targets (eversor and one DC @ Broadside, DC @ Snipers) Killing the broadside (consolidate towards snipers) and two sniper drones.
Tau Empire Turn Three:
Movement: The Commander deep strikes right next to the stunned Rhino
Shootings: Commander explodes the Rhino (one fusion and one plasma hit, fusion penetrates and rolls a five) three wounds on the Sisters inside, one fails her save and the rest disembark incorrectly (OOPS) right next to the Tau Commander :cry: Snipers not in close combat shoot at the mobile Rhino and fail to do anything.
Assault: Commander assaults Sisters, kills one and takes no wounds, Sisters fall back, Commander sweeping advances and succeeds. Commander consolidates staying behind the destructed Rhino.
Witch Hunters Turn Three:
Movement: Rhino reverses about 6'' and Sisters disembark, Eversor & DC move towards Snipers
Shootings: Plasma Cannon kills one more sniper drone, Exorcist shakes Hammerhead again (four missiles?), storm bolter on the Rhino shoots @ the Commander, one miss and no wounds (funny, but not haha funny) Sisters shoot @ Commander who pops both shield drones and takes a wound (two melta shots and one bolter). Eversor shoots at Snipers who take one wound and make the save.
Assault: Sisters assault Commander who kills one sister and drops down to one wound, causing him to decide to Hit and Run 11'' towards the forest. Eversor assaults unwounded Sniper Drones, DC assaults final open Sniper drones, everything dies & all assassins consolidate behind the building.
Tau Empire Turn Four:
Movement: Comander moves into the forest
Shootings: Hammerhead shoots Exorcist & rolls 1 to penetrate :w00t: Commander shoots Exorcist and causes one penetrating hit, destroying the Exorcist Missile Launcher.
Assault: Commander jumps behind the forest
Witch Hunters Turn Four:
Movement: Sisters embark and Rhino advances 12" towards Hammerhead, DCs retreat towards Rhino, Eversor 6'' towards Hammerhead. =I= moves into ruins.
Shootings: No shooting!
Assault: Eversor assaults Hammerhead and manages four glancing hits :w00t: resulting in lots of shaking and stunning and one immobilize, which, after re-rolling, remained an immobilization and the Hammerhead goes down!
Tau Empire Turn Five (Just the Commander):
Movement: Moves back into the forest
Shootings: Takes down both Sages
Assault: Jumps back to the other side of the forest
Witch Hunters Turn Five (Just the Rhino):
Movement: Moves 12'' back towards the Commander... :cry:
Tau Empire Last Turn (Just the Commander):
Movement: Moves @ the Rhino
Shooting: Shoots @ Rhino, everything hits, nothing glances or penetrates :w00t:
Assault: Jumps back into the forest
Witch Hunters Last Turn (Just the Rhino):
Movement: 12'' towards the forest/Commander; Sisters disembark
Shootings: makes both cover saves against meltas, and fails one save against bolter fire, resulting in zero wounds and finally a Witch Hunter Victory!
MVP: Eversor Assassin!
(Maybe an aproximate points calculation later)
Yes yes, I know, I compeltely forgot Acts of Faith. I am good at playing Witch Hunters. I would like to say that this is my first time playing them, but you can easily see my record in my sig, and really I'm just stupid.
My T'au friend would like some (constructive, please) criticism of his strategy, it was a completely theoretical list he just wanted to see what it played like, I believe.
As always, thanks in advance!
Last edited by honorableSimon; March 14th, 2007 at 04:02. Reason: MVP
Back from the dead to haunt new houses.
Send me a hello if you remember me.
looks like a fun game, just a few things i noticed....
1. the broadside cant move and shoot, its a heavy weapon, unless he had slow and purposeful which would mean he couldnt have shield drones unless hes a squad leader and has both.
2. the commander cant assault after deep strike
otherwise, good job with the sisters, and use AOF dammit!
2000pts Orks 4-2-1
nice victory mate! shame the sniper drones didn't do much due to bad luck i was thinking of gettiing a full unit of them, i play mostly marine and necron players:shifty: , but at 240 points they're quite pricey .
remember AOF is the difference between victory and defeat, they're there for a reason use 'em!
Last edited by Kai-Itza; March 14th, 2007 at 09:59.
Penetrates SM armour save
Much longer range than most Tactical-type squads, and most Devastator-type squads won't really be shooting at such an apparently low priority target
Marker Lights = easier to hit
Only one shot per drone is too few at their points cost, especially when the single miss eliminates that amount of points for the single turn (I compare it to my Autocannon Havocs - for 224 I get 8 shots @ S7 AP4 with tankhunting plus bolters which are usually out of range but come in handy if they get charged, for 240 drones get one more shot at dramatically decreased strength + range, and are a ton easier to kill)
Good anti-infantry especially if you know your opponents, but should not sacrifice good Tau armour & anti-tank for them (i.e. play then in somewhat high point games assuming you can cram anti tank into other parts of your army, which is usually pretty easy for the Tau)
Back from the dead to haunt new houses.
Send me a hello if you remember me.
Thoughts for your mate:
1. conventionally XV88s are best used in pairs, ditch the drones get a second one, lose the snipers to pay for this
2. Consider using stealth suits to pin back your infiltrators
3. look for a better weapons fit on the commander (he would benefit from a good understanding of standard configs likee fireknife which is the most popular, or death rain for suits and move on from there
4. SMS is your friend, take it where possible
If he needs to save points, he does not have to ake full sized Fire warrior squads, he doesnt seem too adept at using them anyway
Everything you have been told is a lie!
Interesting army lists to the both of you and a nice batrep
Your Tau friend took alot of immobile heavy support choices and a minimal troop choice of 240pts It seems like he 'almost' tailored his list against yours :x
One more thing to add, I noticed you said you shakened the hammerhead on WH Turn 1 and Turn 3, the hammerhead was still able to fire on the next immediate turn? Shaken vehicle cannot fire :shifty:
Anima Tactics - try it out!