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Cheesefest Votewar: Round 3, Battle 1 Tau versus Kroot

964 views 18 replies 6 participants last post by  ForgedInTheFurnaceOfWar 
#1 ·
Mission: Secure and Control

Special Rules: infiltrate, deep-strike, victory points, dawn

Notes: 1st turn will be night fighting. Uber tau squad will be deep-striking.



Tau Empire

Commander Farsight
Plasma Rifle; Dawn Blade; Shield Generator; HW Target Lock; Bonding Knife
Shas'vre Bodyguard
5x Crisis Suits w/
Plasma Rifles; Missile Pods; Targetting Array; HW Target Lock; HW Multi-tracker; HW Drone Controller; 2x Shield Drones
2x Crisis Suits w/
Twin Linked Fusion Blasters; Missile Pods; HW Target Lock; HW Multi-tracker; HW Drone Controller; 2x Shield Drones


Shas'O Commander
Plasma Rifle; Missile Pod; Positional Relay; HW Multi-tracker


1x Crisis Suit
Airbursting Fragmentation Projector; Flamer; Multi-tracker


6x Firewarriors
Pulse Carbines

6x Firewarriors
Pulse Carbines


8x Pathfinders
Pulse Carbines; Markerlights; Scouts
Shas'ui w/
Bonding Knife; HW Target Lock
Devilfish w/
Smart Missile System; Burst Cannon; Decoy Launchers; Multi-tracker; Targetting Array




Kroot Mercs

HQ:
Master Shaper:
Wings, Eviscerator, Blood of the Stalker, Kroothawk Totem

Troops:
Carnivore Kindred
19 Kroot: Kroot Rifle
1 Shaper: Eviscerator, Blood of the Stalker, Auspex

Carnivore Kindred
19 Kroot: Kroot Rifle
1 Shaper: Eviscerator, Blood of the Stalker, Auspex

Fast Attack:
Kroot Hound Pack
9 Kroot: Kroot Rifle, Hyperactive Nymune Organ, Frag Grenades
1 Shaper: Eviscerator, Hyperactive Nymune Organ, Frag Grenades, Blood of the Stalker, Surefoot Charm
20 Kroot Hounds

Kroot Hound Pack
9 Kroot: Kroot Rifle, Hyperactive Nymune Organ, Frag Grenades
1 Shaper: Eviscerator, Hyperactive Nymune Organ, Frag Grenades, Blood of the Stalker, Surefoot Charm
20 Kroot Hounds

Kroot Hound Pack
9 Kroot: Kroot Rifle, Hyperactive Nymune Organ, Frag Grenades
1 Shaper: Eviscerator, Hyperactive Nymune Organ, Frag Grenades, Blood of the Stalker, Surefoot Charm
20 Kroot Hounds


Army Notes:
Everything can infiltrate.
Surefoot charm lets fleet rolls be re-rolled.
Blood of the Stalker Allows everything to infiltrate D6" closer than normal, meaning the Master Shapers are guaranteed and the Hounds are pretty much guaranteed a first turn charge.
Kroot rifle give +1 A in CC and is an AP6 Bolter.
Kroothawk Totem allows for a reroll for first turn.
 
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#2 ·
Damn does Farsight have a challange here..

Well Farsights own squad is capable of dishing out thirteen kills from shooting, if the kroot are within charging distance, from the kroot in cover.

This mission here should probably be the reason why Farsight hates kroot so much.
 
#3 ·
wow tau and kroot? the diplomacy must have gone horribly wrong lol.
if only those firewarriors were in fishes, sigh, or had rifles.
but, there is the chance that they will cause pinning on one of those infiltrating squads,
can't overlook that. and shooting at two squads, odds are one of them will be pinned,
which will help a bit. the suits could stay away from the kroot for a bit, but i would say that with that many infiltrators it wont be able to negotiate around em without eventually landing in combat, but then they could deepstrike.
the pathfinder team will be pretty untouchable, and those marklights will help alot to negate cover and increase BS. the frag launcher will hurt alot...
i dont know, its alot of fire and depends alot on first turn, but its looking more like kroot to me, but i not enough to call it yet.
 
#5 ·
if only those firewarriors were in fishes, sigh, or had rifles.
While I agree the Fishes would've been a smart move, I have to think that the Carbines are better suited to this task than the Rifles would have been.

The Carbines will allow the Fire Warriors to deploy in positions to deny Infiltration up close, and secure their deployment zone. However, since it's Secure and Control, they have a smaller Deployment Zone, which really hurts. But with the Pathfinders and Fire Warriors pushing the Kroot back and then retreating + firing, they can cause at least one, sometimes two, pinning checks per round and keep the Kroot tied up. With those giant squads, there is no way anything but the Master Shaper will get a first turn charge.

Meanwhile, the AFP suit will be claiming tons of kills. He'll probably only get three rounds of firing in, but he can cause some serious damage. No cover save, no armour save, and wounds on a 4+. With those giant squads of Hounds, he can easily bag a mess of kills each round.

However, at the end of the battle, I can see the Tau having only a single scoring unit left - the 'uber unit.' My question is - how many units can the Tau make non-scoring before the end of the game, and will the uber-unit be able to pull in the rest of the game by themselves?

I'm on the fence here. Close, tough game.
 
#6 ·
Playing devil's advocate here. The uber tau unit can deep-strike as far from the kroot as possible and just gun them down. Even if the kroot spread out heaps and manage to hit cc Farsight is still pretty powerful.

There is also an immortal devilfish for tank shock and objective grabbing. Kroot don't have the best morale for tank shock.
 
#7 ·
farsight

do you mean caluin you think the pathfinders won't be a scoring unit at the end, as well as the lone suit? i think im actually more convinced toward the tau now.
the farsight unit isnt too shabby in cc either, if it gets hit with a remnant squad for some reason. it will be night impossible to fit all those massive squads in cover and, yeah,
im going to go tau, especially if those pathfinders get in a position to give a few markerlight tokens to the uber unit. hitting on 2's and no cover save anyone?
 
#8 ·
Tau Empires

do you mean caluin you think the pathfinders won't be a scoring unit at the end, as well as the lone suit? i think im actually more convinced toward the tau now.
If the Pathfinders are using their Carbines to cause Pinning checks, then they'll be in range of move 'n Rapid Fire of the Kroot Rifles. I suppose if they were to hop into the Devilfish and then just fly around until the end of the game, then they could stay relatively safe.

The Lone Suits I figured would eventually be cornered and brought down, after their Fire Warrior escorts were over-run.

For now, I'm going to throw my lot in with the Tau. Even if the Kroot do manage to nab the 'Uber' unit in close combat, Crisis Suits aren't exactly push overs, and can hold their own against GEQ models. Farsight himself is the equivalent of a minor Chaos Lord.
 
#12 ·
Quick Cal look!

Everything can infiltrate.
Mass infiltration.

Surefoot charm lets fleet rolls be re-rolled.
So the hounds fleet at at probably 5 inches a turn.

Blood of the Stalker Allows everything to infiltrate D6" closer than normal, meaning the Master Shapers are guaranteed and the Hounds are pretty much guaranteed a first turn charge.
!!

Kroothawk Totem allows for a reroll for first turn.
!!!

Shield drones are allocated attacks evenly. So high volume of attacks will kill them easily - such as 20 kroot hounds, since those 2 handed chain fists attack last, those little drones will likely be dead before that.

Plus the tau will be outnumbered fast in assault.
 
#15 ·
So you get to charge a nice weak 6 man fire warrior squad... Everything else that isn't deep-striking is sitting safely in devilfish. And then there is the off chance they will seriously screw up the d6's or not get 1st turn.

I don't see how the 1st turn charge seriously alters this mission?
 
#18 ·
As a Dark Eldar player I can tell you that just because the Devilfish is a skimmer doesn't mean that it's invulnerable in CC. As I said before if the devilfish deploys where it can be charged it will likely be getting a hound Shaper and the Master Shaper tearing at it with their eviscerators first turn. Between the two they have 8 attacks at S8+2D6 for armor penetration. Correct me if I'm wrong but the Devilfish is not a fast vehicle so even if it doesn't go down first turn it will still be in charge range of whoever attacked it last turn so it'll be taking another 8 attacks.
 
#19 ·
Battlesuits move faster than the kroot making it VERY hard to be caught.
Battle suits move 12 inches per turn.

The hounds move 11, plus i forget their assault range, 12 or 6.

And bugs is right about the devil fish, it wont have moved first turn, so the kroot can penetrate it with ease, even though they need a 6 to hit, they have no shortage of attacks.
 
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