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Old December 20th, 2006, 23:33   #1 (permalink)
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Default 40K VoteWar MkVI - Final Round - Final Battle #1 - Tau Empires versus Chaos Marines

Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner.

Mission Type - Take and Hold

Mission Rules -
Infiltration; Deep Strike; Victory Points




Tau Empires:


Commander Shas'el:
Deep Strike; Acute Senses
XV8 Crisis Battlesuit; Fusion Blaster; Plasma Rifle; Hard-Wired Multi Tracker; Targeting Array

Commander Shas'el:
Deep Strike; Acute Senses
XV8 Crisis Battlesuit; Fusion Blaster; Plasma Rifle; Hard-Wired Multi Tracker; Targeting Array

XV8 Crisisis Battlesuit:
Deep Strike; Acute Senses
Plasma Rifle; Missile Pod; Multi-Tracker

XV8 Crisisis Battlesuit:
Deep Strike; Acute Senses
Plasma Rifle; Missile Pod; Multi-Tracker

6x Stealth Suits
Stealth Field Generator; Deep Strike; Infiltration; Acute Senses
5x Burst cannons
Team Leader w/ Bonding Knife; Burst Cannon

10x Fire Warriors
7x Pulse Rifles; 2x Pulse Carbine
Shas'ui w/ Pulse Rifle
Devilfish:
Burst Cannon; Pair of Gun Drones; Landing Gear; Decoy Launchers; Multi-Tracker; Targeting Array

10x Fire Warriors
7x Pulse Rifles; 2x Pulse Carbine
Shas'ui w/ Pulse Rifle
Devilfish:
Burst Cannon; Pair of Gun Drones; Landing Gear; Decoy Launchers; Multi-Tracker; Targeting Array

10x Fire Warriors
7x Pulse Rifles; 2x Pulse Carbine
Shas'ui w/ Pulse Rifle
Devilfish:
Burst Cannon; Pair of Gun Drones; Landing Gear; Decoy Launchers; Multi-Tracker

6x Pathfinders:
Scouts
6x Pulse Carbine & Markerlights
Devilfish:
Burst Cannon; Pair of Gun Drones; Landing Gear; Decoy Launchers; 2x Seeker Missiles

Hammerhead Gunship:
Railgun; Two Burst Cannons; Targeting Array; Blacksun Filter; Multi-Tracker; 2x Seeker Missiles; Decoy Launchers; Landing Gear

Hammerhead Gunship:
Railgun; Two Burst Cannons; Targeting Array; Blacksun Filter; Multi-Tracker; 2x Seeker Missile; Decoy Launchers; Landing Gear

2x XV88 Broadsides:
Advanced Stabilization System
2x Twin-Linked Railgun; 2x Smart Missile System




---------------------------------




Chaos
Black Legion


Chaos Lord:
Mark of Khorne; Daemonic Stature; Venom; Flight; Aura; Feel No Pain; Collar of Khorne

3x Obliterators
Deep Strike; Body Weapons

7x Plague Marines:
Infiltration; True Grit
4x Bolters; 2x Meltaguns;
Aspiring Champion w/ Plague Sword & Bolter; Daemonic Strength; Mutation

8x Khorne Berserkers:
7x Chain Axe & Bolt Pistol
Aspiring Champion w/ Powerfist & Bolt Pistol; Talisman of Burning Blood; Daemonic Mutation

8x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
5x Bolt Pistol & CCW; 2x Meltaguns
Aspiring Champion w/ Powerfist & Bolt Pistol; Daemonic Mutation

8x Bloodletters
Summoned; Hellblades

5x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
3x Bolter; 2x Plasma Gun

5x Chaos Space Marines:
Mark of Chaos Undivided; Infiltration
3x Bolter; 2x Plasma Gun

8x Havocs:
Mark of Chaos Undivided; Tank Hunters
4 Autocannons; 4x Bolter

8x Havocs:
Mark of Chaos Undivided; Tank Hunters
4 Missile Launchers; 4x Bolter
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Old December 21st, 2006, 02:05   #2 (permalink)
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Take and Hold pins the tau to the bored not at the start of the game but sonner or later the tau will need to push the marines back and that wont be easy as only the Battlesuits have any AP3 weaponry unless you count the railguns which i dont.

The Havocs will do a nice job on the devilfish and later the hammerheads while the close combat marine squads move up and push the tau back as they cant get to close.
Im sure that the infiltrating marine squads will keep the tau busy and bye time for the lord and Khorne Berserkers to move up anywere the tau firepower may have left a hole in the choas line.
Holding ground ties the tau down and railguns are wasted in the match up.

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Old December 21st, 2006, 02:19   #3 (permalink)
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Bomb

Havocs or obliterators shooting at a skimmer is all but guaranteed to bring one down. Of course they aren't mobile so chaos will be occasionally able to hide but they can't be that effective and won't be able to shoot much. The havocs will go to seperate sides of the board so they will be able to flush out any devilfish/hammerheads.

Railguns will do bugger all in this mission. The anti-tank also has a lot of meatshields so its tough to bring it down short of rapid-firing fire warriors. And they can't do that without their transport coming into sight and dying 1st.

The chaos lord can attack vehicles in the rear, its not that effective but it works. He can also clean up survivors as the transports die.

Crisis suits will do some damage but not enough to save the game.

Chaos
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Old December 21st, 2006, 16:54   #4 (permalink)
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Hmmm... objective for Chaos to infiltrate onto, lots of anti skimmer fire. Not a lot of Tau Anti MEQ guns, and Chaos outnumbers Tau (although there are a lot of skimmers).

I think Chaos for the win.
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Old December 21st, 2006, 17:56   #5 (permalink)
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The mission dosnt help tau out a lot. Even though they have a lot of small arms fire, they lack ap2/3 firepower. Chaos can infiltrate giving them a forward firing points. Havocs will live up to their name with a butt load of high strength ap4/3 firepower which will pop armor like no tomorrow. On top of that CC is almost inevitable with a take and hold mission.

Chaos for the win.

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