Rob speaking,
Moving onto Game 3, you can see my list here
Game 3: David Calder, Tau, Purge the Alien, Hammer and Anvil deployment
PLAYER NAME: David Calder
Army Description: Tau
HQ 1: Shasel (50), Fusion Blaster (12), Plasma Rifle (20), Black
Sun Filter (3) Iridium
Armour (20), Advanced Stabilisation System (10), Hard Wired Drone
Controller, Hard
Wired Target Lock (5), Hard Wired Multitracker (5), 2 Shield
Drones (30),(Warlord) = [155]
TROOPS 1: 12 Fire Warriors = [120] + TRANSPORT 1
TROOPS 2: 12 Fire Warriors = [120] + TRANSPORT 2
TROOPS 3: 10 Kroot = [70]
TROOPS 4: 10 Kroot = [70]
FAST ATTACK 1: Tetra (50), Sensor Spines (10), Targeting Array (5)
= [65]
FAST ATTACK 2: Tetra (50), Sensor Spines (10), Targeting Array (5)
= [65]
HEAVY 1: XV88 Broadside (70), Team Leader (5), Twin Linked Plasma
Rifle (10),
Multitracker (5), Hard Wired Drone Controller, HW Black Sun Filter
(3), 2 Shield Drones,
(30) , Additional XV88, (70), Twin Linked Plasma Rifle (10),
Multitracker (5), Additional
XV88, (70), Twin Linked Plasma Rifle (10), Multitracker (5) =
[298]
HEAVY 2: Hammer Head Gun Ship (90), Plasma Cannon (15), Burst
Cannons (10), Multi
Tracker (10), Black Sun Filter (5), Disruption Pod (5) = [135]
HEAVY 3: Hammer Head Gun Ship (90), Plasma Cannon (15), Burst
Cannons (10), Multi
Tracker (10), Black Sun Filter (5), Disruption Pod (5) = [135]
TRANSPORT 1: Devilfish (80), Sensor Spines (10), Disruption Pod
(5) = [95]
TRANSPORT 2: Devilfish (80), Sensor Spines (10), Disruption Pod
(5) = [95]
ALLIED DETACHMENT: Orks
HQ1: Big Mek (35), Kustom Force Field (50) = [85]
TROOPS 1: 30 Ork Boyz = [180]
TROOPS2: 10 Ork Boyz = [60]
TOTAL: 325
FORTIFICATIONS Aegis Defence Line (50), Quad Gun (50) = [100]
So looking at David's list, it contains a lot of things to worry the
Grey Hunters, with the combination of the Tetras and the plasma turrets on the
Hammerheads (4 tl shot plasmagun range 48” i believe)(Tetra 4 TL BS4 marker
lights that can plus BS or minus cover). The Orks make for an interesting
screen. I feel I will be struggling to get any points out of this game, with
only the Kroot looking vulnerable as the Fire Warriors can keep their range and
I don’t really have the shooting to deal with the Devilfishes
Deployment: (night fight turn 1)
I was given first turn (again) and set about deploying my Aegis towards
the right flank, David deployed his on the left flank, so I kinda knew where he
would be going, David then got to choose if night fight turn 1 or not, and he
chose yes. I then deployed with the Hyperios missiles and the blob on the left
flank, everything else went on the right flank. David then deployed the
Devilfishes, Broadsides and Warlord Battlesuit together behind the Aegis on the
left flank and the Tetras and Hammerheads on the right flank. With Orks deployed
in a ruin out front centrally the Kroot are then outflanking.
Turn 1
David had deployed out of 36” range of the Hyperios apart from the
Quadgun, as I had no other long ranged fire power, I spent a turn moving the
Vet squad away from the board edge on my right and the blob moved infield,
slightly. David moved up the left flank with Devilfishs, the Hammerheads and
Tetras on the right move down, they then opened up on the Grey Hunters, with a
reduced cover save they are reduced to about 5, but they had to go to ground.
The Broadsides and Quadgun fail to hurt the Hyperios Missiles.
Turn 2
I got all 3 Vendettas who can just about squeeze into a gap the Quadgun
cannot get to bottom left, the blob shuffles infield again, the Veteran squad
moves away from the board edge, the Vendettas and Veteran squad then remove
both of the Tetras giving me first blood and 2 KP's. David's turn 2 and both sets
of Kroot arrive on my right flank, both Devilfinishes turbo over towards the
ruin in the centre of table to maintain their 2+ cover save! The Hammerheads
continue to push forwards aggressively down my right flank. Shooting sees a squad
the battered Grey Hunters reduced to 2
from the Hammerheads, then the Kroot finish them off.
Turn 3
With the Kroot in my lines I needed them gone because the platoon
command was pretty close hiding behind a wall, which could easily be reached in
a turn or 2 at the very most, so the blob moved over again and the Vendettas
moved forwards just in front of a Hammerhead, the Hyperios bounce off the
Devilfish, the Grey Hunters, blob and Veterans all open up into the Kroot and
kill 1 squad off and maim another, for another KP. Dave's turn 3 and the Hammerheads on the right flank continue to push into
my lines, this time both Fire Warrior squads jump out the Fishes and
everything then opens up into the small Grey Hunter pack and Veteran squad,
both are removed for 2 KP's.
Turn 4
The blob again moves towards the right flank as that's where the action
is, the 10 Grey Hunters move forwards towards the Fire Warriors, the Vendettas
then all move off the table, the blob then removes the 2nd
kroot squad and the rest of my shooting whiffs as the Grey Hunters only kill a
couple of Fire Warriors. The Hyperios missiles fail to scratch the Devilfishes
again! David's turn 4 a Hammerhead comes crashing through the Aegis and into the
Blob, which passes the tank shock, the Hammerheads and Fire Warriors all throw
out sickening amounts of fire power into the blob command and Grey Hunters, the
command goes to ground and lose 1 Guardsman, the Grey Hunters are removed
through weight of shots.
Going into turn 5 I think it’s a good point to go through where we stand:
I have taken out both Tetras and both Kroot squads and have first blood for
5pts. David has removed both Grey Hunter packs and the Veteran squad for 3pts.
Turn 5
The blob positions itself to get into combat with a squad of Fire
Warriors and the Hammerhead, the Hyperios take out the Quadgun that's been
shooting them all game along with the Broadsides (who have done no damage to
the Hyperios Missiles). Now we have a little bit of a disagreement, I’m still
not 100% sure how it really happened, but I declare a charge on the Fire Warriors and Hammerhead for a disordered charge, so I move closest to closest
which is the fire warriors, then I move up keeping coherency, then I begin to
move the meltabombs into the hammerhead at that point David stops me saying
they still have to move towards the fire warriors, we have a min debate and then
David concedes the point and I finish the combat, 1 Fire Warrior remains, who
actually wins combat, as the 3 meltabombs explode the hammerhead killing about
10 Guardsman in an epic explosion.
David's turn 5 and the Fire Warriors in the open jump in a Devilfish which
flies off as does the other, then the Broadsides open up on a Vendetta which has it's
left wing passed a ruin, it’s then hit, penned and destroyed for another
KP to David, in combat the lone Fire Warrior is hacked down and the blob moves
up 6” towards the other Hammerhead.
We roll for the end of the game and we go to turn 6
Turn 6
The blob moves up and charges the Hammerhead with 3 meltabombs planted
on it with 2 pens it explodes, and kills another couple of Guardsman. The
vendettas in the meantime have dropped into hover mode and are cowering behind
the ruins in the centre of the table from the Broadsides.
Davids turn 6 is basically a none event, the Orks which have moved up
need an 11” charge to get into the blob, but they are moving through terrain,
and the blob is so strung out there is noway it can all be killed and the Overwatch takes it out of charge range anyway.
At this point we have to call the game as we’re out of time, so we don’t
roll for a turn 7.
Overall:
I was happy with the win, it ended 8-4 (18-2win) on points with me
getting first blood as the only secondary objective achieved. It was a shame
about the rules dispute which all seemed very strange, even now, I’m not sure
why it even happened, if I’m wrong please point it out. Ignoring that moment in the game, the game went okay for me, doesn’t any
game you win heavily? But the Vendettas are still whiffing, it took all 3 and
the Veteran squad’s lascannon to take out 2 AV10 open topped 2hp vehicles, so
they are starting to become more of a hindrance than help! Because they are so
vulnerable to a first blood intercept and they have to be kept out of range,
which usually means they are huddled in a corner so don’t do much turn 2 when
they arrive, everything they have done they fluffed it /rant!
Moving into game 4 and I’m climbing the tables once again!
12mm WW1 Austro-Hungarian Cavalry
-
Austro-Hungarian WW1 Dragoons in early-war uniforms. 12mm metal figures
from Kallistra.
The early-WW1 12 project continues to rumble along the hobby desk....
1 day ago
Great report and win mate, as for the disorderly charge, as long as you
ReplyDeletedeclare it so that your opponent can double Overwatch, then you move the
closest model into the primary unit, with all other models that can
reach a base in the primary unit, the ones that cannot reach a base can
then charge the secondary unit, all with the normal coherence rules of
course
I'm pretty sure that there is a restriction though, however that is that IF POSSIBLE, all models that can get base to base with the primary target must do so, but it seems like Rob did everything correctly anyway
ReplyDeleteCheers guys, yeah the meltabomb toting guys where on the other side of the tank, while I still had a good portion of the blob in combat with the fire warrior squad (about 15guys). Glad I played it right in the heat of the moment.
ReplyDelete