For my
forth game of the event I draw an opponent with a beautifully painted
Tau force, on the table of krieg. Looking at this force my heart
drops, running at a tau army is bad enough, but one with 4
riptides?!? At least the table gives me a bit of help, giving units
poison in the game. Game 1, Game 2 and Game 3.
The
Armies
Renegades
and Heretics: Combined arms detachment (primary detachment)
Renegade
Command Squad – 90 (warlord)
5
disciples, covenant of nurgle, lascannon, krack grenades
Renegade
Infantry Platoon
command
squad – 100
20 men,
demagogue, chaos sigil, militia training, krack grenades, 2x flamer
Infantry
squad – 85
20 men,
chaos sigil, militia training, krack grenades
Infantry
squad – 60
10 men,
2x melta gun, militia training
Chimera –
70
autocannon,
heavy flamer, militia training
Infantry
squad – 60
10 men,
2x melta gun, militia training
Chimera –
70
autocannon,
heavy bolter, militia training
40 Plague
zombies – 120
Renegade
tank squadron – 280
2x battle
tank
Demolisher
– 170
militia
training
Heavy
ordinance battery – 90
militia
training, medusa siege gun
Chaos
Daemons: Combined arms detachment
Herald of
Nurgle (the fool of nurgle) – 95
locus of
fecundity, level 1 psyker [smite, haemorrhage]
20
plaguebearers – 180
3
nurglings – 45
soul
grinder – 180
daemon of
nurgle, phlegm
soul
grinder – 180
daemon of
nurgle, phlegm
Total:
1875
Tau
Empire
Commander
(warlord)
6 shield
drones, missiles
cadre
fireblade
Riptide
Ion accelerator, plasma rifles
Riptide
Heavy
burst cannon, plasma rifles
Riptide
Heavy
burst cannon, fusion gun
6 Fire
warriors
6 Fire
warriors
10 kroot
sniper
rounds
3 stealth
suits
fusion
gun
5
pathfinders
5
pathfinders
Broadside
heavy
rail cannon
Broadside
high
yield missile pod
Riptide
razorshark
Barracuda
The
Mission
For this
mission we are playing cleanse and control, so only 3 objectives each
and they are revealed. The vanguard strike deployment is used for
this so again which isn't my favourite. On this table the special
rule is Krieg: every range weapon has poison 7- turn number, so turn
1 has poison 6+, turn 2 5+ etc... this is a great boost to my
lasguns.
We roll
for deployment and the tau win the roll and select me to set up
first. I mess up my deployment AGAIN and place the slow units in
front of the fast, it was rather stupid of me. But on the right flank
I place the plague zombies, in the middle the plaguebearers then on
the left the none command infantry get placed supported by a chimera.
I place the other chimera on the right behind the zombies with the
demolisher. Both battle tanks also go on the right. The command squad
hides in the ruins at the back of my deployment zone while the medusa
is placed behind a building so it can't get shot at. I decide to deep
strike both of the soul grinders this game as I really wish I did in
game 2 as well as the nuglings, as you never know when they might
help.
4 Riptides |
To
counter my deployment he places both of his broadsides in the large
shrine ruin, both on different levels. His commander goes in the
middle with all of his marker drones. The fireblade joins a unit of
fire warriors and both units deploy on the right in cover. The
broadsides then get placed around the table. His flyers start in
reserve, and both the kroot and stealth suits get ready to outflank.
He then
infiltrates both units of pathfinders, one on my right the other
left.
Deployment |
Warlord
traits
Renegade
commander: Allowed to re-draw first cards.
Tau
Commander: strategic genius
Night
fight: No
Steal the
initiative: No
The
Battle
Renegades
turn 1
I do what
I do every game, run straight at them! Lets make them run out of
ammo. The zombies and plaguebearers pour forwards while on the left
the chimera surges forwards while the infantry chase after it. The
tanks on the right shuffle around so they can see something to shoot,
but the demolisher pushes for the centre, gaining cover from the
buildings to its flanks.
I'm out
of range for psychic powers so I skip this phase.
First
shot of the game, the medusa targets the pathfinders on the left, and
the shot locks on, killing all 5 of the scouts gaining me first blood
straight away. The infantry that can run does so then the battle
tanks attempt to hurt the riptides standing next to each other but
fails to get past the 2+ save. The command tank targets a broadside,
but the shot misses. Chimera fire does nothing.
Score:
First Blood
Renegades:
1 – Tau: 0
Tau turn
1
The
riptides move towards my lines gaining better lines of sight while
the fire warriors get into a better position. One of them fails its
nova charge and takes a wound.
Riptide
shooting first of all targets the chimera on the right and it takes
two of them but it gets wrecked, and the passengers get pinned.
Another shot from a riptide targets the battle tanks, and blows off a
heavy bolter and takes an additional hull point off it, reducing it
to 1. Both broadsides target the the other chimera but some how fail
to do anything. The rest of the force targets the infantry on the
left and kills a handful of them but they hold.
Assault
phase and the riptides realise getting close isn't the best idea and
all of them jump back away from my troops.
Score:
Nothing
Renegades
turn 2
From
reserve all 3 units appear, I place a soulgrinder next to the
riptides on the right and it scatters back 11 onto a building and
can't be placed, it mishaps and gets destroyed. The other grinder
attempts to appear in the same spot and locks on, so they have to
deal with him or some units are going to die. The nurglings go
straight for an objective I need but scatter a little, but thank god
can still claim it. Again the force moves forwards ready to attack
the tau line.
Again no
psychic phase.
The
demolisher tries to kill off the rail cannon broadside, the cannon
misses but the snap firing heavy bolter takes a wound off it, which
is then killed off by the command squad. I attempt to kill the other
one off with the medusa but the shot scatters wide hitting nothing.
Having just appeared, the soul grinder shoots at the fireblades unit,
and kills off 3 of them. Battle cannon shots from the battle tanks
target the commander but the shots scatter and just end up killing a
single marker drone. He infantry run that can.
Score:
Ascendency (3), secure objective 5
Renegades:
5 – Tau: 0
Tau turn
2
In from
reserve both the kroot and stealth suits attack, they both outflank
and both appear on my right flank. Thank god, as I was worried they
would easily kill off the medusa crew. Unfortunately the stealth team
head straight for the soul grinder. The running fire warriors rally
and get back into the fight, returning to the cover to hide. The
y'vahra riptide jumps forwards and goes behind the building the
pathfinders had. The other riptides move away from the soul grinder
but keep it in range of their guns. The wounded riptide again wounds
it self trying to nova charge.
Attempting
to remove the soul grinder before it can do any damage, the stealth
suits fire their single fusion gun but it only takes a single hull
point off it. Unfortunately it only takes a single riptide to wreck
the grinder much to my displeasure, but it was always going to die at
some point. The commander attempts to remove the nurglings before
they can charge him but only kills off a single base. That means the
other riptide in the middle of the table targets the nurglings as
well, and finishes off the unit. The y'vahra riptide targets the
chimera at the top and blows off its autocannon and reduces it to a
single hull point. The final riptide shoots at the zombies and
brings down 7 of them. Kroots shooting brings down an extra zombie.
Broadside shooting wrecks the chimera pinning the passengers.
Assault
phase and again the riptides jump away from my forces.
Score:
kill 3 units (2)
Renegades:
5 – Tau: 2
Renegades
turn 3
Again I
go straight forwards trying to get to grips with the Tau.
I fail
all of my psychic powers this turn.
The
medusa tries to kill off the remaining broadside but the shot
scatters wide and misses. The demolisher tries the same but the
broadside passes its cover save. All of my shooting only manages to
take off two wounds from a riptide (no idea which at this point).
Groaning,
the zombies attempt to charge the kroot, over watch kills the front
zombie and they fail the charge because of it.
Score:
Nothing
Renegades:
5 – Tau: 2
Tau turn
3
Flying in
from reserve both of the fliers come in from reserve, the Barracuda
comes in on the left after the medusa while the razorshark moves on
the right. Out of the riptides nova charging only a single one fails
and takes a wound. The y'vahra riptide makes a large jump using its
special rules and lands on the objective where the pathfinders
deployed. The other riptides move around a little.
The
barracuda fires everything it has at the medusa and crew, two of the
crew doing repairs on the gun get ripped in half and the gun takes a
single wound of damage. Thankfully the other two crew only laugh at
the loss of crewmen and hold their ground. A riptide nova charging
his gun targets the demolisher and manages to get enough hight
strength shots to rend and wreck the demolisher. Fire from the
commander takes down a couple of plaguebearers, while the rest of the
force shoots at the zombies bringing their number down to a
manageable 12.
Assault
and the riptides jump around again.
Score:
Objective 6, objective 6
Renegades:
5 – Tau: 4
Renegades
turn 4
I move up
with my infantry as expected. The zombies move towards the kroot and
get in charge range. In the centre the infantry swarm over the
demolisher wreck, while the herald moves in his unit so can get in
range of a broadside.
Psychic
phase, and the tau are rather confused as the herald casts smite at
them and deals a single wound to the broadside.
The
y'vahra riptide is far too dangerous if it can move that fast, do the
medusa targets it and deals a single wound. The commanders lascannon
deals a further wound leaving it on one. Lasgun fire from the
infantry in the centre can just about clip it, and I manage to get 4
wounds thanks to the poison rule for the table, and thank the chaos
gods he fails an armour save and dies. I can't remember what does it
but something takes the last wound off the broadside.
Unfortunately
the zombies are slow and fail their charge but take a couple of
wounds for looking at the kroot.
Score:
Harness the warp
Renegades:
6 – Tau: 4
Tau turn
4
Only
movement from the fliers who both move into the centre and the rip
tides who jump about a little.
A lot of
fire from the fliers targets the battle tanks but they only take a
single glance. Most of the other fire from the army target the
daemons, and a lot die, and the herald is forced to look out a lot
to survive.
Again the
riptides jump around.
Score:
Objective 5, objective 3
Renegades:
6 – Tau: 6
Renegades
turn 5
I draw
supremacy for this turn and really need to get this otherwise my
opponent will probably jump ahead of me in points. So the zombies
move towards the kroot again while the daemons grab an objective and
the medusa crew spread out to grab another while still able to shoot
their gun.
Smite
fails this turn.
The
battle tanks try to kill off the tau commander as they can see his
unit, and lock on but only the shield drones die and the commander
passes his moral test. I need force the fire warriors off their
objective but the shots of the infantry fail to do anything. Medusa
fire fails to hit and scatters. Infantry in the centre shoot at the
riptide and take a wound off it thanks to poison 2+.
Assault
and the zombies make it into the kroot this time and kill off 2,
however they have plenty of attacks back but leave 3 zombies left
disrupting the objective.
Score:
Supremacy (2)
Renegades:
8 – Tau: 6
Tau turn
5
Again the
riptides move around but one of them attempts to get to the medusa.
Not wanting to get killed by the battle tanks the commander hides
behind the ruin next to the fire warriors. Fliers move about as well.
I lose a
lot of infantry this turn die thanks to the riptides. A rip tide does
shoot at the daemons but he changes hi mind after realising they have
a 2+ save.
Assault
and the kroot murder the zombies this time. The riptide closest to me
attempts to jump away but only rolls 2, he's in trouble now.
Score:
Objective 5
Renegades:
8 – Tau: 7
We roll
to see if the game continues... it does.
Renegades
turn 6
The few
infantry I have left move straight to the close riptide as I want to
hold him up before it kills anything important. Both battle tanks
move a little as they might be able to clip the commander if they
target the fire warriors.
Again
delving into the warp, the herald of nurgle casts smite at a wounded
riptide (it reduced itself to 2 wounds thanks to nova charges) and
manages to kill him off.
In the
shooting phase the battle tanks target the fire warriors and can clip
the commander. But both shots scatter and no one gets hit, a shame as
that was a great chance to get slay the warlord. The medusa targets
the closest riptide and deals a single wound to it.
Only one
unit is in charge range and so the infantry prepare their krack
grenades and charge into the riptide. I lose 2 infantry and do no
wounds to him, but I hold thanks to my chaos sigil.
Score:
Objective 1
Renegades:
9 – Tau: 7
Tau turn
6
The
commander moves back so that trick can't be played again and on the
right the riptide holding that flank goes after the battle tanks.
Shooting
from the fliers manages to kill off the remaining daemons including
the herald. Riptide shooting takes a battle tank down to 1 hull
point.
Assault
and the riptide charges the battle tanks, wrecking one and exploding
the other. In the other combat nothing much happens.
Score:
Assassinate
Renegades:
9 – Tau: 8
Again
does the game carry on? No
End of
Game and Tau score Line breaker.
Renegades:
9 – Tau: 9
Draw.
Post-Battle
That was
a brilliant game thanks to the table special rules and a great
opponent. If it was just a straight fight I probably would have been
in trouble and not been able to do anything about the riptides. As it
turned out though this was my favourite game of the Event and it was
so close in the end.
Again I
think my list really helped me out here, having so many units and
bodies allowed me to take objectives with ease at the beginning of
the game and it took him longer than expected to thin my ranks. My
damage out put is poor but that's the sacrifice of this list.
If I was
to play this game again, I think I would change my deployment. Once
again I put slow units in front of those that can run. I need to swap
that around next time. I don't regret deep striking both soul
grinders, sometimes you mishap, sometimes you don't. But if I had
gotten both into position turn 2 the riptides might have been in
trouble turn 3. But putting pressure on my opponent is always a great
thing to do, try to pressure him into making mistakes.
So game 4
and I have 2 victories, a loss and a draw. Not bad. Sorry for the
lack of information on each of the riptides, my notes are very messy
and we had to rush a little as we couldn't start straight away so
time was against us.
Against 4 riptides ouch at first I was like, no chance. Well done it was tense just reading it, expecially with the early lead and then the tau pulling back into the game before the supremacy. Great job, I've really enjoyed these write ups.off to Nottingham today to visit my sculptor mate, lots of games to play and a chance to see the new Warhammer world.
ReplyDeleteHope you enjoyed your time in Nottingham. I'm glad that you are enjoying these reports, but only 1 left to go.
Deletegreat batreps, thanks. Inspires me to get my IA13 army on the table.
ReplyDeleteWe need more IA13 armies about. At the event no oen i talked to had played against this list before, and most didn't know it existed, they just thought i was guard at first. Plus its always great to see other peoples armies as you can have so much variation between them.
DeleteBeen waiting for the next report all week, good job on the game! Such a shame about the mishap, it really sucks to lose a unit just like that :/
ReplyDeleteMishaps are just the risk i take, but it was worth it as the pay off would have been massive. Its aweseom to hear you have been looking forward to the reports, come back friday for my last game.
DeleteGreat report. Glad to see you stuck it out, especially after that first Soul Grinder mishap.
ReplyDeleteGood game.
ReplyDeleteGood game m8
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