Tactical Command
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couple battles regarding WIP v4.2.3
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=5415
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Author:  Tactica [ Mon Nov 07, 2005 6:28 pm ]
Post subject:  couple battles regarding WIP v4.2.3

Hey all,

As noted in the stealth thread, I got in 4 quick games this weekend. None of them were huge and each was specifically meant to look at some areas I was interested in myslef as well as see if I could beat some old nemesis with some new formation tactics.

In effort of time, I'm going to get down to just some summary points. Busy week for me this week - but some points of interest follow:

In game 1
=========
1650 points
Tau vs. SL IG
Results:
W - IG 2 objectives (blitz & capture the flag)
L - Tau: 1 objective (blitz)

IG player, long time Epic vet, long time IG vet in epic and 40K, very wise player and has good knowledge of Tau past and present. I had my hands full here.

IG player only had a limited time and wanted to see if he could get a quick 1500 point game in... except when he built his army, he wanted another 150 points... lol, so 1650 is where we landed. We agreed to no fliers.

IG:
===
650 Leman Co (10 tanks)
500 Shadowsword Co (3 SHT w/3DC each)
500 Reg HQ (13 infantry with SC + 7 chimeras)
he rolled a 7 for commissars

Tau:
====
425 AMHC + 2 swordfish replacements
425 4x rail-head Cont., +2 Rail-head upgr, +2 swordfish replacments
200 8 FW Cadre
600 4x Crisis Cadre, +2 crisis, + SC, +3 stealths

I wanted to see the armored cadre and the crisis as infantry with the stealths.

IG wanted to kill the tau quickly.

4th turn End game situation:
======================
TAU
- Tau had 2 HH in one formation and 3 HH left in the other, both were broke on turn 3 and didn't rally for turn 4 action - so were sitting ducks. They were positioned to contest the IG's land grab actions in turn 4 and were even outside of 30cm for optimum rally potential, but it was not meant to be... so both sat on turn 4 while the IG went stretch crazy with the Reg HQ.
- The crisis suits held the enemy blitz objective just after breaking the leman formation which was now down to 3 tanks and was holding the IG blitz and one other obj on the IG side. I don't recall them losing any units.
- Tau FW formation just died bad inbtween turn 2 and 3.

SL IG
- Leman co broke in turn 3 but rallied and trippled to hold the IG blitz obj and even got hidden pretty well, with 4 models he had 2 blast markers on him (the commisar had died in turn 2). The stealths & crisis, after giving up on trying to hurt the shadowswords on turn 2 and turn 3, doubled over to the lemans on turn 4 to kill a single leman and break the formation thus holding their blitz.

Shadowswords... my nemisis. I didn't have enough to take out the lemans, much less deal with these guys. I pounded the lemans with both hh formations and tried to stay out of the shadowswords range but the terrain didn't allow it. A sacrifice manouvre had to be made - hope for hull down, and engage the lemans in a FF... the result was the lemans almost dieing but making great rolls in turn 3 but making average rolls needed to keep them alive. RA 4+ is tough. The shadowswords would find their mark - even if I was in cover, I had to close to them to engage the lemans... and they would blast 2 to 3 tanks per shot. All 3 shadowswords would remain in the end game, and one had 2 wounds on it from the crisis which attempted to kill them straight away on turns 2 and three with no real progress.

The Reg HQ was the least of my concerns so remained fully intact. My FW's were going to deal with them as they were dug in to some terrain, but after a pounding from the lemans, plus reg HQ, plus follow-up in next turn by reg HQ after they wer broken - they just dissipated - even with cover. The reg HQ's huge size proved valueable as it was able to stretchout to claime all three objectives on the tau side of the table with a well executed triple on the 4th turn.

Fun game actually.

The Crisis as infantry didn't prove any significant threat to the IG at all. I don't believe they were ever even fired on actually. The IG had more than enough to deal with them - they just hadn't proved to be any threat to the IG's plans. The shadowswords on overwatch were scary to deal with in such a small game. The crisis doubled to fire at them once, and then sustain fired at them a second time. If it wasn't for the macro-weapon shots - I'd have done no damage. The only 2 damage these things had came from the crisis - but after two turns of firing at them - it wasn't proving worth it to stick around on turn 4 when the game and land grab was underway. I was actually very dissappointed in the formation as a whole against the shadowswords, but in retrospect, although I had 100 more points fireing at 500 points, the crisis were just not going to be able to handle that formation. The IG's saves were doing pretty good as well. Perhaps the crisis formation just bit off more than they could chew in this engagement. On the other hand, their stealths with them made for easy marking as they jumped forward. But GM's were not going to win this affair by any stretch of the imagination.

The HH cadre and contingent both equalled out to be the same size. In this game, I didn't have a great amount of opportunity to make use of pop-up attacks, not because of terrain, but because the shadoswords covered the hot zones of where I needed to be in order to do damage to anything. Skirting the edge of its zone, I was able to get into position with the hh and dump on the lemans a bit to do some good turn 1 damage on that formation, but the shadowswords would move up and just wreck and break the first of the HH formations by killing 3 of them... MW 2+ vaporized and broke that formation immediately. The second HH contingent with bolstered ranks would also put the hurt on the lemans in turn 1 and turn 2 before the shadowswords fired up again, but when they did - 3 more HH's dead would break that formation... the other would rally to work on the lemans again but the reg HQ would break that formation by killing one. It would stay broke. The HH cadre formations were fragile with 6 tanks and no RA, so that's something to consider, but their FP was effective when the formations were live. So all was encouraging.

Win / loss - what can you say. The IG took really large formations by comparison and if I had scrapped the 200 points in FW - I could have had larger formations too - but playing kill of the hill with IG is a losing proposition for Tau - that's for sure. Tau have to get the FP in position and use the tricks like pop-up to deal.

As a lower point games, I also think Tau were at a bit of a disadvantage without more heavy hitters to break all that armour. As such, 2000 point games are recommended. With another 350 points, I could have at least purchased a moray to help out.

Very fun game nonetheless. We had a heck of time laughing some events that happened in this one.

Cheers.

Author:  Honda [ Mon Nov 07, 2005 6:55 pm ]
Post subject:  couple battles regarding WIP v4.2.3

I agree the Shadowswords are quite problematical. The IG can set up a good fire base then leverage off of that. In a small game, we don't have a lot of toys to take that on.

About the only thing I could think of would be the Scorpionfish, which is a WE and does contain MW. Then you could pop-up and zap, assuming you could survive the overwatch.

One of Jaldon's comments on my post also made me think, maybe next time, take a Stealth contingent, teleport them in, though in a safe place, then assault the Shadowswords.

That way you might be able to tie them up or force them to move. In the mean time, the HH's can pick on the LR's. Just a thought, you'd know the board better and whether it would've worked or not.

Thanx for sharing.

Author:  Tactica [ Mon Nov 07, 2005 7:53 pm ]
Post subject:  couple battles regarding WIP v4.2.3

Battle 2:
======
2700 point game
4x6 table
Heavy terrain (IG player set up terrain)
Same knowledgable IG/Epic vet player from Batrep 1

Results Summary:
==============
W - Tau WIP v4.2.3: BTS, defend the flag
L - SL IG: BTS

SL - IG
=====
750 reg HQ, +3 Demolishers + Hydra (24 models)
700 Tank Co, +hydra (11 models)
550 Shadowsword SHT Co + hydra (10 DC, 4 models)
300 Vultures (4 models)
250 Manticores (3 models)
150 Hydra (3 models)

Tau
===
550 AMHC (6 RG-HH) + 2 HH + 2SwFish replacements (8 models)
475 HH Cont (4 RG-HH) + 2 IC-HH + 4 piranhas (10 models)
425 FW Cadre w/Dfish +2 HH (14 models)
600 Railcannon Moray (6DC, 2 models)
175 Light Railcannon Tiger Shark (2DC, 2 models)
475 4 crisis +SC +3stealths (7 models)

IG:
Total Damage Capacity: 55 damage
Total Models: 49 models

Tau:
Total Damage Capacity: 47 damage
Total Models: 43 models

Well, I don't have time to post a full batrep but wanted to give you the low down. In this game, I had something to answer the Shadowswords with.

Tau got to pick the side of the table that we wanted. IG set up the field. Good cover on both sides, plenty of LOF but plenty of LOF blocking areas too. Notable was a 12" x 8" forest just in the Tau's half of the table to one side of the field blocking a good portion of vision for the tau unless we popped up over it.

With higher strategy, tau had to place 1st in deployment. I waited for the last placement to place the morays to avoid those ####### shadowswords! I set them to the left, but not so far away that I'd have to double to engage, but a single move was probably inevitable. I was hoping, not counting on the first turn - and there was little to do to avoid the shadowswords. I could have positioned to probably make him move at least once, but he hits on 2+ and I can't get cover...so whether he moved 15cm or not was rather moot... I decided to hope for first turn and assume I would be shot by at least those - if not a single move of vultures and/or possibly the manticores which had range for a full 4x8 table corner to corner - and then some. The morays were just not in a good position to deal with those three threats, regardless of where I put them. I really kicked myself for taking the Tiger Shark over a space ship at this point! My morays were effectively toast I was sure of it!

My IG adversary was smart and kept them until his last deployment too because he knew what they meant to him if I was able to get his SHT co in my sites! So, he got to align his Sswords with my moray. THey were also deployed right into rubble affording him hulldown even if my morays get to fire - DOG! He also had vultures right in the middle of his deployment zone dug into debris so far that they were out ofof LOF to the majority of my army and in part due to gigantic forest that the IG player put on the field.

Tau rolled a 1 for first turn to start and recieved a net +1 to the roll! LOL... IG roll a 3!

IG commenced much cackling as he had been just showing me how he could roll up the shadowswords to do enough damage to take out the morays or he could use the vultures to possibly break the morays before I could do anything abou it... he was also gloating in truly unsportsmen like fashion about the power of the 90cm shadowswords 2+MW TK ... blah, blah, blah... LOL (it was all in jest and good fun as he was still coming off of a high of beating me in the previous game)... so, he then proceeded to roll the ol' epic double 1 for activation gotcha!! "WOOT!"

You can imagine my gesture and grin following that lil mishap! ?:alien:

The shadowswords would receive a blast token but would fire at the morays anyway from a hold action. (guess I should have positioned them further back afterall - but who knew?)
So he proceeds to roll 3 hits with the shadowswords (no suprise) ?:/ ?but then a good bit of luck comes my way... the rolls for TK are 2, 2, 1... ?:oops: ?So total damage was 3. (IG player proceeds to chuck the dice in the trash can!)

The Tau sense the high energy coil discharge and power up the deflector to full effect denying 2 of the three hits. And so, with only 2 blast markers (which could have been much, much, MUCH worse) The morays would indeed get to return fire!

The Tau must move to engage the shadowswords with the morays while they all can still fire as this is obviously some omen. We do so get no tracer hits, but do get 2 of 4 hits from the main Railcannons needing 4+ to hit due to him being literally in the rubble (not behind). But when I roll for break out, I get a 5 and 2 or a total of 4 hits - Pow! 1 shadowsword goes up, and 1 has a hit on it. I roll for critical on the one with a hit and no luck. The formation has 5 blast markers on it and only has 2 SHT and 1 hydra remaining though or 7 hits total to break... I had to break those SOB's one way or another, but that could wait.

I aimed to move and fire on the vultures with a retain before they could deal their deathblow, so I activated the largest formation of HH I had on the flank and would need to single to get to them adequately and put all of my tanks in range... hah, the greater good giveth and taketh away... I was then cursed with the double 1s love... LOL... so, we popped up and fired with what was in range less 1 due to suppression. He did got 1 hit and saved it. ?:p

I would activate the tigershark to move in and deal one more damage to the shadowswords and bring them under fire to break them. not before that hydra popped my tigershark though! A crit roll would blow up the wounded shadowsword too as a result. That still left a shadowsword and a hydra though.

Now broken, the crisis would move in to cause a blast marker and deal 4 hits, 1 on the hydra and 3 on the shadowsword that remained... the coming under fire would put a hit on the shadowsword for free and the hydra would fail to save causing a further damage to the shadowsword. The shadowsword saved 2 of his 3 hits but extra damage while broke would cause them to Perish - hah, success!

BTW: the three vultures that were not supressed and the manticores would finish off the morays before the end of turn 1. blast marker double damage hurt the morays. AT fire too so the deflectors were next to useless. Vultures added insult to injury and finished them off.

The rest of the game was back and fourth, lots of exchanges that were great and good fun. This was so memorable that I had to post for your entertainment though.

As my IG player was in a hurry Saturday, we didn't have time to properly document batreps so this was all from memory. I think I got it all right, but you can imagine our shock from this turn of events on the IG.

BTW: he was so amazed that his Shadowswords went out after being in such a great position. I too was suprised. We rolled out several what-if's in the ABBS (a new acronymn I've learned) and the shadowswords typically do a mean number on the morays... this was just dumb luck. The shadowswords will usually get three hits but sometimes will only get 2 hits.

With three hits, they will typically get 6 MWTK wounds. The morays will usually save 3 of those on their 4+ Deflector. That means they will usually break if they take three hits from teh shadowswords. 50% of the time, there will be a crit caused on one of the morays and the deflector will ensure that it probably has at least 1 wound left.

On the other hand, Morays will almost always have to move to engage the shadowswords because no IG player in his right mind is going to just let you sustain fire with a shorter gun on him if he can avoid it. So the morays at best are going to be needing 3+ to hit them. My IG vet always puts those things into cover when he can. That means 4+ to hit them then.

In the best case scenerio, the moray moves once and the shadowswords are not in cover. Needing 3+, the morays should hit 3 out of 4 times. Rolling average breakout, the Morays should get 6 hits killing two of the three shadowswords and leaving one broken and off hiding somewhere.

So the observation was that the Tau 600 points should break and leave the 500 point shadowsword formation with a single tank cowering off somewhere if the Tau get the first go. On the other hand, the shadowswords will on average also kill one of the moray and leave the moray in the same boat - 1 3DC vessel remaining, but they do it with 100 points cheaper.
In addition, my opponnet said he always seeks cover for his shadowswords and he said that's the typical case for him - as was our game (granted he set up the terrain :/ ) but nonetheless, he doesn't always set up the terrain, and in those cases - even if only some of the time, he can sometimes benefit from terrain where the moray never can. In those cases the moray scores two hits if the Tau go first and the average is 4 hits - disabling 1 shadowsword but leaving the foramtion to carry on with the other two. Not good.

A very fun game and lots of after gaming bs.

The tau did pull this one off and it was a huge demoralizer on both sides to have our 'cool' formations taken out in turn 1.

My opponent said he only lost due to some bad rolls early on - as noted above. He's quite correct because later on in the game he had the manticores fail to activate on the double 1s again. He had some pretty bad rolls with his lemans (nothing terrible, but below average) Having to exhaust 3 formations on the morays instead of only 2 as he had planned also cramped his style. We both had to devote over a 1000 points to take out each other's choice targets in this game, but the Tau had to comit slightly more points to deal with the shadowswords than the IG had to devote to take out the morays. Also, had he rolled decent with the Sswords, he may have only had to commit two formations as he had hoped.

What pushed the game over for me was picking on his broken reg HQ - I beat it into submission at great costs, but was worth the losses I suffered to obtain the BTS objective from him as well.

In the end, The Tau would lose:
========================
morays
tiger shark
HH congingent

The crisis and fw and AMHC were all damaged but alive on turn 4

The IG would lose:
==============
Shadowswords
Reg HQ
Vultures

The Hydras and Manticores went unscathed (they were just hard to get too as my plane was taken out in turn 2 on approach)

The leman company lost 3 tanks but was alive on turn 4 as well.

Lessons learned - same that I already knew, planetfall the morays - their just too darn fragile! However, they do deliver a punch worth fielding now in the Railcannon variant.

PS - Tiger Shark is very fragile as a single plane vs. lots and lots of AT!

Cheers,

Author:  Tactica [ Tue Nov 08, 2005 6:50 am ]
Post subject:  couple battles regarding WIP v4.2.3

Quote (Honda @ 07 Nov. 2005 (17:55))
I agree the Shadowswords are quite problematical. The IG can set up a good fire base then leverage off of that. In a small game, we don't have a lot of toys to take that on.

About the only thing I could think of would be the Scorpionfish, which is a WE and does contain MW. Then you could pop-up and zap, assuming you could survive the overwatch.

One of Jaldon's comments on my post also made me think, maybe next time, take a Stealth contingent, teleport them in, though in a safe place, then assault the Shadowswords.

That way you might be able to tie them up or force them to move. In the mean time, the HH's can pick on the LR's. Just a thought, you'd know the board better and whether it would've worked or not.

Thanx for sharing.

Honda,

shadowswords have 4+ RA, and they have 9 attacks in h-t-h... they fight as good as our stealth. The stealth get first strike, but will not even kill one. The stealth have less attacks and have lessor armor. I think the proposition of a stealth charge will leave you wanting and is a lost cause. (as it should be though!)

So that leaves forcing them to move... well, shadowswords have a 2+ 90cm range MW... forcing them to move 15cm is OK, but it doesn't make them hit worse than 2+ still.

If you are going to run a moray formation, I still think the extra 150 points is worth the added level of cost for a spaceship... if they don't bring the SHT, well, then you can still planetfall... if they did, then you get to pinpoint and help out your 600 point formation deal with the threat. If he has SHT, the 750 will be worth the investment.

Some might say that's quite a lot to deal with a nasty EoV or a Shadowsword formation, but I say its better than giving up my BTS formation before they fire - as 600 points is usually the largest my Tau formations get. I just don't know how else to give the big big fish a chance against something like them. To dispatch the Shadowswords, it takes some work - no doubt about it.

LOL, sometimes you just gota throw more points at the problem and perhaps risk taking a blast from such a formation before you can work on them. That's OK, as long as he doesn't bust my formation I'm planning on starting my counter push with.

Regarding the scorpionfish to deal with the shadowswords, well, there again you have 75cm range max. So if you are going to get close enough to use hte missiles, you need to get into his range. YOu don't have to pop up with the scorpion if you can get out of LOF and get within 75cm *if* the target is marked, perhaps something to consider with the stealths... I don't know if the math works there either.

No, what it really comes down to is crossfiring those bad boys maybe. (they don't have thick rear armor do they...) Hmm... That's a turn 2 trick though at best probably due to the 45cm thing... getting the stealths, getting the spaceship, and getting the morays aren't all going to happen at once, so can't even rely on the stealths to do a teleport for you while the space ship shows up an drops the morays in to use the stealths in crossfire as that would take 3 actions... so that's out there too.... Hmm... I'll have to keep chewing on the shadowsword problem. They are a freakin' pain!

Cheers,





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