BatRep: Tau Vs Orks |
HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:34 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Batrep: 4K Tau Vs Orks
Tau 4.3.2 (It was a few weeks ago) E:A "2.0" experimental rules as found on the SG website.
Forces: Tau: Cadres:
#1 Fire Warrior Cadre w/ Devilfish 300 +2 Hammerheads (Ion Cannon) 125 + Ethereal 075 (500)
#2 Fire Warrior Cadre w/ Devilfish 300 +2 Hammerheads (Ion Cannon) 125 (425)
#1 XV8 BattleSuit Cadre 250 +2 XV8 BattleSuits 125 +Shas?O 100 (475)
#2 XV8 BattleSuit Cadre 250 +2 XV8 BattleSuits 125 +Shas?El 050 (425)
Armored Mobile Hunter Cadre 375 +2 Hammerheads (Ion Cannon) 125 +Swordfish Upgrade 025 (5 Railgun Hammerheads, 1 Swordfish, 2 Ion Cannon Hammerheads) (525)
Contingents: 1 XV88 Broadside Contingent 300 (300)
1 XV15 Stealth Contingent 275 (275)
1 Pathfinder Contingent w/ Devilfish 175 (175)
Tau Air Caste: 1 Fighter Squadron 250 (250)
1 Fighter Squadron 250 (250)
1 Tigershark A-X-10 Squadron 350 (350) Total 3950
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:35 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Orks: Gargant 650 Warlord 0 (650)
Landa 200 (200)
Fighta-Bomma Squadron 150 +2 Extra Fighta-Bommas 100 (250)
Stompamob (3 Stompas) 225 +Supastompa 250 +Flakwagon 35 +Dreadnought 35 (545)
Big gunzmob 225 +Flakwagon 35 +Nobz (2) 70 +Oddboy Character (1, SupaZapp)) 50 (380)
Big Blitz Brigade 250 (6 gunwagons and 2 Flakwagonz) +Oddboy Character (1, SupaZapp) 50 +Gunfortress 135 (435)
Stormboyz Warhorde 150 (In Landa) +2 Stormboyz 50 +Scorcha 25 (225)
Normal Warband 200 +Battlefortress 125 (325)
Normal Warband 200 +Flak Wagon 35 +4 Gun Wagons 140 +3 Battle Wagon 105 (480)
Big Cult of Speed 350 (10 buggies/4 warbikes/2 scorchas) (350)
Normal Cult of Speed 150 (7 Buggies 1 warbike) (150) Total 3990
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:36 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Terrain: All from Tau POV: Mountains (Rubble) on near Right, a cluster or ruins near Center, and a jungle near Left. Forrest mid-Right, a jungle mid-Center, and a hill with rubble mid-Left. Hill Far Right, a Ork Settlement Far Center, and a Forrest Far Left
Objectives: Tau Blitz between ruins and jungle on left, Ork Blitz in Ork Settlement in center. Tau Objectives on Ork side in open areas mid-left and mid-right. Ork Objectives on Tau Side on left behind the rubble-hill and mid-right nestled up in the ruins
Garrison: Tau Garrison Broadsides near left objective behind hill on OW. Orks Garrison Big Gunz Mob on blitz objective in Ork Settlement.
Tau Deployment: Left to Right: Crisis Cadre w/ Shas?El behind jungle on left, FW Cadre behind Runins mid-left, AMHC behind ruins center, FW Cadre w/ Ethereal behind Ruins mid-Right, Crisis Cadre w/ Shas?O and Pathfinder Contingent behind mountain on Right. Ork Deployment: Left to Right: Normal Cult of Speed behind forrest, Stompa Mob, Gargant and Normal Warband in apen area between forrest and Ork Settlement. Big Cult of Speed and Blitz Brigade on right between Ork Settlement and hill. Warband in Battlefortress between hill on right and right table edge.
Orks roll 6 for 3+3 Gargant Powerfields and 1 for 1 Supa-Stompa Powerfield.
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:36 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Turn 1 Orks win and keep init. Warband in Battlefortress double forward and occupy woods. Orks Retain, Blitz Brigade double forward and shoot at edge of FW Cadre behind ruins, killing 1 attached ICHH.
Tau advance Shas?O and Crisis Cadre, and a round of poor shooting later, 1 Kill on the Blitz Brigade. Tau Retain, put 1 Barracuda Formation on CAP
Orks Double Big Cult of Speed, shoots at Shas?O and Crisis Cadre, 2 hits, 2 saves. Orks Retain, and on the left, 5x Fighta-Bommas ground attack Broadsides, Barracuda #1 Triggers CAP, and (stupid me) gets too close. Fighta-Bommas kill 2 Barracudas, remaining Barracuda kills 2 FBs, FBs then kill no Broadsides.
A-X-10s ground attack the Gargant with more poor rolling, 2 Tracer Missiles and 1 Railcannon hit, 3 shields down.
Normal Kult of Speed doubles over the hill towards the Broadsides, which trigger overwatch, killing 4 buggies, breaking the KOS. Orks Retain, Landa Air Assaults Broadsides (He really wanted them dead!), 1 kill on each side, Tau lose resolution roll by 2, lone remaining broken Broadside retreats towards left side jungle.
FW Cadre #2 Advances on the Stormboyz, kill 6 and the Scorcha, they break and flee towards the forest in the back-left
Stompa Mob doubles forwards, fires at FW Cadre #2, killing 1 FW and 1 DF.
On the right, the Pathfinders advance around the mountain and fire at the Big KOS, 4 kills and 9 BMs
Gargant doubles forwards, shoots at FW Cadre #2 with a supagun, killing 3 FWs and one ICHH.
Crisis Cadre #2 advances and fires at Landa, (lack of targets) killing it.
?Mechanized? warband marches up the middle, deploys troops into the left-center area of the ruins. Final Ork Activation.
Barracuda Formation #2 conducts a ground attack on the Big KOS, kill 3 and break it, Big KOS retreats behind forrest on the right. Take 1 Casualty from Ork AA in the Blitz Brigade.
AMHC Advances towards the Blitz Brigade, kill 7, broken BB retreats towards right side forrest.
Aircraft Disengagement: Tiger Sharks take 1 DC Damage from flak on exit. Fighta-Bommas exit Tau edge to avoid AA, take 1 BM.
Turn 1 End Phase: All Tau Rally, FW Cadre #2 has 4 BMs All Orks rally except the normal KOS and the Stormboyz
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:37 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Turn 2 A big mash-up was in the works for the middle, and much was riding on who won the first move. The Tau, continuing their far-below average rolling, rolled a 1. The Ork player, excited, tossed his dice? and also rolled a 1. Seeing as he went first last turn, I was up. Allll-riiight?
FW Cadre #1 calls a CF with FW Cadre #2, need a 3 to activate? roll a 1. SC Re-roll? a one. (That?s 3 ?1?s in a row for those of you keeping score at home) FW Cadre takes a BM and fires at the Mechanized Warband, the effects of which are? unremarkable.
The warband sustains fire (Sure, he can activate on a 4!) on FW Cadre #2, killing 1 DF and its cargo of 2 FWs, breaking it again. FW Cadre #2 retreats towards the Tau Blitz.
Crisis Cadre #2 advance towards the Stompa Mob, score 5 (I Think) MW hits and Many AT hits, killing a flackwagon and a drednaught? but all the Stompas make all their saves. Grrr?
Gargant and Stompas Combine Assault Crisis Cadre #2, who leap away to avoid base-to-base contact. Crisis takes down the Supa-Stompa?s Shields and take 1 DC from it. Orks lay 12 hits on the Crisis, who save all but 2. Orks roll a 6+1, Tau a 4, Crisis Cadre #2 breaks with 1 remaining Stand, retreads towards the Broadside unit.
Broadsides attempt to SF, fail (That?s 4?) take a BM and break?
(I Think I forgot to record an ork action in here)
Tiger Sharks ground attack the Gargant, do even worse that last turn, drop only 2 shields.
Fighta-Bommas fail activation and shed BMs
Barracuda Formation #1 (1 Left) does the same?(Thats 5)
Big KOS Fails activation, regroups.
AMHC advances towards center, fires at the Mechanized warband, kills all but 3 Inf and 2 Vehicles, breaking it. Tau retain, successfully (!) with Barracuda Formation #2 (2 left) which strafes the warband w/ Battlefortress, killing 1 grot. Sigh?
Big Gunz double, simply to adjust positioning of the attached flack wagon.
Shas?O and Crisis Cadre advance on the Warband w/ battlefortress, wioes them out and the BF too.
Aircraft Disengagement: Nothing to report.
Rally Phase: Tau: Only FW Cadre #1 Rallies, sheds 1 BM Orks: Stormboys, Blitz Brigade and KOS fail to rally.
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:38 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Turn 3:
Stealths infiltrate Ork Settlement, liberally markerlight Gargant and Stompas.
Tau Win first move (!)
AMHC advances and fires at the Gargant, stripping its shields, but all hits are saved. AMHC crews ignore proximity warnings?
Stealths sustain at the Big Gunz Mob, who cower in the ork buildings (3 Disrupt hits, 1 Kill) (6 shots on 3+, half hit?)
Gargant sustain (On a 4+ again?) shooting at the AMHC, and supagun kills 7 of 8 Hammerheads (OUCH!)
Tiger Sharks ground attack the Gargant. 3 TK hits, 1 MW hit and 1 AT hit are unsaved, and 3 crits are rolled. Gargants alive, but burnin bright! Tau Retain with the Shas?O and Crisis Cadre, but fail, twice (thats 6 and 7?) which hops back into cover
Fighta Bommas ground attack broken FW Cadre #2, kill all but 2 FW stands.
Barracuda Formation #2 intercepts the Fights Bommas and down all 3.
Big Gunz Mob sustains at the Stealths, kill 1.
Stompas double, shoot at only viable target, the broken Broadside, and kill it.
Mechanized Warband doubles across the board, takes the Tau Blitz, and shoots at the broken AMHC, killing the last HH.
At this point it was over, the Orks having raced across the board to take the tau Blitz objective, as well as both Ork objectives, and they had killed the last Hammerhead in my AMHC to claim the BTS objective. The Orks also put out one of the fires on the Gargant which kept it alive, denying the Tau a BTS of their own.
Orks win, 4-0.
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HecklerMD
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 9:40 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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Conclusions: Ikonboard makes formattiong of posts impossable :O
Real conclusions to come tomorrow, I'm tired. Goodnight.
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clausewitz
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 2:19 pm |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Heckler, great battle report. ?Very easy to read and follow what was happening.
I'll let someone else rip apart your tactics and force composition etc etc, but I thought I would highlight the performance of your XV8's.
Turn 1 Tau advance Shas?O and Crisis Cadre, and a round of poor shooting later, 1 Kill on the Blitz Brigade. | I'm guessing you were only in range with the missiles, so its not expected to get a lot of hits at that range.
Orks Double Big Cult of Speed, shoots at Shas?O and Crisis Cadre, 2 hits, 2 saves. |
This is why I rate Crisis so highly, its difficult to whittle them down with minor amounts of fire (3+ save).
Crisis Cadre #2 advances and fires at Landa, (lack of targets) killing it.I'm guessing that you got a bit closer this time. ?Still its good to finish off formations.
Turn 2
Crisis Cadre #2 advance towards the Stompa Mob, score 5 (I Think) MW hits and Many AT hits, killing a flackwagon and a drednaught? but all the Stompas make all their saves. ?Grrr?Here its only the 4+RA (and a bit of luck) of the stompas that prevent the orks from being punished by the XV8's firepower.
Gargant and Stompas Combine Assault Crisis Cadre #2, who leap away to avoid base-to-base contact. ?Crisis takes down the Supa-Stompa?s Shields and take 1 DC from it. ?Orks lay 12 hits on the Crisis, who save all but 2. ?Orks roll a 6+1, Tau a 4, Crisis Cadre #2 breaks with 1 remaining Stand, retreads towards the Broadside unit.Ok so nearly 1200 points worth of Ork formations assault the XV8's here. ?Jump packs avoid the nasty MWCC attacks, and still the Orks go into the resolution with just a +1!! XV8's shrugging off many hits. ?If the resolution dice rolls had been the other way round here the Orks two largest, toughest formations would have broken!
Shas?O and Crisis Cadre advance on the Warband w/ battlefortress, wipes them out and the BF too.Another formation wiped out by Tau Crisis units
Turn 3
Tau Retain with the Shas?O and Crisis Cadre, but fail, twice (thats 6 and 7?) which hops back into coverA lot of failed activations for the Tau (new dice for Heckler?). ?Still the Shas'o remained in play for the duration of the game.
I believe that Crisis offer great firepower and resiliency, and I think that your report, Heckler, shows some good examples of their usefulness.
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Tactica
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 7:51 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Heckler,
You have your work cut out for you here. Good Ork players seem to make hard battles for the Tau. (Not unlike IG, Eldar and BL players for that matter!) Good lists too.
I'm looking forward to giving your bat rep a good read through shortly!
Comments on force: 2 crisis formations seems tough for me to accept in one of my armies still. I'm convinced the rules are getting better for tem and they are close to working properly. However, I'm not convinced that their a value for their points yet (even with 4.3.3 initiative changes)
2 crisis formations will be interesting to see if they contribute to your battle plan enough to get you the value. I'll be looking for signs one way or the other.
Broadsides:
- I'm convinced that a 4-man Light Vehicle formation of broadsides is so suseptable to hits and is so small that it will not 'typcially' make it through a game without an Orca.
- I'm also convinced that a non-orca riding formation of broadsides needs rank bolstering drones or something to maintain the formation to be viable on the field in a 3+ turn game. It will be interesting to see how this formation fares for you.
The orc army looks brutal... you had to be a bit daunted looking at all that fielded. It looks like a great army! I think that landa and fighter squadron are crucial to top ork list performances. The ork airpower to tau is indeed daunting IMHO!
Its going to be interesting to see what you did with the stompas and gargant... Out of 5 cadres, you have 1 that looks like it might be able to put some pain on those nasty big vehicle formations. RA is tough... When Orcs get close = tougher!
You are missing a couple assets here in order to deal with this orc horde IMHO... 1) Moray
- No knowing what I was facing, I'd probably have taken the hero to deliver a sharp blast to any big boys... and either 1 ion and 1 Railcannon version or possibly 2 ion-phalanx versons. This would be to pick up some balance in the massive outnumbering that I would've expected from the orks.
2) AX-1-0 White Shark
Regardless of the outcome, considering all the TS AX-1-0 conversation going on, it will be interesting to see if it would have helped or been overkill here.
Thanks for the bat rep. Looking forward to digesting it.
cheers,
_________________ Rob
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Tactica
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 8:00 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Quote (HecklerMD @ 22 Jan. 2006 (02:37)) | | Turn 2 A big mash-up was in the works for the middle, and much was riding on who won the first move. |
A common situation for the Tau IMHO. 1st turn advantage on turn 2 seems to be very importnt to Tau.
_________________ Rob
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Tactica
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 8:13 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Turn 3:
Stealths infiltrate Ork Settlement, liberally markerlight Gargant and Stompas.
Tau Win first move (!) |
Brillian! First I've heard of anyone successully teleporting and successfully gaining 1st activation due to winning strategy to follow (guess the orks are prime candidate to try this on since most lists are better or equal to the tau's strategy!)
Silver lining Heckler... silver lining 
cheers,
_________________ Rob
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Tactica
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Post subject: BatRep: Tau Vs Orks Posted: Sun Jan 22, 2006 8:23 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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[3rd round stuff]
Gargant sustain (On a 4+ again?) shooting at the AMHC, and supagun kills 7 of 8 Hammerheads (OUCH!)
| Yeah... anyone who says the orcs can't shoot is sadly mistaken.
Ironically the orks fight h-t-h great and are supposed to shoot very poorly! Well... they don't shoot to badly IMHO!
The ork wierdboyz/mechanics or whatever with those supa-MW blasts can get really ugly!
[moe 3 round stuff]
Tiger Sharks ground attack the Gargant. 3 TK hits, 1 MW hit and 1 AT hit are unsaved, and 3 crits are rolled. Gargants alive, but burnin bright! |
What's interesting here was you were using v4.3.2 list where you could take two in a formation (which you can't in v4.3.3) and you were hitting on 3+, instead of reduced potential in v4.3.3 - which now is 4+ for the main guns.
I'm curious on your view of the Tiger Sharks in the game you played and how you look at the new changes in v4.3.3 around the AX-1-0.
I'll hold off on any tacitcs discussions until I hear your final perspective on the battle in aftermath. I have a feeling a lot of what happened to you was dice.
The crisis looked like they had one turn of good rolls, on turn of really bad rolls. It looked like the ork player had some bad rolls too, but not as many critical timing rolls.
From the report, it sounds like you were on the defensive and trying to keep your head above the water line the entire battle.
I never got a sense that the Tau were in control of this game - even if for only a single turn.
I'll also be interested in hearing how you feel your army stacked up against the orks in potential considering what both of you brought to the field.
Thanks for the bat rep heckler.
cheers,