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Battle Report Tau vs. SM

 Post subject: Battle Report Tau vs. SM
PostPosted: Sun Nov 06, 2005 5:21 pm 
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Hi Folks and fellow Gamers,
Last Day and Night I fought a Battle against Marines , the Forces were Set at 5000 Points. The Marine Player knew he would face Tau. I did not know exactly what he was coming for, but antecipated that we only Play with an Official or Experimental List. So he could choose Eldar, Marines or even some Orks. Any other List he would had to proxy most of the Army.

So here come the Players,
On the Marine Side:


?Tactical Detachment #1 with SC 400
Tactical Detachment #2 with Captain 350
Devastator Detachment #3 250
Devastator Detachment #4 with Chaplain 300
Scout Detachment #5 with Sniper 175
Assault Detachment #6 175
Assault Detachment #7 with Chaplain 225
Assault Detachment #8 with Chaplain 225
Thunder Hawk #9 200
Landing Craft #10 350
Strike Cruiser #11 200
Whirlwind Detachment #12 with Hunter 375
Warhound #13 Lucius Pattern (Inferno Gun from AMTL) 250
Warhound #14 Lucius Pattern (Inferno Gun from AMTL) 250
Devastator Detachment #15 250
Predator Detachment #16 , 2 Annihilator,2 Destructors, 2 Vindicator,Captain ? ? ? 500
Predator #17 with Captain, 2 Annihilator,2 Destructors 350
Assault Detachment #18 175

I didn?t knew that he took an LC until he deployed, from that on I was somewhat nervous.

Nevertheless, the Tau Side:

As a sidenote, the Marine Player numbered his forces counting up, while I counted the amount of each Cadre/Contingent taken.
Cadres:
Fire Warrior #1 with 4 Devilfish and Ethereal 375
Fire Warrior #2 200
Crisis Cadre #1 with extra Crisis, Shas?o and Drones 550
Crisis Cadre #2 with Shas?el and Drones 375
HHAC #1 (3 Rail,2 IC) with Skyray and 1 Swordfish 475
HHAC #2 (3 Rail,2 IC) with Skyray and 1 Swordfish 475

Contingents:
Broadside Contingent #1 300
Stealth Contingent #1 250
Tetra Contingent #1 with Piranhas 275
Stingray Contingent #1 250
Hammerhead Contingent #1 (3 Rail,1 IC) with Skyray 325
Scorpionfish #1 200


Auxilia:
Gue?vesa #1 175

Air Caste:
Morays #1 ?both with Railcannons 600
Hero Cruiser#1 with Tracer augmented 200


Deployment:

The Deployment Zone were along each half of the Table with 15 cm into it. View is from Tau perspective.
Lacking the poosibility to post a Map, I sketched very roughly the Terrain used.Sorry for the Inconvenience.
---------------Deployment Zone Marines--------------------
---Woods 3-------Stone 4------Stone 3---Hill 3------------
----Hill 2---Bunker 3--Ruins 5--Ruins 4--Bunker 2------------
----Hill 2----------Ruins 3--------Ruins 1-Woods 1----------
----Hill 2----Bunker 1Ruins 3------Ruins 1-Woods 1----------
------Woods 2-----------Ruins 2--Stone 1------------------
----------------Stone 2-----------------------------------
-----------------------------------------Hill 1-------------
---------------Deployment Zone Tau-----------------------

Garrisons:

Scout Detachment #5 deployed in Ruins 4 and 5 sitting on an Objective
Assault Detachment #6 guard the Marine Blitz Objective siting in Woods 3

Tau Stealth #1 deployed wide dispersed across Ruins 1,2 and 3 also guarding a T&H Objective
Broadside Contingent #1 deployed in Woods 1 guarding the Tau Blitz Objective.

Note: When I speak of ownership, then it is meant in which Table Half it is situated.

The Cast In Order of appearance,

Whirlwind #12 behind Hill 3 HHAC#1 behind Stone 1
Tactical #2 , loaded behind Whirlwinds #12 Firewarrior #2 left of HHAC #1
Tactical #1 , loaded behind Woods 3 Crisis #2 behind Woods 2
Devastator #15 left of Tactical #1 HH Cont. #1 right of Crisis #2
Assault #18 behind Stone 4 Auxilia #1 at center
Warhound #13 right of asault #18 Scorpionfish #1 between Aux. #1
and Firewarrior #2

Warhound #14 right of Tactical #1 Firewarrior #1 leftmost Flank
Predator #17 behind Assault #18 Stingray #1 behind Aux.#1

At this Point the Marine Player stopped Deploying, and I began thinking about it! But it goes on.
HHAC #2 between HH Cont.#1 and Auxilia #1
Crisis #1 rightmost Flank
Morays #1 behind Stone 1


So , I had the Activation advantage by 3. Marines announced Aerospace Operation in Turn 2, leaving me the 3rd Turn to arrive.




The Battle begins:


Turn 1:
Marines win Initiative

Wh

As usual the Marines began with a Bombardment from their Whirwinds, sustaining on the
Stealth troops in the Ruins, achieving 1 Hit killing 1 Stealth Suit and laying 2 BM. Grinding with his teeth the Marine Commander passed on to the Tau. Well, as it is in every Game I had no Battle Plan at this moment, so I went with the Auxilia #1 doubling them into Ruins 2 joining the Stealth Team. Thinking of getting rid of the Stealth the Marine Player decided to use Devastators, so he activated Devs. #15 and moved them behind Bunker 3 unloaded and let loose , achieving 2 Hits, from which one was saved killing another one and leaving them Broken, the remainig Stealth then retreated behind Ruins 2. Reinforcing the Ruins I doubled the Firewarriors #2 towards Ruins 1, some inside other outside and shot at the Scout Detachment #5, but no Hit, just 1 BM. Seeing that the Marines answered with the Assault Detachment moving them right behind Ruins 4 and 5 ( kinda Preparation?). Seeking to reinforce the Broadsides #1 in Woods 1 , I marched the Crisis #1 into it and positioned them facing the Marine Side. Further reinforcing the Center , the Marines ordered the Warhound#14 to move up and mop up some Heretics firing at the Auxilia #1, seeing that Monster the Auxilia must have dug in, because the Warhound only managed to get 1 Hit, killing 1 and laying 2 BM. Answering this threat the HH Contingent opened sustained Fire at it, and killing it instantly with 10 Hits, no one was saved and it was marked , so the GM could fire in as well. Warhound #14 advanced between Woods 3 and Hill 2 guarding Bunker 3. Foreseeing a major Marine Assault , the second Crisis hurried into Bunker 1 on a double. The Scouts seeing some Movement right of them opened fire killing 1 lone Drone, laying 1 BM. The return fire missed all, Scouts camouflaged and in Cover !! -> 1BM
Retaining the Firewarrior #1 with the Ethereal tried to keep up with the Crisis #2 but failed, probably Com-Interference, but at least they managed to follow them and unloaded guarding the rear of the Crisis. Meanwhile the Tactical Detachment #1 doubled forward towards Bunker 1 , unloaded the Troops and shot at the Crisis establishing a Firebase, but again no Hit achieved - > 1 BM.Beeing called in from the Crisis under Fire the Stingray Contingent #1 moved up and fired at the new threat achieving 5 Hits ,killing 1 Tactical Squad, 2 BM. Trying to Contain the Tau Advance on the right Side the Marines deployed the Tacticals #2 at the right of Hill 3 unloading and shooting at the Crisis #1 in Woods 1 , 50 Percent Hit , and 2 of them were saved, killing a Drone, 1 BM. Seeing the Whirlwinds exposed the Tetra Shui commanded to advance behind Wood 1 and shoot, but it was not well prepared and so the shots flew wide, 1 BM. Seeing what was going to happen with the right Flank, the Marine Commander ordered his Predator Detachment #17 to advance and take out some Broadsides, he wished he had chosen another thing : The Broadsides beeing on Overwatch opened Fire and killed 2 Tanks ? 1 Destructor and 1 Annihilator, leaving 3 BM?s, despite the losses he opened Fire with the Annihilator laying just one BM, the Destructor beeing suppressed.
Trying to eliminate this Human threat once and for all the 1st HHAC doubled forward right of Bunker 2 and shot at them ? inflicting 3 Hits , killing the remaining Destructor, leaving the Formation Broken which retreated to the front of Hill 3. At this Point the Marines ran out of activations.
The Morays seeing their moment of Glory doubled to support the Crisis on the left flank opening Fire at the 1st Tactical Detachment, nearly wiping them out, leaving the Captain and a sole Rhino, ?but as a true Marine you give no Ground ? so they stayed there.
The Scorpionfish, hungry for a kill, advanced to the left of Stone 1 and tried to finish off the Broken Predator Detachment, but somehow the Targetting matrix went crazy , so no Hit.
Finally the Last Activation would be the 2nd HHAC. Whereas I could not decide what to do with them, kill the Warhound, finish the Tac, or something else? As I really couldn?t decide, I put them on Overwatch. What later proved to be a Key Decision to Marine defeat.


Rally Phase:

All Formation Rally , except for the Predator Detachment, the Auxilia with 2 BM, and the Broadsides with 1 BM.


Turn 2:

Aerospace Op?s:
Planetfall :
A Marine LC landed directly in the Middle of the Ruins in the center of the Map, unloading the 16th Predator Detachment , the 8th Assault Detachment and the 4th Devastator Detachment
A Thunderhawk came in with sreaming Engines right behind Hill 2 and the 1st Firewarrior, unloading the 7th Assault Detachment and the 3rd Devastator Detachment.

Marines win Initiative.

The deployed Troops from the LC declare a Combined Assault against an Intermingled Tau Formation Consisting of the 1st Auxilia, 1st Stealth , 1st Moray and the 1st Stingray Contingent. The Stealth seeing that the can reach more when they redeploy, jump a few cm towards the enemy, which charges at the very moment, but.... ?there is the 2nd HHAC which still is on Overwatch and seeing that mass of enemy troops poured Fire into the Charging Marines, destroying 2 Predators and 2 Vindicators, laying 5 BM. The Engage begins: the Stealth having reached an Ideal position opened fire first , inflicting 3 Hits, which killed 2 Infantry Squads.The remaining Marine Force slaughter 3 Auxilia Squads and later the LC kills another one. The Tau Fire achieved 7 Hits killing the remaining Predators, ensuing Support Fire from the 2nd Firewarriors kill another Marine Squad. The Combat Resolution showed 15 ? 7 for the Tau, wiping the Surviors from the Table. The LC gets 1 BM. This was kinda turning Point in the Battle. The Tau regained confidence. The Marines lost in a single engage action 975 Points worth of Units.
The left Flank:
The 7th Assault detachment tried in vain to convince their Devastator Comrades to join in a Combined Assault, but the Dev. Lieutenant merely pointed out ? no Captain ,no Assault. Same for the T-Hawk. So they went alone against the 1st Firewarriors inflicting 2 Hits, which one is saved. The brave Tau fired back inflicting 5 Hits, but the Marines field a better Armour ? 4 Saves. To the Assaulty surprise, the Dev?s and the T-Hawk joined in with Support Fire ? tearing through 2 Devilfish and one Firewarrior, breaking them after a Resolution of 11 ? 9. Despite that the Ethereal managed to keep his fellows calm and ordered them into the Woods 2.
The 1st HHAC got the Order to take the 12th Whirwind out , but refused once. After a harsh yell of the Shas?o they got it. They moved towards the enemy and fired to inflict 5 Hits, with just one beeing saved. A sole Hunter retreated towards the center. Tau retain. The 1st Moray opened sustained Fire on the 15th Devastators killin 2 Rhinos and 2 Infantry Squads, breaking them. Again the Marines give no Ground. The Marine Commander received notice that his anxiusly awaited Strike Cruiser has reached position to open Orbital Bombardment, with a smile on his lips he ordered : Commence Bombardment. The coordinates were in the middle of Woods 1 direct on top of the Blitz Objective. The Gods must have had their Hands over us. Because, despite having 8 Targets under the Barrage Template (the first had none) there was just one Hit which was saved. Giving the 1st Crisis and the 1st Broadsides just 1 BM each.

Desperate, the Marines ordered the LC to open fire, but it fails. No reroll used.
Having escaped that Power of destruction the 1st Crisis Advanced right in front of the 2nd Tactical Detachment ?seeking revenge of its own. After the smoke clears , the remnants of the Detachment ( 1 Rhino and 1 Infantry Squad) retreated to the Center on a Double.
Again at the left Flank ? the 14th Warhound advanced and shoots at the 2nd Crisis, killing 2 Drones , 2 BM. Given the broken 1st Firewarriors the 3rd Devastators fired and manage to take the remaining 2 Devilfish to the ground.
Meanwhile at the Center, the 2nd Firewarriors sneak past the LC towards the 5th Scout , wanting to get Hands on the Objective they were sitting on, one Scout Squad died in the defense. 2 BM.
Joining the fray , the remaing of the 1st Tactical Detachment ?sustained fire at the 2nd Crisis, but the shots bounced off. 1 BM
Beeing under heavy Fire the Shas?el of the 2nd Crisis ordered to Marshall while shooting at the 5th Scouts. All BM removed. Scouts gain 1 BM.
The Tetras having no much to do, decided to strafe on the ?18th Assault killing 1 Squad. 2 BM.
Gathering his last intact Forces the Marines threw in everything, so with the 6th Assault Detachment which was Guarding their Blitz. They wanted to get rid of the 2nd Crisis at all costs ? Engage. The Crisis jumping away did not help much, but preventing an intermingled assault with the already Broken 1st Firewarriors.The ensuing Combat results were one Drone and one Marine killed, stalling the Attack. The Marines having Deep Striked with the T-Hawk were a thorn in the Eyes, so the 1st HH Contingent tried to convince them to leave. But having no Battle Plan they failed to get it done. The Comms again. Beeing forced to shoot out of the hip the only Target was the T-Hawk, from 3 Hits 2 were saved. 2 BM.
The 18th Assaults decided to do their job and engaged the 2nd Firewarriors , killing 2 of them, with no Marine loss. Supporting Fire from the LC kills another one, the Scouts do no harm. Resolution : 8 ? 8 . Second Round: Each Group achieves 2 Hits , none are saved. The Lc again manages to kill a Firewarrior. After resolution the Marines win but were broken in the process, leaving both partys with 1 Squad.
Again the Marine Player has no Activations.
The 1st Stealth advance to Contest the Objective held by the 5th Scouts inflicting 2 Hits breaking them ? Standard Marine Procedure ? Stay.
After killing the last Predator from the 17th Detachment the 1st Broadsides finish Marshall.
The 1st Stingray advances behind Woods 2 and fire at the 3rd Devastators killing one. 2 BM.
Trying to have an excuse for participating in the Battle the Scorpionfish fired at the LC , inflicting 3 Hits , all were saved.

Rally Phase:
Tau side:
All but the 1st and 2nd Firewarriors rally.
Marine Side :
All, but the 5th Scout and the 15th Devastator rally.


At this point the Marine Player concedes. Having no effective Formations left to win the Day, the Marines retreat .

Surviving Formations (count by Model /or DC)

Marines:
T-Hawk 1 DC
3rd Devastator 3
7th Assault 3
14th Warhound 3 DC
6th Assault 3
1st Tactical 2 ( Supreme Commander, 1 Rhino)
15th Devastator 2 Broken
12th Whirlwind 1
2nd Tactical 2
5th Scout 3
LC 4 DC
18th Assault 1

Tau:
1st Firewarrior 5 FW + Ethereal
1st Stingray 4
2nd Crisis 3 Crisis + Shas?el
HH Cont. 5
2nd HHAC 7
1st Moray 2 x 3 DC
1st Auxilia 7 + Commander
1st Stealth 4
1st Scorpionfsh 3 DC
1st Tetra 10
1st Broadsides 4
1st Crisis all Survived but 1 Drone
1st HHAC 7



So Folks, please Critique


I just saw that the Map isn?t posted. Can someone Help? It?s jpg File.





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 Post subject: Battle Report Tau vs. SM
PostPosted: Sun Nov 06, 2005 8:36 pm 
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Nice report.

However, I think you got two rules-things wrong, namely planetfall and hold actions.

Planetfall:
From your report it seems that the SM landed the LC and the T-Hawk at the start of Turn 2, before initiative was rolled. This would be the correct procedure for Teleport, but not for Planetfall.

From 4.4:

You can make a planetfall on the turn the spacecraft
transporting the units enters play. Carry out the planetfall
after carrying out any bombardments and/or pin-point
attacks. Take one of the units with the planetfall ability
and place it anywhere on the table that is within 15cms of
the drop zone co-ordinates recorded at the start of the
game (see 4.3.1). The unit then scatters 2D6cms in a
random direction (we recommend using a Games
Workshop scatter dice to determine the direction, but any
mutually agreeable method will do). Any units being
transported are allowed to disembark immediately on
landing, or stay on board and disembark later. Landing or
disembarking counts as movement for the purposes of
triggering enemy overwatch fire.
Carry on doing this until all of the units with the planetfall
ability that are on the spacecraft have landed. Units that
end up out of formation due to scattering as they land
must move back into a legal formation when they next
take an action (see 1.2.1 and 1.6.1).


So, the units with Planetfall are deployed at the Spacecraft?s activation, not at the start of the turn.

Hold actions:

You write that the LC tried to shoot but failed
Desperate, the Marines ordered the LC to open fire, but it fails. No reroll used.


Failing its roll defaults it to a Hold action, which allows shooting at -1, a single move or a marshall. Surely firing with a -1 should have been used here?

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 Post subject: Battle Report Tau vs. SM
PostPosted: Sun Nov 06, 2005 8:51 pm 
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Quote (Irondeath @ 06 Nov. 2005 (20:36))
Nice report.

However, I think you got two rules-things wrong, namely planetfall and hold actions.

Planetfall:
From your report it seems that the SM landed the LC and the T-Hawk at the start of Turn 2, before initiative was rolled. This would be the correct procedure for Teleport, but not for Planetfall.

From 4.4:

You can make a planetfall on the turn the spacecraft
transporting the units enters play. Carry out the planetfall
after carrying out any bombardments and/or pin-point
attacks. Take one of the units with the planetfall ability
and place it anywhere on the table that is within 15cms of
the drop zone co-ordinates recorded at the start of the
game (see 4.3.1). The unit then scatters 2D6cms in a
random direction (we recommend using a Games
Workshop scatter dice to determine the direction, but any
mutually agreeable method will do). Any units being
transported are allowed to disembark immediately on
landing, or stay on board and disembark later. Landing or
disembarking counts as movement for the purposes of
triggering enemy overwatch fire.
Carry on doing this until all of the units with the planetfall
ability that are on the spacecraft have landed. Units that
end up out of formation due to scattering as they land
must move back into a legal formation when they next
take an action (see 1.2.1 and 1.6.1).


So, the units with Planetfall are deployed at the Spacecraft?s activation, not at the start of the turn.

Hold actions:

You write that the LC tried to shoot but failed
Desperate, the Marines ordered the LC to open fire, but it fails. No reroll used.


Failing its roll defaults it to a Hold action, which allows shooting at -1, a single move or a marshall. Surely firing with a -1 should have been used here?

Hi Irondeath,
indeed the Initiative was rolled before Planetfalling.
For the LC thingy: it was due to a fault of the Marine player that we decided to skip the LC, and entered it into the Report as ini failed.

Cheers!
Steele

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 2:03 am 
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If the LC participated in that ill-fated assault and lost, wouldent it have been destroyed?

4.2.5

...If the aircraft loses the assault it is destroyed, but any units that have disembarked may withdraw normally.


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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 6:40 am 
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Location: Utah, pick a Pacific Island the other half of the year.
Nice report, too bad the battle lasted only two exciting turns :;):  (More exciting turns is always more fun to enjoy)

A note on posting batreps, try to break the paragraphs for each turn up a bit more, it makes them much easier to read.

SM Question: Does your friend realize that the while the Thunderhawk and the Landing Craft can use Planetfall to enter the battlefield, they are not required to?

I ask because he may want to consider not using Planetfall with the Thunderhawk with this army, and instead use it for a direct Alpha Strike on an enemy formation.

A basic Smash N Grab army list, like the one he is using, needs to be able to hit hard, fast, and often in turn two or face annihilation because of it's overall lack of durability. A Thunderhawk Alpha Strike is a great way to get the ball rolling for this style of army.

Last note Steele, tell us what you thought of the Tau list you used and how it performed, I would find it very interesting to hear your thoughts.

Thanks again for the report

Jaldon :p

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 10:10 am 
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@Jaldon
well, the List used was 4.2.3, and it performed well. Beeing able to deploy Battlesuits as Garrison proved to be an advantage, especially for the Broadsides, which could cover a large portion of the gaming table from were they stood. The enhanced Armored Cadre did very good as well. Something like a concern was outed from the Marine Player that the Morays are indeed with the new Railcannon version very tough, able to inflict up to 12 TK Hits (Damage Points). The Tetra formation did not very well as there was no need for them until the game ended. I?ve tried a similar approach as your Way and succeded at least at my right Flank, with the 1st HHAC standing right in Front of the opposing Whirlwinds, backed up by Crisis and the Tetras/Piranhas, despite that I?m used to Contain and Destroy, which I tried at my Left Flank with moderate success. The massed assaults that were started by the Marines concerned me a bit, but in the Case of the Center Assault , he chewed too much. The heavy concentration of Troops at this location combined with the obviuos Unit on Overwatch brought the Marine Dream of a swift Victory to an End. And the Orbital Barrage failing to achieve any satisfying results deeped the defeat even further. So, I see that both ways are a viable choice. BTW, I did not use any CF , but took heavy advantages of so many Units having Markerlights.

Yes, the Marines knew that they don?t need to Planetfall, but I think he wanted to test it once. He hadn?t done it before, in fact he is used to fly only T-Hawks in.

Sidenote: Both sides rolled decent, but in some decisive Attacks the Marine rolled very bad.

Cheers!
Steele

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 10:13 am 
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Quote (HecklerMD @ 07 Nov. 2005 (02:03))
If the LC participated in that ill-fated assault and lost, wouldent it have been destroyed?

4.2.5

...If the aircraft loses the assault it is destroyed, but any units that have disembarked may withdraw normally.

No, it was a regular Combined Assault after the Planetfall, unless I missed something it is only destroyed if carrying out a Ground Assault when flying in, in which case all units are treated as one for the duration of the assault. Correct me if I?m wrong.

Cheers!
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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 10:19 am 
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Quote (Steele @ 07 Nov. 2005 (09:13))
No, it was a regular Combined Assault after the Planetfall, unless I missed something it is only destroyed if carrying out a Ground Assault when flying in, in which case all units are treated as one for the duration of the assault. Correct me if I?m wrong.

I think you're right. The only way the LC would be insta-killed is on the Air Assault rules on section 4.2.5. After Planetfalling, an LC is not an aircraft; it's treated as a ground unit. It has a 0 move, which means it can't retreat to safety after losing an assault, but it's also Fearless, so it doesn't care.


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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 10:25 am 
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Quote (Irondeath @ 06 Nov. 2005 (19:36))
Failing its roll defaults it to a Hold action, which allows shooting at -1, a single move or a marshall. Surely firing with a -1 should have been used here?

A Hold action allows for shooting with *no penalty*. The -1 to hit penalty only applies to Marshal and Double actions. See 1.6.1.


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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 5:38 pm 
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Steele,

Not saying you screwed this up for sure, but just to be clear...

'Marshal', "Hold", and 'Regroup' are not the same things.

MARSHAL
- an action
- requires a successful test to perform
- allows you to do 2 things, not just 1.
- First, you may either fire at -1 penalty or take 1 move
- Second and in addition, you may Regroup after either moving or firing at -1.

REGROUP
- not an action you successfully roll for per se
- its something used in the end phase by all formations
- its also 1 of the possible options you have ater taking a HOLD action
- to perform, roll 2d6 and pick high dice. Remove high dice worth of blast markers from the formation.

NOTE: Not to be confused with rallying a broken formation either. When rallying, you remove half of the blast markers on the formation rounding up assuming one blast marker per damage the formation would require to die.

HOLD
- an action that is your ONLY action if you fail any activation test.
- allows you to do 1 of 3 things.
- may move, OR regroup, OR shoot.

Cheers,

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 6:10 pm 
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Quote (Tactica @ 07 Nov. 2005 (17:38))
Steele,

Not saying you screwed this up for sure, but just to be clear...

'Marshal', "Hold", and 'Regroup' are not the same things.

MARSHAL
- an action
- requires a successful test to perform
- allows you to do 2 things, not just 1.
- First, you may either fire at -1 penalty or take 1 move
- Second and in addition, you may Regroup after either moving or firing at -1.

REGROUP
- not an action you successfully roll for per se
- its something used in the end phase by all formations
- its also 1 of the possible options you have ater taking a HOLD action
- to perform, roll 2d6 and pick high dice. Remove high dice worth of blast markers from the formation.

NOTE: Not to be confused with rallying a broken formation either. When rallying, you remove half of the blast markers on the formation rounding up assuming one blast marker per damage the formation would require to die.

HOLD
- an action that is your ONLY action if you fail any activation test.
- allows you to do 1 of 3 things.
- may move, OR regroup, OR shoot.

Cheers,

I didn?t expect that kind of comment from you. For sure I got this thing right. BTW, I don?t even know why you did a comment on this. If it?s because of the LC thing, let me clarify for you: It is a House Rule that you have prior to throw the Activation Dice announce which action you take and if any which target you are going to engage/shoot, the Marine Player failed at this twice in a Row, the LC beeing the second failure. Our local judge decided that the LC does nothing this round. And for the sake of the Report we decided to put a simple Ini fail, ?cause we knew that someone would otherwise miss the activation. And you guys can?t know of this House Rule. So I don?t want to offend you or your Post, but I rather had expected from you some thoughts about the game itself.

Cheers!
Steele

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 7:29 pm 
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So Folks here?s the Map. Just a Paint Picture, but it will do.

Steele

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 8:00 pm 
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Steele,

I'll give you a thourough response in a bit. A 5K game was going to take me more to digest than I had time to adequately comment on. Sorry - no offense intended by my post either my friend!

I just perhaps was confused by this comment:
Failing its roll defaults it to a Hold action, which allows shooting at -1, a single move or a marshall. Surely firing with a -1 should have been used here?


I promis, I'll give this a thourough review later today. I'm very interested in the report. So for now - ignore my comment if it was not on target and I'll get you a full, and appropriate response later today,

Cheers,

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 Post subject: Battle Report Tau vs. SM
PostPosted: Mon Nov 07, 2005 9:25 pm 
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Quote (Tactica @ 07 Nov. 2005 (20:00))
Steele,

I'll give you a thourough response in a bit. A 5K game was going to take me more to digest than I had time to adequately comment on. Sorry - no offense intended by my post either my friend!

I just perhaps was confused by this comment:
Failing its roll defaults it to a Hold action, which allows shooting at -1, a single move or a marshall. Surely firing with a -1 should have been used here?


I promis, I'll give this a thourough review later today. I'm very interested in the report. So for now - ignore my comment if it was not on target and I'll get you a full, and appropriate response later today,

Cheers,

Sorry. Didn?t knew you hadn?t the time. It was just unexpected from you not giving some "other constructive" thoughts.

Steele

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 Post subject: Battle Report Tau vs. SM
PostPosted: Tue Nov 08, 2005 12:12 am 
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Quote (Steele @ 06 Nov. 2005 (16:21))

Last Day and Night I fought a Battle against Marines , the Forces were Set at 5000 Points.


Gota love the all day mega battles!

The Marine Player knew he would face Tau. I did not know exactly what he was coming for, but antecipated that we only Play with an Official or Experimental List. So he could choose Eldar, Marines or even some Orks. Any other List he would had to proxy most of the Army.

So you had him pretty much figured out when you built your list, but he may have had the upper hand in knowing exactly what you were going to play?


On the Marine Side:



I didn?t knew that he took an LC until he deployed, from that on I was somewhat nervous.

A very assault Alpha strike kind of force. What I consider to be the harder version of the force, though he didn't go with any termy's - probably figured there was no need with all the skimmers and the fact that his scouts will go through you like hot knife through butter. No landspeeders or bikes suprise me. He definitely prefers the smaller formations - even when he had the titan options to put them together, he chose to horde you effectively. Interesting approach in a 5K game. This approach could easily result in divide and conqure at this points level. The LC and Thunderhawk could spell real problems.

Speaking of mr LC... what's up with him not disclosing it at the beginning of the game when you declare which units will be off board? Did I understand you right that you didn't know about it until he activated/deployed it? :p

Tactica thinks Steele's opponent might be pulling a fast one on Mr Steele



Nevertheless, the Tau Side:

Cadres:
Fire Warrior #1 with 4 Devilfish and Ethereal 375
As I've yet to make good use of the Ethereal, this will be good to see how you fair with him.

Fire Warrior #2 200
Crisis Cadre #1 with extra Crisis, Shas?o and Drones 550
Crisis Cadre #2 with Shas?el and Drones 375

The shas'el. This is another upgrade that I've had little need for. CF, although an option and tool, is something that can get you into a lot of trouble if you go CF crazy at the wrong time. The activation game is a big part of E:A. I've never really used all of the CF opportunities that I've had, and I've definitely not found the need to pay more points for the opportunity. Personal playstyle though. Perhaps the Leader and the Inv save is what you were really after...

HHAC #1 (3 Rail,2 IC) with Skyray and 1 Swordfish 475
HHAC #2 (3 Rail,2 IC) with Skyray and 1 Swordfish 475

Contingents:
Broadside Contingent #1 300
Stealth Contingent #1 250

I'm somewhat suprised you didn't upgrade either of these formations. The broadsides with only 4 stands strong can prove fragile with just a couple blast markers and one death.

Will be good to see how the stealth do for you at 250 points.


Tetra Contingent #1 with Piranhas 275

THis is another one of those formations like Honda encountered... If the main roll is to mark and the piranhas are only there to give a bit of a bite since you'll be there marking anyway - then I get it. The other way around doesn't seem to work so good though. I'll be looking to see how you fair with this formaiton. To date, tetras are not one of my favored choices. (even when they were cheaper in v4.1) I'm anxious to see them perform as I really like them in 40K. However, at this scale, their role is just isn't as crucial.

Stingray Contingent #1 250
Hammerhead Contingent #1 (3 Rail,1 IC) with Skyray 325
[/quote]

More  4-unit (4-hit) formation. Braver than I you be! ;)  ...not that's necessarily a bad thing!


Scorpionfish #1 200
Auxilia:
Gue?vesa #1 175

Human Aux - what's the goal here, ablative anti-teleport/dropship? Better h-t-h? Objective grab?


Air Caste:
Morays #1  both with Railcannons 600
Hero Cruiser#1 with Tracer augmented 200

Cool, good combo... wow, no barracudas at 5K... no tigershark... no orca to bus in the broadsides ( hmm... maybe that last one is baronp's trick and not yours... ) Hah... no Manta! If ever there were a game, 5K - that would have to be the game! :)~

OK, on to the report.

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