Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 11 posts ] 

BATREP: Tau vs IG, 2700 pts

 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 5:49 am 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
I ran the 4.2 list against an IG list provided by Tactica. This isn?t what I?d call a real game, but one of my map exercises used to test out ideas. As a result, who wins or loses isn?t significant as I?m just trying to get a feel for how the formations work individually and together.

So with that being said, this game was 2700 points. The IG list was:

1-500 = Reg hq, 13 inf, 7 chimera
2-350 = Inf Co, 13 inf, + 4 Support Squd*
3-650 = Tank Co, 1 Vanqu, 9 LRMBT
4-250 = Artillery Battery, 3 Manticore MRL tanks
5-150 = Flak Battery, 3 Hydra tanks
6-300 = Vulture Squadron, 4 Vultures
7-350 = 8 Storm Troopers + Valkyries
8-150 = Thunderbolts
=====================================
2700 Points

* Note: In the game, I mistakenly left off the support squads and fielded them as mounted in Chimera?s :80:

Listed below are Tactica?s operating instructions:

Reg HQ = serves to assault in overwhelming engagements, garrison support, minor field fire discipline engagements, late objective grab

Inf Co = buffer in deployment early to keep teleporters and assaults away from tanks and skimmers as necessary, may garrison

Tank Co - main fighting element, seeks sustain fire, move and fire, and overwatch positions - MUST be supported by infantry Co on foot to ward off engagements if playing against h-t-h oriented army

Artillery Battery - artillery - must be deployed safely to guarantee no teleport engagements and no LOF to enemy

Flak Battery - Must be deployed in front of Manticores and serves to protect them from early air strikes

Vulture Squadron - Must deploy hidden and slightly in terrain without providing LOF if possible. Key formation to deal with major AT threats. Massive long range and 2 shots each at 2+ put real hurt on moray or hammerheads - moray prime target for this formation. Upt to 8 AT2+ shots in one turn to deal with nasty threats early. Scout formation as well. Garrison not recommended.

Storm Troopers - Major anti-infantry disrupt barrage shots from valkeries plus added supporting fire. Great formation and all have scout but garrison only recommended if they can be safely hidden in terrain without providing LOF. Can fire a 4BP shot in two different turns or can fire one turn of 8BP - 2 turns recommended. Disrupt will ruin! Once the Disrupt barrages are gone, no more.

Thunderbolts must take out any enemy aircraft after they've been activated. Once there's no enemy aircraft, use them to pick off formations for the last damage or last blast marker to break. Can deal with AP or AT targets, but typically better suited for light AT targets that are near death. Typically great for artillery like pieces. REMEMBER TO _JINK_ WHEN EXITING THE FIELD!

Fal'shia Commerce Safety Unit (Mechanized)

A-Armor Cadre 6 x IC-HH
?FW upgrade 4 x FW, 2 x DF 425

B-Armor Cadre 6 x RG-HH
?HH upgrade 2 x RG-HH
?SF upgrade 2 x Swordfish, replacing 2 HH ?550

C-Hunter Cadre 8 x FW, 4 x Devilfish 300

D-Stingray Sqdn 4 x Stingrays 200

E-Dragonfish 1 x Dragonfish 200

F-Scorpionfish Sqdn 2 x Scorpionfish 400

G-Stealth Cont. 6 x Stealth 275

H-Barracuda 3 x Barracuda 250


Nothing overly drastic here. I wanted to try a different kind of formation, the Armor cadre with FW upgrade.

The idea being, that I could use the ML from the FW?s to enhance the effect of the seekers from the hammerheads and the devilfish. Also, I decided to try out the experimental ?teleport? Stealths, just to see what kind of effect they would have.

I rolled up terrain (divided the board into quarters, rolled a dice to see how many pieces of terrain went in each) and borrowing the always impressive ASCII-Vision ? digital graphics program, I hope this helps visualize what the board looked like:

The board is 210 cm x 290 cm, with a 3 x 3 grid laid over the board area, thusly:

1-2-3
4-5-6
7-8-9

Quadrant 1: 1 x two level hill (101), 50 cm x 30 cm, lying SW/NE. 1 x wood A, 30 cm x 15 cm, lying W/E, 1 x wood B, 70 cm x 20 cm, lying SW/NE, approx. 10 cm SE from Hill 101

Quadrant 2: ?1 x wood C, 25 cm x 20 cm, lying W/E, approx. 20 cm SE from NE end of wood B

Quadrant 3: 1 x Urban area, 50 cm x 50 cm, centrally located in quadrant, road from Q5 runs North and exits board edge

Quadrant 4 & 5: Road that starts on edge of 4, runs through 5, splits and goes North into Q3

Quadrant 6: 1 x wood D, 30 cm x 20 cm, lying W/E

Quadrant 7: 1 x wood E, 50 cm x 35 cm, lying W/E, approx. 15 cm from South board edge

Quadrant 8: 1 x wood F, 50 cm x 15 cm, lying W/E, approx. 30 cm from South board edge

Quadrant 9: Impassable river starting at Q8/Q9 board edge and running SW/NE to 70 cm up Q9 East board edge. Road with bridge bisecting length of river, 1 x wood G, 30 cm x 30 cm, approx. 15 cm from S board edge, touching East board edge.

Now with all that detail, I will go to ?summary? mode before everyone falls asleep.

Set Up:

Most of the Tau units set up in Quadrant 1 and the west part of Quadrant 2, taking advantage of the terrain to stay out of sight. The Stealths were in reserve, waiting to teleport in. The IG returned the favor by setting up behind the woods in Quadrant 7 (Units 2, 4, 5, 6, 7) and 8 (3, 1).

I will say upfront that I?ve never played with or against IG, so if you find fault with tactics, keep that in mind.

Turn 1 ?

The IG went first (after having played mostly SM, it?s nice to have a chance of going first).

First activation went to the T-bolts who went on CAP. The Tau countered by activating their Barracudas and intercepting. The Tau shot one T-bolt down and placed two BM?s.

The Hydra unit activated and doubled over to where the Barracudas were, but only placed one BM.

Tau unit A (HH+DF) doubles to the eastern side of wood B. IG Valk?s triple to the eastern side of wood F. Tau unit C (Hunter cadre) triples from behind wood A to behind the urban area in Quad 3.

IG unit 2 (the newly mechanized infantry group) triples over to the SW end of wood B. Tau unit D triples over to SW end of Hill 101. IG unit 1 fails activation, takes SC roll and triples to the NW, approx. 25 cm North of wood E. Tau unit E (Dragonfish) doubles behind wood B. IG unit 4 fails to activate. Unit 3 triples to SE of unit one.

I neglected to take my rally rolls this turn, but no damage was done, except for the T-bolt, so I don?t think it had too great an effect.

Turn 2 ?

Tau go first.

Tau unit B (HH+Swordfish), score 10 hits on Unit 3 (Leman Russ), kill 4 and place 5 BM. In retaliation, the LR fail and taking the cautious route, decide not to use the SC roll. So, LR?s shoot, score 4 hits, 1 kill, place 2 BM. Not a good deal.

Tau unit A (HH+DF), advance and shoot at Unit 2 (Mech inf), score 3 ?hits on Chimeras and 2 hits on infantry. This results in 1 Chimera killed and the two infantry are dead, placing 4 BM on unit 2.

The IG unit 4 (manticores) failed to activate, take SC roll and sustain fire on Tau unit A. They get 6 hits, 2 kills (both HH) and place 4 BM.

Tau unit D (Stingrays) sustain fire on Unit 2, kill 2 infantry and 1 Chimera and place 4 BM. IG unit 6 sustains on Tau unit B (HH+Swordfish), scores 8 hits and quite unbelievably all 8 are saved, only placing 1 BM. This was just a little more than surprising, I really expected the Vultures to blow this unit out of the sky. Very tough break for the IG.

Unit 7 retains initiative, zooms up to wood C and emplaces self near an objective, whilst screening the Valkyries with the woods. Tau unit C (Hunter cadre) fails roll, takes SC roll and deploys in urban area around an objective.

IG Unit 1 (Reg. Command) doubles to Tau unit B, scores 3 hits, 0 kills and places 1 BM. Tau unit F fails to activate, shoots at IG unit 1, scores 3 hits on Chimeras and 5 hits on infantry. This results in 2 Chimera kills and 5 dead infantry, placing 8 BM.

IG unit 5 (Hydras) doubles back to the front of the Manticores, who welcome the AA men back with open arms. Tau unit E sustains fire on IG unit 1, killing 1 Chimera and placing 2 BM.

The T-bolt fails to activate, thus removing all BM?s. The Barracudas how ever are still looking for blood. They activate and swoop down on the IG Leman Russ (unit 3), scoring 3 hits, 1 kill and placing 2 BM?s. This breaks the Leman?s.

IG unit fails, marshals and removes 1 BM?sigh?

End Turn 2

IG Status

Rally ? All except Unit 4

Remaining units

Unit 1 ?- 4 x Chimeras, 7 x Infantry
Unit 2 ? 5 x Chimeras, 8 x Infantry
Unit 3 ? 6 x Leman Russ (incl. Vanquisher)
Unit 4 ? 3 x Manticores
Unit 5 ? 3 x Hydras
Unit 6 ? 4 x Vultures
Unit 7 ? 4 x Valkyries, 8 x ST
Unit 8 ? 1 x T-bolt

Tau Status

Rally ? All except Unit E & H

Remaining units

Unit A ? 4 x HH, 2 x DF, 8 x FW
Unit B ? 5 x HH, 2 x Swordfish
Unit C ? 4 x DF, 8 x FW
Unit D ? 4 x Stingray
Unit E ? 1 x Dragonfish
Unit F ? 2 x Scorpionfish
Unit G ? 6 x Stealth
Unit H ? 3 x Barracuda

Turn 3

Tau go first

Unit B sustains on IG unit 3, scores 7 hits, 2 kills, placing 3 BM, breaks. Tau retain initiative, activate Barracudas (Unit H), fires at IG unit 3, 2 kills, only Vanquisher remains.

IG unit 1 fails, shoots at Tau unit B, 1 hit, 0 kills, 1 BM placed. Tau unit A sustains on IG unit 2, 2 Chimera kills and 2 infantry kills, places 5 BM.

IG unit 6 triples over to IG objective in Quadrant 9. Tau unit D sustains on IG unit 2, scoring 3 infantry hits and 2 Chimera hits. This results in 3 infantry kills and placing 4 BM?s.

IG unit 2 fails activation, falls back to Tau objective on IG side of board. Tau unit E moves back to Tau objective, shoots at IG unit 6, kills 2 valkyries, places 3 BM.

In a final fit of frustration, the lone Thunderbolt dodges through a hail of AA, to take a shot at Tau unit B, scoring no hits and only placing 1 BM.

At this point, I ran out of time to play. The Tau were holding two objectives on their side and the IG were holding two IG objectives and 1 Tau objective, but none of the criteria for winning had been accomplished, thus going to a turn 4.

However, looking at the available forces, the IG had very little to sustain a final turn with and most likely would have ended up with additional broken or destroyed units.

End Turn 3

IG Status

Rally ? All except Unit 4 (again!)

Remaining units

Unit 1 ?- 3 x Chimeras, 7 x Infantry
Unit 2 ? 5 x Chimeras, 2 x Infantry
Unit 3 ? 1 x Leman Russ Vanquisher
Unit 4 ? 3 x Manticores
Unit 5 ? 3 x Hydras
Unit 6 ? 4 x Vultures
Unit 7 ? 2 x Valkyries, 8 x ST
Unit 8 ? 1 x T-bolt

Tau Status

Rally ? All except Unit E & H

Remaining units

Unit A ? 4 x HH, 2 x DF, 8 x FW
Unit B ? 5 x HH, 2 x Swordfish
Unit C ? 4 x DF, 8 x FW
Unit D ? 4 x Stingray
Unit E ? 1 x Dragonfish
Unit F ? 2 x Scorpionfish
Unit G ? 6 x Stealth
Unit H ? 3 x Barracuda


Observations:

Very interesting exercise. Like I said above, I?m not sure how badly I botched up the IG, but when the Vultures failed to damage the big Hammerhead unit, that really hurt the IG?s chances for pulling this out. I was very happy with how the Tau units operated, popping up to shoot and one advantage I hadn?t really thought about, but when we fail a roll, we an still pop up to hit something, whereas ground pounders may have their LOF blocked by terrain, thus missing out on shots.

I?m not sold on the Armored cadre with IC+DF+FW combination. Before the game, I kept thinking that I?d be able to use the FW markerlights to enhance my seeker hits, when in reality, the FWs stayed buttoned up the entire game.

Also, the clever among you will notice that I never deployed my Stealths. In turn two I was already to drop them on the board when I re-read the rules for teleport. Seeing that I had to place them before the new turn and not being assured of getting the first turn, I didn?t want to park them in front of a bunch of Hydras just to see them blown to pieces. So I need to do a little more thinking on how to optimize the teleport capability. I know that I could have dropped them nearby either unit 1 or 2 to provide ML support, but for the most part, I had units that were able to do that already, so I didn?t see any real benefit to doing that.

Also, I kept thinking that I?d be able to drop them near the Manticores, then call in missiles from the Scorpionfish to eliminate or reduce the artillery barrages. However, those nasty Hydras were always hanging around. So, although I think that I'll find a way to make the teleport pay off, having to drop them off at the beginning of the turn could be a very painful experience...especially when it's against someone where we aren't very likely to win the initiative.

I think that is where the SM Termies become quite dangerous because once they've dropped them, there's a pretty good chance that they are going to go first.

So, looking forward to the next one, this was a good learning experience.

I?m going to work on a map of the moves to help clarify, what I am sure are a boatload of visualization questions.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 7:14 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
I?m going to work on a map of the moves to help clarify, what I am sure are a boatload of visualization questions.


Funny I didn't SEE it as a problem (Just kidding)  :80:

The Hydra unit activated and doubled over to where the Barracudas were, but only placed one BM.


I could have this wrong, you aren't implying that the Hydras moved over and then shot at the flyers are you? Because they cannot until the flyers move, in this case it would be when they left the table.

I neglected to take my rally rolls this turn, but no damage was done, except for the T-bolt, so I don?t think it had too great an effect.


Aircraft do not rally in the Rally Phase.

I?m not sold on the Armored cadre with IC+DF+FW combination. Before the game, I kept thinking that I?d be able to use the FW markerlights to enhance my seeker hits, when in reality, the FWs stayed buttoned up the entire game.


I agree a combination of Long Ranged Fire Support mixed with a Short Ranged Forces rarely makes for a good combination in the same formation. They end up trying to perform to very different operations at the same time effectively negating one part of formation for the enemy.

Also, I kept thinking that I?d be able to drop them near the Manticores, then call in missiles from the Scorpionfish to eliminate or reduce the artillery barrages. However, those nasty Hydras were always hanging around. So, although I think that I'll find a way to make the teleport pay off, having to drop them off at the beginning of the turn could be a very painful experience...especially when it's against someone where we aren't very likely to win the initiative.


I dunno never used is like lost points on the hoof, besides No Guts, No Glory :oops:  Well, six Hydra shots at 3+ and three at 4+ returns an average of 5 to 6 hits, with 5+ RA you could have survived it ( It also could have gotten real messy, but.....now you'll never know :(8: )

Though you are very correct in assuming that timing the insertion is important, just try to think in terms of what you could achieve, against what you may lose. Often it will be a crap-shoot in the Stealths case.

Thanks for the report it was a good read, it doesn't look  :wow:  like you did the IG wrong, except with your dice rolls (Gotta remember to flick that wrist just a bit more when releasing the dice, really)

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 7:32 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
First activation went to the T-bolts who went on CAP. The Tau countered by activating their Barracudas and intercepting. The Tau shot one T-bolt down and placed two BM?s.


Not sure you can do that:
4.2
and if it passes set up the formation touching your own side?s table edge to show where it will enter play. Emphasis Mine.

This seems to say that CAP units are off board and out of play untill they intercept, and the units are placed just to show where they will enter.

Like I said above, I?m not sure how badly I botched up the IG, but when the Vultures failed to damage the big Hammerhead unit, that really hurt the IG?s chances for pulling this out.


Not too much you can do there, you cant angle for a better than 2+ shot, and using these OS AT weps on the largest enemy AV formation makes sense.  Blame that one all on the dice.

I think that is where the SM Termies become quite dangerous because once they've dropped them, there's a pretty good chance that they are going to go first.

Yup.  Its not Teleport thats so dangerous, its Terminators, and all they come with.

Nice BatRep! :D


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 2:50 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
From Jaldon



The Hydra unit activated and doubled over to where the Barracudas were, but only placed one BM.



I could have this wrong, you aren't implying that the Hydras moved over and then shot at the flyers are you? Because they cannot until the flyers move, in this case it would be when they left the table.


Well, actually, that is what happened. I was under the impression that after the a/c got on board and had their attack, that they are still there till they exit, which would allow the Hydra's to move over and shoot. If I played that wrong, then... ?:zzz:



Aircraft do not rally in the Rally Phase.


I was referrring to the other units. Is that not supposed to happen? I thought the rules stated that you have to roll for each unit if it is not broken.


I dunno never used is like lost points on the hoof, besides No Guts, No Glory ? Well, six Hydra shots at 3+ and three at 4+ returns an average of 5 to 6 hits, with 5+ RA you could have survived it ( It also could have gotten real messy, but.....now you'll never know ?)


Well, in this case, it wasn't matter of being shy, it was the fact that dropping them also required units able to support them lighting up the Manticores, which I did not have.

So yes, I could have dropped them in and...hmmm, maybe set up a FF at a later point. Yes, now that you mention it, I could have played them better. Good point.

From HecklerMD


Not sure you can do that:
4.2
and if it passes set up the formation touching your own side?s table edge to show where it will enter play. Emphasis Mine.

This seems to say that CAP units are off board and out of play untill they intercept, and the units are placed just to show where they will enter.


I had thought about that as well, but I (don't have rules in front of me) thought that the Intercept mission allows you to intercept all missions. If a/c are unable to intercept those on CAP, then that pretty much makes them invulnerable to interception, which seems odd to me.

But I am interested in hearing how others play this. Good catch.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 5:27 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (Honda @ 07 Nov. 2005 (04:49))

I ran the 4.2 list against an IG list provided by Tactica. This isn?t what I?d call a real game, but one of my map exercises used to test out ideas. As a result, who wins or loses isn?t significant as I?m just trying to get a feel for how the formations work individually and together.


LOL, I thought you were either playing this list against somebody else, or were planning on giving it to somebody to play against you. Map excersize is just as well. Thanks for posting results / findings.



* Note: In the game, I mistakenly left off the support squads and fielded them as mounted in Chimera?s :80:

So the garrison capable infantry co was really a mechanized formation in deployment, and had no support squads - that what you are saying?

No worries, chit happens - just trying to understand how the formation or upgrade was represented in the report.



The idea being, that I could use the ML from the FW?s to enhance the effect of the seekers from the hammerheads and the devilfish.
In my experience, HH to support a FW cadre has its uses, but the inverse doesn't appear to be true. In a mech FW cadre with fish, you anticipate the role of the formation to be close support infantry and the fish to support them, but the limited FP of the fish typically require some more meat to really do the job on the AT side to any degree. So HH and piranhas can give you a bit more teeth. The formation is still no replacement for quality AT solution if one is required.

A HH formation on the other hand has a main role of moving to deliver a decisive MBT type role to the field. having infantry with them can do the same injustice that infantry with IG Leman company does... the chimeras or in this case, the devilfish become a huge liability to the formation... now you have to avoid the losses of those fish otherwise your formation will be slowed to a crawl as infantry run along to keep up.

Markers only at 30cm range mean you struggle to get them to become effective with a formation that desires to sit back.

If you really are in need of a 30cm marker with this formation, I'd consider the Skyray upgrade before I considered FW's.

Also, I decided to try out the experimental ?teleport? Stealths, just to see what kind of effect they would have.

Cool - ditto. See other thread. ;)




Now with all that detail, I will go to ?summary? mode before everyone falls asleep.

Confusious say, man with picture worth a thousand words

:(8:

Turn 1 ?

The IG went first (after having played mostly SM, it?s nice to have a chance of going first).

First activation went to the T-bolts who went on CAP. The Tau countered by activating their Barracudas and intercepting. The Tau shot one T-bolt down and placed two BM?s.

And its good to see that you still went second! LOL

Once on CAP, you cannot be intercepted - you are simply 'ready' to counter enemy aircraft and that placement indicates where you will come on. That's my understanding anyway!

No turn 1 thunderbolt damage!

The Hydra unit activated and doubled over to where the Barracudas were, but only placed one BM.
When Barracudas exited I assume? Wow, hydras typically can do a number on fighters. 6x 5+ shots usually mean 2 hits, and the Barracudas save wouldn't likely protect them on exit... but assuming you jinked, at least 1 should have perished if all were rolled as odds. Well done!

IG unit 2 (the newly mechanized infantry group) triples over to the SW end of wood B. Tau unit D triples over to SW end of Hill 101. IG unit 1 fails activation, takes SC roll and triples to the NW, approx. 25 cm North of wood E. Tau unit E (Dragonfish) doubles behind wood B. IG unit 4 fails to activate. Unit 3 triples to SE of unit one.
IG unit that was newly mech answered my earlier question I think.

Note: IG weren't having the best turn 1 activations were they!

I neglected to take my rally rolls this turn, but no damage was done, except for the T-bolt, so I don?t think it had too great an effect.
If there were blast markers that were not removed, it can have a detrimental effect in the following turn... i.e. -1 to activate (combined with retain will take either of these forces to needing a 4+ to succeed!), engagement penalties, suppression of fire or of course, easier to break and thus take additional damage from further fire once broken.

I'm sure you are correct that it probably didn't have much of an impact, but be forwarned - it most definitely can have an impact, and practice makes perfect. ;)


Turn 2 ?

Tau go first.

Tau unit B (HH+Swordfish), score 10 hits on Unit 3 (Leman Russ), kill 4 and place 5 BM. In retaliation, the LR fail and taking the cautious route, decide not to use the SC roll. So, LR?s shoot, score 4 hits, 1 kill, place 2 BM. Not a good deal.


Yay, Tau go first.

Help me out. First - "Wow!" 10 hits on 4+ RA should have resulted in 2.5 deaths or 3 deaths if odds were to your favor, 4 Lemans is really good stuff for the Tau... well done on the rolls!

OK I'm confused here. Now Let's see 10-tank formation, came under fire (+1 BM) then lost 4 tanks (+4 BM) and that left 6 tanks remaining with 5 BM... 1 away from breaking. You then say that the Lemans activated to sustain back at the HH formation, but failed. You then say that they did NOT use their SC reroll... so a failed initiative test means +1BM and must take a hold action if they don't break. Well, the Lemans
would have broken if you didn't use the SC reroll.

So I'm sure I'm just confuzzled, so help me out with what happened and where I'm going wrong in my summation of events that transpired at the begining of T2.

BTW: A marshal would have been in order for this formation if you ask me. I would have decided to shoot once at -1 and regroup the formation. A SC reroll would have definitely been warranted here IMHO. No IG player wants broken lemans!


The IG unit 4 (manticores) failed to activate, take SC roll and sustain fire on Tau unit A. They get 6 hits, 2 kills (both HH) and place 4 BM.

NO, no... its worse!!! The IG Manticore hammers are correct... but its even a bigger hammer... they have DISRUPT! That means you would have came under fire (+1BM) then you would have caused 6 hits to the formation (+6BM for Disrupt!) then (+1 BM for the additional marker placed for a total of 8 BM placed in this case) Now you would have rolled for damage... no further blast markers are placed for damage due to disrupt fire. Since you lost 2 units and had 8 BM on that formation, that would have left you with 10 units in teh formation and 8 blastmarkers - 2 BM away from breaking... unless I've misunderstood something here. (Manticores are really uber ugly)


IG unit 6 sustains on Tau unit B (HH+Swordfish), scores 8 hits and quite unbelievably all 8 are saved, only placing 1 BM. This was just a little more than surprising, I really expected the Vultures to blow this unit out of the sky. Very tough break for the IG.
OK, now I'm sure the Tau had loaded dice at this point. :/

LOL, needing 4+ you saved 8 hits... LOL, where's the greater good charm! Well done on the dice... poor carcass god! LOL.

The T-bolt fails to activate, thus removing all BM?s. The Barracudas how ever are still looking for blood. They activate and swoop down on the IG Leman Russ (unit 3), scoring 3 hits, 1 kill and placing 2 BM?s. This breaks the Leman?s.
All IG players cringe! Broke Lemans!



Tau units operated, popping up to shoot and one advantage I hadn?t really thought about, but when we fail a roll, we an still pop up to hit something, whereas ground pounders may have their LOF blocked by terrain, thus missing out on shots.

True, the IG or other ground pounder armies have to make use of longer range toys, overwatch, and speed to counter the pop-up threat of the Eldar, Tau, and to a limite extend, IG. (thought I've witnessed very heavy skimmer IG forces in the past!)

I?m not sold on the Armored cadre with IC+DF+FW combination. Before the game, I kept thinking that I?d be able to use the FW markerlights to enhance my seeker hits, when in reality, the FWs stayed buttoned up the entire game.

Agreed, not the best combo.

Also, the clever among you will notice that I never deployed my Stealths.

Yeah, you surpised me here as you said you wanted to give them a go.

In turn two I was already to drop them on the board when I re-read the rules for teleport. Seeing that I had to place them before the new turn and not being assured of getting the first turn, I didn?t want to park them in front of a bunch of Hydras just to see them blown to pieces.

LOL - how Ironic, see my post in the Stealths thread... I tried it! No guts, no glory!


So I need to do a little more thinking on how to optimize the teleport capability. I know that I could have dropped them nearby either unit 1 or 2 to provide ML support, but for the most part, I had units that were able to do that already, so I didn?t see any real benefit to doing that.
Well, also they only have AP weapons, but in the case of artillery where there are only 3 models, sometimes a good blast marker for coming under fire is justified. Yeah, the AP can't hurt them, but the blast marker will 1) make it harder for them to activate, and 2) will silence one of the guns until he rallies, 3) with scout, you could put him in your ZOC and force him to take a move or engage action, 4) you could always assault with the Tau instead of fire... against most artillery - if left undefended - the stealths should have a chance at success... now if you end up with a blast marker from teleport (which odds are you will) that could put you at a -2 going into the combat, so that may not be the best scenerio typically, but something to consider (PS, tacically sound opponents won't leave their artillery undefended unless they are suckering you in or something... so probably a rare if negligable tactic to count on unless you can first dispatch whatever is guarding the artillery), 5) and finally, should you actually break some formations over there where your stealth are, they may serve as a good formation to keep the enemy within 30cm and hole them up on the rally attempts... granted, you have to figure out a way to keep your stealths alive long enough to do that with - so you have your challenges here as I found out. Nonetheless, its a trick and no sense in NOT using the formation - even if just to hold one of your own objectives so you can free up another formation that would otherwise hold some objective and limit its movment.

Also, I kept thinking that I?d be able to drop them near the Manticores, then call in missiles from the Scorpionfish to eliminate or reduce the artillery barrages. However, those nasty Hydras were always hanging around.
Heh - de ja vu (sp)...

So, although I think that I'll find a way to make the teleport pay off, having to drop them off at the beginning of the turn could be a very painful experience...especially when it's against someone where we aren't very likely to win the initiative.

I agree, it will take me more testing to figure out where the ability is best used. I think it has possibilities, but against quality opponents - its going to have less possibilities than I had hoped for. Still - a utility worth keeping in the tool belt I think.

I think that is where the SM Termies become quite dangerous because once they've dropped them, there's a pretty good chance that they are going to go first.

Not only do they have a good chance of going first, they can take a commander and call in two formations on the charge if need be, they also have more staying power, can damage AT and AP, and they can assault really well. They have light years on the fledgling tau stealth teleport proposition me thinks! That's not to say ours is useless, but the termy's teleporting are a much better proposition - that's without question IMHO. Eldar Swooping hawks can even fight better. To early to tell, but Stealths teleporing will prove far less of a threat in the end I think. Which is good actually. I think its very characterful for the formation.

So, looking forward to the next one, this was a good learning experience.

I?m going to work on a map of the moves to help clarify, what I am sure are a boatload of visualization questions.


Thanks for the batrep Honda, very helpful indeed.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 7:38 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas

So the garrison capable infantry co was really a mechanized formation in deployment, and had no support squads - that what you are saying?



Correcto!


Once on CAP, you cannot be intercepted - you are simply 'ready' to counter enemy aircraft and that placement indicates where you will come on. That's my understanding anyway!

No turn 1 thunderbolt damage!


Ok, so I blew that.


When Barracudas exited I assume? Wow, hydras typically can do a number on fighters. 6x 5+ shots usually mean 2 hits, and the Barracudas save wouldn't likely protect them on exit... but assuming you jinked, at least 1 should have perished if all were rolled as odds. Well done!


As pointed out in another post, I didn't play this correctly either.

:down:



Help me out. First - "Wow!" 10 hits on 4+ RA should have resulted in 2.5 deaths or 3 deaths if odds were to your favor, 4 Lemans is really good stuff for the Tau... well done on the rolls!


I was really kind of embarrassed by some of the die rolling. I certainly never see that in a real game. ?:p


OK I'm confused here. Now Let's see 10-tank formation, came under fire (+1 BM) then lost 4 tanks (+4 BM) and that left 6 tanks remaining with 5 BM... 1 away from breaking. You then say that the Lemans activated to sustain back at the HH formation, but failed. You then say that they did NOT use their SC reroll... so a failed initiative test means +1BM and must take a hold action if they don't break. Well, the Lemans
would have broken if you didn't use the SC reroll.


My bad math. I applied the failed activation BM at the end. One of the things that is nice about map exercises is that it's quick and clean. However, you give up that extra pair of eyes that might catch those omissions or lack of focus on details.




NO, no... its worse!!! The IG Manticore hammers are correct... but its even a bigger hammer... they have DISRUPT! That means you would have came under fire (+1BM) then you would have caused 6 hits to the formation (+6BM for Disrupt!) then (+1 BM for the additional marker placed for a total of 8 BM placed in this case) Now you would have rolled for damage... no further blast markers are placed for damage due to disrupt fire. Since you lost 2 units and had 8 BM on that formation, that would have left you with 10 units in teh formation and 8 blastmarkers - 2 BM away from breaking... unless I've misunderstood something here. (Manticores are really uber ugly)



This is what happens when you play with an unfamiliar list. I left off the Disrupt BM's. Oh, well...I am worthless and weak.





Quote ?

IG unit 6 sustains on Tau unit B (HH+Swordfish), scores 8 hits and quite unbelievably all 8 are saved, only placing 1 BM. This was just a little more than surprising, I really expected the Vultures to blow this unit out of the sky. Very tough break for the IG.

OK, now I'm sure the Tau had loaded dice at this point. ?

LOL, needing 4+ you saved 8 hits... LOL, where's the greater good charm! Well done on the dice... poor carcass god! LOL.


My first thought was, "nobody is going to believe that this really happened". I was stunned, actually. I kept looking at the dice thinking, "Okay, I'll check them one more time, because one of these has to be a three, I'm just not seeing it".

Anyway, the things I learned from this exercise were:

1. HH+DF may sound good, but in reality don't support each other like the other way around ?(which Tactica pointed out)

2. Stealth teleport is more of a finesse play than anything

3. I didn't pull the Coordinated Fire trick because I was more interested in matching the IG activations. In the case where I outnumber an opponent or there is a "key" formation that floats to the top of the list, then I can see taking advantage of it.

4. It's interesting to see the CAP interpretation by the rest of you. I played that wrong, but it certainly didn't seem right to do what you guys are saying to do. That means if both sides have ?1 x CAP, then those units are going to sit up there till the end of the game unless something else happens.

So you either bring two units to force the other guys CAP to break, or you break yours to bring him down to Intercept. There's no pushing his CAP off and then driving your other air assets in.

Still seems odd, but thanx for the correction.

Also for the record, if an a/c performs a ground attack, within the same activation, the plane exits the board once the attack has been resolved?

Thanx!

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Mon Nov 07, 2005 8:09 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Honda,

If you start looking at CAP, it actually has flaws. You can always give the planes new orders on the following turns, butthen you risk the CAP counter.

However, CAP in itself really is easy to counter.

You put your plane on cap.

I activate my plane to ground run on your enemy formation, but position myself to where I know you'll have to fly through some AA to get to me and I make sure I stay out of your AA on my approach move.

You then fly up to cap me

My AA now checks for range on you and your in, POW! you have to decide to JINK and call off your assault, or to try to wither the hail of flak fire. You decide to take it and lose 1 plane.

My plane now fires on you because it has AA in the arc you were forced to approach on - you lose 1 plane.

Now you can fire your remaining 1 plane at me and may or may not kill one of mine.

Now if I have any planes left, I can continue on with my ground assault.

My plane now stays there until the end of the activation turn.

At the end of the turn, I now fly my planes off hopefully avoiding counter attacks from any of your flak.

Hope that helps,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Tue Nov 08, 2005 1:01 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Hi!

You guys are really giving the Tau a good playtest with all the armies. Kudos!

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Tue Nov 08, 2005 2:02 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
However, CAP in itself really is easy to counter.

You put your plane on cap.


4.2

A formation on combat air patrol may choose to carry out
an interception action in reaction to an enemy ground
attack.
Emphasis Mine


Is it just me, or could the Aerospace part of the RB use some emphasis and clarifcation?  I only learned that you cant rally Air formations 2 weeks ago, after 8-9 months of playing!:angry:

Or, it could just be me:  I only realized that TBolts were fighter-bombers 2 weeks ago, too.  Always thought they were fighters. :blush:





Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Tue Nov 08, 2005 2:24 am 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas

However, CAP in itself really is easy to counter.

You put your plane on cap.

I activate my plane to ground run on your enemy formation, but position myself to where I know you'll have to fly through some AA to get to me and I make sure I stay out of your AA on my approach move.

You then fly up to cap me

My AA now checks for range on you and your in, POW! you have to decide to JINK and call off your assault, or to try to wither the hail of flak fire. You decide to take it and lose 1 plane.

My plane now fires on you because it has AA in the arc you were forced to approach on - you lose 1 plane.

Now you can fire your remaining 1 plane at me and may or may not kill one of mine.

Now if I have any planes left, I can continue on with my ground assault.

My plane now stays there until the end of the activation turn.



This is a perfectly good explanation from an Earth caste member.  :p

My point is that if the USAF had to fight like that, we wouldn't bother building exception fighters. Fighters are supposed to engage the enemy fighters and defeat them, thus securing air superiority.

I'm not going to argue with the rules, but the way that they've been handled is to support ground operations, which is fine, after all that is what the game is about. JMO, but there really ought to be a way to bounce the opponent's CAP and secure the airspace.

No biggee, I'll get over it.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: BATREP: Tau vs IG, 2700 pts
PostPosted: Tue Nov 08, 2005 2:45 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
Just for clarifications

Flak cannot shoot at aircraft as part of an action.....

Page 50, 4.2.3 Anti-aircraft Attacks, 3rd Sentence
"Ground units may only shoot at aircraft when making a flak attack, and may not choose to shoot at aircraft formations as part of one of their actions.

Aircraft and Blast Markers.......

Page 52, 4.2.7 Blast Markers, 6th Paragraph, 1st Sentence
"Aircraft are not suppressed or broken by Blast markers, but aren't allowed to rally in the end phase either."

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 


Who is online

Users browsing this forum: No registered users and 17 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net