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