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BatRep:  Tau Vs Orks 5000 points

 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:08 am 
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Batrep:  5K Orks vs. Tau

Tau List: 4.3.3
Cadres:
1 FW Cadre+ Devilfish + Ethereal
375
AMHC #1: AMHC +Network Drones +Skyray +Swordfish
500
AMHC #2: AMHC +Network Drones +Skyray +Swordfish
500
Battlesuit Cadre #1: Battlesuit Cadre + Crisis Upgrade +Stealth Upgrade + Shas'O
600
Battlesuit Cadre #2: Battlesuit Cadre + Crisis Upgrade +Stealth Upgrade + Shas'El
550

Contingents:
Broadside Battlesuits (In Orca)
300
Pathfinders w/ Devilfish
175
Stingray Contingent +Skyray
325

Air Caste:
Manta
850
Hero
150
Orca (For Broadsides)
100
Tiger Shark A-X-10
175
Tiger Shark A-X-10
175
Barracuda Squadron
225

5000 points, 13 Activations

Orks:
Great Gargant (All Supagunz) + Warlord
850
Gargant
650
Fighter-Bomber Squadron (3)
150
Stompa Mob +Supastompa +Flakwagon +Dreadnought
545
Big Gunzmob +Flakwagon +Nobz (2) +Oddboy (Supazzap Gun)
380
?Uge Blitz Brigade (10 Gunwagonz, 2 Flakwagonz) +Oddboy (Supazzapp Gun) +Gunfortress
535
Stormboyz Warhorde (6 Stormboyz) + 2 Stormboyz
200
Warband #1:  Normal Warband +Battlefortress
325
Warband #2:  Normal Warband +3 Battlewagons +4 Gunwagonz +Flakwagon
480
Warband #3:  Normal Warband +Flakwagon +2 Stompas
385
Big Kult of Speed (10 Buggies, 4 Warbikes, 2 Scorchas)
350
Normal Kult of Speed (8 Buggies)
150
5000 Points, 12 Activations.

Layout:
Ork Objectives in Green, duh.  Tau in Blue.
http://img136.imageshack.us/img136/8063 ... in22ay.jpg


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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:09 am 
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Turn 1
Tau win and keep Init.
BS Cadre #2 declares CoFire with Stingray Contingent, Target:  Warband #3 lurking in the rubble on the left edge of the table.  Bounding Forward (Advance), the Shas?El and his cadre came under fire from the Boys in the rocks (Warband Triggered OW).  Taking 3 hits but no casualties (3 hits, all saved), the XV8s returned fire with Missile Pods and Plasma Rifles, scoring 3 AP hits and 1 AT hits, none of which were saved.  Training their markerlights on the remaining boyz, the Stealthsuits transmit a ?go? call on the tac net.  From behind, a roar as 10 guided missiles leap from the waiting Stingray Contingent (Sustain Fire) and arc over the battlefield.  Diving down from the clouds, Seeker missiles home in on the remaining Stompas while Submunitions rain down on the Orks cowering in the rubble.  6 AP hits and 1 AT hits later, and only a Nob makes his save.  Total Kills: 1 Stompa, 1 Flak Wagon, 2 Nobz, 2 Grotz and 3 Boyz.  Warband #3, broken, retreats towards another rubble pile on the Ork table edge.

Ork Gargant lurches forward (Double) and with a belch or oily smoke lobs 3 massive shells at the celebrating Crisis Cadre #2.  3 teams of XV8s die outright, and a team of XV15s finds itself not elusive enough when it comes to big explosions.  4 AP hits, no saves.  Total Kills:  3 XV8 stands, 1 XV15 stand.  BS Cadre #2 breaks and retreats into rubble in front of the Stingrays.

AMHC Cadre #1 seeks to avenge their battlesuit brethren by tearing into the Gargant, so they charge across the field towards the Gargant.  Before getting there, however, cooler heads prevail and explain to them that if they took their Hammerheads rather then running at the Gargant, they would get there faster and do more damage. (Failed Activation).  Returning to their vehicles, they load up, advance, and lock on to the glowering Gargant (Reroll/Advance).  Railfire strips away all the Gargant's powerfields, and 3 seeker missiles strike the Gargant, though only 1 manages to find a weak spot.  Total Kills:  4 Shields, 1 Hit, no crits.

Thundering across the field, the ?Uge Blitz Brigade pulls almost up to the noses of AMHC #1 before firing at them (Double).  3 Hits and NO saves later, the AMHC breaks and returns to its starting position.  Total Kills:  2 RG HH, 1 ICHH.

Coming in low on the right side, the Orca lands and disgorges a Broadside Contingent, who take up positions in the rubble there and open fire on the Great Gargant in the distance. (Ground Attack)  Total Kills:  7 Shields

Warband #2 guns it on the right side and dismount into a shattered Imperial Cathedral, and then direct their fire towards the landed Orca, killing it.  Total Kills:  1 (2dc) Orca.
Orks attempt to retain with Fighta Bommas, but the long-range Sqwak Boxes are less reliable than a Grot (Failed Activation).  Bellowing as loudly as he can, the Warboss finally gets the order through, and the Fighta Bommas streak in towards the Pathfinders (Reroll/Ground Attack).  Nearby, a Skyray and a pair of Ion Cannon Hammerheads light up the sky and a Hunter missile plucks a Fighta Bomma from the sky, but not before a Tank-Busta Rokkit finds its mark and destroys a Devilfish, killing all inside.  Total Tau Kills:  1 Devilfish, 2 Pathfinders.  Total Ork Kills:  1 Fighta Bomma.

AMHC #2, distracted by the air-action the Skyray was participating it, fail to receive movement orders (Failed Activation, Regroups, 0 BMs).

On the right, the small Kult of Speed tear up the road and fire at the Broadsides in rubble (Double), but hit nothing.

Cleaving through the sky, a flight of Barracudas intercept the remaining Fighta Bommas (Intercept).  Not wanting to have the new red paint on their planes scratched, the Orks jink, though only 1 survives.  Total Kills:  1 Fighta Bomma.

Warband #1 moves up and occupies the patch of rubble around Ork Objective #1 (Double), apparently not noticing the plethora of dismembered Ork chunks underfoot.  They find no targets in range, however.

The BS Cadre bounds across the field from left to right and lays into the Blitz Brigade at short range (Double).  Many Fusion Rifle shots go astray, but 1 finds a target, along with 5 Missile Pod shots, though 3 fail to disable the targets they hit.  (Total Kills:  3 Gunwagonz)

This, for some reason, angers the Warboss in the Great Gargant so much he smashes his Sqwak Box, and then orders a Grot to fix it as the Great Gargant lumbers forward. (Failed Activation, Move).

In orbit above, a Tau Hero Cruiser slides into position over the battlefield, and Ion Cannons rotate towards the conflict below (Spacecraft Operation: Orbital Bombardment / Planetfall ).  The sky splits as argent beans lance from the heavens, striking the Great Gargant again and again, stripping its remaining shield and boring deep into its clanking innards.  The intensity of the bombardment is such that it dazzles any eyes turned towards it, and all eyes that turned towards it or turned away or are covered;  as such, it was several moments before anyone on either side of the battle noticed the looming leviathan shape of a Manta Missile Destroyer hovering over the middle of the battlefield.  With the confusion reigning on both sides of the conflict, it would be several minutes before the Manta would be given instructions, so it opened fire on the most obvious target:  The Great Gargant (Retain Failed, Hold and Shoot).  Missiles, Massive Ion Cannon, and, of course, huge Railcannon pummel the  Great Gargant, weakening the already abused contraption to close to its limits.
Breakdown:
Hero: 2 TK hits, 4 damage rolled, none saved, 1 absorbed by powerfields.
Manta: 4 AT hits, 1 saved, 1 MW hit, 1 saved, 2 TK hits, 4 damage rolled, none saved.
Total Kills:  1 Shield, 10 DC.  The Great Gargant returned to its starting position, broken.

Returning to their posts after running around and squealing for a few minutes, the Grot crews of the Biggunz Mob return to their posts and open fire on the Tau Manta (Sustain Fire).  With its Supazzapp Gun negated by the Tau Deflector Shield, and its big guns finding no vulnerabilities in its armor, the Biggunz Mob produce a lot of noise but no results.
Breakdown:  1 TK Hit, 2 damage rolled, 2 saved, 2 AT hits, 2 saved.

The FW Cadre holds position and ripple-fires Seeker Missiles into the marked Blitz Brigade, with 3 finding targets but only 1 making a Kill (Sustain Fire).  Total Kills:  1 Gunwagon.

Ork Stompas barrel towards the Manta, and the Supagun burps out a shell at it, scoring 1 hit (Double).  Total Kills, 1 DC

Tiger Shark #1 darts onto the field and strafes the Gunfortress leading the Ork Blitz Brigade, destroying it (Ground Attack).
Breakdown:  1 TK Hit, 1 MW Hit, 1 Crit
Total Kills 1 GunFortress (3 DC).  The Blitz Brigade breaks and retreats to the far left quarter of the table.

The Orks Big Kult of Speed rev their engines and roll up on the Manta (Double), but, envious of the size of the Tau Railcannon (Now ?dats a big shoota!) the Orks fire produce no tangible effect.

Tiger Shark #2 slips across the engagement zone and lays into the Orks Greak Gargant, but scoring only 1 hits with its Railcannon (Ground Attack)
Breakdown:  1 TK Hit
Total Kills:  1 DC

Leaping across the debris, the Ork Stormboyz leave a trail of oily black smoke as they scream in towards the Tau Broadsides on the right side (Engage).  While not toe-to-toe, the Tau still have difficulties engaging the fast-moving Stormboys, and only are able to kill 3, while Ork small arms fire is able to disable 1 Broadside.  In the end, a lone, broken Broadside retreats from the victorious Orks.
Breakdown:  Tau, with 1 BM, score 3 hits on Orcs, all unsaved.  Orks, with no BM, score 2 Hits on the Tau, 1 of which is saved.  The Tau are outnumbered, and the bonuses even out, and the Orks roll 6 to the Tau?s 4.  1 Broken Broadside survives and retreats towards the nearby AMHC

End of Turn 1:
Aircraft Disengagement:  Tigershark #1 suffers 1 hit while disengaging, and exits on Ork table edge.  Tigershark #2 takes fire on disengagement and exits Ork table edge.  Fighta Bomma and Barracudas suffer no further attacks and exit home table edge.

Rally Phase:  Great Gargant fails rally, remains broken.  Manta rallies (2 BM).  Stormboyz rally (1 BM), Gargant rallies (1BM), Crisis Cadre #2 rallies, Warband #3 rallies, Broadsides fail and remain broken, Pathfinders fail and remain broken, Blitz Brigade Rallies (4 BM), AMHC #1 Rallies, 1 BM.


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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:10 am 
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Turn 2
Orks win strategy roll.
Attempting to take back momentum, or at least blow something up, the Stompa Mob attempts to grapple with the Manta (Engage),  Unable to reach the hovering menace, despite their size, the Stompas open fire and score  several hits, while return fire from the Manta is less decisive.  The nearby Big Kult of Speed, unable to resist, lends its own fire to the mix, but, again, is not effective despite several hits.
Breakdown:  The Stompas score 4 hits on the Manta, only 1 of which is saved.  Manta scores 3 hits, 2 of which are absorbed by powerfields and the third is unsaved.  Support fire form the Big Kult of Speed puts 6 hits on the Manta, which saves them all.
Total Kills:  Tau, 3 DC, Orks, 2 Shields and 1 DC.  The Manta breaks and retreats towards friendly lines.  

Crisis Cadre #1 advances and takes up positions in the rubble in the mid-left of the field, and tear into the Big Kult of Speed (Advance).  The Stealthsuits manage to land a few hits, as well as the XV8s, and in the end, 8 Buggies die.  Total kills:  8 Buggies.  Taking extra BMs from two Disrupt hits, the Big Kult of Speed breaks and retreats to a position in front of Warband #3

On the right, Warband #2 barges towards AMHC #2 and fires, though the sole hit bounces harmlessly off a Hammerheads armor (Double).  

Using targets designated by Crisis Cadre #1, the Stingray Contingent again lets fly with the missiles towards Warband #1 (Sustain Fire).  Total Kills:  1 DC on Battlefortress, 1 Boyz and 1 Grot.

Just behind Warband #2 comes the Small Kult of Speed, who also fire at AMHC #2 but score no hits (Double).

Sliding along between AMHC #2 and its attackers, the FW Cadre dismounts and forms a hasty battle-line (Advance).  At such short range, Tau Pulse Rifle and Pulse Carbine fire fills the air with the smell of burning fungus as the Small Kult of Speed is destroyed to the last Grot.  Total Kills: 8 Buggies

Warband #1 secures its position and begin to throw some of the larger ork chunks at each other in a macrabe game (Failed Activation, Regroup, 3 BMs).

Tiger Shark #2 roars in low across the battlefield and puts the final touches on the burning pile of scrapmetal that is, or was, the Great Gargant.
Breakdown:  1 TK Hit.  Total Kills:  1 Great gargant (DC12), 1 Warboss.

The Orks Blitz Brigade holds position, begins ?dyno-testing? on all Gunwagonz (Failed Activation, Regroup, 0 BMs)

AMHC #2 lets loose with full fury on Warband #2, while the FW Cadre provides markerlight coverage (Sustain Fire).  Total Kills:  3 Battlewagonz, 3 Gunwagonz, 1 Boyz, 1 Grot.  Broken, Warband #2 backsteps into the ruins of a nearby Imperial Cathedral.

From far in the back or Ork lines, the Big Gunzmob hustle their gunz forward and open fire on Crisis Cadre #1, though all shots, including the Supazzap, go wide (Double).

Tiger Shark #1 suffers an engine flameout on takeoff, aborts mission for repairs (Failed Activation, 0 BMs).

The sole remaining Fighta-Bomma pilot puts down two mugs of grog, each, in honor of his fallen buddies (Failed Activation, 0 BMs).

AMHC #1 fire at the Gargant as fast as they can reload (Sustain Fire).  Total kills:  1 DC

The Orks Gargant rapidly lurches closer towards Crisis Cadre #1 and again lets loose with its Supagunz, though the Tau are nestled too deep in the rubble to be harmed.
Breakdown:  1 MW Hit, saved (by Stealthsuit).

Crisis Cadre #2 suffers comms malfunction and holds position while attempting field repairs (Failed Activation, Regroups, 0 BMs).

End Turn 2:
Aircraft Disengagement:  All aircraft disengage on home table edge and suffer no further attacks.
Rally Phase:  AMHC #1 rallies, 0 BMs.  Big KOS fails.  Pathfinders rally, 1 BM.  Warband #1 rallies, 3 BM.  Manta fails rally (!), and fails re-roll (!!).  Gargant rallies, 1 BM.  AMHC #2 fails, 2 BMs.  Stompas Rally, 0 BM.  Crisis Cadre #1 rallies, 0 BM.  Stormboys rally, 0 BM.  Broadside rallies, 0 BM.  Warband #2 rallies, 2 BM.


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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:10 am 
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Turn 3
Tau Win Strategy Roll
Crisis Cadre #2 bounds across the board into close range with Warband #1, while at the same time putting themselves into position to crossfire the Gargant and  before opening fire (Double).  Total kills:  1 DC on the Battlefortress, 1 Boyz.  As one, Crisis Cadre #1 rises into fireing position and gives the Gargant everything they have (Retain, Sustain Fire).  Total kills:  2 DC.

The Ork Stompamob swings from left to right into a rubble pile, then turns around and fires, ineffectively, at Crisis Cadre #1(Double).  (Retain)  The Gargant charges at Crisis Cadre #1, who hop back out of close combat, so a firefight ensues (Engage), which results in the destruction of the Gargant as well as 1 team each of Stealthsuits and Crisis suits.  Total kills:  Tau:  1 Crisis Suit team, 1 Stealhsuit Team, 1 Gargant (8DC)

The Stingray Contingent once again fires its missiles into the rubble pile quickly becoming known and ?Orkburger Hill?, Seeker missiles obliterating the Battlefortress while Submunitions Missiles once again add to the pile of ork parts.  Total kills:  1 Battlefortress (DC3), 1 Nob, 4 Boyz, 1 Grot.  Broken, 1 lonely Nob marches away towards the Ork side of the table.

The Stormboyz rocket across the table and take up a position around Ork Objective #2, behind the large building there (Double).

Tiger Shark #2 engages the Stompa Mob, but only 1 Railcannon hits the Supa Stompa (Ground Attack).  Total kills:  1DC

Big Gunzmob opens fire on Crisis Cadre #1, but despite multiple hits, inflict no casualties (Fail Activation, Shoot).

AMHC #2 suffers a comms breakdown, attempt repairs (Fail Activation, Regroup, 1 BM)

A highly inebriated Fighta-Bomma pilot strafes Crisis Cadre #1, but hits nothing (Ground Attack).

Warband #3 gets back into the fight by re-occupying ?Orkburger Hill? and shoot at Crisis Cadre #2, but fail to do any damage(Double).

The sole remaining Broadside leggs it to the mid-right section of the board before taking a pot-shot at the Stompa Mob, where a direct hit causes no damage (Double).

The remains of the Orks Blitz Brigade race towards Crisis Cadre #1 and fire, but the sole hit fails to do any damage (Double).

AMHC #2 sidles closer to the Blitz Brigade in order to get it into a crossfire, then fires for effect(Advance).  Total Kills:  5 Gunwagonz.  3 Broken Gunwagonz return again to the Orks deployment area.

Warband #2 shifts its position to the right (Fail Activation, Move).

Fire Warriors remount their Devilfish and swing around the building ahead, then dismount and poor fire into the Stormboyz lurking there, killing them all (Double).

Tiger Shark #1 then engages the Stompa Mob, but, yet again, only 1 Railcannon hits the Supa Stompa (Ground Attack).  Total kills:  1DC

The Barracuda Squadron streaks in low and delivers the coup?de?etat against the Supa Stompa, destroying it (Ground Attack).  Total kills:  Supa Stompa (4DC).  Broken, the remaining Stompas retreat into the ruins of the nearby Cathedral.

End of Turn 3
Tau Win, 2-0 (BTS, They Shall Not Pass)


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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:11 am 
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THIS SPACE RESERVED FOR COMMENTARY by me.

Like...:

MS Word  spellcheck HATES ork-words!:p

Ok, here we go:

I managed to achieve everything I wanted in this game, that is, I managed to use the units like I wanted too.  I didnt do alot of sweeping manuvers in this game, the Orks kinda came at me, which hurt their shooting but made mine easier.  I didnt do much "Way of the Tau" here.  

One thing that helped:  The Orks never, not once, got into BTB.

My beefed-up crisis cadres used the Stealths like bring-along MLs, and they were put to good use.  When kept in cover, they were almost rock hard, and to answer Tac's question from another post, yes, I did get my points worth out of them.  The 1+ Init made a huge and appropriate difference.

The Stingray+Skyray group worked out like a better-than-arty arty unit.  I really liked it.

Manta:  Tac said what I have been thinking since Saturday:  the Manta needs 1+ init like all the other titans out there.  I also think it should have Leader.  Any fears that it would become "too good" with these additions seem to neglect that most of the time, the Manta is neutrilized not by killing it, but by loading up the BMs untill it cannot contribute to the fight, and when I pay 850 pts, I want it to contribute, thank-you-very-much.

AMHC +Network Drones.  With so much firepower concentrated into individual units all over the Tau list, Leader abilities really shine when they un-supress a unit so it can shoot.  I thinks its perfect as is.

Tigersharks:  5 Sorties, 5 TK hits out of 10, thats 50%, + 3-4 other hits.  They can really only claim the Gunfortress in Turn 1 and 1/2 the supa-stompa in turn 3, and an assist on the Great Gargant.  Depending on how you look at it, they either earned their points back, or they didnt.  They were far from overwhelming, even against an opponent with little flack and no CAP.






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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 4:47 pm 
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[quote="HecklerMD,02 Feb. 2006 (03:10)"][/quote]

Turn 2
Orks win strategy roll.

Attempting to take back momentum, or at least blow something up, the Stompa Mob attempts to grapple with the Manta (Engage), ?Unable to reach the hovering menace, despite their size, the Stompas open fire and score ?several hits, while return fire from the Manta is less decisive. ?The nearby Big Kult of Speed, unable to resist, lends its own fire to the mix, but, again, is not effective despite several hits.
Breakdown: ?The Stompas score 4 hits on the Manta, only 1 of which is saved. ?Manta scores 3 hits, 2 of which are absorbed by powerfields and the third is unsaved. ?Support fire form the Big Kult of Speed puts 6 hits on the Manta, which saves them all.
Total Kills: ?Tau, 3 DC, Orks, 2 Shields and 1 DC. ?The Manta breaks and retreats towards friendly lines. ?




Not the best way to start off your turn 2 - 850 points down the tubes right out of the gate! Really can hurt in a 3 turn game.


Turn 2 End Phase:
Manta fails rally (!), and fails re-roll (!!).

Heckler,

How did you 're-roll' your end phase rally attempt?

That makes it even worse... now you won't get to use it in turn 3 either! :/

To me, this is one of the major drawbacks to putting the Manta in my force. At least when I put a warlord in, even if the piece isn't worth the points - I can count on it activating and rallying if broken.

Having an 850 point piece break in a turn before you get to use it is one thing. Not having it rally is another. This piece, like the warlords and other great titans, should be init 1 like the crisis IMHO. Losing 850 points over two turns in a 4 turn game is 50% loss of potential. Losing it over 2 turns in a 3 turn game is 2/3 or 66% of the battle.

Its an interesting opinion considering you won though. I'll be interested in seeing your comments on this event.

For me, 2 morays and HH contingent are better than a [edit]"Manta" all day long.



Cheers,




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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 4:52 pm 
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For me, 2 morays and HH contingent are better than a moray all day long.

I reckon we all think that Tactica :p

(I assume you meant 2 moray and HHs are better than a Manta)

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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 4:53 pm 
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Wow, BTS and they shall not pass. In a 5K game, the "they shall not pass" is not an easy feat. Especially against the orks.

Sounds like that last turn Barracuda strike may have helped a bit.

Looking forward to your commentary.

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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 10:34 pm 
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Quote (Tactica @ 02 Feb. 2006 (07:47))
How did you 're-roll' your end phase rally attempt?

Oops, minor house rule:  Un-used SC reroll (in this case, from turn 2) can be used to re-roll a failed rally test in the end phase of that turn, since they are both based on a units initiative with modifiers.

Pretty much the only house rule we have.


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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Thu Feb 02, 2006 11:07 pm 
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Quote (HecklerMD @ 02 Feb. 2006 (21:34))
Oops, minor house rule: ?Un-used SC reroll (in this case, from turn 2) can be used to re-roll a failed rally test in the end phase of that turn, since they are both based on a units initiative with modifiers.

Pretty much the only house rule we have.

Er... that's not a house rule... that's a real rule in the book. ?Supreme Commander allows you to re-roll an inititive test of any type, the two types being Action tests and Rally tests.





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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Fri Feb 03, 2006 3:28 am 
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Quote (Chroma @ 02 Feb. 2006 (21:07))
Quote (HecklerMD @ 02 Feb. 2006 (21:34))
Oops, minor house rule: ?Un-used SC reroll (in this case, from turn 2) can be used to re-roll a failed rally test in the end phase of that turn, since they are both based on a units initiative with modifiers.

Pretty much the only house rule we have.

Er... that's not a house rule... that's a real rule in the book. ?Supreme Commander allows you to re-roll an inititive test of any type, the two types being Action tests and Rally tests.

Hey your right...  I never realised that either :blush:

Thanks for the battle report hecklar!

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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Fri Feb 03, 2006 6:59 am 
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Great batrep Heck'.

pity there's no maps ?:;): ?:devil:
(Mainlykidding/but slightly true too)

One question I have is regarding broken Fearless units.
Great Garg's etc are fearless why would they run away? Self- preservation? I'm curious about this as I've only ever played against fearless stuff on an occasion or two and it never really came up in this way.






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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Fri Feb 03, 2006 7:24 am 
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pity there's no maps  :;):  :devil:

Look at the end of the first post.
One question I have is regarding broken Fearless units.
Great Garg's etc are fearless why would they run away? Self- preservation? I'm curious about this as I've only ever played against fearless stuff on an occasion or two and it never really came up in this way.


I'm assuming he was backing away from the (at the time functional) manta before it took the other half of his DC.





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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Fri Feb 03, 2006 5:08 pm 
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Quote (Chroma @ 02 Feb. 2006 (16:07))
Quote (HecklerMD @ 02 Feb. 2006 (21:34))
Oops, minor house rule: ?Un-used SC reroll (in this case, from turn 2) can be used to re-roll a failed rally test in the end phase of that turn, since they are both based on a units initiative with modifiers.

Pretty much the only house rule we have.

Er... that's not a house rule... that's a real rule in the book. ?Supreme Commander allows you to re-roll an inititive test of any type, the two types being Action tests and Rally tests.





Well how about that... you can teach an old dog a new trick!

Hah... cool!

There's another HUGE reason to keep your SC around in the game!

Wow... never used it that way before. Hah.

Hmm... :devil:

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 Post subject: BatRep:  Tau Vs Orks 5000 points
PostPosted: Fri Feb 03, 2006 5:29 pm 
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My beefed-up crisis cadres used the Stealths like bring-along MLs, and they were put to good use.  When kept in cover, they were almost rock hard, and to answer Tac's question from another post, yes, I did get my points worth out of them.  The 1+ Init made a huge and appropriate difference.

Heckler, fully agree. CS's init 1+ on these guys is working great in our games as well. I actually consider and occasionally do take the crisis now! (first time I can say that with any regularity since the E:A Tau list inception!)

I'm toying around with drones + heavy drones + SC for a net effect 4 model formation with markers. (Granted the drones + heavy drones seem to eat up two upgrade slots for the gain of one - which I really don't like,) but the 8 model formation in 2700 point and 3000 point games has worked for me and I like the extra model vs. taking the 3 stealths with 5+ RA at those point levels. I can never seem to justify the crisis upgrade for the points.


The Stingray+Skyray group worked out like a better-than-arty arty unit.  I really liked it.

I've gota work on this. I just am not getting this formation to perform like others are. I know many see it as the Tau artillery, and I understand how it should work - but it seems to end up in more of MBT roll where I'm being very cautious with it due to fragility. Not my favorite unit by any stretch, but I need to work with it more admittingly. I think it has to do with our terrain, my army comp, and opponent's tactics. I'm going to make a personal note to work with this formation more.


Manta:  Tac said what I have been thinking since Saturday:  the Manta needs 1+ init like all the other titans out there.  I also think it should have Leader.  Any fears that it would become "too good" with these additions seem to neglect that most of the time, the Manta is neutrilized not by killing it, but by loading up the BMs untill it cannot contribute to the fight, and when I pay 850 pts, I want it to contribute, thank-you-very-much.

True. There's a reason why nobody is playing this thing. Too much of an investment for most games, and no staying power means its too fragile in a potentially 3 turn game. I pay this many points, I want it to perform. Core design shows command_S and Ethereals on this thing. There's definitely fluff showing this thing to be as solid as a warlord on the field of battle when it comes to activation potential and shedding BM in E:A. All well said commentary on the Manta Heckler.

Until there are some revisions like you described, 1+ Init and your recomendation of Leader as well, I just don't see this thing being played all that much - even in the bigger games. One must be able to 'reasonably' count on an 850 point investment in E:A.

AMHC +Network Drones.  With so much firepower concentrated into individual units all over the Tau list, Leader abilities really shine when they un-supress a unit so it can shoot.  I thinks its perfect as is.


Tigersharks:  5 Sorties, 5 TK hits out of 10, thats 50%, + 3-4 other hits.  They can really only claim the Gunfortress in Turn 1 and 1/2 the supa-stompa in turn 3, and an assist on the Great Gargant.  Depending on how you look at it, they either earned their points back, or they didnt.  They were far from overwhelming, even against an opponent with little flack and no CAP.


You only had 2 AX10's - right?


Air Caste:
Manta
850
Hero
150
Orca (For Broadsides)
100
Tiger Shark A-X-10
175
Tiger Shark A-X-10
175
Barracuda Squadron
225


Good to hear the AX10 units were working. That's more feedback that the unit is working when not abused by quantity in the list. You had what - 1 per 2,500 points being played here.

Very good feedback Heckler, on all accounts.

BTW: your report taught me something about SC (with  a helpful nod to Chroma as well!)

Very good read - Cheers for the write up & commentary,

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