Battle Report - New Year’s Firefight

As usual, my gaming group got together on New Year’s Eve to celebrate the coming year with some games and time spent hanging out. While waiting for the new Tyranid Codex, I decided to break out my Tau Empire forces and have a furious battle against Josh’s Relictors Space Marines. They are currently being re-painted from an old Blood Angels scheme, so don’t be surprised to see some infiltrators from Baal throughout.

The ruins of the city were still quiet. Smoke drifted lazily through the pummeled metropolis, but thermal imaging allowed O’Mal’caor to penetrate the gloom with his hawkish glare. Scores of gue’la were scattered through the ruins they had died defending, but it had all been for nothing. O’Mal’caor’s advance position was now secure. Reinforcements were still moving planetside to continue the assault. They would not arrive in time to prevent further bloodshed here in these haunted streets.

“Commander,” barked the Broadside Team Leader. “The Pathfinders are reporting heavy enemy activity two blocks up.”

“Gue’ron’sha?” O’Mal’caor guessed.

“Yes, Commander.”

The commander nodded. “Ready the cadre. We must hold them here.”


New Year’s Firefight

The Mission

We rolled for a standard mission this game. Our mission was Big Guns Never Tire, with Vanguard Strike deployment. There were a total of five objectives.

Army Lists


Vior’la Tok’rhenna Shi
Tau Empire - 2,000
FORTIFICATION

Aegis Defense Line: Quad Gun

HQ

Commander: Neuroweb System Jammer, Command and Control Node, Puretide Engram Neurochip, Multi-Spectrum Sensor Suite, XV8-02 Crisis “Iridium” Battlesuit

Ethereal

ELITES

XV8 Crisis Team: two additional Crisis Shas’ui; all have 2x Plasma Rifles and Advanced Targeting Systems

TROOPS

Fire Warrior Team: four additional Fire Warriors, Devilfish transport with Twin Smart Missile Systems, Sensor Spines, and Disruption Pods

Fire Warrior Team: four additional Fire Warriors, Devilfish transport with Twin Smart Missile Systems, Sensor Spines, and Disruption Pods

Fire Warrior Team: four additional Fire Warriors, Devilfish transport with Twin Smart Missile Systems, Sensor Spines, and Disruption Pods

Kroot Carnivore Squad: two additional Kroot

FAST ATTACK

Pathfinder Team: four additional Pathfinders

Pathfinder Team: four additional Pathfinders

Piranha Squadron: one additional Piranha; both have Burst Cannon and 2x Seeker Missiles

HEAVY SUPPORT

XV88 Broadside Team: two additional Broadside Shas’ui, all have Twin High Yield Missile Pods, Twin Smart Missile Systems, and Target Locks, 6x Missile Drones

Hammerhead Gunship: Railgun with Submunition Rounds, Twin Smart Missile Systems, Blacksun Filter, Sensor Spines, Disruption Pods

Hammerhead Gunship: Railgun with Submunition Rounds, Twin Smart Missile Systems, Blacksun Filter, Sensor Spines, Disruption Pods

Relictors Reaction Force
Space Marines - 2,000


Chapter Tactics: Imperial Fists
HQ

Chaplain

ELITES

Sternguard Veteran Squad: four additional Veterans, 2x Heavy Flamer, Rhino transport

TROOPS

Tactical Squad: five additional Space Marines, Multi-Melta, Meltagun, Space Marine Sergeant has Combi-Melta, Rhino transport

Tactical Squad: five additional Space Marines, Multi-Melta, Meltagun, Space Marine Sergeant has Combi-Melta, Rhino transport

Tactical Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns

Tactical Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns

Tactical Squad: Plasma Cannon

Scout Squad: Land Speeder Storm transport with Heavy Flamer

FAST ATTACK

Stormtalon Gunship: Skyhammer Missile Launcher, Twin Assault Cannon

Stormtalon Gunship: Skyhammer Missile Launcher, Twin Assault Cannon

HEAVY SUPPORT

Centurion Devastator Squad: Twin Lascannons, Missile Launchers

Thunderfire Cannon

Stalker

Pre-game

All references to building location are made based on 
their positions in this photo.

First we placed objectives for the mission, with Josh placing three of the five. One objective went in the ruin on the left side of the table, in the middle of the board. The second was in the central ruin, while the third was placed in front of the middle building on the nearest side of the table. The fourth was placed in the far right ruins, with the final objective going in the middle building on the right side.

We rolled for deployment, and the Relictors chose their table edge. The Space Marines would be deploying around the red building, with the Tau in the opposite corner. My Aegis Defense Line went into position between the Shrine of the Aquila and the left-middle ruin. The Space Marines also won the roll to deploy, and chose to go first. The roll for Night Fight was a six; the first turn would be conducted under cover of night.

The Space Marines deployed in a very aggressive stance, so they could close the distance with the Tau as quickly as possible. Two Rhinos and a Razorback went into the opening across their deployment zone, while the other two took concealed positions in the building on their left. The Plasma Cannon team took position in the higher floors of the same building. The Centurions and Stalker took position in the right-middle ruin, which was fortified by the Techmarine. The Thunderfire Cannon took shelter in the red building, and the Scouts waited to arrive during Infiltration.



The Tau deployed their static elements behind and around the Aegis Defense Line. A team of Pathfinders went into the Shrine of the Aquila, with the second team in the back building of their deployment zone. One Devilfish and one Hammerhead deployed to defend the left flank, while the Ethereal led the other two Devilfish and the second Hammerhead for a flanking maneuver to the right. The Kroot went into Reserve from an Outflank position, along with the Crisis Team in Deep Strike Reserve. The Piranhas stationed themselves in the rear of the Tau line, ready to fire their Seeker Missiles when needed.

The Scouts Infiltrated within their Storm on the Tau’s left flank, then used their Scout move to close with the Pathfinders in the Shrine of the Aquila. The same Pathfinders crowded to the opposite end of the building, trying to evade the devastating effects of a Heavy Flamer on a confined walkway.

The Tau Empire rolled to Seize the Initiative, coming up with the required 6! The Tok’rhenna Shi leapt into action immediately in an attempt to exploit this good fortune.

Turn One

The Tau forces on the right flank advanced to engage the fringe elements of the Space Marine assault, while the left flank repositioned to deal with the encroaching Scouts. The Broadside Team split their fire across the incoming transports, destroying two Rhinos and one Razorback, along with crippling the second Razorback’s motive units. The threatened Pathfinders marked their aggressors for the nearest Hammerhead, which Immobilized the transport with its Railgun. Smart Missiles from the Devilfish finished the task a moment later, exploding the Storm and killing one of the Scouts.

The Scouts’ hopes of a flanking maneuver end 
when the Tau Seize the Initiative.

The Piranhas made Flat Out moves up the right flank to support the Ethereal’s assault. With the Space Marines largely immobilized, the Tau consolidated their position and waited for the response.

The Space Marines have taken heavy
hits to their mobility, but they aren't done yet. 

With their mobility gone, the Space Marines consolidated their Infantry onto the nearby objectives in order to force a fight for ground. The Scouts claimed the isolated objective nearby, while the Tactical Squads spread out to hold their deployment zone. The surviving Razorback fired on the Ethereal’s Devilfish but missed. The Rhino fired on the Broadsides and used his Searchlight to call in fire from the Centurions, the Stalker, and the Thunderfire. The Broadsides braced and Went to Ground, losing two Drones under the barrage.

As the sun rose above the horizon, the two armies continued their plans to dominate the battlefield.

Objectives Controlled: Tau Empire 0, Space Marines 3
Additional Tau Empire Points: First Blood
Additional Space Marine Points: Linebreaker
Turn One Score: 1-10, Space Marines

Turn Two

The Crisis Team did not arrive from Reserve, but the Kroot arrived and pushed into cover behind the Thunderfire Cannon. The Devilfish continued their push on the main bulk of Space Marines, while the firebase started to prioritize targets.

Between the Broadside nest making Snap Shots and the Seeker Missiles tasked from the Piranhas, the surviving Rhino and Razorback were destroyed. The Pathfinders marked the Scouts, achieving enough hits for the Hammerhead to Ignore Cover. A moment later the recruits disappeared in an explosion of fragmentation particles.

The Kroot fired on the Thunderfire Cannon but only managed six hits, which didn’t convert any wounds. A handful of Space Marines were slain by the barrage of Smart Missiles. The second Hammerhead fired a solid slug at the Centurion Devastators but missed.

The Space Marines received both of their Stormtalons from Reserve. One moved on to strafe the flanking Kroot, while the other soared directly over the Aegis to engage the Tau tanks on the left flank from behind. A moment later the Commander engaged the Quad Gun, coring the gunboat and sending it crashing to the ground.

The Centurions turned their formidable firepower on the Devilfish nearest to the Ethereal. The transport exploded, killing four of the Fire Warriors inside. The Thunderfire Cannon pummeled the survivors, until only three Shas’la remained alive in the blasted wreckage. The Sternguard and the Stormtalon then fired on the Kroot, slaying seven of them and causing the remainder to flee.

Objectives Controlled: Tau Empire 1, Space Marines 2
Additional Tau Empire Points: First Blood
Additional Space Marine Points: None
Turn Two Score: 4-6, Space Marines

Turn Three

The Crisis Team again failed to arrive from Reserve. The Kroot failed their Regroup check and continued to fall back, this time moving 11”. The Tau force continued to push in on the flanks in an attempt to cause more damage to the massive bulk of Space Marines.

The Pathfinders fired on the Plasma Cannon team but failed to hit anything. However, the Piranhas more than compensated, as they caused eight hits and six wounds. Three Space Marines were slain in the barrage; a moment later the survivors were brought down by Smart Missiles.

The second Pathfinder team had better luck, inflicting four Markerlight hits on the Centurions. The first Hammerhead took three Markerlight tokens and fired a BS5 Railgun shot with the Ignores Cover rule, exploding one of the suits under the terrible force. The second Hammerhead failed to hit. The Broadsides volleyed on the Centurions as well, bringing down a second warsuit in the process.

While their fire support was dwindling, the main force of Marines was still mostly intact. Survivors from the exploded Razorback moved to take the objective near the Centurion, while the suit moved away to engage another Devilfish.

The Stormtalon ran down the remaining Kroot, tearing them apart under the punishment of its high-caliber cannons. The Stalker fired on the Ethereal’s Devilfish, but was unable to score a telling hit through its cover save. The Thunderfire scored a Glancing and Penetrating Hit on the Piranhas, but their speed shrugged these hits off as well. Finally the Centurion failed to hit with ANYTHING. The Space Marines had been treated a harsh turn by Lady Fortune.

Objectives Controlled: Tau Empire 1, Space Marines 2
Additional Tau Empire Points: First Blood, Linebreaker
Additional Space Marine Points: None
Turn Three Score: 5-6, Space Marines

Turn Four

The Crisis Team finally makes an appearance.

The Crisis Team leapt from their circling Orca directly in front of the surviving Centurion. The Broadside Team’s Drones moved out to hold the central objective, and the survivors from the exploded Devilfish took up position on the nearest objective. The Piranhas edged into the building filled with wrecked transports, dropping their Drones for more fire support.

Under Markerlight support, the Crisis Team cut down the Space Marines holding their forward objective. The Hammerhead scored a wound on the Centurion with his Railgun, who failed his 3+ Cover Save for being in a bolstered position. The second Hammerhead fired his Submunitions on the second five-man Tactical Squad, killing three of them. A moment later the other two died from two Smart Missile wounds. The Piranhas killed off one Space Marine with their Burst Cannons, and the second Stormtalon was shot down by the Quad Gun. The remainder of the Broadside Team scored three Penetrating Hits on the Stalker and left it a smoking wreck.

The dice had been unkind in the late hour of this game, and Josh felt at this point that his Space Marines were too crippled to continue.

Objectives Controlled: Tau Empire 2, Space Marines 1
Additional Tau Empire Points: First Blood, Linebreaker
Additional Space Marine Points: None
Turn Four Score: 8-3, Tau Empire Victory

Post-Game Thoughts:

When I Seized the Initiative and completely shut down the Space Marines’ mobility, I thought this game was already over. The initial damage was everything I wanted and more; almost no one failed to accomplish what was optimal. Despite this, the Space Marines were still very much intact and fighting until the last turn of the game.

This session was a great example of how important maneuver and positioning can be to a successful game. If he had been able to score just a bit more damage on some of my armor, I wouldn’t have been able to stop his holding three of the five objectives. Hats off to Josh for a fantastic game to cap 2013! I look forward to more battle reports and hobby articles in the coming year.

Comments

Popular Posts