40k Video Battle Report – Space Marines vs Tau Empire
In
preparation for The Maul in the Mall, Josh and I decided to pull out somewhat
meaner armies for a change as a means of testing for the event. This battle
report’s mission was Big Guns Never Tire with Hammer & Anvil deployment,
with a bigger focus on scoring as many points as possible while simultaneously
denying the enemy. What followed was a gruesome slugfest across the center of
the table, with Drop Pods raining down on my flank in an attempt to drown the
Tau forces in a tide of Space Marines!
“Gue’ron’sha
reinforcements, incoming from orbit.” The Air Caste pilot’s voice was grim.
Three other Hunter Cadres had been annihilated using this simple technique.
“Stay your
course,” O’Mal’Caor responded. “For the Tau’va.”
The Gue’ron’sha
were making their approach into the city, emboldened by the defeat of so many
Fire Caste. Anger flared in O’Mal’Caor’s chest, burning fiercely at the thought
of so many brothers dead…
“Temper your
anger,” came the voice of Aun’vre Taigo. It unnerved the Shas’O, how he could
so readily interpret his thoughts with nothing but an open intercom.
He nodded. “The
Gue’ron’sha will pay for their crimes.”
For three weeks
the Space Marines had marched across the city, burning Tau holdings with the
help of something known only as the Xia’la. Whatever this Xia’la might be, it
was known only by a handful of grainy feeds recovered from slain Fire Caste
warriors. Whatever it was, it was big.
The throaty
rumble of engines sounded, and a small force of Gue’ron’sha moved into the
killing field, powering forward in their primitive transports. O’Mal’Caor
signaled to the Devilfish Teams, and they started their advance along the
unprotected flank.
Without warning,
solid chunks of steel rained from the sky, landing among the Devilfish and
sending them into evasive maneuvers. Squads of Gue’ron’sha poured from their
drop vessels, raining fire on the hulls of the APCs. O’Mal’Caor was ready to
give his Broadsides the order to fire when the ground thundered beneath his
feet.
“What was that?”
voiced one of the Broadsides.
The Space
Marines had launched a smoke barrage to mask their arrival, but the support
systems in Mal’Caor’s battlesuit sliced through them easily. A moment later a
great iron beast tore through the smoke, war horns blaring as its primary
weapons powered up. A terrible blast of incandescent energy roared from the
weapon mount, melting the hull of Taigo’s Devilfish.
“Commander,
report!” came the Ethereal.
“It’s the
Xia’la,” breathed another Broadside pilot.
“No. It is a
target,” growled the Commander.
The Armies
Relictors
3rd Company
Space
Marines/Imperial Knights – 2,000
Space Marines
Chapter Tactics:
Imperial Fists
HQ
Pedro
Kantor: WARLORD
ELITES
Sternguard
Veteran Squad: four additional Veterans; 2x Heavy Flamer, Drop Pod transport
TROOPS
Tactical
Squad: five additional Space Marines; Multi-Melta, Meltagun, Combi-Melta, Drop
Pod transport
Tactical
Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical
Squad: Flamer, Razorback transport with Lascannon and Twin Plasma Guns
FAST
ATTACK
Assault
Squad: four additional Space Marines; 2x Flamer, Drop Pod transport
Stormtalon
Gunship: Skyhammer Missile Launchers, Twin Assault Cannons
Stormtalon
Gunship: Skyhammer Missile Launchers, Twin Assault Cannons
HEAVY
SUPPORT
Devastator
Squad: three additional Space Marines; 4x Lascannon
Whirlwind
Imperial Knights
Knight
Errant: Melta Cannon
Vior’la
Tok’rhenna Shi
Tau
Empire – 2,000
FORTIFICATION
Skyshield
Landing Pad
HQ
Commander:
WARLORD; XV8-02 “Iridium” Battlesuit, Command & Control Node, Multi- Spectrum Sensor Suite, Puretide Engram
Neurochip, Vectored Retro-Thrusters
Ethereal
ELITES
XV104
Riptide: Ion Accelerator, Twin Fusion Blasters, Early Warning Override, Velocity
Tracker
XV104
Riptide: Ion Accelerator, Twin Fusion Blasters, Early Warning Override,
Velocity Tracker
TROOPS
Fire
Warrior Team: four additional Fire Warriors, Devilfish transport with Twin
Smart Missile Systems, Sensor
Spines, and Disruption Pod
Fire
Warrior Team: three additional Fire Warriors, Devilfish transport with Twin
Smart Missile Systems, Sensor Spines,
and Disruption Pod
Fire
Warrior Team: three additional Fire Warriors, Devilfish transport with Twin
Smart Missile Systems, Sensor Spines,
and Disruption Pod
FAST
ATTACK
Piranhas:
two additional Piranhas, Fusion Blasters
Pathfinder
Team: three additional Pathfinders
Pathfinder
Team: three additional Pathfinders
HEAVY
SUPPORT
XV88
Broadside Team: two additional Broadside Shas’ui; Twin High-Yield Missile Pods,
Twin Smart Missile Systems, Target Locks;
6x Missile Drones
Sky
Ray Missile Defense Gunship: Sensor Spines, Blacksun Filter
After Action
Review
Randall:
What started as a nail-bitingly aggressive
force turned south quickly for the Space Marines. I feel that Griff would have
benefited from a first-turn rush against my front line, bringing the Knight and
the Razorback squads into the fray as the first Drop Pods arrived. As it turned
out, I was able to simply point and click to remove the landing squads from
play.
Jink is a true beast of a rule. I’ve been using
it to great effect with my Hive Crones, but in this game I realized just how
great it is for Tau Skimmers. Whereas other Skimmers may want to stop and
consider the shooting they’re losing, Snap Shots on Twin Smart Missiles is a
small price to pay for a 3+ Cover Save. I’m eager to face a Dark Eldar army at
some point to see how much difference Jink makes to their survivability.
I’ve said since the beginning of the new Tau
Codex that the second Riptide would be subject to the Law of Diminishing
Returns, given my approach to 40k. Now that I’ve tried it, I feel my beliefs
were justified. I’d much rather have a squad of Sniper Drones or Crisis Suits
instead, because I feel that they will address some of the list’s weaknesses
more adequately than a second Riptide. I’m not denying the XV104’s power, but I
definitely felt less cohesive with another tenth of my points sunk into the
second behemoth.
Griff:
I feel that I made a mistake in playing
conservatively in the beginning. I should have rushed everything I had to the
center and forced the issue on my turn one, but that is only in hindsight. The
Knight turned out to be a bit of a liability in the end. We discussed the Fire
Warriors after the game ended, but if they had EMP Grenades, I would never be
able to engage up close with heavy armor. This Tau list is powerful and I am a
big fan, but I believe it is missing a unit that will stop Monstrous Creatures
in their tracks. I am advocating for the second Riptide to go away in favor of
a squad of Sniper Drones. One Riptide should be enough to deal with the threats
that you encounter. Two of them seem to trip over each other a lot.
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