Battle Report: Tau vs. Dark Eldar 4000 pnt Apoc

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Battle Conditions: 4000 point game Heavy urban warfare/terrain, 6x4 battle area Terrain – Open roads, alleys, bridges, upper and top floors of buildings all open terrain Bottom floors, water, and random debris all difficult terrain Landing on edges of buildings (tall walls) all dangerous terrain Movement between floors – 3 inches Line of sight, use of templates, ranging for weapons in building terrain – rules per City Fight and 5 Th Ed. Rulebook Battle Setup: Deployment Zone – Scatter split the board lengthwise at about 45 deg, deployment along long board edges Tau - 19 Units Total Jeremy rolled for choice, takes first turn, deploys first Strategic Asset – Shield Generator Jeremy – 18 units Broadsides in top floors of various buildings, to make it hard for the DE to hide, as well as making them harder to assault. Suits placed in cover, mostly in buildings or alleyways. Hammerheads placed in streets to provide cover Shield generator placed in an upper floor in the center of my deployment, such as it was almost impossible to draw line of sight to, but also maximize its effectiveness. Strategic Reserves – 1, Tigershark per flyer rules Dark Eldar - 29 Units Total Tom curses for having 2 nd turn to Jeremy’s Tau Strategic Asset – Flank March Deployment Notes Dark Eldar – 16 units Hide! 4 Venoms (3 Trueborn, Incubi/Archon), 5 Ravagers, 2 Scourge Units. Most units deployed in difficult terrain/cover Strategic Reserves – 13, Tantalus (Urien, 3 Haemonculi, Grotesques), Talos, 3 Reapers, 2 Ravens, 2 Razorwings, Voidraven Objectives: Each player took 3 objectives and placed per Apoc Rules Victory based on objectives at game end, not per turn Deployment zone and objectives shown Yellow shows rough placement of objectives.

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Wittman and Ales take their fav armies head to head in some serious all out Urban warfare!

Transcript of Battle Report: Tau vs. Dark Eldar 4000 pnt Apoc

Page 1: Battle Report: Tau vs. Dark Eldar 4000 pnt Apoc

Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Battle Conditions:

• 4000 point game • Heavy urban warfare/terrain, 6x4 battle area • Terrain –

• Open roads, alleys, bridges, upper and top floors of buildings all open terrain • Bottom floors, water, and random debris all difficult terrain • Landing on edges of buildings (tall walls) all dangerous terrain • Movement between floors – 3 inches • Line of sight, use of templates, ranging for weapons in building terrain – rules per City

Fight and 5Th Ed. Rulebook Battle Setup:

• Deployment Zone – Scatter split the board lengthwise at about 45 deg, deployment along long board edges

Tau - 19 Units Total • Jeremy rolled for choice, takes first turn, deploys first • Strategic Asset – Shield Generator • Jeremy – 18 units

• Broadsides in top floors of various buildings, to make it hard for the DE to hide, as well as making them harder to assault.

• Suits placed in cover, mostly in buildings or alleyways. • Hammerheads placed in streets to provide cover • Shield generator placed in an upper floor in the center of my deployment, such as it was

almost impossible to draw line of sight to, but also maximize its effectiveness. • Strategic Reserves – 1, Tigershark per flyer rules

Dark Eldar - 29 Units Total • Tom curses for having 2nd turn to Jeremy’s Tau • Strategic Asset – Flank March • Deployment Notes Dark Eldar – 16 units

• Hide! • 4 Venoms (3 Trueborn, Incubi/Archon), 5 Ravagers, 2 Scourge Units. Most units

deployed in difficult terrain/cover • Strategic Reserves – 13, Tantalus (Urien, 3 Haemonculi, Grotesques), Talos, 3 Reapers, 2 Ravens,

2 Razorwings, Voidraven Objectives:

• Each player took 3 objectives and placed per Apoc Rules

• Victory based on objectives at game end, not per turn

• Deployment zone and objectives shown

• Yellow shows rough placement of objectives.

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Tau Deployment

Dark Eldar Deployment

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Note: Turn notes will be units lost or significant results caused during combat. They will be reported in the following format - Hit unit results; further details on unit – Unit causing the hit/damage Turn 1 – Tau

• Venom destroyed– Broadsides • 2 Trueborn – Embarked in venom • Venom destroyed; unit unharmed – Broadsides • Ravager weapon destroyed; front lance – Broadsides • Ravager immobilized – Firestorms

Turn 1 – Dark Eldar

• 2 Ravagers immobilize in movement due to DT; lance and disintegrator • 5 wounds Helios - Ravager Disintegrators • 3 wounds Firestorms; Unit breaks off board - Ravager lance • Hammerhead immobilized - Ravager lance • Hammerhead shaken - Trueborn

Synopsis Turn 1 –

• Tau – Stopping many of his skimmers before they got to move was a good start. Was a bit disappointed to see the firestorms run off the board, as they were probably the best fitted for taking out Elves on foot.

• Dark Eldar – Going 2nd bites the Dark Elves once again. Railguns were brutal along with terrain effects on skimmers. Heavy loss in firepower in round one. Having the extra rounds per turn with two Ravagers with disintegrator is helping; AP2 is critical against suits.

• Overall – Dice are being fair, heavy cover due to urban warfare is critical to weathering the first firing phase for both sides.

Turn 2 – Tau; strategic reserve – Tigershark

• Ravager destroyed; Disintegrators – Broadsides • Trueborn – 4” Explosion from Ravager • Venom weapon destroyed; Destroyed – Broadsides • Trueborn – 4’ Explosion from Venom • Ravager weapon destroyed; side lance – Hammerhead • 2 Trueborn – Hammerhead • 2 Trueborn – Hammerhead • 2 Scourge; Unit breaks off board – Tigershark • 2 Trueborn – Fire knives

Turn 2 - Dark Eldar; strategic reserve – 2 Raven, 2 Razorwing, Voidraven, 1 Reaper

• Tigershark shaken; Primary weapon (Railguns) – Raven • 3 TL Plas Crisis Suits – Razorwing • 1 Drone, 1 wound Broadsides – Razorwing • 2 wounds Broadsides - Venom

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Turn 2 Synopsis –

• Tau – Was a bit disappointing to see my tigershark only kill 2 scourge the first time I fired it. I thought about disengaging with it after it's main weapon was shaken, but decided against it. Not having a single AA mounted weapon in my list is going to make those flyers annoying to take out. But they need to go.

• Dark Eldar – Having fewer targets on the board continues to hurt. 3 immobile ravagers have cover and are ignored, but have range over half of the board. This keeps Tau from crossing the river throughout much of the game. Archon launches webway.

• Overall – The entry of air support definitely provides some serious distractions and covering fire for further rounds; by sheer number, Dark Eldar have air superiority

Turn 3 - Tau

• Razorwing destroyed – Tigershark • 1 Incubi – Tigershark • Razorwing shaken – Fire Warriors

Turn 3 - Dark Eldar; final strategic reserves - Tantalus (Urien, Haemonculi, Grotesques), Talos (webway), 2 Reapers Note – Strategic Reserves enter via Flank March Asset…directly onto the enemy! Shaken Razorwing leave board to strategic reserve.

• Hammerhead destroyed – Voidraven • Tigershark destroyed – Ravens take both structural points • 3 wounds TL Plas Crisis Suits – Ravager Disintegrators • 2 wounds XV9- Venom • Hammerhead immobilized – Trueborn • Hammerhead 2 weapons destroyed – Scourge • 1 Deathrain Suit – Reaper • 2 Deathrain Suits; Unit breaks – Haemonculi • 1 Helios Suit – Reaper • Assault lost; 2 Broadsides swept in assault – Grotesques and Urien

Turn 3 Synopsis –

• Tau – My broadsides were marksmen. 5 broadsides score hits on fliers, as well as 2 hammerheads. Yet the Dark Eldar manage to save all of them. This definitely turned the game around for Tom, since he now has all his army at my back door, as well as all but one of his fliers still intact. I was a bit surprised to see all of his army flank march me, as there was quite a bit he could of hit coming from his board edge as well.

• Dark Eldar – Start of turn 3 is scary, Tau focus fire on air support and have an unbelievable number of hits. All flyers moved at full speed so 4+ cover pays off. At the bottom of turn 3, Dark Eldar turn it on.

• Overall – Flank march pays off for the Dark Eldar by entering some serious firing and assaulting power straight onto the Tau. This completely divides the combat for the Tau. Three pockets of combat are defined in the corners of the board. With air clearly dominated by Dark Eldar for the remainder of the game. Tau focused fire on flyers costs them much of the round of shooting

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Turn 4 - Tau

• Reaper destroyed – XV9 • Reaper destroyed – Broadsides • Reaper weapon destroyed – XV9 • 2 Scourge - Firewarriors

Turn 4 - Dark Eldar; strategic reserves – Razorwing reenters play

• 1 XV9 – Ravager Disintegrators • 3 Fire knives – Razorwing • 1 wound XV9; Breaks off the board – Venom • 1 wound Broadsides; Breaks but still on board – Voidraven • 2 XV9, 1 Drone – Ravens • 2 Broadsides – Tantalus

Turn 4 Synopsis –

• Tau – Suits are dropping fast. Any hopes of pulling out a victory are quickly fading, as squad after squad disappears from the board. Right now I am mostly focusing on keeping my suits alive, Objectives can hopefully be grabbed later.

• Dark Eldar – Loss of some firepower but still have dominant numbers. Cause significant losses to Tau. All troops left that are not adding to combats begin to move to objectives.

• Overall – The tables turn from turn 1 where Dark Eldar were down in numbers and taking fire. The pockets of combat become more entrenched. Mostly vehicles remain and few assaults play a role.

Turn 5 - Tau

• Tantalus destroyed; 1 wound to embarked grotesque – XV9 Special Character • Reaper immobilized – Broadsides • Venom wrecked – Broadsides

Turn 5 - Dark Eldar

• TL Plas Crisis Suit – Trueborn • XV9 – Ravager lance • Hammerhead weapon destroyed – Ravager lance • 2 Drones; Broadsides – Ravens • 3 wounds Crisis Suits – Grotesques • 1 Crisis Suit - Raven

Turn 5 Synopsis –

• Tau – I'll be lucky if I have models left on the table at the end of the game. Tantalus made way to many flicker field saves. It died in the end, but too little too late.

• Dark Eldar – Clear strength in numbers and forces surround remaining Tau pockets of resistance. Flyers sill providing much needed fire throughout the turn. Foot troops continue to move towards nearest objects, running where necessary.

• Overall – Dark Eldar firing in turn 3 and 4 were deadly destructive, by turn 5 it is pretty clear that the pockets of resistance are surrounded or moving due to chase. Four of the 6 objectives are targeted by Dark Eldar forces.

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Games rolls in to turn 6 Turn 6 – Tau

• 1 Grotesque – XV9 Special Character Turn 6 - Dark Eldar

• 2 Broadsides – Voidraven and Ravens • 2 Fire warriors – Voidraven (result of template from previous) • Hammerhead destroyed - Trueborn

Turn 6 Synopsis –

• Tau – Those Grotesques would have been hard to kill before Tom slaughtered all my suits. Shooting at them now was hopeless. But they were the only target in range and sight. Of course, Shas'O R'aili hurt himself as much as he hurt them. Oh well.

• Dark Eldar – Shooting continues to wither the numbers, chases do not result in assaults. 4 of 6 objectives are covered by units.

• Overall – Turn 6 was pretty straight forward to complete movement and final shooting. Final Results and Synopsis Victor – Dark Eldar; controlling 4 of 6 objectives, 2 remaining are not held/contested. Final Turn – 6 Dark Eldar Kill Points – 16 of possible 19 Tau Kill Points – 13 of possible 29 Synopsis – Tau – Arrg! I need to find a better way of dealing with fliers. Not being able to get rid of them really cost me. Shield generator was unused the entire game. Every time I would have been able to benefit from its 4+ invuln, I had forgotten it was there. I should also have considered deep striking some suit squads, Instead of keeping my whole army packed into the corner. Broadsides continue to be MVP's, consistently making their points back and then some. Taking helios, fireknife and TL plasma suit configs was probably not the smartest idea. Anti-Meq weapons aren’t the best against Geq troops. Deathrains were great, being able to jump out of an alley, take pot shots at raiders or foot soldiers, then jump back into alleys. Firestorms would have been useful if they had survived till 2nd turn. Not entirely sold on the XV9's. The Fusion Cascades melt just about anything, but the range is so short. May try deep striking them, or even *gasp* buying a orca to transport them. The cyclic ion blaster XV9's are potentially lethal to Geq, but like the Fusion Cascades, have range issues. Shas'O Rly is continuing to disappoint me. He wounds himself more than others wound him. Though his flexibility makes up for it and then some. I'd just like to see him make some of his saves when his weapon gets hot. I wish the tigershark could have seen a bit more action. Next time I'll have to give him a bit of support, possibly in the form of a barracuda or 2. Oh, and we need to pick bigger planets to fight on. 4'x6' is too small for this many fish. Dark Eldar – Strategic Reserves and Air Superiority prevailed as the key battle tactics for game victory. Flank march in turn 3 allowed Dark Eldar forces to essentially force the rear half of Tau forces into a corner cutting off the line of resistance down the Tau half of the board (deployment half). Despite the turn 1 heavy loss, the immobilized vehicles in cover were able to target some critical firepower on forces

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales attempting to cross the river. Tau fire was split between active/engaged ground and air forces, largely ignoring the immobilized vehicles, their importance cannot be overstated. By keeping forces on the far side of the board across the river, remaining forces were strung out along the deployment zone huddled on the far side of the board. This was a clear line that was split by the Flank Marching forces. Pulse disintegrators and Disintegrator cannons on the Tantalus and Ravagers, respectively, did a fantastic job of chewing up some Tau suits. Where not preferred with Imperial Forces due to S5 and the large number of troops embarked in vehicles, Disintegrators have a distinct advantage with Tau. Despite the age of the model and the fact that it looks like a Batwing, the Raven Strike Fighters paid for themselves 3 or 4 fold in points returned. The AA mount TL Lances and Splinter Storm Cannons (Heavy 10 poison), continue to impress with the total cost of 135 with Flickerfields. Talos was largely ineffective due to limitations in webway use in turn 2 (back 3rd of board). This left the Talos to wallow through terrain in cover and never really seeing any combat. Voidraven continues to be a disappointing 195 pnts as it can never hit Jack.

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Appendix

Flyers Emerge!

The Battle is Brutal

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Streets of Death

Dark Eldar Swarm and Kill

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Battle Layout

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Dark Eldar Army List 4000 Pts - Dark Eldar Roster Total Roster Cost: 3998 Elite: Incubi (5#, 153 pts) 4 Incubi, 88 pts = 4 * 22 1 Venom, 65 pts = (base cost 55) + Splinter Cannon 10 HQ: Archon (1#, 200 pts) 1 Archon, 200 pts = (base cost 60 + Blast Pistol 15 + Agoniser 20 + Haywire Grenades 5 + Phantasm Grenade Launcher 25 + Webway Portal 35) + Ghostplate Armour 10 + Shadow Field 30 HQ: Urien Rakarth (1#, 190 pts) 1 Urien Rakarth, 190 pts HQ: Haemonculus Ancient (3#, 240 pts) 1 Haemonculus Ancient, 100 pts = (base cost 50 + Liquifier Gun x2 20) + Make one Ancient 30 1 Haemonculus, 70 pts = (base cost 50 + Liquifier Gun x2 20) 1 Haemonculus, 70 pts = (base cost 50 + Liquifier Gun x2 20) Elite: Grotesques (6#, 240 pts) 6 Grotesques, 240 pts = 6 * 40 (base cost 35 + Master Haemonculus 5) Heavy Support: Tantalus (IA) (1#, 215 pts) 1 Tantalus (IA), 215 pts Elite: Kabalite Trueborn (5#, 185 pts) 4 Kabalite Trueborn, 120 pts = 4 * 15 (base cost 12 + Plasma Grenades 1 + Haywire Grenades 2) + Blaster x4 60 1 Venom, 65 pts = (base cost 55) + Splinter Cannon 10 Elite: Kabalite Trueborn (5#, 185 pts) 4 Kabalite Trueborn, 120 pts = 4 * 15 (base cost 12 + Plasma Grenades 1 + Haywire Grenades 2) + Blaster x4 60 1 Venom, 65 pts = (base cost 55) + Splinter Cannon 10 Elite: Kabalite Trueborn (5#, 185 pts) 4 Kabalite Trueborn, 120 pts = 4 * 15 (base cost 12 + Plasma Grenades 1 + Haywire Grenades 2) + Blaster x4 60 1 Venom, 65 pts = (base cost 55) + Splinter Cannon 10 Fast Attack: Scourges (5#, 135 pts) 5 Scourges, 135 pts = 5 * 22 (base cost 22) + Haywire Blaster x1 10 + Blaster x1 15 Fast Attack: Scourges (5#, 135 pts) 5 Scourges, 135 pts = 5 * 22 (base cost 22) + Haywire Blaster x1 10 + Blaster x1 15 Heavy Support: Talos Pain Engine (1#, 130 pts) 1 Talos Pain Engine, 130 pts = (base cost 100 + Close Combat Weapon x1 15) + TL Liquifier Gun 5 + TL Heat Lance 10 Heavy Support: Reaper (IA) (1#, 145 pts) 1 Reaper (IA), 145 pts = (base cost 135) + Flickerfield 10

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales Heavy Support: Reaper (IA) (1#, 145 pts) 1 Reaper (IA), 145 pts = (base cost 135) + Flickerfield 10 Heavy Support: Reaper (IA) (1#, 145 pts) 1 Reaper (IA), 145 pts = (base cost 135) + Flickerfield 10 Heavy Support: Ravager (1#, 115 pts) 1 Ravager, 115 pts = (base cost 105) + Flickerfield 10 Heavy Support: Ravager (1#, 115 pts) 1 Ravager, 115 pts = (base cost 105) + Flickerfield 10 Heavy Support: Ravager (1#, 115 pts) 1 Ravager, 115 pts = (base cost 105) + Flickerfield 10 Heavy Support: Ravager (1#, 115 pts) 1 Ravager, 115 pts = (base cost 105) + Flickerfield 10 Heavy Support: Ravager (1#, 115 pts) 1 Ravager, 115 pts = (base cost 105) + Flickerfield 10 Heavy Support: Raven Strike Fighter (IA) (1#, 135 pts) 1 Raven Strike Fighter (IA), 135 pts = (base cost 125) + Flickerfield 10 Heavy Support: Raven Strike Fighter (IA) (1#, 135 pts) 1 Raven Strike Fighter (IA), 135 pts = (base cost 125) + Flickerfield 10 Heavy Support: Razorwing Jetfighter (1#, 165 pts) 1 Razorwing Jetfighter, 165 pts = (base cost 145) + Splinter Cannon x1 10 + Flickerfield 10 Heavy Support: Razorwing Jetfighter (1#, 165 pts) 1 Razorwing Jetfighter, 165 pts = (base cost 145) + Splinter Cannon x1 10 + Flickerfield 10 Heavy Support: Voidraven Bomber (1#, 195 pts) 1 Voidraven Bomber, 195 pts = (base cost 145) + Monoscythe Missile x4 40 + Flickerfield 10

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Tau vs. Dark Eldar – Apocalypse Battle Report J. Wittman and T. Ales

Tau Army List 4000 Pts - Tau Roster Total Roster Cost: 4000 3 Crisis Suits w/ TL Missile Pod, Targeting Array 159 3 Crisis Suits w/ TL Missile Pod, Targeting Array 159 3 Crisis Suits w/ Burst Cannon, Missile Pod, Multitracker 150 3 Crisis Suits w/ Plasma Rifle, Fusion Blaster, Multitracker 186 3 Crisis Suits w/ Plasma Rifle, Missile Pod, Multitracker 186 3 Crisis Suits w/ TL Plasma Rifle, Targeting Array 195 3 Crisis Suits w/ TL Plasma Rifle, Targeting Array 195 2 Broadside Suits w/ Targeting Array, Team leader w/ HW Target- Lock, HW Drone Controler, 2 Shield Drones 200 2 Broadside Suits w/ Targeting Array, Team leader w/ HW Target- Lock, HW Drone Controler, 2 Shield Drones 200 2 Broadside Suits w/ Targeting Array, Team leader w/ HW Target- Lock, HW Drone Controler, 2 Shield Drones 200 2 Broadside Suits w/ Targeting Array, Team leader w/ HW Target- Lock, HW Drone Controler, 2 Shield Drones 200 Tigershark 660 Hammerhead w/ Smart Missile, Railgun, Multitracker, Target-lock, Disruption Pod 180 Hammerhead w/ Smart Missile, Railgun, Multitracker, Target-lock, Disruption Pod 180 Hammerhead w/ Burst Cannons, Railgun, Multitracker, Target-lock, Disruption Pod 170 2 Hazard Suits, Twin Phased Ion Guns, Target-lock, Drone Contro- ler w/ 2 gun drones 225 2 Hazard Suits, Twin Fusion Cascade, Target-lock, Drone Control- er w/ 2 gun drones 245 Shas'O R'alai 190 12 Firewarriors 120