Battle for Beercan Brewery (Farsight Encl vs Minotaurs 1500)

Battle Reports and debriefing thoughts about your Tau in action
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Battle for Beercan Brewery (Farsight Encl vs Minotaurs 1500)

Post#1 » Oct 12 2015 06:29

Mission, map and set-up

Maelstrom of war: Deadlock. Dawn of war deployment. No night-fighting. No mysterious objectives (keep forgetting them - too much hassle).
Red planet battle mat with ruins, sky shield landing pad, defense lines, barricades, and the beercan brewery. Tau are attacking left to right.

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Tau Empire: Farsight Enclaves supplement - Combined Arms Detachment

HQ

Commander Fairlight - XV8-02 Battlesuit, dual missile pods, drone controller, target lock, The Mirrorcodex, 2 x markerlight drones [202]

Troops

XV8 Crisis Team (3 suits) [Compulsary; Reserves] [114]
Suit 1 - Crisis Shas'ui, Twin-linked flamer, Flamer, Bonding knife ritual
Suit 2 - Crisis Shas'ui, Twin-linked flamer, Flamer, Bonding knife ritual
Suit 3 - Crisis Shas'ui, Twin-linked flamer, Flamer, Bonding knife ritual
XV8 Crisis Team (2 suits) [Commander joins this unit] [164]
Suit 1 - Crisis Shas'ui, dual missile pods, target lock, Bonding knife ritual, 2 x markerlight drones
Suit 2 - Crisis Shas'ui, dual missile pods, target lock, Bonding knife ritual, 2 x markerlight drones
XV8 Crisis Team (3 suits) [183]
Suit 1 - Crisis Shas'ui, dual plasma rifles, Bonding knife ritual, 2 x shield drones
Suit 2 - Crisis Shas'ui, dual plasma rifles, Bonding knife ritual
Suit 3 - Crisis Shas'ui, dual plasma rifles, Bonding knife ritual
XV8 Crisis Team (1 suit) [82]
Suit 1 - Crisis Shas'ui, dual fusion blasters, VRT, bonding knife ritual, 2 x shield drones
XV8 Crisis Team (1 suit) [82]
Suit 1 - Crisis Shas'ui, dual fusion blasters, VRT, bonding knife ritual, 2 x shield drones
XV8 Crisis Team (1 suit) [Reserves] [82]
Suit 1 - Crisis Shas'ui, dual fusion blasters, VRT, bonding knife ritual, 2 x shield drones

Elites

XV104 Riptide - Ion Accelerator, twin-linked fusion blaster, EWO [190]
XV104 Riptide - Heavy Burst Cannon, twin-linked smart missile system, ECPA, ATS, Velocity tracker [233]

Fast attack

Pathfinder team - 6 pathfinders, EMP grenades, Bonding knife ritual [84]
Pathfinder team - 6 pathfinders, EMP grenades, Bonding knife ritual [84]

Opponent summary: Minotaurs Space Marines

Predator with Las-cannons
Rhino transport - Tactical marine combat squad
Tactical marine combat squad
Tactical marine combat squad
Tactical marine combat squad
Space marine commander in artificer armour and terminator squad [Reserves - deep strike]
Drop Pod - Sternguard Veterans [Reserves - deep strike]
Contemptor pattern heavy dreadnought

Deployment

Tau win the roll off and elects to deploy first and go first. The reasoning being that the two Riptides can have their nova shields charged up ready to receive incoming fire. Minotaurs fail to steal initiative.

From left to right Tau deploy

HBC Riptide, Commander and Deathrain team, Plasma team, Pathfinders, IonTide, Fusion team 1, Fusion team 2, Pathfinders. Markerlight sources are in three groups, one on each flank and one in the middle. Pathfinders are in cover and I plan to keep them that way. Unfortunately the Commander's team is put in a bad position with the sky shield blocking line of sight to much of the map and so the unit fails to have much of an impact in the first two turns. Mistakes were made.

Enemy counter-deployment from left to right

Predator, Rhino, combat squad in cover, dreadnought, 2 combat squads in cover

Battle narrative by Tau unit left to right

HBC Riptide - Enemy managed to deploy with only the Predator in LOS of the Riptide. Used nova charge for HBC rather than shield. Took wounds from the Predator in return. Moved forward to clear the far edge of the Sky Shield. Got within charge range of the Predator, which had not moved, but the HBC penetrated the side armour and destroyed the tank before the assault phase. Rolling up the enemy flank, the Riptide could eventually see the combat squad that had deployed from the enemy Rhino. The HBC killed the last two members of that enemy force.

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Commander and deathrain team - Poor deployment positioning meant the first two turns were wasted moving into LOS. Missile pods proved ineffective for the most part - insufficient strength (and poor rolls) meant few glancing hits, insufficient AP to take down heavy infantry. The unit managed to destroy the enemy Rhino, forcing the combat team to disembark - putting them in range of the HBC Riptide. Markerlight support for the plasma rifle team was crucial in removing cover and boosting their volume of hits. The Command team was finally charged by the enemy Commander and remaining Terminator. Commander Fairlight accepted the Marine Captain's challenge and lost all but one wound - but managed to strip the Marine's final wound in the counter-attack. Warlord kill in the assault phase. An unexpected ending.

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Plasma team - with markerlight support from the central pathfinders, the plasma rifle team made short work of the tactical marines, even though they sheltered in deep bunkers. The enemy command team deep striking behind them made them turn, and they were the target of a S10/AP1 large barrage from the enemy commander. Direct hit (5 hits). Two 1s for damage and the first suit was vapourised, but the shield drones absorbed the rest of the blast. What could have been a total unit wipeout ended up not even requiring a morale test. Rapid fire from the rifles then made the space marine commander regret his actions. The enemy was forced to try and charge the unit with the Sternguards, but the final model was killed in overwatch and supporting fire from the Riptide and deathrain unit.

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Pathfinder team 1 - provided early markerlight support for the plasma team and the IonTide, but later on fell to the enemy command team's assault. 6 Pathfinders cannot repel a space marine commander and terminator squad. Died for the greater good.

IonTide - lost early wounds from failed Nova charge rolls. With markerlight support from pathfinder team 2, the overcharged Ion Accelerator was as effective as usual, decimating enemy tactical teams. When the enemy sternguard squad dropped in on objective 2, the EWO triggered. The Tau took a chance with a short range unsupported large blast. The scatter meant that one enemy marine, the enemy drop pod, one shield drone and Fusion team 1 were destroyed at the end of the enemy movement phase. The Iontide then moved up the map to engage the enemy Dreadnought. The Dreadnought was immobilised and the IonTide got behind it, but then, overconfident perhaps, instead of shooting it in the back, the Riptide charged in with support from Fusion team 2 - but they both ended up locked in combat for several rounds. True - this nullified the Dreadnought, but also nullified the IonTide.

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Fusion team 1 - took cover behind the Beercan Brewery, took some pot-shots at enemy Sternguard, but was vapourised by friendly fire from the IonTide trying to kill the Sternguard team using EWO and large blast.

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Fusion team 2 - moved forward, using shield drones as ablative cover to make sure it could penetrate enemy lines. Once in range it leaped over the enemy Dreadnought and engaged alongside the IonTide in assault. Having lost its drones by then, it consistently failed its VRT rolls and was stuck in combat.

Pathfinder team 2 - stayed in the woods at the far right of the map and supported the flank with accurate markerlight fire. Held objective all game. Never shot at.

Flamer team (deep strike) - Tried to eliminate the deep-striking Sternguards from the brewery, but scattered quite a bit towards enemy lines. Caused major damage against an enemy combat squad moving forward on the flank. Enemy fire destroyed one suit and damaged the other two. They then charged forward into the faces of the enemy (stopping short of assaulting them) to protect other friendly units from tactical marine firepower from the defense line. They died in the following turn.

Fusion team 3 (deep strike) - dropped in behind the enemy Rhino and blew it apart from behind. A poor Jet Pack roll then meant that the combat squad that disembarked attacked it and scored several damaging blows. Was finished off before it could do any more damage.

Battle narrative by objective

Deadlock is a game where the imperative is to clear as many early objectives as possible and replace them each turn with new ones you can also achieve. Going first and high mobility is a massive bonus. Aggressive early board expansion (and good jet pack rolls) meant I grabbed four objective positions on turn one and scored seven VPs allowing me to replace five of my tactical objective cards. I discarded unlikely objective cards assertively. As I had then locked down the board and contested many objective points, the enemy was denied early VPs and struggled to regain the momentum. In turn 2 I scored another five objectives and was already in a position to roll up the enemy left flank (claiming another objective location). I also claimed first blood from killing the enemy drop pod using the EWO.

Late game Deadlock slows down considerably as there are fewer VPs up for grabs. I removed the Dreadnought from proceedings by locking it in assault (although it may have been better in hindsight to simply keep shooting it until it was destroyed) and bottled up the final combat squad in the corner of the map. The enemy warlord dropped in only to be faced by rapid firing plasma rifle teams supported by my commander, deathrains and markerlight drones. The sheer number and mobility of the suits allowed for easy capture of objective locations, line breaker, d3 VPs for behind enemy lines and other victory conditions.

Result

Comprehensive Tau victory. 17-5.
Shas’O Sa’cea Kar’Li Cal’Cha “Commander Fairlight”

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