Tau Civil War: Empire vs. Enclaves Escalation Campaign **Update: Game 3 Mission, Fluff and List up!*

Battle Reports and debriefing thoughts about your Tau in action
The Shrike
Shas'Saal
Posts: 18

Tau Civil War: Empire vs. Enclaves Escalation Campaign **Update: Game 3 Mission, Fluff and List up!*

Post#1 » Apr 17 2017 05:55

Hello ATT! I've wanted to play out a Tau Civil War campaign for years now. Finally, it is happening. A buddy of mine who only has a Sigmar army is piloting the evil Empire, and I will be captaining the Enclaves. I apologize for the lack of fully painted, or indeed well painted models occasionally on display. I'm a mediocre painter on a good day. Without further adieu, let the Eastern Fringe burn!

Forging the Narrative, for those inclined, a prologue:

Spoiler!
Tau Empire Prelude:

Aun'lo was tired. Tired of the spineless equivocators who so clearly had begun to doubt the Greater Good. First among them was the now disgraced Commander Farsight who had deserted with an entire battlefleet almost a century earlier. Who knew if the traitor still lived? What Aun'lo knew for certain though, was that the Tau would never be great, never be a true galactic power, if they doubted their shared purpose. If they failed to enforce the discipline of the castes and the wisdom of the Ethereals. Now, after a lifetime of service, he had the chance to stomp out this traitor and his legions. The Farsight Enclaves were a constant reminder that the Tau could not even master their own little corner of the galaxy, let alone challenge Humanity for supremacy. They were a thorn in his side and he would ensure they were wiped not only from the histories, that had already been done, but from existence. Aun'lo savored the last drops of a Sa'cean cognac, letting the warming liquid dance across his tongue. As he gazed down from the bridge of his flagship to a once verdant moon of Lub'Ghral, he knew he would soon savor victory too.

Farsight Enclaves Prelude:

Errrrrruhhhh Errrrrruhhhh Errrrrrruhhhhh - The sirens of the listening station blared in rhythmic alarm as the quick reaction force readied for the assault from orbit. The elite force was chosen for their vigilance and commitment to be stationed on this tiny, desolate moon. They trained for just this moment; their entire lives honed for this inflection point, many knew their lives would also come to an end. This was no drill. Shas'O Q'ung gazed intently on the holographic display in the command center. He looked with silent horror at an invasion fleet larger than perhaps all the forces of the Enclaves. The sentry drones at the limits of the system showed a truly massive invasion fleet. This could only be meant for one purpose: extermination. At the vanguard of the Tau Empire fleet, he would first have to contend with a raiding party that was already descending into orbit. Q'ung donned his battlesuit helmet and knew that his life would end today. It would be well spent if he could hold the station long enough to get out a warning to the Enclaves so a defense could be made ready.


Mission and Lists:

Mission: The Raiding Party (1000)

Deployment: Modified Dawn of War. 4x4 battlefield. All forces must deploy within 6" of their table edge.

Whichever force has more points within 3" of the listening station at the end of the game is the winner. Tau Empire automatically receives the first turn, the Enclaves cannot seize the initiative.

Lists:

Tau Empire CAD

Ethereal Aun'wi, apprentice of Aun'lo: Warlord Trait Through Unity, Devastation (Re-roll 1's within 12", one use only)
3 Stealth Suits
5 Strikes
5 Strikes
5 Breachers: Devilfish: Disruption Pods, SMS
Y'Vahra Riptide Battlesuit
2 Tetras
4 Marker Drones
R'Varna Riptide Battlesuit

Farsight Enclaves CAD

Commander Q'ung: Iridium Battlesuit, Stimulant Injector, Shield Generator, Onager Gauntlet, PENchip, 2 Plasma Rifles
3 Ghostkeel Stealth Batlesuits: Cyclic Ion Rakers, Burst Cannons, 2 Target Locks
Monat: 2 Flamers
Monat: 2 Flamers
Monat: 2 Burst Cannons
Monat: 2 Fusion Blasters
Monat: 2 Plasma Rifles
Monat: 2 Missile Pods

Tetra
Tetra
4 Marker Drones

Battle Report with Pictures and play-by-play:

Battlefield:

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Armies:

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Deployment: Tau Empire (Sept Sa'Cea) "The Raiding Party"

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Deployment: Farsight Enclaves "The Quick Reaction Force"

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Empire: The Y'Vahra bounded across the table to alpha strike the unit of Ghostkeels, hoping to detooth them by lowering the fire team bonus. My opponent said he just wanted to kill one, and kill one he did! The Y'Vahra failed its nova charge and took a wound attempting to add D3 shots to his Ionic Discharge Cannon. The R'Varna also advanced and fired an impressive volley, 21 hits! That tripling effect on monstrous creatures really hits hard but the Ghostkeels show the worth of their stealth fields and tank them all!

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Enclaves: The Ghostkeels fire back at the Y'Vahra, removing another two wounds. The Y'Vahra is grievously hurt and hanging on by a thread. But he lives to fight another turn. The Ghostkeels fan out to try to nerf the effect of those deadly plasma flamers on the Y'Vahra to no avail.

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Empire: The Y'Vahra advances again undeterred by the alarm systems screaming inside her suit's viewfinder. She melts four stealth drones with her plasma flamer and puts another two wounds on a Ghostkeel. The Keels are really hurting. But the Y'Vahra is too aggressive! She is cut down in overwatch as she attempts to assault the Ghostkeels. The Sa"cean stealth suits are jumping in front and behind of the listening station as they take shots at the Ghostkeels and remove a wound. Aun'wis team of Breachers in the Devilfish back up against the listening station preparing for the arrival of the Enclaves Deep Strike reserves. The R'Varna nova charges its engines to run forward and charges down the left flank of the Enclaves.

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Enclaves: All the Enclave Crisis suits drop in, with one fatality as a flamer suit falls to his death during orbital entry. The Burst suit mishaps as well, placed by my opponent in the far corner of the battlefield. The other flamer suit burns four firewarriors alive, while the other squad falls back after losing two to missiles. Shas'O Q'ung and his bodyguard bombard the R'Varna with Plasma rapid fire and take three wounds off of the monster who will probably fire four times again next turn. The fusion suit takes a hull point off of the Devilfish, stunning it in the process.

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Empire: I lost some pictures here but the R'Varna finished off the Ghostkeels without nova charging its guns, instead it boosted its invulnerable save to 3+ to help against that plasma team. The Stealth suits shoot the Enclave drone team and make them run. It's a close run match! The Enclaves have lost all their Ghostkeels, the Empire the Y'Vahra and its firewarriors.

Enclaves: The fusion suit slags the Devilfish thanks to some marker support from the Tetras. The flamer suit is already in position to fry the Breachers inside. But they tank all the armor saves! Aun'wi presciently ordered 6+ Feel No Pain and his bodyguards responded, inspired by their leader. Q'ung and his bodyguard take two more wounds off of the R'Varna with plasma rapid fire but that 3++ is hard to break through.

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Empire: The Stealth suits descend from their perch on the listening station to help defend Aun'wi, who wills his warriors to greater accuracy (reroll 1's). They obliterate the flamer suit with pulse blasters and the Stealths take care of the fusion suit. The R'Varna fires at Q'ung but his armor is impenetrable. R'Varna charges! And kills the bodyguard in close combat. Q'ung's resolve is tested, but he holds. He faces his own death fighting this monster.

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Conclusion: I again lost some pictures but both sides moved in towards the listening station with everything that could on turn 5, hoping to have the most points within 3" to fulfill the victory condition. Q'ung and R'Varna are trading blows just outside the range of the objective. It went to turn 6, which the Empire desperately needed, and R'Varna slayed Q'ung in combat with a deadly Smash attack; as he had presaged. But R'Varna's consolidation move was just 1", not enough to get within 3". The game did not go to turn 7, and the Enclaves claimed victory with 194 points to just 91 at the listening station. If the R'varna had consolidated better, the Empire would have had it.

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Consequences for Game 2: Protecting the listening station long enough meant that the Enclaves are able to get out a warning message to the four planets in the system. The Enclaves defenses will be ready once the Empire's battlefleet is ready to make planetfall. The Enclaves will seize the initiative automatically, if they so choose, but the Empire must deploy first in Game 2. I hope you guys enjoyed this, it's my first battle report on ATT and I'm really excited to finally be fighting the civil war. I'll try to get more Sa'Cean models painted up for the next battle, though as I said, I'm not a great hobbyist so that may not be a huge improvement :::( Until next time!
Last edited by The Shrike on May 04 2017 11:16, edited 8 times in total.

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TauMan
Shas'Ui
Posts: 468
Contact:

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#2 » Apr 17 2017 08:26

The Shrike

I just set up a imgur account and I think found your problem. You have to go to "Direct Link (email & IM)" to get the proper link for posting.

imgur help
Upload images. Note in the instructions it tells you to go to "Get Shared Links".

How to get "Direct Link" in imgur
  • When you've uploaded the image, then select image and click on the "Generate Shared Links" in the tool bar.
  • A drop down menu appears, and select again "Generate Shared Links"
  • A box appears, and in top of the box, click on the "Link (email & IM)"
  • A drop down menu appears, and select the second choice which is "Direct Link (email & IM)"
  • A link appears that is your link for posting, then either a) click on the "Copy" button on the top left, or b) highlight and copy.
  • Paste that link into the "Img" on your A.T.T. post.

That should solve your problem.

Now to inspire a fellow firewarrior in the freedom loving Farsight Enclaves; and inspirational speech by an actor who resembles Commander Farsight. If Farsight were only human and wore a kilt!

The TauMan
FREEEEEDOM!
8th Edition is here: Keep Calm and Carry On!
N.Y.A.B.X.T.T.

The Shrike
Shas'Saal
Posts: 18

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#3 » Apr 17 2017 09:37

Bravo! Thanks for the help, now people can enjoy pictures of my partially, poorly, painted models! :P

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TauMan
Shas'Ui
Posts: 468
Contact:

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#4 » Apr 17 2017 10:12

Glad to be of help!

Really interested in how your campaign goes, as I am right now planning a BIG campaign.

Spoiler!
For the fall of 2017 I want to do a world wide A.T.T. "Civil War" campaign. So whatever experience you get from your campaign will be helpful!
Image
Battle Cry of Freedom!


TauMan
PS if you click on the blue highlighted words they are links to videos!
8th Edition is here: Keep Calm and Carry On!
N.Y.A.B.X.T.T.

User avatar
Panzer
Shas'La
Posts: 1165

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#5 » Apr 17 2017 11:36

Nice idea!
However keep in mind that the Farsight Enclaves aren't 100% Battlesuits 100% of the time. They too use Firewarrior, Pathfinder, Piranha etc. ;)

The Shrike
Shas'Saal
Posts: 18

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#6 » Apr 18 2017 07:00

For sure! This was just a quick reaction force to man the listening station; both forces will be more diversified in Game 2.

The Shrike
Shas'Saal
Posts: 18

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign

Post#7 » Apr 18 2017 08:54

Fluff, for those inclined:

Spoiler!
Tau Empire Prologue:

Aun'lo was furious. He had entrusted his now dead apprentice to take the listening station swiftly, ensuring surprise for the main thrust. Now the entire system knew of his arrival, and he'd lost a secret R'Varna experimental battlesuit to the enemy. He cursed himself. He should have sent the expert to lead and made Aun'wi observe. He would not make the same mistake twice. He summoned Commander Shadowsun from her frigate and gave her command of the strike force that would make planetfall on Lub'Grahl. If the most skilled hunter in the Empire could not secure victory this time, perhaps this expedition was doomed to fail.

Farsight Enclaves Prologue:

O'Shovah was meditating in his spartan quarters when the raid on the listening station began. Afterwards, he thought he had discerned a subtle menace in what he had come to refer to as the fabric of the universe. He couldn't quite put a finger on when he began to presage certain events, and that unsettled him. But deep in his subconscious an unsettling truth nestled. The very same force that had extended his life thrice the normal span of a T'au was also giving him insight into the dark reality of the universe's greatest mysteries. If he knew this in his conscious mind, he suppressed it. A man of honor as pure and unsullied as Farsight would have to commit ritual suicide if this was ever acknowledged. Besides, a more pressing matter was at hand, the survival of this experiment of his in self-governance and meritocracy. His Enclaves existence was at stake, and he would lead their defense, as always, from the front.


Mission: Man the Barricades! (1500) Modified Hammer and Anvil Deployment, 4x5 battlefield. All forces must deploy within 18" of their short table edge.

Major Victory: Defender is victorious if no enemy unit at the end of the game is within 3" of the fortress. Attacker is victorious if a unit is wholly on the fortress at game's end. If achieved, that unit gains one of the following special rules for the remainder of the campaign: Shred, Feel No Pain, Twin-linked, Fearless, Preferred Enemy. In addition, the Empire will automatically Seize the Initiative in Game 3, if they so choose.

Minor Victory: Whichever faction has more points within 3" of the fortress scores a minor victory. +1 to roll for deployment in Game 3.

List Note: I have modified the profiles of the Warlords to make them more resilient, ensuring at least their narrative survival. In addition, I have allowed Forgeworld units to be taken within alternative force organization charts. (One can only hope!) Finally, at the larger point levels I cannot field cohesive color schemes separating the Sa'Cea models from the desert scheme. Thusly, you'll see some Empire models in desert camo. I hope the narrative keeps things clear for everyone.

Tau Empire Hunter Contingent

Contingent HQ

Commander Shadowsun: Eternal Warrior, It Will Not Die
Bodyguard: Flamer, Burst Cannon, Target Lock

Hunter Cadre

Commander: 2 Missile Pods

3 Stealth Suits

5 Strikes
5 Strikes
10 Breachers: Devilfish

Y'Vahra Riptide Battlesuit

Skyray

Armored Interdiction Cadre

Hammerhead: Railgun
Hammerhead: Ion Cannon
Hammerhead: Ion Cannon
Skyray

Farsight Enclaves Combined Arms Detachment

Commander Farsight: Eternal Warrior, It Will Not Die

3 Ghostkeels: Cyclic Ion, Burst, 2x Target lock

Monat: 2x Fusion Blaster, Bonding
8 Breachers: Devilfish, Bonding
7 Breachers: Devilfish, Bonding

2 Tetra
Tetra
Tetra

Stormsurge: Shield Generator, Early Warning Override, Pulse Blaster Cannon, Airbursting Fragmentation Projector

Battlefield: A lost Imperial hive city on Lub'Grahl!

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Empire Deployment:

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Enclaves Deployment:

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Empire:

I massively underestimated the firepower of the Armored Interdiction Cadre, especially within a Hunter Contingent. He was already twin-linked within 6" of the center Ghostkeel model so he used his marker hits to ignore cover, and a lot of firepower was AP3 or better. He killed all but one stealth and put 3 wounds on a Keel; the next shooting phase was going to be worse because the Keels didn't have any drones left to take the Ap3 shots. I knew I was playing from behind from here on out, the Enclaves' hope rested almost solely on my reserved Stormsurge.

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Enclaves:

I made another mistake here, which was to advance the Ghostkeels to shoot instead of jumping them behind the fortress at least until backup arrived. This pretty much sealed the fate of that unit as they would bear the sole brunt of the Armor's firepower for two turns in a row.

Empire:

The Armored Interdiction Cadre is no Riptide Wing, but it's nasty enough and if 8th edition makes vehicles tougher to kill and improves the strength of blast weapons as rumored, it's entirely plausible that it will be a more popular formation. The Enclaves are on the ropes! I need my reserves! The Y'Vahra rolls an epic 12" thrust move and jumps onto the parapet to await the arrival of the Stormsurge. I lick my chops hoping to D-missile her into oblivion.

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Enclaves:

All my reserves came in; giving me a burst of hope that I might deal the Mont'Ka Killing Blow as the fates intended! Farsight deep strikes behind enemy lines with a fusion bodyguard while the Breachers accompany the Stormsurge walking on from my left flank. The Stormsurge makes quick work of the Y-Vahra, rolling that coveted 6 on the D chart, while failing to do much else. Farsight and his bodyguard explode the Cadre's Skyray, that should help my Stormsurge survive as the Empire's remaining markerlights won't be twin-linked and that's 6 less seeker missiles I have to worry about.

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Empire:

Wow. The empire strikes back indeed! Even without the Cadre's Skyray, he makes quick work of my Stormsurge with wounds to spare. The Cadre and Breachers combined for 22 wounds AP3 on it and my shields and Feel No Pain were not enough to stay alive. This was a stroke of genius on the part of my opponent. He hung his Y'Vahra out to dry just as Shadowsun would with her Kau'yon The Patient Hunter strategy! Then he dumped out the Breachers and let me have all his firepower. I was cooked and I knew it.

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Enclaves:

I went into full retreat mode here. I dumped out the forward squad of Breachers to deal with his disembarked Breachers, but everything else pulled back and I started moving Farsight back towards the fortress, but he had a loooong way to go. If the game ended on turn 5, I was certain to lose. I wasn't out of it, but I needed all my points to be on the fortress. Farsight killed a squad of Firewarriors on his way back as I went into survival mode.

Empire:

My opponent moved in for the kill. He started pushing all his tanks forward to the fortress while harrying Farsight with his missile commander and Firewarriors.

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Enclaves:

Farsight killed another tank on his way to save the day. His Dawn Blade is an absolute beast.

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Empire:

My opponent crowds the fortress with points while protecting his rear armor from my remaining Ghostkeel.

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Enclaves:

Farsight gets in position with his thrust move to charge another tank on turn 6 but alas, the it's a 2 and the game ends! Major Victory to the Empire! 647-550 within 3" of the fortress. The Railgun Hammerhead will inherit Preferred Enemy for the remainder of the campaign! In addition, the Empire captures secret planetary defense plans inside the fortress, gaining automatic Seize the Initiative in mission 3, while the Enclaves must deploy first! See you next week, I hope this is as enjoyable to read as it has been to play :D

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Tael
Fio'O
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Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign ***Update: Game 2 Up!***

Post#8 » Apr 25 2017 10:08

Top stuff! That alien battlefield was suitably Alien with the scenery :D

Last game ended up a parking lot indeed. haha.

Great write up and enjoyable photos - kudos to the paint work!

Also, I'm totally on side with Sa'Cea, my cadre being of that Sept too :)

The Shrike
Shas'Saal
Posts: 18

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign ***Update: Game 2 Up!***

Post#9 » Apr 29 2017 08:38

Thanks Brother! Game 3 will be up mid-week. I'm trying to wrap up the campaign before 8th so everything stays cohesive. I'm very excited for the rules but I imagine tactics could be influenced dramatically. Fluff, Mission and Lists will be up tomorrow!

The Shrike
Shas'Saal
Posts: 18

Re: Tau Civil War: Empire vs. Enclaves Escalation Campaign ***Update: Game 2 Up!***

Post#10 » May 04 2017 11:11

Fluff Intro for those so inclined:
Spoiler!
Empire Intro

Aun'lo called Commander Shadowsun into his chambers. He had just finished watching her glorious victory on his datascreen. "Well done O'Shaseera, you are a true master tactician. The loss of a Y'Vahra is grievous, but I see how essential it was to bait O'Shovah into over-committing his forces. Bravo. Now, I want you to deliver the death knell to this insurgent. Wipe out their forces on Lub'Grahl. Once we have a beachhead in this system, these Enclaves are finished.

Enclaves Intro

O'Shovah meditated on his mistakes in the Hive City. He overextended himself for no reason. He should have kept his forces close to the fortress, venturing out only far enough to sabotage incoming Empire units. He would not repeat his mistake. His apprentice had bested him using her patience, now he would turn that against her. He would use his superior mobility to deliver a swift alpha strike to her armor, then sit back and crush her remaining forces under the withering fire of his Stormsurge. He had to succeed. If he lost Lub'Grahl, it would send the entire system into panic, and one of his remaining planets may even try to sue for a separate peace. He had to win here before he could press the attack. In the meantime, he sent his best negotiator on a secret mission to request aid from a capricious ally in a nearby system. He may need them before the end.


Mission: Take No Prisoners, Leave None Alive

Deployment: Dawn of War

Major Victory: Either side can achieve a Major Victory if their opponent's Warlord is killed and they have less than 250 Points on the table at game's end.

Minor Victory: Have more points than your opponent at game's end; your Warlord must live.

This mission's length is automatically 7 turns.

Consequences for Game 4:

War of Attrition: If one side achieves a Major Victory, they will bring 100 more points than their opponent in Game 4.

Lists

Tau Empire Hunter Contingent

Hunter Cadre

Commander: Iridium Battlesuit, Stim Injector, Shield Generator, Onager Gauntlet, 2x Plasma Rifle

Contingent HQ: Commander Shadowsun (Eternal Warrior, It Will Not Die), Bodyguard: 2x Flamer

3 Stealth Battlesuits

5 Strikes
5 Strikes
9 Breachers: Devilfish

Y'Vahra
Y'Vahra

Skyray

Armored Interdiction Cadre

Hammerhead: Railgun (Preferred Enemy)
Hammerhead: Ion Cannon
Hammerhead: Ion Cannon
Skyray

Farsight Enclaves CAD

Commander Farsight (Eternal Warrior, It Will Not Die)

Ghostkeel: Fusion Collider, Twin-linked Fusion Blaster

8 Breachers: Fish
7 Breachers: Fish

Monat: 2x Fusion Blaster
Monat: 2x Fusion Blaster
Monat: 2x Fusion Blaster
Monat: 2x Fusion Blaster

2 Tetras
Tetra
Tetra

R'Varna

Stormsurge: Shield Generator, EWO, Airburst

Void Shield Generator: 2 additional Sheilds

List Analysis: The Enclaves have been humbled by the armored might of the Empire. They're taken measures this time to increase the resilience of their key unit, the Stormsurge, while also bringing massed fusion blasters to bear. The addition of a second Y'Vahra will be difficult to deal with. I've used them in the past to stunning effect and have found that two of them are better than 1 Stormsurge for the most part. Even if the Empire fails to fell the Surge, he could spend most of the game blinded by the Y'Vahras. It should be a bloodbath.

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