Showing posts with label Tau. Show all posts
Showing posts with label Tau. Show all posts

Sunday, March 26, 2017

2v2 Batrep - The Danse Macabre

A storm was gathering above the planet Gerexus, making it hard to differentiate friend from foe. Many parties had previously fought over the bountiful rewards on offer, with few being able to claim absolute victory. As the walls of reality weakened, armies of the Imperium, wanderers of the Webway, newborn races, Traitor Legions, and denizens of the Warp all converged on the planet yet again. In the ensuing battle, none would be able to truly tell friend from foe....

Mork and I entered the 2v2 tournament held at Gamersaurus Rex over the weekend. We eventually settled on a combined Ynnari and Death Guard list. Much as I dislike the fluff behind it, soulburst brings a whole new way to punish lists which get an alpha strike in, while Mork's Death Guard added some resiliency for securing objectives.

The forces of the Danse Morkabre gathered.

Saturday, March 25, 2017

2v2 Tournament Part 1 - Friendly

So after finally painting and working on my army for the past 2-3 weeks, it was time for the actual tournament. Daryl is my buddy and he brought a beautifully painted army. 

It's a 2v2 tournament with no repeat formations.

Here is my list:

Skyhammer Formation
  • Assault Squad: 9 Marines + Sergeant with Power Weapon - all with jump packs
  • Assault Squad: 9 Marines + Sergeant with Power Weapon - all with jump packs
  • Devastator Squad: 9 Marines + Sergeant - 4 Grav Cannons
  • Devastator Squad: 9 Marines + Sergeant - 4 Grav Cannons
The following will be the three games Daryl and I had with some commentary

Game 1
The first draw we ended up playing with Lum and Melvin who are also regulars at T&D, our gaming club. This was hilarious! We just played them last week and in that practice game, it helped me hone my list. 

We rolled for first turn and in our previous game, Lum made the mistake of letting me go first, thus reducing Tau effectiveness. This time they rolled and managed to choose to go first and Lum promptly took first turn. 

Only to have us seize the initiative! 
Both Lum and Melvin visibly slumped and we had a good laugh about it. Some good old fashion luck certainly helped.

I really love this conversion! He actually used FW Ghal Vorpal and gang
Overview of the battle


Just love this amazing shot. Those Marines are dying in the droves and the Demons mop up
It was truly a war of attrition! 

While Daryl's Havocs get threatened by Lum's assault squads

My job was simple. Just go in and pull all attention to me thus allowing my partner to mop up on the objectives. Daryl got really lucky with the spawning and we managed to get all the right demons. Eventually we managed a good win, 16 to 6 - 10 point differential.

Stay tuned for Part 2

Monday, March 13, 2017

Tourney Prep - 1000 Point 2v2

So after preparing my army for the 2v2, I arranged for a game with Marshall, Lum and Melvin to give my army a good spin. I have never used the Skyhammer before and this would be my maiden game. Lum however is an experienced Skyhammer player and I learned quite a lot from the game with them. 

While Marshall wasn't in the true sense my partner for the tourney, he designed a list that he felt comfortable with that was balanced. It allowed me to see what worked for me too.
Marshall would capture the points while I was in their face
One quick lesson was that you always combat squad the Assault Marines when deep striking them into Intercept. That intercept template will easily wipe them out.

Another was that I should not have only 4 Grav Cannons in one unit of Devastators. 35 points per model, they were way too easily killed.

Interestingly enough, the Eviscerator actually worked in this game, killing the Stormsurge.

It became a bloody race to kill by mid game

With Lum eventually outnumbering me
We managed to win this game mainly because we got an early lead from the cards that we drew. However, I was more concerned over the viability of my list as the initial concept of it was to hit hard and draw the enemy into hammering down on my Marines. It did not have enough bodies and the upgraded Eviscerators soaked up too many points.

Came back and continued preparing more Marines

With only a week left, I really had to push out more Marines and fast
At this point, I was pushing out 3 to 6 Marines an evening as that was the only way I could finish in time. Note to self: do not wait till the last week

More hitting the table

I put those finished facing me to keep me motivated

And remagnetized all of the Eviscerator arms with Bolt Pistol and Chainsword
I also had to swap out the Plasma Guns and swap in a Power Sword for both my Assault Marine Sergeants. More work at the last hour. LOL!

Worst part was that I realised I was running short of my 2.5mm x 2.5mm magnets! Rummaging my magnet case, I found a stack of 2.5mm x 3mm magnets and I went to work with them, drilling deeper into the minis and hopefully not break the arms.

After finding the right parts, I magnetized them

While the arms were being primed, I started working on their bodies

This time working on more than 3 so I can finish in time

Always amazed how much a deadline can help push modelling progress

Focussed on the Devastators knowing that these models were complete

Airbrushed them arms

Only the arms left! 

Boom arms done! 
On Friday evening I took out my PVA glue and flocked the heck out of these Marines. All 40 of them! Packed them into the bag and I was ready to go. 

Monday, November 28, 2016

2016 Warhammer 40k Invitationals Tournament Batrep - Fantastic Beasts

The 2016 40K Gamersaurus Rex Invitationals. The penultimate tournament of the season before we enter 2017, and one of the most competitive tournaments in the local scene. Thanks to the support from the Tables and Dice Wargaming club, I managed to sneak into the qualifying group thanks to the T&D people who voted for me. I decided to bring my Tyranids for a whirl, more details on list-building after the Batrep.
 
Death comes on Swift Wings,
With pinions of onyx, and in midnight clad.

List Building Restrictions: 1850pts, no Forge World, no more than 2 superheavies, and a maximum of 3 detachments.

Hive Fleet Sargas (1850pts)
Here there be monsters. The Tyranids of Hive Fleet Sargas.

Skyblight Swarm
1 x Flyrant with Twin Linked Devourers and Egrubs
1 x Hive Crone
2 x Harpy with Twin Linked Stranglethorn Cannons
3 x 10 Gargoyles

CAD 1
2 x Flyrant with Twin Linked Devourers and Egrubs
3 x 3 Ripper Swarms with Deep Strike
1 x Venomthrope
1 x Skyshield Landing Pad

CAD 2
1 x Flyrant with Twin Linked Devourers and Egrubs
2 x Mucolid Spores

Game 1 - Tyranids vs Hunter Cadre Tau 

The Crystal Tombs on the world of Khet had lain untouched for millenia, its erstwhile Necron architects having strangely disappeared. However, a nascent race's interference and study of the strange crystal had activated the crystal, sending an indecipherable energy pulse into the blackness of space. The pulse reached alien senses, and inscrutable eyes turned towards the distant light reflecting off the icy world. Slowly, inexorably, the Tyranids turned towards the source of the energy, preparing to feed...

Having played (with Harlequins) against my opponent before, I knew I was in for a tough fight. His list contained two Stormsurges and a Ghostkeel in a Hunter Cadre, with a whole load of marker drones, missile Crisis suits, and Broadsides. This would be a tough game, since most of his shooting would be able to ignore my armour saves. Luckily the ITC and GW FAQs meant that his combined firepower could not buff his shooting at my flyer, and reducing the marker lights he could use to ignore cover.

Deployment. This is actually more terrain than we normally see in the local scene. I took full advantage, castling my flyers on the Skyshield and sticking a Venomthrope in the Ruins with other stuff to take advantage of a 2+ cover. I had first turn, but I was worried I'd have the initiative seized.
Turn 1: Tyranids swoop forth, flooding up the board.
Shas'O'Neji pinged an alert to his cadre as his visor lit up with target vectors and intercept data. In his limited interaction with the gue'la, they had spoken of mythical plants known as Christmas trees, and his creed looked as they described. A blizzard of red and blue covered every inch of his screen, as the targeting AI logged hostile and unknown contacts. It seemed that the Earth Caste had inadvertently attracted the attention of the ever-devouring Y'he, known to the gue'la as Tyranids...
 
First Blood to the Nids! Concentrated S6 firepower from the Harpies and the Flyrants down a squad of Crisis Suits with marker drones, a broadside and missile drones, and a bunch of marker drones.
Shas'ui Borja nervously checked his XV8's systems for the umpteenth time as he scanned the area for contacts. The Y'he had been spotted in the sector, and he was duty bound to guard the Earth Caste as they went about their duties in the ancient crystal tombs. As newly graduated Shas'ui, he was determined to fulfill his duty to the Greater Good. Yet his determination and vigilance were for naught as a sudden rain of living ammunition tore through his accompanying marker drones and chewed their way through his battle suit. His comms systems damaged beyond use, no one heard Borja's final screams...
 
The Tau give as good as they get, killing off two Flyrants in short order. With both Stormsurges and Broadsides focusing their fire, the Flyrants are quickly shot out of the skies. You can see his target priority by the lack of other dead models on the table at this point.
 
Turn 2: Rippers arrive close to a Broadside, to steal the objective. The Tau opt not to intercept with their s7 shooting, allowing the Rippers to claim the objective. This was because he wanted to save his high yield missile pods for the FMCs.
 
Turn 3: Overwhelming numbers against overwhelming firepower. The Tyranids are in deep amongst the Tau lines, vector striking and/or bombing several infantry units. But the Stormsurges form an impenetrable bulwark, with nothing being able to hurt them. Key point of the match: The Hive Crone vector struck the lone Commander, and with a single S8 AP2 Ignore Cover hit, all I needed was ANYTHING BUT ONES. Guess what I rolled?
The hordes of flying creatures now surrounded Shas'O'Neji, as the Cadre ripple fired everything they had into the swarms. A loud screech made O'Neji look up, and his suit's systems moved just a fraction too slow as the wickedly barbed claws of a winged creature slashed at his pilot's compartment. With an almighty bang and a shower of sparks, the claws skidded off the compartment, leaving deep gouges but otherwise doing no harm. Having seen what those claws had done to other suits, O'Neji made a mental note to buy the Earth Caste scientists a drink...
 
End game. The Tau have reaped a bloody toll on the Tyranids, but there are still many creatures still in the air. The Nids have basically given as good as they've got, with only the Heavy Retribution Cadre and a few scattered fire warriors/battle suits left.
What a bloody battle. Unfortunately, there was nothing that could be done about the Stormsurges. Without high strength AP2 shooting or grav, there were far better targets to shoot at. Nick also rolled pretty well for the 4d6 number of shots, and with that volume of shooting, even hitting on 6s, some damage was bound to be done. 

Other high/low points of the game were the re-spawning gargoyles doing less than I had hoped, since they had to claim objectives which were on my side of the table. My opponent also forgot some of the twin-linked shooting, which would have possibly helped him shoot more stuff down. So despite a spirited fight, the Tyranids experienced a narrow defeat. Final score was 18-15 to the Tau!

The skies began to clear over the world of Khet, and O'Neji had the chance to finally catch his breath. The Y'he had been driven off, but at a terrible cost to the Tau. The cadre had little left to withstand another assault, and the air caste had indicated that more life forms were making planetfall. With great regret, O'Neji ordered the withdrawal. The Tau had won the battle, but lost the war...

Game 2: Tyranids vs KDK/Daemons/Foresworn Renegade Knight 

Game 2 was against the mind-bending forces of Chaos. With a list including a Lord of Change, two Bloodthirsters with D-axes, and a Renegade Knight with Gatling cannons, this was going to be an interesting matchup. On the surface, he would only be able to hurt me with Vector Strikes and the Renegade Knight, which should have given me control of the skies.

A living carpet of feeding organisms flowed over the bodies of the dead, both Tyranid and Tau alike. Streaming towards the glowing shard that had attracted the Hive Mind's attention, the swarms spasmed as reality suddenly bent around them. The wailing of the lost and the damned filled the air as the hordes of Chaos stepped through the breach, drawn by the blood letting that had gone before...

Deployment. He chose to park his ObSec Bloodletters on the objectives in his backfield, while I put my objectives within 15" of my board edge so that returning Gargoyles could claim them. I didn't have first turn, so I again castled up on the Skyshield, trying to avoid the shooting from the 24 shot Renegade Knight.Not that this was to matter, because...
 
My mistake gives him first blood! I chose not to jink with my Flyrant on the Skyshield, and he was promptly gunned down. Everything else takes to the air in my turn.
The winged tyrant swivelled on its perch as the Chaos force appeared around the shard. The barrels on the Renegade Knight known only as the Song of Ruin cycled into high gear as its daemonic sentience selected its winged target. A wave of ecstasy and pain passed through the withered creature that used to be a proud knight seneschal as he depressed the trigger. With a hail of explosive rounds, the winged tyrant disappeared in a cloud of ichor and bloody mist.

By Turn 3, I manage to take down the Imperial Knight with concentrated shooting from my Flyrants. Just before this, I really needed Catalyst, because the Feel No Pain was invaluable against the Imperial Knight. However, when I roll.....

PERILS. From Top to Bottom: Warp Charges used, Perils Result, and Leadership check. Are you kidding me. My opponent and I have played together before, and this is the second time this has happened. Even he said "Not this sh*t again". Lol. I joked that he had a Collar of Khorne hidden somewhere that caused this to happen.

End game. I would shortly lose my Flyrant Alpha to a Vector Strike from a Bloodthirster, and proceed to lose the Relic to the Khorne Dogs as I elected not to bubble wrap the Relic in Gargoyles. This was a big mistake, as I had assumed my ObSec would allow me to steal the Relic instead. Cost me 5 VP in the end, and lead to defeat for the Hive Fleet.

18-13 to Chaos! This was probably the most demoralising game of the day. To roll that perils sequence again was painful. Damn you and your Favour of Khorne Renzus! Heh. On a more serious note, the big mistake from this game was not moving my Gargoyles up to secure the Relic, thinking that ObSec helped.

In the final photo of the game, I hadn't moved the Gargs from the turn before, and I could/should have jumped forward and run to get in range of holding or at least contesting the Relic. That would either have drawn the game, or swung it in my favour. Also, in hindsight, perhaps I should have targeted the Khorne Hounds more, reducing their numbers to prevent Renzus from claiming the Relic, instead of going after the big guys.

Animal instinct met soulless fury and desire as the Chaos Daemon and Tyranid monster clashed across the snowy planet of Khet, both striving to control the strange crystal that called to them equally. Neither side giving quarter, both quickly came to realise that the conflict was futile. As on the world of Shadowbrink, the Tyranids had no true souls to corrupt, while the Daemons provided no biomass to the Great Devourer. Unlike Shadowbrink however, the Hive Mind sensed that it had no real use for the strange crystal that had first called, and wasted no more biomass in contesting the world. Slaying the last of the winged red beasts, the remaining synapse creatures and gargoyles took to the skies, leaving Khet in the hands of the fast fading Daemons...

Game 3 - Tyranids vs Armies of the Imperium 

Private Kevryn of the 201st Armageddon Fusiliers watched the sun creeping above the horizon of the world called Fury's End as he moved near to Company Command's Chimera for warmth. While the low temperatures were nothing to a man of Armageddon such as he, men of Armageddon were also practical people, and there was no sense in turning down extra comfort. Seconded to the dreaded Lord Inquisitor Torquemada Coteaz, the Fusiliers had set up a defensive perimeter while the Inquisitor did his work. Kevryn knew better than to question what that work was, or why it was taking so long. Sudden motion on the horizon caught his eye, and he dashed for the comm unit as his brain processed what he was seeing. Black wings silhouetted against the rising sun...

With two losses on the board, I headed into the final game of the tournament against another T&D member, Lum. He brought Coteaz, an Aquila Strongpoint with Vortex missile launcher, the Emperor's Wrath artillery formation, and a bunch of Grav Scar bikers. Unfortunately for him, aside from the Grav, everything else used blast templates, which meant that he couldn't touch me in the skies.

Deployment. Yes that's a vortex missile launcher opposite my sky shield landing pad, and a Manticore in the ruins. Thankfully the terrain on the boards was dense, which meant a full scatter barrage.
 
Lum re-rolling to Seize with Coteaz! Thankfully doesn't seize.
   
Turn 1: Everything takes to the air for safety, and I focus fire on the only things that could hurt me, the Grav Bikers.
 
Turn 2: By this time Lum is basically down to taking pot shots with his artillery at Gargoyles who are hidden behind LOS blocking cover, and a few bikers. The "No Escape" special rule also comes into play, as I use the Hive Crones S6AP4 drool cannon to flame his Scouts sitting in the Aquila Strongpoint. S5 Haywire templates also help in clearing them out.
 
All eaten up by brainleech worms...
 
End Game: Lum concedes at the end of Turn 4. The Mucolid spore is about to melt the Biker, and the flyers are taking his remaining artillery apart.
 
Snicker snacker, chitter chatter. The Rippers swarm around a lone biker...
The roar of the Flyrant Alpha resonated across the cityscape as Hive Fleet Sargas descended upon Fury's End. After the biomass spent in fighting for the useless crystal on Khet, the demise of Fury's End would replenish the Hive Fleet greatly. Already ripper swarms and other feeder organisms were consuming the organisms of the world, and rendering the fallen into the thick gruel that would be sucked up through the capillary towers to the Hive ships above. Satisfied that nothing left could contest Tyranid dominance over the world, the Flyrant Alpha took wing, preparing its consciousness to be re-assimilated into the Hive Mind...

Victory to the Tyranids! Finally a victory, and it was unfortunate that it had to come in such an overwhelming fashion against a fellow T&D member. His list was just not set up to deal with mine.

With that, the tournament was over and the scores were tallied. To my surprise (and everyone else's I'm sure), I came in second! Considering I had 2 losses and 1 win, I didn't expect that I could place that highly.



Thoughts
Just as planned. I score hot bug-chicks. Mwahahaha. (Random art, that's not me.)
Wow. There's something to be said for losing small and winning big, I suppose. 

I certainly didn't expect to place so highly when the field was literally filled with tournament winners. My only aim was to prove that you didn't have to bring the latest and biggest guns to be competitive, and that a less competitive codex could do well in the right hands.

I therefore planned my list to be a "poison pill"; I might not be able to outright smash the other tournament armies, but I'd hold them to either narrow victories or draws. As it turned out, while everyone was beating each other to a pulp, and in some cases scoring half points due to not playing till Turn 4, I was slowly building up the points to climb up the table. The final 30-0 game helped my score immensely, as did the eventual champion beating the 3rd placed player 30-0. A confluence of factors that all came together nicely to push me up the table, and it does show that you do need some element of luck to perform well.
The list was built on the assumption that most players wouldn't bring enough Skyfire to deal with a flying monstrous creature list. Once the higher toughness and multiple wounds of the big creatures were thrown in, I figured that it would take some serious firepower to damage this list. Scoring is a well known issue with flying circuses though, and I therefore took the Skyblight and a CAD of Ripper Swarms to provide me with a bucketload of cheap scoring units. 

Several of the players commented that bringing flying monstrous creatures was the equivalent of the psychic power Invisibility at almost all times, since opposing units would only hit on 6s. As it happened, the way the games played out meant that I gave everyone a tough fight, with the one victory being one-sided since the majority of my opponent's shooting consisted of templates/blasts.

Nevertheless, the list has weaknesses. There was nothing I could do to harm the Tau Stormsurges, and it took several rounds of shooting to deal with the Renegade Knight. Additionally, target priority is very important when your deadliest shooting is wrapped up in a few durable but not invincible packages. Every turn that went by without a Flyrant doing damage was a turn that risked me losing 1/4 of my major firepower for no return.

I wouldn't have been able to do it without the unwavering support from Tables and Dice Wargaming. Special mention goes to a select few (you know who you are) for their invaluable input on the list, and for the practice games.

Many thanks also go to Gamersaurus Rex for organising the tournaments throughout the year, and I'm definitely looking forward to the 3v3 in December!

You are not alone... They are coming for you.

Wednesday, March 2, 2016

Terrain WIP, Malifaux and Space Marines vs Tau (Green Variant)

I've been working on some terrain recently so I can get some games in at home. The kit from GW is amazing. With elevation, it creates a nice battlefield too. 

Detailed detailed!
Almost done now, just need some detailed work and weathering

And then I got in a game with Samuel - a long time player of Malifaux. I really wanted to get more variety and he brought a list I am totally unfamiliar with. The Strategy and Schemes were also very unique as he used the Gaining Grounds 2016 ones. Nonetheless, I just played on!

Love how the mat just tied everything together
I brought a hybrid Misaki list. She would be Outcasts and she can hire up to 4 from 10 Thunders. The Trapper and Librarian from the Hired Guns were really useful

That LOS blocking terrain really hampered both our sides
Eventually we ran out of time and the game had to be called on Turn 3. Sam ran in and Laid the Trap, giving him 3 to my 2! Damn! Like all lists, you need to play and familiarize yourself!

Right after the game with Sam, Alan came in and we set up for our 1850 game. I brought the very same list I have been practicing with (we had only found out that you cannot use FW). This means that I will have to remove the Fire Raptor and replace it with a few other minis. I suspect they will be more Marines!

Rolled on Cloak and Dagger.

Tau would take first turn. 
There is of course the issue of how the Tau share buffs. Aus Comp does not allow the sharing of buffs but the players at Grex do. We chose to follow the Grex ruling although we both agreed that this was a little too extreme an interpretation as this allowed for multiple units to gain ignore cover, twinlinked etc just by attaching one Commander to the group of 3 units that is firing.

In the games leading up to this, Pat has thought me that keeping the Centurions in cover is critical

Even then, I lost one to his Intercept

While his Stealth Cadre entered mid field and killed everything around it while gaining 2+ cover
Tau breaks so many rules that it really made this game very one sided. I lost the game eventually. This was the first time that I was playing Tau with buff sharing in place and I think it is definitely too extreme. However, if that is how the community is interpreting the rules, then you either have to come to the table prepared or just don't play that ruleset. Thankfully there are people in the community to rule otherwise, including AusComp which prevents these shennanigans. Let's hope GW can come up and respond. 

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