Tau vs Blood Angels, 1750. Seize Ground using Dawn of War. 5 Objectives placed.
I turned up late at the club as I was waiting on my Broadside glue to dry. There was already Nids vs Eldar going on, Empire taking on High Elves, and Circle of Orboros taking on Protectorate of Menoth. The Eldar put up a good fights, but Pat's Nids are dam difficult if you don't take down the Gaunt pooping Tervigons early on and sadly then went down. Keith brought his Blood Angels so people at the club can see what a Descent of Angels list can do, my initial thoughts is I hate FNP!
I had only just finished my 1750 list earlier in the day, so I was unsure what to expect. I was still learning the basics with Kroot and this was the first time I'd be using my Commander as a separate unit on his own. Also I'd added Kroot Hounds which I found to be dam handy.
I didn't get Keith's list but here is why I can remember. Blood Angels players will be able to fill in the exacts I might be wrong with squad sizes too.
Sanguinor -(I'd just like to say, this guy is a pain the ass!!!)
Sanguinary Guard x5, 2 melta guns
Assault Squad x 10 + priest, 2 melta guns
Assault Squad x 10 + priest 2 melta guns
Assault Squad x 10 + librarian 2 melta guns
Devastator Squad x 5, 4 Missile launchers
Devastator Squas x 5, 3 Missile launchers
Shas'el Fireknife config with Multi Tracker & HW drone controller - 2 Shield Drones
Shas'ui Crisis Suit team - 3 x Fireknife config with Multi Tracker
Shas'ui Crisis Suit team - 3 x Fireknife config with Multi Tracker
Shas'ui Crisis Suit team - 3x Deathrain config with Target Array
10 x Kroot with 5 Kroot Hounds
10 x Kroot with 5 Kroot Hounds
6 x Firewarrior
8 x Pathfinder - Devilfish Transport with SMS, Disruption Pods, Multi Tracker, Target Array
Hammerhead - Railgun, Burst Cannons, Disruption Pods, Multi Tracker, Black Sun Filter
Hammerhead - Railgun, Burst Cannons, Disruption Pods, Multi Tracker, Black Sun Filter
3x Shas'ui Broadside Team, 3x Advanced Stabalized System. Team Lead wi 2 Shield Drones, Target Lock and Black Sun Filter
I was going 2nd and didn't get to seize the initiative. Turn 1 was useless as I was being careful with deployment, denying any spaces for the deepstriking Sanguinary Guard. This meant that my suits and tanks were out of range with the night fighting rules.
I forgot my iphone to take pics and once again I've forgotten what happen on what turn to be able to do an accurate battle report. (I'm sorry but it's 3am here and I'm forgetful when sleepy!)
The short recap is that the Tau spent the whole game castled in the corner, the Blood Angels slowly approached and got shot up once they got close.
We decided to call it a draw in my turn 5 movement as Keith starts work early on a Tuesday. He only had his Sanguinor and 3 Sanguinary Guard left with his 2 Devastator Squads. I had 2 Hammerheads, a Fireknive team, 2 Kroot Hounds and 7 Kroot.
I think I played the game the best I could. Mistake wise would be not moving the Devilfish to the far left (forcing Keith to split his advancing units) and at the end I could have screened my Kroot better so that they didn't get stuck in combat and break (they fleed only 3, then 3 again in my turn because the Sanguinor was so close)
An all Jetpack army is weird to face, you need to get the target's right and watch for those gaps in your lines. I still hate FNP with a passion and feel like it's a bad over used rule GW use when they want to make stuff feel special. I expect to see this rule added to more silly units in the future.
I didn't like how it took about 1500 points worth of shooting to take down a single squad. (Dam Fireknives and missing to hit)
Kroot and Kroot Hounds are fun. I'll get round to using Piranhas soon enough but like I've said before I'm not just using stuff because the internet says so.
I'm off to be now as Tuesday is going to be one heck of a busy day!
1 comments:
Good luck, et cetera...
I'm just posting 'ere to congratulate you for an AWESOME pic.
You know, them bloodsuckers.
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