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08/02/2012

Battle Report: Imperial Guard vs Tau - 2,000 points

It's Poddy's turn for a game tonight. He's played against all my armies, except Imperial Guard, so I think it's time to bring out what is possible the best army codex in 40k out to play. I have already given Poddy a run down on target priority a week before our game, I hope it will stick to it. I'll also help him in game if he needs it.

Imperial Guard "Steel Lions" - 2,000 points


HQ

Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad w/ Chimera - 4 x plasma guns

Troops

Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Vendetta
Vendetta
Hellhound

Heavy Support

Manticore - heavy flamer
Manticore - heavy flamer
Manticore - heavy flamer

Tau - 2,000 points
 
HQ
 
Shas'El - plasma rifle, missile pod, multi tracker & target array
Crisis Battlesuit Bodyguard - plasma rifle, missile pod, multi tracker & target array
Shas'El - plasma rifle, missile pod, multi tracker & target array

Crisis Battlesuit Bodyguard - plasma rifle, missile pod, multi tracker & target array

Elite

2 x Crisis Battlesuits - 2 x plasma rifles, 2 x missile pods & 2 x multi tracker
2 x Crisis Battlesuits - 2 x plasma rifles, 2 x missile pods & 2 x multi tracker
2 x Crisis Battlesuits - 2 x plasma rifles, 2 x missile pods & 2 x multi tracker

Troops

13 x Kroot - 2 x kroot hounds
13 x Kroot - 2 x kroot hounds
6 x Fire Warriors
6 x Fire Warriors

Fast Attack

6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
Piranha - fusion gun & target array

Heavy Support

3 x Broadside Battlesuits - team leader w/ target lock & 2 x shield drones
Hammerhead - 2 x burst cannons & disruption pod
Hammerhead - 2 x burst cannons & disruption pod

Pre-game Analysis

I've played against Poddy and his Tau many times now so I've got it pretty sussed what needs blowing away first. Anything with a railgun will get blasted, if I can use Manticores to pummel the Hammerheads and use Vendettas to gib some Broadsides I think I will be ok. All Battlesuits with will be next, multi lasers will be enough on them and any spare Manticore shots can drop down on them and hopefully I can instagib some. Melta and plasma will tackle the Battlesuits up close though.

Game: Seize Ground + Pitched Battle

Deployment

I won the roll off and decided to go first. I placed two objectives just outside my deployment zone 14" apart, one was on the left flank and the other in the centre. Poddy placed the other in the top right corner 12" from the board edges. The objectives are the oil barrels btw.

I deployed putting melta Chimeras at the front supported with CCS Chimeras. Everything else went behind, except the Vendettas which started away from the Chimera wall and will move flat out to get cover (just in case Poddy succeeds in seizing the initiative) and rejoin the av12 wall.

Poddy deploys mostly on the right flank and across the centre. He uses a large ruin in the right flank to deploy a unit of Kroot, Devilfish w/ Pathfinders, Fire Warriors and two Battlesuit units. Next is the two Hammerheads with the Broadsides and both Shas'El units behind. In a ruin in the centre is the other Kroot unit, Fire Warriors, Crisis Suits and Pathfinders inside the Devilfish. Piranha is in reserve.







* Tactical Notes

I think Poddy has got his deployment spot on. He has used the two ruins well and got his units mostly out of LOS or in cover. He has also used his vehicles well to cover the other Battlesuits and has left his Pathfinders inside the Devilfish, this is because he knows I will blast them first turn, though my multi lasers aren't going for Pathfinders today.

If I move up the centre I can use the tower ruin to get some cover and this is also the larger gap, if I flank towards the right my tanks will bottleneck. It will also give the Manticores some firing room in case of any nasty scatters.

Turn 1

I scout my Vendettas moving them flat out and they rejoin the av12 wall. Poddy attempts to seize the initiative and gets it! He now takes first turn, which is a good thing as you never really want to go second against Imperial Guard.

Right, so Poddy's first turn; Pathfinders bail out and move into both ruins while the Fire Warriors jump in their rides. There's some limited movement from the Battlesuits, they just jump out of cover really, that's all.

Shooting; Poddy blasts the Vendetta on the left and scores weapon destroyed, he blasts the other with more railguns and it is shaken thanks to extra armour as standard. More shooty shooty from missile pods sees two multi lasers ripped off, one CCS tank immobilised and the other CCS tank stunned. The Hellhound also gets wrecked by missile pods A good start for Poddy!

My first turn; I move the shaken Vendetta flat out towards the bottom right corner so it at least gets a cover save next turn. I start moving out whatever tanks I can and leave the Manticore's static.

Shooting; Vendetta fires the two lascannons and manages to kill a shield drone from the Broadside unit. Multi lasers open fire on the Crisis Suit unit by the centre ruin, I kill one Suit. Manticores open fire and I manage to explode a Hammerhead kill another Battlesuit and also gib a Broadside. All in all that's not bad shooting and I think we're pretty even damage wise.







* Tactical Notes

A good turn for both of us and it appears Poddy has taken on board what I said. He has nailed the Vendettas and stopped one from shooting, CCS tanks have taken damage and the Hellhound is dusted. I think he's probably going to bend over and take what the Manticore's dish out, will wait and see.

Next turn I'll fire the Manticores at the remaining Hammerhead and Broadsides. Chimeras will probably move up the full 12" to get into range and pop smoke, so I'll just have to hold out for a bit.

Turn 2

Not a huge amount of movement from Poddy this turn. He moves the Broadsides into the crater from the Hammerhead to get any cover from plasma etc while the Hammerhead moves in their place. Battlesuits jump into position while the Pathfinders move through ruins.

Shooting; the Broadsides fire at the Vendetta on the left flank and roll snake eyes to pen, though the Hammerhead does better and takes out the Vendetta on the left flank. Missile pods open fire and a melta Chimera is stunned while another is wrecked - squad passes pinning test. I think that's it for Tau.

Guard's turn; I move what Chimeras I can 12" and pop smoke on all but one, that's because it's getting cover anyway. I move the exposed melta unit towards one of the objectives. That's all my movement.

Shooting; Vendetta fires at the Broadsides though cover and shield drone makes the save. Manticores all fire and get a single shot each, boo, though they do manage to immobilise the Hammerhead and gib a Shas'El unit so I cannot complain. I did also issue move! move! move! and the melta unit moved a little bit more.


* Tactical Notes

Looks like we're both taking blows, though I did really want at least a single railgun to be taken out. I am still not progressing with the Chimeras and Poddy has already started to move the Devilfish over towards the left flank and appears to be taking the long way around.

Next turn I'll move the Chimeras up and burn the Pathfinders while plasma rapid fires into the remaining single Battlesuit on that flank, I might send a single melta Veteran unit forward 12" and bail them out so they can nuke the Hammerhead, they at least will be a distraction.

Turn 3

Poddy rolls for reserves and the Piranha arrives, he speeds it flat out down the left board edge and uses the shrine ruin for cover.

Tau's turn; the Devilfish moving down the left flank joins up with the Piranha. Battlesuits come out to play, but I think that is it really.

Shooting; Pathfinders start lighting tanks up and Poddy uses these to take away my cover saves. He manages to explode a Chimera which virtually wipes out a squad - only two dudes left who pass morale but fail pinning. A melta Chimera is wrecked - squad fails pinning and the immobilised CCS tank is wrecked - squad passes pinning. A plasma Chimera by the tower ruin is also stunned.

Right, it looks like my corns are been cut here and I haven't got a huge amount to do. I move out the two Chimeras which are mobile with the CCS leading the way. The melta unit which was on foot previously move and run into cover and claim the objective on the left flank.

Shooting; CCS on foot issues the take cover order to the melta unit in terrain by the objective, I expect them to be shot at next turn. The other CCS issues get back in the fight to both pinned units, only the melta unit passes. The CCS fires into the Pathfinders with the now unpinned melta unit, Pathfinders take morale and pass. Vendetta can easily see the single Crisis Suit hiding behind the centre ruin and dishes out some instagib death with lascannons. Manticore's fire and I again get some poor rolls, though the Hammerhead is stunned, one Broadside is dead (squad passes morale) and the remaining Shas'El unit is gibbed, nice :).



The tactical genius in pink surveys the battle from a safe distance.





* Tactical Notes

Ok, so we are still knocking seven shades of shit out of each other and appears we're taking equal damage. I am quickly losing mobility to reach the only objective Poddy controls at the moment. Poddy is slowly but surely running out of anti tank weapons, he only has three Battlesuit units he can fire next turn.

I would love to say I could deal with the oncoming Piranha and Devilfish but they have cover way too nicely. When the Piranha and Devilfish appear I should have enough units to then deal with them along with CCS orders to make them more effective. So I will start pulling units back and just send the last two mobile units in attempt to contest Poddy's only held objective. 

Turn 4

I don't think Poddy does any movement at all this turn, actually he moves the Kroot in the large ruin through terrain a bit to start to reach the objective by him.

Shooting; Pathfinders light up the two remaining operational Chimeras, the plasma one is wrecked - squad passes pinning and the CCS Chimera explodes - squad passes pinning. The single Broadside takes a pot shot at the Vendetta and shakes it thanks to extra armour. That's it for Tau.

I've got a bit of a problem now, all my Chimeras are busted except for one. I attempt to move the single operational Chimera straight through the ruin in attempt to contest Poddy's objective and the damn thing gets immobilised in terrain, great. As a backup I move the Vendetta flat out and it starts to make it's way over, I doubt it will make it but I may as well try. Unit of melta Veterans move from their wrecked vehicle towards the centre objective and claim it. Plasma Veterans out their now wrecked Chimera move to rapid fire a oncoming Devilfish on the right flank.

Shooting; CCS issues fire on my target to his own unit and fires at the Broadside and does nothing. Plasma Veterans blast the Devilfish and score immobilised and shaken. Manticores rain down the last barrage and all of them get three shots a piece, the Hammerhead is wrecked, but the rest of the shots totally scatter and miss, one barrage even goes off the table!



* Tactical Notes

It's starting to boil down to it now. Poddy no doubt has the objective his side, my immobilised Chimera has practically just ensured that for him. I've played more defensively and brought units back and have both objectives my side, so at the moment I've got them covered. Though Poddy has several units of Tau close by and can easily move the Piranha, drones, Fire Warriors and Devilfish to contest and score a win.

Next turn I'll have to deal with the Piranha and Devilfish which are no doubt going to come and attempt to contest the two objectives I hold.

Turn 5

Fire Warriors and gun drones bail out the immobilised Devilfish on the right flank and are ready to gun down the Veterans which stand before them. Kroot move out from the centre ruin ready to issue rapid fire death to the CCS unit while the other Kroot moves to claim the objective in the top right corner. Battlesuits also move down in a attempt to form a 'suit-wall' in front of the Krooty. Piranha moves flat out and is about 2" from contesting the centre objective while the Devilfish moves and the Fire Warriors bail out and contest the left flank objective.

Shooting; Kroot in the centre and Battlesuits fire at the CCS, though saves are good and I only lose two plasma gunners - squad passes morale test. Missile pods blast at the Vendetta though cover makes the save. Fire Warriors on the right flank blast holes through the Veterans with gun drone support. I think that's it.

Guard's turn; two Manticore's move to burn the Fire Warriors, though one tank gets immobilised on the wreck of a Chimera. Melta Veterans by the objective on the left flank move up through the ruin to get better LOS on the rear of the Devilfish, they still contest the objective though. Melta unit bails out the immobilised Chimera to support the CCS in issuing death to the Kroot. Vendetta moves flat out and lands near the Kroot and Battlesuits by the objective Poddy holds.

Shooting; CCS in the centre issues fire on my target to it's own unit and issues FRFSRF to the melta unit, they both blast the Kroot and the Kroot are wiped out. The other CCS issues bring it down to the two melta units close by, one nukes the Piranha easily while the other unit immobilised the Devilfish; CCS finish off the Devilfish with mass plasma. Manticore burns the Fire Warriors with the heavy flamer and four die - squad passes a morale test.








* Tactical Notes

Ok, it's really getting nail biting now. Currently it's a draw and the only way I can make it a win is by taking out both gun drone units and the Fire Warriors by the objective on the right flank.

Turn 6

Game continues.

Poddy rings his Kroot around his objective so there is no way my Vendetta can contest it. All Crisis Suits units move to blast the Vendetta to pieces while the Fire Warriors on the right flank hold position as the gun drones move up. Gun drones on the left flank move to contest the left flank objective.

Shooting; Pathfinders light up the Vendetta and it's cover save is taken away, the Battlesuits explode it. Fire Warriors and gun drones blast my Veterans in the back who hold the centre objective and wipe them all out. That's really about it.

If I cannot kill those two gun drone units and secure the centre objective then Poddy will have this game in the bag. I move the two Veterans who survived getting their tank exploding early in the game towards the centre objective. That's about it for me.

Shooting; CCS in the centre issues fire on my target to itself and FRSRF to the melta unit, they long range fire and wipe out the last Broadside. Manticore, Veterans and CCS blast the gun drones by the left flank objective and wipe them both out. The CCS did issue move! move! move! to the two Veteran unit, though they fail to claim the centre objective by about 1".





* Tactical Notes

Getting really tense now and I think Poddy has wet himself with excitment.

Turn 7

Game continues!

Poddy moves the remaining Battlesuit units around to fire long range missile pods at the Veterans on the left flank objective. Gun drones move up to blast the two Veterans going for the centre.

Shooting; Pathfinders light up the Veterans on the left flank objective, Poddy takes away the cover save and missile pods fire, though his dice aren't that good and I only lose two Veterans. Gun drones do better and kill the two surviving Veterans.

My last turn then, I move the melta unit supporting the CCS through cover and issue move! move! move! though like the unit before them, they fail to reach the objective by 2".

Game ends in a hard fought bitter to the end draw :)







Summary

Well that was a throughly enjoyable and tense game. I admit that turn 6 I suggested ending the game as I thought we could end it on a draw and if turn 7 I could have won by getting both the objectives by my deployment zone. Poddy though other wise, we rolled for it and game continued, which still ended in a draw, though if Poddy had better dice for his missile pods he could have picked up the win.

I made a few mistakes this game. I didn't pop smoke on stunned tanks when I should have and I didn't deploy one right, I left it at a angle for some reason which allowed Poddy to get side armour shots the first turn.

I think Poddy played really well. His deployment was spot on, his tactics were spot on and everything went well for him. As far as I can tell, I don't think he made any mistakes at all and probably couldn't have played any better. I think this one was no doubt his best tactical game to date.