40k: Alternate Universes 1850pt Tournament

kingbreakers-iconColin and I went to yesterday’s 1850pt 40k tournament at Alternate Universes.  There were 14 players.  Lots of Tau, tons of Space Marines in various flavors generic and wulfen, and a fair bit of Necron.  Colin wound up 6th after losing the final match at the top table and having his 3-0 hopes derailed.  I managed a whopping 12th of 14, taking three straight losses.  For the Emperor!

Going in I was expecting to lose at least two games.  The whole point was to fight some different armies and see these fabled Riptides, Necron flying circuses, and so on.  I wound up losing three games, so… Mission accomplished!  As a bonus, I did also tie for the Sportsmanship prize, which I put toward a ++–+– INQUISITION REDACTED –++-+.

More photos from my three games are in the gallery.

You're gonna need a bigger sword, yo.

You’re gonna need a bigger sword, yo.

Army

My list was basically what I’ve been rolling lately, though I sacrificed a couple preferred options in the name of taking a fully painted army:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Mastery Level 2, Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x10 w/ Vet Sgt, Razorback, Powerfist, Plasmagun, Missile Launcher
  • Tacticals x10 w/ Rhino, Vet Sgt, Melta Bombs, Meltagun, Missile Laucher
  • Tacticals x10 w/ Vet Sgt, Flamer, Missile Launcher
  • Devastators x9 w/ Vet Sgt, 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predators x2 w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

In particular I dropped a Terminator squad I couldn’t get painted in return for a second Predator and some more Tactical and Devastator bodies.  I also took some less efficient bits and bobs just to fill out points a bit.  Among these, I decided to experiment with upgrading the Librarian to an Epistolary (ML 2).  I didn’t think this would be an efficient use of points, but I was hoping rolling twice on the charts would get me at least one useful power.

Round 1

First match I faced Frank, who wound up 2nd overall and taking the General’s award.  He brought 4 Night Scythes, 3 Annihilation Barges, a Riptide, and various friends.  The mission was distinctly unusual, objective based but with the objectives being the bodies of deceased characters.  That includes sergeants and such, so by the end there were a ton of markers all around the table.

Castle up!

Castle up!

My Army is a fairly shooty and defensive oriented Marine corps.  Without any Necron foot troops on the table to try and run out and kill, I stacked the gunline up tight in a back corner.  Sternguard went after the Riptide and met horrible blasting Interceptor death.  Landspeeders went after the Barges but couldn’t take them down fast enough.  The Quad-gun did tag a Night Scythe, but that just positioned its contingent running on from the table edge to claim the smoldering bodies of my Librarian and Sternguard sergeant.  The rest of the army just inexorably closed in, picking away at my units and eventually crushing them.

Ultimately I’ll have to think more about what to do against a force like this.  The Barges with their AV13 shield are very tough to take down with most ranged shooting, and deliver a lot of punishment on their own.  The Riptide warrants a careful approach.  I’ll have to consider that; Snipers, Sternguard playing defensively, I’m not sure what.  If there were objectives to go for and try to stand on this would have maybe been more competitive, but the weird not-kill points, not-objectives setup kind of left me flummoxed, on top of a hard opponent army I haven’t faced before.

As a side note, it was kind of funny getting about halfway into Turn 2 and realizing I was defending terrain some of Tom M’s buildings.

Necrons, Necrons, everywhere.

Necrons, Necrons, everywhere.

Round 2

Next I faced Alex, who wound up 5th overall, and his Necron foot horde.  Three Annihilation Barges, bunches of 10-man Warriors and Immortals, and a squad of Lychguards.  The mission was a variant on the Relic with 2 markers at the center of the table and different rules on moving them.

For a long while it looked like this mission would be close but go my way.  My gunline was able to pick apart a lot of undead, the Sternguard got one Annihilation Barge, and I got a lucky break on another immobilizing itself largely out of harm’s way on terrain.  Marines were able to swarm up and around the objectives and were just about to start running them back when the Lychguard teleported in from the backfield.  Massed shooting nearly obliterated them…  But then they all stood back up.  Mildly annoyed, they counter-multi-charged into nearly all of the Kingbreakers’ vehicles at once.  Their warscythes destroyed all of them, crippling the Imperials in one fell blow.

Over the top!

Over the top!

First rank, fire!  Second rank, fire!

First rank, fire! Second rank, fire!

After that the remaining Kingbreakers troops valiantly strove to secure the relics but each fell to a man.  Defensive units kept up suppressive fire on the ridge afterward, but eventually the Necron Lord was able to crawl up, grab a relic, and slink away like the cowardly xenos he is.  The other relic was snatched by the Lychguard as they ran over the hill and high footed it back toward their lines.

This could have gone another way fairly easily I suppose.  Without the Lychguard surviving en masse and able to hit every vehicle at once, the Kingbreakers would have been much better positioned to push back the undead tide as the designated looters ran for home with the relic.  Though it’s pretty tough against the Necrons, to a large extent I think my army has enough shooting to manage reasonably well with this sort of horde.

Round 3

Finally I faced Cliff and his mix of Space Wolves and Crimson Fists with Drop Pods and lots of Missile Launchers in a Kill Points mission.  I rolled to pick table half as well as to go first.  The table was not arranged well, with one half wide open and essentially no terrain.  I castled up in the terrain, not as advantageous to me as it would be against standard Deep Strikers instead of Pods, but it left several of Cliff’s units wide out in the open.  They almost but not quite went down to massed shooting in the first turn.  After that the game was kind of indeterminate.  It was not a fast playing game, and we wound up playing only 3 turns, at which point Cliff had guys in position to run onto terrain objectives, wipe out a couple Landspeeders, and claim victory.

Stalking the alleys...

Stalking the alleys…

Crashing the gates.

Crashing the gates.

General Thoughts

It was obviously rough taking three straight losses, but that was the expectation going in.  The group at Redcap’s just isn’t fielding Riptides, tons of flyers, etc., and a lot of that stuff you need to see to learn how to fight.  You can’t really appreciate what a Riptide is bringing until you’ve had to go after one.  Beyond that, this was also a friendly and welcoming group, so it was a good time.  There were also a lot of really nice looking armies, which was a nice change.  I don’t go to many tournaments, but it’s been my observation that more competitive groups are actually more likely to have pretty nice armies around.  After all, the guys are committed, have been playing a long time, and spend a lot of time on it, so the armies get painted.

Army

The one strong army note I have is that the Librarian is almost certainly getting the boot.  Even pulling two powers, in several games I didn’t get anything particularly worthwhile even for a more defensive footing.

The Quad-gun was fortunate to at least do some damage, including down a flyer—some would say its whole purpose in being—so it can stay.  For now.  Predators and Devastators did their usual good job, though between the Aegis and them my defensive base has a bit too large and unwieldy of a footprint.  I could have definitely used the Terminators in their usual bubble wrap role however.  That would have made a big difference in Round 3, and probably in Round 2 as well.

More than that though, the day raised thoughts about tournaments in general.

Death comes for us all.

Death comes for us all.

Paint

As far as I could decipher, AU applies a fairly systematized scheme for the painting component of the competition scores, so questions of subjectivity and so on are greatly mitigated, though not eliminated.  Without an organized viewing of some sort it seems tough to get votes for the separate Best Painted Army prize, but my takeaway is that this requires showing up early to have your guys on display while everyone’s chilling, and having a cool display board to grab eyeballs.

Beyond that, it was definitely cool to have a bunch of nice looking armies around.  Clearly the painting score component encourages guys to take that seriously.  But there were also guys who’d borrowed friends’ models precisely because of that score, and I wouldn’t be surprised if some (though probably not many) were commissioned.  That’s kind of weird.

Comp

Though I didn’t play much beforehand, my impression is that a lot of progress was made in 5th edition to eliminate comp scores and FOC restrictions that enfeebled a lot of armies and skewed the competition.  This was possible because things were somewhat balanced, at least at times.  I think 6th edition is on track to reverse that trend though.  There’s just so much crazy out there, and more coming out all the time, even before you throw in allies.  I guess the pace at which the game is changing could be argued to itself be a balance, but I don’t think that’s how people will respond.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

AU seems to be dealing with that by reminding people that the games are supposed to be “fun,” and threatening to drop the hammer on “abusive” lists.  That mild mannered form of comp/FOC is as problematic over the long term as the formal version though, and in some ways worse.  It’s much more subjective and variable not having an actual specified set of restrictions to plan against.  Fuzzy lines also create an imbalance, wherein some people try to stay well away from what they guess to be the line, fielding weaker armies than others that either perceive the boundary differently or are willing to push it, knowing they’ll “get away with it” because it’s not a hard line.

Atmosphere

It was also somewhat eye opening hanging out for a bit in a different, very vocal, very stereotypical gaming group.  Between the language, the teasing, and the sophomoric horseplay, I can easily see why not everyone, especially girls and women, would perhaps not be comfortable in such a group.  It’s so easy to develop an insular culture that isn’t appealing to the larger world.  By no means a bad group, quite the opposite, but the atmosphere is quite a bit different and more boys-club from that now at Redcap’s or formerly at PAGE.

They came from everywhere, and nowhere!

They came from everywhere, and nowhere!

Redcap’s February 40k 1250pt Doubles!

kingbreakers-iconFor their February 40k tournament, Redcap’s ran a great doubles competition.  Jason and I paired up as TEAM WOLFKOPF to hunt the fallen and purge the tainted.  With such a badass name we basically had it in the bag beforehand and confidently approached the event as such, with a complete lack of pre-planning.  Fortunately he’s pretty much got his set list caveat some detail quibbles, and I’ve got my set list, and away we go!

Turnout was really good, many armies were painted, and final standings evenly spread:

  1. Montgomery Shelmach (IG+Orks) 21
  2. Wolf Kop (SM+DA) 17 [Jason and Joe]
  3. Kielick Kielick (CM+CD) 14 [Colin and Brett]
  4. Harmon McCole (N+CM) 13 [Lovell and Tom]
  5. Culver O’Branty (GK) 12 [Buford and Lorenzo]
  6. Maroulis Wash 11
  7. D’Andrea Warrick (CM) 9
  8. Roe Barnhart 7 [Benn]
  9. Cook Mousen 6
  10. Dang Hinds 5
  11. Wolfson Lydon 4
"Overkill" has no meaning to the Guard.

“Overkill” has no meaning to the Guard.

As usual the missions were fairly straightup, though with very difficult bonus point conditions.  E.g., a point in the middle round went to tabling your opponent in or before Turn 4.  In the last round a point went toward securing effectively all of the secondary objectives.  I’m actually a fan of that difficulty though as in theory it really helps differentiate the teams.

This was actually the first doubles tournament I’ve played, and I thought it was super awesome.  Though I was too busy to coordinate well with Jason beforehand, once I sat down to get ready I was actually pretty excited.  For one thing, doubles means you’re guaranteed to spend the day with someone you like rather than just a string of random and potentially less cool opponents (though the community at Redcap’s is pretty good).  It also lets you unfocus here and there to regroup, take pictures, etc..  Having a partner also helps mitigate gaps and weaknesses.  It’s pretty neat to see PAGE guys all over the top of these standings.  Having all played together for so long and being both friendly and familiar with each other’s armies and styles, we’re well set to fare well as doubles.

Iron within, iron without.

Iron within, iron without.

Redcap’s has also increasingly dialed in their tournament format.  Yesterday ran very smooth, had some extra time to account a bit for everyone playing slow, and had straightforward but good missions.  The players are all pretty cool, and the terrain tables really good.  Even the little touches are coming together, like having the relevant page numbers in the mission briefs.

Army

I brought my standard Kingbreakers: Capt Angholan (Vulkan), Rorschach (Librarian), Sternguard in Drop Pod, Tactical w/ Razorback, Tactical w/ Rhino, 2x Landspeeders.  Jason brought what appears to be his now-standard army: Huge group of dudes dropping with Belial, smaller group of dudes dropping on their own, 2x Combat Squads w/ Plasmacannons.

I contemplated changing things up, e.g., switching to a more defensive role with some Predators and other stand-back-and-shoot units.  However: 1) That’s my best painted force.  2) With Belial and friends coming down Turn 1 and reliably targeted, it seemed not unreasonable to build on top of that with yet more first turn attacks, Drop Podding away as usual.  On that line, I considered going all-Drop Pod for a pure alpha strike combined force, but point (1) overrode that idea.

Round 1

The first game we went against Aaron and Bob’s Death Guard and Tau army in a Purge the Alien mission.  I was particularly happy with this pairing for this mission.  Annihilation is neither my nor my army’s strong suit, and I would have been more nervous against a more robust or assault-ready army.  In this pairing though we were the harder, more assault oriented army.  This pairing took away some potential stress in our weakest mission.  On the downside, it was then unfortunate for us that the round was a Hammer and Anvil deployment, playing on the short edges.

All hail the Death Guard!

All hail the Death Guard!

Target acquired, vectoring in!

Target acquired, vectoring in!

The Tau rolled on the warlord traits to invoke Nightfighting, which would have been great for them with their Blacksun Filters were it not for our alpha strike already being up in their grill.  The strike went fairly well and we started the game with a lot of energy.  In the middle we lost some momentum as units began to flee the mobility limited alpha strike units.  Playing across the length of the table, my oncoming mobile Tacticals had too far to go to get in contact with the squishy bits, particularly while getting shot up by Tau railguns.  At the last though we pulled out a victory through a combo of Belial’s mega blob wiping out several units at once in the last turn and some Kingbreakers Tacticals ganging up to cut apart the Death Guard biker warlord in close combat.

The Tau/Death Guard combo is an interesting doubles or allied army:  Plague Marines and standard Chaos troopers provide a hardish outer shell with a lot of durability, enabling the Tau to sit behind and ping away with heavier firepower.  I don’t think Aaron and Bob’s particular lists were super optimized to that effect, in particular it needed more focus on Tau shooting and less on mobility to play that role, but I think the general combo has high potential.

The Emperor protects!

The Emperor protects!

There will be blood!

There will be blood!

Round 2

Next we faced Walter’s Dark Eldar in the Scouring.  This was an interesting matchup in that both armies are pretty mobile, in slightly different ways: He comes on slow but then can move a lot to wherever he needs to be.  We come on hard wherever we need to be, but can’t move much after that.  With six objectives on the table, all of varying worth, and a lot of mobility, the board wound up a sprawling mess with units everywhere.  One downside for us is that the DE don’t really have high-value units to alpha strike, which was exacerbated by Walter reserving much of his force.  On the upside, between the Deep Striking units and the mobilized Tacticals, we were able to be on, contesting, or immediately threatening all of the opposing Dark Eldar objectives on Turn 1.

Fly, my pretties!

Fly, my pretties!

The home front situation though was less rosy.  One mistake we made in setup was falling into the easy trap of “playing fair” with our objectives.  I think many people have some innate urge to spread objectives apart or put them in “reasonable” places.  Ours were certainly spread across too much of a line in our deployment zone; we should have put them into a tighter triangle.  As it was, we wound up with a bunch of small Combat Squads trying to hold a very thinly spread deployment zone.  Most of them got rolled by large, mobile DE squads of Helions and Jetbikes.

When Terminators---let alone Belial---are going to ground, you've got problems.

When Terminators—let alone Belial—are going to ground, you’ve got problems.

Deep problems.

Deep problems.

Consequently, the middle of the game looked very grim for us, but we actually turned it around for a crushing victory.  Once we recovered from significant early losses and lost objectives, we got back into what for me is the standard mode of play: Focus on the objectives, nothing else matters.  You can bleed and bleed and bleed, but in the end if you’re holding the ground, you’re going to win.

That’s pretty much what happened.  We lost almost everything, but in the end had a scoring unit—really just scoring dudes, the remainder of the units being obliterated—on the mid value objectives, contested the high value objective, kept troops off another, and had taken enough secondary objectives to completely swing the results.  Excitingly, Belial even managed to slay the enemy warlord, netting us two victory points—one for standard secondary objective, the other for the Dark Angel leader’s personal Hunt.

Round 3

Finally we faced Chris and Dante’s Chaos Marines in a contest over the Emperor’s Will.  This was another super bloody confrontation and the atmosphere in TEAM WOLFKOPF HQ was pretty bleak for the bulk of it.  In the end though it was another crushing victory for the good guys, driven by a trademark very bloody exchange of units for time and ground.

We come in peace?

We come in peace?

One thing we did right here was just straightup putting our home objective as hard into a corner as the rules allow, and building a dense block of Terminators and Tacticals around it.  In the opposing corner, Chris did a good job of building a bubble wrap defense around his hard hitting units—a Vindicator and Rhino-mobilized maxed out sorcerers—to prevent the alpha strike from wiping them out.  Critically though, he put that hard in the opposing corner.  This made it really tough to hit effectively, but as it turned out did enable us to basically pin them in against that corner.

Into the valley of death rode the 600...

Into the valley of death rode the 600…

On the one hand we wasted ridiculous amounts of points there.  Belial’s entire unit, almost 800 points, was wiped out after multiple sorcerers cast Feeble on it, debuffing them down weaker than Guardsmen.  Almost 500 points of Sternguard and Librarian Rorschach were similarly wiped out after being decimated largely through our own fire: Scattered plasma blasts coming in from the back defenses, and—in the final insult—Rorschach obliterating a 35pt Rhino with an extremely risky but well placed Vortex of Doom, only to have the vehicle explosion wipe out ~150pts of Sternguard…  This was all especially unfortunate as in some sense we hadn’t accomplished much, the Kingbreakers having failed to break open Rhinos and expose the contents for Belial to crush.

On the other hand, that’s what won the game.  Though they eliminated little, all those burned points bought us precious time and ground pinning the enemy’s core into that corner. Sure, it looked really bad when that Rhino wiped out a ton of my guys.  But as soon as it blew up, the enemy had basically zero chance of getting ground units anywhere near our home objective.  In contrast, while all this had been going on, the Kingbreakers’ mobile Tac Squads had been bashing through the center of the table, again taking extravagant casualties, but getting in place to contest the Chaos objective at the end of the game.  Combined with putting just enough focus on the secondary objectives and a couple lucky shots—e.g., a Demon Prince being Insta-gibbed in Turn 1 by a scattered Vortex of Doom!—and we carried the day.

Forward men, into the breach!

Forward men, into the breach!

General Analysis

Jason and I are both still weak against psychers and flyers. The sorcerers in Round 3 did an incredible amount of damage by debuffing Belial’s blob.  This was a bit of an oversight on our part, we should have kept the Librarian closer to at least have a better shot to Deny the Witch or not put so many points quite so close to the sorcerers; we knew Belial would be in trouble, didn’t think it’d be that much trouble.  Against the flyers I’m not sure what to do.  We’d probably have to bring in some allied units with Skyfire so it’s at least realistic to shoot at them.

Huh... They've brought a dragon.

Huh… They’ve brought a dragon.

And they’ve brought a bomber. Great.

It helped us a lot that the games tended to play slow.  Counter-intuitively, doubles games are probably naturally slower than standard play unless both teams really focus on acting in parallel.  It also sneakily increases the number of points in play.  In this case everybody approached it as a standard relaxed pace tournament, but in reality it was 2500pts in 2.5 hours, plus required coordination time with your partner.  It really needed a ‘Ard Boyz/Apocalypse style focus on getting it done, but that wasn’t the initial mindset so nearly all tables and games wound up playing few rounds.  With our alpha strike approach and insistence on giving away tons of units in exchange for ground, short games worked out to our benefit.  In many cases we would not have been able to hold or contest objectives for much longer.

My Landspeeders did even worse than usual.  They generally accomplished little and straight up gave away a couple victory points in one or two of the scenarios (First Blood, VP for FA Kill, etc).  The one big caveat is that one of them did secure the second round win by being able to zip pretty far over and claim an open objective on the last move (Fast Attack being scoring units in the Scouring).  Similarly to the point above, I really should have approached this more like the 2500pt tournament it was and been more careful with them, in contrast with a 1250pt tournament where there would be less things on the table capable of killing them.

Skimmers we fear not at all...

Skimmers we fear not at all…

Clearly the most important lesson of the day though, something I have to periodically remind myself: Don’t play with plasmacannons and Vortices of Doom in enclosed spaces!

As usual, there are more photos, with many more very nice armies, in the Flickr gallery.

Battle Report: 1500pt Kingbreakers vs Tau (w/ photos)

kingbreakers-iconWeek 2 of the first round of the Redcap’s 40k League went down yesterday, with 7 people showing up to play in the league. So far we have a reasonably diverse group of armies: Chaos Marines, two Imperial Guards, two Space Marines, Orks, Tau, and Dark Eldar (!).

Last night I played against Rob and his Tau. I was looking forward to this because Rob’s a fun guy to play against and nothing says awesome like getting gunned down by blast templates aplenty…

Rob’s list was actually fairly interesting. It featured very few Fire Warriors and no Hammerheads, but a large number of Kroot and good amount of Broadsides. I rolled my typical 1500 points of Sternguard, three Tacs, Devastators, two Landspeeders, and Captain, with some Drop Pods and a Rhino and Razorback thrown in.

From the league missions we rolled for Pitched Battle (12″ zones) and Capture and Control (one objective each). I was tempted to put my objective immediately across from his and force a very close, tight battle within a confined space on the board—favoring my Kingbreakers with a lot of assault against the pushover Tau—but opted against it. Probably a bad strategic call, but I just didn’t want to throw half the table away to waste with no action, which is assuredly what would have happened.

Following that, I actually did manage to roll and Seize the Initiative. I knew things were not going to go well, however, when my first turn essentially accomplished nothing despite that sneak attack. The utter lack of dead Fire Warriors, Kroot, or anything afterward was not confidence inspiring.

Devastators get comfy and prepare for a long night of DOING ABSOLUTELY NOTHING FOR ME.  Jericho, you're BS 5, how could you burn yourself with your own Plasmagun so many times?!?!

Devastators get comfy and prepare for a long night of DOING ABSOLUTELY NOTHING FOR ME. Jericho, you're BS 5, how could you burn yourself with your own Plasmagun so many times?!?!

By the end of Turn 3 I thought I was in real trouble. I’d lost my home objective, made little progress on the Tau objective, and just had not really killed much of anything. In general not a lot of things actually died in the game, very few Kill Points were taken, but I was definitely on the wrong side of the trend.

Most critical of my mistakes was that I had placed my home objective very close to a short board edge, and very minimally defended it with only one Combat Squad placed to guard it. That left it wide open for a large group of Kroot to outflank and stomp all over it in short order, obliterating the Combat Squad. To be honest, I’m not sure what I was thinking. I think it’s just been so rare for me to fight armies with real outflank potential that I just didn’t think about it.

My list was also somewhat poor. With only two Drop Pods, one of them is coming down unsupported in Turn 1, leaving them ripe to be pummeled. I fortunately managed to back Sgt Harbinger’s Sternguard out before real destruction could be inflicted on them, but they didn’t accomplish much with their alpha strike. Similarly, Scolirus’ Tactical 1 also managed to accomplish precious little after its drop before being utterly gutted in a single round of incredibly voluminous counter fire from the Tau line.

Landspeeders, busy *not* moving into position to purge the xenos!

Landspeeders, busy *not* moving into position to purge the xenos!

Listen, guys, we talked about this in basic.  It really should not take you multiple turns to wipe out a handful of damn Fire Warriors!

Listen, guys, we talked about this in basic. It really should not take you multiple turns to wipe out a handful of damn Fire Warriors!

Fortunately (for me), in Turn 4 the momentum shifted dramatically. My one saving grace in deployment was that I had kept back a Razorback with Combat Squad in case it had to swing over and support the guys guarding my home objectives. By the time it got there the guards were all dead and the Razorback wrecked, but they were just able to jump out of the wreckage and flame the hell out of the Kroot packed tightly into the crater holding the objective. A third or more them were removed from that round of shooting. More importantly, the Kroot failed their morale check and broke, running for the hills. That vacated the objective and all of a sudden things looked much brighter.

The Hive Lords' detachment, just after forcing the Kroot to flee amidst the plentiful flames of righteousness and shortly before retaking the Kingbreakers' forward base.

The Hive Lords' detachment, just after forcing the Kroot to flee amidst the plentiful flames of righteousness and shortly before retaking the Kingbreakers' forward base.

On the other side of the table, my offense finally managed to coalesce near the Tau objective. The Landspeeders severely thinned the line of Kroot setting the outer perimeter before being immobilized by Broadsides. Tactical 2 and Sgt Titus drove the flaming wreckage of their Rhino straight through the remaining Kroot and bailed just in time to run for the Tau base as it exploded. Meanwhile, Capt Angholan and Sgt Harbinger regrouped their Sternguard and redirected up behind Titus, running and gunning at the Tau Commanders overlooking the approach.

The big push into the Tau base.

The big push into the Tau base.

From there, a tense battle was waged inside the base. The remnants of Tactical 1 continued to battle on inside, the few remaining Fire Warriors presenting an unusually strong defense. Titus and crew successfully scaled the levels of the ruins, assaulting the Tau defenders and throwing them to the ground floor. Perfectly placed, Angholan shouldered through the rubble and into the newly displaced and disoriented Tau, singlehandedly slaying all of them with a single sweeping blow of his Relic Blade.

Encouraged by the breakthrough of their brethren into the Tau base, the lone defending Combat Squad tenaciously clung to the Kingbreakers encampment. Careful placement kept the Kroot fleeing while barely holding onto the objective, as the battle brothers kept their Bolters roaring and piled on the flames to stave off a recently arrived group of Stealth Suits.

Both groups were relieved beyond words when the skies blackened and turned to fire as reinforcements arrived, the field held for the arriving Kingbreakers by a thread…

Lessons

Again, placement of my home objective was terrible. I should have been castled up much more and much farther from the edges to forfend outflanking Kroot. Nobody takes them that seriously, but them and their hounds put out something like 55 attacks onto that Combat Squad… I take them more seriously now.

Another mistake, that I knew going in, is again that two Drop Pods is just a weak formation. It doesn’t pack enough oomph to really pull off a meaningful first strike.

Rob probably should have been able to take this game. I really had to pull myself back together after the first couple turns and those two big oversights plus a lot of little tactics errors, and would have been happy to eke out a draw, let alone the minor victory.

Really I think his biggest general mistake was that he didn’t move his Kroot enough during the game. In particular, the one unit was somewhat left out in the center of his zone toward the end of the game. If they’d moved earlier to come support his home objective, they could have almost definitely swept my guys back out of his base.

He also arguably should have assaulted my remaining Combat Squad in Turn 5 with his Stealth Suits. It wouldn’t have gotten him on the objective, but it would have pulled me off it. I had been forced to be stretched out too far away from the objective in order to keep the Kroot fleeing, so the mandatory countermove would have emptied the crater. As it was, I had to allocate wounds super tactically and pull off some more valuable models (e.g., the Sarge) in order to keep the unit within 3″ of the marker. However, he did note that he hoped the game would go on another turn and was hoping to wipe out the unit with shooting and have the Kroot rally and return, so there was some rationale to not assaulting and working toward the more likely draw.

All in all, a very tight game with a lot of back and forth and close calls.