40k 1500pts: Eldar vs Kingbreakers

kingbreakers-iconEric and I got in two games last night out at Redcap’s. It was definitely interesting; two reasonably close games, and he brought out a lot of stuff I haven’t faced before; his Eldar list was fairly different than what has showed up at PAGE, though it’s probably more like popular online builds.

Lists

Eric fielded something like:

  • 6x Seer Council w/ Farseer
  • Squadron of 2 War Walkers
  • Squadron of 2 War Walkers
  • Wave Serpent with 10x Dire Avengers
  • Wave Serpent with 10x Dire Avengers
  • 6x Warp Spiders

I brought my current typical Kingbreakers setup:

  • Captain Angholan (as Vulkan)
  • Sternguard x5 in Drop Pod w/ Combi-Meltas
  • Dreadnought in Drop Pod w/ Assault Cannon, Heavy Flamer, CCW
  • Dreadnought in Drop Pod w/ Multi-Melta, Heavy Flamer, CCW
  • Tactical Squad in Razorback w/ PF, Flamer, Lascannon
  • Tactical Squad in Rhino w/ Meltagun, Missile Launcher
  • Tactical Squad in Rhino w/ Flamer, Lascannon
  • Landspeeder w/ Multi-Melta and Heavy Flamer
  • Landspeeder w/ Multi-Melta and Heavy Flamer

As you can see, Eric sunk a lot of his points into that one Seer Council unit, I believe something like 600–700 of his 1500 points. Going in I wasn’t too worried, particularly as he just didn’t have that many models with all those points spent on the Council, but wasn’t sure what to expect having never faced an Eldar army like that.

Game 1

We rolled for Seize Ground with 5 objectives and Pitched Battle, while I took first turn.

Kingbreakers and Eldar square off around a hotly contested objective.

Kingbreakers and Eldar square off around a hotly contested objective.

Unsure what exactly it could do but appropriately fearful, I dropped both Dreadnoughts as best I could on top of the Seer Council and flamed away. Without Fortune to protect them, almost the entire squad was vaporized. Eric then assaulted the Dreadnoughts; probably a mistake, but I believe this was his first time using the Council. That combat would proceed to drag on interminably until the end of the match when the Dreads finally eliminated the Farseer and remaining friends.

After that there was a lot of wheeling and dealing trying to pin down the Wave Serpents and their Dire Avengers. The Wave Serpents outfitted with Holos are very resilient! It took a good bit of work to take them down, relatively invulnerable as they are to Melta and Lascannon fire. War Walkers also put out impressive amounts of firepower, trying to knock squads off their objectives. In the end though flamers did their thing on a good number of Eldar and the Kingbreakers had enough troops around to hold onto more objectives than the sneaky Eldar.

Fresh off barbecuing some Dire Avengers in their downed Wave Serpent, a Landspeeder is ambushed by War Walkers.

Fresh off barbecuing some Dire Avengers in their downed Wave Serpent, a Landspeeder is ambushed by War Walkers.

Sgt Scolirus defends a critical objective.

Sgt Scolirus defends a critical objective.

Game 2

This time we rolled for Annihilation and Spearhead. Eric took first turn and deployed the Council and very carefully placed Wave Serpent. I deployed most of my guys and castled up, forming an impromptu Kingbreakers garrison around one of the ruins on the board.

To the walls, man the fort!

To the walls, man the fort!

Going first enabled Eric to start castingFortune on the Seer Council and turn them into a veritable engine of unstoppable death before I could inflict any damage. For those unfamiliar, Fortune makes the Council’s 3+/4+ armor and invulnerable saves re-rollable. I poured fire into them throughout the game, to very limited effect, only managing to cripple the squad by the very end of the game. Meanwhile they flew about on their jetbikes flaming troops and spearing vehicles as the other Eldar skulked about and the War Walkers picked off stragglers. It almost came back together in the last two turns as the War Walkers were dispatched, but by then it was too late. Too many transports and Landspeeders had been lost to make up the Kill Points difference.

The Council prepares one of its many feints.

The Council prepares one of its many feints.

Angholan and Scolirus stare down a War Walker before charging in to destroy it.

Angholan and Scolirus stare down a War Walker before charging in to destroy it.

Results

Game 1: Minor Victory for the Kingbreakers, bonus points for Kill Points and surviving HQs.

Game 2: Minor Victory for the Eldar, bonus point for controlling table quarters.

Notes

I was impressed at these Eldar units. Seer Councils I’d been wary of as Internet wisdom is definitely rightly fearful. Mathematically speaking, they’re about on par or even harder to kill than Terminators with Storm Shields, but they’re much more mobile and arguably more useful weapons. Remember that jetbikes get to move 6″ every assault phase, whether they assault or not. They also have a Str 9 spear attack that’s pretty good at taking down vehicles. I was just lucky in Game 1 that I was able to cripple the Council in the first turn. In the second game I probably shouldn’t have concentrated so much shooting into it, but it was moving too fast to lock down into assault, and I was hoping I’d eventually kill some part of it and whittle it down. No such luck.

War Walkers I thought were also pretty respectable. Fairly fragile, but while they’re alive they put out a ton of shots—8 each, Str 6. Combined with Outflanking and 36″ range, and it seems like a reasonable unit to come on later in the game and try to knock weakened troop squads off objectives, while the enemy’s shooting is already committed elsewhere.

On a related note to both, I’ve been keeping my Marines largely boxed up in their Rhinos. I think I need to again start more frequently considering having them hang out in the open so they can all shoot. Having them inside the Rhinos is protecting them, but it’s also costing them a lot of shooting opportunities.

This game I broke with my recent practice and split the Landspeeders into two distinct flyers rather than a squadron. I don’t think this really did anything very good or bad. It cost me an extra Kill Point in the second game, didn’t really affect their survivability, and gave me just a bit more freedom in the first game to split targets. All in all a wash.

Long story short though, I think this changes the Redcap’s meta-game a fair bit. Up to now I’ve been comfortably not bringing a Librarian as people have not been using many psychic abilities. Fortune has to be stopped though. I think it’d be cheesy at this point and slightly unsporting to bring out an Inquisitor ally for just his Psychic Hood, so a Librarian it is. The only question is: Where to get the 100 points? That’s a lot to knock off my list without giving up something useful. On the other hand, maybe I can play the super strategic card and figure that I don’t have to face Eric again in this round, and hope nobody else whips out some crazy psycher… Sounds risky though.

A few more photos are the Flickr gallery.

‘Ard Boyz Semi-Finals Notes—The Horror, the Horror!

kingbreakers-iconYesterday was the semi-final rounds of ‘Ard Boyz. Colin, Anthony, and I from Redcap’s/PAGE CC went out to the Adventurer’s Guild in Harrisburg, PA.

The Imperial Guard would like to assure this this is not going to go well for you...

The Imperial Guard would like to assure you that this is not going to go well for you...

It was actually a pretty interesting and fun day. But, damn. Representative of the whole thing, the glue on a bunch of my models decided to spectacularly, improbably collectively fail and now I’ve got a Drop Pod in a dozen pieces and a whole bunch of Sternguard and Assault Squad arms and heads rolling around in their case(Heads? What the hell?). This is basically reflective of how I performed for the day. It was almost like everyone else showed up to play 40k, and I showed up ready for Tiddlywinks… Damn.

The front room.

The front room.

The back room.

The back room.

The champagne room.

The champagne room.

Scenarios

Scenarios are up on GW’s site. Basically they consist of:

  • Spearhead deployment, with three objectives placed along the neutral diagonal. The neutral table quarters also have fog, applying Nightfighting rules.
  • Pitched Battle deployment, with both players Deep Striking in two objectives anywhere on the table.
  • Dawn of War deployment in an Annihilation mission with two objectives as bonus points & tie breakers, and each player having an entire short edge along which they may also bring in units.

All in all I thought the scenarios were pretty good. Not too crazy and mixed things up just a little. I also liked the strong emphasis on playing for objectives and table aspects, even with the Annihilation mission. GW and John Schaffer also get credit for quickly posting revised versions clarifying a number of questions that were raised.

The only part I thought was a little unfortunate was the fog mechanic in the first scenario. It’s a great scenario and a great idea, but I’m not sure how well it works in that competitive environment with a lot of emphasis on playing super fast. It seems easy to overlook various parts of it (applying the fog, rolling for it to lift in each quarter, measuring it out/determining LOS accurately, etc.). In my game I knew we were playing it slightly wrong (i.e., rolling for the whole table to lift rather than each quarter) but I let it roll because it just didn’t matter.

Game 1: Blood Angels

The primary reason it didn’t matter was because the game quickly came down to a lot of close range shooting and assaults. This was the first time I’d faced a new Blood Angels list, and it was crazy. The list was something like:

  • Astorath with Death Company or Assault Squad
  • Lemartes with Assault Squad
  • Five or Six Dreadnoughts, mostly Furioso, some as Librarians, and some DC and regular, several of them in Drop Pods
  • Three Storm Ravens
  • Some other Assault Squads

Despite some premature and misplaced handwringing, the Furioso is incredible. At around a meager 125 points it’s a MEQ killing machine. Maybe not as strong against hordes and units with many weak models just due to the probabilities, but clearly awesome against smallish, more elite units; this is one of the main points the linked BoLS post missed, in addition to seriously overreacting to a single play. The Furioso has a built-in Meltagun for potshots at bigger stuff, but the real story are the free-upgrade Blood Talons. Stepping into assault with a pair of those, the Dread strikes simultaneously (I 4)—importantly, before any Powerfists—with 4 attacks (A 2, plus one for 2 CC, plus one for the charge), hits on 3s (WS 6), wounds on 2s (S 6), rerolls any failed wounds (Lightning Claws), permits no armor saves (Power Weapon), and then for every unsaved wound, it gets an immediate extra attack (!), which can then themselves be chained if they succeed (!!). And all of that is assuming it hasn’t rolled for the Red Thirst, which would give it Furious Charge (+1 Initiative and Strength). Plus, it’s armor 13 in front and a walker, so Krak Grenades can’t hurt it, Melta Bombs need a 6 to place with their single chance, Relic Blades can’t touch it, and even a Powerfist is going to have a hard time wrecking it. And, you know, remember they’re only 125 points…

Worse though, that’s assuming the Powerfist even survives to get its attacks. It’s not. The Furioso can easily, reliably wipe out a full squad of MEQs. Even Colin’s Plague Marines were annihilated by them. All in all, they’re a ridiculous nut to crack. Your only chance is shooting, but if they Pod in on top of you or drop out of a Storm Raven, you’re not going to get many chances to do so before it’s all over your guys, and it is in turn all over for them. Within a MEQ squad, Melta Bombs would have a pretty slim chance of taking it down in exchange for it simultaneously killing the whole squad, and that’s basically your only chance, as far as I can tell.

Beyond that, another Dreadnought could slug it out with a Furioso reasonably well in what would most likely be a pretty drawn out combat given the limited attacks. Demon Princes and probably some of the Greater Demons and main Demons are most likely the best killers though, with their higher Initiative and large number of 2D6 penetrating attacks.

I also had to upgrade my assessment of Stormravens. They pack a significant amount of firepower on their own, almost a ridiculous assortment of weaponry. Worse, they’re highly mobile firebases; between being Fast and having Power of the Machine Spirit (fire one additional weapon) they can move pretty far and still shoot a large portion of their weapons. Armor 12 is also no slouch, and with that mobility it’s hard to bring meltaguns to bear against them. Worst though, the Ceramite Plating on their hull removes the D6 bonus from Melta shots. That’s a problem for anti-vehicle forces built around Melta. The three Storm Ravens I faced here absorbed a fairly significant amount of shots that would have destroyed normal medium vehicles, and I only took one down in the end. As a side note, this BA player had really nice Stormravens, converted from Valkyries following the BoLS articles.

The plentiful rerolls to hit and to wound and Furious Charge traits granted by various characters spread throughout the army also mean that there are a large number of absolutely brutal assault units in the army, particularly combined with the large number of Power Weapons some of them can take.

All in all, I think really fighting Blood Angels is going to take some serious thought and specialization, or lots of mechanized protection and tons of firepower.

Game 2: Imperial Guard

Speaking of which, after getting shelled in Game 1, continuing my tour of the popular metagame, I faced a heavily mechanized Guard list, with something like:

  • Two Company Command Squads
  • Ton of veterans with meltaguns in Chimeras
  • Ton of heavy weapons with lascannons in Chimeras
  • Two Vendettas with lascannons galore
  • Three Hydras
  • Two Manticores
  • Two Banewolfs

I rolled and chose to go first. I probably should have gone second and reserved everything, but it seemed unlikely I could go toe-to-toe in a shooting war with that army, particularly as the table was unfortunately almost completely wide open, with very little terrain available to block anything. Expecting him to then go entirely into Reserve, as he did, by going first I was hoping I could get most of my guys over onto his table side and pick them off at close quarters as they filtered in from Reserves.

In practice though it was a disaster. Almost everything he had except a Vendetta, Manticore, and maybe a Chimera came in on Turn 2. He rolled high enough throughout the Reserve rolls that it didn’t matter, but in hindsight an Astropath goes a long way to making that happen. So many tanks came on that they had to go cheek to cheek all along the line just to fit on the board. Immediately afterward, they poured a ton of shots into my half-exposed guys that was just crippling. Most emotionally devastating was the Sternguard who had come down in their Pod and set up near an objective in area terrain, fearing incoming Blast templates. Having never faced them though and allowing them to slip out of mind, I’d not taken into account the Banewolfs, which rolled on and obliterated them with their chemical templates. The screams of my Sternguard as they roiled in the chemical bath will haunt my dreams for some weeks to come.

Kingbreakers sweep onto one of the objectives.

Kingbreakers sweep onto one of the objectives.

Kingbreakers swept off one of the objectives...

Kingbreakers are swept off one of the objectives...

After that it was just a long series of my guys getting pounded by shooting, with no viable way to really counter that many vehicles. I’d obviously thought about this kind of mech Guard list beforehand, but it just hadn’t really clicked with me exactly how many vehicles we were really talking about.

Captain Angholan tries to avenge his Sternguard by singlehandedly sweeping through the nearest carpark, to the annoyance of many Guardsmen...

Captain Angholan tries to avenge his Sternguard by singlehandedly sweeping through the nearest carpark, to the minor annoyance of many Guardsmen...

One thing I’ll note is that although they’re not flashy, Chimeras are no slouch, and an extremely valuable and relatively cheap unit. They pack a lot of firepower on their own, particularly when they get close and can apply their Heavy Flamers, and the Multi-Lasers are pretty good against a variety of targets. Their AV 12 front armor’s also very solid, and the weaker side flanks just don’t apply if there are so many tanks pressed up against each other that you can’t physically see any of the sides… Worst though, the large number of fire points provides an amazing bunker from which to shoot out. Combine that with the large number of specialty weapons available to the Veterans and other squads, and you’ve got the makings of a lot of ridiculousness.

Game 3: Tyranid

After all that, I went up against Anthony and his Tyranid monster list. This was a closely contested battle, refreshing after the previous horrible beatings. In the end we tied on Kill Points, with me killing more scoring units to take that bonus point, but he held his objective and I did not hold mine so he won the tie breaker. Tragically, if just one more Termagaunt had died under the heavy fire its unit received in my last round of shooting, I would have taken another KP and the victory.

This was a great, fluffy game, with many giant monster boards steadily rolling toward the Kingbreakers’ defensive line.

One thing that went well in the game was that I went second and put everything except my Drop Pods into Dawn of War, bringing it on in Turn 1. As I hoped, that permitted Anthony to extend too far, coming in well up on his short table edge as the mission rules allowed. I was then able to sweep in on top of those units with a lot of flamers and shooting, racking up early Kill Points.

However, one thing that permitted was that it gave Anthony the choice of table edge. Along the side I wound up with there were a bunch of big building and ruins pieces. It seriously cut down my line of sight, particularly across the long axis for enfilade and supporting shots, and funneled everybody into a couple fairly distinct channels. This was unfortunate as it provided a lot of cover for advancing ‘Nids, disturbing my fire prioritization and preventing my guys from ganging up shooting.

The final board.

The final board.

The other was that the Librarian came on very poorly placed. I just wasn’t thinking about it; I was pretty fried and most of my Tyranid games have been at low points without a lot of monsters around. In the event, Librarian Rorschach was not where he needed to be and it left a bunch of my guys very exposed to psychic effects and attacks from the Hive Tyrant and Zoanthropes, which promptly devastated a couple units, most notably my Sternguard.

Other Thoughts

One side observation that occurred to me is that I usually work out my army list in a spreadsheet and don’t denote all the stats. It’s not usually an issue for anyone because most people are familiar with Marines, but I realized that it’s really nice when an opponent gives you a list that has all the stats on it, particularly for more rare armies or lists with many different types of units. I’ll have to work that into my spreadsheets somehow.

Back to ‘Ard Boyz, one common feature in many matches seemed to be objectives contested or gained at the last minute by very small units, often swinging people from victory to defeat and vice versa. For example, in my first match, despite being absolutely slaughtered, my sole remaining viable unit, a single Landspeeder, managed to dash onto an objective at the very end and hold on to contest it, keeping my opponent to a Major Victory rather than a Massacre. Colin was on the reverse side of that in his first two matches, with opponents decimated and even tabled for all but a few models that just barely managed to move onto and contest or hold an objective at the last minute. I think this occurrence is mostly a product of missions with many objectives, which is great, and the sheer number of points involved (2500). With so many models around, there’s a good chance there’ll be some stragglers around who are likely to be near an objective and make a last minute grab. I also think this effect is also a product of people both choosing to focus on tabling opponents rather than play the objectives, and people still learning how to focus on objectives. I think many people, including me, still aren’t good at really bunkering down around objectives and creating a buffer zone that prevents it from being contested at the last minute. Similarly, target priorities probably need to be adjusted a bit to take out those units earlier that are most likely to be able to contest or hold, which may not be the units presenting the biggest immediate threats.

Looking around at the 11 tables in play, the list of armies was somewhat interesting. Beforehand I had predicted lots of Imperial Guard, Blood Angels, and Space Wolves, in that order. The first two were correct, mechanized IG and Dreadnought/Stormraven BA were all over the place, but there was apparently at most one Space Wolves player, which definitely surprised me. There were also only two Tyranids and two Chaos Marines, though the latter wasn’t a huge shock. Several varieties of vanilla Marines were present, including lots of Terminators, a couple Salamanders, and Shrike. Surprisingly, I had some trouble identifying who was who at the end, but I think a Khan bike army actually won the whole day. A single Tau and one Eldar player were present, though I did not see how they fared. Perhaps most surprisingly, there were absolutely zero Orks fielded.

Notably given ‘Ard Boyz’ reputation, there were a lot of great paint schemes and armies on display. Although somewhat more subtle than many, one of the best was Justin from Big Gunz’ Genestealer Cultist army made out of super converted Skaven Plague Monks and Tyranids. It didn’t really stand out from a distance like some of the bright, flashy Salamanders paintjobs and others, but when you really looked at the army it was great.

Cultists take revenge for all those many flamed 'Steelers and Gaunts over the years...

Cultists take revenge for all those many flamed 'Steelers and Gaunts over the years...

cultists2

The worst possible eventuality happens: The Tyranid evolve AV 12 tanks, low AP ordnance, and flying transports...

It also seemed fairly clear that the ‘Ard Boyz format of three matches is reasonable, and about all you could realistically manage within a single day at that points level, but it’s pretty random. I believe if you have 2^n players in a Swiss Pairs style tournament then you need n rounds to ensure the best players face each other at some point. I haven’t done the math, but it seems like the Battle Points scheme and the smaller groupings mitigates that requirement to some extent, but it’s surely still similar. Three rounds just isn’t enough to definitively settle everything out for the number of people playing in these things, so there’s a fair amount lot of luck involved in getting ideal matchups against your army, whether based on the factions, lists, or weaknesses of the opposing players.

However, good scenario design can help mitigate this by having distinctly gradated victory conditions, better differentiating players. For example, Scenario 3 in the Preliminary Round of this year’s ‘Ard Boyz probably didn’t accomplish this because if you won you most likely got a Massacre because the Kill Points thresholds between the different levels were set too close given how many were offered in the modified rules. However, the scenarios in this semi-final round probably did a good job at accomplishing the needed differentiation. The heavy focus on objectives and the tough requirements to pull off Massacres meant you really needed to be on the ball, and strongly better players could pull off better results than good but slightly weaker players. This kind of structure is something tournament scenario designers should really think about and try to build in.

In Closing

All in all, despite getting clobbered, I had a pretty good time. The atmosphere and armies were very different than at PAGE or Redcap’s, and it was very interesting—and soulcrushing—to go face real competitive Blood Angel or Imperial Guard lists. Although there seemed to be the expected rules lawyers and slight rising of tensions throughout the day, my opponents seemed like pretty good guys (except that jerk Anthony, obviously), and my impression was that nobody was too over the top.

Rich and the guys at the Adventurer’s Guild also did a great job setting up and running the event. I’d never been there before, but it seems like a cool store with good atmosphere and a ton of product. Things ran pretty much on time, Rich made sure no one had to sit out a bye when people (poorly) left early, and the whole atmosphere was just really solid. They also had a good amount of terrain on most of the tables, and a lot of it was actually really nice pieces. Good stuff all around.

Colin's Plague Marines defend a rotted wood as Khorne makes a move on Nurgle's territory...

Colin's Plague Marines defend a rotted wood as Khorne makes a move on Nurgle's territory...

Now the planning and scheming starts for next year. I’ll definitely have to make some time to start playing at Showcase and other area locations to get more exposure to anything like the sort of forces throwing down at this event. In the interim, on to planning for the upcoming PAGE Apocalypse/Planetstrike, Spearhead, and Kill Team events!

A few more photos and higher res versions are available 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.