The Road To Feast Of Blades: An Opening Salvo
August 16, 2013 by crew
In the last few segments we've covered the news that a friend and I will be bringing a combined force of Tau and Orks to the Feast of Blades Doubles Tournament this year. Last week I went into detail about the reasoning behind this odd couple match-up and how I envision it will work. But enough chit chat: ON TO THE LISTS!!!
Tau Empire
HQ
Crisis Commander: Fusion blaster, Fusion blaster, Iridium Armor, Neuralweb System Jammer, Target Lock, Drone Controller, 2xMarker Drones
Elites
2xCrisis Shas'Ui: Fusion Blaster, Plasma Rifle
Troops
6xFirewarriors: Pulse Rifles
6xFirewarriors: Pulse Rifles
Heavy Support
2xHammerhead: Rail Gun, Sub-munitions, Smart Missiles
Fast Attack
3x Piranha: Fusion Blaster
9x Pathfinders: Markerlight/Pulse Carbine
Aegis Defense Line + Quad-gun
Orks
HQ
Big Mek: Kustom Force Field
Troops
30xBoyz, 3x Rokkit Launcha's, Nob with Powa Klaw and Boss Pole
30xBoyz, 3x Rokkit Launcha's , Nob with Powa Klaw and Boss Pole
Deff Dread, 3x Dread CCW's, Big Shoota
Heavy Support
2x Deff Dread, 3x Dread CCW's, Big Shoota
As you can see, the Tau are bringing the big guns while the Orks will provide the bodies and the Close Combat capabilities. Instead of going into deeper analysis let's just skip right to our first play test. Here's what our opponents brought:
Space Marines
HQ
Lysander
Librarian
Troops
2xTactical Squads
Elites
Stern Guard: Combi- Melta and Combi-Flamers
2x Drop Pods
Blood Angels
HQ
Librarian: Jump pack
Troops
Assault Marines: Jump pack
Assault Marines
2x Drop Pods
Elites
Sternguard: Combi- Melta and Combi-Flamers
Board set up: Vanguard Strike, Big Guns Never Tire
Deployment and Tau/Orks Turn One
We deployed in the lower right side of the board, with my Firewarrior manning the Quad-Gun and taking up residence in the large ruins which contained one of the objectives. The Pathfinders took the top floor where they had a clear view of the entire board and could put their marker lights to good use. The Piranhas spread out in front of the ruins to give them cover and the Hammerheads took up position on the left flank with good line of sight. The Orks spread themselves out to fill in gaps to prevent a pod from coming down inside our “castle” with the Dreads providing cover for the boyz.
The Dakka Jet and the Crisis Team, which my Commander had attached himself to, would deep-strike in.
The Blood Angels Deployed a single small squad of Assault Marines with jump packs on the board with a Librarian out of LoS. Everything else would be coming in on drop pods. (Hooray?) Since Tau and Orks had first turn we simply adjusted our spacing slightly while the vehicles “wiggled” flat-out for the best possible cover save.
SM/BA Turn One
Our castle wasn’t done as well as it could have been and the drop pods found chinks in our armor large enough to nestle their drop pods next to. Sternguard hit from the north and a Librarian and Tactical Combat Squad hit from the west. The other Librarian and his Assault Marines hustled to join their brethren but were too far away to be a concern.
What came next is what we called “THE BURNINATION”. Twelve flamers engulfed the boyz while meltas slagged a Hammerhead and a Piranha. Nearly two thirds of the boyz were lost in this opening barrage.
Tau/Ork Turn Two
Rolled for reserves… and nothing; Looks like things weren’t bad enough for my Crisis team to intervene and the Dakka Jet hadn’t finished the inflight safety video yet. Damn red tape.
Now that we finally had something to shoot at we hit back with everything we had. The Orks requested a danger-close fire mission and the lone hammerhead responded by dropping a template directly on the squad with the Librarian; sadly it was ineffective. The Piranha’s turned their Fusion Blasters on the Stern guard and managed to kill one marine. The Orks did what they do best and a few (the happy few) launched themselves into the fray. Even at minimal strength Orks on the charge do impressive work. They wiped out the Sternguard, and managed to kill the Tactical Squad the Librarian was hiding in. Annoyingly the Librarian successfully fell back. The Dreads moved towards the hill in an attempt to secure the middle objective.
SM/BA Turn Two
The rest of the humans dropped in and this is where things started to get a little crazy. First in a simply insane gamble the Drop Pod containing the assault squad dropped next to the table edge and the Tau Aegis line. While the Quad-gun claimed one marine in an interceptor shot, the rest of the assaults cut down the Fire Warriors in a brilliant display of accuracy and xenos armor failure.
Meanwhile Lysander and the squad he was grouped with landed near the objective and piled out daring the Ork walkers to assault them. The Librarian with the Jump Marines continued to maneuver to get into position.
Tau/Orks Turn Three
Now it was time for our reserves to come in! The Crisis Team landed on the edge of the conflict and obliterated the Librarian with the Assault Marines before they could ever make an impact on the game. The Hammerhead tried to pick off the encroaching marines but missed while the piranhas did their best to block the marines from getting to the objective. The remaining boyz for their part tried to help the Hammerhead but were unsuccessful at getting a charge in. The Dakka Jet roared in and began to pick off troops where ever it could.
And then the Dreads charged. Now Lysander is a pretty scary beast in Close Combat, but the Dreads with their AP2 attacks were uniquely suited to deal with him.
SM/BA Turn 3
Despite the efforts of the few Fire Warriors and the Piranhas the Assault Marines were able to slip by and into the ruins wiping out the small squad of Fire Warriors still there. The last tactical squad was also finally successful at destroying the second hammerhead and then dove into cover in hopes of avoiding the looming Dakka jet. But not all went well for them as the Dreads were able to cut down Lysander and his squad and claimed the objective. Unfortunately the one Dread left standing was immobilized so the best he could was watch as the battle unfolded around him.
Tau/Orks Turn Four
With the Marines owning Line Breaker, First Blood, and a Warlord points we needed to get them off that objective fast!
The immobile Dread showed it still had some fight in it and picked off the final Librarian in a lucky shot. This allowed the Crisis team to rush forward, destroying two drop pods as they went. The Dakka Jet did its part as well and removed the Tactical squad cowering in the small ruins and removing them. Even the last Pathfinders got in on the action and resolved not to let the marines stand and fired their pulse carbines and did something few Tau will ever experience: They charged.
It was a completely fruitless effort as the Assault Marines easily swatted them aside, but it made for a heroic moment.
SM/BA Turn Four
Alas our effort were for naught as one the remaining two drop pods was able to avenge the fallen librarian as it managed to snipe the immobile Dread from the center objective. This meant that even if we were able to remove the marines from the objective they were covering the best we could hope for was a tie. At this point all the Assault Marines had to do was hunker down and hope they got lucky and survived until the game ended…
Tau/Orks Turn Five
Yup, they got lucky. Despite our best efforts, somehow the marines were able to go to ground and avoid what little shooting we could bring to bear. The SM/BA didn’t even bother with a turn and we simply rolled a dice to see if the game would end… It did on a roll of one. It was an anti-climactic moment in a game that had filled with mad dashes, desperate combat, and lots of combi-flamers.
Result:
Tau/Orks: 2 (2x Warlord points)
SM/BA: 6 (1 Objective, First Blood, Line Breaker, Warlord)
Post-Game Wrap-Up
Phew that was quite a write up and an extremely intense game. Here are a few thoughts on what happened.
-The Ork portion of our list relies on cover saves. These are becoming easier and easier to negate in this edition of the game. Getting hit with twelve flamers before they could respond was devastating and nearly crippled them.
- Our castle technique was sloppy. The Hammerheads’ rail guns aren’t very useful against a list like this and we should have put them out in front to try and shield the boyz by putting more distance between the flamers and the Orks.
- The Crisis team brutalized everything it came across and if it had started on the board could have been more useful.
- Instead of aiming at the marines inside the pods the Quad-gun would have been better off trying to kill a drop pod and stealing away first blood. It wouldn’t have changed the outcome of this game but in a tighter game that one point swing could have made the difference.
For those of you who didn’t “TLDR” I would love to hear some of your thoughts. Is there a crucial mistake we made? Think you have a way to revolutionize our list(s)? Drop a comment below and let’s discuss.
Ork Warboss by jubjubjedi
If you would like to write an article for Beasts of War then contact me at [email protected]
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)
my belief is the list lacks long range anti marine weaponry and may lean a little too far towards anti tank. Also even though that dread is now a troops choice remember outside big guns never tire and the scouring vehicles cannot claim objectives! someone will be a pain about that so thought I’d give early warning…
overall i really like the list but i would play such an alliance in a very different way and not knowing the models either of you have i don’t want to interfere with the designs too much.
Casey here.
Great points, I think there are some tweaks we can make to list, but what did you have in mind?
Also since the Dread is a walker, not a vehicle I think it is still scoring isn’t it?
From the Tau side I can see a couple of points I’d change. If the Commander is going to deep strike with the other 2 suits, drop the drones and controller, other wise they become a waste of points, due to them having to target the same squad as the 2 xv8 suits, who should be targeting small elite squads or vehicles in the back field acting to disrupt an enemy fire base (for the Orks to charge). Then if you drop 1 piranha and a Hammer head you should have enough points for a Riptide with Ion Accelerator and… Read more »
Nice report.
@anonemouse: A few thoughts. I disagree about the drones being a waste of points, the Crisis suits are only BS3, so really only a 50/50 shot of hitting what they are shooting at. So I need some way to improve those odds. Now switching them over to pure plasma or pure missile pods are not a bad idea and ditch the idea of them being perfectly multipurpose. I’m definitely going to add a couple more pathfinders though, but splitting them into two squads is dangerous. They are only T3 with 5+ save so just a couple of combined-flamers will wipe… Read more »
It looks like his army was set up for an Alpha strike. I would suggest that for the Tau XV88’s with high yield missles and Early warning override would let you pepper his drop pods before they even made it onto the table. Start with your commander on the table, drop the marker drones from the list and turn 2 link him up with the Piranha squads drones. You then have a 6 strong, twin linked, BS5 (commanders BS) JSJ unit. Weight of fire will drop marines. Vespid are still worth taking in this scenario, with their move through ruins,… Read more »
Interesting lists. I would also recommend a Riptide, due to the great amount of angst at my LFGS as well as several forums decrying the difficulty of removing it. Usually outfitted with EWO, and Veloctiy Tracker. IMO it is currently more effective than the Hammerhead for you purposes. Another suggestion is to use one of the variations from this excellent thread http://www.advancedtautactica.com/viewtopic.php?f=52&t=20759 they are are nasty and effective, with my favorite being the Mark’O’Rain or Mark’O’Flakkin’Rain. The combined unit is better at markerlighting than pathfinders and puts out better shooting usually than a broadside team with the ability to split… Read more »
I forgot to mention that you might want to consider using a Skyshield landing pad instead of Aegis defense line. I would consider Tau as the current kings of removing cover and if you are totally reliant on cover vs another Tau player, well… things might not go so smoothly.
I haven’t played much with the sky shield but its an interesting idea! Can you place objectives on/below it?
A Mark’O was something I considered, but didn’t have the drone models for it, so I tried to build a mini-Mark’O. It’s a nasty effective unit, I’ve proxies one with friends and the marker light hits it puts out is staggering. It’s also mobile and with Iridium armor an take a punch.
as there’s plenty of advice being given about the tau i’ll poke at the orks… alot of your force is quite static i would replace some deff dreads… if not all… with something a little nippier to get in your opponents face while the rest of the boys advance boys in trukks or nobs in trukks are suprisingly good at this considering t-shirt saves and paer thin armour on trukks… they would also perhaps allow you to go out and grab some objectives over the table and get line breaker? would still keep the big mek with field as that… Read more »