I didn't take a detailed account of this battle for a couple reasons. The main reason was this was our first time playing and I suspected there would be lots of mistakes… mistakes in tactics obviously… but also mistakes in rules. In the future I plan to take a picture of each round.
I just want to give a general overview of how it all went down and things I learned.
This battle was my ~600 point Tau Battle Force versus an equivalent Imperial Guard Force. Note: I am not sure yet if the IG Army was legal. I am not sure if a platoon counts as 1 Troop or 3. If it counts as 1, technically this is 1 Troop unit short. But as long as the points are about the same I don't care that much. We'll figure it out later.
589 of Unlimited Pts - Tau Empire
Elite: Stealthsuits (4#, 137 pts)
2x Stealthsuits 137
Infiltrate, Deep Strike, Acute Senses, Stealth Field, Jump Infantry (Jet Pack); Add Team Leader; Burst Cannon (x2) (18" Range; S5; AP5; Assault 3)
Stealthsuit Shas'vre [77]
Infiltrate, Deep Strike, Acute Senses, Stealth Field, Jump Infantry (Jet Pack); Bonding Knife (Helps with regrouping. C:TE page 26.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Hard-wired Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Shas'vre Upgrade; Marker Drone
Marker Drone [30]
Causes IC to count as a unit for targeting; Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.)
Troops: Fire Warrior (15#, 220 pts)
11x Fire Warrior 220
Infantry ; Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Devilfish [85]
| Grp: BS: 3 FA: 12 SA: 11 RA: 10 |
Carries up to 12 models (no XV battlesuits); Transport, Tank, Skimmer; Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Decoy Launchers (Allows a reroll on the Glancing hit table. 2nd roll must be taken. C:TE page 30.); Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.)
2x Gun Drones [0]
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Shas'ui [25]
Bonding Knife (Helps with regrouping. C:TE page 26.); Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Kroot Carnivore Squad (12#, 84 pts)
12x Kroot Carnivore Squad 84
Field Craft, Infiltrate, Infantry; Kroot Rifle (x12) (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire)
HQ: Commander Shas'el (1#, 100 pts)
Commander Shas'el 100
Independant Character, Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Targeting Array (Add 1 to BS. C:TE page 28.)
Fast Attack: Gun Drone Squadron (4#, 48 pts)
4x Gun Drone Squadron 48
Deep Strike, Jump Infantry (Jet Pack); Twin Linked Pulse Carbines (x4) (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Option Footnotes
Vehicle Upgrades
Decoy Launchers - Allows a reroll on the Glancing hit table. 2nd roll must be taken. C:TE page 30.
Landing Gear - Allows vehicle to not count as Skimmer. C:TE page 30.
Wargear
Bonding Knife - Helps with regrouping. C:TE page 26.
Hard-wired Blacksun Filter - Doubles Nightfighting distance rolls. C:TE page 26.
Hard-wired Drone Controller - Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.
Hard-wired Multi-tracker - Allows 2 Battlesuit weapons in same turn. C:TE page 26.
Targeting Array - Add 1 to BS. C:TE page 28.
Weapons
Burst Cannon - 18" Range; S5; AP5; Assault 3
Fusion Blaster - 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire
Kroot Rifle - 24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire
Missile Pod - 36" Range; S7; AP4; Assault 2
Networked Markerlight - 36" Range; See page 29 of Codex: Tau Empire
Plasma Rifle - 24" Range; S6; AP2; Rapid Fire
Pulse Rifle - 30" Range; S5; AP5; Rapid Fire
Targeting Array - Add 1 to BS. C:TE page 28.
Twin Linked Pulse Carbines - 18" Range; S5; AP5; Assault 1; Twin Linked; Pinning
Validation Report
c-1. File Version: 1.04a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Empire
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 23.3
% Fast: 8.1
% Heavy: 0.0
% HQ: 17.0
Model Count: 36
% Troops: 51.6
% Wargear: 0.0
Files version: 1.04
Seeker Missiles: 0
Composition Report
HQ - 1 (1 to 2)
Elite - 1 (0 to 3)
Troops - 2 (2 to 6)
Fast - 1 (0 to 3)
Heavy - 0 (0 to 3)
Created with
Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
505 of Unlimited Pts - 5th Edition
HQ: Company Command Squad (5#, 80 pts)
2x Company Command Squad 80
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x2) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Meltagun (x1) (12" Range; S8; AP1; Assault 1; Melta.); Heavy Weapons Team
Heavy Weapons Team [10]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Autocannon (48" Range; S7; AP4; Heavy 2)
Company Commander [36]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Refractor Field (Confers a 5+ Invulnerable save (see C:IG, pg. 35).); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Plasma Pistol (12" Range; S7; AP2; Pistol; Gets Hot!); Senior Officer (The Senior Officer may issue 2 orders per turn with a 12" command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 30).)
Troops: Infantry Platoon (25#, 215 pts)
Infantry Platoon 215
4x Platoon Command Squad [35]
Infantry; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x4) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x3) (24" Range; S3; AP-; Rapid); Flamer (x1) (Template; S4; AP5; Assault 1)
Platoon Commander [6]
Infantry; Junior Officer; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Junior Officer (The Junior Officer may issue 1 order per turn with a 6" command radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 36).)
7x Infantry Squad [90]
Infantry; Combined Squad; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x6) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x7) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Vox Caster (If an officer is attempting to issue an order to a friendly unit and both the officer's Command Squad and the chosen unit contain a model with a vox caster, the Leadership test to see if the order has been understood can be re-rolled if failed (see C:IG, pg. 71).); Grenade Launcher (x1) (Frag: 24" Range; S3; AP6; Assault 1; Blast.Krak: 24" Range; S6; AP4; Assault 1.); Heavy Weapons Team
Heavy Weapons Team [20]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1)
Sergeant [5]
Infantry; Combined Squad; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K))
7x Infantry Squad [90]
Infantry; Combined Squad; Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x6) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x7) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Vox Caster (If an officer is attempting to issue an order to a friendly unit and both the officer's Command Squad and the chosen unit contain a model with a vox caster, the Leadership test to see if the order has been understood can be re-rolled if failed (see C:IG, pg. 71).); Grenade Launcher (x1) (Frag: 24" Range; S3; AP6; Assault 1; Blast.Krak: 24" Range; S6; AP4; Assault 1.); Heavy Weapons Team
Heavy Weapons Team [20]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1)
Sergeant [5]
Infantry; Combined Squad; Flak Armour (Confers a 5+ Armour Save.); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K))
Fast Attack: Armoured Sentinel Squadron (3#, 210 pts)
Armoured Sentinel Squadron 210
Armoured Sentinel; Armoured Sentinel
Armoured Sentinel [70]
| Grp: WS: 3 BS: 3 St: 5 In: 3 At: 1 FA: 12 SA: 10 RA: 10 |
Vehicle (Walker); Extra Armor (Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.); Autocannon (48" Range; S7; AP4; Heavy 2); Hunter Killer Missile (Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.)
Armoured Sentinel [70]
| Grp: WS: 3 BS: 3 St: 5 In: 3 At: 1 FA: 12 SA: 10 RA: 10 |
Vehicle (Walker); Extra Armor (Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.); Autocannon (48" Range; S7; AP4; Heavy 2); Hunter Killer Missile (Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.)
Armoured Sentinel [70]
| Grp: WS: 3 BS: 3 St: 5 In: 3 At: 1 FA: 12 SA: 10 RA: 10 |
Vehicle (Walker); Extra Armor (Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.); Autocannon (48" Range; S7; AP4; Heavy 2); Hunter Killer Missile (Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.)
Option Footnotes
Doctrines
Junior Officer - The Junior Officer may issue 1 order per turn with a 6" command radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 36).
Senior Officer - The Senior Officer may issue 2 orders per turn with a 12" command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 30).
Orders
Bring It Down! - Choose one enemy unit, the weapons the ordered unit fires at this unit count as twin-linked (see C:IG, pg. 30).
Fire on my Target! - Choose one enemy unit, successful cover saves against firing by the ordered unit at this unit must be re-rolled (see C:IG, pg. 30).
First Rank, FIRE! Second Rank, FIRE! - Lasguns in the ordered unit have plus 1 shots, so 3 at up to 12" and 2 at up to 24" with normal Rapid Fire restrictions (see C:IG, pg. 36).
Get Back in the Fight! - The ordered unit immediately regroups or returns to normal. It may shoot and assault normally (see C:IG, pg. 30).
Incoming! - The ordered unit may immediately go to ground, with an additional +1 bonus to cover saves (see C:IG, pg. 36).
Move! Move! Move! - The ordered unit immediately runs, rolling three dice and choosing the highest (see C:IG, pg. 36).
Wargear
Autocannon - 48" Range; S7; AP4; Heavy 2
Close Combat Weapon - If used with another close combat weapon, +1 attack in close combat.
Extra Armor - Count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. See Wargear, pg. 34.
Flak Armour - Confers a 5+ Armour Save.
Flamer - Template; S4; AP5; Assault 1
Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Grenade Launcher - Frag: 24" Range; S3; AP6; Assault 1; Blast.Krak: 24" Range; S6; AP4; Assault 1.
Hunter Killer Missile - Unlimited range, S8; AP3; Heavy 1; One use only; See Wargear, pg. 35.
Krak Grenades - One attack with 6+D6 AP (exceptions apply p72 WH40K)
Lascannon - 48" Range; S9; AP2; Heavy 1
Lasgun - 24" Range; S3; AP-; Rapid
Laspistol - 12" Range; S3; AP-; Pistol
Meltagun - 12" Range; S8; AP1; Assault 1; Melta.
Plasma Pistol - 12" Range; S7; AP2; Pistol; Gets Hot!
Refractor Field - Confers a 5+ Invulnerable save (see C:IG, pg. 35).
Vox Caster - If an officer is attempting to issue an order to a friendly unit and both the officer's Command Squad and the chosen unit contain a model with a vox caster, the Leadership test to see if the order has been understood can be re-rolled if failed (see C:IG, pg. 71).
Validation Report
c-1. File Version: 1.04a For Bug Reports/www.ab40k.org; 1. Guard Regiments: 5th Edition Codex; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Composition requirement 'Troops' not satisfied (1). Valid range 2-6.
Roster Statistics
% Elite: 0.0
% Fast: 41.6
% Heavy: 0.0
% HQ: 15.8
Model Count: 30
% Troops: 42.6
% Wargear: 0.0
Files version: 1.04
Faith Points: 0
Composition Report
HQ - 1 (1 to 2)
Elite - 0 (0 to 3)
Troops - 1 (2 to 6)
Fast - 1 (0 to 3)
Heavy - 0 (0 to 3)
Created with
Army Builder - Copyright (c) 1997-2009 Lone Wolf Development, Inc. All rights reserved.
Even though we chose a Area Control mission, it basically was an annihilate everything mission. This was because we got so into trying to learn to play we forgot there were any objectives at all other than kill.
We set up on opposite ends. I placed my HQ virtually on the edge and so did the Imperial Guard.
I put my kroot in the middle behind a building. This was a mistake I think. It took me 3 turns to get into a shooting position, and another 2 turns to get into an assault position. I missed my first assault chance because I did not know you can't assault after firing rapid fire weapons.
I placed my transport with Fire Warriors near the table edge... another mistake. In my head I had this idea that the transport could travel clear across the table in one turn. My plan was to thrust into the enemy position and dump the Fire Warriors out the back. It took me 2 turns to get my transport to where I wanted and then disaster happened which I will talk about later.
I placed my Stealth team off behind a building. Third mistake sort of. I wanted to use their infiltrate, but based on troop placement and terrain, there was nowhere I could place them 12" away and out of site. So I was forced to deploy as normal. I used them poorly after that as you will see.
I placed the gun drones near the Stealth team. I made a mistake with these guys and attempted a frontal assault on an infantry platoon. I should have used their great range and flanked. Instead I took out a couple troops and then was pounded by fire from multiple IG units. I lost 3 drones in 1 turn and on the next turn just kamikaze into an assault with expect failure.
My IG opponent lined his platoon up front almost like Ancient Romans… very little cover. He put his platoon command squad in front of that line, and the 3 Sentinels behind the line. To me this seemed like an odd thing to do with no cover. But I was so poorly placed with mine I could not take advantage of it.
Other than what I talked about above some key things in the battle:
I got my Devilfish into position and unloaded the Fire Warriors. The sentinels immediately unloaded everything on the transport. They hit it and wrecked it. Luckily it did not explode. The problem is I planned to use the Devilfish as cover and fire underneath, but since it wrecked I, lost line of site and was forced to come out into the open. The Fire Warriors annihilated the elite squad, but once in the open, was decimated. I realized a full Fire Warrior team is a juggernaut, while a decimated one is a waste. Once I got down to 6 Warriors, they did little damage.
I realized my stealth Team was far from battle. With little range with weapons I tried to get into battle quick. This forced me to try to jump over the building I was behind and then onto it. Once up there I was still out of range, but the long range of the IG took out my marker drone and one Stealth Suit. I knew I wasn't going to make any progress this way so I retreated and tried to join up with the HG unit.
The building I was jumping over we considered difficult terrain, so I was not able to use the whole 6 inches into it or out of it. I tried to move my HQ unit to them, but after all that I did in 4 turns I finally had the HQ unit added to the depleted stealth team about 2 feet from any action. The mighty stealth team did nothing but jump and die in 6 turns, while the HQ unit only managed to fire its missile pod.
The kroot team managed to finally assault and took out some infantry, but nothing serious.
I tried 4 turns with my HQ unit to take out a Sentinel. This I think was a bad because once I hit I needed a 5 to glance it and a 6 to penetrate. I never did.
Based on the original objective of the mission this was a draw. The reason was I held control of my deployment square, IG held their deployment square. The 3rd square was contended, and the 4th was unoccupied.
However I conceded because I lost like 80% of my troops and he lost maybe 25%.
Many lessons learned here... too many to list.