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Battle Report Detail

  • 780 days ago 2,076 0 Warhammer 40K
  • Contact Lost
    (Maelstrom of War)
  • 1,500 points

Army Detail

Tau Empire
(Team A)
VS
Astra Militarum
(Team B)

Army Lists

Tau Empire

Astra Militarum

Oakenhawk View Profile

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A great battle of wits pitches the Tau against the armoured might of the Imperial Guard.

Tau Empire VS Astra Militarum

Astra Militarum vs. Tau (Highlander!)

A great battle of wits pitches the Tau against the armoured might of the Imperial Guard.

Deployment - Tau Empire

The Tau commander deployed at the top of his deployment zone, to help prevent some potential morale issues (if the Broadsides broke for whatever reason, they would need box-cars to fall off the back of the table.)

Commander behind the broadsides, this was the Tau's firebase.

Skyray took advantage of the cover mid-field, while the Riptide and firewarriors occupied the Tau left flank.

Deployment - Astra Militarum

Generally speaking, there wasn't much on the table that the russes should have been scared of on the table. Moreover, they were pushed back for threat of infiltrating Fusion blasters from the Stealth Suits.

Left flank protected by the Melta Veterans, with the Manticore tucked in behind cover facing the SMS swarm in the Broadside teams. Wyvern didn't have many places to hide, so put it behind the sentinels so it would at least have a cover save against most fire.

Blob squad with grenades occupied the right flank, staring down the Riptide and Firewarriors. Off camera to the right are the Bullgryns, ready to pounce on the objective located in no-man's land.

Turn 1

Tau took turn one after the Guardsmen failed to seize, and didn't waste much time getting first blood.

The stealth team, infiltrating along the right flank, nails the chimera on the side-arc using their burst cannons, and the veterans pile out the back. Unfortunately, they're also in SMS range of the Broadsides, and are literally torn to pieces. The one survivor (wisely) breaks and falls back. The situation on the left flank is already looking grim for the Guard.

The rest of the turn is less eventful, with the Riptide accounting for 5 casulaties in the infantry platoon, largely due to SMS fire.

Lamenting the loss of his infantry support on his left flank, Knight Commander Pask hits the gas and gets within range of the Skyray. Ordering his unit to "Strike and Shroud" (giving Pask & Co. 4+ cover for the following turn), he proceeds to strip 2 hullpoints and stunning him despite rolling 3+ cover because of the disruption pods. Unfortunately the Vanilla Russ wasn't able to land the final blow.

The Manticore completely whiffs on his shot on the Skyray.

Guardsmen pour lasgun fire into the Riptide (for lack of better targets) dealing a few wounds, but nothing gets past the 2+ armour.

The Bullgryns, trying to gain some ground on the right flank attempt a 5" charge against the gun-drones which may have snuck past. No dice, the charge is failed and the Bullgryns are left in the lurch.

After 1 complete turn, the Tau are looking pretty good leading the Guard 1-0 on the merits of First Blood.

Turn 2

The Tau commander hits his comm-link and brings in all his reserves. The Kroot out-flank and knock out the Manticore (who got a single round of shooting in). Not having the real-estate to perform a bombing run on the Infantry Platoon, the Sun Shark instead blazes away at the Wyvern, immobilizing it.

The remainder of the Tau shooting was marginally effective with the exception of the Firewarriors, who unleashed an Ethereal-assisted triple-tap into the Bullgryns, causing 11 wounds. The Bullgryns, with Shields locked, fail 8 of 11 of the saves, wiping the unit, and leaving a very embarrassed Priest standing in the open.

The Knight Commander, seeing his assets diminishing now, is rapidly losing both flanks. Pushing forward towards the Tau Commander, he rakes down all of his drones, and puts 2 wounds on the Commander himself. (it was hoped that he would die, but the Tau dice were rolling pretty effectively... )

The Wyvern also dropped a shell directly on the head of the now disembarked Firewarriors, dropping 6 of them, with 3 left standing not including the Ethereal. Tau dice rolled hot again, saving more than half of the wounds placed on the unit.

Not waiting for a more dramatic time, the Vendetta targets the Broadsides, knocking out one plus a drone.

The Priest, lacking anything better to do, assaults and mops up the two gun-drones from the Devilfish, routing them both. He consolidates back onto the objective in a Crater, forcing the Tau to remove him next turn if they want to proceed beyond...

After 2 full turns, the Tau remain in the lead 1-0 on the merits of First Blood. None of the objectives drawn by either side have been achievable, though both sides are stockpiling a bunch...

Turn 3

The Tau, with their shenanigans, are now hunting the Guard unit-by-unit.

The Devilfish cuts down the Priest, who puts his faith in his Rosarius, (and ultimately let him down). 6 Guardsmen die to SMS & Gatling Cannon fire from the Riptide, and the Broadsides strip off 2 Hullpoints from a jinking Vendetta. Markerlights from the Skyray were used to boost their ballistic skill on the shot.

The Tau on the Guard's left flank then assault the Russes (you read that right). Stealth suits rip the Vanilla Russ apart on the rear arc (seriously). Ideally they would have left it with one hullpoint remaining so the Onager gauntlet on the Commander could strike through to hit Pask, but this was not to be.

In a bit of Derring-Do, the Vendetta rips across the table, dropping off the flamer Platoon Command Squad right in front of the Skyray. The unit scatters in the wrong direction, and needs to order itself and run 6" in order to get to the objective. They succeed (WOOT) resulting in 1 victory points being scored for the Guard. The Vendetta then flees combat airspace, flat-outing off the table.

Pask, mourning the loss of the Vanilla Russ, fires up the Punisher Cannon and cuts down the Tau Commander. Even with only 2 wounds remaining, he still almost survived the fusillade.

The wyvern, being unimpressed with the Stealth suits and having no more fire warriors to harass, knocks out the stealth squad, leaving one survivor and taking their Fusion Blaster away. Having killed a character, the Guard succeeded in their Assassinate mission.

After 3 full turns, the Guard take the lead, 3-1.

Turn 4

The Tau, seeing the Guard are showing SOME life hop onto all of the objectives, scoring 7 by the end of the turn, including D3 (3!) for Ascendency. Guard casualties include:

  1. 2 Hullpoints on Pask (including a Shaken result) from the 2 detached Ion drones from the Sun-Shark
  2. That daring grav-chute commando PCS wiped out to SMS

And that's it.

Curtain call for the Guard going into their Turn 4, staring down an 8-3 deficit, the Vendetta flies back on and blows away the Devilfish carrying the Ethereal, which was jinking 3+.

HOLY CRAP SERIOUSLY?! Now the Guardsmen's luck starts to arrive, but quickly dries up when the Wyvern quickly whiffs on the follow-up shot, for the Coup-de-Grace to wipe the unit.

The survivors from the Guard platoon, including the Commissar and two sergeants (how the heck did that happen? almost like I planned it that way... ) kill the Ion drones in assault.

After 4 complete turns, the Guard are down 8-3 and it's approaching hand-shake time... .

Turn 5

The Tau promptly shoot down the Flyer with the last Seeker Missile off of the Skyray's racks (!!! Remember how I couldn't finish that bugger off first turn?!), and the Tau score 2 more victory points. This leaves 2 units left on the table for the bottom of 5, and it's officially handshakes.

The guard lose by a bunch, approximately 11-3, with no real hopes of scoring any more objectives.

Stealth Team
Man of the Match

These guys infiltrated like bosses, and really were a horrific pain in my backside. Next time I might introduce them to Mr. Hellhound. Might make them easier to handle. =D

BULLGRYNS
BFU (Biggest F*** Up)

I don't blame them, specifically, I blame the dice.

How is it possible to fail 8 of 11 3+ armour saves?!?! They deserved better. If they had gotten in against the Tau firewarriors (surviving overwatch) then they would have been in there perpetually, and we'd be talking about a different game.

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Final Summary

Generally speaking, I'm becoming disenamoured with the Manticore. I'm thinking the 170 points would be better spent on something more accurate and directly applied. Scions will make an appearance in my next list, to be sure.

The Vendetta as well, I'm not sold on. It does provide some late game mobility and crucial anti-tank firepower, but it's relatively easy to bring down once you apply some even generic AA to the table.

The Tau were able to stay alive and more importantly, mobile throughout the game, something the Guard could not do.

The score reflected the end-game, but it was closely faught throughout, and both players felt it could go either way as of around T3, but the writing was on the wall after T4.

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+ HQ (251pts) +

Commander (189pts) [Drone controller, 2x Marker Drone, Neuroweb System Jammer, 2x Plasma rifle, Stimulant injector, XV8-02 Crisis 'Iridium' Battlesuit] Rules: Independent Character, Supporting Fire, Very Bulky

Ethereal (62pts) [Gun Drone] Rules: Failure is Not An Option, Independent Character, Invocation of the Elements, Stubborn

+ Elites (385pts) +

Stealth Team (170pts) [Stealth Shas'ui, Stealth Shas'ui, Stealth Shas'ui, Stealth Shas'ui] Rules: Infiltrate, Supporting Fire Stealth Shas'vre [Fusion blaster, Markerlight and target lock] Rules: Shrouded, Stealth

XV104 Riptide (215pts) [Heavy burst cannon, Stimulant injector, Twin-linked smart missile system] Rules: Nova Reactor, Supporting Fire

+ Troops (285pts) +

Fire Warrior Team (185pts) [10x Fire Warrior Shas'la with pulse carbine] Rules: Supporting Fire Devilfish [Disruption pod, Two Gun Drones]

Kroot Carnivore Squad (100pts) [10x Kroot, Kroot Hound, Krootox Rider, Sniper rounds] Rules: Acute Senses, Infiltrate, Move Through Cover, Stealth (Forests)

+ Fast Attack (161pts) +

Sun Shark Bomber (161pts) [Blacksun filter, Missile pod]

+ Heavy Support (418pts) +

Sky Ray Missile Defense Gunship (131pts) [Blacksun filter, Disruption pod, Two Gun Drones]

XV88 Broadside Team (287pts) [6x Missile Drone] Rules: Extremely Bulky, Supporting Fire Broadside Shas'ui [Target lock, Twin-linked high-yield missile pod, Twin-linked smart missile system] Broadside Shas'ui [Target lock, Twin-linked high-yield missile pod, Twin-linked smart missile system] Broadside Shas'vre [Twin-linked high-yield missile pod, Twin-linked smart missile system]

- Codex: Astra Militarum Roster - Highlander!!!

HQ: Leman Russ Command Squadron (3#, )
   1 Leman Russ Command Squadron, ((Codex: Astra Militarum, iPad pg. 139))
      1 Knight Commander Pask's Leman Russ Punisher ((Codex: Astra Militarum, iPad pg. 139); Vehicle (Tank); Leman Russ Punisher; Lascannon; Punisher Gatling Cannon; Multi-melta (each side); Crack Shot; Leman Russ Commander; Tank Orders; Searchlight; Smoke Launchers; Camo netting; Warlord; Old Grudges)
      1 Leman Russ Battle Tank (Vehicle (Tank); Leman Russ Battle Tank; Heavy Bolter; Battle Cannon; Searchlight; Smoke Launchers; Camo netting)

Troops: Infantry Platoon (25#, )
   1 Infantry Platoon, ((Codex: Astra Militarum, iPad pg. 145))
      0 Platoon Command Squad ((Codex: Astra Militarum, iPad pg. 145); add Heavy Weapons Team)
         2 Guardsman (Infantry; Frag Grenades; Flamer x2; Flak Armour)
         1 Platoon Commander (Infantry (Character); Laspistol; Close Combat Weapon; Frag Grenades; Flak Armour; Voice of Command)
         1 Heavy Weapons Team (Infantry; Lasgun; Frag Grenades; Autocannon; Flak Armour; Heavy Weapon Team)
      0 Infantry Squad ((Codex: Astra Militarum, iPad pg. 146); Krak Grenades; Combined Squad)
         9 Guardsman (Infantry; Lasgun x9; Frag Grenades; Krak Grenades; Flak Armour)
         1 Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Melta Bombs; Flak Armour)
      0 Infantry Squad ((Codex: Astra Militarum, iPad pg. 146); Krak Grenades; Combined Squad)
         9 Guardsman (Infantry; Lasgun x9; Frag Grenades; Krak Grenades; Flak Armour)
         1 Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Melta Bombs; Flak Armour)

Troops: Veteran Squad (12#, )
   1 Veteran Squad, (Krak Grenades)
      9 Veteran ((Codex: Astra Militarum, iPad pg. 149); Infantry; Lasgun x6; Frag Grenades; Krak Grenades; Meltagun x3; Flak Armour)
      1 Veteran Sergeant ( (Character); Laspistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Flak Armour)
      1 Taurox ((Codex: Astra Militarum, iPad pg. 152); Vehicle (Transport); 10 model capacity; Twin-Linked Autocannon; All-terrain APC)

Heavy Support: Manticore (1#, )
   1 Manticore, ((Codex: Astra Militarum, iPad pg. 167); Vehicle (Tank); Heavy Bolter; Storm Eagle Rockets; Limited Ammunition; Searchlight; Smoke Launchers)

Heavy Support: Wyvern Battery (2#, )
   1 Wyvern Battery, ((Codex: Astra Militarum, iPad pg. 166))
      1 Wyvern (Vehicle (Tank, Open-Topped); Heavy Bolter; Two, Twin-lined Stormshard mortar; Searchlight; Smoke Launchers)

Fast Attack: Armoured Sentinel Squadron (4#, )
   1 Armoured Sentinel Squadron, ((Codex: Astra Militarum, iPad pg. 159))
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath)
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath)
      1 Armoured Sentinel (Vehicle (Walker); Multilaser; Hammer of Wrath)

Elite: Bullgryns (4#, )
   1 Bullgryns, ((Codex: Astra Militarum, iPad pg. 154))
      2 Bullgryn (Infantry; Grenadier gauntlet x2; Frag Grenades; Carapace Armour; Slabshield; Hammer of Wrath; Stubborn; Very Bulky)
      1 Bullgryn Bone 'Ead (Infantry (Character); Grenadier gauntlet x1; Frag Grenades; Carapace Armour; Slabshield; Hammer of Wrath; Stubborn; Very Bulky)

: Ministorum Priest (1#, )
   1 Ministorum Priest, ((Codex: Astra Militarum, iPad pg. 142); Infantry (Character); Laspistol; Close Combat Weapon; Frag Grenades; Flak Armour; Rosarius; Independent Character; War Hymns; Zealot)

: Commissar (1#, )
   1 Commissar, ((Codex: Astra Militarum, iPad pg. 141); Infantry (Character); Bolt Pistol; Frag Grenades; Krak Grenades; Power Fist; Flak Armour; Stubborn; Summary Execution)

Fast Attack: Vendetta Squadron (2#, )
   1 Vendetta Squadron, ((Codex: Astra Militarum, iPad pg. 163))
      1 Vendetta (Vehicle (Flyer w/Hover mode, Transport); 6 model capacity; Twin-linked Lascannon (nose); 2 x Twin-linked Lascannon (each wing); Grav-chute Insertion; Extra Armour; Searchlight; Skyfire)

Validation Report:
a-0. Army Selection: Unbound; c-1. File Version: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: Imperial Armour, Hide Named or Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Composition Report:
HQ: 1 (- - -)
Elite: 1 (- - -)
Troops: 2 (- - -)
Fast: 2 (- - -)
Heavy: 2 (- - -)
LOW: 0 (- - -)
Legendary Units: 0 (- - -)
Fort: 0 (- - -)

Total Roster Cost: 1495

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