Greetings, fellow Astronites
I present you another battle, this time 1250 points on either side (a 250 point step-up from my last (first) 6th edition battle that can be read here). This time, it was my opponent who was fielding his Tau Empire - originally of the Sa'cea Sept (blue color scheme) but now under the leadership of O'Shovah's Farsight Enclave, while I brought forth my Black Templars into the fray.
Interestingly, this battle only took 3.5 hours to finish while the previous 1000 point game had taken an additional hour, probably because we spent less time looking up rules in the big rulebook. Again, the table was 4' by 4' and given the 250 points increase (totalling 500 extra points worth of stuff from both sides) AND the fact that he was playing a ranged army and I was playing a close combat one, I had nothing to complain.
My friend had already set up the terrain and made the battlefield look like the outskirts of an industrial city, with forests on the right side and abandoned manufactorum ruins on the left. The battlefield was split by a river (difficult terrain), with a bridge (sides marked with aegis defence line bits) spanning it at the battlefield's centre . The forests yielded a 5+ coversave and the 2 ruined buildings a 4+ cover save, while the aegis defence line yielding a 4+ as well, depending on where the shots come from, of course.
It was an interesting clash of old vs. new: an 8 year old codex written for 4th edition versus the brand new 6th edition Tau Empire.
So here are the Armylists:
Tau Empire
HQ:
Commander O'Shovah
weapon-systems: Plasma-rifle, Dawn Blade
wargear: Shield generator
Elite:
2 Shas'ui XV-8 'Crisis' Battlesuits
weapon-systems: plasma rifle & fusion blaster on each, 2 twin-linked pulse carbines on the 2 gun drones
wargear: 2 shield generators, 2 gun drones, 2 shield drones
Troops:319p.
Blue team: Firewarriors (5 Shas'la, 1 Shas'ui w. hard-wired target lock)
wargear: 5 pulse rifles, 1 markerlight
Yellow team: Firewarriors (6 Shas'la)
wargear: 6 pulse rifles
Red team: Firewarriors (5 Shas'la, 1 Shas'ui w. hard-wired target lock)
wargear: 5 pulse rifles, 1 markerlight
Green team: Firewarriors (5 Shas'la, 1 Shas'ui w. hard-wired target lock)
wargear: 5 pulse rifles, 1 markerlight
Fast Attack:
5 Pathfinders
weapons: 3 pulse carbines, 2 rail-rifles
Heavy Support: 310p.
Hammerhead Gunship
weapon-systems: railgun, tl-missile system
wargear: submunitions, disruption pod
Hammerhead Gunship
weapon-systems: railgun, tl-missile system
wargear: submunitions, disruption pod
2 XV-88 Broadside Battlesuits
2 Broadside battlesuits, 2 marker drones, 2 gun drones
weapon-systems: 2 twin-linked heavy rail rifles, 2 twin-linked plasma rifles, 2 twin-linked pulse carbines
Grand Total: 1241 points
(42 models, 2 tanks, 4 scoring units)
Black Templars
HQ: 310P.
Emperor's Champion 140p.
weapons: Black Sword, Armor of Faith, boltpistol
wargear: Crusader Seals, terminator honors (incl. in profile), fragmentation grenades
Vow: Accept Any Challenge, No Matter The Odds!
So this guy is mandatory; comes with 3 S6 attacks at I5, unfortunately 6th edition errata made the black sword only AP3. However, his attacks increase to 5 on charge thanks to the new AACNMTO vow which now gives all templars the rage special rule. I just have to make sure that I am the one charging and not the guy who gets charged...
Marshal 160p.
weapons: Storm Shield, master-crafted Powerfist
wargear: Crusader seals, artificier armor, terminator honors
My powerhouse. Gives all my squads LD10, so I will pass those righteous zeal rolls and re-roll if I am not satisfied thanks to the EC (leads an initiate squad) and the Marshal's crusader seals. I had to make sure the Marshal can withstand as much punishment as possible and dish out equal amounts of death. So I gave him artificier armor and a storm shield to make him a solid 3 wound 2+/3++ bulwark. Then terminator honors to bring his base attacks to 4 (six on charge!), and a master-crafted powerfist to make sure I don't miss and cause wounds a plenty - all of them with potential insta-kill on most independant characters I might face. I will place faith in the 3++ inv. to survive attacks before I get to strike - plus with regular power weapons (including lightning claws and force weapons) being only AP3 in 6th edition, I'll laugh in their face. He will be joining the other one of my two crusader squads in the drop-pod. You might ask why I didn't give him terminator armor and save 10 points compared to the artificier armor + terminator honors setup? Well, because he (and his squad, once he is attached to them) would then lose their ability to sweeping advance, and also because he would take up 2 spaces in the drop-pod, meaning I would have to chuck another initiate out, and I can't add him to the other crusader squad as they already have 10 initiates (and I wont waste the points by adding another bolter dude to the stay-back-and-shoot squad). So I would be left over with a total of 26 points not knowing how to spend them.
Elites:165P.
Venerable Dreadnought
weapons: twin-linked lascannon, missile launcher
ability: Tank hunters
Tank hunters just got better in 6th. Instead of giving my armor pen roll a +1, I can re-roll now, so I am bound to crack open some tanks with the TL-Las and ML combo. Plus, venerable means the dread can withstand more punishment too. So this guy is my mobile moving-and-shooting tank hunter.
Troops: 530P.
Tactical Squad
7 Initiates w. boltpistols & cc-weapons
1 Initiate w. boltpistol & powerfist
1 Initiate w. Melta
*dedicated transport
Drop Pod
weapon: stormbolter
wargear: power of the machine spirit
Black Templars have FAQ'ed access to the drop pod assault special rule now, so that pod will arrive on turn 1 guaranteed. This means I get to assault a shooty squad on turn 2 itself, giving them only 1 turn of effectivity (D6" re-rollable zeal during enemy shooting phase if I take casualties + 6" movement + 2D6 charge range means you bet I will get into desired CC on turn 2 from where on I am fearless. What's more, I have the chance of firing my melta on turn 1 if I land next to an enemy tank)
Tactical Squad
8 Initiates w. boltpistols & cc-weapons
1 Initiate w. boltpistol & powerfist
1 Initiate w. Melta
4 Neophytes w. boltpistols & cc-weapons
These guys are my (running) footsloggers led by the EC. They should be in CC by turn 3, but obviously will be the target of vicious fire. Which is why I have 14 models to soak up fire. And taking a Rhino would make the zeal and crusader seals useless, and BT rhinos are costlier than others because they are still based on the old 4th edition SM codex equivalent.
Tactical Squad
3 Initiates w. bolters
1 Initiate w. plasmacannon
1 Initiate w. plasma gun
Ah, yes. The cruel minimum size squad with maximum amount of heavy/special weapons from the good old space marine days that are long gone now. These guys have one purpose: secure the home objective and/or rain terminator-killing death onto any deepstrikers. They're a mere 106 points so I can afford their loss, but the enemy still can't afford to ignore them. Classic pain in the butt type of squad.
Fast Attack: 85P.
Landspeeder Typhoon
weaponry: multi-melta, typhoon missile launcher
BTs having FAQ'd access to the new typhoon weapon profile also will be mercilessly exploited by me. This is my second dedicated anti-tank unit, zooming across the battlefield to harass the enemy and it's quite useful against MEQs out in the open, too. Not open-topped, so that's a bonus, and I always have the jink and hull-points as a last resort.
Heavy Support: 160P.
Vindicator
weaponry: Demolisher cannon, stormbolter
wargear: Power of the Machine Spirit, Dozer blade
Ah yes, the Vindie. What makes the Black Templars Vindicator particularly deadly is that it has access to the PotMS, meaning it can move upto 12" (compared to merely 6") and still fire its Demolisher Cannon. What makes it even more insane is the fact that thanks to the new PotMS rules in 6th, it can fire this weapon no longer at a measly BS2, but its original ballistic skill! And since glancing hits no longer prevent my tank from shooting, this makes for a very deadly, broken unit that I will gleefully exploit till they release the new Smurf codex for my poor BTs. While the PotMS upgrade "only" grants my tank the ability to move and shoot an additional 6", I have learned that these 6" really matter because - say my opponent deepstrikes an assault terminator squad directly behind my vindie, I would have otherwise either had the option to move 6", swivel and shoot (potentially landing the template on my own tank) and anyways be the victim of an enemy assault (6" + 2D6"), or move 12" away to prevent getting charged with thunderhammers, but forfeiting a round of shooting - and in this round of shooting alone I can make the points for the PotMS upgrade back, given the potency of the demolisher cannon. Oh and due to its somewhat short range, the extra 6" maneuverability always come in handy (12"+24" = 36" threat range).
The dozer blade is there purely for wysiwyg purposes as I stuck one on my Vindie to make it look more imposing. Plus it might always come in handy when I am trying to reposition myself all over the battlefield, given the demolisher cannon's limited range, so you never know. Oh and one more thing - since the strength of a blast weapon is no longer halved if the hole scatters away from an enemy tank's hull, the vindie can also serve as a tank-busting unit if need be, also making use of its armor pen 2D6-pick-highest ability thanks to the demolisher cannon being ordnance - when in range, the vindice can go toe to toe with a Railhead, and that's saying something.
Grand Total: 1250 points
(30 models, 1 walker, 1 fast skimmer, 1 tank, 1 drop pod)
My forces and the battlefield viewed from east (right) towards west (left) of what was later to be my table side.
We first rolled the deployment method and rolled a 2 on the D3 (our table being a 4x4, we decided which one was the "short" side)
We then rolled for the mission and rolled a 4 - Big Guns Never Tire. We rolled a D3 for the amount of battlefield objectives and got a 2, so 2+2 = 4 total objectives. My friend placed two behind his side of the manufactorum and I placed mine behind my side of the industrial ruin.
I then rolled on the Personal Trait table for my Warlord and rolled a 6 (Immovable Object - very fluffy, given his artificier armor and storm shield setup), which means he is a scoring unit - excellent.
DEPLOYMENT
We rolled to see who deploys and goes first, and my friend won the roll. I rolled to seize the initiave and rolled a 6. My friend deployed first. He deployed the 2 Hammerheads in the centre of his deployment zone, put the pathfinders close to the forest on the right side, and deployed the rest of his army behind his side of the manufactorum ruin. The Pathfinders used their scout move to get into the forest and then rolled a 3 - Ironbark Forest! Giving them a solid 3+ cover save.
I placed my Vindicator, Land Speeder, Dreadnought and 5 man tatical squad behind my side of the manufactorum as well, then put the foot-slogging crusader squad, lead by the EC, dead centre on the way to the bridge. My Commander and the other initiate squad started the game aboard their drop-pod in reserve.
Deployment is shown in the pic below.
Let the game begin!
TURN 1 (Black Templars)
Movement phase: Using the FAQ'd Drop Pod Assault special rule, my pod arrived on turn 1. I initially placeed it right in front of his two Hammerheads, but it scattered 8 inches toward my right and landed a short ways north of the forest. The pressurized doors blast open and the Black Templars disembarked, using the drop-pod as cover to shield themselves against the bulk of the Farsight Enclave's army. My shooty initiate squad moved from the edge of their 12" deployment zone closer to the ruins and secured the objective lying amidst the debris. The Land Speeder zoomed 12" into the river and rolled a D6 to test what kind of waters it was - Industrial Ooze. My footslogging crusader squad began their march toward by moving 6" toward the enemy battle line. The Vindicator moved to the northern side of my manufactorum and came to a halt.
Shooting phase: I forgot to run with the footslogging crusader squad, silly me. Since boltpistols couldnt so much as scratch the side armor of the nearest Hammerhead, I fired my drop-pod squad's melta, hit, and thankfully was just within 6" range for the melta rule - I rolled 2D6, penetrated the Hammerhead's hull, and then rolled a 6, sending the gunship to oblivion in a tumultous explosion that ripped the very earth beneath it into a small crater (difficult terrain). Surprised by my initial stroke of luck, I pressed it. My Venerable Dreadnought fired at the other Hammerhead with the twin-linked Lasercannon and Missile Launcher. I hit, I penetrated, and to my incredible luck I destroyed the second Hammerhead too and made another crater. Unbelievable. My Typhoon Landspeeder was out of range now.
3 Victory Points earned: Objective secured.
1 Victory Point earned: First blood.
1 Victory Point earned: Heavy Support destroyed.
1 Victory Point earned: Heavy Support destroyed.
End of Black Templars Turn 1.
TURN 1 (Tau)
Movement phase: My opponent moved the yellow Firewarrior squad towards the objective in his side of the manufactorum (not visible in pic), claiming it. He moved the rest of the Firewarrior teams to the other objective at the Aegis defence line north of his manufactorum, claiming it as well.
Shooting phase: The Xv-88s' marker drones shot at the few guys they could see behind my drop-pod, and placed 2 markerlight markers. These 2 were subsequently removed to deny me a cover save, then the Broadsides fired with their twin-linked heavy rail rifles, taking out the power-fist wielding sergeant and the melta guy. His Firewarriors opened fire, taking out three battle brothers. His pathfinders opened fire at my drop-pod crusader squad as well, killing another. I rolled for righteous-zeal, passed thanks to LD10 and then moved closer to the Ironbark forest.
3 Victory Points earned: Objective secured.
3 Victory Points earned: Objective secured.
End of Farsight Enclave Turn 1.
TURN 2 (Black Templars)
Movement phase: Since my drop-pod crusader squad was very close to the pathfinders, I decided not to move them. The venerable dreadnought that had taken position behind the small strip of Aegis defence line south of my side of the manufactorum now moved 6" to the south-east, and I decided not to move the Typhoon Landspeeder since it was relatively safe where it was, and sending it alone into the fray was unnecessary, given that my opponent's armor - its primary goal - was out of the picture and the rest of his army was camping with too many overlapping fields of fire on the other side of the manufactorum. My infantry shooty squad reached the broken windows of the eastern side of my manufactorum and positioned themselves, although they had no targets yet. The foot-slogging crusader squad moved another 6" and reached the bridge. The Vindicator burst its way through the rubble of my manufactorum, passing a dangerous terrain test, and originally wanted to breach into the enemy manufactorum, but when my opponent told me I had to pass another dangerous terrain test to cross the industrial ooze-laden river, I lost faith and steered right and headed 12" for the bridge.
Shooting phase: You know how bad it feels on hindsight when you realize you forgot to make your footslogging crusader squad RUN...TWICE. My drop-pod crusader squad shot at the pathfinders, doing no damage. My venerable dreadnought shot at the green firewarrior team, but they passed their cover saves as they had huddled close to the Aegis Defence line. The Typhoon Landspeeder had no targets, since his entire §$/§ing army was huddled behind that manufactorum building.
Assault phase: Despite having lost more than half the initiates, I rammed the drop-pod crusader squad up my opponent's #$$ as they charged headlong into the ironbark forest, taking the pathfinders by surprise. They overwatched, but failed to do any damage. Although the Pathfinders had access to photon grenades (denying me 2 attacks per guy) and deflected the blows of the initiates and even managed to strike back a few blows, albeit harmless, by the time it was the Marshal's turn, he tore the squad up to only a few surviving members. They failed their morale check, and were subsequently annihilated. The Black Templars consolidated into the ironbark forest.
That was the end of Black Templars' turn 2.
TURN 2 (Tau)
Movement phase: My friend moved the yellow Firewarrior squad toward the south-western corner of his manufactorum building.
Shooting phase: The Firewarriors opened fire on my advancing footslogging crusader squad. I had been screening them with a human meatshield of neophytes, so one of them fell first to enemy fire. I tested for Righteous Zeal, passed, and rolled a 1. Thanks to the Emperor's Champion's crusader seals, I got to re-roll this botched die roll and rolled a 4 - so my unit moved another 4" towards the Tau gun line. A firewarrior squad fired a marketlight at the Ironbark forest where my HQ/Troops were hiding and hit. Subsequent Pulse rifle rounds penetrated the thicket but didnt do any damage. Then, the marker drones of the Broadside Battlesuit team fired their lights at the Ironbark forest and only 1 of the 2 managed to hit, so now 2 markerlights were on the forest - my opponent removed them both and my Commander and friends no longer had a cover save (once again). The broadsides fired their twin-linked heavy rail rifles and took out a further two initiates. I zealed my way out of the forest in response. The yellow Firewarrior squad rapid-fired into the rear armor of the Vindicator, removing 1 hull-point in the process.
End of Tau Turn 2.
TURN 3 (Black Templars)
Movement phase: I moved the footslogging crusader squad another 6" toward the Tau gunline and the dreadnought a further 6" eastward so he could target the broadsides hiding behind the aegis defence line. The commander and the lone surviving initiate moved out of the forest and rallied next to the other crusader squad. I decided to do a daring move and zoomed the Typhoon Landspeeder 12" up beyond the enemy manufactorum and right into the heart of his army. Frustrated at the vast expanse that lay before them completely devoid of enemies, the shooty initiates started redeploying and took up positions on the north-side of my manufactorum to counter the newly arrived yellow Firewarrior squad that had taken positions behind the factory windows at the other side of the river - during the previous turn, I had made the mistake of placing the plasmagun and the plasmacannon on the eastern side of the building instead of the north-eastern corner, so I couldn't target his firewarrior squads. I zoomed the Vindicator from the bridgehead 12" southwards, since I now realized that there was an unclaimed objective lying there, and Big Guns Never Tire made your heavy support units (including tanks) scoring.
Shooting phase: I shot at the Firewarriors with my crusader squad's boltpistols, taking out one. While the XV-88 survived my Typhoon Landspeeder's shots thanks to 2+ armor and shield generators, the fire of my venerable dreadnought coming from the other side caused enough drone casualties on the broadside battlesuit squad to force them to take a leadership test - which they failed. They pulled back 5" toward the table edge, being able to just hug the edge of the board. I shot at the Yellow Firewarrior team with bolters, but they did their saves.
Assault phase: Pre-measuring showed that I needed 10" to be able to assault the tau, so I decided to not attempt it, as he would otherwise go into rapid-firing S5 overwatch, and my chances of successfully assaulting him were far too slim. Heck, if I had ran twice earlier, this would have been the turn where I would have torn up his gunline, but alas, forgetfulness deserves punishment.
End of Black Templars Turn 3.
TURN 3 (Tau)
Movement phase: The retreating broadsides managed to regroup, but could only fire snap-shots till the end of the turn. My opponent moved the 3 Firewarrior squads (red, blue, green) hiding in the vicinity of the aegis defence line out into the open, so they could properly take up positions facing the approaching templar horde. O'Shovah and his crisis bodyguard positioned themselves at the eastern side of his manufactorum building, searing plasma guns and fusion blasters pointing vengefully out of the windows.
Shooting phase: The Tau shooting phase was devastating. First, the yellow Firewarrior squad (hidden at the south-western corner of his side of the manufactorum) rapid-fired at the rear of my Typhoon Landspeeder, however only managing to strip 1 hullpoint. Then, the firewarriors facing my crusaders opened fire along the entire gunline, accompanied by O'Shovah and his bodyguard, and ELEVEN black templars fell. Pulse rifle shots directed at my Commander and his lone follower weren't fruitful, as the Commander passed his 2+ saves masterfully.
Assault phase: O'Shovah and his squad made a jetpack assault move backwards into the safety of the manufactorum.
End of Tau Turn 3.
TURN 4 (Black Templars)
Movement phase: I moved the venerable Dreadnought closer to the action. The Vindicator reached the objective and swiveled around for readiness. My shooty initiates brought their plasma weaponry to the north side of the manufactorum and were now determined to take out the Yellow Firewarrior team (named so because their bases were yellow). The Typhoon Landspeeder moved 6" behind the Broadside squad (so the drones wouldn't be able to intercept its shots)
Shooting phase: I shot the plasma cannon and plasmagun into the yellow firewarrior squad and took out 3 guys, sending the others reeling away from the windows. The Landspeeder fired its Multi-melta and Missile Launcher - one Broadside was insta-killed. The surviving XV-88 had to take an LD test and failed, and this time, fled the battlefield.
Assault phase: I was time to throw what was left of my once two great squads into the squishy Tau. Promptly, my opponent went into overwatch and concentrated all fire at my captain. However, he was indeed an immovable object as he once again passed all saves effortlessly. The twin crusader squads rammed into the Tau like a hurricane. The Commander made short work of blue team and annihilated them during the sweeping advance after they had lost combat by about 3 and thus, had to pass an LD test on 4 or less. The Emperor's Champion leading the remnants of the footslogging crusader squad had smashed into the green Firewarrior squad, and only managed to take out 2 of them thanks to defensive photon grenades considerably diminishing the momentum of a black templars charge, and they passed their LD test on a 5, so four more Firewarriors remained.
TURN 4 (Tau)
The yellow firewarrior team fired its pulse-rifles at the Landspeeder, but failed to scratch it. The surviving red Firewarrior team pulled back toward the aegis defence line, and couldnt shoot its markerlight for having done so. Instead, it directed its fire at the Typhoon Landspeeder and finally managed to take its remaining hull-point out. Commander Farsight and his bodyguard moved back within range of their 18" fusion blasters and unleashed a torrent of fire at my Commander (since the closer EC squad was locked in CC). I did all the saves except one (plasma) on the 3+inv. storm shield, much to my opponent's chagrin. In the enemy assault phase, the EC killed two more Firewarriors, but the remaining two passed their LD test.
End of Tau Turn 4.
TURN 5 (Black Templars)
At the beginning of turn 5 I rolled a dice to see whether the game continued and indeed it did. However, night-fighting rules were in effect now (speaking of night-fighting, it really was getting dark outside). Night-fighting hampered my venerable dreadnought, as its shots against O'Shovah and his bodyguard were hindered by their stealth ability. My Emperor's Champion and his brethren dealt with the remnants of the green Firewarrior squad and consolidated. I moved and charged with my Commander into the red Firewarrior squad, and they lost the combat and fled. This left me sitting ducks, although I had routed all Tau troops choices from the objective right at my feet.
End of Black Templars turn 5.
TURN 5 (Tau)
O'Shovah and his Bodyguard unleashed their firepower at my Commander and although his accompanying initiate sacrificed himself in a lookout sir roll, he still failed one save against the fusion blaster and was vaporized as a result. There was nothing else my friend could do, as the unit he had fired at could no longer be charged.
1 Victory Point earned: Kill the Warlord.
End of Tau Turn 5.
TURN 6 (Black Templars)
At the beginning of turn 6 my friend rolled a dice to see whether the game continued and....rolled a 4, meaning the game would go on.
Seething with rage at the sight of the Marshal's obliteration, the Emperor's Champion roared and charged with his squad directly into O'Shovah's squad, and issued a challenge in the name of the Imperium for the Xeno scum to prove its mettle in a duel. O'Shovah chucked and agreed, his bodyguards making way for the two warriors to meet. This was going to be the battle's climax. Black Templars against Tau Empire - Emperor's Champion against Commander Farsight, Black Sword against the Dawn Blade, Armor of Faith against state-of-the-art XV-8 crisis battle armor and alien shield generators. Both opponents were worthy - one was blessed by the divine might of the God-Emperor, the other had proven his worth on countless battlefields over many decades and many campaigns. Both were equally vigilant - both had Initiative 5. But the Emperor's Champion was a warrior with few equals, for his weapon skill was 6 and his Black Sword a legendary artifact raising his Strength by +2. Since neither O'Shovah nor his Bodyguard possessed defensive photon grenades, the Black Templar's assault was monstrous. Base 2 attacks, +1 for 2CCW, +1 for charging and +1 for AACNMTO Vow (rage), the grim countenance of the Black Templar and his two-handed Black Sword broke through Commander Farsight's parries and even though it was only AP3, it was more than enough to slice through the war veteran's suit, reducing his life from 4 to 2 wounds. In turn, O'Shovah struck back, swinging the alien Dawn Blade in an elegant, but deadly stroke using the enhanced strength of his battlesuit to full extent. Four Attacks with WS 5 and S5 swung past the stalwart Black Templar's defences, and he suffered 2 unsaved wounds, the life extinguished from him as quickly as his blows had fallen just moments before. The warrior collapsed in a clunky thud of armor and ornaments, and O'Shovah turned to his Crisis Bodyguards only to see one fall to the powerfist of the sergeant that had accompanied the Emperor's Champion. While a challenge didn't allow them to intercede and attack O'Shovah, they could still fight the bodyguards, one of who now lay slain next to the Emperor's Champion's remains.
End of Black Templars Turn 6
We sorta seemed to have missed Tau Turn 6 here. But then again, he couldnt really do anything except act in the close combat which he did in (my) following turn.
TURN 7 (Black Templars)
For some reason we forgot to roll at the beginning of the turn to see if the game continued. Or did we? We should have gotten a 5 or 6, so I'm kinda sceptical although my memory at this point is murky. Anyway, I couldn't fire the shooty initiate squad's weapons at the remnants of the yellow Firewarrior squad since they had retreated further into the manufactorum, and the venerable Dreadnought also couldnt do anything as Farsight and his bodyguard were still locked in close combat. O'Shovah sliced the sergeant and accompanying initiate both to ribbons with his superior initiative and unsheathed Dawnblade, and then consolidated with his remaining bodyguard unit toward the aegis defence line.
TURN 7 (Tau)
O'Shovah and his bodyguard moved 6" and then were within 9" of my venerable Dreadnought to benefit from the melta range for the crisis suit's fusion blaster, so he fired, but his ballistic skill 3 did nothing.
At this point, we ended the game and I was victorious.
The final score in terms of victory points was:
10 : 4
...because I had scored first blood (by blowing up the first Hammerhead on turn 1), blowing up Hammerheads (+2 Big Guns Never Tire victory points), securing both of my home objectives (+6) and routing his XV-88 Broadsides (+1).
...and he had secured one of his home objectives (3) and killed my warlord (+1).
Post Battle thoughts
It was an entertaining game, we both had a lot of fun, and it was nice to see a game stretch well into the evening (both on the battlefield and in real life) as well as reach turn 7. One thing I learned from this game is that AACNMTO is a waste of points against Tau not only because their low initiative allows me to put the cheaper Purge the Unclean (+1S, -1I) vow to good use, but also because photon grenades render the costliest of all vows - AACNMTO - useless.
Also, first turn + a stroke of luck can really turn the tide of battle, as this game showed. My army performed well, I could have, in fact, sent my crusader squads back into my own sector to hunker down after having obtained the 3 victory points in turn 1 and then I would have anyway gotten 9 in total for my 2 home objectives, forcing my opponent to make the attack (or otherwise it would have ended 9:6), but that would have been really boring and proof of poor sportsmanship, so I did what Black Templars do best and launched a crusade against his base. Oh and: NEVER FORGET TO RUN!!!!!
Hope you guys enjoyed this battle report, I'd appreciate your feedback.
Cheers,
-Silver
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