Monday, June 20, 2011

Pinturama Campaign Part 2: The Vengeance of Mont'ka

In the dark future of the 41st millennium, a tiny war rages in my garage. In order to better understand the context of the Tau counterstrike, read the details of the first battle, Showdown on Sena'goso. The background for the Pinturama campaign can be found here.


Space Marines defend themselves from a Tau Counter-Attack.
Reeling from the unexpected tenacity of the Tau forces on Sena'goso, Captain Edgar's Raven Guard scout detachment regroups at the rally site and vox-calls for rapid exfiltration. "Thunderhawk Amontillado to Captain Edgar: Extraction delayed. Approach vector at LZ is ripe with enemy fighter-craft. Hold position for new approach." Before Edgar can respond, strafing Tau Barracudas chew through their rally point, shattering rainforest and Astartes alike with a thick rain of plasma and rocket. The abruptness of the ensuing silence is broken by the hooting battle cry of Kroot mercenaries echoing through the smoke.

Tau Strikeforce
Total Roster Cost: 1000

Shas'o Leapfrog (281 pts)
. . 1 Commander Shas'o, 281 pts ((C:TE, pg. 32); Independent Character; Unit Type: Jump Infantry (Jet Packs); Bonding Knife; Missile Pod; Plasma Rifle; Multi-Tracker; Acute Senses; Deep Strike; Relentless)
. . . . 2 Crisis Bodyguard (Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Targeting Array)

Hammerhead Gunship (185 pts)
. . 1 Hammerhead Gunship, 185 pts ((C:TE, pg. 41); Unit Type: Vehicle (Tank, Skimmer); Railgun; Landing Gear; Targeting Array; Smart Missile System; Decoy Launchers; Disruption Pod; Multi-Tracker; Target Lock)

Long Gunner Team (190 pts)
. . 6 Fire Warrior, 190 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x6)
. . . . 1 Devilfish[/b] ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Decoy Launchers; Disruption Pod; Multi-Tracker; Target Lock; Targeting Array; Smart Missile System)


The Tau Long Gunners, armed with pulse rifles, disembark.


The Piranha Skimmer hunts enemy armored units with its fusion blaster.
Kroot Team (70 pts)
. .10 Kroot Carnivore Squad, 70 pts ((C:TE, pg. 37); Unit Type: Infantry; Kroot Rifle x10; Fieldcraft; Infiltrate)

Kroot Team (70 pts)
. . 10 Kroot Carnivore Squad, 70 pts ((C:TE, pg. 37); Unit Type: Infantry; Kroot Rifle x10; Fieldcraft; Infiltrate)

Piranha Skimmer (80 pts)
1 Piranha Light Skimmer, 80 pts (Unit Type: Vehicle (Skimmer, Fast, Open-topped); Decoy Launchers x1; Disruption Pod x1; Targeting Array x1; Fusion Blaster x1)
. . . 2 Gun Drones (Twin Linked Pulse Carbines)


Battlesuit Team Skittertoad (124 pts)
. . 2 Crisis Battlesuit, 124 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Missile Pod; Plasma Rifle; Multi-Tracker; Acute Senses; Deep Strike; Relentless)





"This is Montresor. Brothers, your Captain has been gravely wounded. I am assuming command. Gather on me. Sing hymns to the Primarch. Praise the Emperor of Man and thank Him with gladness in your hearts for the most holy honor of killing and dying in his name. Victorus Aut Mortis !"
 
Raven Guard Space Marines
Total Roster Cost: 998
 
Chaplain Montresor now leads in lieu of Captain Edgar.
Tac. Squad Lenore deploys in combat squads.
Chaplain Montresor (125 pts)
   1 Space Marine Chaplain, 125 pts (Unit Type: Infantry; Combat Tactics; Fearless; Honour of the Chapter; Independent Character; Liturgies of Battle)
      1 ...in Power Armour (Frag Grenades; Krak Grenades; Power Armour; Rosarius; Digital Weapons; Jump Pack; Bolt Pistol; Crozius Arcanum)

Assault Squad "Choir Boys" (145 pts)
   4 Assault Squad, 145 pts (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Jump Pack; Power Armour; Bolt Pistol x3; Chainsword x4; Plasma Pistol; And They Shall Know No Fear; Combat Squads; Combat Tactics)
      1 Sergeant (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Jump Pack; Power Armour; Plasma Pistol x1; Power Weapon x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)

Tactical Squad Lenore (225 pts)
   9 Tactical Squad, 225 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics)
      1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Bolt Pistol; Combi-Meltagun x1; And They Shall Know No Fear; Combat Squads; Combat Tactics)
      1 Rhino (Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair)

Heavy Sniper Scouts (98 pts)
   5 Scout Squad, 98 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x5; Sniper Rifle x4; Missile Launcher; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
      1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Sniper Rifle; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)

Close Combat  Assault Scouts (100 pts)
   4 Scout Squad, 100 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Combat Blade x4; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)
      1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Power Fist x1; And They Shall Know No Fear; Combat Squads; Combat Tactics; Infiltrate; Move Through Cover; Scouts)

Land Speeder Storm (50 pts)
   1 Land Speeder Storm, 50 pts (Unit Type: Vehicle (Open-topped); Unit Type: Vehicle (Skimmer, Fast); Transport Capacity: 5 models; Cerberus Launcher; Jamming Beacon; Heavy Bolter; Deep Strike; Scouts


Devastators find an effective field of fire while Murphy protects their rear.
Murphy the Dreadnought (105 pts)
   1 Dreadnought, 105 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Dreadnought CCW; Multi-Melta; Storm Bolter)

Devastator Missile Squad (150 pts)
   4 Devastator Squad, 150 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x4; Missile Launcher x4; And They Shall Know No Fear; Combat Squads; Combat Tactics)
      1 Sergeant (Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Signum; Bolt Pistol; Bolter; And They Shall Know No Fear; Combat Squads; Combat Tactics)


Order of Battle
  •  Mission: Counter-Attack
  • Deployment: as per Battle Missions book, page76
  • Points: 1000
  • Initiative: Tau forces have the initiative.
  • Spoils of Victory 1. The victorious army will determine the mission and deployment for the next battle. 2. 3-6% reserve points will be awarded to the winning army. These points may be used in the army list above the army point limit specified in the Order of Battle. (For example, the winning player rolls a 2 and may use up 30 extra points in a 1500 point game for an army total up to 1530 points.) These points may be banked or spent in any amount in a future battle. 
From the East, Tau skimmers move to encircle the Space Marines awaiting Thunderhawk extraction.
The assault scout team races to hinder the Tau advance.
Round 1: Before the Tau close in, the Raven Guard land speeder makes its scout move and flies flat-out behind the impassable ruins to the south. The Tau Piranha, Devilfish, and Hammerhead spread out and move forward in order to box the Space Marines into their redoubt. After a heavy torrent of fire, including  burst cannon, smart missile and rail gun, the Tau manage to inflict only a single Space Marine casualty. The Raven Guard detachment, although well hidden behind the impassable stone ruins, is slowly being surrounded.
The ambush is set by the Space Marines. 
Even the multi-melta is unable to stunt the Tau advance.








The Space Marines immediately attempt to breakout before the Tau reserves arrive in their midst. The assault squad, lead personally by Chaplain Montresor, leaps over the barricade and runs towards the treeline in order to take the fight to the enemy. The Rhino moves at cruising speed, following the land speeder while the Devastator squad fires at the Hammerhead tank. The Hammerhead's disruption pod disrupts the effectiveness of their aim, however, and the missiles bounce off its heavily armored hull. The multi-melta-armed combat squad is also unable to damage the Devilfish.


Kroot mercenaries burst through the jungle and immediately assault the scout sniper squad.
Round 2: Screeching and whooping signals the arrival of Kroot mercenaries on the flanks of the Space Marine position. The sniper squad is quickly overwhelmed in the ensuing assault, yet manages to hold their position even after taking heavy losses. From the skies, two groups of Tau battlesuits drop down to engage the Space Marines- one team behind their barricade and one team in front. The Fire Warriors disembark from their transport and carefully choose their targets, rapid-firing into the Montressor's assault team. At the same time the Shas'o and his bodyguards fire missile and plasma rifle into them. After the devastating salvo, only a single battle brother, his sergeant and his chaplain remain standing. The Tau battlesuits on the opposite side of the wall brutally gun  the multi-melta combat squad at close range.




Leaving the devastator squad, Brother Murphy rounds the wall to engage the battlesuits but his storm bolter and multi-melta fail to strike the agile Tau battlesuits. Montresor and the remains of the assault squad launch themselves into the Tau Fire Warriors. With a hymm on their lips, they slay the Fire Warriors who futilely attempt to stave off the Emperor's fury. The assault scouts charge back to protect Murphy from the crisis suit's punishing return fire. They leap upon the armored giants and use their combat blades to pry the pilot from his cockpit while their sergeant punches a bloody hole through the center of the other battlesuit with his power fist. They consolidate around their ancient battle brother in an effort to protect him from the Tau Shas'o on the other side of the wall. Meanwhile, on their flank, the Raven Guard snipers bravely defend themselves from the vicious Kroot assault. The xenos mercenaries have no heart for battle and fall back in disarray.



Round 3: Startled by the ferocity of the Space Marines, the devilfish spins around to train its weapons on Montresor's team. The rest of the squad is cut down in the ensuing fire, but the Chaplain, although grievously wounded,  stands tall and prepares to assault the Tau hover transport. The Pirahna banks around the corner and fires a white-hot fusion beam at the human's Rhino transport, missing at the critical moment and leaving it vulnerable to Space Marine counter-fire. Shas'o Leapfrog jumps the barricade with his team, but is unable to harm Murphy the Dreadnought. They nimbly jump back over the wall before the Space Marines requite.
Murphy faces the Shas'o & his elite bodyguards- their jetpacks allowing them to nimbly escape his reprisal.
Sprouting a smoking trail of fire from his jump pack, Chaplain Montresor leaps clear over the Tau devilfish. His explosive pistol bolts bounce off its rear hatch and his krak grenade fails to penetrate it. Just as the devilfish spins around to slay the Raven Guard leader, Murphy hits the craft with a long range shot from his meltagun. The devilfish sputters to a halt as the stunned crew attempts to restart their stalled engines. The combat squad leap from their Rhino in a well-orchestrated dispersal and clear a lane of fire for their meltagun- a blistering wave of heat washes over them as the Tau Piranha explodes.


The Hammerhead continues to fire at the Devastators.


Round 4: As the Raven Guard snipers redeploy, a second team of Kroot mercenaries erupt in their midst and begin shooting. The scout sergeant is wounded and falls bloody to the forest floor. A lone marine and his missile launcher are all that are left standing after the Kroot finish shooting. The Tau Hammerhead maneuvers into position to strike at the Devastators missile team. Two of their squad is killed in the onslaught of smart missile and rail gun, but they bravely hold their ground, attempting to catch the battlesuits before they jump back over the barricade.


With the Kroot threatening to overwhelm the Marines, Murphy, the Land Speeder Storm, and the single missile wielding scout all train their fire on the xenos mercenaries. The Kroot team are torn apart in the barrage of missile and bolter. The Rhino and the combat squad continue to pour bolter rounds into the other retreating Kroot, dissuading them from reforming and counter attacking. The turbid, swamp air plays havoc on the Devastators' missile launchers. Not a single krak missile is able to harm the Shas'o and his team, harmlessly bouncing off the Tau armor or wildly corkscrewing into the mist. Across the battlefield, Montresor leaps onto the rear of the Devilfish transport and successfully attaches his krak grenade. The resulting explosion disrupts the Tau weapon systems even as their engines come back online.


Round 5: Their engines humming back into life, the crew of the Devilfish speed forward and pivot, hoping to dislodge the Space Marine Chaplain tearing at their armor. They speed forward and pivot, preparing to tear the Montresor apart with their smart missiles and burst cannon. Although half their numbers are retreating, the Kroot continue to shoot at the single scout left from their initial volley. They are unable to wound the stalwart bearer of the missile launcher even as their Shas'o eliminates the missile launcher Devastator squad in a hellish storm of plasma and rockets.
Precisely fired frag missiles push back the Kroot onslaught...
Frustrated at the ability of the Shas'o and his bodyguards to leap the wall with impunity, Murphy strides around the corner in order to shoot the crafty Tau crisis suits no matter what side of the wall they land on. Chaplain Montresor, seeing the Devilfish weapons spool up, uses his jump pack to leap to cover behind the stone ruins.  The scout speeder is unable to harm any of the enemy crisis suits with its own rain of heavy bolter fire while the lone scout blasts the last of the Kroot with an expertly placed frag missile.


...as the last of the retreating Kroot are gunned down by the tactical squad.

 
The hot backwash of the Thunderhawk's landing jets burns the moisture from the air. Using a well-placed burst of covering fire, the Space Marines board their transport and lift off into the sky, followed closely by pursuing Tau Barracudas and Tiger Sharks. Weaving through anti-aircraft  fire, the Raven Guard Thunderhawk Amontillado returns to space, and in a few hours, lands safely in Stinkhorn. Before ground crew serfs can begin refueling and rearming the gunship, a single small drone pod detaches itself from the ship's underbelly and darts off into the night, transmitting a longstream databurst to the Tau commanders back on Sena'goso. 




The line-of-sight blocking walls gave the Crisis Suits an advantage. 
Debriefing: Several missed opportunities and simple poor luck turned the battle's favor towards the Tau. The Devastator squad was in a poor position to damage any enemy unit. Even after repositioning later in the game, lugging their heavy weapons, they were gunned down waiting for the more mobile crisis suits. They needed a better starting point, positioned to the middle of the board nearer the multi-melta. The Assault Squad took heavy losses and was unable to equally damage the Tau forces in return. Their push forward, although somewhat helpful in hindering the enemy advance, left them terrible vulnerable. Waiting in cover would have allowed them to get to a target more quickly by letting the Tau close the gap. Despite desperately hanging on, Chaplain Montresor and his Choir Boys were unable to destroy more than a single squad of six Fire Warriors. The Space Marines 267 points traded for 60 of the Tau is a considerable difference in any game; moreso in a smaller-than-average 1000 point game. There is no doubt this was the key reason for the Space Marine defeat. 


At the end of the battle, on round 5, the Space Marines had only 31% of their units operational, -while the Tau had nearly 60% of their forces operational- a considerable difference. In a longer game could the Space Marines have made a push to overcome the Shas'o and his crisis suited body guards ( 281 points) ? If the Chaplain or the heavy weapons could have damaged either skimmer tank, the point difference would have also closed considerably.130 for the Devilfish and 185 for the Hammerhead. A longer game would have given the remaining Raven Guard, including Murphy, the Tactical Squad, and the scouts the opportunity to damage either tank. 


The Tau demonstrated the perfect balance of Kauyon and Mont'ka. The Devilfish, Hammerhead and Piranha, approached cautiously and moved as a team to support one another. No single vehicle risked itself to get close, except the Piranha, and were still able to eliminate resistance without being threatened seriously in return. The Pirahna, a cheaper Tau unit at 80 points, made a calculated attack on the Tactical Squad in their Rhino, but failed at the critical moment. To mitigate the loss, the fast skimmer should have released its gun drones early on and used them to screen for troops and harass the enemy. They would have been well served supporting the Devilfish against small arms fire and troop assault. 


Spoils of Victory: For doing considerable damage to the Raven Guard scout forces while they awaited planetary exfiltration, The Tau gain only a 1% point overage to be used on a future mission of their choice, for a total 2% for the campaign. After a successful counter-attack,  the Tau choose the next mission.


Newb Rules Questions: None for this time. However, I am still at the stage of referring to the rulebook a lot when it comes to determining the results of assaults. Starting the game as a Tau player, I have not really needed to know what the results of assaults were, excepting the dispensable Kroot, Tau units in assault don't seem to last long enough to worry about. I normally figure that when assaults start against any of my units, the only worry will be picking them all up afterwards. Now that I am  more aggressive with the Kroot (flanking when effective, assaulting to shut down vulnerable enemy shooting elements, providing cover for vulnerable allies), I really need to study pages 39-40, and 45-46 for morale results. Knowing the rules is the first step in winning the battle. 


Next: Kill Team on Luna Seta !











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