Episode 41: Back to the Waaagh! (Written and Abbreviated Battle Report)

Today I got my first game in a week, where did the time go?! True to my theory-crafting I took the Orks out of the garage. The only changes I made was turning the Grot Orderlies into Killsaws, just because I forgot to bring the Grot models. I'd post the list again but since I'm not going to put this post up anywhere but here...if you read this you probably read my last post.

I played against Ian and his Ultramarines, which was super exciting because I haven't played against Guilliman yet. News flash, he's broken. Luckily he had a mostly Primaris army with him so his aura wasn't as good as it would normally be. The list was roughly as follows:

Guilliman

Captain in Terminator Armor (Upgraded to Chapter Master)
Primaris Captain in Gravis Armor

5 Cataphractii Terminators (2 Lightning Claws, 2 Powerfists/Combi-Bolter, 1 Power Sword and Heavy Flamer)

Contemptor Dreadnought w/ Multi-Melta and Combi-Bolter

5 Interceessors

3 Interceptors

5 Hellblasters

5 Tactical Marines w/ Missile Launcher

5 Tactical Marines w/ Plasma Gun and Thunder Hammer

10 Devastators w/ 2 Heavy Bolters and 2 Missile Launchers

5 Reivers w/ Grappling Hooks

I don't think any Primaris units are good, as I've said before, because they just cost more and don't add much damage or durability. This is particularly problematic when you take Guilliman who is the games greatest buffbot. More attacks = more better!

We played Secure and Control ITC Variant and I really wanted to see what I could get done with focusing on the Scenario. All of my army got stuffed into the center while Ian spread out. Guilliman, the Hellblasters, and Intercessors went on the right while the normal Marines, Dreadnought, and Captain in Gravis held the middle-left. The rest went into Deep Strike.

The Reivers deployed before the game started with their Grapnel Launchers, although this doesn't seem to be how they work when I'm reading them now. That's a good thing since that rule would be terrible. In any case I lost the roll to go first but Seized, which was pretty huge.

Broad strokes the game went my way hard but I made some mistakes early on and then just started playing really sloppy later since the game was over. Turn 1 I managed to kill 5 Devastators with Smite and 3 Marines with Shootas, as well as the Reivers of course, while just mostly Advancing. In return I barely lost 10 models as Ian rolled poorly and I made a lot of KFF and Painboy Saves. I wouldn't say that's typical, although in most situations I'd lose less than a unit.

Turn 2 I just Smited everything and crushed the center as well as completely owning all the Objectives and table space. Ian was struggling to even get Destroy a Unit done, which is what I was hoping for when I built my list. By Turn 4 I had 7 Maelstrom Points to 4 which is a huge disparity.

Early on I took the wrong Maelstrom Objective, trying to put a unit in Ian's Deployment Zone instead of holding Objective 2 which was guaranteed. Since we played Spearhead I was a little confused as to where the Deployment Zone was so my Da Jump'd unit didn't quite make it. I did get First Blood though which is actually not to bad for this army to do.

We had to end on the bottom of Turn 4 with Guilliman, 2 Hellblasters, 3 Intercessors, and the Terminators + Chapter Master alive. I had almost 90 Boyz, a Warboss, a Big Mek, and two Weirdboys.

So what did I learn?

Weirdboys Are Good
As expected the Weirdboys performed well. The more I play with them the more I realize how hard they are to use properly. It's very difficult to put them where they need to be and also get them the desired bonus, whether that be high or low, and have them near a Painboy.

In this game they killed a ton of stuff including 5 Reivers, 9 Devastators, 4 Intercessors, 1 Interceptor, 1 Terminator, and the Gravis Captain. Now some of that is because I was just playing fast and sloppy after Turn 2 but I was getting good mileage out of the Painboy heals and not going for Perils at times.

Conscripts Are Still Going to be a Problem
Because of the timing of Phases and the expected damage of my army I'm not going to be able to Smite past Conscripts until Turn 3 unless whatever I Deep Strike is able to get a Charge. That's around 50% with access to Command Points and 'Ere We Go, so better than most, but it's dicey.

Without that I think my army will struggle since I'll be eating 2-3 Turns of full gunline shooting and that's likely to kill half my army for nothing. Hopefully something is done about Conscripts before the year ends as I think most people would agree they're the biggest offender. Most of the good players are already bracing for losing Orders but something either needs to be done about their Morale, or better yet their cost. Seems like they should be 4pts and Guardsmen should be 5pts since Cultists are 4pts but easily worse than a Guardsman other than being able to blob up.

Foot Warbosses Are Buffbots Only
During the game I split a Warboss off to deal with the Reivers in case I couldn't kill them all but then I had trouble getting him back into the game. From now on I have to treat those models as Auras only and only get them into Combat with extremely safe targets, after most of my army is stuck in.

Big Choppas on Nobs May Be Useless
This is something I've been noticing for awhile but Nobz don't actually do anything. They're of course worth taking for the extra point of Strength and the Wound but their weapon options are just awful. Big Choppas don't have the AP to hurt anything of value, almost nothing in the game has multiple Wounds and a bad Armor Save except Demons.

They rarely do much unless I have the extra Attack for numbers and/or Warpath and even then they wound on 3's for most things. 9pts just feels like WAY too much for that, a Power Axe is 5pts! AP is almost always better than Damage because if your Wounds don't go through, well you can have Damage 15 and it won't matter.

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Overall the game was a good lesson in how stupid Guilliman can be with an optimized army, it's one thing to see it and one thing to play against it. I need to focus on tightening up my positioning of all my Characters so that's my goal for the next few weeks.

My apologies for the lack of a full report, my game got started late and we had to fast play as the store was closing and both myself and Ian had to go. This led to a lot of sloppy play and me not taking pictures but I'll try to get other games this week and illustrate in greater detail the stuff I'm talking about lately. Thanks for reading!

Episode 40.1: Are Orks Getting Better and Better? Tournament Style Analysis of Ork Lists in 8th Edition (Also So, So Much Rambling)

I'm back and not with a Battle Report, but just with some musings. Unfortunately I have played zero games this week, for the first time in a long time I may add. I was hoping to get some practice in for my tournament that was on Sat, all of which fell through, and then I ended up not attending the event due to some personal reasons. All in all a sad week for Warhammer in my household.

That being said, when I can't play I theory-craft and I have had loads and loads of time to do that. If you checked out my last video/post I made it clear I was trying to make Gargantuan Squiggoths work in light of Ork Results from the Bay Area Open, I believe those results have also been continued with some other events.

Originally I wanted to take two Gargantuan Squiggoths and that's what I've been working on for the past week or so. However I think this is a dead-end, they're just too expensive to be taken in a pair and it leaves you with a very one note army. This is similar to those that play 2-3 Knights, they'll walk over many lists but they also have extremely hard counters. That kind of army has problems when you go to a tournament and never know what's going to be setup across from you. In particular the issue was hordes, there's no way to chew through an Ork or IG horde and win on Scenario with so few models.

Allow me a brief topic change. If you keep up to date with the 8th Edition news it was announced that Chapter Approved will be dropping later this year with some big changes. I'll quickly detail these since they're relevant to my larger topic:

Fliers (Battlefield Role) cannot hold Objectives
+1 to go First for finishing Deployment first is codified for Matched Play
Objective Secured is codified for all Troops across all Armies
New Missions are en route

Why are these things important for Orks? Well let's run down the list. As we know, Orks don't handle Fliers well due to the -1 to Hit. This change makes them less attractive, not only do you automatically lose if you have only Fliers left but you also can't hold Objectives with them. Flier armies were already on life support with the existing change but now I don't think you'll see more than 1-2 in any list.

Orks are often an army with a lot of Deployments, even if you run a Mechanized build. We're overall a cheap and plentiful army so having an official rule from GW that gives us a chance to get First Turn is great.

Orks are an amazing Scenario army already, their issue is getting tabled or blown up before they can complete the game. Objective Secured helps ENORMOUSLY with this. Playing into a tough matchup? Target their Troops and watch as a single Ork Boy holds the Objective late game against a whole army. This is great because Troops are a major strength of Orks whereas almost every other Faction sees them as a tax, at best.

New Missions are likely, but not guaranteed, to be good for Orks. The existing BRB Missions are very bad, not just for Orks but just to play with because they don't matter. I'm hopeful that the new additions will be more in line with the ITC/NOVA options, which is extremely likely if you have been paying attention to what's going on behind the scenes. If we get some Age of Sigmar like options then Orks are going to be a force to be reckoned with on any Scenario.

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So what does all this mean? Well while I was initially down on Orks and thought they had major issues...those issues keep getting removed from the game. In a mere few weeks the game has changed from Flier spam to a much more mixed arms variant. The meta right now is very much gunlines with chaff and Deep Strike armies. Orks are great against both of these things, they can run through chaff better than most and have great resiliency with numbers when built properly. Similarly Orks have little fear of Deep Strike since we can control so much of the table even with only one Turn of Movement and we love to fight.

My personal issue when trying to make Orks work is that I hate mixed arms armies. I always want to be able to deal with a diversity of threats but I really don't like when my opponent can use all of their units to do what they're designed to. This is the biggest reason why I've been trying to keep away from running a single Gargantuan Squiggoth, it's just going to eat all of the opposing big guns.

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With all that said, Orks still have a very diverse threat landscape to navigate (as does everyone). Screens are alive and well and gunlines are getting more and more refined. People are starting to tap into the -1 to Hit stacking or spam that you can run, and even mini Deathstars with buff stacking.

I don't think it's viable to plan for everything, at least for Orks. Some armies can, mostly Imperium because you shouldn't be allowed to put so many Factions into one army but whatever. But at this point I think meta decisions are important: what do the people in your area play? What's the national meta if you're going to a big tournament? There's almost nothing I can think of which I'd just take in a vacuum to any event, and that's certainly a good thing for the game.

Running a Green Tide army let's you have game into most of the common builds but you can get very punished by uncommon things. Flamer heavy armies are a nightmare and Toughness 8 armies are a problem although that's an outlast/Scenario situation. Green Tide also works great against big bads like Magnus because they can put out a good amount of Mortal Wounds, also helpful against the mini-Deathstars.

Running a Big Squig gives you way more game against Vehicles. Not only can you tow around some Tankbustas but the model itself can tear up most single targets with ease. However it's easy to struggle against big bads and Deathstars, especially armies that can put out -1 to Hit. I've made lists for both that I would love to test in the upcoming weeks:

Green Tide
Warboss w/ Big Choppa and Attack Squig
Warboss w/ Big Choppa and Attack Squig

Big Mek on Warbike w/ Kustom Force-field
Big Mek on Warbike w/ Kustom Force-field

Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy

Runtherd
Painboy w/ Grot Orderly
Painboy w/ Grot Orderly

30 Ork Boyz w/ Big Choppa Nob (Shootas)
30 Ork Boyz w/ Big Choppa Nob (Shootas)
30 Ork Boyz w/ Big Choppa Nob (Shootas)
30 Ork Boyz w/ Big Choppa Nob (Sluggas)
30 Ork Boyz w/ Big Choppa Nob (Sluggas)
30 Ork Boyz w/ Big Choppa Nob (Sluggas)

Big Squig
Warboss w/ Big Choppa and Attack Squig

Big Mek on Warbike w/ Kustom Force-field
Big Mek on Warbike w/ Kustom Force-field

Weirdboy
Weirdboy

Painboy

Runtherd
5 Tankbustas
5 Tankbustas
5 Tankbustas
5 Tankbustas

30 Ork Boyz w/ Big Choppa Nob (Shootas)
30 Ork Boyz w/ Big Choppa Nob (Shootas)
30 Ork Boyz w/ Big Choppa Nob (Sluggas)
30 Ork Boyz w/ Big Choppa Nob (Sluggas)

Gargantuan Squiggoth w/ 2 Big Zzappas and 2 Twin-Big Shootas

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Both lists are somewhat of a departure from what I usually run, I'll start with Green Tide.

That list has my normal quantities of buffs for the most part, although I've dropped Da Rippa and Mad Dok in favor of two Painboys. Da Rippa just wasn't as good as I wanted him to be, at the end of the day Powerklaws are just crap because of the d3 Damage. If they get buffed or get a severe cost reduction I can see some value, otherwise Orks already kill things with weight of Attacks as opposed to an army like Space Marines who need a meaty punch.

Both the Warbosses are on foot, again I found I wasn't getting much value out of the Warbosses being on Bikes. Speed for the Big Mek is important because they're super positional based, Warbosses are much more lenient. The extra resilience is great but I have FnP and healing in this list, also almost no one is running Snipers beyond maybe one Assassin. Tossing the Warbosses out there often makes me lose them and there's been times where that hurt me late game, this keeps them safer and utilizes a counter-attack option.

What remains is my standard compliment of Boyz, going up to 90 Shoota Boyz since they're amazing with Da Jump and their weight of fire actually makes things happen. They're particularly great against all the common screens that are used right now. Besides that we have six Weirdboys, I am back on that bandwagon. Several things turned me back to loving Weirdboys: for one psychic powers are really becoming a bigger part of the game. Smite Spam armies are coming back in style, the new Chaos Space Marine Codex is heavily psyker reliant, and a lot of builds for other armies like Eldar, Ynnari, and Grey Knights are following the same path. This means I want a lot of Deny the Witch.

Smite is also becoming better as the meta settles. People are taking screens and then expensive models behind them. Green Tide can get through the screen which in turn opens up the Smites. It's still not a perfect answer but being able to trigger the d6 Mortal Wounds so easily, coupled with FnP and healing, means I can do some really dumb things in certain matchups. Unfortunately Smite still has range issues and gives your opponent a chance to block with other models.

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The Big Squig list is very different and pretty close to what I posted awhile ago as something I was working on. I've opted for the standard Squig + Tankbustas package backed up by as many Boyz as I can get. I'll be able to get a Painboy and Big Mek on all of them and the Squig so I have the same layering of defensive buffs.

Thee are two Weirdboys for Psychic defense and to throw some Shoota Boyz at screens, that way I can open a hole for the big boy. I only have one Warboss some I'm likely to Deep Strike two units across Turns 1 & 2.

Sidenote: Both lists have a Runtherd that probably looks out of place. He's just there to hold my Objectives. You save 4pts over 10 Grots, he's easier to hide, and he's a Character so good luck shooting him without Deep Strike or a Flier. He will lose out on Objective Secured once that's official later this year but the other benefits are much more worth it. He's also more durable.

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The more and more I look at these lists...the more I think Green Tide is still the way to go. Orks have just so many awkward entries, I dearly wish the Squiggoth could be taken without guns since they're all useless and expensive, adding up to over 50pts!

I really feel like Orks are going to get big changes when they get their Codex sometime next year, we just have so many overpriced or awkward entries. Why are Grots the same points as a Conscript? Why don't Burnaboys have normal Flamers? Why are the anti-tank options overpriced when you consider how fragile they are? There's just so, so many awkward things that make creating anything OTHER than Infantry spam unsatisfactory when I think about the list for awhile.

I still think Green Tide has issues but as the meta is changing their weaknesses are not as bad as they once were. Anti-Infantry guns are not very popular as everyone is doubling down to be able to deal with powerful Characters/Vehicles/Monsters. Melee armies that could really give Orks a run for it are forced to diversify, which weakens them. Fliers are repeatedly being nerfed and under-priced screens are next on the chopping block if Brimstones/Razorwing Flocks have shown us anything.

Orks strike me as an army of the future. So many things just don't fit with them right now but are changing. We can get so many Command Points but have nothing to spend them on. We're so good on Scenarios which are only just beginning to be done correctly. We're a durable army in what's becoming an alpha/beta strike game (which is good). What if we got some Strategems against Overwatch, or against Vehicles? Or Rokkits got 2pts shaved off the top? It feels like the Faction is just one or two things away from being amazing.

In the past, I would just write Orks off. I have indeed done that, many times, saying they can't overcome certain weaknesses. But the game is changing around them, which has really hurt my Tau by the way, and Games Workshop is hitting it out of the park consistently. Maybe Orks have a little Waaagh! left in the tank after all.

Episode 40: Give Me Somethin' To Shoot (Tau vs. Chaos 2000 Points) [Tournament Preparation]

Well it has been a minute since I got a game in, or at least it feels that way. Today I was able to get not just one but two games, which is a successful day off work if you ask me. The follow up to this game wasn't worth reporting as it was extremely one-side, although I will talk about it in the video at the end of this post.

If you checked the post prior to this one I've been messing with some Ork builds that I think are competitively viable, however I don't have the required models to play the list just yet. There's also a fairly large tournament happening at my local shop next week, so I'm going to try and spam out Tau games since they're going to be my pick. Hopefully I'll have the Orks ready in time for the next tournament on the calendar at the end of August.

This time I got in another game against Nick and his Nurgle, I previously played him with my Tau and did an earlier report about it. This time we'd both made some tweaks and were looking to get practice in for next Saturday, I'll probably run a lot of games with Nick since he's often available and is getting a lot better at the competitive side of things.


Tau

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
(Warlord w/ Tenacious Survivor)
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

Commander w/ 3 Cyclic Ion Blasters & Advanced Targeting System
2 Shield Drones

5 Strike Team Fire Warriors w/ 1 Markerlight
2 Gun Drones

5 Strike Team Fire Warriors w/ 1 Markerlight
2 Gun Drones

5 Strike Team Fire Warriors w/ 1 Markerlight
2 Gun Drones

4 Kroot Hounds

4 Kroot Hounds

4 Kroot Hounds

5 Pathfinders
2 Gun Drones

5 Pathfinders
2 Gun Drones

5 Pathfinders
2 Gun Drones

5 Pathfinders
2 Gun Drones

Supreme Command Detachment
Battalion Detachment
Outrider Detachment


Chaos

Necrosius The Undying
(Warlord w/ Tenacious Survivor)

Demon Prince w/ Wings, Mark of Nurgle, and 2x Malefic Talons

Demon Prince w/ Wings, Mark of Nurgle, and 2x Malefic Talons

Herald of Nurgle

Herald of Nurgle

Malignant Plaguecaster

5 Plague Marines w/ 2 Plasma Guns and a Combi-Plasma Gun

5 Plague Marines w/ 2 Plasma Guns and a Combi-Plasma Gun

5 Plague Marines w/ 2 Plasma Guns and a Combi-Plasma Gun

10 Pox Riders of Nurgle

Chaos Decimator w/ 2 Soulburner Petards

Chaos Decimator w/ 2 Soulburner Petards


List Thoughts

My Tau list is the final form of this army, it could possibly be slightly better with the three Supreme Command Detachments but I actually like have more Infantry. Command Points aren't super useful for this army yet, although they aren't useless, but I have better Objective control, more Marekrlights, and I can handle horde lists better than if I was going pure HQs. Also it lets all the Commanders Deep Strike which I strongly prefer as the only viable ground based guns are Missile Pods, which are too expensive for S7.

Nick's list is super interesting. At the time we played we both thought you could cast Miasma of Pestilence on the Pox Riders, however when I was putting this report together that isn't the case as they don't possess the Death Guard Keyword. For the game we did play it like that though and even without that I think they're a good unit.

At the time the point of the army is to have a bit of a Death Star with the frogs getting Miasma of Pestilence and Virulent Blessing, getting re-roll 1's to Hit from the Princes, and being healable through Fleshy Abundance. This would create a unit that's -2 to Hit very often, can be healed, has Fly, does 2d3 Damage on 6's to Wound, and re-rolls 1's to Hit at S6 with a Herald. Ouch!

I think that's still viable without the additional penalty to Hit, it's just more fair. Anyways when setting up I was most afraid of the Pox Riders, Demon Princes, and Decimators in that order. There's also a lot of Smite in this list which I don't love to see and all the Death Guard have Plasma Guns, although no re-roll help from anyone. Pretty much everything is a threat so I really need to make sure I get an effective Beta Strike.


Scenario & Deployment
Big Guns Never Tire (ITC Combined Arms) | Front-Line Assault

Finally! I get to play on a long table with my Deep Strike army! Front-Line Assault is fine for my army, Dawn of War is better since usually all my Infantry hide and this variant gives me opponent a bit more room to come get me but that can also force them to spread out, which is very good for me.

Big Guns Never Tire is a fine Mission, neither of us had Heavy Support but only having a few Objectives to cover is very helpful for me. Nick's army isn't mobile and has problems covering Scenario so unless he consistently rolls Destroy a Unit I should be able to pull very far ahead on Maelstrom. Throughout the game I should also get in good position to hold the Objectives at the end of the game, which is super important since Tertiary Objectives are both Ground Control and Linebreaker.

Deployment was my typical "10 Commanders in Deep Strike" while my opponent sets up their whole army. For this game I wanted to try something new and have 1-3 firebases on the board, that way I'm encouraging my opponent to spread out which in turn makes my Commanders much better. If the other army can castle up I may not be able to shoot everything I want and it's easier to hit me back.Spreading out my army also makes it a bit harder to lose things to melee as those units have more ground to cover.

Nicked ended up castling in the center-right but not extremely hard. Pox Riders went more on the right and the Princes were centered with a Decimator while the other flanked out. True to my word I setup a firebase on the left and right, mostly ignoring the center other than a unit of Kroot Hounds to hold an Objective and also bait a Turn 1 Charge from the Pox Riders. If they went that far I could land all my Commanders back, likely kill them, and then the game is much easier.

I also forgot some models at home this game so Orks = Pathfinders. Even better I didn't deploy a unit of Pathfinders since I just forgot they were in the list! I'll be printing copies of my lists from now and putting them in my phone via BattleScribe because I've made this mistake several times and it needs to stop.

I won the roll for Turn 1 and gave it to Nick since my army loves going second.








Chaos Turn 1

Movement Phase
Objectives chosen were Destroy a Unit and Hold Friendly Objective 2. Since I have hidden all my models except one Fire Warrior unit I think these were good calls.

Most everything Advances with the exception of the frogs. One Decimator goes to my left, as does a unit of Plague Marines. Both Princes and the Pox Riders are heading right but still pretty centered, the rest just moves forward and doesn't commit.

Psychic & Shooting Phase
Miasma of Pestilence is cast into the Decimator on my left while Virulent Blessing goes on the Pox Riders. Not sure this was necessary since by the time they can Charge it'll have to be cast again but oh well. No Smites are in range so most of the other Psykers just stand around.

Soulburners go into the Fire Warriors that Nick can see, killing one and a Drone while doing a Wound to the Decimator. Everything else either Advanced or can't see my models.

Charge, Fight, & Morale Phase
With no Charges into me I took and passed Morale on the Fire Warriors.

Score
0 | 0

Objectives Rolled for Nick







Tau Turn 1

Movement Phase
My Objectives were Destroy a Unit and Hold Friendly Objective 2. My goal is to get both of these done and shoot Nick off his Objective 2. In general Tau can fall behind in Maelstrom so if I can take an early lead or put some pressure on then I definitely want to do that.

Most of my units shuffle around to get some Markerlight shots. I was having a lot of trouble deciding where to drop, I could go on the left and take out the Plague Marines there along with the Decimator but it'll leave me a little out of position. If I go on the right I'm in the thick of things, but I feel like I can take the punch.

Ultimately I ended up moving my Infantry to go on the left but changed my mind and went on the left. That meant a lot of LoS was denied to me with Markerlights, already making mistakes! All the Commanders came down in a few pockets, since Nick is slow I want to force him to spread out.

Psychic & Shooting Phase
One Markerlight shines on the Pox Riders, I'm unable to get anymore out because of my botched Movement. Ideally I would have gotten 5 on the Pox Riders through volume, although that's unlikely, or a stray into some Plague Marines.

My shooting sprays all over, the Commanders in the back just barely manage to kill the Decimator there which nets me my Maelstrom Objective. I also kill 3 Plague Marines on the back of the board which gets them off the Objective, so my plan is working.

The remaining Commander fire dumps into the Pox Riders, I'm hoping to remove quite a few before they get the -2 to Hit up and running. In the end I remove 3, not enough to stop their special ability but certainly getting there. I do end up taking a few Mortal Wounds when shooting at the frogs, just the cost of doing business.

Charge, Fight, & Morale Phase
No Charges from me as I need to thin the ranks quite a bit more before that happens. Morale is taken on the Pox Riders who lose none but gain none, the Plague Marines also pass.

Score
0 | 0

My Objective Roll








Chaos Turn 2

Movement Phase
Nick gets two Destroy a Unit results and chooses to combine them since he's a bit behind and Tau are just so easy to score Kill Points against.

 The Decimator heals his 1 Wound. Looking to do some big damage this turn the Chaos army gets aggressive. Both Princes fly towards the Commanders along my back table edge while the Pox Riders go more to the right. The shot up Plague Marines hold their ground, the other units walk through the ruins and end up in the center and in the left-center.

Meanwhile all the Psykers are moving up the middle but struggling to get where they need to be. This means the Decimator and Plague Marines are going against my left firebase, although I should be able to get them some reinforcements at some point. The rest of the army is staring down the Commanders, as expected.

Psychic & Shooting Phase
-1 to Hit goes on the Pox Riders, as does Virulent Blessing, making that unit truly frightening. One model also gets healed for the Wound he took via Fleshy Abundance. One Smite goes onto my Shield Drones but they make both 5+ Saves. Thanks FAQ. Another Smite kills 2 Shield Drones on the right.

Once again the Decimator shoots into my Infantry on the left, taking a Wound but killing 3 Fire Warriors with help from the Plague Marines. Overall it was a lot less damage than I expected to take.

Frog Pistols kill 1 Shield Drone, helping to make room for their Charge, and the remaining Plague Marines achieve nothing with some bad rolls and some nice Saves from me.

Charge, Fight, & Morale Phase
Charges quickly turn into an orgy of violence as both Princes make it in, although one only makes contact with the Kroot Hounds. Overwatch from me does 2 Wounds to one Prince, nothing to the other. The Pox Riders also get into two Commanders, taking 3 Wounds and two Heroic Interventions for their efforts. Finally the Decimator gets into the Kroot Hounds on the left who are holding the Objective I need.

Demon Princes mince all my Kroot Hounds but only put 4 Wounds onto one Commander thanks to my Drones, the one Demon Prince Consolidates into Combat with the Commanders. The Decimator kills one Kroot Hound and takes a Wound back, leaving me with control of the Objective barring a disastrous Morale Check.

Pox Riders do 2 Wounds to a Commander and 4 Wounds to the other, I was able to deny some attacks with a Heroic Intervention pinning a model in place but not able to attack me since I wasn't a Charge target. In return I do 1 Wound to the Pox Riders and 4 Wounds to the Demon Prince, leaving him on 2. Tau win Combat!

Score
0 | 0

Objectives!

















Tau Turn 2

Movement Phase
This time I roll Destroy a Unit and Hold Enemy Objective 2. This is the one that the two Plague Marines are near, so I should be able to clear that without issue. Last Turn I achieved both Objectives, giving me two Points.

I'm still recovering from my iffy decision making on Turn 1 but I start with the simple stuff as all the Commanders Fall Back from Combat. I make a bit of a semi-circle around the Princes, although this is a mistake as it doesn't let me get as many guns as I should onto the extremely wounded one.

My Kroot Hounds also flee from the Decimator and get into Cover/out of LoS, I don't have much for them to do right now so I just want them out of the thick of things. My other Hound unit gets in the way of the Pox Riders, they can Fly over but I can make the landing much more awkward and force their shooting. All of my Commanders on Nick's side start moving onto Objective 2.

Psychic & Shooting Phase
Again I have little to no Markerlights where I need them so I just decide to forego them. My preferred targets are the Pxo Riders, which I need a 6 to hit and have very little LoS to without moving and turning that into a 7+, and I'm not close enough to the Princes. To that end I dump all my S5 shots on the left into the Decimator, doing 4 Wounds and leaving him on 2 in an expected flurry. My other chaff shooting and one Commander goes into the badly damaged Prince but leaves him on 1 Wound and without other shots available. A lone Commander Overcharges and finishes off the Decimator.

The other Commanders on my back edge go into the partner Prince, leaving him on 3 Wounds. Behind enemy lines the Commanders kill the two Plague Marines to secure the Objective for me and then put the remaining shots into the Pox Riders, as does everyone else. This ends up killing 3 and having 4 floating Wounds. All of this is without Overcharing as it's just guaranteed Mortal Wounds on me at this point and I need to preserve my guys.

Charge, Fight, & Morale Phase
I briefly entertain throwing a ton of S3 models into the 1 Wound Demon Prince, but it's just not a good idea. The Pox Riders pass their Morale but none come back.

Score
0 | 2 for Tau








Chaos Turn 3

Movement Phase
Objectives are Destroy a Unit and Friendly Objective 1, which is in the ruins on Nick's center. He also killed more than three units last turn so he scores three Points.

All the Psykers Advance except Necrosius who's eyeing a Charge, the rest just want to get in Smite range. The flying corpses of the Princes move behind the Commanders just to make room for everyone else. In the center one Marine unit moves back into the ruins to hold the Objective, the other moves up a bit to get into better shooting range of my Infantry. Finally the frogs forward but can't get passed the Kroot wall.

Psychic & Shooting Phase
One Prince gets healed for 2 Wounds, taking him back up to 3, Virulent Blessing goes on the Pox Riders but Miasma is out of range, it instead goes on the less harmed Demon Prince. One Smite and Plague Wind fail to cast, another Smite goes off with an 11 and does 3 Wounds, killing 3 Drones.

The Plague Marines on my left finish off the last two models in my damaged Fire Warrior unit while the Pox Riders kill one Hound. Some single shots go out from the other Marines but fail to do anything through my Drones.

Charge, Fight, & Morale Phase
Once again I get Charged by the Pox Riders and Demon Princes, the Plague Marines near my edge also Charge a lone Gun Drone. Overwatch does 1 Wound to the badly injured Demon Prince, leaving him on 2.

Combat has my Gun Drone die as well as other Drones near the Commanders but all the important models survive. Particularly the Pox Riders are very ineffective since they don't have many attacks left and are hitting on 4's, Wounding on 4's/5's with bad AP. I do nothing much bad but do finish off a Pox Rider by doing 1 Wound. The Plague Marines Consolidated into Cover.

Morale does nothing as per usual and we go over to my turn.

Score
3 | 2 for Chaos

Objective Roll













Tau Turn 3

Movement Phase
I take Destroy a Unit and Friendly Objective 1. I don't think I'll be able to get this but I can't get Nick's Objective 1 either since I'm too far away from it. My hope is to deny him more points as long as he's not doubling down on Destroying my Units and then eventually he will have difficulty doing that.

Once again everybody Falls Back from Combat, not much else moves other than my Commander calling Mont'ka and Advancing along with a pal to the Plague Marines on the Objective. The others start moving "down" towards my table edge.

Psychic & Shooting Phase
Again I just don't do Markerlights since I'm still out of position on targets that reward them. All my chaff shooting on the left goes into the Plague Marines but can't dent them. The 2 Wound Demon Prince goes down and the other is left with a Wound, I also kill 2 Plague Marines from the unit on the Objective.

2 Pox Riders die from Shooting but Nick's Disgustingly Resilient Rolls are on complete fire, I also put 2 Wounds on the Herald on the right while killing the other.

Charge, Fight, & Morale Phase
Since I didn't do the damage I needed in Shooting thanks to great rolls from Nick I put two Commanders into the frogs, three into the Herald, and two into the Plague Marines in the ruins. Overwatch does nothing.

In Combat I leave the Herald on 1 Wound, kill 1 Plague Marine, and kill 1 Pox Rider. I take no damage in return.

Morale has no impact on the Plague Marines but the Pox Riders roll a 5, which is re-rolled with a Command Point into a 6. This wipes out the unit and at this point NIck concedes the game. Finally tally for him is one Herald on 1 Wound, Necrosius, the Plaguecaster, 8 Plague Marines, and a Demon Prince on 1 Wound.

Score
3 | 4 for the Tau

Major Victory for the Tau!

Objective Roll









Post-Game Thoughts