Editor's Note: Here is the slideshow, you'll have to click it as I don't know how to embed someone else's album. Fyi, the battle report is very hard to read, with a shot-by-shot detail I'm not used to. I think Vassal is allright, but it's not awesome for games. Especially with TLOS and cover being so important.
Email:
Hello Stelek,
Here is a Best Of face off. I have been playing tau for about a year now, but over Christmas Break I have created an army of sprue necrons. This is my first game with Necrons period so I am anxious for some feedback.
First off, I know I made some rules mistakes with the Piranaha's. I only have two, so the squadron rules were all little foggy and I totally forgot about them around turn 3. Other than that the two lists are your Best of Tau and Best of Necron at 2000 pt
Here is the play by play
Tau movement 1 The usual set up for slaughter. XV8’s move to clear firing range, hammerheads move into firing position, piranha move to block assault lanes Fire warriors board the pathfinder fish.
Tau Shooting
Broadsides @ HDorange 1 hit 0 wounds
CTred and CTblack MP @ Dyellow 7 hits 2 wounds
CTyellow @ Wgreen 4 hits 2 wounds
HHone pie @HDorange+TSred 4 hits 1 wound
HHtwo pie @ HDorange 0 hits
Necron Turn 1
Solar pulse deployed
Necron lord and spyder stay back to increase effectiveness of solar pulse. Dyellow and Iblue take cover along with Wblack and Wgreen. TS red moves to join lord under the cover of solar pulse.
Necron Shooting
HDorange @ Pone&twho 1 pen wrecked
Iblue @ Pone 2 glance wpn dstr FB, shaken
HDpink @ Pthree&four 1 glance weapon destroyed FB(three)
Dgreen and Igreen @ Kroot 18 hits 3 wounds (2+ cove saveJ)
Necron Assault
HDpink @ Pthree&four 1 hit 1pen (woot) Weapon Destroyed four
Tau Turn 2
Solar pulse devastates my ability to shoot. Unit move out of assault range and into cover from shooting
Shooting
Broadsides @ scarabs 1 hit 0 wounds
Tau Assault
10 kroot 1 hound @ HDorange 15 hits 0 wounds
HDorange @ Korange 0 hits
Locked in combat
Necron Turn 2
Units move up into firing positions or melee.
Shooting
HDpink @ HHtwo 2 hits 1 pen Wrecked
Dyellow @ Pathfinders 6 hits 2 wounds
Morale check passed
Dgreen @ CTred 6 hits 1 wound
Igreen @ Kgreen 6 hits 2 wounds
Necron Assault
Kgreen @ scarab 11 hits 5 wounds
Scarab @ Kgreen 14 hits 8 wounds/2 Fearless wounds
Korange @ HDorange 9 hits 0 wounds
HDorange, Iblue, TSred @ Korange 5 hits 3 wounds
Morale failed fall back 8”
Pathfinder @ Dyellow 3 hits 0 wounds
Dyellow @Pathfinders 2 hits 1 wounds
Pass Morale
Dgreen @ CTred 2 hits 1 wound
CTred @ Dgreen 0 hits
Morale passed
Tau Turn 3
Units move back into firing positions and prepare assault blocks. Main targets for the turn will be the warriors on the objectives and the heavy destroyers on the right
Shooting
CTyellow @ HDpink 3 hits 1 wound
Pthree GD @ HDpink 1 hits 0 wounds
Morale passed
CTblack @ Wblack 4 hits 1 wound
HHtwo @ Wblack scatters off target
CSC @ wblack 1 hit 1 wound
Broadsides @ Wblack 1 hit 0 wounds
Ptwo GD @ Iblue 2 hits 0 wounds
Tau Assault
Pathfinder @ Dyellow 1 hits 0 wounds
Dyellow @Pathfinders 3 hits 2 wounds
Insane Heroism
Korange @ HDorange 9 hits 0 wounds
HDorange, Iblue, TSred @ Korange 5 hits 3 wounds
Morale Failed Fall back 2”
Kgreen @ scarab 6 hits 5 wounds
Scarab @ Kgreen 5 hits 3 wounds/2 Fearless wounds
Locked in combat
Dgreen @ CTred 2 hits 0 wound
CTred @ Dgreen 3 hits 2 wounds
Morale passed
GD @ HDpink 3 hits 0 wounds
HDPink@ GD 0 hits
Necron Turn 3
Most units remain locked in assault but others continue to move toward the tau firebase or shoot crisis suits
Shooting
HDorange @ CTblack 2 hits 1 wound
Morale passed
Iblue @ Korange 8 hits 5 wounds
Break flee 8” cannot regroup
Assault
Pathfinder @ Dyellow 2 hits 0 wounds
Dyellow @Pathfinders 2 hits 1 wounds
Break and flee 8” cannot regroup
Kgreen @ scarab 1 hits 1 wounds
Scarab @ Kgreen 5 hits 3 wounds/2 Fearless wounds
Kroot killed off
CTred @ Dgreen 3 hits 0 wounds
Dgreen @ CTred 0 hits 0 wound
Igreen @ CTred 2 hits 0 wounds
Locked in combat
GD @ HDpink 2 hits 0 wounds
HDPink@ GD 1 hit 1 wound
Morale passed
Tau Turn 4
Everyone retreats to firing positions. Pathfinders flee.
Shooting
CTblack @ HDorange 4 hits 1 wound
CSC @ HDorange 2 hits 0 wounds
HHone @ Dyellow 4 hits 1 wound
Broadsides @ Lord 1 hit 1 wound
CTyellow @ Scarabs 6 hits 6 wounds
DF @ Dyellow 1 hit 0 wounds
Pone GD @ HDorange 0 hits 0 wounds
Assault
CTred @ Dgreen 3 hits 1 wounds
Dgreen @ CTred 0 hits 0 wound
Igreen @ CTred 2 hits 1 wounds
Locked in combat
GD @ HDpink 0 hits 0 wounds
HDPink@ GD 1 hit 0 wounds
Locked in combat
Thoughts
I really underestimated the resiliency of the Necron army. Usually I would plow through any jetbike list with your list by stripping their cover saves with markerlights, but with WBB standing them right back up it was far more difficult to do. I did think that the Tau shot particularly poor this game, but loosing a whole turn of shooting to the solar pulse was devastating. I have always heard of Necrons being a nemesis army for the tau and I can see why. They are just strong enough to last the shooting and then just tough enough to grind tau down in CC but not kill them fast preventing shooting.
Critques, criticism I'm ready,
Razorlead

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1 comments:
Necrons are a very tough matchup for tau. Outside of railguns, fusion and seekers, they don't have anything that denies necrons wbb. While that's not bad for shooting, it's hard to break necrons with ld10 outside of cc.
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