Hello everyone it is that time again and tonight we have an interesting match-up!
We have an assault based Space Marine army going up against Frankie and his brutal Tau list. Lets see who comes out on top. Make sure to tune in at 7:00 PM PST to our Twitch channel. We will also be giving away one of our new ITC Terrain Series Urban L Buildings, so make sure to tune in and win! Subscribers get two extra entries into the giveaway so make sure to hit that subscribe button.
Don’s List:
10th Company Task Force (Imperial Fists)
- 5 bolter scouts
- 5 bolter scouts
- 5 sniper scouts
Centurion Siegebreaker Cohort (Black Templars)
- 4 Assault Centurions, 4×2 Siege Drills, 4 hurricane bolters, 4 twin-liked melta guns, Veteran Sergeant, Omniscope
- 4 Assault Centurions, 4×2 Siege Drills, 4 hurricane bolters, 4 twin-liked melta guns, Veteran Sergeant, Omniscope
- 4 Assault Centurions, 4×2 Siege Drills, 4 hurricane bolters, 4 twin-liked melta guns, Veteran Sergeant, Omniscope
- Ironclad Dreadnought, Ironclad Assault Launchers, Powerfist with in-built storm bolter, Seismic Hammer with in-built Melta gun
- Dedicated Transport Drop Pod for the Ironclad
Land Raider Spearhead (Iron Hands)
- Land Raider Redeemer, Twin-linked Assault Cannon, 2 Flamestorm Cannons
- Land Raider Redeemer, Twin-linked Assault Cannon, 2 Flamestorm Cannons
- Land Raider Redeemer, Twin-linked Assault Cannon, 2 Flamestorm Cannons
Frankie’s List:
HQ | ||
Commander | Drone Controller, Armor, 2x Marker Drone | 1 |
Troops | ||
Fire Warriors | _ | 5 |
Fire Warriors | _ | 5 |
Riptide Wing | ||
Riptide | Early Warning Override, Stimulant Injector | 1 |
Riptide | Early Warning Override, Stimulant Injector | 1 |
Riptide | Early Warning Override, Stimulant Injector | 1 |
Fast Attack | ||
Drones | Marker | 6 |
Lord of War | ||
Stormsurge | Burst Cannon, Pulse Driver Cannon, Early Warning Override, Shield Generator, Precisionx1 | 2 |
This will be a tough game for the old Tau. The Land Raiders will protect the Assault units from the Tau firepower and allow them to make some key assaults. If the Tau end up going first they will deal some much needed damage to those transports. But even with going first im not sure if Frankie has the tools to take out three Land Raiders.
Now if Don scores first turn he will be able to move forward and get into the shooting armies face. Almost guaranteeing a 2nd turn charge. Once the Tau are in close combat they are reduced in effectiveness and will be all up to the Stormsurges and there break dancing skills.
Who will end up coming out victorious in this game? Only time will tell, so do not miss out.
Haha, sick! I’ve never seen Assault Centurions on a table! Super exciting.
Still running 3x HBC/SMS on the Riptides?
Whoa whoa whoa…Assault centurions have a TL melta gun AND hurricane bolters? Tau is done for.
LOL.
Them D missiles is gonna have to do some serious work for Frankie before those Land Raiders can disgorge their load all over the Tau.
That is for sure. We shall see if the Stormsurges can continue to impress.
Destroyer missles eat land raiders. Once the raiders are dead, the centurians will never catch the riptides (4d6 inch assault move if needed)
Don’t see how the Space Marine player doesn’t get tables if Frankie gets first turn. Only hope is to go first and hope to get lucky.
Depends on cover and I dont think I will be able to kill more than one Land Raider per turn.
With the Riptides going Nova and throwing Ordnance blasts and the Stormsurges firing Destroyer missiles and pie plates, I would be surprised if you didn’t take down or immobilize two of them in the first turn, though obviously the dice can always do something weird. I think you have the upper hand, though- he’s very reliant on getting into melee and your army is quick on the move- and even if he gets stuck in, you should still be able to cause a lot of damage, as the Cents don’t have any invuln saves.
the land raider spearhead formation makes those land raiders ignore all results except explosion as long as they are within 6″ of another land raider from the formation.
Right, but it’s pretty trivial to fire the Destroyer Missiles at the “center” LR in the formation, and once it dies the other two will (at least temporarily) lose the benefits- unless he boxes up all three of them within 6″ of both of the other two, which is awkward to do and means that the pie plates from the Tau side of the table should easily be able to get 2-3 vehicles at a time.
Don will have to kill the Commander and the drones ASAP. He might be able to survive 1 turn of shooting. After which he will have to make some serious choices.
I could see this list being played with Kahn and getting all those Landraiders to scout (if that’s possible) But i’m not sure if mixing up all the chapter tactics is worth it.
I can’t remember, does the land raider formation make them a unit? Or just 3 landraider with special rules?
Does anyone know who Don’s Warlord is?
I’m pretty sure land raiders are exempt from Khan’s scout rule.
They are not- as long as they’re dedicated transports, they will benefit from Scout.
khan’s rule applies to models on bikes and infantry in rhinos and razorbacks…no land raiders 🙁
Really? Huh. I had not noticed that change. Good to know, I suppose.
His Warlord has to be one of the Sarges.
The LRs are not units, no, they get awesome buffs if they are within 12″ (IIRC, might be 6″) of one another.
Lol holy frak, that SM list looks SUPER fun to play. Can’t wait!
Aye the balls on that SM list! Should be a fun game if they make it across.
I think frankie is at a disadvantage this game; due to his lack of Maker light units he can only fire his D missiles once per turn. Although, 72 str 6 rending on the first turn and 36 after that with the addition on two str 10 ap 2 ordance large blasts should be able to strip enough hull points off the other two.
He could not attach the commander to the drone unit for turn 1
Yes he can.
I’m curious as to why you think a commander cannot attach to a unit of drones turn 1? Even IF the commander had infiltrate, he would simply deploy next to the drones and join the squad in his first movement phase.
I think BobC was saying I could choose not to and then markerlight two targets.
Yup
Frankie should be able to kite him no problem. This should be on the bag for tau.
Why the hell didn’t the dude charge with the ironclad????????
This is probably quite irrelevant now but that assault centurion formation is Apocalypse only-formation. No idea why thou. But its a bit illegal now.
The Siegebreaker Cohort is printed in the 7th Edition SM codex- it’s perfectly legal for standard play. (There was an Apocalypse-only version written at one point, but it had since been supplanted by a dataslate formation I believe, even prior to the 7E book.)
Oh! I stand corrected.
I missed the game. So what happened?
Tau won. A critical failed charge from the Centurions sealed the deal.
Nah, the failed charge was 10″ so it wasn’t particularly unlucky. I’d say what lost him the game were these things:
– Randomly didn’t charge the ironclad in turn 2, it could’ve prevented the stormsurges shooting the ignores cover S10 which killed 4 centurions
– Randomly pulled the furthest landraider, which was in range to dump centurions for a charge T2 against riptides, away and towards the stormsurges (all 3 landraiders towards stormsurges)
– Forgot to split fire on that critical T3
– Clumped his centurions into a nice stompable bundle when he charged