Tau Vs. Orks 1850 - A rematch
Bottom of Turn 2 after thrust moves |
I ran Farsight plus bodyguard all with dual FB + target locks w/ 11 gun drones and one Shield warscaper drone and the Amulet, 4 3 man crisis teams with dual MP all as troops, as allies I had a commander with the Puretide chip, cnc node and multi phasic sensor and 2 10 man kroot teams.
I'm on the fence about losing my SM Librarian ally. I don't like putting 1200 pts in reserve and hoping they show up on turn 2.. I've lost a game before because my reserves didn't come in and was tabled at the top of turn 4.. But coming in on turn 2 it isn't bad.. I miss the mobility of the 24" GOI every turn, but with farsight not scattering when he arrives you can get his bomb where it needs to be pretty readily. I killed something like 17 shoota boys, and exploded 2 battle wagons and took a hull point of a third with just the command team the turn they came in. Also the 4 scoring crisis teams managed to kill a looted wagon on turn one for first blood. I'm not sold on the dual MP suits either.. It's nice to have range, but when his mega-nobz came out to play, I'd rather have had dual Plasma to throw at them.. I'm considering actually running (and it makes me cringe to say so) Fireknives as troops instead..
The game only ended up running through turn 4?.. maybe we called it after turn 3.. Don't recall.. Zac was left with his warlord and a squad of boyz by that point while he had killed 4 crisis suits (2 from 2 different teams) and a squad of kroot.. I'd wiped out his 2nd squad of boyz after they assaulted my command team and got swept, and I then killed the remains of both teams of mega-nobz and the third wagon..
From now on I'll have to make sure to bring enough Tau to run 2 lists.. While I'd like to be able to test my tournament list some more before the Michigan GT, it doesn't make for a very fun friendly game for anyone..
Just another view of my team after turn 2. The kroot were in the ruin to the right off screen to the left having outflanked. |