Over the next few months, my Tau Forest Tigers will be locked in a Warhammer 40K campaign with some of the guys from Adeptus Fanaticus. It's a four player campaign with the Tau, Tyranids, Imperial Guard, and Blood Angels represented.
Using the Mighty Empires tile set, the game will last 20 campaign turns. Typical battles will be around 1000 to 1400 points per side and the armies may not be equal. Due to the way the campaign map is setup I'll be spending the most time fighting the Tyranids and the Blood Angels. I would hope that by the time this is over, I've become pretty good and taking on those armies.
During Turn 3, two armies of Chaos deep-struck onto the east and west sides of the map. While no battles this occurred this turn, the battle lines became more clear. In Turn 4, the action really heated up. My Forest Tigers struck back at the Tyranids, forcing them back. The Blood Angels found themselves under attack from several enemies and have already lost one battle.
As the campaign progresses, the forces of Chaos have played their trump card. The Imperial Guard Regiments have attack the Blood Angels! It is currently unknown if the Imperial Guard regiments were already traitors or if they fell under Chaos control while on this planet. Either way, the situation has become much more dire. Since this turn of events, Imperium forces have attacked our lines, but did not succeed. We can only assume that in their arrogance, they blame us for these events as well. The forces of Chaos have also turned their attenion towards our forces and are marching on our head quarters. Despite all this, the Tyranids continue their hunger.
The Chaos forces approaching our headquarters walked into a trap and were destroyed with little difficulty. Unfortunately this diversion led to a stalemate with the Tyranid forces and in the zone outside of region of conflict, things turned even worse. The Imperial Guard Forces turned into what the Humans call a Heresy. In response, the Imperium forces massed their fleet in preparation for an exterminatus. Quickly, the Forest Tigers packed up what equipment we could and the last of our troops escaped only hours before the planet met some awful end.
Operation Double Helix as come to an unexpected end. While some new information was learned about the latest evolution of the Tyranids, an even more disturbing possibility was discovered. The close coordination between the Forces of Chaos and the Tyranids might suggest a sinister connection.
| Name | Wins | Losses | Draws |
|---|---|---|---|
| Warhammer 40K Campaign Games | 3 | 1 | 0 |
| 1000 Points of Tau vs 1200 points Tyranids | Loss | ||
| 1200 Points of Tau vs 1400 Points of Tyranids | Win | ||
| 1200 Points of Tau vs 1200 Points of Blood Angels | Win | ||
| 1200 Points of Tau vs 1200 Points Tyranids | Win | ||
Operation Double Helix has Ended Operation Double Helix has ended with the Humans blowing everything up. Fortunately, the Tau Forest Tigers were able to escape before the planet was destroyed. We have discovered a possible link between the Forces of Chaos and the Tyranids. This terrifying alliance must be investigated further. Holding the Line against the Tyranids Once again the Tyranids attacked. They have been desperate to grab land from me ever since the Space Wolf forces carved deep into their territory. In a very bloody battle, the Tyranids were weakened sufficiently such they could not hold the ground and additional Tau forces pushed them back. Pushing Back the Human Lines[Turn 5] During my initial skirmishes with the Tyranids, A Blood Angels Force broke through a gap in my lines to begin capturing Tau held ground. Assuming that the Tyranids would not immediately strike back, I set up a small trap for the Blood Angels. Despite an aggressive attack by the Tyranids, I struck at the approaching Space Marines. In the middle of ruined mountain town I destroyed the human's force and expanded my boundaries. The Tyranids Have Been Forced Back After my first defeat, I have launched another attack against the Tyranid front, pulling out an unexpected win.
Turn 2 Summary For me, the second turn is over. I had one battle against a larger Tyranid Force and things seemed to go fairly well except that I missed a few critical shots. These "issues" left several large creatures with one wound remaining and a one wound Tyranid rips through Tau just as good as an undamaged one.....
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1200 Point Tyranid Killer List
| Unit Name | Models in Unit | Point Value |
|---|---|---|
| Broadside Battlesuit | 2 | 130 |
| Rail Guns, Plasma Rifles, Multi-Tracker(HW), Adv Stab Sys, Team Leader, Marker Drone | ||
| Broadside Battlesuit | 2 | 130 |
| Rail Guns, Plasma Rifles, Multi-Tracker(HW), Adv Stab Sys, Team Leader, Marker Drone | ||
| Crisis Battlesuit | 2 | 106 |
| Shas'ui x 2, Twin Linked Missile Pod x 2, Targeting Array x 2 | ||
| Crisis Battlesuit Team | 2 | 124 |
| Shas'ui x 2, Missile Pod x2, Plasma Rifle x2, Multi-Tracker x2 | ||
| Firewarrior Team | 10 | 115 |
| Shas'las x 10, Shas'ui Upgrade, Bonded | ||
| Firewarrior Team | 10 | 115 |
| Shas'las x 10, Shas'ui Upgrade, Bonded | ||
| Firewarrior Team - Snipers | 11 | 145 |
| Shas'las x 10, Shas'ui Upgrade, Bonded, Marker Drone | ||
| Hammerhead | 1 | 180 |
| Hammerhead, Rail Gun, Multi-Tracker, Smart Missile System, Fletchlette Discharger | ||
| Shas'o | 1 | 125 |
| Battlesuit Commander, Shield Generator, Twin Linked Plasma | ||
As I mentioned in my previous list, I decided to drop most of my drones since they help little against a Melee Heavy Tyranid army. Since I dropped lots of drones, I could eliminate a number of bonding knives. By eliminating all these things, I could add an extra Firewarrior squad.
1200 Point Marine Killer Army List
| Unit Name | Models in Unit | Point Value |
|---|---|---|
| Crisis Team - DeathRains | 4 | 146 |
| Sash'ui x 2, TL Missile pods x2, Team Leader, Bonded, Shield Drones x2, Target Array x2 | ||
| Crisis Team - Marine Hunter Plasma Storms | 4 | 160 |
| Shas'ui x 2, TL Plasma Rifles x 2, Targeting Arrays x 2, Team Leader, Bonded, Gun Drones x 2 | ||
| Firewarrior Team - Snipers | 11 | 145 |
| Sash'ui upgrade, Bonded, Marker Drone | ||
| Hammerhead - Ion Head | 1 | 140 |
| Ion Cannon, Multi-Tracker, Smart Missile System, Disruption Pods | ||
| Heavy Support - Broadside Team | 4 | 210 |
| TL Plasma Guns, TL Rail Guns, Adv Stab Sys, Team Leader, Bonded, Gun Drones | ||
| Shas'o Commander | 3 | 160 |
| Shas'o, TL Plasma Rifle, Shield Generator, Bonded, Shield Drones x2 | ||
| Troop - Firewarriors | 10 | 115 |
| Shas'ui Upgrade, Bonded | ||
| Troop - Firewarriors | 10 | 115 |
| Shas'ui Upgrade, Bonded | ||
I tested this army out against an all Melee Blood Angels force using one of the new Tau Missions. It ended very poorly for the Space Marines.
Core 1000 Point List
| Unit Name | Models in Unit | Point Value |
|---|---|---|
| Elite - Crisis Team | 4 | 156 |
| Shas'ui x2, Team Leader, TL Missile Pods, Targeting Array 20, HW Drone Controller, Shield Drone x2, Bonded | ||
| Elite - Crisis Team | 4 | 194 |
| Shas'ui x2, Team Leader, Missile Pod x2, Plasma Rifle x2, Multi-Tracker x2, HW Drone Controller, Marker Drone x2 | ||
| Heavy Support - Broadside Team | 3 | 135 |
| Shas'ui, Team Leader, Adv Stab Sys, Marker Drone, Shield Drone, HW Drone Controller, Bonded | ||
| Heavy Support - Broadside Team | 3 | 135 |
| Shas'ui, Team Leader, Adv Stab Sys, Marker Drone, Shield Drone, HW Drone Controller, Bonded | ||
| HQ - Shas'o Battlesuit | 3 | 150 |
| TL Plasma Rifle, Shield Generator, HW Drone Controller, Shield Drone x2, Bonded | ||
| Troop - Firewarriors | 10 | 115 |
| Shas'ui Bonded | ||
| Troop - Firewarriors | 10 | 115 |
| Shas'ui Bonded | ||
This list was the initial one I came up with before the campaign and after playing one game, it has two flaws.
First, it only has two troop choices. Firewarriors tend to die and I need them to capture points. As a result, I need more troop choices in the army.
Marker drones look good on paper and in some situations they are good. Sticking them with the Broadsides worked great, but giving them to Crisis suits was a poor idea. Marker Lights are heavy weapons and by having my suits always moving around, they never got to fire.
Onto the Tyranid specific changes. Brent, who plays Tyranids does not use range weapons. My drones are there to protect against range fire. They don't do much in close combat. I'm considering dropping my drones for more guns the next time I fight him.