Hero that I am, I played against a fully painted army but failed to take pictures, but here's one of the board
My opponent played the following list:
- Coldstar Commander with Fusion Blades, Digital Weapons, Master-crafted Armor / Master of War plus an artifact which allows him to fall back, shoot and charge again.
- Breacher team with 5 Fire Warriors
- 3 XV8 Crisis Bodyguards (1 Iridium) with 6 Ion Blasters, 2 Fusion Blasters, 6 Gun Drones
- Hammerhead Gunship with High Capacitance Railgun (Elite Crew)
- Agendas: Assassins, Reaper, Breakthrough
I brought exactly what I planned to bring, refer to last post.
My agendas were: Dark Rumour, Know no Fear and Survivor (for my Captain)
Both our deployment zones were full of woods, which would burn if shot at with Plasma, Melta, Flamer or Blast weaponry.
My opponent deployed his Coldstar, Breachers and Hammerhead on the board, Breachers on his center deployment objective, Hammerhead on one of his Alpha objectives.
My Veterans and Captain started hugging the choke point, being outside the woods and avoiding the -2 movement penalty, Interrogator Chaplain and Knights were kept in reserves, and the two Intercessor combat squads squatted near the building and on the center deployment objective.
I rolled lower and got second turn.
Tau turn 1: His Coldstar moved into the upper floor of the building, the Hammerhead left a drone behind on the objective and moved into firing position, shooting at my center objective intercessors, supported by the Modulated Weaponry strategem and 4 Markerlight counters, giving it twelve shots. One Intercessor died, another took a wound, protected by Transhuman Physiology and their 5+ FNP near objectives.
Dark Angels turn 1: Supported by acts of faith available to us Imperial players as underdogs, I healed the wound on the intercessor and started moving up: Captain and veterans advanced towards the center of the board objective, taking it, and staying in cover respectively). This made my captain untargetable. Very little shooting happened, but my central intercessors managed to take out the Coldstar's two marker drones, gaining them a 3rd kill and an experience point at the end of the game. The other intercessor squad unearthed a knowledge object from a terrain feature which ... worsened both our invulnerable saves for the rest of the game by one. I should not have done that.
Tau turn 2: His Coldstar stayed put, but the breachers moved a bit forward to inspect some terrain features. Surprisingly, he refrained from dropping his Crisis suits in this turn. The Hammerhead deployed its second drone to try and screen the backfield from deep striking units. In the shooting phase, the Hammerhead tried the same he did last turn, and killed another intercessor.
At the end of his command phase, my opponent held two of his home objectives gaining him five points.
Dark Angels turn 2: Captain Duma and his veterans moved in position to attack the breachers and the Interrogator chaplain and Deathwing Knights dropped near the insufficiently screened Hammerhead, and on one of the Alpha objectives. The chaplain shot down one of the deployed drones from the Hammerhead. Charging, both the captain and the vets reached the breachers, wiping them out in the subsequent combat phase, but the Interrogator and Deathwing knights both failed their charges, even supported by Canticle of Hate (via Commanding Oratory) and a command reroll for the DWKs. Four rolls, no nines rolled, very disappointing.
At the end of my command phase I held two objectives in my deployment zone, as well as another in the board center, which gave me a total of ten VP (Hold two, hold more) and getting me an early lead.
Tau turn 3: His commander declared Mont'ka and advanced across the board, between my two intercessor combat squads. The Hammerhead, boxed in between DWKs and captain + vets moved up towards the center of the board, and the surviving gun drone tried to maneuver into a better firing position, getting between the DWKs and the tank. At the end of the movement phase, the Crisis bodyguard unit and its drones dropped into my backfield, threatening my intercessors as well. The subsequent shooting of Hammerhead, Coldstar, drones and Crisis suits reduced one intercessor squad to two models and the other one to three. The Coldstar and the drones charged into the three intercessors (crisis suits tried and failed) and managed to just wipe them out.
He still held two objectives in total, gaining him five more victory points for a total of ten.
Dark Angels turn 3: Staying in Tactical doctrine, I began by resurrecting a dead intercessor, giving me three men again, and moving them into position to attack the Coldstar. Denied any possibiity of doing other useful things for the rest of the game, the DWKs and Interrogator chaplain spread out towards the lone drone, which I would use as movement amplifier. The captain and veterans moved back towards my own deployment zone (taking back the board center objective), hopeful but not particularly sure that they'd be able to do something.
In my shooting phase I was very successful shooting at the tank (taking off 6 wounds with two krak grenades and the chaplain's storm bolter), and less so shooting at the Coldstar, causing only one wound, which was saved by a drone.
However, I successfully charged the tank with Duma and the vets, destroying it in close combat. The DWKs successfully charged the gun drone and destroyed it, consolidating onto the center deployment zone objective. The three intercessors died heroically in combat without causing a single wound (despite +1 to hit and wound enemy characters), but I didn't roll a one, so they didn't take a battle scar.
This turn I held an Alpha objective, and two more, gaining me the full fifteen VP (hold two, hold more, hold deployment alpha) for twentyfive total.
Tau turn 4: He moved the coldstar and crisis suits towards my deployment center objective, but since my captain was protected by bodyguards, he could only shoot at them, causing a single wound. No victory points for him either.
Dark Angels turn 4: This is where I got greedy, and I'd come to rue it at the end of the game. I moved up the captain and veterans towards the next cover container, and ended up in less than 12" away from the Coldstar. My knights spread out taking the center objective and the center deployment objective, while the chaplain took an alpha objective. My shooting was ineffectual, but I did manage an 11" charge to the Coldstar. Unfortunately, all my attacks were eaten by the drones, and one of the bodyguard suits, so it remained unharmed. His return attack caused four wounds, denying me the full survivor bonus.
Again, I gained fifteen VP, for a total of forty at this point.
Tau turn 5: His Coldstar and Crisis suit fell back towards the board edge to fulfill the Breakthrough agenda, and unleashing everything, he killed my captain. No victory points again.
Dark Angels turn 5: I just kept sitting where I was and took another fifteen VP, totalling fiftyfive. At the end of the game, I earned another twentyfive, and we both got ten points for painted army. As the victor I gained a second Marked for Greatness!
Final result: 90:20 for Dark Angels
Both my chaplain and the knights reached their blooded experience level, and I gave them +1 Movement, Advance and Charge rolls. Had my captain not died (I would have won either way), he would now be heroic. A stupid mistake, but still a win.
You might ask yourselves why he never fired Overwatch, when this is the specialty of the Tau, but the answer is easy: despite not doing a lot, the veterans stayed in cover and made my captain untargetable. Since I charged into melee first with him, that meant no Overwatch, except for the skirmish with the intercessors.
This simple fact made the veterans for their measly fifty points an MVP unit again.