Grimdark Future Battle Report (4000 pts) - TAO Coalition vs. Robot Legions

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Only now a week later i could watch it. VERY contested, those are the most interesting matches, when you're never sure who's going to win right until the end :D

Also great Tau TAO army too :D

👍︎︎ 2 👤︎︎ u/jherazob 📅︎︎ Dec 23 2019 🗫︎ replies
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hello everyone I am bill LOC bass we're back for another battle report this is grim dark future version 2.7 tonight gonna debut my tau coalition army these guys were an eBay rescue that I stripped and then speed painted they're pretty much done you are gonna be playing my robot Li ji which is normally my main so enjoy them didn't hear them definitely will as usual couple House Rules we're splicing on our own victory conditions we're using our objective cards if you want to make your own you can download them in the video description below and at the end of turn four we will roll in on a what should we say for up or a five up orbs good for ups a 50% chance that we will have a turn five okay I'm gonna let you say it alright let's check out the armies for those of you new to these battle reports we play grim dark future which is a simple fast playing fan-made ruleset inspired by Warhammer 40k the rules and army lists are totally free and there's links in the video description below on one side is 4000 points of tau coalition first up I've got two spotter squads five models each equipped with spotting lasers and I'm sure that that's all they're gonna be using these are the only models in my army that have spotting lasers - grunts quads doubled up so ten models each and given pulse rifles jackals two squads of five each not combined into one large squad has to give me options and their objective is going to be to take out the technomancers another spotter squad without lasers but given some better weapons this was literally just to fill out points because I had finished the rest of the army three battle suits one unit they do have a shield drone and although they're bristling with weapons they only have three wounds apiece so that's a lot of points tied up with not a lot of toughness a heavy battle suit I had to use this also bristling with weapons taste the rainbow and then the big guy codenamed tons of fun the surge Titan this guy's been kicking my butt for a few months now but I finally finished painting him so there was no way I was not gonna use it in this list heavy pulse cannon cluster rockets twin frag pod stomp taste the rainbow I love it for the leadership of this army - grunt captain's these will be paired with the two grunt squads so that they get volley fire however they themselves equipped with just pulse shotguns not rifles and then to battle suit captain's each their own unit they are identical despite the models being different and I fully intend to use them as harassment or drop-in for objective claiming that sort of thing again lots of weapons but only three wounds each so that's tau coalition now let's look at the other side about 4,000 points of robot legions first two units of 10 each Eternals and they've been upgraded to flux rifles because I think quantity is going to be more important than quality against the squishy tau coalition and a double size unit of 10 Guardians fearless regeneration and stealth at full strength that's 20 dice rolling with rending so the ideas they will carve up whatever they get close to the problem will be getting close in the first place to fill out the army list I had extra points so I threw some BOTS swarms in just to get up to 39 65 a spider Walker fear fearless Strider regeneration been given the heavy Gauss cannon likely he will be working on the surge Titan a nano bot Wraith shard this is a hero 12 wounds has been heavily modified since the last time I used this model in a battle report very different so I'm really curious to see how it plays out it's treated as a psychic now anna death fortress transport 21 so it will be carrying stuff at the beginning of the game we're kind of gonna do a narrative thing for gauss machine guns and a heavy antimatter cannon and it can ambush to boot to technomancers which are identical despite the models being different each of these will be paired with an eternals unit to give them regen protocol so all of them are regen on a four up instead of a five up flavor-wise kind of the thing that robot legions do there we have it let's go to the table here's the table for tonight fairly plain as a desert planet but there's a new mineral type that's been discovered and it'd be very advantageous for both of us to get a hold of it so we're going down to see who's gonna claim this neutral planet terrain these things are considered terrain so if you are a majority of the unit on it and it's an infantry type model then we'll have cover and then of course as always if half the unit is obscured it gets covered these are difficult terrain so these piles of rocks no more than six inches when you're going through those regardless of the movement that you're trying to do so that's pretty much it terrain wise I wanted to keep this one simple look for the shooting lanes slow down the charges make every decision important let's get some objective markers out there markers are down robot legions are teleporting in there's one here one there they're up on this fountain here down here in this alley and over here and the number of crystals tells us which marker it is that's marker number one that is marker number five for example one other thing the crystals here these are aesthetic so move them out of the way if you meet you just like we used to handle fences on the other tables and other victory conditions ways to get victory points for first person to kill a unit will get a point the first if you will end the game with at least one unit wholly within the other guys deployment zone you'll get a point at that time and each of us is gonna nominate one model as our leader and if you slay the other guys leader you get a point who are you gonna nominate okay nanobot Reese yard that's your leader I am choosing this guy the heavy battle suit he will be my leader so kill those you get a point okay let's see was gonna pick the table edge I got a four you got a five which side do you want really okay you're a sportsman sir I appreciate that because all the markers are biased over here so alright you must have a method to your madness I'm curious to see it so we're gonna deploy you're gonna put a unit out first and then I'll go we'll be back in just a sec very cool deployment is done and then I had some Scout moves a lot of them actually now in reserve I am ambushing in with my battle suits and one of my battle suit captains you are ambushing in your death fortress and it is preloaded with this unit of ten Eternals with a Technomancer so that's one unit of 11 models and then this unit of 10 Guardians so this thing will drop in I'm guessing and round two as for the board I've got my snipers here training on that Technomancer gotta get that for up regen gone more snipers here so in the first round they hopefully will be able to get that job done spotter squad here spotter squad here so they've got the spotting lasers and they will be trying to I think I'm going to try and make him more vulnerable other than that were pretty much ready to go there's the big guys there is my nominated leader right there and and then these two units with the pulse rifles 30-inch range and each of them is grouped with a hero so that's the grunt captain so with volley fire if they don't move if they use the hold action they get to add one dice to their shots so they're doubling the number of shots that they're rolling for shooting if they don't move all right you ready ready top around one let's see what our orders are I need to seize marker 2 I need to have you fail a moral test or ideally more than one and then I need to have at least one unit within your deployment zone to get victory points you need to have me fait l'amor on tests you need to ensure that there's no enemy models within six inches of the center of the battlefield which is not the case right now and then you need to control marker two at the beginning and end of the same round where is marker - here it is marker tune right down here in death alley toward the center of the table that's our objectives you finished deploying first so you get to activate first and let's have it yep so he wants to preempt this assassination attempt he's doing a little bit of shifting they're easily within the four inches so now the Technomancer is within 12 inches for his weapon everyone else is within range and I think you're about to fire upon these guys yeah southern comfort - one two hit so hitting on force ping of course four hits armor-piercing are piercing one saving on sixes but you always succeed on a six so even though I need seven it's still sixes and none of them so four of them straight up died all right okay and then the Technomancer yep one shot does saving on a six does not good alpha striked and you get a victory point that's first blood this spotter squad is gonna use all five spotting lasers now these are not shooting attacks it's a special ability so cover doesn't matter two of them are putting lasers on that unit the other three are putting the lasers on that spider let's do the spider first on a four up we get markers two markers on the spider and then over there we roll two and one marker good and one marker on them okay spider Walker shifted over now firing the heavy Gauss cannon at the big guy so let's have it - OH goes wide coming on over to here these marksmen are gonna fire down in there now they hit on a quality - plus because they're snipers they are in cover so it's minus one to hit but I'm gonna counteract that by removing a laser marker if you could so I'm back to hitting on Tues okay four hits at ap one I'm choosing the Technomancer as the model that I'm going after so I think you would use his defense all right so ap one so saving on fourth all right two wounds two wounds they regen on a for up yeah nope okay they still got through wreaths chard moved up like an inch and now is trying to cast meteor BOTS on him let's have it psychic three right yes I have three six up oh no I think this is a reversal of last week all right yeah here's what we're gonna do this spotting laser squad is going to put all five lasers on him horse I've got three markers on him now green lasers drawing a bead all right I think have you activated all your units I have one left is the bots swarms okay so you took your BOTS swarms move them at the double up to here okay now that's all your units right for this turn so let's see what am i gonna do first this unit is gonna fire upon the spider now checking line of sight this guy right here is can only see about half that model or less so he will suffer cover the rest of them good to go so we'll go ahead and remove both markers this unit is gonna use both to get +2 to their hip rolls first we'll do the guy that's in cover he has a pulse rifle one dice but it's too because of the grunts pod captain and they did not move this turn so they get volley fire so the first the guy with cover he'd be hitting on you would be hitting on fives with the two markers he's getting on threes but you're in cover so I'm hitting on force both of those are hits this is 81 on the spider Walker okay one save one wound regen does not regen here's the other 18 dice the grunt squad captain himself doesn't have this weapon he's out of range so all he's doing is conferring his ability cocked dice saving on threes for wounds regen one region three more wounds through alright that's a total of four of them done what's his toughness twelfth well okay so we're not down to half but some progress all right so he's down to eight wounds left we will now move on to this right here the big guy is going to let's see he's in cover so on that -1 to hit the big guy is hitting on force announce on fives if I use all three markers that I'm hitting on twos exactly so that's what we're gonna do let's go ahead and have remove all three I could save some of those markers if I wanted to fire with this guy but I want to I want to maximize my chances of success with him so let's start unloading everything into that everything is gonna be hitting on twos one of two shows on the dice he does move up six inches into the difficult terrain but now I'm within 18 inches first we're gonna do the heavy Pulse Cannon then two dice ok those both hits these are blasts 612 dice to save armor-piercing for okay these are saving on sixes then you'll have regen after that two saves ten regions to make eight of them get through all right he started with twelve so he's down to four right now let's move on to the rest of the rainbow twin frag pod two dice hitting on twos oh I miss all right this is blast six no armor-piercing ooh two ones alright regen those No alright two more wounds we're almost there lastly cluster rockets 14 dice ap 1 but nothing else ok I need these saves at armor-piercing one oh boy oh boy that doesn't look good 6 through trying to regen 6 of them you need to save oh boy yeah alright alright three wounds get through that's enough to kill him goodbye nano bot race car that was your leader so I get a victory point the score is now 1 to 1 coming over to this side of the table this renegade group spider squad is gonna fire everything into there they hit on 5 but it 6 is cuz you're in cover so it won't do much but the two that have pulse carbines are Auto range the 3 rail rifles will fire in hitting on 5s but it's going to be 6 s because you're in cover nope nothing then the battle suit captain moved up his six inches to claim this marker and he's gonna unload everything into this group which is 17 inches away so everything is within range let's start with the frag pod we're gonna fire the fusion carbine first so here we go this is gonna hit on a four and it does that is armor-piercing for no and this is deadly 6 so read the six wounds going on to that Technomancer to try and regen force three failures okay so he is gone now firing order that was deliberate now that he's gone now I will fire the other weapons the frag pod first one dice that's a hit blast six no armor-piercing two failures they regen now it's on 5 because the Technomancer is gone one regen one dead all right killed one take that and finally both rapid burst cannons coming in they're identical so I'm going to roll them all at once 16 dice hitting on force saving on threes okay three of them get through and regen okay two more die we will take that this unit here moved up to 6 inches so they won't get volley fire this term but that's alright they are now wall within range of bot swarms and they can clearly see them so they're gonna fire 10 dice these are hitting on fives 2 hits armor-piercing one on the box warms one safe one wound region okay one wound they have three each yeah and finally the heavy battle suit stepping a full six inches forward drawing line-of-sight and range for everything on the bot swarm so he will unload into them let's begin with homing missiles hitting on a four does not hit missile drone the missile drone will fire next one hit 706 does regen okay Quinn heavy rail rifle two dice one hits AP for six no that's deadly six so one one regen five more to go so that kills one model twin smart missiles eight dice hitting on force armor-piercing one three of them regen no regen so I killed another one kill two models they're still above half nothing is required and now everything has been activated so that's the bottom of turn one plenty of carnage I like it I like it okay so let's go check what objectives were met was anything met neither of us got anything so normally we would discard the ones we've achieved we get to discard up to one other one that we want to do you want to discard anything I'm gonna discard intimidate cuz you're never gonna fail more I'll test and I'll draw a new one purify destroy an enemy model that has psychic darn it I've already done that okay so I won't get a point for that and you know I will remove to ensure anything within six inches I don't foresee that happening with your main unit directly in the center all right so you discarded outmaneuver and you've got show no mercy win a melee by three or more wounds got it I think that's what they're gonna be doing so let's do some ambushing let's roll to see who's gonna ambush first two and a three so you'll go first ambushing is done the death fortress came down right in the middle we rolled off you went first so that thing is right there in response what I'm worried about is you're gonna move that four inches then you're just outside of five away so you're gonna unload those Guardians and charge in here to my leader or the big dude I don't like that so in response I ambushed in this line of battle suits so that if you try and do that I will I will immediately respond by shuffling to the left and these boys will be sacrificial lambs hold off that charge one round I am leaving the other battlesuit captain out I want him as an option for late in the game if I suddenly need to get a marker I'll be able to drop him in and go get it or at least contest it so those guys are still loaded on the transport they're coming in this turn I assume and let's go to the top of two who finished activating first last round it was you so you get to go first this round so a real quick learning moment here before you fire all your guns I just realized a lot of my units have good shot which means that they hit on fours instead of 5 so I don't know how many shots I failed to whatever learning moment that's my fault I should know my list I'm learning towel death fortress everything into the battle suits all right what's first heavy antimatter cannon one dice hitting on okay hit a p3 saving on a 5 it saves 12 dice all four gauss rifles or whatever they're called coming in looking for threes armor-piercing one so I'm saving on threes so another learning moment that weapon those weapons have rending but we just checked the tape you did not roll any sixes so it didn't matter now where were we the shield drone regenerating one region two wounds get through as predicted so they've shuffled over six inches because I do still want a fire would be foolish not to I could afford a few of them slipping through here no big deal so all three of them are identically equipped so I'm gonna roll three at a time first up is the frag pods these will all be hitting on fours so that's one hit okay one gets through three Jenning does not alright one wound missile pods two dice each four hits armor-piercing - nothing else special one gets through okay another wound here we go the fusion carbines one dice each oh no I need hit that alright it's one hit armor-piercing for six deadly six okay to region three regions three more through so how many total five wounds total that's not nothing alright job so yeah I got up at 4 a.m. today so I've kind of been slow so earlier I was talking about the whole charge thing forgot about these guys you had to slide that back remember when you ambushed it in so that was further than 9 inches from him so that wasn't a concern anyway but I still want to do this it's still fine but the point is when they disembark they can't move more than six inches you're greater than six away so they can't charge him but you could charge them so basically I may have given you a target anyway to charge oops Guardians popped out they are charging because they're within six inches of these guys so they can I now have to move by up to three inches to get into base contact to the extent possible so he does and he's out of combat but now he gets to be in all right let's dance the Spears so hyper swords right-to-die siege yeah okay let's have a peach okay tracking natural fixes because of rending save on sixes cause of rending one save three wounds so that kills him two more on him he's got one left now I have to save these what's the armor-piercing 81 okay saving on three one won't get one wound gets through and that he had one left right yep okay so two models are now down uh-oh rejection regions thank you all right you've killed two models punching back suit fists two dice hitting on horse both hit no armor piercing three one donors through region nope yeah all right so I killed one you caused more wounds so I have to take a more I'll test on a four it's a one I failed more out so this guy routes you achieved you're gonna achieve one of those objectives right yeah and you get to move this unit by up to three inches nicely done spotting lasers three of them onto that two of them onto that will do the three first out of the death fortress okay two lasers on the death for trous and then we have the two for the spider force one laser on the spider alright that's it for them your turn yeah the spider Walker shifted over I thought I scared him off but really he was looking down range here it so happens that after moving nine inches he is 35 inches away from him perfect for that heavy what is it Gauss cannon okay so let's have it hitting on three does armor-piercing your c4 alright saving on a six doesn't save deadly six shield drone kick in shield drone shield drone does not kick in he gets utterly vaporized but at least I started the round with control that marker not that it matters heavy battle suit fell back exactly six inches and is now unloading everything on the death fortress so he's even forced but I'd like to use both of those marker lasers and so now I'm gonna be hitting everything on twos thank you kindly first up homing missiles to dice hitting on twos two hits a p3 thing up fives no deadly three each regen ting on fives okay one regen so five wounds get through twin heavy rail rifle no once no once nope no one's these this is armor-piercing four sixes no deadly six each trying to regen twelve seven more is that enough next up the missile drone two dice oh no okay one hit armor-piercing - nothing else doesn't read you know alright so that's enough yeah okay you twin smart missiles go to waste this thing explodes and let's look up exactly what happens with the transport if the unit is inside when it's destroyed then it takes a dangerous terrain test is immediately pinned and surviving models must be placed within six inches of the transport before it's removed six inches before moving momma's move across dangerous train or excavated blah blah blah hey so I think we have to care about the technomancers role because this is done on a per model basis at least that's how I read it all right so the Technomancer failed so he's got one wound on him how you do the other ten dice so there's the other ten they didn't fail any so the Technomancer failed his he's got one wound but he can take three now earlier we talked about how the Tecla answer had to take the wounds cuz he had some on him right I don't think that that was actually correct and I didn't realize it until I was reading because of this dangerous terrain test but here's the real rule for tough it says must take that many wounds before being killed models with tough that joins units without it are removed last when the unit takes wounds and then this next sentence is what I think I misunderstood it says note that you must put all wounds on a single tough model before putting on the next tough model there are no other ones in that unit it's the only unit with model with tough so I think over here you are allowed to not put it on that guy so yeah so let's put him back and take two soldiers away and that'll kind of make up for my failing to use good shot fair enough alright and then now we know over here that guy can be removed last so he's gonna stick around he doesn't like my snipers we check line of sight it's totally good objective markers are invisible for purposes of line of sight so you've got 24 inches you got five of them right five of them shooting up looking for natural sixes cuz of flux and I'm forced because of cover yep okay to go through saving on sixes they don't two of them die spotter squad hopped up a few minutes ages and now they're going to fire some lasers think in two of them down there and three of them over here we'll do the three over here first okay I got one laser on them and then down there two lasers got two lasers on this unit here your turn bot swarms moving up so they're rushing right moving at the double yeah okay and that's all your units right so the rest of it's gonna be me running roughshod all right what are we gonna do first [Music] so these guys can move up one can be placed here and see him but the other two couldn't that's quite frustrating so I'm thinking it might be wiser to pull them back get them hidden but I have them next round those those lights persist after all let's skip that for now let's come on over to here these guys will unload into them this time I'm going to remember good shot so I'm hitting on force and then let's remove that laser so they're hitting on threes but they have stealth so I'm hitting on fours again right yes okay have we stacked all that up right okay so these are hitting on force volley fires in effect because they did not move so the grunt captain giving them volley fire here we go getting on force hey those are the hits armor-piercing one to get through regen no regen all right kill two of them and then the grunt captain himself is actually within range and this is gonna be three dice he does not have good shot which I find kind of interesting oh but his natural quality is a four up so for stealth becomes fives laser makes it a floor again oh three hits beyond threes okay Jaden get through regions one region one not killed another one okay that I think was actually overproduction so not too bad shifting over here for a moment to this renegade squad they're gonna shoot over there once again they're not moving so once again it's just the rail rifles they have good shot so I'm hitting on force but you're in cover so I'm hitting on fives one-hit saving on six okay region six you're not gonna make it just take them on well you're reading on fours okay there we go so that kills one soldier wanna set a pick as the basketball kids would say I'm gonna set a pick so he's just gonna slide over here a few inches no biggie and now he's gonna fire at some combination of these guys and the spyder Walker gotta think about it the lasers have all been used up on this that's done that's removed when the unit fire so they used up the lasers um I'm some stuff I'm hittin on fives with them down there mmm he's got cover I definitely can't see at least half that model could see a couple limbs so that thing would have cover now I feel comfortable about that about the ability to absorb that that's those guys are scrubs so we are unloading everything into the spider gonna remove the spotting laser I have one on there that will counteract the penalty for cover so I'm back to my natural which is a four up so first we're gonna do the cluster rockets 14 dice so three hits with the cluster rockets this is a p1 piece to go through region 1 region one goes alright so he's down to what what a7 heavy Pulse Cannon now let's do that last let's do the twin frag pod next we're not in range of the twin drag pop darn it okay so here we go heavy pulse cannon two dice one hit is is armor-piercing for blast six all right two saves and the other four you're gonna regen okay two regions until more through okay what's he down to down to five so let's have a morale check please all right so it passed morale and he is done who else do I have left I have this unit here to do something with and that's it thank you yeah so I forgot that frag pod are you you're a gentleman you just reminded me so I could have I didn't declare it but sea bass is gonna let me go back so the frag pod well you had to be really yeah twin okay so twin frack pot this might as well go into those guys to dice and this is gonna be hitting on force but fives cuz of stealth okay one hit blast six no armor-piercing so piece of cake alright to get through oh all right kill two more it was surprisingly effective what a good sport what a guy look at him a token more I'll check just don't roll a one good this grunt squad moved up a full six inches to here to block and so now they can't charge up now the question is fire down upon them or over at those guys and I think yeah so we can see at least half that unit so there won't be cover I think we're gonna fire over there now we did move so there'll be no volley fire this turns just 10 dice these tusk rifles and the air good shots that are hitting on fours dreams one fails region on a four it Regents okay nothing doing and I believe that is everything yes that is all the units for round two more carnage I love it good stuff I'm glad we got rid of that okay let's see if we achieved anything okay let's look at yours enemy unit fails a morale test I did my battle suits lost and they got routed so you'll get a point there what a melee by three or more wounds you did you did for wounds to those battle suits and I did one memory serves and hold two you don't have that so you've got two victory points go ahead get rid of those discard this one if you want to and then draw up back up to three meanwhile for me do I control marker - not yet I'm on my way model was psychic no I'm gonna discard this because you have none left and infiltrate I don't have anything in your deployment zone so I didn't achieve anything my new one is assassinate destroy one hero enemy model alright like that we'll discard that you're discarding so you're gonna get three brand-new objectives let's see what they are Wright sees market one lay them low destroyer unit alright simple enough and successfully caster deny one second yet you can't do that so you're trying to kill a unit and you're trying to control one marker one where is that it's right here I've got it so that's it and we're gonna go to the top around three and you will get to activate first now at the top of three question is do I want to ambush in my last battle suit captain I don't want to yet I'm not gonna do it until that thing is gone also it's round three so I'm gonna save that thing in case I need to get a marker over there or whatever we also might have turned five so I'm not dropping him in we're going to the top of round three and you will go first things may look grim you don't have a lot of models but they are very hearty with that four up region also you're in the lead three two one so let's do it okay guardians coming in just push them up an inch or so to make base contact and you're gonna try and carve this guy up eight nice hitting on threes with the hyper swords one rend so that's gonna save on a six it doesn't and then for normal ones at ap one so these are saving on three one gets through so that's two wounds done he will now stomp on force to stops at AP two point zero one gets through regen does not okay so that's one wound so I caused one and you caused to yes but he has fear so I'm gonna add d3 to the wounds that cost three all right so I effectively caused four wounds and that means you take the more I'll test not me hey you're just don't roll one okay very good he almost got away with it very sneaky look at these guys that I've had forgotten about but they are 11 and a half inches away from my leader so let's go ahead and I'm gonna activate him next we're gonna move him out of the way and then fire him at somebody so he just hopped back a couple inches to be out of their charge range he can see two of them which is half the unit so he's gonna fire at them it's the only thing he can see right now so he might as well but it will be a cover because half that unit is obscured missile drone first two dice hitting on fours but it's fives because of cover one hit ap two saves homing missiles miss twin heavy rail rifle two hits AP for each doesn't matter because they're saving on sixes deadly six each here's the first deadly six region okay one model is dead two wounds on another model so I only killed one model now there's what else do I have left to twin smart missiles hitting on five six okay regen okay so killed another model and let's do a quick morale check if you would orell fails alright so they're at least pinned good good job come on over here to this minor skirmish checking for natural sixes for flux so saving on sixes neither two of them died laser squad all five of them on the spider look into the fourth three lasers on the spider they're done back to you that spider Walker moving him over 9 inches to duck behind those crags I think I'm gonna be sporting here I'm gonna say that half that model is obscured so right now he would enjoy cover from this but I would imagine from his viewpoint you can see the whole model so there'd be no cover for the spider Walker shooting over here I think that seems reasonable do you okay alright so let's fire some weapons firing from here to here yes alright getting out of three that'll work okay okay saving on a six it does not any six okay so I'm gonna take six wounds away very good you did something alright yes well we drew attention he will fire right back now he's sitting on fours but fives because of cover but I'm gonna remove all three of those mark she would sew fives becomes twos so everything he fires is gonna be hittin on twos going head and start with the heavy Pulse Cannon oh no one hit and this is blast six AP for well regen a nose alright for damage gets through he's down to one next we will fire the all that's left is the cluster rockets cuz the frag pot again is going down into their cluster rockets hitting on TV pretty good alright four of them got through can he region for wounds and withstand the barrage from this gunboat no he can't alright kaboom and good riddance Spider Walker and then the twin frag pod which is firing down into here on force two hits last six no armor-piercing twelve saves holding their shields up saving onto the regen nose one region two more died morale tests just don't roll the one it's not okay all right the Titan is done over yonder you deep into this unit to burn their activation now it's back to me now here's where I could get greedy because I need that marker for a point I could rush out there in a death alley but I'm gonna get absolutely torn apart later and I need these shots mmm-hmm you know what I'm gonna go for it it's not about killing stuff it's about getting the points they are gonna move at the double to go out and clean mark or two so that is done and I formed a bubble so this guy can't double back to contests nor can they in the future in case I had if I happen to pull hold marker two and I will start it in the round with it you never know you're deep into these guys I'm gonna put lasers on them with this spotter squad so five dice and I'm looking for force two more lasers on that group this front squat here did not move so they will enjoy volley fire they're gonna fire at that unit they're normally eating on force because of good shot but I would like to bring that down to two so please remove two lasers from them and we're gonna roll twenty dice and so we're looking for twos try to region these four up thanks to the Technomancer okay all of that and three of them died these guys are just gonna hop around here about six inches the spotter squad firing their three rail rifles downrange over there getting on force cuz a good shot but five because you're in cover none of a one hit at armor-piercing for saving on a six dozen deadly three no that's good that's that's a region two more regions to make it okay and we need a more I'll check because you're in less than half where I was good okay that's it for them and that is everybody so again it's looked in grim for the robots they had some bad fortune tonight but you know you're up in the score right now and even if I table you it's still possible to win if you have more victory points than me so let's go see what we achieved you didn't cast a spell to just shrine on me in it yeah do you marker 1 no I at marker 2 so I'm gonna get a point for that I've not destroyed a hero this turn and I don't have anything in the enemy's deployment zone so I get one point I will not discard anything I'm gonna draw a new one lay them low destroy an enemy unit are you gonna discard the psychic one and you're gonna draw and your new objective is for full control marker 4 which is right here on the side of the table okay that's marker 4 I have an ambush sure yes I do yes I do and I believe I will drop him in here to claim this marker or at least contest it so hang on we actually we haven't done anything yet I'm rethinking if that's really where I want to ambush because here's the thing with the alternate victory condition right at the end of the game if you have at least a unit in the deployment zone you get a point also I have infiltrate so just by putting him over there and surviving I'm gonna get two victory points rather than deny you one so then mathematically what I should do is put them over there so that is what I'm gonna do instead okay actually I put them over here because there's no enemy units over there so it's safest you're first to activate but i'm implementing a sudden house rule here i'm gonna say if you want to split up their guns you can even though they're the same type let's just be real here i I've always liked house building that way anyway in the past we've played that without even realizing it so you can split up their fire however you want among line-of-sight so you don't have to burn them all just to kill these three if you don't want to so I'll leave it to you from there so you have four of these models are gonna shoot over here and the other three plus the Technomancer are shooting up into here let's do them first floors two hits and you want P one saving on fives nope two of them dead right now let's do the Technomancer it not force in on force two of them all right eighty-one one saving of five one failed so that goes through and he is dead perfect now you got how many were left four of them shooting over here okay okay threes good saving of five three of them get through reach inning on five to the shield drone one regens two of them die this is really interesting let's consider this this guy over here if the game ends at the end of turn four which is this turn I'm gonna get a point for him being there plus four infiltrate that's so I'm gonna be at four you're currently at three but you're about to be at four cuz you killed an enemy unit that puts it at a tie game yes once you get over there you're gonna five points so you'll be five and I'll be four which means I got to find another point somewhere before the end of this round just to tie this is why we use objective cards so tactics this is where comes into play I can't see him right now with this guy but once they go over there to claim it I should be able to move him over and at least fire some stuff over there we'll see what happens plus these both have indirect weapons which are kind of rare but it means that these guys on the other side here can be shot at they definitely can be plus I got lasers on them so that's gonna counter the indirect penalty before I do anything though the thing to do is to get these spotter squads lasers out to help myself with whatever it is so this spotter squad all lasers down here looking for force two more lasers on this group bringing it to four lasers I like it kamikaze so they got nothing else to do they're gonna charge on in here and start chewing these guys up okay and then I got to move by up to three inches to make base contact if I can keep track of natural sixes for rending cuz that'll bypass the shield drone one six all right and I'm saving on a six and I don't and we ignore the shield drone because it's rending so one of these guys is dead I have one two three four five six guys within range to fight and one of them is captain right there so we'll do him first out of four that's a Miss these are hitting on five none of them okay so you caused more ones I gotta take a more I'll check for is good but it can use the highest with a magic hero you use his so that's a four spotter squad all five lasers onto those guys three lasers single guardian left's coming up to charge the assassins here right yeah okay to attack two attacks threes very good mohit say 106 and it's a rendering rending okay doesn't matter saving out of six doesn't so that kills one alright punching back on five two of them with no armor piercing I'll say it you did more wounds so I'm gonna take a more L check this needs to be five and it is alright you know while we're over here they're gonna just fire it right into his face with their sniper rifles so here we go to dice these are hitting on twos oh wow okay one hit no I'm creasing one okay whoa oh no look at this somehow it gets through well well write stories of you friend goodbye that's one unit down now if I destroy three or more enemy units I get d3 victory points so that was one unit what else can I kill that would be a second unit and then I just got to do either this one or this one the problem is these guys are tucked in here real nicely so I don't think I can weasel around with the big guy we're gonna have to see it's your turn I'm over the devil no going to claim that marker marker number four let's see what I'm gonna do okay [Music] heavy suit has moved over six inches and is gonna fire everything at them except for twin smart missiles because they only have a range of 30 and he's 32 inches away but the twin smart missiles are indirect so we're gonna fighter those at this group over here so I'm hitting on fours but because of the indirect I'm hitting on fives but I would like to hit on twos so if you could please remove three lasers hitting on twos rejoining on fours for this unit okay kill two soldiers over here as for everything else I need to carefully pick the order here because I want to take that Technomancer down last I need to do multiple wounds to him just realizing I should have used that spotter squad to put lasers on them so I'm hitting on force here shooting long downrange this is the missile pod on the missile drone one hit AP to another soldier dies homing missiles hitting on four hits P three deadly three okay I killed another soldier this could do it this could be enough to do it the twin heavy rail rifle two dice hitting on force the first one hits the second one this is it this is it misses oh alright ap four six saves Wow okay still need a more I'll check alright that's fine that's okay we're not done we are not done over here this unit did not move so they will enjoy volley fire firing down there they have good shot at a four up I'd like to remove two lasers to make this hitting on twos here we go alright armor-piercing one for those three saves the rest need to regen on a five up five get through that is just enough to do it that's a second unit down I just got to kill one more unit one more unit Serg Titan six inches back now has perfect line of sight on this unit down here is gonna fire the cluster rockets and the heavy Pulse Cannon Edit and the twin frag pod will be fired at these guys first up the cluster rockets over here hitting on force Regeneron fours Oh only one gets through so one soldier dead that leaves just the Technomancer and now we have the fade gun to dice hitting up force both hit both are blasts six and these are armor-piercing for saving on sixes okay now regen a nose on a for up alright so he goes down that's a third unit killed and a hero for that matter take a look at where we're at lay them low I've destroyed three units oh but only one oh all that work for one point destroy a hero model I got that and have a unit within the enemies deployment zone I do them right there so I've got three points there for you you did kill the unit so that's a one more point for you so your total is for my total is five all right so now we roll and on a four up there is a turn five ready it's a one so that is game at the end of the game I am in your deployment zone so I get another point so that ends six to four in my favor correct okay excellent game that was fun a lot of carnage so I think you need to be getting these guys in range and shooting with them a lot quicker yeah yeah Tower fun to play you've really got to think ahead you got to use those spotting lasers you got to remember about good shot but they played they feel really different from the other armies that I've played so far in grim dark future and I like them they're fun what are your thoughts on robots is your first time playing them right and the rules have been refined so much over the past year so much has changed and so that's why we seem to be kind of sloppy tonight but I get all of them for the better so well I guess that's about it the Tau Coalition will claim the rare minerals on this planet and that's about it so we're gonna say good night yeah all right good game and I am why lot thanks for joining me and we'll see you next time
Info
Channel: Wyloch's Armory
Views: 15,387
Rating: undefined out of 5
Keywords: necrons, tau, warhammer, battle report
Id: ahDyh8Eq_RE
Channel Id: undefined
Length: 58min 31sec (3511 seconds)
Published: Sat Dec 28 2019
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