Last night at my club I played against a Tau player. It was Sieze ground, spearhead deployment. My army was entirely in reserve, as I wanted to try something different. Two vendettas, a valkyrie, a couple of outflanking penal legion, Harker leading a squad of vets round the flank, marbo appearing... whereever he damn well pleases, and storm troopers deep striking in for the fun of it. I was struggling to make up the points without putting something on the table (and with only that to fire at for the first turn I figured anything I put down would DIE) so ended up chucking yarrick into my straken command. Sure it's pverkill, but it finished off my points...
The game was really close, though a few things annoyed me. I don't know whether to blame my rolling or the disruption pods, but you'd think that over the course of 5 turns shooting a total of 9 twin linked lascannon shots at a hammerhead I'd do more than shake it once. At the end of turn 5 I wasn't in position (my army had turned up in 2 halves, despite the +1 to reserves the astropath gives) and Rich was winning one nil. Turn 6 comes, and I'm poised to sieze the draw. All I need is for my veteran squad to beat up one tau and consolidate onto the objective for the draw. They wound him four times... he passes all four armour saves. Drawn combat. We roll for the turn - it's over, Rich wins. Gah!
We played a turn seven out of idle curiosity and the veterans did eventually finish off the tau to claim the objective, and yarrick managed to get in and contest another one, giving me a one nil victory if there'd been a seventh turn. But bloody irritating that I have to chalk that one up as a loss cos he managed to pass FOUR 4+ armour saves. I suppose it calls for equipping sergeants with power swords, but to do that across the army would be a bit of a waste to me for how rarely combat matters to guard.
I could have perhaps helped myself if I'd learned the rules for Harker properly. It was only turn 6 I realised he gave his squad stealth, so they would have been +1 cover for half the game. And it was only as I was putting the models away I realised he gave them move through cover. Given that I moved on 6, then tried to move into the building on a 1 + 2 three turns in a row, knowing that ability sooner may have been useful for getting to the objective. Or, I'd have rolled 1 + 1 + 2. Who knows.
Anyway, a good close game, but irritating to chalk it up as a loss when I feel I should have got a turn 6 draw turn 7 victory.