Battle Report (Eldar Corsairs vs Tau Empire)

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The lumbering XV107 knelt down, a pneumatic hiss revealing the Shas’vre under its armoured carapace. Climbing on to his battlesuit’s shoulder, Vral surveyed the scene before him. An expanse of ruined Imperium buildings met his gaze. The burnt out husks of Craxis were once part of a bustling neo-gothic Administratum complex long ago visited by an unknown end. The Fire Warrior’s mission was simple: protect the Gue’la cargo container in the ruins of the centre plaza until relieved by a Strike Team and support .The honour of being Monat came with a great responsibility, Freedom Of One was not granted lightly by the Shas’O.

The XV107 R’Varna Battlesuit is a rare and formidable example of Tau technology and ingenuity. The R’varna could at a moment’s notice deploy its fearsome long range firepower on any given target. Perfect to bring the mission at hand to a triumphant conclusion. Vral was conscious of the great trust placed in him by his commander, the distinction of piloting this wonder of Earth Caste engineering was not lost of him, or on his peers.

On the other side of the ghost-city, raiders assembled. Eldar Corsairs of the Void Dragon fleet had been tracking the Imperial cargo containers for weeks and had now made planetfall on Craxis, determined to recover the hastily dropped Imperial merchant consignment. The Corsair jetbike scout squadron sped ahead at the behest of Prince Authul, weaving through the wrecked buildings, fast approaching their coveted prize.

Mission: Central Objective + Kill Points
Points: 1750pts
Deployment: Hammer & Anvil

Corsair Raiding Fleet Company:

–Command Crew–

Corsair Void Dreamer
Corsair Jet Pack, Mastery Level 1, Shadow Field

–Coterie–
Sky Burners

HQ

Corsair Baron
Corsair Jet Pack, Shadow Field

Troops

Corsair Reaver Band
Corsair Jet Packs, 3x Corsair w/ Lasblaster,
2x Corsair w/ Fusion Gun

Corsair Reaver Band
Corsair Jet Packs, 3x Corsair w/ Lasblaster,
2x Corsair w/ Flamer

Fast Attack
Corsair Nightwing
Corsair Kinetic Shrouds

Corsair Phoenix Bomber
Corsair Kinetic Shroud
2x Nightfire Missile Launchers, Pulse Laser

Heavy Support

Corsair Warp Hunter Squadron
Corsair Kinetic Shroud
2x Corsair Warp Hunters

–Coterie–
Head Takers

HQ

Corsair Prince
Corsair Jet Packr, Shadow Field, Survivor of Endless Darkness, Void Sabre

Troops

Corsair Cloud Dancer Band
3x Cloud Dancer w/ Scatter Laser

Heavy Support

Corsair Balestrike Band
Corsair Jet Packs, Corsair w/ Lasblaster,
4x Corsair w/ Shuriken Cannon

–Coterie–
Night Hunters

HQ

Corsair Baron
Corsair Jet Pack, Shadow Field

Troops

Corsair Reaver Band
Corsair Jet Packs, 3x Corsair w/ Lasblaster,
2x Corsair w/ Fusion Gun

Heavy Support

Corsair Balestrike Band
Corsair Jet Packs, Corsair w/ Lasblaster,
4x Corsair w/ Eldar Missile Launcher

HQ

Commander
2x MV7 Marker Drone
XV86 Coldstar Battlesuit
Shield Generator, Stimulant Injector

Elite

XV25 Stealth Battlesuits
Stealth Shas’ui with Burst Cannon, Stealth Shas’ui with Burst Cannon
Stealth Shas’vre
Fusion Blaster

XV95 Ghostkeel Battlesuits
Ghostkeel Shas’vre
Counterfire Defence System, Cyclic Ion Raker, Stimulant Injector, Twin-linked Fusion Blaster

XV95 Ghostkeel Battlesuits
Ghostkeel Shas’vre
Counterfire Defence System, Cyclic Ion Raker, Stimulant Injector, Twin-linked Fusion Blaster

Troops

Strike Team
10x Fire Warrior with Pulse Rifle

Strike Team
10x Fire Warrior with Pulse Rifle

Fast Attack

Barracuda Air Superiority Fighter [FW]
Disruption Pod

Pathfinder Team
9x Pathfinder
Pathfinder with Ion Rifle
Ion Rifle

XV9 ‘Hazard’ Close Support Team [FW]
2x MV1 Gun Drone
Hazard Shas’yr
Stimulant Injector, Twin-linked Burst Cannon, Twin-linked Burst Cannon

Heavy Support

XV107 R’varna Battlesuit [FW]
2x MV84 Shielded Missile Drone, Stimulant Injector

XV88 Broadside Battlesuits
Broadside
Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside
Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

So here we have it, (drum roll) battle report number 50! Wow, it feels like only a short time ago when we started making battle reports with no real idea to how successful we were to become. We would like to thank you all for your awesome support and feedback, it has really helped us evolve and we plan to release many more battle reports in the years to come. And on that note, let’s get this show on the road!
What an amazing board to celebrate our 50th report on! The ruins, smaller crates and barrels were made by Escenorama and they look fantastic! Nick will be using our studio Tau army to fight against Julian’s recently painted Eldar Corsairs. This should be an interesting fight!
The attention to detail by Escenorama is great and really assists in making our battles that extra bit immersive. We highly recommend you check them out!
Honestly what a gorgeous model! Anyway, in this battle report the R’varna was allowed to infiltrate next to the supply drop (main objective) to follow our back-story. We have to give a very big mention to Titan Miniatures – Commission Painting for this army’s beautiful paint job!
Night fighting was rolled for first turn. Julian deploys his army keeping his forces out of line of sight in case Nick steals the initiative. The flyers and two Reaver units were held in reserves.
The Corsair Prince and Balestrike unit armed with shuriken cannons wait behind some ruins with their sights firmly set in taking down the R’varna.
Nick then begins his deployment and sets up his gunline. His Tau is a very highly mobile list so it will be interesting to see how it fares against the Corsairs insane mobility.
The Ghostkeels deploy along each flank ready to advance and hold the open ground with their 2+ cover saves. Note, Nick did notice and remember to place the stealth drones behind the Ghostkeel
The Pathfinders find the tallest building, giving them the vantage point they need when using their marker lights.While the Stealth suits, XV9 Hazard and Barracuda were kept back in reserves.
The coast looks clear, but the Tau know all too well that there is an eldar presence in the vicinity. The Fire Warriors look to get themselves in cover while the Ghostkeel and Commander are set to advance and fish out the Corsairs.
Nick attempts to seize the initiative but fails so it’s on to turn 1!
Turn 1 (Eldar Corsairs) The Corsairs advance, peering out of cover where there is an opportunity to shoot, while ready to jump right back into cover after.
Turn 1 (Eldar Corsairs) The Cloud Dancer jetbikes come out of hiding to assist in trying to take out the R’varna.
Turn 1 (Eldar Corsairs) Julian starts his shooting phase by unleashing the warp hunter’s d-flail. He rolled and managed to get the maximum amount of barrage blasts, being 8 in total! Crazy stuff! But it all depends if the first blast hits. He rolls for scatter and…
Turn 1 (Eldar Corsairs) … direct hit! The R’varna stood no chance with 8 D hits, even against his 5+ invulnerable. The perfect start for the Corsairs while they also take first blood!
Turn 1 (Eldar Corsairs) With the main threat dealt with, the Cloud dancers focus their attention on taking out the Tau Commander with a hail of scatter laser shots before he decides to take flight. Some decent amount of hits, but was only able to remove the marker drones leaving just the Commander exposed.
Turn 1 (Eldar Corsairs) Now that the Tau Commander was left without his drones, the Corsair Balestrikes fire their missiles to try and inflict instant death. Nick opted to jink with his Commander, giving him a 3+ cover due to night fighting. It paid off and the Commander passed all three wounds he was forced to take. Nick was relieved to say the least!
Turn 1 (Eldar Corsairs) With the shooting phase over, the Corsairs use their jump moves to get themselves out of line of sight and/or into cover where possible. Eldar and their shenanigans!
Turn 1 (Tau Empire) Nick advances with his army. The Fire Warriors jumping into ruins, while the Ghostkeels, Broadsides and Commander move up closer to try and hold ground around the objective.
Turn 1 (Tau Empire) The commander also took flight to increase his survivability from any ground units next turn. Although sadly he will only be able to snap fire this turn as he jinked.
Turn 1 (Tau Empire) Nick starts off his shooting phase with his Broadsides. Due to the Corsair placement, a lot of their units were out of sight. That didn’t stop the Broadsides firing their smart missile systems, which ignore the need for line of sight, at the Cloud Dancer jetbike unit.
Turn 1 (Tau Empire) Despite only inflicting 5 wounds, Julian could not make of his saves and the unit is wiped out! That’s a considerable amount of firepower he had managed to take out there, so you can imagine that gave the Tau a small sigh of relief.
Turn 1 (Tau Empire) Again, there were not a lot of targets for the Tau to fire at, so Nick decided to assault move the Ghostkeels up to flush out the hidden Corsairs
Turn 2 (Eldar Corsairs) Julian rolls his reserve rolls. Thanks to the Corsair Sky Burners Cotorie, the failed rolls were made successful and both flyers and Reaver units were arriving this turn.
Turn 2 (Eldar Corsairs) The first Reaver unit, with the two flamers, land within the ruin where the Pathfinders are hiding. This could be devastating as we were playing this game following the first draft Games Workshop FAQ. Meaning that the flamers would be able to hit every model on every floor, and should wipe them out with ease.
Turn 2 (Eldar Corsairs) The first Reaver unit, with the two flamers, land within the ruin where the Pathfinders are hiding. This could be devastating as we were playing this game following the first draft Games Workshop FAQ. Meaning that the flamers would be able to hit every model on every floor, and should wipe them out with ease.
Turn 2 (Eldar Corsairs) The Phoenix Bomber positions itself so that it has a choice upon which target to go for. It is a proper killing machine with its 6 ignore cover blasts, 2 shuriken cannons and a pulse laser! So it was surely going to cause a world of pain to the Tau.
Turn 2 (Eldar Corsairs) The Nightwing covers the opposite flank to the Phoenix Bomber, but he has got his eyes firmly on his target… The Tau Commander. The Corsairs knew that this was probably the best chance he had at taking him out before he got his Barracuda support.
Turn 2 (Eldar Corsairs) After the reserves had come in, it’s time for the broadsides to do some intercepting! They focus their attention on the Reaver unit with flamers in an attempt to save the all important Pathfinders and their markerlights!
Turn 2 (Eldar Corsairs) The Broadsides unleash an onslaught of missiles from their missile pod and smart missile systems, but Julian could not make enough 4+ armour saves and cover saves, and the unit is wiped out before they could do anything. The Pathfinders are safe for now, or are they?..
Turn 2 (Eldar Corsairs) Up next were the dreaded warp hunters. Not too happy about having wiped out the Reaver unit, they turn the attention to vaporising those Broadsides.Julian rolled and received a total of 5 barrage blasts. All they ever need to do is hit and anything it targets is surely destroyed.
Turn 2 (Eldar Corsairs) And again, it was no exception here. The first blast managed to hit directly causing each subsequent blast to hit at least one of the broadsides. There was nothing they could have done, and that was them out of the game. Nick knows he really has to do something about those Warp Hunters if he is going to have a chance at winning this game.
Turn 2 (Eldar Corsairs) The Nightwing then fires its bright lances at the flying Tau Commander. Hitting and wounding with both, the Commander unfortunately failed one of his invulnerable saves and was instantly killed. The Tau are really going to have to pull something out of their sleeve if they are to even this battle out.
Turn 2 (Eldar Corsairs) The Balestrikes tried their luck against the 2+ cover save Ghostkeel. Nick failed two of the six wounds inflicted, but brushed one off due to feel no pain. That Ghostkeel is still very much a threat for the Corsairs.
Turn 2 (Eldar Corsairs) Now Julian was hoping that the Reavers would be able to take out the Stealth Drones and eliminate the cover bonuses to the Ghostkeel. But just as they were about to roll to hit, the Ghostkeels engaged ther holophoton countermeasures, forcing the Corsairs to snap fire. They fired and hit everything but their target, and the Tau were left unscathed!
Turn 2 (Eldar Corsairs) As they fired within 12″ of their target, they could make their free reckless abandon move and get them behind cover.
Turn 2 (Eldar Corsairs) The Pathfinders has become the main target again, this time with the Phoenix Bomber. With six ignore cover AP5 blasts at BS5, the Pathfinders are going to need more than a miracle to save them.
Turn 2 (Eldar Corsairs) And as you might have expected, it was too much of a tall order and the Pathfinders were inevitably obliterated. The Tau will surely struggle now as they have had all their markerlight support destroyed. Now as the shooting phase is over, the Corsairs set their focus on using their jetpacks to manoeuvre themselves back into cover. The Surviving Reaver unit behind enemy lines jumps into the now unoccupied ruin where the Pathfinders once stood.
Turn 2 (Eldar Corsairs) While the remaining Reaver unit continue holding their ground, unable to move to a better vantage point.
Turn 2 (Eldar Corsairs) The Corsair Prince and his Balestrike entourage jump into cover in the central ruin closest to the objective on their table half. Unless they can be dealt with, they will be able to cause a fair amount of harassment to any Tau unit who attempt to capture the objective.
Turn 2 (Tau Empire) The Tau make their reserve rolls and successfully passed on the Stealh suits and Barracuda, however the Hazard had to remain in reserves for at least another turn. The Stealth Suits went for a deepstrike behind one of the warp hunters in an attempt to take it out. However they were very unlucky with their scatter and suffered a deep strike mishap. Julian placed them in their deployment zone in an area where they would have to forfeit their shooting this turn, but would not be far enough to render them useless the whole game.
Turn 2 (Tau Empire) Nick’s Barracuda comes in flying hot and ready to try and take out a Corsair flyer to even the scores a little.
Turn 2 (Tau Empire) In a sight that’s not often seen, the Fire Warriors chose to evacuated their cover and advance themselves forward. This was done to maximise the volume of rapid fire shots they could have at the Nightwing that is flying directly in front of them. With a few lucky hits, there is a good chance they can take it out.
Turn 2 (Tau Empire) Nick’s Ghostkeel is is determined to inflict damage on the Warp Hunters. They need taking out as they can barrage and vanquish anything that attempts to hold the central objective.
Turn 2 (Tau Empire) The other Ghostkeel moves up to get into line of sight and range of the Corsair Prince and his Balestrike unit hiding in the central ruin. With the movement over, it’s time for the Tau to try and reverse the tide in their shooting phase!
Turn 2 (Tau Empire) The Fire Warriors that advanced forward tried their luck at taking out the Nightwing. 15 shots saw 3 hits, but unfortunately only a single glance. Julian failed his 5+ invulnerable kinetic field save, but aside from that the Nightwing was still fully functinal and very much a threat,
Turn 2 (Tau Empire) The Barracuda used its vast array of weaponry to shatter the phoenix bomber into a million pieces. Even the kinetic field invulnerable save was not enough to save it and the remnants of the flyer crash directly below.
Turn 2 (Tau Empire) Nicks other Fire Warrior unit fire at the Reaver unit hiding in the ruin behind enemy lines. However due to the Barons 2+ Shadowfield save, they were unable to cause any wounds.
Turn 2 (Tau Empire) The Ghostkeel fired its six S7 shots at the warp hunter not being able to cause any damage. It then fired its fusion shot, penetrating the armour and Julian failed his 5+ invulnerable. A potential to take out a warp hunter, but Nick was unfortunate and scored a 1 on his Ap1 weapon. It did mean that one was going to have to forfeit their shooting for the next turn.
Turn 2 (Tau Empire) The other Ghostkeel fired all of its shots at the Prince and Balestrike unit. But once again Julian passed every one of his 2+ invulnerables on his Prince! He only needed to fail one to suffer instant death, but fortunatly for the Corsairs, that was not the case. With that done the Tau shooting phase is over. The Ghostkeels then use the jet pack to move slightly further back.
Turn 3 (Eldar Corsairs) Julian begins his movement by moving the Warp Hunters behind cover and moving the Balestrike missile launcher team over for better line of sight to a Fire Warrior unit.
Turn 3 (Eldar Corsairs) The Nightwing flies further into enemy terrain, and vector dances to gain sight of the Barracuda and engage in the battle for air superiority,

5 COMMENTS

  1. I haven’t read it yet but – yessssssss Corsairs finally!!! Saw them in the video batrep and was waiting for this one!

  2. This is as good as a battle report can ever get I suppose 🙂
    Beautiful armies, gorgeous terrain, close and tense game – excellent! The only thing it lacks is a closing piece of back-story written on behalf of the corsair Prince.
    Great stuff, many thanks to the players and the whole of SN team!

  3. Guys, just want you to know that your website has this problem for majority of battlereports >
    URL signature expired. All pictures just don’t show up.
    It’s irritating to say the least when you cannot read battreps of such outstanding quality.

    • Hi viktor we are trying to sort it out in the meantime all our reports are on our facebook page under albums in even better quality anyway

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