[BFG]Close Encounters
Posted: Fri Jan 20, 2023 7:29 am
CLOSE ENCOUNTERS - A BATTLEFLEET GOTHIC BATTLE REPORT (Originally posted 2019)
Almost two months ago, on the anniversary of Operation OVERLORD in the Second World War, was the birthday of Cristina Scabbia, the lead singer and frontwoman for Italian gothic metal band Lacuna Coil. If that name sounds familiar and you aren't familiar with Lacuna Coil, it may be because she is also the namesake of one of the escort squadrons in my Tau fleet for Battlefleet Gothic. Cristina Scabbia is an awesome person, and an extremely capable vocalist, and you should definitely give a listen to some of her music if that's the kind of genre you're into.
By a curious coincidence, Cristina Scabbia's birthday also marked the point at which a sad little nocturnal parrot dwelling in New Zealand had existed for a quarter of a century. Given that this year the date fell on the same day that the nearest FLGS also has its late-night gaming day, I decided to celebrate it the best way I could think of: with a giant space battle. After having my appetite whetted by two Raid scenarios, I was eager to start playing some bigger games to show off more of my Tau fleet and get to grips with some of the Battle scenarios. Asking around to find an opponent resulted in a surprise coup - I was able to book in a match against one of the two people that had first cued me into the existence of other Battlefleet Gothic players in the general area, and their beautifully painted Eldar fleet.
The stage was set for my third Battlefleet Gothic game, a 1500 point Fleet Engagement. After spending several months avoiding the encroaching Tau forces, the Eldar have finally made themselves known by attacking and destroying a Tau waystation established as a diplomatic meeting point. Speeding towards the distress beacon, the investigation force of Kor'vattra fleet K-42 now seeks to bring the Eldar to battle in retaliation for the surprise attack.
But as they say, one might as well try to catch starlight in a bottle as bring the Eldar to battle...
Fleets and Strategy
Not only was this a chance to test out my long-planned fleet doctrine as applied in the large-scale engagements it was always envisioned for, it was also a chance to test my mettle against the Eldar, generally considered one of the more challenging fleets to face. Strangely enough, fighting Eldar was something I had never really given much serious thought towards until discovering someone with an Eldar fleet at the FLGS. Instead my Tau fleet doctrine had always been constructed around the assumption that I would be facing an Imperial or Chaos fleet (the two most common forces), a Space Marine fleet (basically a more aggressive Imperial fleet) or an Ork or Tyranid fleet (which would be playing the same head-on charge game that Tau do). How it would work against ultra-mobile ships that could be expected to attack from any direction was something I never really considered until recently.
This is all the more curious because the Corsair Eldar are one of my favourite fleets after the Tau (their ships just look so cool!), and I had long planned to start a Corsair Eldar fleet after the Tau fleet was finished. Having studied the Corsair Eldar fleet for some time I had come up with a prospective doctrine for a very aggressive playstyle, reasoning that the best approach to using Eldar ships would be to use their terrific mobility to quickly zip around the enemy fleet, get into the rear aspects of their ships and hammer them to pieces at close range with the heavy firepower Eldar ships typically carry, using that same fantastic manoeuvrability to stay in behind opposing ships where they could not return fire.
After the possibility of fighting an Eldar fleet became a distinct reality I was curious to see how my 'plough straight through them like a freight train' Tau doctrine would work against my 'get in behind' Eldar doctrine. The result was a moment of horror that can only be described as what US Generals at the Pentagon must have felt when they discovered the existence of the SU-27 and MiG-29 fighter jets, the TU-160 strategic bomber and the R-73 air-to-air missile (amongst many, many, many other things in the 1980s). Not only would my typical Tau approach of slowly creeping up the board with all ships' prows facing the enemy run into serious problems against a flanking Eldar fleet, that approach would work against me to fatal effect - once an Eldar capital ship or escort squadron managed to get into the rear aspects they would be able to roll up the entire fleet with impunity.
Fortunately salvation was swift in coming, and it quickly dawned on me that I could rework my standard Tau doctrine to be effective against Eldar (and other highly mobile fleets, like Necrons) with only minimal modification. My new plan hinged on three key points to plan around:
1. Given the massive disparity in speed, there is nothing I can do to stop the Eldar from getting behind my ships. They WILL get behind my fleet.
2. The Eldar will want to get behind my ships, as this will prevent my ships from firing back at them.
3. Eldar movement is tied to the sun. The Eldar will always keep one side of their ships facing the sun, as this will maximise their movement distance. This will make the Eldar movement patterns predictable.
With these three factors in mind, my new anti-Eldar strategy is a simple twist on my classic Tau Kor'vattra attack; instead of keeping the entire fleet together as one unstoppable mass, my plan is to split it into two reasonably sized strike groups, deployed on opposite sides of the board on opposing headings, such that they will travel across the length of the board, meet head-on in the middle and then fly past each other. Ideally their initial trajectories will look something like a giant 'X'.
This may seem counter-intuitive at first - after all, it means my very lackluster broadside arcs are going to be facing the enemy deployment zone on turn one while my forward aspects, where the firepower on Tau ships is concentrated, is out of the fight. The trick, however, is that by doing so it means that the rear aspects of one strike group is always in the forward arc of the other. Students of Tau lore might recognise this strategy as a Kau'yon ploy in space, using my own rear aspects as the lure. Thus, it does not matter that I cannot stop the Eldar from getting behind me, because getting behind me will do them no good.
This in turn means that the only place my fleet is vulnerable is in its broadside arcs. This is where the 'X' style of approach angles comes in. By deploying my fleet this way, my forward arcs will start out covering the closest broadside arcs to the enemy of each strike group. That way, if the Eldar wise up to my plan and try to go for my broadside arcs instead, all my guns are already pointing in the right direction. If the Eldar press ahead and go for the rear aspects, a simple single turn will be enough to bring my firepower to bear and spring my trap. This will of course leave my 'inside' broadside arcs dangerously exposed, but that can be compensated by screening that aspect with my plentiful ordnance, forcing the Eldar to run a gauntlet of Mantas if they want to stay there.
Thus, I have - in theory at least - ensured that the Eldar's strengths are useless, and should be able to force them to choose between several bad options.
So, I've worked out what I want my ships to be doing, now it's time to figure out how to actually hurt the Eldar ships. As we've already discussed, the single greatest weapon the Tau fleet has is its massive, unsurpassed ordnance capability. As a secondary sidearm it can also fall back on some reasonably OK gunnery shooting. Now, one of the tricky things about fighting Eldar is that instead of normal shields their ships are equipped with Holofields which camouflage them and provide a 2+ save against every kind of attack except weapons batteries (which just suffer a negative column shift on the gunnery table instead).
Because of this, conventional wisdom holds that the single best anti-Eldar weapon is weapons batteries (or their equivalent), which isn't the best news for me given that Tau fleets don't usually have an abundance of those. However, I have an ace up my sleeve in the form of blast markers. Every hit saved by an Eldar Holofield places a blast marker in contact with the Eldar ship, and because Eldar ships don't have conventional shields they take damage on a roll of a 6 whenever they come into contact with blast markers. This means that I can use my ample Tau ordnance capability to drown the Eldar ships in blast markers, forcing them to roll for damage at every turn - they've got to roll that 6 sooner or later. Better yet, blast markers also slow down ships contacting them, robbing the Eldar of their greatest advantage (fantastic mobility).
Building on this, I intend to disperse my ordnance as much as possible, using multiple smaller missile salvos from escorts and launching Mantas as individual squadrons rather than waves. While it's normally logical to concentrate ordnance against specific targets when facing other fleets, against Eldar this will only serve to make my ordnance easier to dodge and more susceptible to overkill. In contrast, by splitting the ordnance up and spreading it out I can present the Eldar fleet with more threats, making it harder to avoid them all and overwhelming their powerful but numerically small fighter cover with the old 'The Bomber Will Always Get Through' trick (if the Eldar fleet only has 8 launch bays, and I send 18 Manta squadrons at them, then I'm guaranteed to get at least two past the Eldar fighters in addition to any missiles I fire). Sure, they won't roll many dice to inflict damage, and the hits they do get will probably be saved by the Holofields, but in this situation the ordnance is a suppression weapon - even if it inflicts no damage at all, if it slows the Eldar down enough for me to out-manoeuvre them then it's done its job.
Between being suppressed by my ordnance and my clever fleet deployment, with any luck I'll be able to get the Eldar right where I want them, and then my railcannon batteries can deliver the coup de grace.
With my strategy organised, my next task is actually putting together a fleet list. Since I'll be playing a fleet that's larger than 750 points I need to take a Fleet Commander, and given their crucial importance to Tau fleets I'm pulling out all the stops with a full Kor'O accompanied by an Aun'O to give me a grand total of three command re-rolls to keep my ordnance loaded. With the commander sorted, I need to arrange for some transportation for them. This will come in the form of a Merchant class starship with a reinforced hull and two Orca gunships. Putting a Tau Fleet Commander on a Merchant is certainly not the most efficient choice - normally you want them on a carrier or Hero class to make maximum use of their guaranteed high leadership for reloading ordnance. The decision to assign the Kor'O a Merchant class is instead purely based on lore and modelling; my fleet's flagship is a Merchant class, and I wanted to show off the model for it, so that's the flagship I'm using.
I have a flagship and an admiral, now it's time to give him some ships to command. At any points level above 750 a Tau fleet must take at least one Explorer class starship, and I'm taking two which will give me a very respectable 16 launch bays and give each of my strike groups a solid core (and a nice obvious target to distract the Eldar). After that it's only sensible to make full use of their gravitic hooks and take six Orca gunships in two squadrons of 3. One of the most manoeuvrable ships in the Tau fleet, their 90 degree turns will be invaluable in chasing down Eldar ships and intercepting threats.
A Hero class starship will round out my capital ships. Not only will it provide more launch bays and missile strikes, it will also give me some much needed gunnery muscle and staying power. Normally I would take the standard Vash'ya configuration Hero, but against Eldar it would be foolish not to break out the T'olku configuration instead; a Firepower 12 railcannon attack will go much further against those Holofields than four ion cannons would.
It was tempting to take a second Hero class, but instead I've chosen to field an extra squadron of Defender class starships, giving me 6 of them in two squadrons of 3. I'll need as much ordnance as possible to win the day, and Defenders yield slightly more missiles for the points. They also have the advantage of being able to fire lots of 2-missile salvos, which will be more useful for pinning Eldar ships and covering space, while more escorts will allow me to screen the flanks of my capital ships against any nasty surprises. Finally, I've been very impressed with my Defenders' performance in my previous games, so I have a good feeling about them here.
After all that I have just enough points left over for two more escorts. I thought about boosting my Defenders to 4-ship squadrons, but instead I've decided to take two Messenger class starships instead. In larger games like this it's generally a good idea for a Tau fleet to have a couple of Tracking Systems handy (1 per 500 points is usually considered ideal), and those same Tracking Systems will probably be worth their weight in gold against the Eldar, in both enhancing my railcannon batteries against Holofields and boosting my turret performance against Eldar ordnance.
The Eldar fleet was comprised as follows:
- Ld 9 for the Serenity (automatic because my Kor'O is on it)
- Ld 8 for the National Geographic
- Ld 7 for the Galactica
- Ld 6 for the Sulaco
- Ld 8 for Nightwish Squadron
- Ld 8 for Delain Squadron
- Ld 8 for the Nostromo
- Ld 7 for the Millennium Falcon
- Ld 8 for Imperia Squadron
- Ld 8 for Sirenia Squadron
- Ld 7 for Shuttle 1 and Shuttle 2
Clearly my massive emphasis on large scale fleet battles and the relentless drills toward that end have paid off. I don't think I could ask for much better than those results. Really the only unfortunate part is Ld 6 on my Hero, but with 7s and 8s on literally everything else - including all the other ordnance platforms in my fleet - and three command re-rolls it shouldn't be too difficult to work around. All things considered it's some excellent leadership results, and I could certainly have done a lot worse.
Due to their bonus when rolling for Leadership, the Eldar end up with a fairly tight cluster of Leadership ratings. From memory most were Ld 8.
The room's chronometer chimed meekly from its perch near the ceiling of the reception chamber, the only sound to break the empty ambience in which Por'Ui'T'au'Mesme sat reviewing the documents arrayed before him on a steely grey desk. The Tau knew this noise marked the 5th dec he had been waiting here now, and it would only be 5 more before he was released of his duties and could escape the agonising drought of activity within the reception chamber. Mesme wondered who he could have offended to be given such a tedious posting. Still, Meseme supposed that there were far worse regions of space he could have been assigned to. Boredom was still infinitely more preferable to facing some of the less savoury inhabitants of the Eastern Fringe.
The Por'Ui looked over his papers and information readouts once more, an array of data and knowledge the Tau had gleaned about the Ar'cea to whom it was his mission to conduct First Contact with. All reports suggested that these Ar'cea were an autonomous or semi-autonomous faction, although long-range image captures had shown their ships to have markings that suggested they were somehow affiliated with one of the major Ar'cea 'Craftworld' nation-states that was known to be operating near Tau space. The exact relationship was unclear, but what was known was that these Ar'cea had claimed dominion over the entire local region and attacked any shipping that passed through it at their whim. They were also in conflict with local pirate groups, most notably a sizeable Ores'la presence that they seemed to be engaged in a power struggle with. The Ar'cea had recently inflicted a string of defeats on the Ores'la which had left them seemingly unchallenged as the dominant power.
All this changed when the Tau had moved in. In an ongoing effort to secure the borders of the Tau Empire Tau fleet elements had since moved into this region and begun anti-piracy operations. The Kor'vattra fleet sent in had already inflicted significant losses on the Ores'la, and had systematically destroyed several smaller local corsair bands with no sign of their progress stalling. The arrival of strong Tau military forces into the area had shattered the existing balance of power and the Ar'cea had become increasingly erratic ever since.
Which was where Mesme came in. Eager to gain new allies in the region and seeing no sense in antagonising the Ar'cea if it could be avoided, the Tau were eager to open up channels of diplomacy with the enigmatic aliens. To this end they had set up the waystation Mesme was currently stationed at, placed inside the primary biosphere of an uninhabited system in what was believed to be neutral ground, where the Ar'cea could approach and communicate with the Tau in peace. The Por'Ui had been residing there now for over a Kai'rotaa now, but for the entire duration the Ar'cea had sent no-one. It was almost like Mesme's entire mission would amount to an elaborate exercise in finding new and inventive ways to do nothing.
At once the Por'Ui was violently ripped from his thoughts by the sudden shrill metallic ring of the waystation's proximity alert and an announcement on the desk readouts that an unidentified spacecraft was docking. The Tau's heart skipped a beat. In the distance he could hear the sound of the airlock opening, followed by a pattern of footfalls. Mesme scrambled to organise the desk and array his thoughts in order. The footsteps were very light, if it had not been for the last few decs of near silence to train his ears Mesme might not have heard them, but they were certainly growing closer.
With a hiss the door facing Mesme slid open, and through the open portal stepped two towering warriors one after the other, statuesque giants covered in sleek vividly coloured mesh plating which left no trace of flesh visible to suggest they were even organic creatures at all. Deep red and orange lenses unblinkingly gazed down at the Por'Ui from smooth teardrop-shaped helmets. Each figure held a small elegantly tapered pistol in one hand, trained unerringly at the Tau, and grasped a long slender chainblade in the other.
Mesme could hear another set of footfalls coming from outside. After a moment both of the figures facing him swiftly holstered their pistols in a fluid blur of motion and stood at ease. Then a third Ar'cea entered the room. From his research Mesme deduced that this one was female, and clearly meant to be an envoy of some description. She too towered over the Tau, but instead of armour she was clad in long flowing intricately-embellished robes of deep blue and rich yellow. She wore no helmet, leaving her sunlight-coloured hair to fall down below her shoulders. Not a single mark seemed to mar her skin.
"Are you alive?" she asked.
Mesme was taken aback by the question. "Yes?" he replied, not quite as certain of himself as he felt he should be.
An inscrutable fae smile crept across the envoy's face. "We shall see..." she said.
* * * *
Kor'O'T'au Kais'Y'eldi'Aloh looked on in silent horror at the cloud of debris which was all that remained of the waystation, lingering on the long-range imaging display projected at the front of his bridge. Though he was no stranger to the nightmarish depredations of Ar'cea raiders, he had wished that this particular faction might be one of the more civilised ones and know better than to thoughtlessly attack a civilian outpost clearly intended as a sign of peace. At the very least he thought they would have had the good sense to recognise that they would benefit from assistance against their rivals, especially the Ores'la. Kais's fleet was still many millions of Tor'kan from the debris, and with a sickening feeling in his core the Kor'O knew that it would be futile to search for survivors by the time they arrived.
"Kor'O!" said one of Kais's bridge officers, "We have multiple Ar'cea power signatures on our scopes, concentrated in two groups off our flanks. They're moving to attack formation!"
"Order all hands to battle stations!" Kais replied, "The Ar'cea have given us their answer..."
Almost two months ago, on the anniversary of Operation OVERLORD in the Second World War, was the birthday of Cristina Scabbia, the lead singer and frontwoman for Italian gothic metal band Lacuna Coil. If that name sounds familiar and you aren't familiar with Lacuna Coil, it may be because she is also the namesake of one of the escort squadrons in my Tau fleet for Battlefleet Gothic. Cristina Scabbia is an awesome person, and an extremely capable vocalist, and you should definitely give a listen to some of her music if that's the kind of genre you're into.
By a curious coincidence, Cristina Scabbia's birthday also marked the point at which a sad little nocturnal parrot dwelling in New Zealand had existed for a quarter of a century. Given that this year the date fell on the same day that the nearest FLGS also has its late-night gaming day, I decided to celebrate it the best way I could think of: with a giant space battle. After having my appetite whetted by two Raid scenarios, I was eager to start playing some bigger games to show off more of my Tau fleet and get to grips with some of the Battle scenarios. Asking around to find an opponent resulted in a surprise coup - I was able to book in a match against one of the two people that had first cued me into the existence of other Battlefleet Gothic players in the general area, and their beautifully painted Eldar fleet.
The stage was set for my third Battlefleet Gothic game, a 1500 point Fleet Engagement. After spending several months avoiding the encroaching Tau forces, the Eldar have finally made themselves known by attacking and destroying a Tau waystation established as a diplomatic meeting point. Speeding towards the distress beacon, the investigation force of Kor'vattra fleet K-42 now seeks to bring the Eldar to battle in retaliation for the surprise attack.
But as they say, one might as well try to catch starlight in a bottle as bring the Eldar to battle...
Fleets and Strategy
Not only was this a chance to test out my long-planned fleet doctrine as applied in the large-scale engagements it was always envisioned for, it was also a chance to test my mettle against the Eldar, generally considered one of the more challenging fleets to face. Strangely enough, fighting Eldar was something I had never really given much serious thought towards until discovering someone with an Eldar fleet at the FLGS. Instead my Tau fleet doctrine had always been constructed around the assumption that I would be facing an Imperial or Chaos fleet (the two most common forces), a Space Marine fleet (basically a more aggressive Imperial fleet) or an Ork or Tyranid fleet (which would be playing the same head-on charge game that Tau do). How it would work against ultra-mobile ships that could be expected to attack from any direction was something I never really considered until recently.
This is all the more curious because the Corsair Eldar are one of my favourite fleets after the Tau (their ships just look so cool!), and I had long planned to start a Corsair Eldar fleet after the Tau fleet was finished. Having studied the Corsair Eldar fleet for some time I had come up with a prospective doctrine for a very aggressive playstyle, reasoning that the best approach to using Eldar ships would be to use their terrific mobility to quickly zip around the enemy fleet, get into the rear aspects of their ships and hammer them to pieces at close range with the heavy firepower Eldar ships typically carry, using that same fantastic manoeuvrability to stay in behind opposing ships where they could not return fire.
After the possibility of fighting an Eldar fleet became a distinct reality I was curious to see how my 'plough straight through them like a freight train' Tau doctrine would work against my 'get in behind' Eldar doctrine. The result was a moment of horror that can only be described as what US Generals at the Pentagon must have felt when they discovered the existence of the SU-27 and MiG-29 fighter jets, the TU-160 strategic bomber and the R-73 air-to-air missile (amongst many, many, many other things in the 1980s). Not only would my typical Tau approach of slowly creeping up the board with all ships' prows facing the enemy run into serious problems against a flanking Eldar fleet, that approach would work against me to fatal effect - once an Eldar capital ship or escort squadron managed to get into the rear aspects they would be able to roll up the entire fleet with impunity.
Fortunately salvation was swift in coming, and it quickly dawned on me that I could rework my standard Tau doctrine to be effective against Eldar (and other highly mobile fleets, like Necrons) with only minimal modification. My new plan hinged on three key points to plan around:
1. Given the massive disparity in speed, there is nothing I can do to stop the Eldar from getting behind my ships. They WILL get behind my fleet.
2. The Eldar will want to get behind my ships, as this will prevent my ships from firing back at them.
3. Eldar movement is tied to the sun. The Eldar will always keep one side of their ships facing the sun, as this will maximise their movement distance. This will make the Eldar movement patterns predictable.
With these three factors in mind, my new anti-Eldar strategy is a simple twist on my classic Tau Kor'vattra attack; instead of keeping the entire fleet together as one unstoppable mass, my plan is to split it into two reasonably sized strike groups, deployed on opposite sides of the board on opposing headings, such that they will travel across the length of the board, meet head-on in the middle and then fly past each other. Ideally their initial trajectories will look something like a giant 'X'.
This may seem counter-intuitive at first - after all, it means my very lackluster broadside arcs are going to be facing the enemy deployment zone on turn one while my forward aspects, where the firepower on Tau ships is concentrated, is out of the fight. The trick, however, is that by doing so it means that the rear aspects of one strike group is always in the forward arc of the other. Students of Tau lore might recognise this strategy as a Kau'yon ploy in space, using my own rear aspects as the lure. Thus, it does not matter that I cannot stop the Eldar from getting behind me, because getting behind me will do them no good.
This in turn means that the only place my fleet is vulnerable is in its broadside arcs. This is where the 'X' style of approach angles comes in. By deploying my fleet this way, my forward arcs will start out covering the closest broadside arcs to the enemy of each strike group. That way, if the Eldar wise up to my plan and try to go for my broadside arcs instead, all my guns are already pointing in the right direction. If the Eldar press ahead and go for the rear aspects, a simple single turn will be enough to bring my firepower to bear and spring my trap. This will of course leave my 'inside' broadside arcs dangerously exposed, but that can be compensated by screening that aspect with my plentiful ordnance, forcing the Eldar to run a gauntlet of Mantas if they want to stay there.
Thus, I have - in theory at least - ensured that the Eldar's strengths are useless, and should be able to force them to choose between several bad options.
So, I've worked out what I want my ships to be doing, now it's time to figure out how to actually hurt the Eldar ships. As we've already discussed, the single greatest weapon the Tau fleet has is its massive, unsurpassed ordnance capability. As a secondary sidearm it can also fall back on some reasonably OK gunnery shooting. Now, one of the tricky things about fighting Eldar is that instead of normal shields their ships are equipped with Holofields which camouflage them and provide a 2+ save against every kind of attack except weapons batteries (which just suffer a negative column shift on the gunnery table instead).
Because of this, conventional wisdom holds that the single best anti-Eldar weapon is weapons batteries (or their equivalent), which isn't the best news for me given that Tau fleets don't usually have an abundance of those. However, I have an ace up my sleeve in the form of blast markers. Every hit saved by an Eldar Holofield places a blast marker in contact with the Eldar ship, and because Eldar ships don't have conventional shields they take damage on a roll of a 6 whenever they come into contact with blast markers. This means that I can use my ample Tau ordnance capability to drown the Eldar ships in blast markers, forcing them to roll for damage at every turn - they've got to roll that 6 sooner or later. Better yet, blast markers also slow down ships contacting them, robbing the Eldar of their greatest advantage (fantastic mobility).
Building on this, I intend to disperse my ordnance as much as possible, using multiple smaller missile salvos from escorts and launching Mantas as individual squadrons rather than waves. While it's normally logical to concentrate ordnance against specific targets when facing other fleets, against Eldar this will only serve to make my ordnance easier to dodge and more susceptible to overkill. In contrast, by splitting the ordnance up and spreading it out I can present the Eldar fleet with more threats, making it harder to avoid them all and overwhelming their powerful but numerically small fighter cover with the old 'The Bomber Will Always Get Through' trick (if the Eldar fleet only has 8 launch bays, and I send 18 Manta squadrons at them, then I'm guaranteed to get at least two past the Eldar fighters in addition to any missiles I fire). Sure, they won't roll many dice to inflict damage, and the hits they do get will probably be saved by the Holofields, but in this situation the ordnance is a suppression weapon - even if it inflicts no damage at all, if it slows the Eldar down enough for me to out-manoeuvre them then it's done its job.
Between being suppressed by my ordnance and my clever fleet deployment, with any luck I'll be able to get the Eldar right where I want them, and then my railcannon batteries can deliver the coup de grace.
With my strategy organised, my next task is actually putting together a fleet list. Since I'll be playing a fleet that's larger than 750 points I need to take a Fleet Commander, and given their crucial importance to Tau fleets I'm pulling out all the stops with a full Kor'O accompanied by an Aun'O to give me a grand total of three command re-rolls to keep my ordnance loaded. With the commander sorted, I need to arrange for some transportation for them. This will come in the form of a Merchant class starship with a reinforced hull and two Orca gunships. Putting a Tau Fleet Commander on a Merchant is certainly not the most efficient choice - normally you want them on a carrier or Hero class to make maximum use of their guaranteed high leadership for reloading ordnance. The decision to assign the Kor'O a Merchant class is instead purely based on lore and modelling; my fleet's flagship is a Merchant class, and I wanted to show off the model for it, so that's the flagship I'm using.
I have a flagship and an admiral, now it's time to give him some ships to command. At any points level above 750 a Tau fleet must take at least one Explorer class starship, and I'm taking two which will give me a very respectable 16 launch bays and give each of my strike groups a solid core (and a nice obvious target to distract the Eldar). After that it's only sensible to make full use of their gravitic hooks and take six Orca gunships in two squadrons of 3. One of the most manoeuvrable ships in the Tau fleet, their 90 degree turns will be invaluable in chasing down Eldar ships and intercepting threats.
A Hero class starship will round out my capital ships. Not only will it provide more launch bays and missile strikes, it will also give me some much needed gunnery muscle and staying power. Normally I would take the standard Vash'ya configuration Hero, but against Eldar it would be foolish not to break out the T'olku configuration instead; a Firepower 12 railcannon attack will go much further against those Holofields than four ion cannons would.
It was tempting to take a second Hero class, but instead I've chosen to field an extra squadron of Defender class starships, giving me 6 of them in two squadrons of 3. I'll need as much ordnance as possible to win the day, and Defenders yield slightly more missiles for the points. They also have the advantage of being able to fire lots of 2-missile salvos, which will be more useful for pinning Eldar ships and covering space, while more escorts will allow me to screen the flanks of my capital ships against any nasty surprises. Finally, I've been very impressed with my Defenders' performance in my previous games, so I have a good feeling about them here.
After all that I have just enough points left over for two more escorts. I thought about boosting my Defenders to 4-ship squadrons, but instead I've decided to take two Messenger class starships instead. In larger games like this it's generally a good idea for a Tau fleet to have a couple of Tracking Systems handy (1 per 500 points is usually considered ideal), and those same Tracking Systems will probably be worth their weight in gold against the Eldar, in both enhancing my railcannon batteries against Holofields and boosting my turret performance against Eldar ordnance.
Kor'vattra Fleet K-42 Relief Force
Fleet Commander
Kor'O'T'au Kais'Y'eldi'Aloh - Kor'O (Ld 9): 80 pts
Aun'O'T'au Ret'Sav'cyr - Aun'O (Two extra re-rolls): 75 pts
Capital Ships
Serenity - Il'fannor Merchant class starship (Kel'shan Configuration) with reinforced hull: 110 pts (Flagship)
National Geographic - Gal'leath Explorer class starship (Vash'ya Configuration): 230 pts
Galactica- Gal'leath Explorer class starship (Vash'ya Configuration): 230 pts
Sulaco - Lar'shi Hero class starship (T'olku Configuration): 180 pts
Escorts
Nightwish Squadron - 3 Kir'qath Defender class starships: 135 pts
Delain Squadron - 3 Kir'qath Defender class starships: 135 pts
Sirenia Squadron - 3 Kass'l Orca gunships: 75 pts
Imperia Squadron - 3 Kass'l Orca gunships: 75 pts
Shuttle 1 and Shuttle 2 - 2 Kass'l Orca gunships: 50 pts
Nostromo - Skether'qan Messenger class starship: 50 pts
Millennium Falcon - Skether'qan Messenger class starship: 50 pts
TOTAL: 1475 pts
The Eldar fleet was comprised as follows:
With the fleets determined, it was time to determine the Leadership ratings for my ships. Between the last two games I have determined no noticeable pattern to exploit in my Leadership rolling, so I decide to just get the worst of it over and done with like a band-aid and roll for my carriers first, then the missile boats. After a few moments of agonising tension (it can't have been more than a minute or two, but it seriously felt like 20!), I end up with:Ar'cea Raiders
Fleet Commander
Unidentified Ar'cea Warlord - Eldar Hero: 100 pts
Capital Ships
Unidentified Ar'cea heavy warship - Void Stalker battleship: 380 pts
Unidentified Ar'cea warship A - Eclipse class cruiser: 250 pts
Unidentified Ar'cea warship B - Eclipse class cruiser: 250 pts
Unidentified Ar'cea warship C - Warithship with pulsar lance and launch bays: 160 pts
Escorts
Unidentified Ar'cea attack squadron A - 3 Hemlock class destroyers: 120 pts
Unidentified Ar'cea attack squadron B - 3 Hemlock class destroyers: 120 pts
Unidentified Ar'cea attack squadron C - 3 Nightshade class destroyers: 120 pts
TOTAL: 1500 pts
- Ld 9 for the Serenity (automatic because my Kor'O is on it)
- Ld 8 for the National Geographic
- Ld 7 for the Galactica
- Ld 6 for the Sulaco
- Ld 8 for Nightwish Squadron
- Ld 8 for Delain Squadron
- Ld 8 for the Nostromo
- Ld 7 for the Millennium Falcon
- Ld 8 for Imperia Squadron
- Ld 8 for Sirenia Squadron
- Ld 7 for Shuttle 1 and Shuttle 2
Clearly my massive emphasis on large scale fleet battles and the relentless drills toward that end have paid off. I don't think I could ask for much better than those results. Really the only unfortunate part is Ld 6 on my Hero, but with 7s and 8s on literally everything else - including all the other ordnance platforms in my fleet - and three command re-rolls it shouldn't be too difficult to work around. All things considered it's some excellent leadership results, and I could certainly have done a lot worse.
Due to their bonus when rolling for Leadership, the Eldar end up with a fairly tight cluster of Leadership ratings. From memory most were Ld 8.