Welp, just got back from Buckeye Battles Doubles in Ohio. I went in with Tau and my buddy Custodes. 1K each. No named characters allowed. The event used custom/edited scenarios, and I was not a fan. My summaries are going to be terrible and jump around because I also have poor knowledge of most other armies...this is something I have to work on.
My list for anyone curious:
3 Broadside Battlesuits with rail rifles and +1 to hit fly and SMS
1 Riptide with Heavy Burst Cannon and SMS. -1 AP on all weapons, and ability to move and fire Heavy with no minus
10 Shield Drones
About 25 Firewarrirors (strike team)
6 Pathfinders for Markerlights
1 Cadre Fireblade (Warlord) with Unity through Devestation and Puretide Engram
1 Ethereal
Game 1 vs Dark Eldar/Harlequins.
Scenario was a pure Win/Loss. There were 6 objectives. When you held one, you rolled D6 at beginning of turn. 1-5 and the objective disappeared. On a 6, or if the last objective, it became the main objective. Whomever held this objective at the end of Turn 5 won. Nothing else mattered. I hated this scenario, because it relies on luck way, way too much. There was a Death Guard/Death Guard team at the event, and they popped their objective in their deployment zone with a 6 on turn 1. Then they sat on that objective for 5 turns, and the enemy had to come full assault at them. Getting 2K off an objective isn't an easy task when they are Death Guard, and those facing them lost. In our game, we got stomped. It was 9 AM, our brains weren't working great, and anything with negatives to hit are the bane of my Tau existence. I'll just say that it was rough, and I'll die happy if I never have to face Harlequins again.
Game 2 vs Space Marines/Harlequins.
The Emperor hates me and matched me against Harlequins again. The Space Marine also was using a chapter that gave things a -1 to hit. Scenario was slightly better, but still not a fan of at all. There were 4 objective markers, but you scored points at the end of every single turn, both teams. So if teammate and I held 1 objective, and the enemy held 3, then they scored 3 at end of not only their turn, but our turn again if we didn't get them off any objectives. I'll spoil the game and reveal that we lost. The good news is that these 2 guys were some of the most fun people I've ever played against. They were funny as hell, great sports that were always smiling and having a good time, and it really helped make the event worth it. As for the game itself, we rolled a 6 to go first, and they seized with a 6 back at us. Lucky for us, they whiffed HARD on turn 1. They got in our faces immediately, and some crazy unit was coming at me with 10 attacks or some crap with a turn 1 charge. They soaked up most of my overwatch, then thank the Emperor he rolled snake-eyes on his charge. He CP'ed, and rolled another 1. I can't remember if turn 1 or 2, but same player with Harlequins got up close with his Warlord with Custodes, and whiffed all his attacks, then got murdered in retaliation. By end of turn 2, this guy had 2 vehicles left with 5 troops in each. And this is why I really liked these opponents, because by the end of our turn 2, and them getting blasted, they were still in great spirits having a great time. This is where we really screwed up though. My deployment was awful, because the board was SUPER terrain heavy, and I didn't take line of sight into consideration enough. And my teammate went in super aggressive with Custodes, because the marine had a lot of crap in deep strike, and I wanted them intimidated enough to deep strike on their side of board, and not near my Tau gunline. Well, it worked! Except the Custodes were too far forward, and the space marines came in with a ton...Plasma Inceptors were part of it, and they ended up clearing most of my teammates remaining Custodes that over-extended. Then I was so far back with Tau, and line of sight poor to a lot of things that came in, that I was providing barely any help. So they took 3 objectives, and because they scored not only end of their turn, but ours also, they jumped ahead in points fast. And I wasn't mobile or strong enough to fight them off quick enough. To skip a lot of details, we lost by about 5-6 points.
Game 3 vs Chaos Space Marines/Knights.
CSM was composed of 0 psykers. Helldrake, demon engine stuff, lord discordant, and some other small units I didn't recognize. The Knight player brought a Valiant and 2 Warglaives. This scenario was 3 objectives. The objective in dead center of map had a twist---if you stole it from the other team, it gave you 3 points. If you held it still next turn, it was only 1. But the act of stealing gave 3. And in this game, one side had to completely deploy first, which they rolled and lost, so they had to deploy first. We then deployed, but we could only go first in turns if we rolled a 1. We didn't, so they went first. This game we won, and mostly because of poor choices on the enemy team, mixed with (finally) some good work on our side. A Valiant is nightmare fuel against Custodes because of that auto-hit Traitor's Pyre, so I had to tear it down fast. He left his Valiant right in the middle in front of me in his deployment, so I lined up the tightest formation I could possibly do, with every single thing of mine facing that monster. 3 Broadsides with rail rifles far back, Riptide in front of them, and 10 shield drones hidden behind cover to their side so they couldn't be picked off AND still jump in front of bullets. Then all my Firewarriors, Pathfinders, Cadre, and Ethereal in front of them. The map was very terrain heavy with ruins, so my teammate planned to stay behind, creep forward, and charge the Valiant from inside a ruin to avoid overwatch, then chop it down with his Alarus Terminators. Unfortunately, my first shots against the Valiant with my rail rifles ended with me netting 2 wounds that he didn't save, and for damage I rolled my 2D6. I got snake eyes...No re-rolls because I re-rolled to get an extra hit on Valiant. I should have saved for damage. So that hurt. To jump forward, it took 3 damn turns to bring it down, and by the end, my teammate had a single Custode Bannerman and his warlord captain on a bike. The rest had been eaten alive. However, his terminators did charge through ruins at a Warglaive, and chopped it down like a tree. Next turn, the Valiant finished them. His other Custodes charged a Helldrake and got it to a single wound left. Helldrake disengaged and Valiant finished them off too, same turn as the terminators went down. Why I think we won is because the Chaos Space Marine player deployed on the flanks, and his turn 1 AND turn 2 barely did anything as so much terrain was in his way, and barely anything was line of sight. He really should have deployed around the Valiant and pushed down the center with it. Instead, he left it mostly by itself. If they came in together, and he actually hit us turns 1 and turns 2, I'm confident we would've lost. There were other factors, of course, but us having an easy turn 1 and turn 2 from him really helped. In the end, I got my Firewarriors and Riptide up the center to hold the objective, and held it down with teammates warlord on bike. There was only 15 minutes left, and they didn't have enough firepower to hope to take us off of the objective. They ended up conceding.
At the end of the event, we did terrible with 1 win and 2 losses, BUT...we were happy that we scored max points on sportsmanship with all 3 opponents. My biggest takeaway---I HAVE to practice better deployment, and I have to practice making my immobile Tau more mobile. I can't always gunline them, especially when I need to get out and help with objectives. 75% of this is on my mentality, and 25% on my build that re-enforces staying still. This was only my 4th game with Tau, and my 2nd game in doubles, so I have a lot of learning to do. Oh, and I also learned how much I hate things with a negative 1 to Hit. Especially when they make it a negative 2 to Hit.
Oh...and one more thing: I find it amusing that every game we play, people FREAK out about my Riptide. One guy on the enemy team always talks about how it has to die, but no one ever cares about Broadsides. And my Broadsides always end up being the ones to do the most damage. But I also don't know how to draw more fire to myself. My teammates Custodes scare the hell out of the enemy, so they get focused down. I don't know if it is simply because they are that scary, or if the enemy doesn't want to bother wasting shots on my guys that will simply eat them with shield drones. Either way, I have to find a way to draw more fire. But I don't know how...