Campaigns
The Blood
Deserts of Auros IX
Intro
<>
2
Player Rules
<> Multiplayer
Rules <> Alternate
Scenario <> Battle
Summaries
The Blood Deserts
of Auros IX: Battle Summaries (Battles #7 and #8)
We've included
this section for those of you who might be curious as to how the the games
and the campaign actually played out. For the sake of brevity, we're presenting
summaries of the battles instead of turn-by-turn transcripts. Remember
that each army's goal is to secure five objectives.
Battle
#7: Disarmament
(2000 points
per side)
The Ork munitions compound was (for
Orks, anyway) relatively quiet in the darkness. Pockets of Boyz huddled
in groups, tinkering with their weapons, drinking squig wine, some fighting
amongst themselves to release the pre-battle tension. Only the Stormboyz
maintained formation, the Drillboss running them through combat drills
to pass the time: three hours had passed since he had started.
Sho-T BigHed sauntered among his
troops, eyeing them carefully. The Kommandos, having returned with the
report that the ‘oomies were preparing to strike the factory, were applying
grease to their green faces, preparing to sneak back out among enemy lines.
The Goff mercenaries were engrossed in a game of bones, with heavy betting
and exchanging of teeth among the spectators. All around the compound there
was quiet grumbling as Orks tried to amuse themselves. Sho-T knew that
morale was low and he wished the ‘oomies would hurry up and attack.
Behind him, his bodyguard plodded
along in their mega-armor. He turned to face them, nearly tripping over
Biskit, the Gretchin carrying his Waaaugh Banner. “It won’t be long now
ladz. Da ‘oomies will strike before it gets light.”
His bodyguards looked sidelong at
each other, then back at him, and for a brief second, Sho-T was sure one
of them was going to try to take him down. Then Gurz, the biggest one,
said, “Sure, boss. Whatever yoo say,” and the rest nodded. Sho-T turned
back around, scratching his chest hair squig. He didn’t let any of them
see the worried expression on his face.

Talwar Chakram (left)
is out to get Sho-T BigHed (right) and his ammunition factory
| Premise: |
Airstikes
and orbital bombardments have failed to destroy the heavily fortified main
Ork munitions factory. The Fighting Tigers, led by Tiger of Varuna Talwar
Chakram, attempt to occupy and destroy the factory. This mission
uses the "Take and Hold" mission from page 145 of the main rulebook. |
| Tiger
Strategy: |
Converge
several units on main building of factory, killing defenders and securing
objective before counterattacking Orks can dislodge Tigers. |
| Ork
Strategy: |
Stall
the Tigers and wear them down so that counterattacking Orks can finish
them off and retake main factory building. |
| Play
of the Game: |
After
driving back Tigers of Rudra who had reached the main building, Ork Burna
Boyz consolidate position while Stormboyz and the Dreadnought R2Ork2 pursue.
This splits the greenskin force, allowing the Tigers to retaliate and negate
the Ork counterattack. |
| Winner: |
Orks.
At the end of the game several Ork and Marine units were equally in position
to claim the main building of the factory, so we diced for it: odd, Orks
won; even, Marines won. The die came up a 5 and Sho-T had claimed a narrow
victory. |
| How
the Orks won: |
Pat's
defending force of Gretchin, Shoota Boyz, Lootas, Tankbustas and Dr. Huji-Bob
Jeep (Weirdboy) sufficiently delayed and bloodied the Tiger attack force.
R2Ork2, as usual, led a ferocious assault that would have easily swamped
the left side of the Marine line were it not for Pat's error in separating
his counterattacking force. |
| How
the Tigers lost: |
Poor
deployment and moving too slowly toward the objective. Fearing Pat's Tankbustas
and retooled Lootas (now with lascannons and plasma cannons), I spread
my forces out and spent several turns maneuvering when I should have been
firing. My Scouts spent most of the game moving instead of shooting and
my Assault Marines did literally NOTHING until Turn 4 of the game. Though
it came down to a single dice roll at the end Pat certainly deserved to
win because he played much better than I did, throwing me off my game plan
from the first turn. |
| Objectives
Secured: |
Tigers
2, Orks 0. |
Battle
#8: "Looks like deyz goin' for a li'l drive..." (2000
points per side)
“The Orks have shown incredible
resilience,” Raja Khandar said into her Razorback’s commscreen. “Talwar
Chakram and her Tigers of Indra were literally minutes away from securing
the ammunition compound and allowing our Tigers of Puchan to destroy it
when the bulk of the Ork army, which my forces had engaged and distracted,
returned. Talwar did not believe our force could destroy the factory and
safely retreat, so she chose to withdraw.”
On the commscreen, Raja Shamshir
nodded grimly. “Of course,” he replied, but Raja Khandar could tell that
he would have taken the risk.
“We are enroute back to base--” she
began, but suddenly Raja Shamshir’s image dissolved into static.
“Raja! We are under attack!” the
driver called. Through "Maneater’s" armor, she heard the beginnings of
sporadic gunfire.

Raja
Khandar Madu (left) and Shiva
the Destroyer (right) fend off the Orks
| Premise: |
Returning
from the failed attempt to take the Ork munitions factory,
the Fighting Tiger convoy is attacked at night. This mission uses the "Ambush"
mission from page 150 of the main rulebook. In addition, we also used the
Night
Fighting rules from page 134. |
| Tiger
Strategy: |
Move
Land Speeder squadron and 3 Rhinos of Tactical Marines off the board with
little or no engagement with the enemy. Vindicator, Land Raider, Shiva
the Destroyer, and Raja
Khandar Madu (in Razorback) to engage Orks and distract them from
units leaving board. |
| Ork
Strategy: |
Envelop
and destroy Fighting Tiger vehicles with heavy weapons, tankbusta bombz,
and burnas. |
| Play
of the Game: |
Raja
Khandar Madu and her Command Squad assault Slugga Boyz; Stormboyz and Trukk
Boyz come to their aid. Though Raja Khandar was struck down and her bodyguard
almost wiped out, she managed to distract 40 Orks for several turns, allowing
Fighting Tiger Rhinos to move further along escape route. |
| Winner: |
Tigers. |
| How
the Tigers won: |
Luck,
I tell you, just good luck! Pat got VERY unlucky when checking for his
Reserve units, allowing me to move my tanks along for several turns with
little trouble. I also had the foresight to give Pat several large, dangerous
targets (Raja Khandar, the Land Raider, the Vindicator) to deal with before
he could go after my Rhinos, whom I was counting on to get off the board
and score me extra victory points. |
| How
the Orks lost: |
Bad
luck and nothing else. Pat played a superb game, but he was VERY unlucky
with his Reserve rolls in the beginning. Once he got all his units on the
board, however, he opened a serious can of whoop-ass on my Tigers. I barely
managed to get the Speeders and one Rhino off the board. |
| Objectives
Secured: |
Tigers
2, Orks 0. |
The Blood
Deserts of Auros IX
Intro
<>
2
Player Rules
<> Multiplayer
Rules <> Alternate
Scenario <> Battle
Summaries
Related
Pages
Fighting
Tigers Glossary and Pronunciation Guide
Like what you've
seen? Then
vote
for
the Jungle in the "Top 100 40K Sites"
© Copyright Patrick
Eibel and Kenton Kilgore, April 2000
Top |