Events
and Battle Reports
Counter
Offensive 6 Warm-Up
Intro
and Army Lists <> Part 1 <>
Part 2 <> Post
Game
Counter Offensive
6 Warm-Up: Introduction and Army Lists
by Patrick Eibel and Kenton Kilgore
Each August for the last several
years, Dream Wizards in
Rockville, MD has hosted Counter
Offensive, a casual gathering of gamers coming together for two
days of 40K brutality. We attend every year to get together with old friends,
make new ones, show off our latest armies, and throw down. In preparation
for this year’s dust-em-up, we thought we’d get together ahead of time
and test-drive our prospective lists.
Imperial Guard (1500 points)
by Patrick Eibel
The release of the latest version
of Codex: Imperial Guard has inspired me to bring a force
of grunts to CO6. This battle serves as a perfect chance to prep my army
and to try out some of the goodies (such as the Devil Dog and the use of
Orders)
from the new codex. I have been steadily painting my Guardsmen, and now
it is time for them to shine. I brought:
-
Company Command.
Company Commander w/ power weapon; Veteran w/ medipack; Veteran w/ Company
Standard; two Veterans w/ melta guns
-
Lord Commissar
w/ power fist
-
Green Platoon Command
Squad, including autocannon and plasma gun; Commissar w/ power
fist
-
Green Platoon Infantry
Squad Blue, including heavy bolter and plasma gun
-
Green Platoon Infantry
Squad Yellow, including heavy bolter and plasma gun
-
Green Platoon Heavy
Weapon Team w/ three lascannons
-
Red Platoon Command
Squad, including lascannon and melta gun; Commissar w/ power
fist
-
Red Platoon Infantry
Squad Blue, including missile launcher and grenade launcher
-
Red Platoon Infantry
Squad Yellow, including missile launcher and grenade launcher
-
Red Platoon Heavy Weapon
Team w/ three heavy bolters
-
Devil Dog w/ hull-mounted
multi-melta, extra armor, and smoke launchers
-
Leman Russ Demolisher
w/ hull-mounted lascannon and extra armor
-
Leman Russ Exterminator
w/ hull-mounted lascannon, heavy bolter sponsons, extra armor, heavy stubber;
Commander
Pask
This is a balanced force with a good
mix of bodies (well over 60 guys), mobility and durability (three tanks),
hand-to-hand counterattack prowess (three power fists and a power weapon),
and—of course—blistering firepower. Let’s see Kenton deal with that!
Pat & Company bring
the noise
Fighting Tigers of Veda Space Marines
(1500 points) by
Kenton Kilgore
I haven’t played the
Tigers, my signature army in…well, probably since CO5
last year. I have a grotesquely-large collection (over 10,000 points)
and I thought I’d use this golden opportunity to try out some stuff I hadn’t
used in a long time.
-
Raja
Khandar Madu. Chapter Master w/ artificer armor and lightning claws
-
Squad Rudra 1 (Tactical
Marines). Sergeant w/ power fist and bolt pistol; one Marine w/ flamer;
one Marine w/ missile launcher; seven Marines w/ boltguns. Drop Pod
w/ Deathwind missile launcher
-
Squad Rudra 2 (Tactical
Marines). Sergeant w/ power weapon and bolt pistol; one Marine w/ flamer;
one Marine w/ lascannon; seven Marines w/ boltguns. Drop Pod w/
Deathwind missile launcher
-
Squad Rudra 3 (Tactical
Marines). Sergeant w/ power fist and bolt pistol; one Marine w/ plasma
gun; one Marine w/ missile launcher; seven Marines w/ boltguns. Drop
Pod w/ storm bolter
-
Squad Puchan. Scout
Sergeant w/ combi-flamer and power weapon; one Scout w/ missile launcher;
eight Scouts w/ boltguns
-
Tiger of Tvashtri Parvin
Sreedhar.
Techmarine w/ power weapon
-
White Tiger. Land
Raider w/ extra armor
-
Vedic Siege Gun.
Whirlwind
Similarly to Pat, I’m using this battle
to test some things that the latest codex has given us Space Marine players.
I’m itching to try out the Orbital Bombardment that Chapter Masters
can call down, and, as I alluded to earlier, it has been too long since
Raja Khandar Madu (aka “the Redhead”) has graced the table with her lovely
and lethal presence. I’ve only had one previous chance to use the Drop
Pod kits that my friend Ken Lacy gave me a while back - it’s time
to see if they live up to the hype I keep hearing about them. And with
the new Machine Spirit rules, Land Raiders are back to their Second-Edition
badass glory. I threw in some obligatory Tac Squads and Scouts, and the
Tigers were ready to rock and roll and roar.
I'm probably the only Marine
player who hasn't glommed onto Drop Pods since the new 'dex came out last
year....
Setting Up
by Kenton Kilgore
We played at Pat’s house, on a 4'
x 6' table using Auros IX desert scenery.
Pat randomly rolled and came up with the “Secure and Control” mission with
the “Pitched Battle” deployment. I won the roll-off and made Pat set up
first. He selected a piece of scenery on his left as his objective and
set up one of the Company Command Squad + the Lord Commissar and one of
the Red Platoon Infantry Squads on it. He placed the Red Platoon Command
Squad and the other Red Infantry squad nearby, backed up by the LR Exterminator,
led by Commander Pask.
In the center of his deployment zone,
amidst a ruined building, he set up the rest of his infantry, including
the crucial Heavy Weapon Teams. On his right, he placed the Devil Dog and
the Demolisher.
I deployed only the Vedic Siege Gun
(a Whirlwind by another name), behind a large building in my deployment
zone. In addition to the Drop Pods, I kept all other forces in reserve.
I declined the attempt to Seize the Initiative, and Pat went first.
Deployment, with the Imperial
Guard spread in a line and almost all the Fighting Tiger forces off the
board
Counter
Offensive 6 Warm-Up
Intro
and Army Lists <> Part 1 <>
Part 2 <> Post
Game
Posted July 2009
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