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Events and Battle Reports
 Counter Offensive 6 Warm-Up
Intro and Army Lists <> Part 1 <> Part 2 <> Post Game

Counter Offensive 6 Warm-Up: Part 2   by Kenton Kilgore
This battle was not going the way I wanted it to, but I was determined to claw my way to a win. Pat, of course, was not about to let up for an instant.

Turn 4
The Guard continued to pour fire into the Stripeypants, with Rudra 3 taking five casualties and Raja Khandar Madu suffering a wound. The Demolisher finally got a line of sight on the Land Raider with its lascannon and enough range with its turret cannon, but both shots missed. The Devil Dog likewise whiffed at point-blank range, an uncharacteristically lucky break for the Tigers in this game. 


The Fighting Tigers become the "Hunker-Down-and-Hug-Cover Tigers" as the Guard continue to blast at them

The Tigers fired back, and Khandar Madu called down an Orbital Bombardment on the lascannon teams in the middle of Pat’s deployment zone. Luck was back on Pat’s side, however, as his fellows made their cover saves. The missile launcher from Rudra 3 fired a krak missile, taking out one team (I imagine it hit their ammo crate and caused an explosion). The White Tiger fired its lascannons again at the Devil Dog, but again, it only managed to shake it.

Turn 5
Launching smoke grenades, the Devil Dog maneuvered alongside the Tigers’ objective, to contest it if the game ended. IG infantry began to run from their positions towards their own objective as supporting fire from the heavy weapon teams and the Exterminator took out the rest of Rudra 3 and Raja Khandar Madu as well. With their forces dwindling, the Tigers needed every bit of firepower they could get from the Drop Pods and Land Raider, but none of the shots damaged any IG units.


To defend itself against Spot, the Devil Dog pops smoke and snuggles up next to the Tiger objective

I rolled to see if the game would continue, or would end with a draw, and—because my Communist Orange Tiger Dice ™ apparently love Pat—the game went on.

Turn 6
Lascannons from the Heavy Weapon Team blew the Deathwind launcher off one Drop Pod (thus, treating it as destroyed) and the Exterminator stunned another Pod as Pat’s guys swarmed towards his objective and the Devil Dog maneuvered out of sight of the White Tiger. 


"Move! Move! Move!" One lucky squad gets volunteered to re-take the Imperial Guard's objective

Wheeling about, the Land Raider’s heavy bolters finally came into use, gunning down two Guardsmen rushing towards Pat’s objective. My Scouts—who had been hiding behind my objective—rushed forward to attack the ‘Dog with krak grenades, shaking it.

I rolled again to see if the game would continue, and it did so.

Turn 7
The Devil Dog retreated, leaving many of the Scouts exposed to the Demolisher cannon, which fired, killing five of them. Guardsmen closed in on their objective but their firing failed to destroy the last two Drop Pods. The White Tiger tried to back up and target the ‘Dog, but immobilized itself, and only one lascannon could target the enemy tank. Unsurprisingly, it failed to do more than shake the ‘Dog, and though the surviving Scouts charged it again with their krak grenades, they could not hurt it. 

Thus, while Pat had Troops near his objective, my Drop Pods contested; similarly, while my Scouts were near my objective, Pat’s Devil Dog contested it. The game ended in a draw. 


Thus endeth that...

Counter Offensive 6 Warm-Up
Intro and Army Lists <> Part 1 <> Part 2 <> Post Game



Posted July 2009

Related Pages 
Other Counter Offensives

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Fighting Tigers:
Codex <> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle