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
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