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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: Post-Game Analysis   by Patrick Eibel

“I'm blastin, outlastin, kinda like Shaft, so u could say I'm shaftin’”
LL Cool J

My Imperial Guard army was originally conceived as support troops for either my Witch Hunters or Daemonhunters. However, as both of those armies are sitting on the shelf waiting for a new codex, I dusted off the Guard to field them on their own. The arrival of the new codex did not significantly change my army, although I did convert a Chimera to be a Devil Dog. To beef up the troops I already had, I bought a heavy bolter team and the Cadian Command box (which has plenty of sweet bits, including TWO standards). One of the things I realized as I assembled the army was that Command Squads could now act as reasonably effective counterassault units. 

Unlike Kenton, I have had the opportunity to get in a couple of games with my army in the last few months, so I had a pretty good idea of what my limitations and capabilities were, and what rules I would need to keep track of (on a couple turns, I still forgot to give Orders).  I was pleased with how the battle went, other than getting the Demolisher immobilized when I could have just as easily gone around the terrain. As the game went on, I realized that I had little hope of getting any scoring units over to Kenton’s objective, which made it clear the some mobility was desperately needed – can you say Valkyrie? I know Kenton was frustrated by his dice, but I will just claim it as “home-field advantage.” I know I won’t be so lucky next time.


The Imperial Guard put the Space Marines between a rock and a hard place--a really hard place

Post-Game Analysis  by Kenton Kilgore

“Don’t it make ya mad? Don’t it make ya MAD? I’d make me mad”
Morris Day, of The Time

As mentioned by Pat (and alluded to in Mo D’s quote), this game was very difficult for me, because for much of the time, I could not catch a break with the dice. Yes, yes, I know that “it’s a poor workman who blames his tools,” and that bad rolls are just part of the game, but C’MON. Examples: craptastic shooting, losing the Whirlie in Turn 2, punking out in several turns of close combat, shaking (but not destroying or disarming) the Devil Dog despite repeated hits from the Land Raider and Scouts’ grenades, etc. Probably the most annoying instance was the White Tiger NOT smashing the ‘Dog to scrap metal with a ramming attack in Turn 3. It seemed like whenever Pat needed to make a clutch roll, he made it, and whenever I needed to make a clutch roll, I bricked it. 

Lessons learned include that I should have placed the Drop Pods a bit better to give my guys more cover when they touched down. I totally underestimated how badass the Company Command Squad could be, and paid for that error in blood. The Techmarine did nothing, and I could have used more anti-tank firepower. Nevertheless, I managed to eke out a draw, so the day wasn’t a total washout. I’ll tweak this list and bring it back for Counter Offensive 6. We’ll see what happens then…. 


It was not actually a good day at the office for the Tigers, but they hung in there for a draw

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