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

Events and Battle Reports
Counter Offensive 5
Intro <> Battle Summaries 1 <> Battle Summaries 2 <> Photos

Welcome Back, My Friends...Counter Offensive 5 Battle Summaries, Part 2  by Patrick Eibel
The amazing thing about the Internet is that it has allowed people that live in far-flung places to build a community without ever meeting.  The Millenium Gate - the Friendliest 40K Forum on the Net ™ - is just such a community, with members that have lived on all seven continents (yes, even Antarctica.)  Events like Counter Offensive are always fun because you get to actually play against people that you have only “talked” with for years.

This year marks the fifth Counter Offensive: pretty impressive, considering it is just a casual affair organized by regular gamers.  This year, I counted eight tables of 40K, two tables of Warhammer Fantasy, and two tables of Warmachine (probably the first time in awhile that Warmachine has been in the minority.)  The new rules have created a lot of enthusiasm about 40K and just about everybody there seemed to love Fifth Edition.

Our hosts at Dreams Wizards (one of the best gaming stores on the East Coast) was nice enough to offer prizes, so I constructed impromptu ballots so people could vote on the Best Army, Best Painted, and Best Sportsman.  Best Army got the equivalent of a Battleforce: not too shabby! But the real reason we were there was to game, so without further delay, I will get to the games I played.  I am counting the two games I played on the two Thursdays before Counter Offensive as tuner games, since they used versions of the army lists I had prepared for the event.

The Tau
The Tau made their second appearance at Counter Offensive.  They did pretty well last year, and I wanted to see how they would fare with the new rules.  Here is what I brought (about 1500 points):

  • Tau Commander Shas’o w/ plama rifle, missile pod and shield drone;
  • Monat Crisis Suit, as above;
  • Four Fire Warrior teams of 12 each, leaders have bonding knives;
  • Large Kroot squad w/ 16 Kroot, a Shaper, and 8 Kroot Hounds;
  • Pathfinder team of 6, unit leader has a target lock; and,
  • Two Hammerheads w/ railguns, disruption pods, and multitrackers.
The first game I played was against Yann Folange (aka Das Devilsquid) on the Thursday a week before Counter Offensive.  He brought 1500 points of Deathwing, including Belial, a Dreadnaught, and five squads of Terminators.  I was testing out a slightly different list to the one above, so I had two sniper squads instead of a fourth Fire Warrior unit. 


Some of Pat's Fire Warriors, from his growing Tau army

The mission was “Seize Ground” with the “Pitched Battle” deployment.  The Tau managed to hold their own against the Deathwing, helped by the fact that both Yann and I thought the rail rifles were AP 2.  Sometimes it pays to actually look in the codex once in awhile.  That couldn’t save the Tau from being decimated by Belial in hand-to-hand combat, and he chewed through three units before finally being taken down.  Yann won by holding one objective to my none at the end of the game.  It was a very fun game for my first with the new rules.

The next Thursday, I went back to the store to try out the revised list presented above.  Yann was there, but already in a game.  I ended up playing Jordan, a local player that bounces between Warmachine and 40K.  He had a vanilla Space Marine army with four Tactical Squads with missile launchers, a Scout Squad with a missile launcher, a five-man Assault Squad, and a Command Squad with a Commander and an Apothecary. 

The game was “Seize Ground” with “Pitched Battle” again. Jordan spent a lot of missile fire trying to take out the Hammerheads, which, with disruption pods, had 4+ obscured saves and ignored all his shots.  The two highlights of the game (for the Tau at least) were blowing away the last Assault Marine with the rail gun; and assaulting the Command Squad with the Kroot and having the Kroot Hounds go at the same time as the Marine leader.   Needless to say, the Tau won handily, as at the time Jordan threw in the towel, he had eight Marines and two Scouts left.

At Counter Offensive, the Tau got in one more game against Chris and his lovely Sisters of Battle.  He had four Battle Sister Squads with flamers and melta guns, two Retributor Squads with heavy bolters, a Seraphim Squad, and a Canoness.  We played “Annihilation” with the “Pitched Battle” deployment, and the Tau went first.  The first round, I targeted most of my firepower against the closer Retributor Squad, as I knew I did not want to eat heavy bolter fire all day.  At the end of the first round, there were two Retributors left and they broke and began running off the board.  The Kroot again performed well, wiping out two Sisters Squads and the Canoness.  The Seraphim tried to Deep Strike near a Hammerhead to shoot it with an inferno pistol and use krak grenades, but they got too close and had a mishap, and I got to put them as far away as I could on the board.  In the end, the Tau firepower was just too much to contend with and the Sisters had to concede.

Tau record at Counter Offensive 5: 2-1

The Orks 
I was excited to try out the Orks now that they finally had a new codex, and a new set of rules to boot.  I wrote up three different lists to try out, but only used two, one of them not all that successfully.  Long-time Jungle visitors will remember some of these characters from the Blood Deserts of Auros IX Campaign. Here is the first list, about 1500 points:

  • Sho T. BigHed. Warboss w/ mega-armor, cybork body and bosspole;
  • Sprokkits. Big Mek with Kustom Force Field;
  • Ten Tankbusta Boyz;
  • Twenty-five “Shoota” Boyz, including w/ two big shootas and Nob w/ power klaw;
  • Twenty-five “Slugga” Boyz, including w/ two big shootas and Nob w/ power klaw;
  • Eighteen “Stikkbommas,” including one w/ rokkit launcha and Nob w/ power klaw;
  • Battlewagon for Sho T. and Stikkbommas to ride in;
  • Two Mobs of 30 Gretchin with three Runtherds each;
  • Three Killer Kans. Two w/ big shootas, one w/ rokkit launcha; and,
  • Deff Dread w/ big shoota and rokkit launcha.
Bryan Layton (aka Justiciar, aka “Lawman”) was staying at my place for Counter Offensive, and so we were able to kick things off Friday night on my gaming table.  He had Death Guard with a Daemon Prince, four squads of Plague Marines (three in Rhinos), and two Defilers. We played “Annihilation” with the “Pitched Battle” deployment.  The Orks slogged across the table, but once the Tankbustas were taken out in the first two rounds, had no real way to deal with the Defilers.  The most frustrating thing was that, even when I would get a wound on the Death Guard, the Feel No Pain rule allowed them to reroll.  I just could not cause enough casualties, and Bryan won handily.

I reassessed my army list and kicked out the Gretchin (too weedy to have two units in a small game) and the Deff Dread and Killer Kans (too inaccurate and slow, although they did rock in close combat).  I brought a unit of Burna Boya with a Looted Wagon, and gave the Tankbustas a Looted Wagon to have more mobility. 


Remember kids: "old age and treachery will defeat youth and enthusiasm." You have been warned.

The first army I would get to try this list out on was my own Sisters of Battle that Kenton’s daughter, Beth, was using.  At fourteen, Beth is a better player than some adults I have encountered.  We played “Seize Ground” with the “Spearhead” deployment (I originally rolled “Annihilation,” but was not going to play it a third time in a row.)  Beth played a very good game, but underestimated just how hard it would be to kill hordes of Orks (she did cause Sho T. to run off the board by breaking the Stikkbommas that he was attached to, though.)  At the end of the game, the Orks held the two objectives in their quarter and the Sisters held none. 


The Orks are too much for the Sisters of Mercy to handle

The very next game, the Orks faced off against the Fighting Tigers of Veda in a preview of the Return to Auros IX campaign (coming soon).  However, it was #1 Jungle Fangirl Jennifer Burdoo, not Kenton, that controlled the Tigers; inspired by this site, Jen has created her own army of Stripey Marines.  We played “Capture and Control” with “Spearhead” deployment.  Jen had Marines holding an objective at one end of a rocky piece of terrain, and I had Orks and Grots holding my objective at the other end.  Jen did a good job of taking out the Sluggas, Stikkbommas, and Tankbustas that were trying to get to her objective, but forgot about the Battlewagon that was able to drive up to her end and contest on the last turn.  The Orks holding my objective on the other end won the day.


A classic rivalry with a new twist: the Orks keep on keepin' on against Jen's Fighting Tigers of Veda

Ork record at Counter Offensive 5: 2-1

The Wolf Brothers
As many regular Jungle visitors know, I have quite a large Space Wolf army that is sitting on the shelf waiting for a new codex.  I had thought about using Chaos rules to create an offshoot force, but under the old codex, I did not like the direction the army was going.  The new Codex: Chaos Space Marines was more to my liking, and on Sunday morning I used my new Chaos army, the Wolf Brothers (see this article for more details.) Here is what I took (about 1500 points):

  • Chaos Lord w/ Mark of Khorne, Bloodfeeder daemon weapon, and meltabombs;
  • Six Possessed Marines, including one w/ Icon of Khorne;
  • Ten Chaos Space Marines, including two w/ plasma guns, one w/ Icon of Khorne, and Aspiring Champion w/ power fist; Rhino w/ extra armor;
  • Ten Chaos Space Marines as above, except flamers instead of melta guns;
  • Nine Berserkers, including Skull Champion w/ power fist. Squad and Lord ride in daemonically-possessed Rhino;
  • Vindicator w/ daemonic possession; and,
  • Predator Destructor w/ extra armor
Since space was limited on the second day of Counter Offensive (where did all those Yu-Gi-Oh players come from?), Kenton and I teamed up against Jen and Beth.  I find it funny that Kenton’s Chaos version of his Tigers and my Chaos version of the Wolves are very similar.  Both use Possessed Marines and lots of basic Chaos Space Marines (Chaos armies without a Lash of Submission or Thousand Sons? Preposterous!) 


Once loyal to the Emperor, now sworn to Khorne, the Wolf Brothers overrun Jen's Fighting Tigers

We played “Annihilation” with “Pitched Battle” deployment (where have I heard that before?)  The girls had their forces spread across the long table edge, so I headed my guys over towards Kenton’s side to reduce the effectiveness of their right flank.  The Wolf Brothers performed pretty well.  Even regular Chaos Marines can work as assault troops with an Icon of Khorne.  Add in a unit of Berserkers and carnage ensued.  It helped that Jen had terrible luck with her Vindicator and managed to kill only one Berserker before they got to assault.  We called the game after Turn Five, with both sides tied at 7 Kill Points.

I got home Sunday afternoon very tired, but happy.  I got five games in over the weekend (there was a LOT of waiting for games to finish), had lots of fun, and tried out a new army.  A pretty successful weekend on all accounts.  Bryan traded me some Khorne Berserkers he had, so look for the Wolf Brothers to make another appearance at some point.  Right now, however, I am going to take a well-deserved nap.

Counter Offensive 5
Intro <> Battle Summaries 1 <> Battle Summaries 2 <> Photos




Related Pages 
Other Counter Offensives

Posted October 2008
 

Top

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