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Events and Battle Reports

Columbus Day Beatdown
I used to play 40K against my brother-in-law Drew in the wild, woolly days of Rogue Trader, my Fighting Tigers (the only army I had then) against his Orks.  Back then, if I remember rightly, there weren’t really any rules for setting up games: no missions or scenarios.  You just set up the board (we had a house rule splitting the table in half and allowing one to deploy anywhere on there), deployed your armies at the same time, and went at it.  There was no set or even random game length: we just played until one of us gave up. 

Drew was a young teenager when he and I played 40K together, and as he got older, girls and cars and guitars had more appeal than miniatures.  Not long after we heard about 2nd Edition, he ditched his army, while I kept on and added considerably to my collection.  Now in his 30’s, Drew came back to 40K this year, rebuilding his beloved Orks and trying to learn the game that was familiar yet very different.  We both had off this past Columbus Day (October 8), so we got together at my house to walk through the 6th Edition rules.

I’m constantly tinkering with my armies and I was itching to try out my latest version of the Kurindans, my 40K Lizardmen.  They haven’t been terribly successful, due to limited codex choices, poor army design on my part, and brain-dead play (for a vivid example, please see how my pal Ken thrashed them in New York City last year).  I’ve taken Ken’s advice and wanted to see how they’d do.  I brought:

  • Tyrant-King !Klrt, mounted on Mutant Newtsaurian.  Counts as Tervigon (HQ) w/ Dominion, Catalyst, toxin sacs, adrenal glands, and crushing claws
  • Three Newtsaurians.  Count as Tervigons (Troops) w/ Dominion, Catalyst, toxin sacs, and adrenal glands
  • Three rampages* (the Kurindan equivalent of a Tyranid brood) of Newts and Troglodytes.  Count as three broods of 10 Termagants each, w/ fleshborers.
  • Two Venosaurians in separate rampages.  Count as two units of a single Venomthrope each
  • Three Pterodans.  Count as three Harpies, each w/ twin-linked heavy venom cannon replacing stranglethorn cannon; stinger salvos
  • Three Megasaurs.  Count as three Trygons

My total came to 2005 points.  Drew brought about 2000 points of Orks: big mobz of Boyz, a Warboss, a Warphead, Mad Dok Grotsnik and accompanying Nobz, Snikrot and some Kommandos, Deff Koptas, Warbikes, Lootas, and a Battlewagon with a killcannon. 

Drew's army lined up across the length of the table

Since getting back into 40K, Drew has played some 5th Edition against his friend Kramer—who also used to game with us back in the day—and Kramer’s revived Blood Angels, so he’s not a complete newb.  I suggested to Drew that we consider this game a learning exercise for both of us, as I haven’t played much 6th Edition, and that we cut each other all kinds of slack for mistakes, including the liberal use of “do-overs.”  As we played, I would point out to Drew the differences between 5th and 6th, and let him know what his options were in various situations.  As he had never played against Bugs before, I also gave him the Readers’ Digest version of Everything One Needs to Know About Nids.

We played on a 4' x 8' table—my “winterscape”—that I had set up before Drew’s arrival with what I hoped was a fairly even arrangement of trees and snowy hills.  Accordingly, I let Drew pick what side he wanted. 

We rolled randomly for Warlord Traits: he had Coordinated Assault for his Warboss; I came up with Master of Defense for !Klrt.  We also rolled for mission—Purge the Alien—and deployment—Dawn of War.  Finally, we diced off to see who would set-up and go first.

Drew wound up deploying first, spreading his Orks in a line across the length of his side of the board.  I chose a refused flank set-up, massing my ersatz Bugs behind a clump of hills and trees across from the largest mass of infantry in Drew’s line.  I stuck the Megasaurs (Trygons) up front, screening the rest, and put the Venosaurians (Venomthropes) and Newtsaurians (Terviogns) right behind them, to grant the Trygons the 5+ Invulnerable Save from the former and Feel No Pain from the latter.

I managed to steal the initiative—what a mean brother-in-law I am—and off we went!

Turn 1
As one might expect, I pushed forward my Lizzies ASAP, the Newtsaurians unburdening themselves of Troglodytes and Newts (read: spawning Termagants) as they went.  I rolled doubles for !Klrt, so right away, he was out of reinforcements.  Fortunately, my other Tervigons more than made up for it.

Kurindan Turn 1, with the Megasaurs (those green Godzilla figures) and the Pterodans (the green Rodans) moving swiftly to engage the Orks

n the Shooting Phase, one of my Pterodans (Harpies) used its breath weapon (errr…twin-linked heavy venom cannon) and bagged a Deff Kopta.  Tervigons casted Catalyst on the Trygons, and everyone else ran.

Drew's Orks react to the oncoming Kurindan (Tyranid) tide of Big Green Monsters

On Drew’s turn, he moved up those units that didn’t have range or line of sight, zooming up the Warbikes and other unit of Koptas that I had deployed away from by having them move flat out in the Shooting Phase.  His firing knocked two wounds of a Megasaur/Trygon and dropped three Newts/Termagants.  Though he had a unit of Slugga Boyz within 12" of a unit of Termagants, he failed his charge range distance roll, and the Snap-Firing Termies on Overwatch shot dead two of his Ladz.

Turn 2   
I continued driving the Kurindans forward, with the Tervigons spewing out more Termagants.  Alas, I rolled doubles for two of them, meaning that I only had more Newtsaurian left to bring additional troops onto the board.  Fortunately, I had plenty of little guys already on the table.

My Pterodans/Harpies desperately need to get their vision checked, because they can apparently miss a Battlewagon at this range....

While two of my Pterodans continued—futilely—to shoot at Drew’s Battlewagon and Deff Koptas (respectively), one of them flew over his oncoming Nobz and dropped spore mine cysts on them, killing two despite their ‘eavy armor and Feel No Pain courtesy of Grotsnik.  

The Pterodan flew over the Nobz and dropped [insert bird poop joke here]

Firing from the Trogs and Newts (Termagants) slew 5 Orks.  Two Megasaurs/Trygons slammed into a mass of Ork Shoota Boyz, killing 8.  The Orks managed to knock a Wound off one of my Big Guys.

If it's Turn 2 and you have two Trygons in your deployment zone, you have a very big problem.  Two of them, actually.

On Drew’s turn, Snikrot and the Kommandos arrived from Reserve, and after some deliberation, Drew chose to have them come on from his board edge to deal with the sudden issue of two Trygons already in close combat and one more not far behind.  His Warbikes and the Deff Koptas from his left flank (the one I had refused) rushed towards the Trygons.  Randomly cooking up a psychic power, the Warphead zzapped a Megasaur, but the Invulnerable Save provided by the nearby Venosaurian/Venomthrope spared my Trygon from harm.

Snikrot and the Kommandos (left side of photo) enter the fray.  They have their work cut out for them.

Drew declared a Waaagh! in the only proper way to do so—bellowing at the top of his lungs—and his Boyz rushed towards my mass of Purple People Eaters and Big Green Scary Monsters.  The Deff Koptas fired on the lone unengaged Trygon, knocking a Wound off it.  Fire from the Lootas, the Kommandoes, and the Battlewagon whiffed against the same giant target.

The Warboss (by the trees in foreground), and more Warbikes and Deff Koptas rush to engage the Trygons.  Will they get there in time, and will they be enough?

Boyz and Nobz charged into a mess of Termagants, wiping out two small units.  The Warbikes failed their charge roll against the Trygons already in close combat.  Drew initially charged one Trygon with his Warboss, but after my Megasaur instant-killed him with one hit before the Boss’ power klaw could strike, Drew asked to take back that move.  Of course, I agreed, as we had said there were “do-overs.”  The Warboss plodded towards the mass of Termagants, leaving the two Trygons to destroy the mob they had charged on my previous turn.

Turn 3
My army continued to press forward in a big glob, with the exception of the Pterodans/Harpies, who were attacking the flanks of Drew’s army.  Shortly after one Rodan-wannabe had flown over the Battlewagon so as to fire at the rear armor, the Harpy took a Wound when its heavy venom cannon (twin-linked, remember) deviated directly onto itself.  Sigh.  Nice shooting, Pidge.

Almost all of my ersatz Termagants converged on Mad Dok Grotsnik and the Nobz: I could not allow these fellows to continue splashing through my Lizardmen.  Massed fleshborer fire (imagined as spears, javelins, and arrows from my technologically-challenged Kurindans) erupted, with 52 shots against the good doktor and his chums.  Three Nobz fell.  Clearly, more effort would be required, Though they had no hope of defeating the elite Orks, as many Termagants as I could charged them, to tie them down until heavier-hitting help could arrive.

Such as, say, the Megasaurs/Trygons.  The unengaged one crashed into the Warboss and the Warphead, focusing all efforts on the mo’ dangerous fellow with the power klaw.  Splutch went Drew’s leader, and the Warphead successfully fell back.  Meanwhile, the other two Trygons obliterated the Lootas and the Kommandos: Snikrot tried to flee, but was caught and gulped down.  AROOOO!  Or whatever that noise is that Godzilla makes.


The Warphead continued to fall back while spontaneously exhibiting the ‘Ere We Go power.  I wasn’t quite sure on the rules about whether he’d be able to use the ability while running for his life, but Drew and I quickly agreed that it would be way-cool for him to teleport away with some friendly Warbikers, so Drew did just that.  The Warphead and his Harley-riding pals (you don’t think Orks ride candy-ass Suzukis, do you?) bamfed from Drew’s side of the board to well into my deployment zone, behind the scrum of proxied Tervigons and Termagants.  The Bikers took some pot shots at a nearby Newtsaurian, to no avail.

The Warphead and the Bikers are blurry because they just teleported in from Warpspace.  Yeah, seriously.

Kopta shooting came perilously close to taking out one of my Megasaurs/Trygon: “Larry” (nicknamed after the lead “crockydyle” of Pearls Before Swine) had one Wound left.  The other Koptas and the ‘Ard Boyz fired at another Trygon, to no avail, the big brute making his Invulnerable Saves courtesy of the nearby Venomthrope or making his 3+ armor save.

Not far away, Shoota Boyz charged a mess of Termagants and wiped them out, though they lost one Lad to Overwatch fire.  The ‘Ard Boyz failed their charge against the Trygon they had shot at, and, to add some insult, they lost two to Snap Fire from my Megasaur’s breath weapon (you, the bio-electric zappy thing that Trygons have).  The Koptas that had fired on “Larry” charged him, but this was no King-Kong-vs-the-biplanes moment: he swiftly, easily crushed them.  Finally, Grotsnik and the Nobz whacked four of the many, many Termagants engaged with them, but as the Little Lizards were all within Synapse range of a Tervigon or two, the fight continued.

Turn 4
Swooping over the battlefield, two of my Pterodans/Harpies targeted the ‘Ard Boyz with their cluster spines, killing 5.  Electro-zappying from a Trygon inflicted three Wounds on the remaining Koptas, and the survivors saw fit to evac off the board pronto quick-quick-like.  Termagants rapid-fired into unengaged Ork Boyz, killing 7 and wounding their Nob.

Termagants try to whittle down Ork Boyz (center) and tie up Mad Dok and the last Nob (near big trees)

The Assault Phase came and, as we (and probably you following along at home) expected, a copious amount of hades burst loose.  “Jojo,” aka Trygon #2, charged the ‘Ard Boyz, killing three and causing them to break, whereupon he caught and ate them.  “Bob,” my last Trygon, charged the nearby Battlewagon, knocking five Hull Points off it and wrecking it. 

Newtsaurian/Tervigon moves in to assault the Warhead and his Biker buddies

The Termagants that had fired on the Shoota Boyz rushed the lone survivor, the previously-wounded Nob, and pulled him down beneath their flint and obsidian blades.  A Tervigon peeled away from the mosh pit of Termagants to charge the Warbikers and the Warphead, and though the bike’s dakkaguns wounded it, the Mama Dinosaur made it to close combat and wounded the Warphead.  Grotsnik and his last surviving Nob killed three more Termagants, but again, they would not break because they were in Synapse range.  Drew was rapidly beginning to understand the value of a large “tarpit” unit.        

At the start of Drew’s turn, all of his remaining units were in close combat, so there was no movement or shooting.  The Warbikers and the Warphead traded ineffectual swings with the Tervigon.  Mad Dok Grotsnik and the lone Nob killed the remaining Termagants on them, which should have been a good thing.  It was not.

Turn 5
Grotsnik and the Nob had managed to get the Termagants off them, but that allowed two of my Megasaurs to charge them.  Given the advantage of Strength, Initiative, and Attacks that the Trygons have, the combat went exactly as you probably think it might: a few quick dice rolls later, the Mad Dok and his chum were removed from the table, with the Godzilla wanna-be’s unharmed.  Not far away, another Tervigon rushed to the aid of its twin who was already fighting the Warbikers and Warphead, and the Orks were quickly eliminated.  As Drew had no more figures left, that ended that.

Mad Dok and the last Nob go down fighting

Post-Game Analysis
I’m extremely pleased with how my ersatz Tyranids performed.  As my pals Ken Lacy and Bryan Layton had advised me, three Trygons+ Invulnerable Save from Venomthropes + Feel No Pain and backup Termagants from Tervigons is a powerful combination.  Drew’s Orks did not have the firepower or the punch needed to stop that onrushing wall of monstrous might.  And yes, he was concentrating his shooting, as much as he could, on a single Trygon to knock it out before  dealing with the others.  There just wasn’t enough.


My only complaint was that the Harpies, whom I was test-driving for the first time, weren’t as effective as I had thought they’d be.  I had envisioned their twin-linked heavy venom cannons to be potent anti-tank weapons, but they did skadoosh against the Battlewagon: ultimately, it was a Trygon who took it out.  They had more success against infantry, an impromptu task I assigned them when I could get the firing angles and the hits I wanted against the Battlewagons and Deff Koptas, the primary targets.

Drew’s army is solid, and he has a good grasp of tactics and the rules.  He was ill-served by having to deploy first and by spreading out, allowing me to concentrate all of my army against half of his in the first two turns.  That I was able to steal the initiative certainly did not help.  Still, he had a lot of fun, and enjoyed the 6th Edition rules.  Plus, we got to hang out with Pat and his son Thomas, who dropped by for a visit and gave Drew some Orky reinforcements for next time, and all four of us went to 5 Guys for lunch.  What’s not to like? 

I’m glad Drew is so enthusiastically back into 40K, and he and I have many more games together in the near future.  Next up will probably be a tag-team with his greenies and Pat’s Orks against the Blood Angels belonging to Drew’s friend Kramer and whatever army I decide to bring.  I have a new anti-horde Fighting Tiger list I’m itching to try out….     


Posted October 2012


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