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Campaigns

The Reliquary on Auros Minor
Introduction <> Campaign Forces <> Kill Team Battles <> Combat Patrol Battles <> Team Game <> 1K Battles

The Reliquary on Auros Minor: Campaign Forces by Ken Lacy, Bryan Layton, Kenton Kilgore, and Patrick Eibel

Presented below are the army lists for the four forces contending in the campaign.

 

“Swingin’ Sisters of Battle” by Ken Lacy

For this campaign, I decided to field my Sisters of Battle, based on their most recent (White Dwarf) codex; this also served as the starting point for the entire campaign narrative, as the Sisters (at least in their own minds) are the primary protagonists.  As a codex, the Sisters are probably the most inflexible and least competitive of the army lists in the current edition, having very few options and having relatively pricey units across-the-board, so it will be an interesting challenge finding ways to make the Sisters army work, despite these drawbacks.

 

Kill Team (200 pts)

    • 5-model Celestian Squad (80) w/ melta gun (10) and multi-melta (10); Sister Superior w/ melta bombs (5).  The Celestian with the multi-melta has the Relentless Universal Special Rule.
    • 5-model Dominion Squad (70) w/ two melta guns (20); Sister Superior w/ melta bombs (5).

 

In the Kill Team mission, I chose to field two somewhat pricey specialist units, rather than stick with a basic (unwieldy) Sisters of Battle squad; the only other realistic alternative would have been to field Seraphim, who would have struggled in what was likely to be quite heavy terrain.  The ability to for each individual model to act separately from the rest should make the two squads both more versatile and give each more durability, and being able to field numerous special weapons should give the Sisters some significant firepower to back up their boltguns.

 

Combat Patrol (400 pts)

    • 10-model Battle Sister Squad (125) w/ melta gun (10) and multi-melta (10).  Transported in Immolator (65) w/twin-linked heavy flamers.
    • 5-model Seraphim Squad (80) w/ twin-linked inferno pistols (30).
    • 5-model Seraphim Squad (80).

 

In the Combat Patrol mission, I’m required to field a Troop choice, so I included a fearsome heavy flamer Immolator to add some infantry-sweeping power.  Obviously, the Sisters squad cannot be transported (until they potentially lose some models), but the Immolator is going to be tasked to operate semi-independently anyway.  The Seraphim are included for mobility and short-ranged firepower, and I’ve included a number of melta weapons to deal with possible enemy vehicles or high-Toughness opponents.

40K at 1K (1000 pts)
    • Special Character Uriah Jacobus (90) and four Death-Cult Assassins (60)
    • 10-model Battle Sister Squad (125) w/ melta gun (10) and flamer (5).  Transported in Immolator (65) w/ twin-linked multi-melta (15) and searchlight (1)
    • 10-model Battle Sister Squad, equipped as above (221 total)
    • Exorcist Tank (135) w/ searchlight (1)
    • Exorcist, as above (136 total)
    • Exorcist, as above (136 total)

 

In the 40K game, I’ve taken the minimum required number of Battle Sisters, and equipped them to be relatively mobile and versatile on foot, as their “transport” vehicles will be roaming about on their own, threatening vehicles and high-Toughness targets at medium range.  In the backfield, three Exorcist tanks will be firing at anything the Battle Sisters would have difficulty handling. 

 

The Sisters themselves are moderately durable, particularly if they can hide in cover somewhere and avoid being assaulted by enemy nasties; two units is not a lot of Troops choices for a 40K game, but at 1000 points, probably the best I can do with Sisters of Battle without completing crippling my ability to do anything else.  Uriah Jacobus and the Assassins will ride around in one of the Immolators, ready to pop out and cause trouble if given the opportunity.

Some of Ken's Sisters of Battle, who channel the theme of a certain comedy film series.  "Yeah, baby!"

 

Craftworld Muirythemine by Bryan Layton

As with most Craftworlds, Muirythemine drifts through realspace on an elongated path passing through many different star systems in its circuit.  However, Muirythemine’s circuit is long than most, passing through the same system approximately once every two thousand years, leading Imperial archivists to classify its existence as “Unconfirmed,” with most of its activities being attributed to unspecified Eldar raiding actions for the convenience of the Imperium’s recordkeeping.  The last purported sightings in M37 and M39 involved the near total destruction of the Imperial Guard relief force for Honeth Primus and the Scouring of Gdanth.

 

The forces of Craftworld Muriythemine have been dispatched to Auros Minor with the twin aims of destroying the relic—which will, in the near future, be the focus of a larger crusade damaging to Eldar maiden worlds in its passage if recovered—and with the elimination of the Big Mek leading the Orks, as he will construct a gargant within the next decade which will be the death of the Eldar Revenant titan Inevitable Grace on the Field of Shattered Stars.

 

Kill Team (200 pts)

    • 10 Eldar Jetbikes, including 3 w/ shuricannons (200 pts)

 

I strongly considered working up a mixed force of Rangers, Dire Avengers, and a few Jetbikes, but decided to go full-on bike despite the expected built-up terrain.  As the bikes ignore intervening terrain, I just need to have a landing spot each turn that will not kill me; fortunately, 6th Edition lets one pre-measure everything.  The overall boost to Eldar BS in the new codex makes accuracy less of a concern, and the bikes increase Toughness, the major Eldar weakness.  Add in bladestorming weapons all around with the obvious mobility advantage, and there is not much of a contest in picking the unit.

 

Combat Patrol (400 pts)

    • 5 Dire Avengers in a Wave Serpent w/ scatterlaser and holofield (200 pts)
    • 6 Jetbikes, including 2 w/ shuricannons (122 pts)
    • 1 War Walker w/dual scatterlasers (70 pts)

 

Once again, I am attempting to play to the speed and firepower of the Eldar, and will be doing my best to avoid getting dragged down into anything protracted.  Almost everything in this list is fast, and even the War Walker should be able to stay close with the Battle Focus moves.  I can dish a fairly intense amount of firepower while always staying on the move.  Every unit can handle both infantry and light vehicles, so there is also a lot of built in flexibility.

 

40K at 1K (1000 pts)
    • Farseer on Jetbike, singing spear, mantle of the Laughing God (160 pts)
    • 6 Jetbikes, including 2 w/ shuricannons (122 pts)
    • 10 Guardians w/ scatterlaser in Wave Serpent with scatterlaser and holofield (245) pts
    • 5 Dire Avengers in a Wave Serpent w/ scatterlaser and holofield (200 pts)
    • 1 Nightspinner w/ shuricannon and holofield (140 pts)
    • 7 Swooping Hawks, including Exarch w/ hawk’s talon (132 pts)

 

Once again, everything is designed to be mobile and shooty.  The Farseer is there as a force multiplier, as always.  I gave him the mantle to avoid having to stick him in a unit that could break off the table or be difficult to hide.  He will be easy to hide, considerably tougher, and go just where I need him to chuck his powers around for the most effect.  He is also set up to be able to take out an isolated unit as a sort of Hail Mary, if needed. 

 

Bikes and Serpents will handle the bulk of the work, with Farseer support, while the Nightspinner provides crowd control.  I went with the ‘Spinner over the Fire Prism because of the large monofilament footprint, which is as effective as a krak missile on vehicles.  As it’s a large blast marker and a vehicle, I can totally hide behind terrain and simply lob out pain.  None of the armies I am facing has AV14, so that should address light armor and also do a number on hordes as needed.

 

The Swooping Hawks are IMHO an underrated choice.  They are in the list to serve as a harassment unit and reach those hard-to-get to units in the backfield.  With more than 6 members they get to use the large blast template for the grenade pack and do not need LOS for that target.  That will allow me to potentially target two units on any turn I am flawlessly Deep Striking in for.  The Exarch provides a Leadership boost and to allow access to a better gun for further harassment.  Once again, Battle Focus will help make them much more annoying.

Jetbikes of Craftworld Muirythemine

 

Kabal of the Ozone Scorpions by Kenton Kilgore

I deliberated for quite a while on what I should bring from my extensive Dark Eldar collection.  Ordinarily, I like to use Wyches, Raiders, and Taloses, but those units need to be fielded in bulk to be effective, and are a bit too expensive for smaller games.  Finally, I decided to go shooty, hoping to out-range Ken’s Sisters, wear down Bryan’s Eldar, and keep Pat’s Orks at arm’s length.  When I could, I brought a Haemonculus and a  Cronos Pain Engine to start with Pain Tokens.

 

Kill Team (200 pts)

    •  Blue Scorpions, Squad 1.  20 Kabalite Warriors, including two w/ splinter cannons.  Squad leader has Preferred Enemy; one splinter cannon Warrior has Relentless; one splinter cannon Warrior has Sniper

Combat Patrol (400 pts)

    • Haemonculus Vulnayvya
    • Blue Scorpions, Squad 0.  20 Kabalite Warriors, including one w/ shredder, two w/ dark lances
    • Blue Scorpions, Squad 3.  10 Kabalite Warriors, including one w/ blaster, one w/ splinter cannon

40K at 1K (997 pts)

    • Hamonculus Vulnayvya w/ stinger pistol and venom blade
    • Blue Scorpions, Squad 0.  20 Kabalite Warriors, including one w/ shredder, two w/ dark lances
    • Blue Scorpions, Squad 1.  20 Kabalite Warriors, including one w/ shredder, two w/ splinter cannons
    • Blue Scorpions, Squad 2.  20 Kabalite Warriors, including one w/ shredder, two w/ splinter cannons
    • Black Scorpions, Squad 1.  3 Reavers, including one w/ blaster, one w/ cluster caltrops
    • Black Scorpions, Squad 2.  3 Reavers, including one w/ blaster, one w/ cluster caltrops
    • Vulnayvya's Voice: Cronos Parasite Engine w/ spirit probe



Kabalite Warriors of the Kabal of the Ozone Scorpions face off against Exorcists of the "Swingin' Sisters of Battle"



Waaagh! BigHed
by Patrick Eibel

Since the backstory Ken came up with is set near Auros IX, I thought it would be fun to bring a contingent of Orks from there.  Orks’ ability to field large numbers for cheap can really be an asset in low point games.  I was relying on my superior numbers to carry me through against what was sure to be superior firepower.  My major concern will be lack of mobility, as I am forgoing transports in favor of more Boyz.

 

Kill Team (200 pts)

    • 8-model Loota squad (120)
    • 20-model Gretchin Squad (60) w/ 2 Runtherds (20)

 

In Kill Team missions, each member of a unit acts as an individual in terms of shooting and assault.  Since I had made the choice to not bring vehicles, I was going to focus on Ork shooting (hilarity, I am sure, will ensue).  To maximize my chances, I brought some Lootas, who potentially each could get three S7 shots and insta-kill any of my opponents’ Toughness 3 models.  I also brought 20 Gretchin to act as a meat shield and general nuisance.  I figured 28 models should outnumber everyone else at 200 points.

 

Combat Patrol (400 pts)

    • 8-model Loota squad (120)
    • 20-model Gretchin Squad (60) w/ 2 Runtherds (20)
    • 20-model Shoota Boyz Squad (120), w/ two big shootas (10)
    • 3-model Big Gunz unit, including 2-Gretchin crew per gun (60) and a Runtherd (10)

 

Building on the previous list, I added a big mob of Boyz to provide some fire support and the odd assault, if necessary.  The Big Gunz are there to handle any vehicles, as it will be critical to take out tanks via shooting. 

 

40K at 1K (1000 pts)
    • Big Mek Gizmo w/ Kustom Force Field, ‘eavy armor (90)
    • 12-model Loota Squad (180)
    • 12-model Burna Boyz Squad (180)
    • 20-model Gretchin Squad (60) w/ 2 Runtherds (20)
    • 20-model Shoota Boyz Squad (120) w/ two big shootas (10)
    • 20-model Shoota Boyz Squad (120) w/ two big shootas (10)
    • 20-model Shoota Boyz Squad (120) w/ two big shootas (10)
    • 3-model Big Gunz unit, including 2-Gretchin crew per gun (60) and a Runtherd (10)

 

The 1,000 point list is more of the same.  I added Burna Boyz to provide guaranteed flamer hits, and bulked the Lootas and Burnas up to 12 models to get Mob Rule.  I am fielding over 100 models for opponents to deal with, which is not bad for a small game.

 

 

Boyz will be Boyz....

 

 

The Reliquary on Auros Minor
Introduction <> Campaign Forces <> Kill Team Battles  <> Combat Patrol Battles <> Team Game <> 1K Battles

 

 

Posted August 2013
 

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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