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

The Reliquary on Auros IX: Combat Patrol Battle #1  (400 points Surprise Attack mission; Ken's Swingin' Sisters of Battle vs. Kenton's Kabal of the Ozone Scorpions)  by Ken Lacy

 

Calling out around the world

Are you ready for a brand new beat

Summer’s here and the time is right

For dancing in the streets

 

They’re dancing with McGuire

And down with Joni, too

Up with Sister McGuinn

 

All we need is music, sweet music

There’ll be music everywhere

They’ll be swinging

Screaming and pistols blazing

And dancing in the streets

 

Fresh off the brief combat with the Orks, the Sisters' follow-up force was moving across the blighted landscape, and stumbled into what looked like several units of Dark Eldar trapping some local fauna.  As the firefight began, the Sister Superior called for backup, and two fast-moving units of Seraphim soared in on their jump-wings to help.

 

 

The Swinging Sisters

Sister Superior Joni and 9 Sisters, including one w/ melta gun and one w/ multi-melta

Immolator w/ twin-linked heavy flamers

Sister Superior McGuinn and 4 Seraphim, including one w/ twin hand flamers

Sister Superior McGuire and 4 Seraphim

 

Kabal of the Ozone Scorpions
Haemonculus Vulnayvya

10 Dark Eldar Warriors, including one w/ shuriken cannon and one w/ blaster

20 Dark Eldar Warriors, including two w/ dark lances and one w/ shredder

 

The forest terrain in this mission were considered “Razorwing Forests”, and the Dark Eldar were assumed to be immune to its effects, due to their having the Move Through Cover special rule in this mission.  However, the game was over so quickly that this never was an issue.

 

The Sisters of Battle started the battle with Sister Joni’s unit, who moved in from the flank, unloading their bolters into the Haemonculus’ half-size squad.  Both units of Seraphim dropped down between the two Warrior squads, at point-blank range, and helped to annihilate the smaller of the Dark Eldar units, despite the Night Fighting rules and the cover.

 

 

Kenton responded by assaulting one unit of Seraphim (the one without the hand flamers) with his 20-man unit, and was forced to limit his firepower in order to make the assault (due to his splinter rifles being Rapid Fire).  Astoundingly, the Seraphim not only weathered the assault, but dropped four of the Dark Eldar in exchange for just two losses, then made a successful Hit and Run out of melee combat.

 

With that, and with an Immolator tank moving into flamer range, the Dark Eldar position didn’t look very solid, and the remaining 16 were brought down in short order during the subsequent Sisters' Shooting Phase.

 

 

Post-Game Analysis by Ken Lacy
Despite knowing that they were very likely to get jumped, the Dark Eldar started the game very spread out, with the smaller (and more vulnerable) of their units very close to one board edge, and without a lot of cover.  The Dark Eldar would have been better served starting the game hiding as much as possible in the ruined building in the center of the board, and daring my units to get close enough to ‘dig’ them out.

 

The second mistake made by the Dark Eldar was choosing to assault my Sisters; always a risky proposition, even with a 4:1 advantage in numbers.  They would have been better off focusing on the two largest threats and using their firepower to handle them – the Immolator (with its heavy flamers), and the Seraphim with Hand Flamers (using massed splinter-weapon fire).  Assuming a positive outcome, that would have left the Drowboys with a much more manageable set of units armed only with melta-weapons, and they would have been able to dramatically out-shoot the Sisters.  In fairness, this is exactly what the Dark Eldar ended up doing in a subsequent match-up.

 

Oh, it doesn't matter what you wear

Just as long as you are there

So come on every gal, drop a foe,

Everywhere around the world

They’ll be dancing

They’re dancing in the street…

 


The Reliquary on Auros IX: Combat Patrol Battle #2  (400 points Surprise Attack mission; Bryan's Craftworld Muirythemine vs. Pat's Waaagh! BigHed)  by Bryan Layton
For this game I squared off with Pat and his horde o' green.  The sheer amount of Boyz proved daunting. 

Craftworld Muirythemine
5 Dire Avengers in a Wave Serpent w/ scatterlaser and holofield 
6 Jetbikes, including 2 w/ shuricannons 
1 War Walker w/ dual scatterlasers

Waaagh! BigHed
8-model Loota squad
20-model Gretchin Squad w/ 2 Runtherds 
20-model Shoota Boyz Squad, w/ two big shootas 
3-model Big Gunz unit, including 2-Gretchin crew per gun and a Runtherd





My target priority was good in that I was able to wipe out the Lootas and Kannons but the horde of Boyz was just too large to dislodge from the other objective. 

I was able to keep enough distance to pull a tie despite the Kannons punking the War Walker early, and getting the Jetbikes charged and wiped out by the Boyz.  I had shot up and charged the Grots on the middle objective.  After the Jetbikes ran down the Grots, Pat made a long charge roll and got stuck in, which left me with just the Serpent and Dire Avengers.

As per my original plan, the speed and firepower of the Eldar kept me in it despite the ridiculous disparity in model count.  As with all such matchups. my losing a key model (the War Walker) early proved devastating, but fortunately I was able to pull a tie.

 

Cumulative Campaign Score

Swingin’ Sisters of Battle:  3 points

Craftworld Muirythemine Eldar: 2 points

Waaagh! BigHed: 1point

Kabal of the Ozone Scorpions Dark Eldar: 0 points

 

 

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

 

 

Posted November 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