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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: Introduction and Army Lists   by Patrick Eibel and Kenton Kilgore
Each August for the last several years, Dream Wizards in Rockville, MD has hosted Counter Offensive, a casual gathering of gamers coming together for two days of 40K brutality. We attend every year to get together with old friends, make new ones, show off our latest armies, and throw down. In preparation for this year’s dust-em-up, we thought we’d get together ahead of time and test-drive our prospective lists. 

Imperial Guard (1500 points)  by Patrick Eibel
The release of the latest version of Codex: Imperial Guard has inspired me to bring a force of grunts to CO6. This battle serves as a perfect chance to prep my army and to try out some of the goodies (such as the Devil Dog and the use of Orders) from the new codex. I have been steadily painting my Guardsmen, and now it is time for them to shine. I brought:

  • Company Command. Company Commander w/ power weapon; Veteran w/ medipack; Veteran w/ Company Standard; two Veterans w/ melta guns
  • Lord Commissar w/ power fist
  • Green Platoon Command Squad, including autocannon and plasma gun; Commissar w/ power fist
  • Green Platoon Infantry Squad Blue, including heavy bolter and plasma gun
  • Green Platoon Infantry Squad Yellow, including heavy bolter and plasma gun
  • Green Platoon Heavy Weapon Team w/ three lascannons
  • Red Platoon Command Squad, including lascannon and melta gun; Commissar w/ power fist
  • Red Platoon Infantry Squad Blue, including missile launcher and grenade launcher
  • Red Platoon Infantry Squad Yellow, including missile launcher and grenade launcher
  • Red Platoon Heavy Weapon Team w/ three heavy bolters
  • Devil Dog w/ hull-mounted multi-melta, extra armor, and smoke launchers
  • Leman Russ Demolisher w/ hull-mounted lascannon and extra armor
  • Leman Russ Exterminator w/ hull-mounted lascannon, heavy bolter sponsons, extra armor, heavy stubber; Commander Pask
This is a balanced force with a good mix of bodies (well over 60 guys), mobility and durability (three tanks), hand-to-hand counterattack prowess (three power fists and a power weapon), and—of course—blistering firepower. Let’s see Kenton deal with that!


Pat & Company bring the noise

Fighting Tigers of Veda Space Marines (1500 points)  by Kenton Kilgore
I haven’t played the Tigers, my signature army in…well, probably since CO5 last year. I have a grotesquely-large collection (over 10,000 points) and I thought I’d use this golden opportunity to try out some stuff I hadn’t used in a long time. 

  • Raja Khandar Madu. Chapter Master w/ artificer armor and lightning claws
  • Squad Rudra 1 (Tactical Marines). Sergeant w/ power fist and bolt pistol; one Marine w/ flamer; one Marine w/ missile launcher; seven Marines w/ boltguns. Drop Pod w/ Deathwind missile launcher
  • Squad Rudra 2 (Tactical Marines). Sergeant w/ power weapon and bolt pistol; one Marine w/ flamer; one Marine w/ lascannon; seven Marines w/ boltguns. Drop Pod w/ Deathwind missile launcher
  • Squad Rudra 3 (Tactical Marines). Sergeant w/ power fist and bolt pistol; one Marine w/ plasma gun; one Marine w/ missile launcher; seven Marines w/ boltguns. Drop Pod w/ storm bolter
  • Squad Puchan. Scout Sergeant w/ combi-flamer and power weapon; one Scout w/ missile launcher; eight Scouts w/ boltguns
  • Tiger of Tvashtri Parvin Sreedhar. Techmarine w/ power weapon
  • White Tiger. Land Raider w/ extra armor
  • Vedic Siege Gun. Whirlwind
Similarly to Pat, I’m using this battle to test some things that the latest codex has given us Space Marine players. I’m itching to try out the Orbital Bombardment that Chapter Masters can call down, and, as I alluded to earlier, it has been too long since Raja Khandar Madu (aka “the Redhead”) has graced the table with her lovely and lethal presence. I’ve only had one previous chance to use the Drop Pod kits that my friend Ken Lacy gave me a while back - it’s time to see if they live up to the hype I keep hearing about them. And with the new Machine Spirit rules, Land Raiders are back to their Second-Edition badass glory. I threw in some obligatory Tac Squads and Scouts, and the Tigers were ready to rock and roll and roar.


I'm probably the only Marine player who hasn't glommed onto Drop Pods since the new 'dex came out last year....

Setting Up  by Kenton Kilgore
We played at Pat’s house, on a 4' x 6' table using Auros IX desert scenery. Pat randomly rolled and came up with the “Secure and Control” mission with the “Pitched Battle” deployment. I won the roll-off and made Pat set up first. He selected a piece of scenery on his left as his objective and set up one of the Company Command Squad + the Lord Commissar and one of the Red Platoon Infantry Squads on it. He placed the Red Platoon Command Squad and the other Red Infantry squad nearby, backed up by the LR Exterminator, led by Commander Pask. 

In the center of his deployment zone, amidst a ruined building, he set up the rest of his infantry, including the crucial Heavy Weapon Teams. On his right, he placed the Devil Dog and the Demolisher.

I deployed only the Vedic Siege Gun (a Whirlwind by another name), behind a large building in my deployment zone. In addition to the Drop Pods, I kept all other forces in reserve. I declined the attempt to Seize the Initiative, and Pat went first.


Deployment, with the Imperial Guard spread in a line and almost all the Fighting Tiger forces off the board

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