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Events and Battle Reports
Catch a Tiger By the Tau 
Intro and Army Lists <> Part 1 <> Part 2 <> Post Game

Catch a Tiger by the Tau—Introduction and Army Lists
Battle report and commentary by Kenton Kilgore; fiction and commentary by Patrick Eibel 

Chandramatie Bahl, Tiger of Brihaspati and Acting Raja of Ghuyarashtra, paced the bridge of her battle barge, Destroyer of Worlds.  Beside her, a seated Astropath interfaced with the ship’s navigational equipment and projected views of the space around them on the large holo-screens that ringed the bridge. 

While the other commanders of the Fighting Tigers were busy dealing with threats elsewhere, she was tasked with resolving matters with the Tau, who had nearly wiped out her detachment during their last encounter.  It was of little comfort to Bahl that she was not in charge at that time and that she had tried her best to resolve the situation diplomatically.  The actions of her previous superior - she could not bring herself to use his name - made diplomacy moot, however, and now shhe pursued the alien fleet to negotiate reparations, or, failing that, to exact retribution.

She knew their course was heading towards the Tau Empire, but the Astropath assured her they would overtake the Tau fleet before reinforcements could arrive.  In her heart, Chandramatie Bahl still hoped a peaceful accord with the Tau could be reached.  There was much to be admired in their discipline, their technological advancement, and their attempts to incorporate conquered worlds into their Empire.  During her last meeting with the Ethereal that led this Cadre, one Aun Elsy’eir Kor, she had felt that he was reasonable and wanted to earnestly correct the misunderstandings that had led to fighting between their forces.  She only hoped that she was up to the task of showing him the wisdom of making amends.

* * *

The planet of Madrac IV is a forge world known for producing some of the finest tanks and munitions available on the black market.  If the planet were not so close to the Tau Empire, it would have been conquered by Imperial agents long ago.  The Ethereal Aun Elsy’eir Kor knew that continued Tau vigilance in the sector was vital in keeping the Madrac IV free of Imperial control, and even more, he knew that the Planetary Governor, Hairston Jax, valued that freedom more than anything. 

The Planetary Governor’s Palace was lavishly appointed and ornately decorated, a testament to the wealth accrued from the unchecked sales of armaments manufactured in the planet’s forges.  The governor was a soft, callous man with no understanding of military tactics or deployment, but he knew negotiation and always made sure that his end of the bargain would benefit not only him, but the people of Madrac IV.  He knew that to stay ruler of the desolate little planet, he had to keep the populace happy.

The august Ethereal entered the meeting room of the Governor’s Palace with a small contingent of attendants and translators.  Most of the attendants were present just for show to impress the Governor with the status of Aun Kor.  Planetary Governor Hairston Jax watched the Ethereal’s entrance on a monitor in a nearby room and swanned into the meeting room a good fifteen minutes later. 

If the Ethereal was insulted, he did not show it, but instead began describing the problem that faced him and his fleet.  They were being pursued by a large number of Imperial Marines and needed the aid of the Governor’s Planetary Defense Force to help repel the incursion.  In exchange, the Tau would continue to keep the space lanes around Mordac IV free of Imperial spies and share some antigravitic technology that would prove useful in the planet’s mining operations. 

Three hours later, documents had been signed solidifying the pact between the two leaders and preparations were begun for the inevitable planetfall of the Space Marine forces.  Aun Elsy’eir Kor knew that a prolonged campaign with the Fighting Tigers would waste many precious resources and would not be in the best interest of the Greater Good.  One decisive battle to either slap the Marines in the face and dissuade them from their pursuit, or buy enough time for the bulk of the Tau to escape, was what was needed.  Either way, the Ethereal mused, success would be his.

Welcome to the first Apocalypse battle report to be featured on the Jungle. This game was supposed to be one of the annual New Year’s Day battles that Pat and I fight, but issues with schedules pushed it back to the end of January. This battle is the follow-up to Episodes 6-9 of Traveller of Both Time and Space, wherein the Fighting Tigers of Veda encounter, battle, and ultimately suffer major losses against a Tau “air cavalry” force. Weeks after the events portrayed in those episodes, the Fighting Tigers are pursuing the Tau contingent, to exact revenge; the Tau are determined to repulse the Tigers and dissuade them from further hostilities.

Fighting Tigers of Veda: 4995 points  by Kenton Kilgore
I built this list with units I thought would be fun to play. I actually do have enough figures to field a Space Marine Battle Company (a Captain + Command Squad, six Tactical Squads, two Assault Squads, and two Devastator Squads), so I brought one. I can field a Suppression Force (a Land Speeder and at least two Whirlwinds), so I brought one of those, too. The rest were figures I’ve recently acquired (the Fighting Tiger Black Ops) or worked on (the Attack Bikes and Tornados). Because this battle is inspired by Traveller of Both Time and Space, I had to take Chandramatie Bahl (at right) as the leader. 

  • Chandramatie Bahl, Tiger of Brihaspati, Acting Raja of Jatis Ghuyarashtra. Librarian (Codicier) w/ force weapon, bolt pistol, psychic hood, jump pack, and Fear of the Darkness (126 points)
  • Daksha Ram, Tiger of Varuna. Chaplain (Master of Sanctity) w/ crozius arcanum, rosarius, plasma pistol (115 points)
  • Kshatriya Patel. Commander (Captain) w/ power weapon, and storm bolter (80 points)
  • Command Squad. Veteran Sergeant w/ power fist and bolt pistol; Apothecary w/ bolt pistol, close combat weapon, narthecium, and reductor; Standard Bearer w/ bolt pistol, close combat weapon, company standard; two Singh w/ flamer; Furious Charge for squad, ICs (188 points). Rhino w/ extra armor, smoke launchers (58 points)
  • Fighting Tiger Black Ops (Veteran Fighting Tigers). Veteran Sergeant Janhavi w/ power fist, combat shield, and bolt pistol; three Veterans w/ bolt pistols and close combat weapons; one Veteran w/ melta gun; one Veteran w/ lightning claws; all w/ frag grenades and Furious Charge (189 points). Drop Pod (30 points)
  • Tigers of Rudra (Tactical Marines), Squad 1. Veteran Sergeant w/ power fist and bolt pistol; seven Marines w/ bolters; one Marine w/ flamer; one Marine w/ melta gun (Cleanse and Purify trait); all w/ frag grenades (210 points). Rhino w/ extra armor, smoke launchers (58 points)
  • Tigers of Rudra (Tactical Marines), Squad 2. Veteran Sergeant w/ bolter-flamer and lightning claw; seven Marines w/ bolters; one Marine w/ flamer; one Marine w/ melta gun (Cleanse and Purify trait) (205 points). Rhino w/ extra armor, smoke launchers, searchlight (59 points)
  • Tigers of Rudra (Tactical Marines), Squad 3. Veteran Sergeant w/ bolter-flamer, power weapon; seven Marines w/ bolters; one Marine w/ plasma gun; one Marine w/ missile launcher (200 points). Drop Pod (30 points)
  • Tigers of Rudra (Tactical Marines), Squad 4. Veteran Sergeant w/ bolter-flamer, power weapon; seven Marines w/ bolters; one Marine w/ flamer; one Marine w/ melta gun (Cleanse and Purify trait) (200 points). Rhino w/ extra armor, smoke launchers, dozer blade (63 points)
  • Tigers of Rudra (Tactical Marines), Squad 5. Veteran Sergeant w/ bolter-flamer and power fist; seven Marines w/ bolters; one Marine w/ flamer; one Marine w/ melta gun (Cleanse and Purify trait) (205 points). Rhino w/ extra armor, smoke launchers, searchlight (59 points)
  • Tigers of Rudra (Tactical Marines), Squad 6. Veteran Sergeant w/ bolter-flamer; seven Marines w/ bolters; one Marine w/ flamer; one Marine w/ plasma cannon (196 points). Drop Pod (30 points)
  • Tigers of Kali (Assault Marines), Squad 1. Veteran Sergeant w/ power fist and close combat weapon; two Assault Marines w/ flamers; seven Assault Marines w/ bolt pistols and close combat weapons; all w/ frag grenades, jump packs, meltabombs (282 points)
  • Tigers of Kali (Assault Marines), Squad 2. Veteran Sergeant w/ power fist and close combat weapon; two Assault Marines w/ flamers; seven Assault Marines w/ bolt pistols and close combat weapons; all w/ frag grenades, jump packs, meltabombs (282 points)
  • Tigers of Kali, Bike Squadron 1. Three Attack Bikes w/ heavy bolters (150 points)
  • Tigers of Kali, Bike Squadron 2. Three Attack Bikes w/ heavy bolters (150 points)
  • Tigers of Kali, Bike Squadron 3. Three Attack Bikes w/ multi-meltas (195 points)
  • Nine Land Speeder Tornadoes, each in separate squadrons, w/ heavy bolters and assault cannons (720 points)
  • Tigers of Agni (Devastator Marines), Squad 1. Sergeant and five Marines w/ bolters; four Marines w/ heavy bolters (210 points)
  • Tigers of Agni (Devastator Marines), Squad 2. Sergeant and five Marines w/ bolters; four Marines w/ missile launchers (230 points)
  • Battle Company Formation (200 points)
  • Suppression Force Formation. Land Speeder Tornado + 2 Whirlwinds (275 points)
With so many Tactical Squads using transports and Cleanse and Purify, I was geared up for a lot of close-up fighting with the Tau and the Guard—which was exactly what I wanted. To avoid driving through [poop]loads of incoming fire, my strategy was to use Flank March to attack from the sides and rear of Pat’s deployment zone, using the Careful Planning strategic asset, granted by the Battle Company Formation, to come in on Turns 1 and 2. With the Hold At All Costs strategic asset, I was confident that I could grab three or four objectives, deny Pat the others, and win the game. 

Tau/Imperial Guard Alliance: 5003 points  by Patrick Eibel
My force consists of two tank-heavy armies: a Tau “air cavalry” of Hammerheads and Devilfish, backed by Crisis Suits and Pathfinders; and a Imperial Guard Armored Company of Leman Russes, Demolishers, and Sentinels, with a Baneblade and a converted Warhound Titan. 

Tau Mobile Air Cadre

  • Ethereal Aun Elsy’eir Kor with honor blade (60 points)
  • Commander Shas’el Shi’ki Khan with ion blaster, missile pod, HW multi-tracker (77 points)
  • Bodyguard Team Ganpura with burst cannon, missile pod, targeting array, HW multi-tracker (2 suits, 140 points)
  • Monat Battlesuit Shas’vre Shi’chin Osuki with plasma rifle, missile pod, targeting array, HW multi-tracker (82 points)
  • Monat Battlesuit Shas’vre O’ren Ichi’i with plasma rifle, missile pod, targeting array, HW multi-tracker (82 points)
  • Fire Warrior Team Aka’iro with pulse rifles, team leader with bonding knife (12 warriors, 135 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker (100 points)
  • Rapid Deployment Force with Rapid Redeployment (4 units + 100 points)
  • Fire Warrior Team Ukon’iro with pulse rifles, team leader with bonding knife (11 warriors, 125 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker (100 points)
  • Fire Warrior Team Tor’uko with pulse rifles, team leader with bonding knife (12 warriors, 135 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker (100 points)
  • Fire Warrior Team Midori’iro with pulse rifles, team leader with bonding knife (12 warriors, 135 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker (100 points)
  • Fire Warrior Team Ensh’oku with pulse rifles, team leader with bonding knife (12 warriors, 135 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker (100 points)
  • Pathfinder Team Sen’datsu with pulse carbine, markerlight, team leader with bonding knife, target lock (92 points)
  • Devilfish with decoy launchers, disruption pod, multi-tracker, upgraded drones with smart missile system (100 points)
  • Armored Interdiction Force with Tactical Support (D3 + 1 markerlight hits, 50 points)
  • Hammerhead Sanbi’mu with ion cannon, smart missile system, decoy launcher, disruption pods, multitracker (150 points)
  • Hammerhead Kuzame’wan with railgun, burst cannons, decoy launcher, d-pods, multitracker (185 points)
  • Hammerhead Kuzame’ni with railgun, burst cannons, decoy launcher, d-pods, multitracker (185 points)
Madrac IV Armored Company
  • Sentinel Team “AT-ST 86” with lascannons, armored crew compartment, extra armor (2 Sentinels, 150 points)
  • Tank Squadron Spearhead (25 points)
  • Demolisher “Suzerain” with plasma cannon sponsons, extra armor, mine sweeper, smoke (188 points)
  • Demolisher “Spartan” with extra armor, track guards, searchlight (181 points)
  • Demolisher “Scipio” with extra armor, track guards, searchlight (181 points)
  • Tank Squadron Vanguard (25 points)
  • Leman Russ “Viking” with heavy bolter sponsons, lascannon hull, extra armor (160 points) 
  • Leman Russ “Visigoth” with heavy bolter sponsons, extra armor, pintle stubber, smoke (175 points)
  • Leman Russ “Vandal” with heavy bolter sponsons, extra armor, pintle stubber, smoke (175 points)
  • Baneblade “Scourge Of God” (500 points)
  • Warhound Titan “AT-AT 225” (750 points)
I guessed that Kenton would bring the Battle Company Formation—he has a huge army, and he’s always trying to bring as much infantry as he can. I also correctly guessed that he would try to Flank March me and get into hand-to-hand as soon as possible. Pah! You can’t get into hand-to-hand if there’s no one there: I brought exactly zero Guard figures and all my Fire Warriors were mounted in Devilfish. What he would wind up getting was exactly what he didn’t want: a whole mess of heavy weapon fire. Booyah!

Setting Up  by Kenton Kilgore
We played at Pat’s house, on a 5 ½' by 8' board Pat had set up to replicate an industrial area outside a key city on the forge world of Madrac IV. Following the rules in the Apocalypse set, we divided the board into two huge, triangular deployment zones, and marked the no-man’s-land between them. 


The Whirlwinds and Tornado of the Suppression Force, with Tigers of Agni Squad 1, and the Tigers' mascot, Spot

As most of my army would start in Strategic Reserves, I bid that I could set up the rest in three minutes; Pat also elected to keep part of his army in Reserves and bid ten minutes. I put down the Suppression Force, the Whirlwinds safely behind cover. I also put my Devastator Squad with the heavy bolters in a high building and my Devs with the missile launchers in another nearby building. In my haste to fully deploy, however, I inadvertently had set up my missile launcher Devs in no-man’s-land, and was forced to take them off and keep them in Strategic Reserves. 


Tau/Imperial Guard Alliance deployment, with the Star Wars AT-AT counting as a Warhound Titan

Pat set down all of his IG, the Hammerheads, and the Pathfinders. Then we placed objectives, most of them in or near cover (I placed one objective in the midst of my heavy-bolter Devastators). We agreed on a five-hour game (starting at 11:00 a.m. and ending at 4:00 p.m.), and as I had deployed first, I got to go first.


Another view of Pat's deployment. The Pathfinders (mounted on Cold One models) are in the building in the center 

Catch a Tiger By the Tau 
Intro and Army Lists <> Part 1 <> Part 2 <> Post Game


Posted March 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