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Fall From Grace V
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Fall From Grace
V: Battle Summaries for Fighting Tigers
I’ve had some success using a list of Scouts with support-fire units, but for FFG V, I thought I’d refine this concept into a “First and Ten” army: Terminators (traditionally assigned to the First Company of a Marine chapter) and Scouts (traditionally assigned to the Tenth Company). Fighting Tigers don’t use companies, but hopefully, you get my drift….
Here’s what I came up with:
What happened? Bryan is a lawyer from Virginia who regularly attends FFG. This year, he brought his nicely-painted Word Bearers army consisting of:
Bryan went first. The Rhino bearing his Dark Apostle tried to roll forward and was immobilized. His other Rhino tried to go 12" through the sticky swamp goo, failed its Dangerous Terrain test (snake eyes!) and sank into the muck, taking three Word Bearers with it. His Defiler failed to spot a unit of my “tactical” Scouts, but his Havocs succeeded in killing two of them. On my turn, my Speeders zipped forward, knocking out his Defiler. My Scouts fired back at the Havocs but could not avenge their fallen comrades.
On Turn Two, the Dark Apostle and his accompanying squad plodded forward on foot. The surviving members of the other Word Bearer squad were Entangled as they escaped their sinking Rhino. In the Shooting Phase, the Havocs turned their attentions to a squad of sniper-rifle Scouts, killing five of them. OUCH! The driver of the Dark Apostle’s Rhino managed to get the vehicle going again.
On my turn, the Speeders, the Land Raider Crusader, and a unit of “assault” Scouts cautiously advanced, pouring fire into the Havocs, to no avail. My unscathed sniper squad killed two members of the Word Bearers accompanying the Dark Apostle, but the villains passed their pin check.
On Turn Three, Bryan’s Bloodletters, Daemonettes, and Furies came on from Reserves—fortunately for me, only the first unit was in a position to threaten my forces, and not for another turn at least. On my turn, the Land Raider Crusader immobilized itself; Khandar Madu and the five Assault Terminators got out and started walking. In the Shooting Phase, my Scouts concentrated all of their firepower on the Bloodletters, sending 7 of 8 of them back to the infernal pits from whence they were spawned.
Bryan’s Raptors had been plodding along with the rest of his army, but on Turn Four, they went for broke, igniting their jump packs. Three of them died failing their Dangerous Terrain tests. The lone Rhino immobilized itself again, the advancing Obliterators shot a sniper, and the rest of Bryan’s shooting destroyed one Land Speeder and shook another. On my turn, my “tactical” Terminators teleported in, to head off the Dark Apostle. Tiger guns blazed, killing six Furies and four members of the Apostle’s posse.
The Word Bearers had been steadily advancing on my line of snipers and the squad of “tactical” Scouts in front of them. On Turn Five, they turned to counter the Terminators threatening their flank. The Dark Apostle and his cronies fired on the “tactical” Terminators, killing two, then charged and wiped out them out. The Raptors charged Khandar Madu and the Assault Terminators, killing one Tiger of Indra as the Redhead and her girls slashed them to pieces with their lightning claws. Simultaneously, the two surviving Furies charged one of my sniper Scout squads and got beaten down by rifle butts.
On my fifth turn, the Havocs finally lost the shoot-out they had been having most of the game with my Speeders, the immobilized Land Raider Crusader, and the unit of “tactical” Scouts on my right. Khandar Madu, the Assault Terminators, and both units of “assault” Scouts fought the Dark Apostle, his buddies, and the lone Bloodletter (remember him?). The Apostle was an impressive fighter, but my Scout Girls of Ghuyarashtra were too much for him and his friends.
On Turn Six, the Obliterators continued their advance on my left side, trading gunfire with snipers and “tactical” Scouts as they had for half of the game. The Scouts killed one Obliterator and knocked Bryan’s other Chaos Marine Squad (the ones that lost their Rhino on Turn One) under half.
And that, folks, was the end of the Word Bearers’ noise. Because I had inflicted lots of casualties without taking many, I received bonus Victory Points that gave me a “Victorious Slaughter” result.
Outcome: Tigers win
(3048 Victory Points to 695 Victory Points)
For my next two games, I wanted to use the Scouts with another favorite unit of mine, Raja Khandar Madu and her Command Squad (the Redhead version I used against Bryan represents a less-experienced Khandar Madu). I brought:
“Faith in the Emperor!”
Once the Cult hits the table, however, it means business. With 80 Infiltrating Cultists, a Defiler, a Predator, a Chaos Dreadnought, a Daemon Prince, and units of Bloodletters and Daemonettes, it can put a world of hurt on people.
Our first game saw most of my army destroyed by the bottom of Turn Two, thanks to mission rules that allowed the Cultists to Infiltrate 18" away from me, facilitating the Daemon Prince and the daemons to swiftly get into hand-to-hand combat. That, and several colossally dumb mistakes on my part. Note to self: don’t go into a game with Ken with a half-assed battle plan.
After I had vented my surliness (sorry again, Ken) and downed a few Lynchburg Lemonades at the nightly post-game trip to the sports bar, I asked for a rematch the next day.
Mission: Seek and Destroy
(Alpha level—appropriate, eh?)
What happened? Ken’s army didn’t enjoy their usual Infiltrate ability, so he had to work a bit harder this time. His horde of Cultists spread out across the table and, because I didn’t have much cover, I spread out my forces, too (I had lost 9 of 10 snipers to one shot from Ken’s Defiler the night before).
I could write many paragraphs describing the beating I received, but how about I let the photos below do the talking? You know, “A picture is worth a thousand words,” and all that happy tripe….
Ken has admitted in his article on this army that the Cultists—and even the Daemon Prince—are just distractions: it’s the summoned Bloodletters and Daemonettes that do all the damage. But even knowing that ahead of time didn’t help me much: Ken got some good rolls for summoning his daemons and they rolled over my Scouts. I had foolishly placed the Redhead and the “assault” Scouts—my only hope of fending off Ken’s assault—on my flanks and they were in no position to fight back until the carnage had been done. After five turns, I conceded.
Outcome: Tigers lose.
By a lot. So much, I can’t count that high.
The Scouts are a “shooty” army with a mean counterattack capability, and the swamp table was the perfect venue for fighting Bryan’s Word Bearers. The terrain was much more of a hindrance to Bryan’s guys than to mine, and I had plenty of fire lanes to pour ammo into the Chaos Marines and their daemon friends.
The first game against Ken was an absolute bloodbath because I put no thought into what I was doing. The Cultists’ ability to Infiltrate threw me off and I stupidly forgot to use the free move my Scouts were allowed before the game; I could have moved further away from the Cultists. The second game, I deployed poorly, spreading out too far. Ken’s daemons were able to hit one flank and roll up my line.
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© Copyright Kenton
Kilgore, October 2004
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