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

Campaigns
Goth Girls Gone Wild!
Introduction <> Battle #1 <> Battle #2 <> Battle #3 <> Battle #4 <> Battle #5 <> Final Thoughts

Goth Girls Gone Wild!--Battle #4  by Patrick Eibel and Kenton Kilgore 
(“Pitched Battle”; 2500 points each)

“Pitched Battle” is a special scenario found here on the Games Workshop UK site. Basically, it’s a “Kill the other guy for Victory Points” style mission with the added twist that holding board quarters gives you bonus Victory Points. As discussed in the introduction to this campaign, each player was to build on the army list they had used in the previous battle, adding units, wargear, etc., but not subtracting anything previously taken.

The Kurindans (2494 points)  by Kenton Kilgore
I brought:

  • !Klrt  (Broodlord; 70 points) w/ retinue of nine Troglodytes  (Genestealers w/ extended carapace; 180 points)
  • Four Troglodytes on Dracosaurs  (HQ Warriors w/ leaping, extended carapace, enhanced senses, and toxin sacs; three have rending claws and deathspitters; one has rending claws and a venom cannon; 189 points) 
  • One Lurker  (Lictor; 80 points) 
  • Four Troglodytes on Dracosaurs  (Elite Warriors w/ leaping, extended carapace, enhanced senses, rending claws, and deathspitters; 164 points)
  • Troglodyte Rampage* #1  (Twelve Genestealers w/ extended carapace; 240 points) 
  • Troglodyte Rampage #2  (Twelve Genestealers w/ extended carapace; 240 points) 
  • Troglodyte Rampage #3  (Twelve Genestealers w/ extended carapace; 240 points) 
  • Troglodyte Rampage #4  (Twelve Genestealers w/ extended carapace; 240 points) 
  • Newt Rampage #1  (Twenty four Hormagaunts; 240 points)
  • Newt Rampage #2  (Twenty four Hormagaunts; 240 points) 
  • Shaman  (Zoanthrope w/ Warp Blast and Synapse; 65 points) 
  • Hydrasaur (Carnifex w/ enhanced senses, adrenal glands [+1 WS], flesh hooks, barbed strangler, venom cannon; 153 points)
  • Hydrasaur (Carnifex w/ enhanced senses, adrenal glands [+1 WS], flesh hooks, barbed strangler, venom cannon; 153 points)
*A group of Kurindans is called a “rampage” in the same way that a group of geese is a “gaggle,” a group of whales is a “pod,” a group of Tyranids is a “brood,” etc. Read more about the Kurindans.

The Sisters of Mercy (2501 points) by Patrick Eibel
Pat brought:

  • St. Lucretia of the Emperor’s Reflection  (Identical to St. Celestine [see Codex: Witch Hunters]; 201 points)
  • Canoness Marian Tressant w/ blessed weapon, bolt pistol, rosarius, Book of St. Lucius, purity seals, Cloak of St. Aspira, Mantle of Ophelia (146 points). Accompanied by Celestian Squad Sapristi. Veteran Sister Superior w/ power weapon and bolt pistol; one Celestian w/ flamer; one Celestian w/ meltagun; six Celestians w/ bolters (173 points). Canoness and Celestians mounted in Rhino w/ extra armor and smoke launchers (58 points) 
  • Ordo Hereticus Inquisitor w/ power armor, eviscerator, jump pack, Liber Heresius, excruciator (100 points)
  • Callidus Assassin (120 points) 
  • Battle Sister Squad Piete. Veteran Sister Superior w/ storm bolter, Book of St. Lucius; two Sisters w/ storm bolters; seven Sisters w/ bolters (149 points) 
  • Battle Sister Squad Esperance. Veteran Sister Superior w/ storm bolter, Book of St. Lucius; two Sisters w/ storm bolters; seven Sisters w/ bolters (149 points) 
  • Battle Sister Squad Croyance. Veteran Sister Superior w/ bolt pistol, close combat weapon, Book of St. Lucius; one Sister w/ meltagun; one Sister w/ heavy flamer; seven Sisters w/ bolters (151 points). Mounted in Rhino w/ extra armor and smoke launchers (58 points)
  • Battle Sister Squad Clemance. Veteran Sister Superior w/ bolt pistol, close combat weapon, Book of St. Lucius; one Sister w/ meltagun; one Sister w/ heavy flamer; seven Sisters w/ bolters (151 points). Mounted in Rhino w/ extra armor and smoke launchers (58 points)
  • Seraphim Squad Belliqueux. Veteran Sister Superior w/ bolt pistol and power weapon; two Seraphim w/ flame pistols; five Seraphim w/ bolt pistols and close combat weapons (210 points)
  • Seraphim Squad Etoiles. Veteran Sister Superior w/ inferno pistol and power weapon; two Seraphim w/ flame pistols; five Seraphim w/ bolt pistols and close combat weapons (225 points) 
  • Dominion Squad Demene. Veteran Sister Superior w/ bolter-flamer, Book of St. Lucius; four Sisters w/ flamers; one Sister w/ imagifier (151 points). Mounted in Immolator with twin-linked heavy flamers and extra armor (70 points) 
  • Retributor Squad Revanche. Veteran Sister Superior w/ bolter, auspex, Book of St. Lucius; four Sisters w/ heavy bolters; five Sisters w/ bolters (191 points) 
  • Croix de Mort. Exorcist w/ extra armor (140 points)
Setting Up  by Kenton Kilgore
We played on a 4' by 6' table at my house. As is our habit, Pat set up the terrain and I chose what side I wanted. I suggested that for variety, we run a river with some bridges across the board. Before the game started, we agreed that brown areas on the board were considered open terrain, with no movement penalties or cover saves. Areas of green static grass represented waist-high grass that was difficult terrain and provided a cover save of 6. Trees and the river (and its banks) would also be difficult terrain and would provide a 5+ save. The bridges gave unimpeded movement across the river and a 5+ save as well. 

Deployment
Above:  Deployment, with most of the Kurindans clustered on one side of the board. 

I went first, placing my Shaman (Zoanthrope) in the center of my deployment zone, about 14" up and behind some trees, which would shelter him from fire if Pat got the first turn. I placed my Hydrasaurs (Carnifexes) in cover on either side of the Shaman, both within 12" to stay under Synapse coverage. Seeing that the terrain on the right side of the board was fairly sparse, I put the rest of my army to the left of the Shaman, with each group of Trogs on Dracosaurs (Warriors) providing Synapse control to a unit of Newts (Hormagaunts) and two rampages (broods) of Troglodytes (Genestealers). 

Sisters deploy
Above:  Sisters of Mercy deploy in a line across the table

Pat spread out his army, with the Exorcist, Retributors, Canoness and Celestian bodyguards at one end of the table (his left, my right); St. Lucretia, the Inquisitor, and both squads of Seraphim in the center; the Dominions, their Immolator, and a Rhino-mounted Sisters squad at the other end (his right, my left); and the rest of his Sisters lined across the board. 

Once Pat had finished, I deployed my infiltrating Kurindan commander, !Klrt (Broodlord) and his Troglodyte bodyguard (Genestealer retinue) in the river on my far left side, 18" from Pat’s Dominion squad. Per the Reserves rules, my Lurker (Lictor) and Pat’s Callidus Assassin started the game off the board. Pat used the Word in Your Ear ability of the Callidus to move one of my Trog squads into the open--eep! 

We rolled and determined that Night-Fighting rules were not in effect for the game. I won the roll to decide who would choose to go first or second, and I chose to go first. 

Turn 1
When you play Tyranids (or, in my case, Tyranids dressed up like Lizardmen) your strategy can be boiled down to the handy phrase, “Get ‘em.” So “get ‘em” I did. !Klrt, the Newts, and the Troglodytes (the Broodlord, the Hormagaunts, and the Genestealers) sprinted across the board, the Trogs on Dracosaurs (Tyranid Warriors) following them. The Shaman (Zoanthrope) and the Hydrasaurs (Carnifexes) moved up to fire. 

The venom cannon used by one Draco-mounted Trog knocked the main weapon off the Immolator, for which I was VERY happy: I had visions of that gun doing all kinds of bad things to my guys. The rest of my firing was not nearly so good: I had no line of sight to the Exorcist, so I had to settle for knocking the storm bolter off and shaking the Rhino of Squad Clemance, and immobilizing (and taking out the storm bolter) of the Rhino belonging to the Canoness and her Celestians. They were forced to disembark, but were not entangled, or pinned, or whatever the heck they call it….

Kurindans advance
Above:  No big surprise here--Kurindans come running across the board

Pat shifted his Sisters to face the oncoming Kurindan horde. Clemance’s Rhino—now without that uber-scary storm bolter, remember—drove up and the squad dismounted. Seraphim Squad Belliqueux and the Inquisitor hopped forward to block Newt Rampage #1. On Pat’s right side, the Immolator pulled up in front of !Klrt and his retinue and Dominion Squad Demene got out. Squad Croyance followed in their Rhino, also dismounting near !Klrt and the Gang. Something told me that they weren’t stopping to ask directions.

Pat then showed me what a Shooting Phase should look like. The Exorcist fired five shots at one of my Hydrasaurs, with four hits and four wounds. Though in the relative safety of the trees, my Carnie nevertheless bricked every cover save and went SPLUTCH as it died a very quick, very wet, very messy death. Though the center of Pat’s line (the Retributors and Squads Piete and Clemance) had zero luck trying to tag the Shaman and the other Hydrasaur, Squads Esperance and Belliqueux shot dead seven Newts. Much more significantly, Squad Croyance gunned down five members of !Klrt’s bodyguard, and the Dominions vaporized the rest of the retinue and knocked two Wounds off !Klrt himself. 

Alas for the Sisters, Broodlords have three Wounds.

Sisters target !Klrt and friends
Squad Croyance (with green hair) and Dominions (unpainted) unleash hell on !Klrt and his guards

Turn 2
Shooting? What shooting? My guns—such as they are—did Jack and Squat against Pat’s army. No matter, as my Lizardmen flooded over a whole heap of Pat’s girls. At my left side, !Klrt and Newt Rampage #2 charged into Croyance and the Dominions, killing six of the former and three of the latter while losing none of their own. I thought for sure that the Sisters would break and be swept away, but they made their Morale checks and hung in there for more claw-to-hand brutality in the next Assault Phase. 

In the middle of the board, Newt Rampage #1 and Troglodyte Rampage #2 hit the Seraphim, killing four of Patrick’s Angels while losing one Genestealer and three Hormagaunts: tie score. The Seraphim opted to Hit-and-Run, leaving the Kurindans to consolidate into the Inquisitor (who had not officially joined the Seraphim, merely bounded along beside them). 

Trogs attack Seraphim and Inquisitor
Above:  Troglodytes (Genestealers) assault Seraphim and the Inquisitor

On my right side, the Lurker (Lictor) appeared from the trees near the Exorcist: crashing into the side of the tank, the beast managed to smash the Exorcist’s drive shaft, immobilizing it.

On Pat’s turn, the Callidus appeared from Reserves and the Sisters moved into better firing positions. St. Lucretia and both Seraphim squads, along with the Assassin, moved towards the Kurindans surrounding the Inquisitor. In the Shooting Phase, the Croix de Mort demonstrated that while mobility is nice, it’s not why one purchases an Exorcist: one purchases an Exorcist to easily knock three Wounds off a Carnifex, which is just what happened. Squad Piete used Divine Guidance to polish off the Hydrasaur, and just like that, my two big dino-critters were toast by the bottom of Turn 2. 

The Retributors, partly blocked by the stalled Celestian Rhino, nevertheless took out three ‘Stealers from Trog Rampage #4, and Squad Esperance gunned down another three from Trog Rampage #1. Squad Clemance turned their guns on the Lurker (Lictor), but weren’t close enough to do any damage. 

In the Assault Phase, St. Lucretia, the Seraphim, and the Callidus smashed into Newt Rampage #1, killing 13 and forcing the sole survivor to fall back until he hit the Synapse provided by the nearby Trogs on Dracosaurs (Tyranid Warriors). The Seraphim lost none of their own and consolidated into Trog Rampage #2, but not before the Trogs tore the Inquisitor into bite-sized nuggets. On my left side of the board, !Klrt and Newt Rampage #2 wiped out Squads Croyance and Demene. 

Brutality
Above:  Kurindans continue to stream across the field as the Sisters try to beat them back

Turn 3
On my turn, the Kurindan assault kicked into high gear, with !Klrt, Newt Rampage #2, and all the infantry Trogs converging on the Sisters in the middle of the board. The Trogs on Dracosaurs backed off and began moving so as to be able to claim board quarters later on in the game. The sole surviving Newt from Rampage #1 tagged along with the Elite Trogs to deny Pat another 120 Victory Points. 

As usual, my Shooting Phase was nothing spectacular, with the venom cannon from the HQ Trogs on Dracs shaking Croyance’s Rhino. My Shaman attempted to drop a Warp Blast on Squad Clemance, but their Shield of Faith negated it. 

It was the Assault Phase where, once again, my Purple People Eaters continued to make their money. Pat spent Faith Points like the government spends tax dollars, granting Seraphim Squad Belliqueux Spirit of the Martyr, Sisters Squad Esperance Hand of the Emperor, and St. Lucretia and Seraphim Squad Etoiles Spirit… and Hand… Nevertheless, !Klrt and the Newts (with 66 Attacks!) killed seven of Esperance (and lost two Newts); the Sisters fell back 4" and the Newts consolidated to pursue them. 


Above:  !Klrt and the Newts take on Squad Esperance while Troglodytes hack down Seraphim

In the fracas with the Seraphim, five members of Troglodyte Rampage #2 were sent to join their ancestors, while the Callidus and all the Seraphim (except one from Squad Etoiles) were killed. St. Lucretia and the sole survivor used Hit-and-Run to jump back 13". Elsewhere, the Lurker moved around to the back of the Croix de Mort and charged it from the rear, destroying it. 

On Pat’s turn, Squad Esperance used Light of the Emperor to avoid falling back any further (which would probably have taken them off the board). Canoness Marian Tressant, her Celestians, and Squad Piete moved closer to blunt the Kurindan advance; Squad Clemance marched towards the bridge that would take them into Lizardman territory.

Defeat for the Sisters
Above:  St. Lucretia and the Sisters of Mercy throw everything they have at the Kurindans

Faced with the prospect of being charged next turn, the Retributors moved to get into firing positions on the Lurker: though their heavy bolters would not be available, their bolters were, wounding the beast once. Squad Esperance fired on Newt Rampage #2, killing three of them; Squad Piete fired on Trog Rampage #2, with no success. St. Lucretia hopped forward again and combined her fire with the Canoness and the Celestians to kill four Trogs from Rampage #4. Because they were in Synapse range of !Klrt (the Broodlord), the Trogs held. 

In the Assault Phase, Lucretia and the lone Seraphim invoked The Passion and charged Rampage #4; Lucretia lost two Wounds and the pair leapt 9" out of combat. 

Turn 4
My Trogs on Dracosaurs (Tyranid Warriors) continued to maneuver to grab table quarters: another turn or two, and the Elite Trogs would be there to grab the right side of my deployment zone and/or face off against Squad Clemance if they came over the bridge. 

The Lurker (Lictor) charged Retributor Squad Revanche, killing two. Troglodyte Rampage #3, which had suffered some pretty poor difficult terrain and Fleet of Claw rolls, was way out of the action, so they chased after and caught Croyance’s Rhino from behind. The good news was that they destroyed it; the bad news was that the resulting explosion killed two of them. Ah, well. 

The scrap in the middle of Pat’s deployment zone continued to get uglier, with !Klrt, the Newts, and the Trogs hurling themselves at the Sisters. Sixteen Battle Sisters fell, as did a Celestian; Canoness Tressant was wounded once. In exchange, two Newts died. The Canoness attempted to flee and was caught, and at that point, Pat conceded. 
 
 

Victory Points Earned, Game 4
Kurindans: 2140
Sisters of Mercy: 641

Victory Points Earned, Games 1-4
Kurindans: 5968 Victory Points
Sisters of Mercy: 2846 Victory Points

Campaign Points Earned, Games 1-4
Kurindans: 12
Sisters of Mercy: 8

Post-Game Analysis  by Kenton Kilgore
Usually, I like to set my Kurindans up to do a “pincer” attack on their foe, trapping them in the middle of two onrushing-waves of battle-stoked Lizardmen. I didn’t like the paucity of terrain on the right side of the board, so I put most everyone on the left side and ran them up that way. I was nervous about it at first, but it was clearly the correct thing to do.

I’m about 80% pleased with how the army did this time. Even without any kind of biomorphs, !Klrt (the Broodlord) is just an animal: if you let him get into hand-to-hand with you, he’ll literally eat your troops alive. I wish his Retinue had had a chance to perform, but Pat made sure to take them out ASAP (and he almost got !Klrt, too). Similarly, I wish the Hydrasaurs (Carnifexes) had been able to do more than suck down krak missiles from the Exorcist: if !Klrt is an Assault-Phase monster, the Croix de Mort is a Shooting-Phase monster. Pat has said that he’ll bring another to our last game, and I’m not looking forward to that. 

I had intended for my Hydrasaurs to hold board quarters, but when they went down, that job went to the Trogs on Dracosaurs (Tyranid Warriors). After moving up the table and “handing off” Synapse control to !Klrt, I moved them back; the HQ unit held the left side of my table half; the Elites didn’t quite make it to the right side. No matter. 

The Newts (Hormagaunts) and Troglodytes (Genestealers) were superb. I think I really have a good handle on how to use them. The Shaman (Zoanthrope) didn’t do anything this game, and I’m beginning to rely less and less on him. I was happy that the Lurker (Lictor) managed to do something significant (kill the Exorcist) AND survive the game. 

Next time out, I’m going to bring some Raveners and see how they do. One game to go! 

Post-Game Analysis  by Patrick Eibel
Some people learn things intuitively – they are able to comprehend a subject without actually having done it; some people need to learn things by experiencing them. I clearly am in the latter group. 

To determine where I went wrong, you merely need to look in the battle set-up section at the words “Pat spread out his army.” I keep trying to play the Lizards straight up with Sisters and it just doesn’t work. While the Sisters have a bunch of neat tricks, there is no compensating for Weapon Skill 3 and Toughness 3 in close combat. 

Kenton likes to tout how good I am at playing “on the fly” without a pre-scripted battle plan, but that is with armies I know inside and out. The Sisters are not an army you can just throw onto the board and expect to win – they actually require tactics. I should have deployed my army on my left flank. The bulk of the Kurindans would have had to cross the entire board to get to me and I would have had more fire support available to thin them out. 

So why didn’t I? I thought that if I had nothing in my right flank, Kenton would have breezed into that table quarter and held half the board daring me to dig him out. In retrospect, I would have been preferred that to what actually happened. By spreading across the board, I merely created a human pipeline the Trogs (Genestealers) could follow by assaulting and sweeping from squad to squad. 

I am tempering my frustration with the fact that this is a relatively new army for me (I think I have played a total of eight battles with the Sisters.) While I am massively behind in Victory Points, I am only behind 4 Campaign Points going into the last battle. I may be down, but I’m not out yet and I think I know what to do now to win the last battle (and no, it isn’t to cheat.)
 


Goth Girls Gone Wild!
Introduction <> Battle #1 <> Battle #2 <> Battle #3 <> Battle #4 <> Battle #5 <> Final Thoughts

Posted: October 2006
 

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