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

Goth Girls Gone Wild!--Final Thoughts on the Campaign  by Kenton Kilgore 
Whoa! What a cool and exciting campaign! Kudos to Pat for again creating a fun and difficult challenge. I liked building up the army in 500-point blocks and having to think two or three games ahead on what to bring. We had to make some scoring adjustments for Games 3 and 5, but they worked out okay.

After I choked in Game 1, I figured I had already lost the campaign. Games between Pat and I are almost always close, and I figured I would need at least one huge win just to get back in the running. Fortunately, I won big twice, in Games 2 and 4, and going into Game 5, I knew that anything less than a “Victorious Slaughter” for Pat would leave me claiming the campaign. So though half of my army didn’t kill much in Game 5, I consoled myself with the thought that just by them surviving, I was racking up Victory Points.

In addition to playing the games, I really liked learning how to use a Genestealer-heavy Tyranid army: I don’t know if I’ll continue to use the Kurindans that way, or whether I’ll configure them as a mostly-Gaunt force. The beauty of using Lizardmen models is that I have flexibility to proxy the army as different Nids. This campaign also spurred me to get off my butt and make some jungle scenery, which I had been meaning to do for several years. Now I have plenty of jungle terrain, and I know how to quickly and easily make more.

I hope you’ve enjoyed this campaign, too. I’m looking forward to what Pat has planned for next year. 
 


White and nerdy
Patrick (left) and Kenton (right): too white and nerdy



Goth Girls Gone Wild!--Final Thoughts on the Campaign  by Patrick Eibel 
This campaign provided some interesting challenges, not the least of which was we were using new armies. While the campaign offered a crucible to really test our abilities with our army lists, it may not always have provided the most riveting battle reports.

I did like the twist of building the armies up as we went along. It forced you to really think about what you were spending your points on (unless you were like me and lost track). This “escalation” type of campaign was done at Dream Wizards before, and I think that we may use it again in a future campaign.

I think five games is a good length for a campaign. There are enough games that you feel that there is a prolonged engagement, but not so many that you are bored by the end of it. I also like using a diverse group of missions. I usually look to use one or two basic missions, and then mix in some odd or special ones that people may not have seen too often (like "Breakout" and "Pitched Battle.")

Well, that’s it for this one. I am already kicking around some ideas for next year’s campaign. Hmmm, now where is that Eldar Codex?
 


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

Posted: November 2006
 

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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