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Campaigns
The Blood Deserts of Auros IX
Intro <> 2 Player Rules <> Multiplayer Rules <> Alternate Scenario <> Battle Summaries

The Blood Deserts of Auros IX: Alternate Scenario
The Blood Deserts of Auros IX Campaign is set up so you and your opponent have the opportunity to re-fight battles—but what happens when you get tired of running "Sabotage" or "Cleanse" over and over again? The answer is new scenarios that allow you to seize other objectives. 

"Midnight at the Oasis"
This inspiration for this scenario was a piece of desert terrain I put together: an oasis. I glued part of a discarded Star Wars toy, some real rocks, and some plastic trees to a styrofoam base. For the water, I used layers of two-part epoxy, which, when it dries, still appears very shiny and “wet.” After the photo below was taken, I also added some static grass.

Orks quenching their thirst at the oasis
Above: Orks quench their thirst at an oasis in the Blood Desert

Well pleased with how the oasis turned out, I wanted to create a scenario around it. 

The Objective
By definition, a desert is a place where water is scarce. Whichever army wins the oasis will have a secure source of drinking water and a decided advantage; either player can substitute “Midnight at the Oasis” for any mission they would normally attempt. This scenario can only be run once and the winner can count it as having secured 1 of his 5 objectives for winning Auros IX, replacing any of the others (such as “Inflict massive casualties”) that he has yet to achieve.

Probably the biggest change from the two player campaign rules is that this is a “jump ball” scenario—because water is so important in the desert, you don’t have to have the initiative to claim this objective. In addition, the winner will not only claim an objective but will also “take the initiative”: he will decide what the next game will be (one of his missions, of course) and be the attacker. 

Forces
Both sides pick forces from the Standard Force Organization chart, to an agreed points value (2000+ points recommended).
 
 

Compulsory
Optional
1 HQ
1 more HQ
2 Troops
4 more Troops
 
3 Elites
 
3 Fast Attack
 
3 Heavy Support

Terrain
Set up the terrain using any mutually agreeable method. The oasis is placed in the center of the board, equidistant from the two long board edges.

Overview
The war for Auros IX has gone on longer than you anticipated and water supplies are running perilously low. One night, as your main forces are engaging the enemy, your scouts report a previously undiscovered water source nearby. This godsend is too good to pass up--divert forces away from the skirmish, secure the oasis, and bring back water to your camp.

Scenario Special Rules
This game uses the Infiltrators, Night Fighting, Reserves, and Victory Points scenario special rules. If both players agree, the following special rule may be used as well:

Desperate Circumstances: Water supplies on each side are so low that the warriors push themselves to reach it. An infantry unit may forgo shooting or launching an assault to move an extra 6" in their Assault phase in an attempt to reach the oasis or return to camp with collected water. This rule cannot be used by troops embarking onto or disembarking from vehicles. While infantry that make this bonus move cannot make an assault, they may fight back normally if assaulted. 
Set-up
1. Both players roll a die; the winner gets to choose which of the long board edges will be his deployment zone. Units may be deployed up to 12" onto the board. The opponent gets the opposite board edge.

2. Both players roll a die; the loser deploys  any or all of his Troop units first. The other player then deploys any or all of his Troop units. Any Troops not deployed are in reserve, as are all other units.

Deployment zones

3. If either side has any troops which can Infiltrate then they may deploy these units after all Troop units have been placed. They may be placed anywhere on the battlefield which is 18" or more from an enemy unit. If both sides have Infiltrators, roll a die: the winner may choose whether to deploy his Infiltrators before or after enemy Infiltrators.

4. Both players roll a die; the winner may choose whether to go first or second.

Mission Objective
Both armies are attempting to reach the oasis and gather water for their comrades back at their base. To gather water, each unit must come into base-to-base contact with the oasis and cannot shoot or launch an assault (if assaulted they may fight back as normal) that turn. On their next turn, the unit may move and act as normal. Each unit that reaches the oasis, gathers water, and leaves the board back the way they came (that is, through their deployment zone) before the end of the game gives the owning player +100 victory points. 

Infantry, cavalry, and bike units may gather water this way: vehicles may not. For simplicity's sake, the 100 point bonus is granted so long as one member of the water-carrying unit gets off the board.

Reserves
When either player's reserves become available, they move on from that player's deployment zone board edge. 

Game Length
The game lasts for six turns.

Line of Retreat
Troops which are forced to fall back will do so towards the long board edge of their deployment zone, using the normal Fall Back rules.

The Blood Deserts of Auros IX
Intro <> 2 Player Rules <> Multiplayer Rules <> Alternate Scenario <> Battle Summaries


Related Pages
Battle Results for "Midnight at the Oasis"
Fighting Tigers Glossary and Pronunciation Guide
 

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© Copyright Patrick Eibel and Kenton Kilgore, December 2000
 

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