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Posts tonen met het label Kill Team. Alle posts tonen
Posts tonen met het label Kill Team. Alle posts tonen

zaterdag 11 april 2020

T'au Kill Team

It took a while (like, 7 months or so) but I finally rounded out the Stealth suits this month to be able to field my Kill Team.

While nothing to fancy, it does contain a mighty 8 models for it's 100 points limit.

Leading it of course is a Stealth suit Shas'vre, armed with Burst Cannon as well as a Markerlight and Target Lock, so it can either provide some support to the team, or stroll guns blaing over the field.

The same goes for my Fusion Blaster one, as he has the Heavy specialism so he can blaze away at full speed.


The third suit received the Comms specialism, so the three can actually set up a nice combo to get a very heavy hitting fusion blast in if needed, or lay down a hail of burst cannon shots against lighter armoured troops.

And they are greatly helped by the fact they all have Fly and their Camouflage Fields of course...

Supporting the suits are 5 drones, in the guise of 1 shield drone and 2 each of the gun and marker variants, to make the most of the Saviour Protocols for the Stealth suits.

For the Greater Good!

zondag 14 oktober 2018

Emperor's Children vs Death Guard Kill Team Battle Report

My second ever game of Kill Team, and my second game against Death Guard, albeit another opponent then Nemesis, in the form of Kristof, someone I never played before.

Those disgusting feckers sure are popular it seems, and that would mean another game of going up against T5, ignore flesh wound marines.

Now, on the part of my list I went for a very fluffy but experimental army list.  A lone Aspiring Champion who infiltrated the area and has corrupted the local workforce in a cult dedicated to exstacy.  As a result, I had a Heavy Stubber with the Heavy specialism, a flamer, and 17 basic cultists with either autogun or pistol and close combat weapon.  All drawn from my various cultist units to look more raggety taggety... and still had some points left over as you can have a max of 20 figures in a force.  but it would give me a good idea for the future on how mass forces work in the game.

Opposing me:5 Death Guard Marines including a flail wielder, a blight launcher and a plasmagunner, supported by 5 poxwalkers for mobile cover.

The table was set and we used the middle eastern terrain the club bought a while ago, to create the planet of Mukthaboom.  Fluff wise, my champion Ali Ali Sanchez has infiltrated this planet to rouse the rabble, known now as the Holy Terror cult, to unseat the Nurgle overlords.  The lord of plagues send in a squad to Assassinate Ali instead, and the run to freedom was on.

I know my autoguns and baseball bats wouldn't be much use against the power armoured monstrosities, so I needed to use them as a living bullet shield in the hopes of keeping my Aspiring Champion safe until the variable turn length expired.



Turn 1

The Death Guard grabbed the initiative, and the attack on my Aspiring Champion was on.  Most of his troops advanced swiftly across the board to close range as much as possible.
The cultists opened fire while Ali gathered followers around him to serve as a human shield, and managed to take down two poxwalkers, not a bad start for the first turn but would I be able to repeat this every turn to keep my leader safe?


Turn 2

The first Death Guard models entered close combat, including the mighty plague flail marine who jumped onto the roof.
On of my cultists jumped down to assault the blight launcher marine and lock him in combat, only to be blown three streetblocks away by his overwatch fire.
But the cult, loosing two of their numbers this turn, did manage to take down a third poxwalker.






Turn 3

With the Death Guard approaching, Ali and his followers sneaked around the building to keep the house in between them.

The quality of the Plague marines shone through though, as brave cultists charging into combat ended up trampled underfoot.

While I took down an additional poxwalker with my flamer, the cultist casualties began mounting slow and steadily.

Turn 4

Fleeing into an alleway, the board was starting to get like the time: running out.  I hoped the turn ended and grab victory, because I had nowwhere left to run for the oncoming green tide.

More cultists fell as the Death Guard butchered their way through them with plagued weapons.

Kristof rolled a 4 and the game went on for another turn, darnit

Turn 5

This would prove to be the final turn of the game, as locked in the alleyway behind his forces, Ali was out of options.  The plasma gunner could reach him by ways of the roof, and the Heads Down special stratagem wouldn`t be able to keep him safe.


He needed to survive the incoming plasma bolts and then pray for the game to end, but the two overcharged bolts hit home and Ali went down and out, delivering victory to the Death Guard.



The thing I learned in this game is the rather "meugh" movement in my eyes for climbing and jumping down, resulting in power armoured lumbering figures hopping on and off houses like it is nothing.  I was still with the old Necromunda rules in my head, and should have blocked the rooftops more as well, but the rules "an sich" aren`t great on that part in my head.

But it was an enjoyable battle, even though no offerings will be added as a result to the altar of Slaanesh...

zondag 26 augustus 2018

Kill Team: Emperor's Children vs Death Guard

Past saturday there was an extra opening day at TSA and the yearly barbeque, and me and Nemesis took this opportunity to try out the Kill Team game.

Yes, mine are basic Chaos Space Marines, but I refuse to call them anything else then Emperor's Children, nah!

Okay, and we probably got some things wrong, as we played learning the rules on the go...

My team consisted of an Aspiring Champion, a Heavy Gunner with heavy bolter, a Sniper Gunner with plasmagun, a Zealot with bolt pistol and chainsword and a Marine with bolter.  To bulk it out, there was also a cultist contignent of a champion with shotgun, a heavy stubber and 4 cultists.

Nemesis brought his Deathguard with a Champion, a Combat specialist with heavy cleaver, a Gunner with heavy flamer and a Marine, joined by 2 Poxwalkers.  And with these guys ignoring first fleshwounds on top of their T5 and Disgusting rules, they are even MORE irritating to put down then their 40k equivalents.

The table was set up using the MDF scenery the club bought past Crisis.

We went for the very first Open Play mission in the book, Aerial Strike, and I came up as the defender.

With both forces deployed, I'm in for a job of 5 turns trying to prevent the Nurgle forces of smashing the three objectives scattered on the table.

My forces started by solidifying their positions around the objectives, in an effort to put down any Nurgle troops strolling into sight.  The Sniper plasmagunner took down one of his Specialists first, netting me a first point.


But retaliation was swift, as the cultist champion was taken out of action, swiftly followed by a regular cultist.


But at the end of the turn, I was 1-0 in the lead.

On turn 2, my forces manouvred for better firing lines, but the toughness and rules of the Death Guard made my shooting next to useless, while duo of poxwalkers locked the heavy bolter in combat.

The Marine took one of the walkers out of action, but was as such stuck with the other one, who then destroyed the nearby objective 3 and bringing the followers of Papa Nurgle on a 1-2 lead.


Turn 3 is on, and my Zealot charges the Aspiring Champion lurking under the platform, while the Cultist rushed the second poxwalker and took it actually out in one heroic, bayonet driven charge.

The Zealot however made a perfect fool of himself, getting squished to a pulp by a powerfist after missing with all his attacks, and giving Nemesis another point.

The result at the end of the turn being that the Death Guard is now in a 1-3 lead.

The champion then came up on the platform, and rushed the heavy stubber who has been shooting paintball bullets all the time it seemed.

In the meantime, the heavy flamer took down the heavy bolter before it had a chance to open up, yielding yet another point to Nemesis.

The poor cultist never stood a chance, and was flattened swiftly as well.

It now stood 1-4 for the Death Guard, and with his forces closing on the second objective it might become a close call to keep them off.

His heavy cleaver charged my Aspiring Champion, though his Champion failed his charge.  I then used a demonic host stratagem, but it only caused a flesh wound on the combat specialist.    On the same manner the plasmagunner, lining up close and overcharging his rifle on his champion, only managed to do the same.


The combat turned out to nothing, and he failed his roll to take down objective 1, so I got to add 4 points for two non-destroyed targets and lifting me to a 5-4 victory.

It could have gone totally different in the last turn, as either he could have destroyed the target for 2 points, or me taking out his two specialists for 2 points... close call in either direction.




Questions to look up

* Is there a sight arc, because under movement it says that models in order to ready can't even pivot, but there is nothing about arcs in the book as we looked around for.

* Can you destroy the objectives even locked in combat?  The scenario at least doesn't say it isn't possible.

But in the end, with a lot of searching after rules and seeing how the game went, it took us about an hour and a quarter to play; so once we have the rules under the knee, these short games should be good "evening fillers".