Showing posts with label Kill Team Campaign. Show all posts
Showing posts with label Kill Team Campaign. Show all posts

Wednesday, September 1, 2021

Kill Team - First Play of New Edition

Sergeant Coranos lead his team into the Kill Zone. Weeks of this relentless assault against the Genestealer Cult of Dalflagos - Xoxigar Tertium’s thrist largest city - had brought them to this point. The Inquisitor, Lord Inquisitor Drusilla Kyros, and her agents, acolytes  and adepts has proven amazingly efficient in there collection of intelligence. Every time Sergeant Coranos and his team returned from one mission, they already the next target and  location for the next. They were never wrong. 

This mission would deliver a crushing blow to the Genestealer Cult that had reduced nearly the entire city to rubble since they first rose up against the local Enforcerers nearly a year ago and gone on to clash with the Xoxigar PDF, and then later the off-world Astra Militarum that had been brought in to contain the uprising. They had had little success.  

If the intelligence proved correct, and it ALWAYS was, they were walking into the Patriarchs Lair. As they moved in, however, they did not encounter any resistance. This labyrinthine warren of tunnels under the shattered city should have been swarming with lookouts and guards.. Teams Factus and Mologhai were on standby - in holding patterns in Corvus Blackstar high above, ready to swoop down when and where they were needed. Teams Danithor and Shal'Dar were in blocking positions, ready to catch any squirters - enemy that attempted to flee the lair via any of the other exits. 

Was this a Trap they’s been lured into? Had the inquisitor and her minions finally and gotten it completely wrong?

Soon it became clear whey they were not meeting any opposition. Bodies and parts of bodies. Everywhere. It was a scene of utter carnage. The deeper they got into the labyrinthine den, the more slaughter they encountered. 

Finally, they entered what should have been the Patriarch throne room at the heart of the lair. The grisly scene was like nothing these veterans of the Death Watch had ever seen before. It was like the Charnel House repository of a Corpse Starch Factorum. It was impossible to tell just how many bodies there had been in here as all had been utterly shredded. The walls were painted thickly with their blood and viscera. In the middle of it all was the still steaming, dismembered body of the Patriarch, dismembered to the point of only being recognizable by the bulk of the detached parts which lay about. 

And amongst it all… were etherial shimmering forms - tall and lithe and almost graceful - the exact opposite of what they expected to encounter and come her to annihilate… but Xenos, just the same… 

One of them spoke in a lilting, sing-songy voice. The word was clear; “Monkeigh…”

Brother Scamedes closed down the conversation by shouting “STOW IT XENOS SCUM” and opened up with his Deathwatch Shotgun!

All Hell broke loose… 

(Well that was the fluff I originally wrote before we sat down to play... but then we couldn't really find a basic Kill-ALL-The-Enemy scenario or a Get-Off-The-Table-Escaping-Past-The-Opposition scenario (like there had been in previous editions)... so we used the Loot and Salvage scenario (Mission 1.1) from the new Kill Team Core Book...)

The Xenos didn't engage, they seemed to be quickly darting around the piles of dead and collecting samples and looting equipment - samples and evidence that the Inquisitor would no doubt want for herself - they had to be stopped! 


SCENARIO

As per Mission 1.1 - Loot and Salvage - there were six Objective markers on the table. If an operative was within [Triangle] of the objective marker and in control of it, they could do a LOOT AND SALVAGE action for 1 Action Point  - each time this was done, that side gained 1 Victory Point - each objective marker could be looted once per Turning Point and a maximum of three times per game and a maximum of 4VP could be gained, per side, per Turning Point. 


FORCES

Kill Team Coranos - Deathwatch Kill Team

Sergeant Laescos Coranos - Deathwatch Veteran Watch Sergeant - Xenophase Blade and Storm Shield

Brother Borealis Issolis - Deathwatch Veteran [Heavy Gunner] - Infernus Heavy Bolter

Brother Nasirdan Cannistus - Deathwatch Veteran [Warrior]- Stalker Pattern Bolt Gun 

Brother Icasos Scamedes - Deathwatch Veteran [Warrior] - Deathwatch Shotgun

Brother Benatos Diodexious - Deathwatch Veteran [Gunner]- Combi-Plasma  


Dance of the Midnight Effusion  - Harlequin Troupe Kill Team

the Master of Ceremonies - Player [Leader] - Shuriken Pistol and Power Sword

The Merchant - Player [Warrior] - Shuriken Pistol and Harlequin's Embrace

The Bard  - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Queen - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Witch - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Prince - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

The Maid- Player [Gunner] - Fusion Pistol and Harlequin's Kiss 

The Fool - Player [Gunner] - Neuro Disruptor and Harlequin's Kiss 


THE GAME

To be honest, we skipped past a few things - setting up a base of operations, the scouting thing, other stuff - I had watched the How To Play videos (which do a pretty good job of summarizing the basics of how to play the game) and I had started reading the basic core rules - but had only skimmed the Narrative Play scenarios and campaign section. Finnegan had done neither. It was getting late in the day and we just wanted to play... 

All set up and ready to go. 

My team all started with Conceal orders - which, if they could remain in cover, would mean they woulnd't be valid targets for the Deathwatch's brutal distance shooting. The Harlequins only have VERY short ranged weaponry (6" maximum range). 

The Merchant and  The Queen sneaking up to grab... whatever the hell it is they are after amongst the piles of Genestealer cultists they had just finished slaughtering. 

The Master, The Fool, and the Bard sticking to the shadows as well. 

The Witch, The Prince and The Maid, likewise have eyes on their objective. 

All of my Kill Team were within easy reach of one, or in most cases, two of the objectives that they could potentially loot in the first Turning Point. 

Brother  Cannistus and Brother Scamedes advance into the Lair's central chamber on their left flank. 

Brother Issolis and Brother Diodexious, the team's gunners, took up a position in the middle

The Watch Sergeant took the right flank.

Both of us had elite Kill Teams - all of the Operatives had an APL (Action Point Limit) of three (only Space Marines and HArlequins have this many APL - everyone else has two). I was curious to see how this worked out - on the surface it seemed like they would be able to do lots more... but there are a number of actions that you can only take ONCE per activation... and a lot that you can only do if you HAVEN'T taken particular other ones. You cannot charge if you have taken a move or a dash action... which seems odd - one would think this is EXACTLY what Harlequins should be able to do - move, then charge, then fight - dancing across the battlefield faster than anyone can see and ending directly into a brutal melee... seems like their thing...? We shall see. 


TURNING POINT ONE

Or... Act One of The Dance - as the Harlequins would call it!

The game is played in four "Turning Points" 

Normally Scouting would determine who had the initiative for the first Turning Point... we just rolled and Finnegan won... 

I used the Prismatic Blur Strategic Ploy - as I would every Thurning Point, throughout the game - as it essentially would make all the Harlequins harder to hit if targeted after they moved all turn. I figured I'd be moving about a lot, so.... 

I also revealed a Tac Ops card that would score me points if my leader took out his leader. We hadn't had a chance to really look through all the options, so these turned out to be useless for both of us... 

Sergeant Coranos kicked things off by moving to the closest objective and looting it. 

Still having one Action Point remaining, he decided to carry on to the next one - to contest it! 

The witch danced out into the middle of the lair to extract something from the dead Genestealer Primarch. This was a bit of a gamble, as she had little cover there... but I knew the two closest Deathwatch were the gunners and both were carrying Heavy weapons - which meant they would NOT be able to shoot them THIS turn - as neither had LOS to her and would first have to move out. 

Brother Issolis, with his Infernus Heavy Bolter, DID move out - which was a little bit terrifying... 

As the Harlequins had more troops than the Deathwatch team, the Deathwatch would potentially get a couple rounds of Overwatch fire... When it's your turn to activate, and all your troops have already activated, you can take an overwatch shot - this can be done once per turn, per operative and only while your opponent has more stuff to activate. As it IS a separate activation, we figured the gunner WOULD be able to fire the Heavy Bolter as part of an Overwatch activation! Yikes! The Ballistic Skill is reduced... but still! 

The Prince moved up in silence, and extracted dataslates and other paraphenalia from the corpses of the slaughtered Genestealer Cultists. 

Brother Diodexious moved up, stowed his Combi-Plasma, and retrieved his bio-sample kit that the Inquisitor had provided them all with to extract some genetic samples from some of the dead Genestealer Cultists that littered the floors and walls. 

The Queen moved up to a pile of the dead Cultists, opposite the Deathwatch Sergeant... and just stood there, watching him in silence. 

She could not engage, having a conceal order, and couldn't do the Loot action, as she did not control the objective. I figured she was safe to stand there this turn, as the Sergeant was armed with Melee weapons only and had already activated this turn. 

Brother Cannistus, with his Stalker Pattern Bolt Gun, moved out to join Brother Issolis in the open with a clear view of the central chamber... things were looking dire for The Witch. 

I'm not sure WHY the Stalker Pattern Bolt Gun is a "Heavy" weapon... I get it's supposed to be their sniper weapon... but all it has that the other Boltguns have is AP1... it's not Silent or anything...? 

The Merchant moved up to join The Queen, now the Harlequins controlled the objective marker, so the Merchant was able to preform the Loot action... 

Perhaps Brothers Cannistus and Issolis were just a distraction... to draw the Harlequins attention... The Witch spoke to them "Monkeigh..." hoping an accord could be made - they both could extract what they needed and be on their way - there was no need for violence between then... Brother Scamedes ended that possibility, when he turned round the corner and shouted "STOW IT, XENOS SCUM!" and blasted The Witch with his Deathwatch Shotgun!

Finnegan rolled FOUR hits and I only rolled one success on my defence dice - 9 wounds! Enough to take her out!

Scamedes unleashed a volley of blasts from his shotgun and in a blinding light, the Harlequin disappeared!? 

One of many things I like about this edition of Kill Team is it refers to those removed from the board as "incapacitated". So many games refer to those removed from the table as "killed" - even skirmish games with a strong campaign component where characters very rarely actually die... it's odd to remove something as "killed" and then roll for "recovery" or whatever to find out that it was fine, barely a scratch. 

Actually I think the previous Kill Team used the phrase, "Out of Action"...? 

The Maid, hearing the blast and the tell-tale sounds of one of her fellow players extracting themselves from The Dance, moved up to support The Prince and possibly position herself to bring The Dance to the Antagonist! 

As there were no viable targets, the Deathwatch could not perform any Overwatch actions. 

The Bard danced right past the Watch Sergeant and his fellow players to see if there was anything else to find where the Deargeant had previously been searching - did not have enough action points to loot it (and that objective had already been looted this Turning Point...)

Still no viable targets, the Deathwatch could not perform any Overwatch actions again. 

Finally, The Master also moved to a position which would give him cover (and, having a conceal order would make him not a viable target), but positioned to dance out and strike at one of this opposites the following Turning Point. 

Positions at the end of Turning Point One


TURNING POINT TWO

Once again Finnegan won the Initiative Roll. I think I actually rolled a ONE for every initiative roll-off all game...

I used the Prismatic Blur Strategic Ploy again and Finnegan used Bolter Discipline - which allowed him to do TWO shoot actions in an activation (normally only allowed to do one - regardless of how many Action Points you have...) as long as it's a Bolter... Which was really only three of his Operatives.

"Brothers! On me! I am surrounded!" called out Sergeant Coranos.

"On the move!" replied Brother Diodexious, quickly stowing his sample kit (after looting the objective a second time) and rushing to his sergeant's aid. 

Rounding the corner the Deathwatch veteran spotted one of the Xenos and onleashed the power of his combi-plasma at it. For the briefest moment the cavern was filled with the blinding light of a sun - when the smoke cleared, the Xenos was no longer there... (three hits... one successful defence roll... TEN damage!) 

The Queen grabbed another piece of the objective and lept over the pile of corpses to attack the Watch Sergeant, slashing with her Harlequin's Blade... but it was no match for the Sergeant with his Xenophase blade and Storm Shield... (She scored five hits... but the sergeant scorred two crits and two normal hits... she dealt 8 damage to the Sergeant before being taken out of action)

Following up, the Sergeant charged the other Xenos, despite his injuries, before it could strike. (Again, 2 crits and 2 normal hits against 4 hits - the Sergeant dealt 6 damage to The MERchant before being finished off himself!) 

Melee combat... FAST AND DEADLY - especially when two melee powerhouses go toe-to-toe... 

The Merchant danced past the fallen Sergeant over to the next objective and quickly snatched a few items before zinging off a few shots from his Shuriken Pistol at Brother Diodexious (causing 4 damage)

Ah... y'know what...? As I'm writing this I think I may have made a mistake here. The Merchant had been dealt 6 damage which is more than half his wounds and would have reduced his movement enough that I'm not sure he would have been able to make it to the Objective with ONE move - and thus have been able to loot AND shoot... Ah, well... learning game... 

Brother Scamedes, having just blasted The Witch, turned the corner to find The Prince scavenging through Cultists bodies. He blasted a few large holes in The Prince and then started gathering up some of the things the PRince had dropped - not noticing The Maid was standing right there. 

The maid blew a hole through Scamedes Power Armour with her fusion pistol, damaging one of his hearts! 

She then charged right in an thrust her Halequin's Kiss into the hole and launched loops of monofilament wire through his innards, dropping the hulking beast. 

Brother Cannistus moved up to where the Witch had been to see what she'd been rummaging through.

The Fool Finished gathering what he could where he was and then danced out into the open and blasted Cannistus with his Neuro Disruptor, scrambling his brain, before ducking behind some cover before the Heavy bolter could open up. 

The cover wan't much help. Brother Issolis opened up with his Heavy Bolter spraying the area with rounds - it smashed away the boudler The Fool was hiding behind. When the dust settled, The Fool was no longer there.

The Master danced across the cavern and shot Brother Diodexious in the back. He took little notice. 


TURNING POINT THREE

Again Finnegan got the initiative. We used the same old Strategic Ploys - Bolter Discipline, Prismatic Blur... 

Brother Diodexious blasted away at The Merchant - twice - and finally took him down and then rushed forward to see what The merchant had been looking for amongst the corpses of the Cultists

The Maid moved forward and continued to gather that which they were looking for - staying well out of sight of Brother Issolis and his Infernus Heavy Bolter. 

Lacking any targets, Brother Issolis moved forwad to search the corpse of the Patriarch for any useable intelligence. 

The Master charged after Brother Diodexious and cut him down - then gathered some more items from the pile. 


TURNING PONT FOUR

At this point Finnegan had one Deathwatch Trooper and I have two HArlequins on the table. All were out of sight of each other and standing next to an objective marker that could still be looted one more time (or within and easy move of one) there was no avantage to ever TRYING to attack one another, so we just said I looted two more, and he looted one and called it a day. 

In the end The Harlequins scored TEN Victory points and the Deathwatch had scored seven. 


POST GAME

We went through the post game sequence for fun. 

Doing casualty rolls, most managed to recover from their wounds, but The Bard had a Critical Imparement (cannot perform Dash actions and cannot improve APL... IMPROVE!? How can you Imporve it!? what they heck would he DO with four action points anyway!?). The Bard died of his wounds and will need replacing. 

Brother Diodexious also failed the casualty roll and then rolled DEATH on the Battle Scars table... but we noted a Requisition Point could be spent for a Medevac to ignore the effects of a roll on the Battle Scars table. So Finnegan did that - as Brother Diodexious would have gained the most experience points. 

Operatives gain one experience point for each enemy Operative they take out plus one for each Victory Point they secured. Brother Diodexious would have scored FOUR - the most out of everyone... except if you are incapacitated during the action, the most you can gain is three. 

We'll have to figure out Bases of Operation and Strategic Assets and all the other things you can do with Requisition points and Equipment Points and all that soon!


THOUGHTS

I like the game. I am excited to play more. I really like the activation sequence and how combats are resolved. I like the relatively simple force organization and the fact that I no longer have to face four freaking plasma guns. 

A couple things I wish had been done better or that might be problematic... 

We were playing with some pretty bad-ass Kill Teams. Both had Operatives that all had APL3 (most just have two action points) and weapons that dished out some SERIOUS hurt. The Harelquins were a bit brittle, but there were a few more of them. While I like the action point system - use it all the time in Necromunda and I love that game! 

One problem with Operatives with 3 APL, is some of the restrictions and lack of options to spend those action points on... I mean, you can't shoot twice in an activation (Unless you're a marine and use the Bolter Discipline ploy) - and it's the same in Necromunda, BUT in Necromunda, if you don't move, you can spend an action point to AIM, thus improving your chances of hitting. If someone doesn't want or need to move and they just want to shoot someone they don't just lose an action point standing around. 

In the same vein, You cannot use the Charge action in a turn where you have moved or dashed... What are Harlequins to do with all that APL then? That seems like it SHOULD be their thing move-charge-fight - I mean, sure, they can shoot-charge-fight... but the range on their pistols is shorter than their charge move!? 

Also, the experience system feels like it could be a little unbalanced. I mean, Marines are super-killy-murder-machines... They are just going to SHRED lesser forces and gain PILES of experience points for each of the schmoes they wade through - their opponents will have a MUCH tougher time taking down said marines... and still only get one experience point for it, while their own dead casualites are giving up scores of XP to the marines. 

These are relatively minor things, though. I'm hoping that lesser Kill Teams (with more numbers) will be able to SWARM objectives and score victory points (and gain experience) that way... before ultimately being eliminated by the Hard Hitting Marines. 

Dance of the Midnight Effusion - Harlequin Kill Team

This is the Harlequin Kill Team I am using in our new Kill Team campaign. These are the original Harlequin miniatures that I painted... oh... thirty years again!? The bases have been redone recently, but otherwise these are the original paint jobs! 

The Aeldari, when joining a Troupe, give up their old names and lives and take on a Role within the troupe - usually part of an allegorical dance the troupe performs. The names given here, for both Troupe and individuals within the Troupe, are very rough translations of the ancient Aeldari runes used by the Harlequins to denote the roles the Harelquins play in this troupe and society as a whole. VERY rough. Aeldari runes are all about context and nuane and without said context and nuance and a deep understanding of the Aeldari way of thinking, they are hard to explain. 

Fel'dril'shanyl'vess'dravalyas'fa - Dance of the Midnight Effusion

Dwol'yyk'faldyl'ven'yaksak'de - the Master of Ceremonies

Player [Leader] - Shuriken Pistol and Power Sword

From left to right

Me'del'wik'felyk'pard'trum - The Merchant - Player [Warrior] - Shuriken Pistol and Harlequin's Embrace

Wilk'nes'fyl'ori'nos'del'ven - The Bard  - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

El'wisq'vi'gwith'nel'nor - The Queen - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

Dar'lyk'vel'fro'dow'nyel'zen - The Witch - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

Vok'no'fel'pred'zyl'wen - The Prince - Player [Warrior] - Shuriken Pistol and Harlequin's Blade 

Mya'den'freg'lad'zyp - The Maid- Player [Gunner] - Fusion Pistol and Harlequin's Kiss 

Quyll'le'fred'pyl'nor'dok - The Fool - Player [Gunner] - Neuro Disruptor and Harlequin's Kiss 

"The Fool" miniature is actually the old Harlequin Solitaire model... but is no longer useful as such as they are not armed with neuro disruptors.

The problem with blowing them up like this, is now I can see all sorts of minor chips and blemishes that I feel like I need to touch up... ugh... 

Why are these Harlequins suddenly making an appearance in the Xoxigar system? Who can say? Tugging at the strands of time and fate, guided by their seers, to affect some far distant future outcome that no mere mortal human could conceivably comprehend... they are here, though, and best not stand in their way. 

Thursday, February 28, 2019

Escape and Evade

For the last few weeks the 222nd Guaiacan Commando Regiment has been heavily engaged against a massive force of Tyranids.  It started when scores of pods started making planetfall. Sergeant Hammer's Team was on a long range reconnaissance patrol at the time and was able to locate half a dozen of the pods, vox in the coordinates and watch them burn as they were bombarded with orbital lance batteries. So many more escaped the orbital bombardments, though.

So large were the forces, both in number and physical size, that aid had to be requested from the neighbouring forge world of Xoxigar Secondus - in the form of two Warhound Scout Titans! The Scout titans eliminated the threat from the Hierophant Bio-Titan, but Elements of D Squadron, #4 Commando were overrun and the battle ultimately lost. Survivors of the engagement retreated back to their local firebase and have been under siege ever since.

While still out in the field, Sergeant Hammer's team found themselves being surrounded by swarms of the Tyranids. When he requested an extraction, he was told there were no units available to pull him out, and even if there were, the area was too saturated with the enemy to safely do so anyway. His team was ordered to try and make it back to their squadron's firebase to aid in it's defence, as an imminent attack was expected.

Hammer's team stealthily picked their way through the jungles of Xoxigar Tertium - constantly surrounded by the infesting xenos - leaving boobytraps along trails that the Tyrniads might travel along. Eventually it came to a point where they realized they were going to have to fight their way through some of the Tyranids to get back to the base before it was overrun.

4.161.019.M41
Xoxigar Tertium

SCENARIO

We played the "ambush" scenario out of the Kill Team Core Rule Book (pg. 53) with the Guaican Commandoes as the "defenders" trying to escape off the table. If, at the end of the game, more of my models escaped that did not escape, I win. Otherwise, the Tyranids Win


FORCES

2 Section, 3 Troop, A Squadron, #2 Commando,
222nd Guaiacan Commando Regiment
(Tim's Astra Militarum Kill Team)

Specialists
Sergeant Hammer - Guard Sergeant - Bolt Pistol & Chainsword - Leader - 9 points
Level 1 - 3xp - Voice of Command, Resourceful, Bold

Corporal O'Rielly - Guard - Lasgun & Voxcaster - Comms - 10 points
Level 1 - 2xp - Vox-Caster, Scanner,

Corporal Hauser - Guard - Lasgun - medic  - 5 points
Level 1 - 0xp - Reassuring, New Recruit

Private Oswald - Special Weapon Gunner - Sniper Rifle - Sniper  -  6 points
Level 1 - 0xp - Marksman, New Recruit

Infantry Squad Fire Team - Level 2 - 3xp
-Skilled (re-roll hit rolls of 1 when making shooting attacks)
Private Morse - Guard - Lasgun   - 6 points
Private Dane - Guard - Lasgun   - 6 points
Private Taylor - Guard - Lasgun   - 6 points
Private Pierce - Guard - Lasgun   - 6 points
Private Hawkins - Guard - Lasgun   - 6 points
Private McGough - Guard - Lasgun  -  Level 1 - 1xp - 6 points
Private Loiselle - Guard Gunner - Grenade Launcher  -  Level 1 - 1xp - 8 points

Special Weapons Squad Fire Team - Level 2 - 3xp
-Die Hards (subtract one from injury roles made for this model)
Corporal Jules  - Special Weapon Guard - Lasgun  -  6 points
Private Johnson - Special Weapon Gunner - Flamer  - 9 points
Private Farnsworth  - Special Weapon Gunner - Meltagun  -  9 points

Total: 98 points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 7



The Inescapable Tendril
(Bruce's Tyranid Kill Team)

Specialists
Spikey - Tyranid Warrior -Bonesword, Deathspitter - Leader - 22 points
Level 1 - 0xp - Resourceful

Lash - Tyranid Warrior Gunner - Lash Whip and Bonesword, Venom Cannon - Veteran - 25 points
Level 1 - 0xp - Grizzled

Red Fred the Devourer - Termagant - Scout - 7 Points
Level 1 - 0xp - Swift

Termangant Fire Team - level 1 - 0xp
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Fred the Devourer -Termagant - Devourer  - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points

Total: 99 points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 8


THE GAME



It's been a while since I got in a game of Kill Team. I think it was actually last year when I last played. So it was great fun to get out the toys and throw down with Bruce this afternoon!

Unfortunately, BECAUSE it's been so long, and I've played a few games of regular 40K in the meantime, it took some thinking and looking up of things to remind myself of how this and that worked and the game went a bit slower than it might have and I'm sure I forgot about things... but we had fun, so...

Also because I was doing a lot of looking up of things, I forgot to take pictures of a lot of the action...

Before the battle we selected scouting strategies - Bruce planted traps (as I figured he would), and so I disarmed them...


ROUND ONE



The troops of 2 Section, 3 Troop, A Squadron, #2 Commando, 222nd Guaiacan Commando Regiment seized the initiative and surged forward, looking for a gap in the swarm of Tyranids before them! I tired to get as many of my troops as close to the exit edge as possible - fully expecting all the Tyrannids to charge into melee... because... that's what they do, right?



Ah, except Bruce had completely switched up his Kill Team and had a PILE of shooty Termagants!!

And shoot the Commandoes they did!

Well, after the new Team Sniper (Private Oswald) took down one of the Devourer-armed Termagants...

A storm of goo and small larvae that bored into flesh on contact spattered the leading troops! Pte. Dave, Pte. "Blazer" Johnson, and Pte Farnsworth all went down, and Pte. Loiselle was injured - the flamer and the meltagunner out of action and the grenadier wounded... it's almost like those creepy bugs knew what they were doing?!



Lasguns flashed back through the dense cover, but only one of the enemy was wounded - one of the Termagants with a flesh borer was lightly wounded by Pte. Hawkins.


ROUND TWO



 Once again the Guard seized the initiative and surged forward again - they weren't going to clear this Kill Zone by sitting on their duffs!



"Lash", the Tyranid Warrior veteran, charged into melee against "Doc" Hauser, Pte. "Bobby" Taylor, Pte. "Peachy" MacGough, and Pte Hawkins - they all cracked off a few overwatch shots with their lasguns, but failed to hit... The Tyranid Warrior brought it's bone sword down heavily on "Doc" Hauser and the Doc when down for the count. The other three, fighting back, managed to cause two wounds on the fearsome, gigantic Xenos bug... but that fearsome, gigantic Xenos bug had THREE wounds, so it just kept on Fighting...

and that's where I stopped taking pictures.

Also during round two Spikey the Tyranid warrior fired it's deathspitter at Pte. Loiselle and wounded her a second time, taking her out of action.


ROUND THREE

The Tyranids won the initiative this time, but decided to sit still and shoot, if able, expecting I'd charge them... the only ones that charged were Sgt. Hammer and two others adjacent to the ongoing Melee with the Tyranid Warrior. Bruce had used a stratagem that prevented those that were already in close combat from falling back this round, so Sarge though he best get in there and help them.

Pte. Morse snuck through a stand of Venomgorse and was on her way to making it out of the kill zone when she was struck down by a splatter of acidic ichor. Pte Oswald, the sniper, was also taken out of action by fire and, with half of my force out of action, that ended my chances of winning this game..

We finished off the melee phase and the Pte. "Bobby" Taylor took down the Tyranid Warrior, knocking off it's final wound - but the group was showered in caustic blood which knocked Pte Hawkins out of action!


END GAME

With half his troops down, it was clear to Sergeant hammer that they were not getting through this way and called for a retreat. The Team dispersed and disappeared into the jungle. They were able to regroup some time later and tend to their wounded and get their bearings and try to find another way back to their firebase.

Checking their casualties Cpl. ('doc') Hauser was only stunned by the blow from the bone sword and was able to treat all the others. Pte. Johnson, Pte. Dane, Pte. Morse and Pte. Hawkins were all lightly wounded enough that they would be able to soldier on. Pte. Oswald and Pte. Loiselle were seriously injured enough that they'd have to sit out of any upcoming action. Pte. Farnsworth, the Melta gunner was dead. The blast of whatever the enemy had shot at him had taken one arm clean off and half of his upper torso with it, he likely died instantaneously. They had to leave him behind in the jungle - propped up with a couple of armed frag and kraken grenades underneath him - if those filthy Xenos found him and tried to carry him away, they'd be in for a nasty surprise...

For losing the game I lost 1 Intelligence and 1 Territory resources. The A Squadron firebase was overrun by the xenos horde and the team would have to push on through the jungle - taking a rather circuitous route to try and rendezvous with the survivors at some point.

The current Kill Teams...

The Inescapable Tendril
(Bruce's Tyranid Kill Team)



Specialists
Timmy the Tyranid - Tyranid Warrior -Scything Talons, Devourer - Leader - 20 Points
Level 1 - 1xp - Resourceful

Spikey - Tyranid Warrior -Bonesword, Deathspitter - Leader - 22 points
Level 1 - 1xp - Resourceful

Lash - Tyranid Warrior Gunner - Lash Whip and Bonesword, Venom Cannon - Veteran - 25 points
Level 1 - 1xp - Grizzled

Red Fred the Devourer - Termagant - Scout - 7 points
Level 1 - 1xp - Swift

Ted Prime - Genestealer - Rending Claws - Leader - 11 Points
Level 1 - 1xp - Resourceful

Blue Ted - Genestealer - Rending Claws - Combat - 11 Points
Level 1 - 1xp - Expert Fighter,

Yellow Ted - Genestealer - Rending Claws - Veteran - 11 Points
Level 1 - 1xp - Grizzled

Red Ted - Genestealer - Rending Claws - Scout - 11 Points
Level 1 - 1xp - Swift

Genestealer Fire Team - Level 1 - 1xp
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points

Termangant Fire Team - level 1 - 2xp
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 8


2 Section, 3 Troop, A Squadron, #2 Commando,
222nd Guaiacan Commando Regiment
(Tim's Astra Militarum Kill Team)



Specialists
Sergeant Hammer - Guard Sergeant - Bolt Pistol & Chainsword - Leader - 9 points
Level 1 - 5xp - Voice of Command, Resourceful, Bold

Corporal Hunt - Guard - Lasgun - Scout - 9 points
Level 1 - 4xp - Swift, Pathfinder

Corporal O'Rielly - Guard - Lasgun & Voxcaster - Comms - 14 points
Level 2 - 3xp - Vox-Caster, Scanner, Static Screech

Private Broad - Special Weapon Gunner - Sniper Rifle - Sniper  -  10 points
Level 2 - 4xp - Marksman, Sharpshooter

Corporal Hauser - Guard - Lasgun - medic  - 5 points
Level 1 - 1xp - Reassuring, New Recruit

Private Oswald - Special Weapon Gunner - Sniper Rifle - Sniper  -  6 points
Level 1 - 1xp - Marksman, New Recruit

Infantry Squad Fire Team - Level 2 - 5xp
Skilled (re-roll hit rolls of 1 when making shooting attacks)
Private Quincy - Guard - Lasgun  - 6 points
Private Morse - Guard - Lasgun   - 6 points
Private Dane - Guard - Lasgun   - 6 points
Private Taylor - Guard - Lasgun   - 6 points
Private Sack - Guard - Lasgun   - 6 points
Private Pierce - Guard - Lasgun   - 6 points
Private Hawkins - Guard - Lasgun   - 6 points
Private Johnson - Guard Gunner - Plasma gun   - 9 points
Private McGough - Guard - Lasgun  -  Level 1 - 1xp - 5 points
Private Loiselle - Guard Gunner - Grenade Launcher  -  Level 1 - 1xp - 5 points

Special Weapons Squad Fire Team - Level 2 - 4xp
Die Hards (subtract one from injury roles made for this model)
Corporal Jules  - Special Weapon Guard - Lasgun  -  6 points
Private Johnson - Special Weapon Gunner - Flamer  - 9 points
Private Melton - Special Weapon Gunner - Meltagun  -  8 points - new recruit

Resources
Intelligence 7
Materiel 8
Morale 8
Territory 6


Coming Soon to Tim's Miniature Wargaming Blog: 

I'll probably post a round-up o February's games tonight or tomorrow. After that, a report of the Battle of the Abyss - the apocalypse event I'm going to over the weekend. They've posted the match-ups and the first team with face is called "The Steel and Salt"... not sure what that's going to be...? guess I'll find out on Saturday. Some of the other team names are really fun; "Hungry, Hungry Hiero" (wonder what that could be?), "Loli-crons and the fallen Chan", "The Imperium's Fourth Line of Defence", and "The Hippo gets a Bear Hug"!? I don't know... they made me chuckle...

Tuesday, January 29, 2019

A Slight Change of Plans

This past year the universe of  Warhammer 40,000 has really captured my imagination. Part of it is nostalgia, part of it is just the setting and all the fluff. The only novels I've read in the last year have been Black Library novels. Probably 90+% of the miniatures I've painted in the last year were 40K figures. I'm really having a lot of fun with it.

That's not to say I'm not at all interested in historical stuff any more - I totally am. I just picked up Rebels and Patriots - and really looking forward to getting a chance to play it. But it'll have to be with minis I already have painted, because, for the time being, the only thing I seem to be interested in painting is 40K stuff. At some point the winds of change will blow through here again and it will be all redcoats all the time... Until then, I'm riding the 40K wave.

I've been pretty excited about Kill Team - though I haven't had much opportunity to PLAY it over the last month or so... I was hopping to ramp that up again in the next few weeks as I was planning to run a weekend long Kill Team campaign over the "Family Day" long weekend in February. It was to be a narrative campaign focused on the Ice world of Xoxigar Prime. I've been working on fluff and ideas for scenarios...



...and then I picked up Wrath & Glory last week - which had FINALLY arrived at my FLGS (Dragon's Den Games in Saskatoon, Saskatchewan, Canada).

So after a brief consult with all the players involved, the Winter Wargaming Weekend is now going to be a Wrath & Glory RPG Marathon Weekend! Wooo!

I was going to say I've never done anything like this before, but after thinking over that statement, I'm pretty sure there were some Jolt-Cola-fuelled, weekend-long, D&D/Star Frontiers/Top Secret/Palladium Role-playing game sessions in my teenage years... (the Jolt probably killed the brain cells where those memories were stored...).

Reading through Dark Tides, the first adventure anthology for Wrath & Glory, I got thinking the first one we might be able to get through on the Friday evening. I'm HOPING we might get through all five in the book over the weekend... but if it seems like we might not, I think I can trim a bit here and there to bring the weekend to an epic conclusion on Sunday afternoon/evening...

The book is interesting, I referred to is as an "adventure anthology" because I'm not sure it's really a "campaign" per se... There is an overarching narrative, it all takes place on the same planet, and in the first four adventures all the characters are working for the same Rogue Trader... but each adventure is meant to be played at a different Tiers.

The game, Wrath & Glory, is designed to be played at different Tiers - there is such a wide variety of archetypes that can be played and they vary so greatly in relative power level - I mean, stuff that a Space Marine could face down would end up with a Total Party Kill for a group of Guardsmen. So Tiers... Tier One is Imperial Guard and Gangers and the like. Tier Two is Space Marine Scouts, Sisters of Battle. Eldar Rangers, Skitarri, and Sanctioned Psykers. Tier Three is Tactical Marines, Tech Priests, and Eldar Warlocks. Tier Four is Inquisitors and Primaris Marines, etc. You get the idea. Now you CAN have Imperial Guard playing in a game with Space Marines - you just take the Guard archetype and "ascend" them to Tier three - whic mostly involves giving them the extra build points and some background reasons for why they're the most bad-assiest veteran guard trooper ev-ar... So the difference between a Tier One Imperial Guard soldier and a Tier There Imperial Guard solider, one would think is decades of war-fighting and experience.

It doesn't seem like decades pass between adventures, as they are somewhat related to each other... maybe a few months could take place between them, maybe a year, but not really long enough to realistically expect a character to ascend to a whole new Tier. So I was wondering if each was meant to be played with an entirely different group - players making new characters at the new Tier between each game... but then I got to one of the later adventures and it the introductory blurb the Rogue Trader mentions having to "call upon [the characters] once again"...? Which makes it seem like it IS supposed to be the same group...? I don't know... I'm giving them the option of either making a new character for each Tier or simply ascending a character.

The Fifth Adventure definitely requires making new characters - as it shifts focus entirely and the characters are supposed to be Aeldari working for a Farseer!? Still in the same system/planet/hive-city... and even involved in the same plot-line... but from an entirely different point of view.

perhaps it's meant to be an opportunity to try out playing different archetypes at different Tiers to figure out what level you really like playing at?

Regardless, it should be a fun time! I've got to go get some reading done!


Coming Soon to Tim's Miniature Wargaming Blog:

I WAS going to post some pictures of a few miniatures I finished up last night (NOT the Reaver Titan) but...



...and I do like taking pics outdoors in natural light... So yeah, those pics might have to wait a day or two!