Showing posts with label Killteam. Show all posts
Showing posts with label Killteam. Show all posts

Sunday, 23 April 2017

Shadow Wars Armageddon Game Report.

Scout Sergeant Apollyon lowered his mag-nocs, checked his chronometer and scowled. The enemy were late, this wasn't part of the the plan. He activated his long range vox.
'Base, this is Apollyon, confirm time of estimated enemy contact'
The vox in his ear cracked and hissed. Communications had proven to be problematic of late, following a number of pitched battles his squad had been pushed further into the depths of Hive Acheron, the tall structures and haphazard myriad radiations had plagued any signals from base, he adjusted his vox settings and strained to listen for any reply. Though squeals of static he discerned a response.
'Apollyon, Base. Tim... ... ... mated Xenos contact confirmed. La... .....rts have the greenskins within 500 metres...... .... position. They should ...... right ... you. Hol..  ...sition.'
'Base, Apollyon, confirmed .'
He shut off the vox and scowled again, to his right were Orosius and Zakian. Both of them swept their area in front of them with their bolters. A glance from Zakian was all he needed to confirm they too had not sighted the greenskins. He thumbed his vox again, choosing the short range setting this time.
'Aryius. talk to me, any sighting of the greenskin filth?' as he spoke he raised his mag-nocs, peering into the darkness through the devices enhanced optics, even his superhuman senses couldn't detect any Ork activity..
Nothing here Sergeant, this, isn't right, the Orks aren't subtle, they don't hide, we should be able to SMELL them from here. 
They will come brother, the Ork are a force of nature, they are relentless and formidable but they are predictable, you, Caeon and Nikaeon need to continue your vigilance'
Aye sergeant, we'll see them from up here, The Emperor protects'
Apollyon looked up at the snipers position in nearby building, in such an elevated and concealed position the field of fire they were afforded would leave the orks no chance, whenever they chose to appear. The practicals were in place and the theoreticals were covered.
That he does brother, that he does, he murmured.

Boss Snikbang! eased himself over the corroded pipe, carefully placing his booted feet down onto a dry patch of flooring so as not to cause any unnecessary noise. He had managed to get far enough into the Hive interior zones that he could see the winking lights of the 'oomie perimeter defences through the gloom ahead. Around him he was sure his boys were getting into position, good lads the lot of them. It wasn't just their stealth skills that marked them out but their spanking shiny boots and the way they threw a crisp salute whenever he uttered an order. Proper Blood Axes. 

Boss Snikbang! studied what was ahead. The dense jumble of coolant pipes that he and the boys had crossed to get this far were opening out and he could see streets separating a collection of walkways and bulkier machinery. He went to give the signal to advance, three light taps on the pipe in front of him.

CLANG! CLANG! CLANG!

Snikbang froze. His jaw hanging open. He was a tough boy and could punch the head right of a 'oomie if he needed to but he had tried to be gentle when giving the signal.

CLANG! CLANG! CLANG!

Now that was odd. He hadn't even hit the pipe that time. Snikbang! looked around to see if he could figure out who was making that racket. He threw a nervous glance towards the'oomie compound in case one of them squishy zoggers heard the noise and came to investigate. 

CLANG! CLANG! CLANG!

That had come from his right, or left, Snikbang! never bothered to learn the terms. His axe hand or his lobbing hand was how he remembered them, got to have a system his old drill sergeant had said. He looked in the direction denoted by his lobbing hand, out in the open, strolling along without a care in the world was a spanna boy. He held a fancy looking shoota in one hand and a gleaming hammer in the other. The hammer looked new. As Snikbang! watched the spanna boy was looking at a large piece of machinery. He prodded it with his foot, licked it, had  a think about the taste then whacked it three times with his hammer.

CLANG! CLANG! CLANG!

What the zog?! Before Snikbang could get up to go smack the spanna boy with his own hammer he heard another commotion coming from his axe hand side. He heard whooping and something else, a ululating rumble of sound that echoed off the pipes creating a sound like nervous thunder. Then a group of odd looking lads burst out into the open. Madboys! They were shaking their fists at the sky and hollering at some unseen foe, only stopping to bend over and let rip with some of the loudest flatulation he'd ever heard towards the 'oomies' outpost.

The 'oomies! Snikbang! looked over towards where the lights were blinking. He could hear something else, the ring of booted feet on walkways. Squinting he made out a bunch of the smaller beakie type 'oomies taking up firing positions and aiming out towards the madboys and the spanna boy with the hammer. 
"Zog me." grumbled Snikbang! That had torn it. He stood up and whacked his choppa on a nearby pipe, sounding the charge order. His lads emerged from cover and as one they began a march towards the 'oomie's position. He'd have to do it the old orky way. 

Right, following on from my review of Shadow Wars we decided to get a few games in, we were requested to do a write up for it so here we go!

I've already played one game (a four way battle with Genestealer Cult Orks and Chaos Marines that I had managed to prevail in with only a head wound to my Sergeant. (causing him to suffer from frenzy). The promethium I had gained (just one poxy barrel) had enabled me to get a Heavy Bolter for my Scout Gunner. One of my bolter scouts had been chosen to advance in the last game and had got the skill Hipshooter, he could run and shoot - albeit with a minus 1 to hit.

Lee on the other hand, had a fresh mob. Now, unlike Necromunda there do not appear to be any rules for underdogs, meaning that if a fresh kill team goes up against a more advanced one they will be at a major disadvantage and won't even get a bonus to experience at the end. Time will tell if this proves to be a problem but with no experience per se in the game anyway it seems that it will be something that is difficult to resolve.

So, Roll Call! (It's worth noting that Lee in typical Lee fashion had names and behaviours for ALL his Orks before the game started whilst I was still referring to Bolter dude with Helmet and Heavy Bolter guy. Suitably shamed I have now named all my Kill Team members.

Scout Squad Apollyon:

  • Sgt Apollyon (Head Wound - Frenzy)
  • Scout Trooper Orosian - Bolter
  • Scout Trooper Nakius - Bolter - Hipshooter
  • Scout Trooper Aeryius - Sniper Rifle - Toxic Rounds and Reload
  • Scout Trooper Caeon - Sniper Rifle - Reload
  • Scout Gunner Nikaeon - Heavy Bolter



The Sneaky Boom Bangs! (all armed with a shiv and squighide armour 6+)

  • Nob Snikbang! (The exclamation mark is important, he insists on it) - big choppa, stikk bomb and kombi-shoota
  • Klank, Spanna boy - slugga and big shoota
  • 4 Blood Axe Boys all armed with a slugga and choppa - Stretch, Skrabble, Whao and Steddy Baz
  • 4 Yoofs all armed with a slugga and choppa - Wobblz, Hatz, Squelch and Happy Zug


We rolled for sides, Lee won and chose his and got first turn, we were just playing a straight up fight so it would be till one team bottled. We completely forgot to roll on the conditions table though. Lee deployed right at the front of his deployment zone, a very agressive stance from the greenskins. I on the other hand, set up my Snipers and Heavy Bolter in elevated positions and the remainder of my Scouts in the bunker. Perfect tactical positioning. The only thing I would need to be careful of was Sgt Apollyon charging off into trouble due to his frenzy.



Orks are made for twatting stuff up close so that was my plan hence deploying forward. I had plenty of boys so made sure my yoofs were front and centre. Snikbang and one of his lads set up on the right flank whilst the rest of the boyz made themselves conspicuous.

Orks Turn 1:

I got to go first so did the only sensible thing and ran everyone forward. Most went straight for cover and Snikbang! sneakily sidled over to hunker down behind some cargo containers, whistling nonchalantly as he went.

Scouts Turn 1:




There was no reason at all for my Scouts to move. Well out of charge range I didn't need to worry about my Sergeant's frenzy either. Therefore I stood my ground and opened fire:

Orosius fired at one of Lee's Yoofs - Happy Zug, happy he might be but he was pinned by fire, though I failed to wound.

Nakius took down Stretch with his bolter but promptly ran out of ammo. That was a problem, it was early in the game and he had no reload or other weapons. Worse still, he was my guy with Hipshooter, though I had no plans to run round the battlefield at present. Still the Ork falling to the ground face down was enough to unnerve Lee's Spanner Boy Klank and the cowardly Greenskin promptly scarpered to the nearest cover. Steddy Baz stuck around though, seemingly unbothered by his fellow's fate. Lee had named his Orks well it seemed.



Aeryius sighted down his Sniper Rifle and took down Wobbles, the Ork slumping to the floor in a pool of blood. Down but not out. Sgt Apollyon and Nikaeon went into Overwatch, waiting for a target to present itself.

Orks Turn 2:

Klank had scarpered like a right git but it didn't take long for him to come back to his senses. Actually, he had dropped his poncy new hammer and was going back to retrieve it. Squelch, dancing to and fro, hopping from foot to foot noticed that the open door of the Ferratonic Furnace looked like a porta-drops and dashed in to relieve himself. So as to make thing a bit interesting we decided that this was potentially hazardous so decided to roll for what happened, agreeing on a table of events prior to rolling the dice.

  • 1: Falls in - removed from game
  • 2-3: Constipated - roll next turn
  • 4+: Took a wrong turn and has appeared on top of the Furnace and able to move normally. This would save him a good deal of movement.


(I readily agreed to this, these sort of things add so much fun to games and are one of the reasons that Lee and I have remained such firm adversaries over the years. Lee plays Ork very well (I'm not an Ork person) and already his Kill Team was proving full of character.)

Rolling turned up a six! A confused Squelch appeared on top of the furnace. Still needing to go he wondered around looking for another spot to relieve himself which coincidentally took him towards the Scout's positions.

Snikbang!poked his head out from around the side of the corner and promptly ducked back again as five heavy bolter shots impacted on the side of his cover, Nikaeon's overwatch had failed to hit him, phew. Waiting for a moment to make sure no further fire was coming his way Snikbang! let rip with his kombi-shoota. Two sustained fire dice gave him enough shots to pin Nikaeon behind cover but not much else.

This wasn't the only patient scout, Apollyon pinned Whap who thought he was in more cover than he turned out to be. That's two Orks on the floor but more still mobile.



Scout turn 2:

With my only Objective being to get rid of Lee I still had no reason to move. Sadly this meant Lee was rather running a gauntlet. I couldn't feel too sorry for him though, sympathy for the Xenos is heresy.

Apollyon took careful aim and pinned Waap again before Orosian took him Out Of Action with disciplined Bolter Fire. Lee would be taking Bottle Tests from here on.

Caeon managed to pin Boss Snikbag! This was a good thing, the large Ork posed quite a threat. I'd rather he was down but stalling him flat on his back was better than nothing.

Aeryius spotted Squelch on top of the walkway in the gloom. A clear shot, a quick exhale as he pulled the trigger and Squelch was down, stumbling from the walkway and nearly landing on Hatz below. Thankfully Hatz dodged just in time, though he scarpered anyway. Squlech on the other hand was immensely fortunate and landed on his head. Suffering only one wound which Lee managed to save on a six no less! Aeryius had hit on a six but thankfully passed his ammo test.



Nikaeon recovered from being Pinned, he couldn't go into Overwatch, I'd have to hope he could escape Lee's attention for a turn. Nakius meanwhile glared impotently through the sights of his empty bolter.

Ork Turn 3:

Bottle tests on leadership seven. Passed this turn, the muffled swearing coming from the direction of Snikbang! enough to convince the boys to stay in the fight. Hatz wasn't having any of it though and failed to rally from last turn and ran into cover.

Klank, as well as testing his new hammer on any and every solid surface had also brought along his newly kustomised big shoota. He opened up on Orosian but in typically Orky fashion missed with all of his shots.

The madboy yoofs were rather enjoying writhing on the ground so stayed there but none of the boys was squishy so they stuck around. Boss Snikbang! got up to show the lads what they should be doing.



Scouts Turn 4:

Nikaeon went back on Overwatch, that Boss was bound to make a break for it at some point and the Heavy Bolter was my best chance of putting him down for good. Apollyon lead by example and took out Shank with a perfect Bolt Pistol Shot.  Thus far his frenzy hadn't been a problem though it must be noted we're assuming that they were M4 where they are actually M5! Ridiculous!

Aryius scored a flesh wound on Klank, passing another Ammo test in the process.

Ork Turn 4:



Cowardly lot them beakies, not that any of them had them beakie helmets. What a swoz. The boys passed their bottle test and stayed in the fight for another turn. Snikbang! burst from cover, pegging it towards the tower opposite that would lead to the entrenched snipers and Nikaeon. He was forced to run a gauntlet of overwatch fire, Nikaeon having to pass an initiative test in order to overcome his surprise at Snikbang!'s sudden appearance and succeeding. Even with a -2 to hit he scored a wound. Snikbang! had two to begin with so didn't get knocked down though he skidded into cover and stayed there, pinned for the rest of the turn.

Steady Baz had methodically worked his way to the top of the centre section walkway, not bothered by all the bullets and bolts whizzing by his head. He took a shot at the scout with the fanciest looking armour, pinning Sgt Apollyon. Steady Baz passed his ammo check, that Stormboy training serving him well with a well oiled and maintainted slugga.

Despite this most of my Orks were doing nothing due to being pinned or hurt. Wobblz went out of action with a large burst of flatulence before lying still. His memory lingering as a green cloud that followed the breeze coming from the nearby ventilation ducts. Squelch's desperate need overcame his common sense and he recovered to a flesh wound as he looked around for that secluded spot where he could do his business in peace.

Scout Turn 5:

The game was turning in the Scout's favour but Lee still had a few Orks that could cause me problems. Apollyon passed his initiative test to recover from Pinning early but rushed his shot at Happy Zug and missed. I was actually lucky that Apollyon had been pinned or the Frenzy would have made him charge, a lucky escape for myself and the Yoof.

Zug's luck ran out though as Orosian put him down though with another impressive display of shooting. He had an ammo check but unlike Nakius passed it no problem. Nakius was probably hoping for the Orks to get close enough so he could use his bolter as a club, Reloads were high on my shopping list after this game.

Speaking of Ammo Checks Aeryius took Hatz Out of Action with yet another 6 to hit, passing a third Ammo Roll in a row (on an 11 no less). Sniper elite indeed!

Not to be outdone Caeon downed Klank, Nikaeon went back on Overwatch with his Heavy Bolter in an end to a decisive turn for the Scouts. Very few Orks were left standing now.

Ork Turn 6:

"Wots wrong with ya?! You Orks or is ya grots? Get stuck in!" To the boys credit, or sheer lack of common sense, they didn't bottle again.

Unfortunately there were not many Orks who could actually affect what was happening. Steady Baz maintained his cool and shot at Orosian but missed. That was it, everyone else was pinned or down and none of them snapped out of it in the recovery phase.

Scout turn 6:

Sadly the only target for the Scouts on top of the Bunker was the prone form of Happy Zug, still the Codex Astartes says never give a sucker an even break (or something like that) and Apollyon and Orosian dutifully riddled the greenskins body with boltershells. Annoyingly though they couldn't do anymore than score another Down result.

Therefore it was up to Aeryius to show them how it was done yet again, Steady Baz was his target this time with yet another hit roll of 6. A toxic round took Baz out of the game and this time round I finally failed an ammo check, on a double 1 no less! Had it been one of those shoddy Ork weapons it would have exploded, Imperial equipment is far from shoddy though and Aeryius just used his reload.



This just left Nikaeon and Caeon, both of whom went on Overwatch.

Orks turn 7:

The lads, all absorbed in their own suffering did not notice that they really should make a run for it and stayed on for yet another turn.

Squelch had caught sight of the bunker and moved towards it, there had to be a lav in there somewhere! He took a shot at the occupants but missed. He was a bit exposed.

Over on the left Boss Snikbang! had recovered and made a run towards the scouts but was cut down by Nikaeon's heavy bolter. Back at camp the number of scouts who had fired at Snikbang grew by lots in the re-telling (the highest number any Ork knows how to count to).

All that writhing was hard work and both Klank and Stretch decided they had better things to be doing and went Out of Action.



Scout turn 7:

Much as I hate to say it Squelch was the only available target. For my entire Team. It was literally a shooting gallery. Still, Hate the Alien, Kill the Alien and all that. My Scout's Drill Instructors had clearly drummed the Codex into them well as my Kill Team opened up on Squelch.

First Nikaeon downed him with a burst of heavy bolter fire. Apollyon did the same with his bolt pistol. Caeon did the same, as did Orosian, Aeryius inconceivably once again hit on a 6 passing his ammo check. Even with Toxic Rounds he couldn't take Squlech (or what was left of him) out of action. Poor Squelch.

Lee gamely passed another Bottle check but had no Orks standing. At the end of the Turn Boss Snikbang! went out of action and Lee conceded, with only two downed Yoofs left on the battlefield.

Post game action.



Kill team Apollyon had suffered zero injuries, Lee, not so lucky.

Both Lee's Orks left on the battledfield went OOA. Worse was to come as Squelch and Whap were captured (better than dead I suppose)

See, what happened with Squelch was that he'd managed to crawl into the sewer and float away from the battle. Later he was seen floating amongst the effluent but after calling him a few times Squelch had refused to stop floating face down so the boys left him to it. He eventually got caught in a grate that prevents large bodies being sucked into the waste purification facility and was picked up by a patrol.

Steady Baz suffered a head wound. Frenzy for him.
Happy Zug would miss the next game and now hated Orosian
Strech Scored against the Odds! He gained Infiltrate which was very handy (Lee was using the Blood Axe Skill table.)

Sadly none of Lee's other Orks were eligible for advancement. (Yoofs only get mission completed marks.)

The Scouts scored two promethium and I just had to choose Aeryius to advance. Four hits on a six multiple notches on his rifle? There could be no other. He picked up the Hipshooter skill, a Sniper Rifle isn't a heavy weapon so he could now run and gun! Albeit at a minus 1 to hit.

In the Re-arm phase Lee replaced one of his Orks, I chose to buy reloads and Photovisors. The reloads were a necessity the way I was rolling and the Photovisors would reduce the enemies cover by 1.

Our next game was already decided! A Rescue mission!

We'll be back soon, will Lee manage to rescue Squelch and Whap? Does he really want to? (They were a bit crap) Find out in the next game report, coming soon!












Saturday, 4 February 2017

Conclave game report: Kill Team

It's hard enough to find time to paint these days let alone game, Schedules rarely match up and we all have various commitments to fulfill meaning that any time that we can fit in for a game is at a premium. Being an adult sucks sometimes.

Thankfully the opportunity presented itself recently for not just a game but a DAY of gaming, such a rare chance had to be exploited to the maximum. We arranged to squeeze in three games total. One Kill Team, one Second edition and one Seventh, A day of 40K.

I'd never played Kill Team before. I had no idea what to take, I knew Lee was taking Orks so I was likely to be outnumbered no matter what. I toyed with taking Genestealer Cult so that I would at least have a chance of  matching his numbers, but they are TOTALLY unpainted and I really had no idea how to go about putting a force together. Besides I was planning to use them for the Second Edition game. I knew I wanted to take something other than Space Marines, which I thought might be a bit dull,

Next up on my assembled but painted list was Necrons. Four Canoptex Wraiths might prove interesting, 3++ and phase shifting.  Problem is I moved not all that long ago and couldn't find them to save my life (they have since been located). Damn, there went my Seventh Edition list as well.

I still, didn't want to use Space Marines, they were fully painted but no, just no, i'm sick of using Space Marines for everything. I think it was Gangs of Commoragh that gave me the idea to use Dark Eldar, When they were first released I bought a massive army, but since they were treated so poorly in 7th they have languished in a box doing, well, not very much at all. They were also unpainted but I was very much running out of options here, I'm not a very prolific painter even if it is my favourite part of the hobby.



In the end I settled on ten Reaver Jetbikes. An Arena Champion and Three Blasters, (one for each of my specialists) took me to the 200pt limit. I had considered taking less Reavers and giving a few of them Cluster Clatrops to increase the amount of Hammer of Wrath hits but in Kill Team each model is an Individual and none would have more than 2 wounds so it would have been pointless. Besides, I was going to still be outnumbered. The advantage of the Jetbikes though is I could hopefully zip around and stay out of the Ork's range, picking them off to try to get them to break.  I certainly wasn't planning to get into combat.

I like little games of 40k and Killteam offers just that. On top of that as every model is a unit all on its own every dice roll would count, as Allen would later learn. This evokes games of second edition where every roll had significance.

I chose to play Orks as I have so many but have had few chances to try them out in seventh. As well as my own collection since last we played I have obtained a mountain of Ork models from a work colleague which has boosted the amount and type of units I have available. With this in mind I was ready to try out all manner of force compositions.

My first idea was to go pure Kommando led by Boss Snikrot who with two wounds and a modest amount of points would have fitted nicely in a Killteam. Unfortunately I could not find the model so that idea was out (till next time). Next I considered Boss Zagstruk and Da Vultur Skwadron but I couldn't find him either which was a shame as I wanted those Str10 hammer of wrath attacks in case Allen brought a vehicle along.

After considering a Killa Kan or two I decided to take a varied force and try to outnumber whatever Allen brought along. Having visions of glory with Kommandos and Stormboys dashed I decided to take a unit each. THe high speed of the Stormboys meant that I could get stuck in with the 3 attacks (4 on the charge) these boys had as well as their hammer of wrath attacks. On the charge they could be devestating. As I needed a leader and because only a big tough Ork would do I added a Nob with a power klaw to the unit. If Allen did bring any vehicles I wanted to be able to take them out sharpish.

With my Kommandos I had a unit with the option to infiltrate and get in close to any objectives. I took a rokkit launcher and gave that Ork Eagle Eye so he would stand a chance of hitting something. I rounded the force off with a unit of ten Gretchin and a Runtherd to give me numbers. They may only have grotblasters but every shot counts in Killteam so I was hoping to surprise Allen. My full list can be found at the end of this post.



We were using the Necromunda card terrain for a classic feel and Lee went first, he moved all his Orks forward apart from his Rokkit Launcher which was perched up atop of a building. That could be a problem, especially as he would be re-rolling to hit (weapon specialist). Lee was clearly going for the objectives. He could have them as far as I was concerned, my plan was to thin his numbers and swoop on the objectives later, preferably once he had broken. After all I would have to kill 12 of his models to reduce him to half strength. He only had to kill five.

His Rokkit launcher missed but the reroll paid dividends and he blew one of my Reavers out of the sky as I failed my cover save. First Blood went to Lee! Thankfully his Stormboyz acted more like Orks and rolled a triple one with their sluggas.



I had the numbers and was going to use them. Objectives were a priority but my plan was to make it look like the Stormboys were going for them but then keep going and charge the Reavers. While that was going on the Kommandos and Gretchin would follow up and consolidate my positions.

Night fighting could have done for my shooting which was a bugger as my rokkit Kommando managed to hit but out in the open as it was that Reaver stood no chance. Most of my boys were out of range only having sluggas and those that did missed. Ho hum, it is to be expected with Orks.

Right, time for revenge! I had planned to target Gretchin for an easy kill to get myself First Blood but that had gone, except... we were meant to be using Night Fighting! We hadn't taken that into consideration at the time and neither of us could remember the roll, so I rerolled the save and the Reaver came back. First Blood was mine to take.



But the trio of Reavers on the left all missed or failed to wound, and it was left to the four in the middle to blow away a Stormboy on the gantry getting me that Victory Point. My specialist with Fearless (at least he wouldn't be running away) managed to nail the Rokkit Launcher with his Blaster, that was a relief, threat eliminated. Only ten more kills needed to get Lee taking Break Tests!

The three Reavers on the right managed to take out the Gretchin's Runtherd as a bonus, every little helps after all. Nonetheless, killing three a turn just wasn't going to cut it... I used my Jetbike move to get back into cover as much as possible.



I'm too honest by far, letting Allen save his Reaver but we're playing for fun not for victory at all costs. Allen managed a few kills, Orks have paltry armour, but I could afford a few losses.

It was as Lee undertook his second turn that I realised I had completely forgotten to Rapid fire. Balls.

I'm honest but it's not my job to point out things like rolling all the dice you're entitled to, it's your job to remember that ;)



Lee's second turn consisted of charging his Stormboyz into as many Reavers as he could, after consolidating his hold on the objectives, I completely forgot to Overwatch (you can tell which of us re-read the rules the night before) and Lee was the one now using Hammer of Wrath attacks, taking out my Weapon Specialist that had Eagle Eye. I had a feeling this was going to hurt.

However, two of my Reavers actually managed to kill their opponents, the other died, pulled from his mount and another was crushed to bloody gibbets by the Nob with the Power
Claw. That was me with a Third of my force down. Still at least no one was stuck in combat so there was no need for me to Hit and Run.

I was looking forward to getting stuck in. I knew I would be hitting second once the Hammer of Wrath attacks were out of the way but those Dark Eldar hit surprisingly hard. As I said, every dice roll counts and I had not much in the way of saves to protect myself. Thank Gork (or possibly Mork) for my Nob (tee hee). Of course all that drama distracted Allen to what the Kommandos and Gretchin were doing.

Revenge! Again! I HAD to take out those Storm Boys or this was game over on turn 2. The two blaster toting specialists downed the Nob, That's Slay the Warlord for me! Elsewhere my reduced Kill Team managed to Kill all the Storm Boyz before getting back into cover.


Bit painful that, I had hoped my Nob would have survived but he was no better armoured than his boyz. If anything this shows how much Orks rely on mobs to see them through, they are an attrition army. One day we'll play a full sized game of Druchari versus Veridi Gigantus and that will have an entirely different outcome.

Turn 3 had Lee once again keep the objectives as his priority, with his fast hitting assault team gone, he was happy to take a pot shot with one of his Boyz, it was good enough though as another Reaver came crashing down.

Every. Dice. Roll. Counts. Bye bye Reaver. One more and Allen would need to start taking bottle checks.



I only had six Reavers left but this was my turn I was sure of it. I only needed to kill another couple of models to make Lee take break tests and with his remaining force consisting mostly of Grots I couldn't see them sticking around. It was time to be bold, decisive and stop skulking in the shadows. I moved into prime shooting positions and prepared to deliver the kill.

Except that I failed to kill ANYTHING, I either missed or didn't wound with the whole Kill Team and despite my jetbike moves back into cover I was horribly exposed. Bollocks. That was some truly horrific dice rolling, the Greenskins had obviously adapted to the poisons I was using.

Well that was lucky and certainly made up for me losing all my Stormboyz. You'd have thought these boys were painted blue. Had Allen's luck been in this could have been the end of the game pretty much but fortune is fickle and the match continued.

Lee's 4th turn saw his reduced force thankfully fail to punish me too much. The Grots failed to achieve anything and only another Marksman Ork Boy managed to take down another Reaver. I was now taking break tests.


Success, another casualty and in Allen's force every death counts as he has half the models he started with.

Which thankfully I passed, all being clustered round my Leader and using his LD of 9 to cover my whole Kill Team. Fortunate.

Elsewhere I finally managed to kill enough Orks to get Lee taking break tests, if the game went on... and just in case it didn't I moved my Jetbikes to contest every objective. Being bold hadn't worked for me last time but if I left Lee the objectives and the game ended it he would win 3-2.


As an Aeldari player I am well versed in the quandry of moving my jetbikes over to contest/claim objectives, not knowing if another turn was coming which would see your fragile units blasted away. Still, break tests would now kick in for my force and with no leader and most of my remaining troops with a measly leadership of 5 I could well see my force melt away fairly quick.


The game continued though, and Lee had to take break tests. Predictably three Grots and two Ork Boyz decided the fight wasn't for them anymore and legged it. His shooting was ineffective so he charged in. I Overwatched one Ork to death and he failed to do any damage so I used Hit and run to move away.

In small games like this my advice is to be bold. This is what I did, going for victory through decisive Orkish action. It didn't work out exactly how I would have liked and some of the Orks that ran were holding objectives, one which was too far away for me to do anything about so it at least focused my tactics.

My turn 5 break tests were just about all passed (I was too far spread to utilise my Arena Champions stats) and I gunned down another three Grots, Lee only had two models left to my four, it was looking good for me.

However, the last two Gretchin, were too brave (or maybe stupid) to run away. To make matters worse one of them even killed my Leader in combat! Super Gretchin. That wasn't supposed to happen. Another point for the Orks.

Hahahahahaaa. Millennia old gladitorial champion ended by a Gretchin. If he has a contract with the Haemonculi to be ressurected I'm not sure how he'd live this one down. Kill all the witnesses I expect. It was getting very close but I could still win.



My turn 6 had me still in a very good position, winning the game comfortably. However, the sight of my Arena Champion being pulled from his saddle by the diminutive Greenskin clearly unnerved my Kill team as the first two reavers ran away, including the one that had the objective all to themself. My victory was slipping away. Thankfully the last Jetbike stayed so Lee didn't win by default.

It was the Endgame and this was the position: Lee controlled one Objective with one Gretchin and the other was Contested. I had First Blood and Slay the Warlord and Lee also had Slay the Warlord. Currently it was a draw. 2-2.

So I had to take out one of the Gretchin, either would do. I chose the one controlling an objective. This was the last roll of the dice, literally. Thankfully my rolling didn't let me down and poisioned shards riddled the Gretchin killing him. Victory for the Dark Eldar!



See, every dice counts. Allen's Reavers scarpered despite having good leadership while my Gretchin remained. It really came down to the wire and there were lots of notable moments, great fun. I can see us playing more Killteam.

Damn right that was a lot of fun. Full of events and the unexpected just like a game should be. It's like a mix of Necromunda and 40K and is definitely something I could get into a little more. It also cries out for some aftergame phase, for leveling and the like. Maybe I'll work on that at some point.

As far as tactics go, I think it was fairly solid. A few awful dice rolls aside I did an awful lot better than I expected. The jetbike move was invaluable and allowed me to get back into cover in most instances. Had I remembered to rapid fire (and my Combat Drugs which I COMPLETELY forgot about as well) I might have secured a more comfortable victory.

I think Lee's Kill Team worked fairly well, I would have been tempted to take less Gretchin and more hard hitters though, A lot of his force just  sat on objectives and I think in a game like Kill Team you really need more of your force active. A few more Stormboyz would have seen me in all sorts of trouble. Then again, Lee's numerical superiority was quite telling and it took me a long time to break him down.

You see, large numbered Kill Teams are always going to do really well as each model is an individual unit meaning that apart from templates only one can be killed at a time. I have had it suggested to me that a Kill Team of 22 Pink Horrors would be good and in all honesty they would be pretty much unbeatable given the amount of wounds you would have to inflict to wipe them out (they are Fearless so you wouldn't be able to break them) Flamers or some other template weapon would really be your only hope. In addition grenades would be king in Kill Team one grenade throw per unit per turn doesn't matter when every one of your models is a separate unit!

So overall we like Kill Team a lot. In today's bloated 40K ruleset it was refreshing to play something that was quick easy and endlessly entertaining. Only needing a handful of models and much  more personal Kill Team gets two thumbs up from us and has a lot of potential.