Tuesday, 18 June 2019

Kill Team!

So acouple of weeks ago, I went around to a friend's house for a game, or two, of kill team and was greeted with a very nice set of terrain and 6 primaris reivers, painted in space wolf grey.

After the usual chit chat that goes with these things, you know the complimenting and discussion of models,  (were well deserving of complimenting, along with the board) we got down to mission selection for our first game.

My opponent had 6 reivers, 3 with bolt carbines and 3 with knives, I think one or maybe two had grapnels and gravchutes. I think this was mostly to make up the points, as the gravchutes were pretty pointless.

The first game we rolled up for terror tactics and my opponent gained the initiative for setting up. Now, which ever way you want to spin this, my opponent had lost straight out the bag. I was facing 6 reivers with 17 guardsmen and he would need all the luck in the world to win. In theory he had the chance to win, by killing killing more than 12 of my guys or killing 8 and getting all his guys off the board.

Needless to say, the game went as expected. Turns 1 and 2 I stayed back and defended, resulting in the deaths of a couple of my guys but I also managed to take out a reiver, although it did take 2 rounds of shooting with an overcharged plasma gun!

I didn't get many pictures of the game, were were a bit busy checking rules and generally having fun. The end result of the game was a conclusive victory for the guard, even though we called it early. We called it at the end of my movement phase in turn 4, as by this point I was already 9-3 up and set-up for a full advance off the board next turn. I had lost 3 men and had a number of flesh wounds spread around probably getting on for half my remaining men were wounded and I had managed to take out one marine and had a flesh wound on another. I had however run 4 men off the board by this point and had another 4 within running distance for next turn meaning that I had the possibility of getting 8 men off for a total of 16 points a total my opponent could not challenge.

Turn 2 I think, as all the reviews are still alive at this point and doing a good job so far of holding the mid-ground.

My opponent did a good job of holding the mid-ground, however, he just couldn't deal with the numbers as I could easily just hold his guys in combat while running past with others. He also couldn't just sit back and shoot, as I could just swamp forward and he didn't have enough shooting to deal with the number of bodies comming at him. He also didn't have the option of just charging past, as i could then have just walked off the board with all my guys. So all in all it was my he to loos from the beginning.

After we finished we decided to play again. My opponent kept the same force but it decided to change things up slightly, just switching up a few bodies and weapons, i can't remember exactly what as it was a while ago, however there was definitely an extra flamer in there.

For game two we went with mission 1, XXX and again this leant itself to my team. Needing to hold objectives was something i could easily do and i could easily out number my opponent when necessary.

Deployment; there are two groups, one by the drum bottom right and one by the stack middle left.

A close up of my "castle", with leader Sgt, Comms and plasma, supported by a couple of guardsmen. 

The lone guardsman, for some reason it put down a single guardsman up on to of the gantry. I don't quite know why it did this, possibly because there was an objective up there, anyway it actually proved quite useful and was a good distraction. 

The reivers move in for the kill and promptly fail miserably

Two reivers Vs 3 guardsmen, 

This really shows the scale difference, granted the reivers bases are built up slightly but still, they dwarf the guardsman.

Again, this was a convincing victory for the guard, with the guard claiming 2 of the 4 objectives, with one contested and one unclaimed. I had lost several guardsmen, 3 if i remember right, compared to only 1 reiver killed, plus i had several models with flesh wounds. Again my opponent did well and played very cleverly, charging from cover to stop my plasma overwatching, hiding out of sight until the last minute. However, the dice god's god very much decided that it was not to be for my opponent. A prime example of this was turn 4, which could easily have swung the game to a draw at the very least. There were 3 combats happening, all over objectives. The picture above shows the fight over objective 2 and one of those reivers is a combat specialist. There was another fight up top for the contested objective and a fight in the back field for another objective where a reiver was outnumbered 2 to 1. My opponent started at the back, and managed to miss with all his attacks, so we moved to the centre and his leader, who only managed to get one wound through, which was promptly saved. No great so far but he still had two reivers, including the combat specialist, to take out 2 guardsmen, he even played a tactic to get an extra attack with the combat specialist, and managed to do one flesh wound from 7 (or 8?) attacks. All in all, his assaults fell flat when he really needed them.

So, two great games of kill team. However, it did go to reinforce the fact that the missions are skewed to horde armies over smaller more elite armies.


  1. Yeah, there definitely is a bias toward numbers. Even beyond that, tho, Reivers are just kinda bad. Equal numbers of Intercessors probably would have done better, even if maybe not by enough to win.

    1. I've no experience with reiver, as the only primaris models i own are the 3 intercessors that came with issue 1 of Conquest and the new Calgar and his 2 mates, none of which I've used in a game. I guess intercessors would have killed more stuff but honestly, the dice god's didn't help one little bit.

    2. Well, yeah, there is that. When RNGsus decides it's not your day, there ain't much to be done about it!