We’ve Got Them Surrounded, Sir

Last night my Eremoi battled Will’s Drukhari in a battle on my new desert board. We played the narrative mission Ambush, where his objective was to get more than half his team through my forces and off the map.

A Kabalite wielding a dark lance did work from the backfield, taking out my missile launcher on turn one after a decisive shot took the initiative from me. I chose not to challenge, as my whole team was ready and I preferred to keep the command points. His comms specialist upped the percentages but rarely contributed to shooting, since he only had a 12″ range.

A few wyches got my marines into CC, while a pair made a break for the escape zone. My combi-plasma gun took down one charger on overwatch, which definitely helped me in the early game.

When the dark lance was finally forced to move, my leader & heavy moved out to safely open fire on him as he hid behind a wall buttress.

In the end the Eremoi took out enough elves through solid shooting and got that sixth kill in a team of ten to wrap up the win. Still, Will made it a tough game despite long odds. We’re looking forward to more games between these factions as soon as possible.

Desert Duel

The Grey Knights of the Inquisition somehow got word that the Eremoi caste of Dark Angels has been dabbling in warp science and were dispatched to – er – dispatch them.

Tom & I got in a great game of Kill Team this evening using my new Sector Fronteris board.. He fielded his psykers and I my heavy-hitting Unforgiven. Terror Tactics was the mission.

After Tom advanced on my forward position and psybolted my heavy bolter (heavy specialist), I brought down his Demon Hammer-wielding combat specialist on turn one. Following that early action we turned out attention to the center of the board and began to duke it out.

I charged the aggressor, who had survived a double tap from my tactical sergeant (sniper) firing both profiles on his combi-plasma gun. I kept my intercessor sergeant farther from his grey knight to avoid being hit with a mind bullet.

As we fought for control of the center of the board, our gunlines sustained fire behind the melee.

But wait! The stalwart Grey Knight Andros not only survived six attacks from a power sword and killed my plasma gunner, he fell back and made a run for the edge of the board! With two flesh wounds, he advanced right out of the game, giving Tom the two points that locked up the win for the Inquisition.

We had a fun time putting two good-looking teams onto to some nice terrain and slaughtering one-another’s space marines. Things looked like a cake-walk for Tom early on, but proved fairly competitive as the game continued. We made a few mistakes we’ll try to correct next time, but overall the exciting and fast paced game played out well.

Hope you have time in your weekend for some great gaming with friends!

Drukhari Meet the Emperor’s Finest

Will’s getting together a kill team of Dark Eldar. The plan is to handle the painting collaboratively, but for now we just wanted to see them on the table.

The mission was Sweep & Clear.

Bundle of fun! All my specialists in one little knot to start the game. We’ve got my new intercessor sergeant as leader, along with my plasma sniper, intercessor comms, and heavy bolter heavy specialists. The group split up on turn one, but presented both a juicy target for melee and a wall of fire at range. Along with these two I had my new missile scout & a standard tactical marine to complete the team.

Will’s team included five wyches and five kabalites. He had a combat and a zealot specialist and a sniper with a dark lance laying down heavy shots from the backfield.

Will’s Drukhari hid behind our new chapels & crypts, maneuvering into position to bring my boys into close combat. I only sighted two targets but nipped one wych on turn one. Turn two saw me drop another with my ranged weapons, while the xenos got my sniper and comms specialists, as well as the tactical, into melee with a wych armed with hydra gauntlets.

Turn three was the big turn. My missile launcher and heavy bolter threw out a ton of shots that started chewing up his kabalites, while my sarge moved decisively, led by example, and honored the chapter on the same turn. That was six attacks with the power sword, two more from the comms intercessor, and five straight attacks at the top of the turn. My melee attacks only netted one casualty, but it put my Eremoi up 4-0 in points and kills.

When I picked off a fifth model on turn four, Will’s Dark Eldar packed it in and headed back to Commorragh with their braids between their legs! I had only sustained a single flesh wound at that point.

We both felt the Drukhari seemed like a very fun faction and quite viable, though this particular game was very lopsided. The Power from Pain and Combat Drugs rules add a lot of flavor and excitement, though the latter, in particular, also increases variability dramatically. Once Will’s adjusted his team somewhat we’ll run it back soon. That said, Drukhari do seem likely to struggle against MEQs, given their low strength melee weapons (unless they roll Grave Lotus on the Combat Drugs table). Without question, the roll for Drugs could potentially swing the game before the tip-off. I’m sure things will tighten up as Will learns the faction better.

I was very pleased with the missile launching scout and the sergeant. The frag missiles delivered doses of shots as necessary. And while the leader’s power sword was overkill against the Drukhari’s 4++ melee save, his three attacks definitely made him a beatstick. Wait till I get that chainsword sergeant painted!

It was a great time battling it out with a bunch of new models & terrain. I can’t wait to defend the Imperium again soon!

Battle of the New Hobby Room

For the first battle in my new hobby space Tom & Will squared off in a match-up of Will’s Harlequins and Tom’s new Grey Knights.

Tom made clever use of terrain to pick off two Harlequins in the first two turns with psybolt. Will was grabbing objective points and jumping out to a quick lead, but with only six harlequin models it looked like Tom might break Will’s team quickly.

Will used the Prismatic Blur stratagem to boost his invulnerable save to 3+ on the first two turns and dodged a hail of bullets from the humans on the first two turns. Tom rolled great (on 18 shots per turn), but Will saved 100% of his wounds and only needed one reroll.

Not where you want to be! On turn four Tom’s justicar got jumped by a player. The Knights kept the xenos in the midrange for several turns, but eventually the mobility of the harlequins proved decisive and a couple of close combat struggles opened up across the board.

Come on, guys! Couldn’t you have fought on the lovely painted terrain?

It was a fun game to watch and a tense one for the players. Will’s harlequins came out on top, which I would not have predicted after two turns. Once he stabilized on the board, his point lead was insurmountable.

We had a great afternoon of gaming and out-hanging. I’m looking forward to lots more games of Kill Team in my new den of nerdery. I’ll see you next time our forces clash!