On a bit of a role with Kill Team and I am enjoying it quite a bit. This was our third game of kill team and as such we are still learning the game, although we think we only got one rule wrong (the first cultist activated as a group of one not two). One thing I am learning is that there is a reasonable amount of tactical thinking required to be a successful commander if you don’t just want to rely on the dice gods (who were very present this game). In this game placement and control of the objectives were significant factors, some would say less significant than the dice but I digress J
The scenario for Game 3 was the basic Control the Kill Zone scenario, we played this because we had a new player in the game and wanted to start with a scenario that us grizzled veterans already knew. This scenario relies on the placement of 4 objectives, two are placed on the center line and the other two have more freedom. In the deployment photo you can see the position of the objectives and how they favor the Chaos deployment zone. The reasoning for the Tyranid player to place the right most objective where they did was to have it in a bit of cover (Oh we also set up the scenery before the objectives, so two mistakes...).
Turning Point One, Grab and Go. Chaos won the initiative and their leader used his 3 APL very wisely to move to and secure an objective through a window before dashing back out of sight (the left objective). After that both sides advanced on each other but the right most objective was too far away to be secured by the Tyranids and the Kill Zone was controlled by Chaos at the end of the Turning Point.
Turning Point 2, Burn them Down. Again the initiative was won by Chaos and the Chaos Marine Gunner with the plasma gun proved very effective at injuring large monsters. The Tyranids and Geenstealers did their fair share of killing in close combat but even in victory they were wounded and then able to be mopped up by the lasgun snipers from their vantage points or the two Cultist Gunners with flamers. The Chaos dice were hot but the Chaos stratagems of let the galaxy burn (easier critical hits) and warp infused (lets the marines ignore penalties for being injured) also proved very effective.
Turning Point 4, …..
Ultimately it was the setup that probably did the Tyranids
in. They suffered from not having a
close objective they could lurk around. This meant that it was easier for Chaos
to control the majority of the objectives.
In hindsight the barricades could have been used to provide enough cover
to defend an objective in the open and closer to the Tyranid deployment area
Principles of Kill Team.
This is a work in progress but this is where I will try and direct my
thoughts for the next battle.
Deploy the objectives and set up the terrain with the advantages
of your Kill Team in mind.
Deploy your Kill Team with the mission objectives in mind
maximizing your stratagems
Activate your Kill Team first to claim victory points, then
to kill enemy operatives before they activate, and finally to kill enemy
operatives after they activate.
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