Since this was my friend’s first game of the new Kill Zone we played the control the Kill Zone scenario. He used his sisters of battle and I brought a kill team of compendium orks. I have begun to think more about gaining objectives and counting points rather than just blasting away at the enemy operatives and I think that was the main reason I did better.
Turning Point 1 Size the ground. I won the roll and elected to defend this gave the initiative to my opponent the Sisters of Battle (SoBs). Both kill teams secured their two objectives on their respective left flanks and prepared to square off in the middle of the Kill Zone. There was some effective first turn shooting with 4 SoBs getting incapacitated. This was more due to eagerness on the part of the SoBs then any cunning or lucky dice from the orks. It does highlight how important setup is. Also if you are going to leave an operative out as bate make sure you have a good trap to counter attack with. In the end both the SoB leader and gunner plus two more were incapacitated L, with only two injured lootas and an incapacitated ork with rokkit to show for it, oh and maybe a dead grot. At the end of Turning Point One the score was 2-2.
Turning Point 2. In this turn the SoBs do a good job finishing off the Lootas that they injured in the first turning point. The Repentias also tried charging into a group of Orks huddled around an objective only to learn the hard way about charging operatives that have more wounds then you remaining and also have support from their team mates. The Reaping special rule did get activated a few time in the battle, but I am not sure how useful it really is. The Burna Boyz also had a few opportunities to shoot at multiple targets and the death toll on both sides continued to mount but each side held two objectives and the score was 4-4 at the half.
Turning Point 3. The Sisters win the initiative and decide
to shoot up as many orks as they can causing some damage but spreading that
damage across several operatives and not using an action point to claim one of
the objectives. The orks boss and
remaining Burna boy charged into the SoBs objective in the center killing them
and seizing it (the Boss Pole with its extra APL given to the Nob is a must
include) allowing the Gretchin in the back to claim an objective and give the
orks control of the kill zone 6-5.
Turning Point 4. Sister of Battle again win the initiative but have too few models left to push the orks off the third objective. And the turning point ends quickly with a final score of 8-5 for the ork.
Some observations
Jockeying Lootas. I
believe I made a significant mistake by deploying my Lootas visible to the
enemy. Since the Loota’s Deffgun does
not have the heavy trait it is possible to move it a normal move and still fire
it (jockeying). This could have
prevented them getting injured before they had even fired.
It seems that flamers or Burnas get a mixed review, some
people feel that since it is unlikely to kill anyone and have a limited range
they are poor weapon. I like them for
their ability to cause wounds to multiple targets thereby setting them up for a
charge. Of course this is a bit situational and it does take an activation. In all my games I have found them useful,
even when targeting loan operatives.
Often doing 2 or 4 wounds is enough to allow them to be one shot-ed in
close combat by a subsequent activation.
Charges and counter charges.
I think I have said this before but close combat is a brutal war of attrition
in Kill Team. Only with careful
planning, good tactical ploys, luck or all three will you get away
unscathed. This means your operatives really
need to be able to support each other, so keep a guy in the back waiting until
your last activation, just in case.
Injured is good, Incapacitated is better. I feel like the SoBs would have been more effective
if they concentrated their fire better. After the lootas if they had whittled
down the Burnas it might have been a different story
Orks are a decent list. I think the Ork Boss is very good
and might be the best leader relative to their average warrior. They can shoot (I like the combie-skorcha),
fight and have 3 APL with a boss pole. I
think the Lootas are fine if they have a Targetin’Fing and don’t get injured.
But otherwise Burnas and Choppas are where the money is made. I think Grots are
useful as well but will need a few more games.
Sisters of Battle also seem good enough, they do have poor close combat but their shooting is very good. I think I would give the Repentias a miss and just take 10 SoBs.
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