Tuesday, February 15, 2022

Kill Team Game 5 Tyranids vs Orks

 


I think we are starting to get the hang of this game!


Set Up, Duel of Wits.  Isn’t it funny when you roll for the scenario and get the one you played last time?  On the bright side at least we had a good idea of how it worked.  After we placed objectives we took turns placing terrain.  I was carefully to make sure that both deployment zones had good lines of sight to the objectives.  I think I would have preferred Objective 5 to 3 but generally I think the battlefield was balanced.  It was also great to finally play with painted terrain. Tyranids won the role and decided to defend Obj 5. But, Obj 3 was in a very defendable position and once I put the barricades in front of it I knew it would be mine for the game.  I then decided I would contest 2 and 6 leaving 4 and 5 to the Tyranids.


Turning Point 1 (3 – 0, for Tyranids). At the beginning of each turning point you are allowed to choose one objective (not near your deployment zone) to be your “Gambit” I was fairly confident that I would not be able to reach any of them so opted for my gambit to be the central objective.  I was hoping to draw his attention there and away from Objective 2, and it worked.  With 2 activations and no free dash the orks would clearly loose in a foot race to the Tyranids, so my first two activations were just to throw the grots up at full speed in order to contest the objective. The rest of the turning point was really just the kill teams fanning out (declaring their intentions?) with only a grot dying.

Turning Point 2 (5 – 2, for Tyranids) At the end of the first turning point both kill teams massed their forces for an assault on the center and Obj 6.  The Orks probably had a better area to attack from as they controlled the nearby vantage point and could contest the objective from behind a large piece of cover.  In addition as the Lootas on the vantage point got injured (as they inevitably do) they then moved to secure the objective, on the Tyranid side, which drew the Tyranids into the open were they could be shot by the other ladz.  The real bit of luck in this turning point was the boy who moved to secure Obj 2 and also managed to land several slugga shots into the Geenstealers, injuring him and thereby guaranteeing the Obj would remain with the orks for the game, if it wasn’t reinforced.



Turning Point 3 (5 – 5). With Obj 5 and 4 controlled by the swarm and 3 and 2 controlled by the Lads, this turning point focused on objective 6. I don’t remember who had initiative but the highlight of this turn, for the orks, was the heroic death of the Nob, who killed a Geenstealers, wounded a Tyranid warrior with his Kombi Burna and then was eventually dragged down by another Tyranid warrior who was then caught in a cross fire of the ladz.  Other actions of note were a very lucky rokkit that took out the Tyranid gunner from behind cover and perhaps a miss calculation by the Tyranids when the Geenstealers on Obj 4 moved to join the melee in the center.  Once accidental thing that turned out very beneficial for the orks was that where their Nob fell was slightly too far from Obj 6 for the Tyranids to contest the objective, it turns out kill team is a game of inches J


Turning Point 4. (5 – 8, for Orks)  By this turn it was over. However the remaining Geenstealers decided to make the ladz pay and charged in for one last gnashing of teeth!  RIP swarm.


Conclusion.  Drawing the Tyranids into combat and out of hiding in the center proved to be successful for the orks.  Orks are decent in close combat, and once you have more models it is an inevitable war of attrition.  Also the Just a Scratch tactical ploy proved it worth in gold and I believe that Dakka Dakka Dakka also activated a fair bit and was instrumental in the ork taking Obj 2. Tyranids need to lurk all the time, if they had kept Obj 2 and 4 it would have been over. In fact a pair of Geenstealers with conceal orders, in cover (with the lurk ploy) and just outside of 2” of each other become a hard target for the orks to crack. Small tactical things are that Rockits are better than Defguns and I love the Burnas, even on the boss. I just like the consistent 4 points of damage as it allows the enemy operative to be one shotted on a subsequent charge.


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