Thursday, 29 December 2022

Kill Team - Ad Mech versus Orks

In the quiet ish time between Christmas and new year I invited the collective over a go at multi player Kill Team - so Steedo turned up with his newly painted Ork boyz. I chose to face him with the recently defeated Ad Mech team. Looking at the Compendium Steedo had two Boyz fire teams - one with 5 boyz armed with Sluggas and Choppas (and gunner with a Rokkit launcher) , the other with 4 Shootas (one with a big shoot a) and the Leader (with a nasty claw thing - although he might have been a Commando leader …). The table was roughly symmetrical, with plenty of cover. We chose not to use Tac-Ops or the scouting phase and just get stuck in with the game. I cunningly convinced Steedo that we wanted to play long ways across the table … an advantage for the shooting heavy Ad Mech. 

The victory points were scored by having a operative controlling one for 1 point in turns 1 and 2. Then we each removed an objective marker at the start of turns 3 and 4, but they were now worth 2 points for control.

Initial starting points - I had ready orders for the whole team (in fact I didn’t use a conceal order all game - shoot and shoot more), where as some of Steedo’s Orks were hiding … the Transauranic Arquebus was effective at this point, but was on the receiving end of heavy counter firing, leaving the ranger wounded for the rest of the game … some good saving going on. However Steedo’s Rokkit Launcher did turn my leader into mush - so I wouldn’t be getting anymore Command Points this game! Steedo was leading with the Victory points 1-0.

Second turn the Orks skulking behind the rig, while the brave Skitari move forward to sweep the Greenskin menace from the world. There was a fair bit of tit for tat killing in this turn. Steedo was using up command points to redo shooting attacks … although we did discover that we were reading his dice wrong … “kill team” logo a one and the Ork symbol a six (we thought that they were both 6s at one point. But the dice did seem to roll either ones or sixes … Steedo holding the lead 3-1.

Turn 3 Steedo was getting worried about the number of causalities his team was collecting, the saves that my team was making and the melty power of the plasma gun … (and the Arquebus, Arc Rifle and even the Radium Carbine was getting in the action). The Sicarians were also matching the melee Orks in the up close and personal fights. The infiltrator did go down to the Ork boss after inflicting some damage … this sacrifice then allowed the arc gunner to blast him clean off the objective marker he was trying to claim … which was nice. 4-7 on victory points now. 
The Skitari move onto objectives and shoot at the 3 remain, seriously wounded Orks … achieving to quote Steedo “a total party kill” - picking up another 4 victory points for an 11-4 … go Ad Mech!

Final picture of the killing field … a really exiting game (which hopefully Steedo enjoyed), the final turn was a little harsh on the Orks. 

The post battle debrief brought up that Steedo needs to get the Ork specialists fire team painted up - I also think he needed to get the melee boyz in closer and quicker on the Skitari - with only 7 wounds they would only need one hit to become wounded, fortunately I put the Sicarians in the way this time. The Orks also struggle with poor saving and shooting, both 5+. A little more thought into the list would really help - but this can be done and we were limited by what had been painted so far.

Steedo’s figures were nice to see on the table - contrast paints, but a really neat job - 11 figures in a couple of sessions … 

Thanks turning up Steedo … I do know how you feel after the visit to Tiger-Kings …

Happy New Year 2023 - the usual Twilight Imperium epic coming in mid January.

Morts




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