Steedo popped over for a quick game of Kill Team - we used the Ad Mech list which had taken on Steedo’s Orks and Tiger-King’s Tyranids and a Craftworld (compendium based - although I had to use BattleScribe to source the stats as I had left my compendium at Tiger-king’s) force do Eldar.
After a quick rules explanation Steedo chose to be the Ad Mech, so I was the Eldar. We played the scenario Duel of Wits. Which allowed you to collect more command points as well as victory points.
The starting positions - there was a little bit too much stuff in the middle of the kill zone.
The view from the Eldar side - not much available in the way of firing lines … this would be a problem. There was a lot of movement as we tried to get operatives into position and onto objectives. The plasma and arc gunners did some serious damage. I think 4 Eldar were out of action, compared to 2 skitari. I scored first, but had my operative shot off the marker. This allowed Steedo to win the turning point 2-1.
The start of the second turning point - I had retained the initiative, but the movement and heavy sniper rifles of the rangers was limiting by ability to shoot at any of the Ad Mech. Poor rolling to shoot and on saves were not helping my team get or retain any of the objectives - Steedo was pulling away.
The third turning point saw some serious damage and the death of both of the leaders - the Eldar going down to a whirl of blades from the ruststalkers - we also worked out that we were doing the fighting wrong - we will get it right nice time. The Ad Mech Alpha was shot by a ranger with a pistol - my one decent dice roll of the game.
The start of the fourth turning point saw 6 Ad Mech move up on the final 3 Eldar - Steedo had build up an unassailable lead in victory points by this point, but we had to finish the game.
The final picture shows the final Eldar and 2 of the 4 remaining Ad Mech operatives (9 - 7 to the Ad Mech in OoA) and 11-1 in victory points - a right royal beating … eek!
Fair play to Steedo for the win - totally out played. The Eldar are a tough team to use in my opinion, so here come some excuses; the rangers all have heavy rifles, meaning they can’t move and fire (unless using the pistol, but you have to be close - not a good idea) - the Voidscared Corsairs equivalent does MW3 compared to MW1 for the rangers, which seems a little tough, and the corsairs only have one, in a team of 10, not 5! The terrain, which I didn’t set up didn’t help the rangers with very limited targets. I didn’t use the dire avengers very well - these need to be used in a shoot and scoot way, so that they can get overwatch actions - the last thing you should do is put them in to hand to hand combat (especially with ruststalkers or any other melee orientated opponent) - looking back there are some ploys giving the Eldar extra movement or free movement, which would make sense.
The Craftworld also struggle with the fact this team have no heavy damage weapons - plasma, arc etc.
On the plus side the Ad Mech performed well - they are quite a balanced team, Steedo reckons they could benefit from another Sicarian Infiltrator - but this would mean only 2 gunners for the Skitari - although I should have had an extra ranger or vanguard against the Nids. We also work out that Tiger-king and I got the charge rules wrong - shoot - charge - fight is 3 actions - d’oh.
On a separate note I did manage to win a game of snooker against Evo and Fish - which was nice and means I might be making progress there.
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