The table had a lot of clutter - done some buildings in case you hadn't noticed from previous posts.
DK set up behind lots of it - it was going to be a cagey game.
The start of the game saw some good rolling by DK - his traps KO'd one of my Guard on the Advance positions moves before the actual turns had even started. Then he scored a hit on the Volley gunner - I was thinking that on was in for a long, but short night if you get my meaning. However a lot of combined firepower took out the DK's leader and put a wound on another intercessor.
The next few turns were frustrating for both of us as I pushed forward to get eyes on DK's troopers only to miss (2 turns running with the plasma gun!). DK was using command points deal extra damage to my move exposed Guardsmen. However I was getting in some crucial saves and hits. But I was only one KO or flesh wound from have to take morale tests.
A charge by a Reiver put my pressure on my comms specialist - who I wasn't using effectively.
In the final turn a big push to DK's objective marker and a defensive position on my own made for a pretty tense end. The use of 2 command points allowed me to shot before DK's readied marines - KO'd one, then other missed allowing my Flamer to toast him (another KO). Heroically my comms specialist held off 2 Reivers in hand to hand while my leader was able to KO the other Reiver.
Game ends with the Guard holding the objectives, with 3 KO'd guard and one with2 flesh wounds. The Marines with 4 KO'd. Win to me!!
To be fair DKs it was first game and we were doing a lot on fumbling through the rules (no prep done for this due to other commitments) - he claims I didn't read through the objectives fully - poppycock is what I say! The command point were a really good addition to the game (forgot last time), and I think my final use of them gave me the win in terms of the objective. I didn't like the all around facing rule (had to look that up) in a skirmish game, perhaps that's just me but which way the model is looking is relevant - perhaps a house rule. Another key thing is that you really need to know your team - DK came in cold and didn't know the strengths and weaknesses of the Marines hiding away the Reivers rather than getting then stuck in to melee (not that they did a good job in this game), we also didn't have full handle on the benefits of the specialist or command points effects for each of the factions - we only used the same 2 command points rules in the game.
I suppose that is part of the point of Kill Team - get your team and get to know all that it can do with the specialists and faction traits available.
We need to get more games in to get to that stage, which I think that we can do ....
I've also got to get the Skitarii done then!
Morts