Thursday 13 August 2020

Kill Team - Rematch!

 So the continuing preparation (learning the rules) for DK Uber buffed Gene-stealers/Tyranid Kill Team, we matched up my Primaris Argonauts team against Steedo’s Deathwatch again. We played the same scenario - Sweep and Clear. We both wanted to use command points more effectively.

Would it be yet another win for the Deathwatch and poor rolling from me ....

We played in a ruined environment this time and set up as below. Very similar set up for me with Intercessors holding a flank, planning to gun down the Deathwatch before they get into melee, and the Reivers trying to take the other flank. I think Steedo had a similar set up to last time, but made a decision to fight in a different way.

The first moves - an unsupported rush from a Deathwatch member - drew plenty of fire but no damage. In fact very little damage was done (if any) in the first turn. Just setting up for the next turn.


Turn 2 - A member of the Deathwatch fall to the Auxillery Grenade Launcher - nice bit of kit. The Reivers charge the lone Deathwatch - but in the face of 5 wounds Steedo saved the lot! So the melee would continue for turn 3. I was spending my CP on the Intercessor and Reiver cards, which was causing Steedo to spend some of his in rerolls.


Turn 3 - saw the Intercessor Sergeant charge into to support the Reivers - another hand full of dice to throw, this time they were successful in putting the Deathwatch down. The shooting phase wounded 2 of the Intercessors (but the 2 wounds the Primaris have meant no rolls on the injury table), unfortunately the Deathwatch suffered a flesh wound from the Stalker Bolt Rifle. This meant that Steedo had to roll to see if the team was broken - 9 or less and he rolled 10. The Deathwatch were broken and now would lose the game at the end of turn 4 (victory conditions for the scenario were game were victory to an unbroken team at the end of turn 4), unless Steedo could pull off some magic!

Turn 4 - saw Steedo roll 11 for initiative, but I rolled a 12 (the dice gods were with me). My move was to consolidate my position by charging the Deathwatch melee specialist with my leader and Reivers - all failed to reach the target! So I had to send in an Intercessor to block him. Unfortunately for Steedo his leader also failed get the required charge distance either. The shooting phase saw the Stalker Bolt Rifle put out of action another member of the Deathwatch. Then the melee - and the intercessors "piled in" and overwhelmed the Zealot! 

The final scores on the doors were 4 Deathwatch Out of Action and 3 wounds on the Primaris. This was a complete reverse of the previous game (and rather nice to splat the Deathwatch at last). The dice gods did seem to favour me this game .... the great cosmic balance restored.

A couple of things we need to look at - the "pile in" rule and the order of fighting in melee - I think that perhaps Steedo's marines should have got to fight back after being charged. Also I don't think we are getting enough Command Points (we only seem to generate 2 points a turn).

The 2 wounds on the Primaris did seem to give then an advantage in this game (and did to some degree in the last one). Steedo has decided that a Reiver and Intercessor would be good additions to his team - so I think we are going to getting some between us (on the Argonauts post I said i wouldn't mind a couple more Reivers and Intercessors). I soon be on my way to a mini army! I also want some for Sicarians and a couple of Skitarii for the Mechanicus Kill Team.


Morts


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