Showing posts with label Sector Mechanicus. Show all posts
Showing posts with label Sector Mechanicus. Show all posts

Friday, November 9, 2018

Friday Afternoon Kill Team

Friday afternoon I dropped the kids off at a friends place for the afternoon. I thought rather than ride all the way home and ride ride back to pick them up, I could arrange to get in a few games at the Dragon's Den - which isn't very far from their friends place. I put out a request on the Hunters of the Warp group on Facebook and a Friendly fellow named Mark offered to play a few games with me.

As Mark was planning to bring Adeptus Mechanicus I brought along my Genestealer and Chaos Kill Teams - along with a couple options for Kill Zones.

GAME ONE

The First scenario we played was Take Prisoners in a Sector Mechanicus Kill Zone.



It seemed an appropriate place to start - as he was playing Ad Mech. The Take Prisoners scenario was interesting and kind of made sense. A Tyrnaid bio-pod crashed on a Forge World and genestealers were sent out to bring back samples of the locals for breakdown and study of their biological components. The Adeptus Mechanicus, for their part, having noticed the landing on their aspen would be interested in capturing nay of the visitors for their own study!



The scenario really requires you to isolate individuals in order to capture them, as that is the only thing you get victory points for - captured enemy. So, I set out two groups around the flanks. I think I lost one Genestealer early in the game to boobytraps the Ad Mech had set up amongst their machines and equipment. A second might have been injured by more booby-traps...? I can't remember.



Moving up, taking cover, ready to pounce!



Of the three on the left flank, one was blown away by overwatch fire and the remaining two found themselves a little overwhelmed facing a Sicarian Infiltrator, two Skitarii Vanguard and  Ranger (or two).



The Right flank more easily overcame a few over extended elements of his Kill Team and quickly captured our first prisoner!

Another was killed by them, but they had friendlies nearby and so could not be captured.



A Sicarian Infiltrator was isolated and surrounded... We knocked off all of it's wounds, but it just would not go down - every wound thereafter was just absorbed by armour or turned into another Flesh Wound!?

 

On the other flank, the second Genestealer was killed leaving one alone and surrounded.

I think by the end of the game - which ended after round five, The Ad mech had captured this Genestealer, but mine had failed to get that Sicarian, so it was even and a draw... So close!


GAME TWO

Our second game I rolled out the Heretic Astartes! This time we played the Terror Tactics scenario in a Sector Munitorum Kill Zone - In the scenario you get two victory points for each model you could get off the enemies table edge and one point for each enemy taken out of action. So better to just try and get as many off - I had a bit of an advantage in numbers with my hoard of cultists!

 

I tried a Bum's Rush Just throw a bunch of cultists at the Mechanicus Team and send another bunch running for the far edge of the table.



Cultists are pretty weak - so the Ad Mechs did manage to kill a BUNCH of them in the process



I did manage to get a few off - and kill a few enemy in the process.



At the end of Round Four I think it was sitting at 9-7 for victory points (I'd gotten six off and took three enemy out of action, The Ad Mechs had taken out SEVEN of mine - Including one of the Chaos Space Marines!). I had to opt for a strategic withdrawal at that point, however, as I had to go pick up the kids. I feel it could still have gone either way at that point. I could easily have gotten at least two, maybe three, more off, which would have put me in a pretty commanding lead... But he could have just as easily killed the rest of my team...

Fun games. I'll have to try and make it out to games at the Den more often.


Coming Soon to Tim's Miniature Wargaming Blog:

Later in the evening we got in another round of our Campaign for Xoxigar, but that deserves a separate post... Stay tuned... Hopefully I'll get to that SOMETIME this weekend!!  It's going to be a busy one, though...

Thursday, August 30, 2018

Kamp Kill Team Campaign - Day Four

The Kamp Kill Team Campaign raged on into it's fourth day on Thursday! As Da Boyz had to leave at lunchtime for an appointment, we only got in one round today...

If you missed them the first three days can be found here

Kamp Kill Team Campaign - Day One

Kamp Kill Team Campaign - Day Two

Kamp Kill Team Campaign - Day Three


ROUND SEVEN

Orks vs Harlequins

As the Orks leader Burny Sandurz was convalescing, the Orks recruited a new leader for this game: Burnak Orkbama.



Scenario: Lure of Loot
Sector Munitorum - Scavenged Bounty



the Lure of Loot Scenario is one that came with the Ork Starter. There are a number of objective markers (equal to number of players) in the centre of the table and the team that gets the most off the table wins.



Scout Phase:
Orks - Set Traps - they got to set two.
Harlequins - Eliminate Sentries - she figured the OBVIOUS strategy for this scenario would be the Take Forward Positions, and figured rather than taking it and having to roll off to see who actually does get to make use of the strategy, she took the counter to it... except that the Orks DIDN'T take that Strategy, so this one was useless.




The Orks got the initiative in the first battle round and one of their advancing Boyz snatched up one of the loot crates.



The Harlequins danced forward on their movement phase and snatched one of the crates as well. The Harlequin with the crate, Little Star, was in a particularly precarious position, standing right in from of FIVE Burna Boys! She used the Prisamatic Blur tactic - a Harlequin that advanced in the round increases their Save to 3+. It helped. The five Burnas all unleashed a torrent of flame at her - over a dozen hits and only ONE caused an injury (which, luckily, was only a flesh wound!) .



In the second round the Harlequins got the initiative. Little Star made off with her crate and the rest piled in on the Ork Boy that was carrying the other one.



Most of the Orks joined in the melee in the centre of the table. Two chased after Little Star, but she shot one of them in the face, and the other's Burna was out of range! The following round the danced ofd the table.



The rest fought in the centre for two rounds. On the second, the Ork Boy with the crate tried to fall back with his loot - but got shot for his troubles and would have been taken out of action - if it weren't for a tactical re-roll that reduced the injury to a flesh wound.

By the end of Round Three there were only 4 Boyz left on the table - the Kill Team was broken and all were shaken... They opted for a Strategic Withdrawal.

For their victory the Harlequins gained +2 Morale, and the Orks lost -1 Morale.

Two Harlequins were injured, but recovered quickly. Raining Pouring would have made it to Level 3 if we'd continued the campaign.

Burn'ard died of his wounds! He was a Level 3 Combat Specialist - and would have been Level 4 at the end of this game! Others carried on.


Tyranids vs Chaos

When I announced who would be playing whom, based on the current standings, the Chaos player whined; "Awwww... I don't WANT to lose a game!"



Scenario: Take Prisoners
Sector Mechanicus - Artificial Earthquakes

Scout Phase:
Tyranids - Take Forward Positions
Chaos Set Traps



The elder brother with the Tyranids, obviously still annoyed by his younger brothers (completely legitimate) tactic of giving ground and firing upon him, started in right away with the berating and such telling him "See, now you HAVE to get into close combat!" For what it's worth, the games are played on such a small area, that there is NO avoiding close combat with a force that wants to get stuck in. If you have shorty guys, you might as well get one or two rounds of shooting in.



The Tyranids charged in as quick as they could - by the end of the first round there were two Chaos Space Marines with two flesh wounds each!



The Hormagaunt veteran was blown up by one of the traps.



There was a lot of arguing... and attempts at Rules Lawyering (which was kind of ridiculous as neither has even READ the rules) and asking for clarifications and some pretty wild interpretations of rules and demands for roll-offs... Ugh... I just wanted to hide in the dining room where my own kids were playing...



In the end it was fought to a draw at the end of turn Five when neither side had managed to capture any of the enemies models... Which SEVERELY irritated the Tyranid player... The Chaos player had only 2 left on the table and both had THREE FLESH WOUNDS!

One of the Chaos Cultists died wounds and the Veteran Hormagaunt that had tripped off the booby trap was apparently blow to small bits of biomatter that couldn't be reconstituted properly... The Tyranid Combat Specialist and the Chaos Space Marine Zealot would have made it to Level 4 this game if we'd been carrying on.

This actually wrapped up the Kill Team Campaign and the final standings were to determine the Power Levels and opponents for tomorrow's 40K game. Each player would get to play with a force of a Power Level equal to the total of their remaining resources and the top two players would play each other and the bottom two players would play each other.

The Final Results for the Kill Team Campaign: 

Tyranids
Intelligence: 10
Materiel: 11
Morale: 9
Territory: 10
Total: 40 - 4 wins, 1 loss, 2 draw2

Heretic Astartes
Intelligence: 9
Materiel: 11
Morale: 8
Territory: 9
Total: 37 - 3 wins, 2 losses, 2 draws

Orks
Intelligence: 10
Materiel: 8
Morale: 8
Territory: 10
Total: 36 - 2 wins, 5 losses

Harlequins
Intelligence: 8
Materiel: 8
Morale: 12
Territory: 7
Total: 35 - 3 wins, 4 losses

I was going by total resources to determine standings, but if I'd gone with wins/losses first and resources being the tie-breaker, the Orks and Harlequins would have been reversed.

According to the standings it should have been siblings paired up for tomorrow's 40K games - but no one really wanted to do that. My kids didn't want to because they felt like they can play each other anytime, might as well get a game in against their friends that they don't see as often. The other boys weren't interested because they were sick of playing against each other; the Chaos player was sick of "losing games" and the Tyranid was sick of "not winning" games...

So the Ork will face the Tyranids tomorrow. Orks will have a force of 36 power level and the Tyranids will field up to 40. Finnegan is going to roll out with his, relatively recently finished, GORKANAUT!!! It will be fun to see it finally in action!!

The Harlequins will be facing the Minions of Chaos. The Harlequins will be fielding 35 Power Level and the Forces of Chaos will have up to 37.

Overall I think the Kill Team campaign went well enough. certainly everyone learned the rules a little bit better and have a bit better understanding of the strategies and tactics that work best with their Teams and how to deal with various opponents. A LOT of these games bogged down into melees in the middle of the Kill Zone - but that is mostly because three of the four were really close-combat-oriented Kill Teams - the Tyranids didn't have ANYTHING with shooting ability.

No one, at anytime, even LOOKED at the Kill Zone specific tactics, let alone made use of any... perhaps with time we will make use of those...

Maybe four days in a row was a bit much. Didn't really give me time to try and weave a narrative to tie the scenarios and games together - which I might have liked to do... I think it will work well for a weekend campaign in February, however.

I'd like to get in some games - and try out some different things. I also really need to finish up the rest of the Sector Mechanicus and Sector Munitorum Terrain - AND start painting the sector Imperialis Terrain (I DDI get them assembled and primed this week. There is SO MUC DETAIL on all of it! I've ben kind of intimidated by it - worried I'll get bogged down in it all and it will take for-EVAR to paint up...

One thing I DID get to finish painting this week...



The first of the Galvanic Servohaulers... though, I don't really think this one is much of a "hauler"...? Nice little model though. I have two more in this set to complete - then another complete set of three! Aye-yi-yi!


Coming Soon to Tim's Miniature Wargaming Blog:

A game report of tomorrow's 40K games will probably be the next post.

After that...? More Kill Team terrain and possilbly some kill teams...? I did a bit more work on a couple more Drukhari kabalites last night - I'm pretty excited to finish them up and I expect they'll be done next week. After that I 'll probably work on the Adeptus Mechanicus Kill Team - I have the team that came with the boxed set and picked up a box of Sicarians to add the possibility of including Ruststalkers or Infiltrators.

Later this month Kill Team: Rogue Trader is to be released, which I am pretty excited about - and now they've just announced ANOTHER Rogue Trader themed box set - Warhammer Quest: Blackstone Fortress wherein Rogue Trader Janus Draik (and presumably some of his crew) hoped to lay claim to this mysterious new... Thing... that has appeared at the edge of the Galaxy. I wonder if it will make use of some of the new minis from the new Rogue Trader Kill Team box or if it will be entirely new stuff!? Will this drop before the end of the year? Do I NEED more GW box games in my house!?

Wednesday, August 29, 2018

Kamp Kill Team Campaign - Day Three

Wednesday was the third day of our Kamp Kill Team Campaign!

If you haven't been following along you can find the first two instalments here:

Kamp Kill Team Campaign - Day One

Kamp Kill Team Campaign - Day Two

Today followed more or less the same format as the last two days - two rounds of Kill Team games followed by some climbing and some painting. The games are definitely getting shorter.

ROUND FIVE

In Round Five we saw siblings battling each other... some siblings get along better than others...

Harlequins vs. Orks



Scenario: Take Prisoners
Sector Mechanicus - Service Hatches

Scout Phase - both selected Take Forward Positions - so they had to dice off to see which actually got to make use of it.



The Orks got to use the Take Forward Positions strategy.



Like most games so far this week, the battle denigrated into a brawl in the middle of the Kill Zone. In the end the Harlequins tabled the Orks in three rounds. They also managed to capture Burny Sandurz and another of his waaagghband for 4 victory points...

Stabba got stabbed with a harlequins kiss an had his spleen removed via his lung and bleed out amongst the Thermic Plasma Conduit... 'Artburn was seriously wounded enough that he would not be fighting in the next action. The rest survived their wounds, some how. Burny Sandurz, the leader of the mob, made it to Level 3 and gained the Paragon ability. 'Artburn, despite his wounds learned hisself enuf  to make it to Level 3 as well and gained the Puritain ability. the Boyz themselves also levelled up and gained the Fleet ability (+1 Movement! Them's some fast orks!)

Jade Lightning was injured in the brawl and would miss the next game. Twinkle Twinkle and Little Star were both injured as well, but recovered from their wounds. Stabpants, the veteran, finally made it to Level 2 - which is crazy because he's been with the troupe from the beginning of the campaign - but he missed TWO games due to serious injuries, so is only NOW making it to Level 2. He took the Practiced ability. The Rainbow Queen and Twinkle Twinkle made it to Level 3! Rainbow Queen gained the Paragon ability and Twinkle Twinkle gained the Death Blow ability! The rest of the Troupe also levelled and gained the Skilled ability (re-roll hit rolls of 1 in the Fight Phase!).


Tyranids vs. Chaos

Da Boyz also battled it out this round...



Scenario: Fire At Will
Sector Munitorum - Triggered Alarm

Scout IN Phase:
Tyranids - Take Forward Positions
Chaos - Eliminate Sentries

FINALLY someone cottoned on to the Tyranids strategy and took Eliminate Sentries - allowing 20% of the Team to fire on his Tyranids making use of the Take Forward Positions strategy. The Tyranids tired to move up and hide behind a container, but his tail was sticking out so the Heretic Astartes shot it OFF! (The Warrior took two wounds!)



The Fire at Will scenario is a bit wild - the warehouse/facility represents a huge store of munitions -  any rolls of 1 against a target that is within 1" of a piece of terrain in the shooting phase means the target suffers a mortal wound!? The Tyranids had NO SHOOTERS in their Kill Team, so they wanted to close with the minions of Chaos as fast as they could.



Of course the minions of Chaos had a LOT of shoot guys, so they backed up as fast as they can and tried to unload on the Tyranids as much as they could! - especially any that were anywhere near crates of shipping containers!

The Tyranid player was utterly incensed by this tactic, which he called cowardly, and berated his brother incessantly about it. Now I've been known to talk a little smack, in a good-natured sort of way... but this wasn't just smack talk - this kid was seriously angry about it. I thought it was ridiculous because, for all the chaos players faults and/or mistakes... it was a COMPLETELY LEGITIMATE TACTIC!? He wasn't abusing any rules, he was just doing what ANY force that's good at shooting should do against a foe that is entirely build for melee - back up and pour on the fire as much as you can before they get to you!?



It didn't help that the Chaos player seemed to be up to shenanigans again... There were a few times he was wounded with rending claws with a roll of 6, which increases the weapons AP to -4 effectively making the marines power armour useless... once or twice when this happened he rolled a die, and then another die. He said, after the fact, that the first roll, which happened to be high, was his armour save - which he didn't need to roll - and the second roll was his injury roll. He didn't need to make the  armour save, as he couldn't possibly pass (needing a 7 on a 6-sided die). The high roll, on an injury roll, meant he would have been out of action... Other times he did just roll for injury... when that first die roll was lower...? This made his brother even angrier and he carried on about it for much of the day...

I've tried to impress upon the Chaos player the necessity of saying aloud - loud enough for your opponent to hear - what you are rolling for, and then leaving the dice on the table for them to see. Because NOT doing so may look like you are CHEATING...



The game ended in a draw as victory points were simply awarded for enemy taken out of action and they both had lost four. This made the Tyranid player very angry - as the last guy he hit and wounded with rending claws (rolling a 6 to wound), his brother again made two rolls for... and "armour save" of 6 and an "injury roll" of 2...

Both of the Genestealers taken out of action during the scenario survived - the scout specialist even gained an extra XP. The Tyranid Warrior also survived, but the Hormagaunt Veteran - who would have made it to Level 3 after this game, died - blown apart by multiple bolter shells detonating deep inside it's thorax. The Scout gained +2XP, the others gained +1XP, I don't think anyone levelled.

TWO of the Specialist Chaos Space marines were injured seriously enough to require convalescing. Everyone else was okay. The Heavy Specialist has used a Tactic and gained +2XP which brought it to  Level 3... I'm not sure what ability gained... didn't really matter as he sat out the second game.


After these two games were finished we had a really early lunch, and then continued on with the next round...

ROUND SIX

Harlequins vs. Chaos



Scenario: Disrupt Supply Lines
Sector Munitorum - no extra rules

Scouting Phase - Both Set Traps!



The Harlequins played short-handed... for some reason she didn't bring on a new recruit to replace Stabpants...?

The Heretic Astartes were attacking. There were three objective markers on the Harlequin side of the Kill Zone - controlling them at the end of the game was worth 3VP to either side. The attackers had the option of blowing up one they were in contact with at the end of a round - gaining themselves 1VP and denying it to the defending Harlequins.



Fighting short-handed meant the Chaos minions just swept around the Harlequins. On round two they blew up one of the objectives.



By the end of Round Three they had blown a second objective and there were only two harlequins left on the table.... and they rolled a 12 for the break test... at that point the decided to Strategically Withdraw...

All four Harlequins injured in the battle were patched up and will be ready for action tomorrow! Experience was gained, but no one levelled up. the Harlequins lost 2 Materiel for their defeat.

Ashkal Khorr (well... one of them) died of his wounds... Larshack was grievously wounded and will spend the next game convalescing. Kharn Khorr, the Aspiring Champion, survived his wounds and gained +2XP, which brought him to Level 3... I'm not sure what ability he gained.


Tyranids vs. Orks



Scenario: Forward Position
Sector Mechanicus - No special rules

Scout Phase
Tyranids - for once DIDN'T select the Take Forward Positions strategy!? I think the figured they were finally on to him... Instead he Set Traps.
Ork - DID take Eliminate Sentries - which was of no use as it can only be directed at a player who has used Take Forward Positions.



For this scenario the attacking Orks actually got a bonus20 points to play with... but their objective was to utterly wipe out the enemy... They recruited a pair of Boyz Gunnerz with Big Shootas for this little misadventure.



The Tyranids charged out of their deployment zone and took the fight to the Orks.



In the first round the Orks lost their leader and Combat Specialist... It quickly went downhill from there...



At the end of Round Three, with EIGHT out of action and only four Boyz on the table - all of whom were shaken - the Orks decided to execute a Strategic Withdrawal.

Despite all the injuries MOST of the Orks survived. Burny Sandurz - the Ork leader was wounded seriously enough to miss the next game, and Mista Burns died...

The Tyranids only casualties were their leader and the Genestealer Scout. The Leader survived, the Genestealer died. The leader made it to Level 2 and the Team gained +1 Materiel for their victory.



We were done these games just after 1pm and there was plenty of time to play another round - I offered it as an option, but everyone but the Tyranid player said they'd rather do something else...

Standings at the end of Day Three:

Tyranids
Intelligence: 10
Materiel: 11
Morale: 9
Territory: 10
Total: 40 - 4 wins, 1 loss, 1 draw

Heretic Astartes
Intelligence: 9
Materiel: 11
Morale: 8
Territory: 9
Total: 37 - 3 wins, 2 losses, 1 draw

Orks
Intelligence: 10
Materiel: 8
Morale: 9
Territory: 10
Total: 37 - 2 wins, 4 losses

Harlequins
Intelligence: 8
Materiel: 8
Morale: 10
Territory: 7
Total: 33 - 2 wins, 4 losses

Afterwards we did some painting again and listened to another Black Library Audio Drama (Asurman).



This fellow I actually finished up the night before. As the Wych Cult starter for the Drukhari is being released this Saturday I thought I'd work out a paint scheme for Amanda's Drukhari Kill Team using one of the Kabalite warriors I was going to possibly include in it. I didn't want to go with the standard dark green... This evening I finished up one of the Galvanic Servohaulers - we shall see it in action in one of the Kill Zones tomorrow!



Coming Soon to Tim's Miniature Wargaming Blog:

Kamp Kill Team Campaign - Day Four - tomorrow.

After that we'll have the epic conclusion to the week's campaign on Friday. We plan to play full-sized games of 40K with forces of power levels equal to the total of the remaining resources after tomorrow's battles.

After that...? More Kill Zone terrain...? the Drukhari Kill Team


Tuesday, August 28, 2018

Kamp Kill Team Campaign - Day Two

Tuesday was Day Two of the Kamp Kill Team Campaign.

You can find out what happened on Day One Here if you missed it:

Kamp Kill Team Campaign - Day One


ROUND THREE

Tyranids vs. Orks

Kicking things off, the Tyranids finally faced the Green Menace!



Scenario: Extreme Measures
Sector Munitorum - Scavenged Bounty

Scout Phase:
Tyranids: Take Forward Positions
Orks: Set Traps



Orks all set up and ready to go - there were six objective markers (the barrels) that had to have demolition charges set on them - by use of a 1 Command Point tactic. The charges could be removed via a similar 1 Command Point tactic. If there were more barrels with charges on them than not at the end of the game the attacker (Tyranids) would win.



Tyranids - ready to go. That kid has taken "Take Forward Positions" EVERY. SINGLE. GAME. and no one's thought to make use of the Eliminate Sentries strategy against him!?







As with most games - especially those involving Orks or Tyranids the action devolved into a big melee in the middle of the Kill Zone.



The Tyranid Warrior Combat Specialist took out the Orks leader, Burny Sandurz, in the second round! Then took out Burnabas later in the round! Things were looking bad...



But then the Orks totally turned it around and TABLED the Tyranids by the end of Round Three!! BOOM!

Burny Sandurz and Burnabas were just fine. The Boyz all collected 1XP, as did Burny Sandurz - which brought Burny to Level 2 (he gained the Bold ability). The Demolitions Specialist, Zealot, and combat Specialist all managed to use their Tactic and so gained 2XP which brought the Demolitions Specialist and the Zealot to Level 2. The Demolitions Specialist took the Pyromaniac ability (of course!) and the Zealot took Exalted. For winning the scenario the Orks GAINED +1 Morale and so were back up to where they started at the beginning of the campaign!?

All the tyrannies survived and would be available for their next game. The Tyranid Leader reached Level 2 gaining the Bold ability. For failing to plant the charges the Tyranids lost 1 Morale.


Harlequins vs. Chaos Space Marines

Scenario: Ambush
Sector Mechanicus - Artificial Earthquakes



Scout Phase:
Chaos - Scout Enemy Forces
Harlequins - Eliminate Sentries



The Harlequins were Ambushing the Heretic Astartes and had to prevent at lest four from getting off the table edge. The board is small and the Chaos forces deployment zone allowed hem to deploy up to half way across the table. Two turns of advancing could see them off. The Artificial Earthquakes proved an interesting challenge. Each turn they had to roll a die - on a 1 or 2 the ground shook and everything became difficult terrain - effectively halving all movement... except for the Harlequins, which can move across terrain as if it is not there... The firs three rounds we were halving the Harlequins before we remembered that rule and figured it should apply.



THREE of the four turns they played there were quakes, significantly slowing the Heretics escape.



In the end both lost three of their fighters.



The ended, however, before the forces of Chaos could get enough guys off to win!?



They were SO close, one more turn and three more would have escaped!?

Stabpants, the veteran, was severely wounded and would have to sit out the following action. The two other Harlequin casualties quickly recovered from their wounds. All the specialists gained +1XP and the Players fire team gained +2 XP. Raining Pouring, the Harlequin Medic, made it to Level 2 and gained the Field Medic ability.

The three Marines that were taken out of action during the game recovered from their wounds. All the specialists gained +1XP and the Chaos Space Marines fire team gained +2 XP, which brought them to Level 2 and they gained the Courageous ability (re-roll nerve tests). the Zealot also made it to Level 2, but I'm not sure what ability he selected... The Marines lost 1 Intelligence and 1 Territory.


BREAK

After Round Three we took a break and had lunch and then did some Kill Team Boot Camp training....



... one the climbing wall...



The girl showing them how it's done.




ROUND FOUR

Harlequins vs. Tyranids



Scenario: Sweep and Clear
Sector Munitorum - Unstable Cargo

Scout Phase: BOTH took the Take Forward Positions strategy... so after deployment they'd have to roll off and see who actually did get to make use of it. The loser of the roll would not.



It was the Harlequins that won that roll and a pair of their players lunged forward



the Harlequins made some really, REALLY bad charge rolls and couldn't make it to their targets on the first turn, so the Tyranids ended up charging them - without overwatch fire - and getting to fight first!


By the end of Round Three there were only two Harlequins on the table and two Tyranid Warriors with 2-3 wounds each, plus a pair of Hormagaunts sitting on a pair of Objective markers (worth 3 points at the end of the game. There was no way the Harlequins could kill enough and seize objective markers in the next turn or two to win the game, so they opted for a Strategic withdrawal.

Four Harlequins were taken out of action during the game, all survived and will return to action when we resume tomorrow - along with Stabpants, who was convalescing this game. Everybody got +1XP. The Harlequins lost 2 Territory.

The Tyranid Warrior and two Genestealers that were taken out of action likewise survived. Both the Leader and the Combat Specialist Tyranid Warriors gained +2XP (for using their specialist tactics) and the Hormagaunts gained +1XP, finally making it to Level 2 (and gaining the Courageous ability)

Orks vs. Chaos Space Marines



Scenario: Stealth Siphon
Sector Mechanicus - Gouts of Flame

Scouting Phase... Well... this was weird. In the Scouting Phase both players select one of six, pre-game scouting strategies. They place a die with the number corresponding to the strategy on the table and cover it with their hands and simultaneously reveal them - some strategies cancel each other out, some allow Kill Teams an advantage IF the other Kill Team takes a specific strategy... So Finnegan had his die on the table and covered with one hand, the Chaos player had his covered with one hand while the other was still on the die... when I told them to reveal their strategy, Finnegan revealed his, the Chaos player looked at it, turned his own die - TWICE - and then revealed it!? Now, I don't know about you, but to me, that looks an awful lot like CHEATING! I asked what he was doing, and he said he "didn't mean to"...? Now I'm not sure if he meant he "didn't mean to" change the die (twice!?) or he "didn't mean to" set it down on the number he had, realized the mistake and tried to change it to what he'd originally intended... I just said his didn't count, whatever it was and we moved on...



However, later in the round I was watching the game and it seemed to me the Chaos team had a lot more guys - almost the entire team he'd started with - which he shouldn't have as everyone was now at Level 2 and for each level every specialist increases in value 4 points and each non-specialist increases by 1 point... When I added up what he had, I realized he was playing with 107 points worth of stuff - the limit is 100 - he had should have had one less Marine or two less Cultists! As the cultists were already out of action I asked him to removed one of the Chaos Space Marines as a casualty and let them play on. He said he didn't know how much they were - despite the fact that I had told EVERYONE, REPEATEDLY to ensure they increased the point value of their warriors as they increased in level and recalculate the value of their Kill Teams to ensure that they weren't playing with more than 100 points in each game.

I don't know... is this guy doing it on purpose? I've heard it said: Never attribute to malice that which is adequately explained by stupidity...? I don't think this guy is that thick, though...? He is 10, I guess... but still...



they finished the game and the Chaos Space Marines won...

Burny Sandurz and 'Artburn both recovered and gained an extra XP on the recovery table AND 'Artburn had used his specialist tactic so he gained +3XP and Burny gained +2XP. Burn'ard gained +2 XP and everyone else gained +1XP. Burnabus and Shanka were seriously wounded enough that they'll have to miss their next game. The Orks only lost 1 Materiel for their defeat.

The wounded Chaos Marines and Cultists all recovered. The Heavy Specialist gained +2 XP and the rest gained +1XP. The Forces of Chaos gained +1 Materiel for their victory.

Standings after Day Two:

Tyranids
Intelligence: 10
Materiel: 10
Morale: 9
Territory: 10
Total: 39 - 3 wins, 1 loss

Orks
Intelligence: 10
Materiel: 9
Morale: 10
Territory: 10
Total: 39 - 2 wins, 2 losses

Heretic Astartes 
Intelligence: 9
Materiel: 11
Morale: 8
Territory: 9
Total: 37 - 2 wins, 2 losses

Harlequins
Intelligence: 8
Materiel: 10
Morale: 10
Territory: 7
Total: 35 1 win, 3 losses

Harlequins are just not the bad-ass killing machines they were in Shadow War: Armageddon!

The forces are getting a little smaller, but a little bit meaner too - with all their new abilities. By the end of tomorrow, most will be at Level 3... and be some hard-hitting muthfukkaz.


AFTERWARDS



We all retired to the Hobby/Art Room in the basement and did some painting while listening to another 40K Audio Drama.


Coming Soon to Tim's Miniature Wargaming Blog:

Kamp Kill Team Campaign - Day Three!

Maybe some more terrain for Kill Team/40K at some point... or maybe some new Kill Team/40K minis.

Next week there will probably be some new Kill Zone Terrain (DEATHWORLD!) and a Drukhari Kill Team - both are being released on Saturday and I'll be picking them up - along with a few other things. The Drukhari Kill Team is for Amanda. We actually HAVE a bunch of Drukhari already, but another squad of Wyches never did any Drukhari player any harm - besides it come with more Deathworld terrain (and the Drukhari cards and tokens and such). I've already based and primed a few Drukhari Kabalites for this new Kill Team.

I have a feeling that Finnegan will also be picking up the Deathwatch Kill Team starter - as he's been showing considerable interest in the chapter lately...