Showing posts with label Kamp Kill Team. Show all posts
Showing posts with label Kamp Kill Team. Show all posts

Friday, August 31, 2018

Kamp Kill Team Campaign - Day Five - the Final Battle

Not actually Kill Team... The week of ultra violence in the grim, dark future of the 41st millennium culminated in a game of regular ol' Warhammer 40000 (8th edition). The final standings at the end of  the previous four days of Kill Team campaigning determined the Power Level each force was to be able to field.

The two games were played simultaneously, and I had to run back and forth between the two to help out and clarify and remind people of rules and take pictures. I'm sure rules were missed and things were done incorrectly. They just spent the last four days playing seven games of Kill Team - which shares SOME mechanics, but has other things that are very, very different and caused some confusion and trouble keeping track of certain things... despite all that, I thin every one had fun.

Te determine the scenario we just used the Open War cards - random scenarios are determined by drawing cards from a series of decks (Objective, Deployment, Twists, and sometimes Ruses or Instant Death).


GAME ONE


Tyranids vs. Orks


FORCES 

Hivefleet Haemarhoid



Patrol Detachment
Hive Tyrant (1) - HQ - PL11
Termagaunts (10) - Troop - PL3
Termagaunts (10) - Troop - PL3
Venemthorpe (3) - Elite - PL5
Toxicream (1) - Heavy - PL8
Harpy (1) - Flyer - PL9

Power Level: 30, Command Points: 3


Blitzag's Waaaaagh



Warboss Blitzag - HQ - PL4
Boyz (20) - Troops - PL 9
Wasdigg's Warbuggy - Fast Attack - PL4
Gorkanot - Heavy Support - PL19

Power Level: 36, Command Points: 3


SCENARIO



So there ended up being TWO objective - controlling objective markers AND points for taking stuff out...


THE GAME


DEPLOYMENT



Setting up 12" apart, diagonally across the table..



All ready to go.

The Hive Tyrant was deployed "in the sky" and Wazzdigg's Warbuggy was deployed... somewhere...? Roaring around the dunes shootin' rockets at stuff...


Round One - Orks



WAAAAAAAAGGGH!

The Orks charge forward - the Gorkanot securing the objective in the middle of the table.



There were plenty of Tyrianids that would probably contest that...


Round One - Tyranids



The Big Squiggly Tentacle thing (Toxic cream..?) advanced on the Gorkanot, to contest the Objective.



HOrmaguants fired on the Ork Mob, taking four out of action.



In the Fight Phase the Toxicream charged the Gorkanot and did NINE WOUNDS - half of the GOrkanot's total! Yikes. The Gorkanot gave as good as it got - dealing 8 wounds to the Toxicream.


Round Two - Orks



The Ork Boyz and the Warboss charged one of the units of Hormagaunts... and utterly wiped them out before they could even fight back...



They then consolidated into the other unit of Hormagaunts, who piled in and attacked the Orks - taking out one...?


Round Two - Tyranids



The Harpy swooped around and claimed the objective initially held by the Orks.



The Hive Tyrant swooped down out of the sky and charged Warboss Blitzagg! Thrashing at the Ork wildly it dealt 3 wounds to the giant smelly fungus-on-feet.



The Gorkanot and Toxicream hammered on each other dealing more wounds. I think both were reduced to 4 wounds...


Round Three - Orks

Wazdigg arrived in his warbuggy launched rockets at the Venemthorpes and claimed the objective the  Tyranids originally held.

The Hive Tyrant and Warboss Blitzagg went at it hammer and tongs... and I think the Gorkanot finished of the Toxicream.



The Ork Boyz wiped out the Hormagaunts they were fighting and managed to consolidate into the battle with the Hive Tyrant.


Round Three - Tyranids



Warboss Blitzagg and the Hive Tyrant were both taken out and the Venemthorpes joined the fray!

Fire from the Harpy finished off the Gorkanot...

Round... Um....? 

There was some confusion about what round it was... By my reckoning and notes it was Round Four... but the kids insisted it was Round Five...? I admit I wasn't there all the time as I was going back and forth between the tables and may have missed something wrote things down as being in a round that it didn't happen... but it could also be that the Boys got a little confused as to what round it was as the turn/round structure in Kill Team is very different. Both sides move and shoot and fight during the same phases of a round in Kill Team, in 40K each round is broken up into two TURNS which are then broken down into phases during which one side moves and shoots, but then both fight... The kids were sure they were at the end of Round four when the Gorkanot was blowed up... so we moved on to...

Round Five - Orks



Finnegan played his Ruse Card which allowed him to bring any unit that had been previously destroyed back onto the table at the end of his movement phase...

The Gorkanot blasted away at the Harpy , seriously injuring it, and tried to charge it (but couldn't make it as part of the charge was over difficult terrain).

Round Five - Tyranids

The Harpy Swooped over to the central objective marker, claiming it, to win the game. The Tyranids satisfied BOTH Objectives; a) controlling the majority of the objectives, and b) (barely) winning by destroying units of 4 Power Level more than they lost...

It was a near thing, though... Had there been another turn, the fresh Gorkanot would have blasted the Harpy from existence and claimed one objective or the other thus satisfying both Objectives...



GAME TWO 


Harlequins vs. Heretic Astartes


FORCES


The Khorrs of Khorne



Patrol Detachment
Sorcerer in Terminator Armour (1) - HQ - PL8
Cultists (5) - Troops - PL3
Hellbrute (1) - Elite - PL7
Possessed (5) - Elite - PL 6
Raptors (4) - Fast Attack - PL6
Chaos Bikers (3) - Fast Attack - PL5

Power Level: 35, Command Points: 3


Aeldari



Battalion Detachment from Masque of the Ever Dancing Rainbow (as Veiled Path)
Troupe Master (1) - HQ - PL4
Shadowseer (1) - HQ - PL7
Troupe (5) - Troops - PL5
Troupe (5) - Troops - PL5
Troupe (6) - Troops - PL6
Death Jester (1) - Elite - PL3

Patrol Detachment from Thaestalydaes Craftworld (as Beil-Tan)
Warlock - HQ - PL2
Rangers (5) - Troops - PL3

Power Level: 35, Command Points: 8


SCENARIO



Control a moveable objective marker, bonuses to movement.


THE GAME

Deployment



While I was helping the others set up, these guys set up on their own and got started with Round One.


Round One - Chaos



Straight off the Chaos bikers roared to the centre of the table and grabbed the objective!




Then the rest of the force poured into the abandoned jungle village to back them up.



Things brewing up for and epic throwdown..



The Sorcerer had other plans and used some sort of evil sorcery to make the Bikers make ANOTHER move - straight out of the village...

During the shooting phase fire from the Hellbrute took out a few of the Harlequin Players from one of the Troupes. Someone did some damage to the Death Jester...?


Round One - Aeldari



The Aeldari make their move.



The Craftworld Warlock wounded one of the Possessed and the Shadowseer took out three of the Posessed.



Shooting, I think Injured the Sorcerer...



... the Rangers shot at... someone...?



One (or Two?) of the troupes swarmed the Chaos Sorcerer and took him OUT!

and that was just the First Round!


Round Two - Chaos



One of the Harlequin troupes was wiped out by the Possessed, who charged into the village to come to their sorcerers aid (a bit too late...). Another troupe, which had lost a few other the Hellbrutes fire in the first round, were savaged by the Chaos Cultists.


Round Two - Aeldari 



The Shadowseer took out two of the Possessed with her psychic powers, the rest charged in and finished off the Cultists and nearly finished off the Posessed.

Round Three and Four

Busy at the other table I missed some of what was going on. The Craftworld Warlock was chasing the bikers all over the table smiting at them. The Death Jester and the Hellbrute traded blows, the Death Jester eventually fell to the foul beast.



The Rangers finally did their thing and knocked four wounds off the Hellbrute from halfway across the table!



AT the end of Round four there was only the one biker - carrying around the objective, The Warlock, the Troupe Master, The Shadowseer, and the final remaining member of one of the troops (Oh, and the Rangers still sitting in the wood halfway across the table) - and the Hellbrute with ONE wound remaining.



Everyone (except the rangers) TRIED to charge the Bikers, but only the Warlock made it into combat. The Biker Survived. So did the Warlock!


Round Five - Chaos

Fearing the Warlock's smite, the biker roared out of combat - falling back - to hide somewhere else... and the Hellbrute charged the Troupe Master.

The Troupe Master finished of the Hellbrute...


Round Five - Aeldari



The Aeldari chased down the lone biker - the only remnant of the Forces of Chaos on the table - and took him out, winning the game.

It was a pretty near thing. The game was won by whoever held onto the objective at the end of the fifth round of battle. The Chaos forces successfully kept it out of reach of the Aeldari unit the very end!


In other news... 



I finished up half of my STC-Ryza Pattern Ruins.



I have another set of these currently - and will have a third shortly - as I asked my FLGS to order in a Realm of Battle: Moon Base Klaisus set for me. It includes another set of these ruined buildings and four double-sided boards that can be put together to make a battle ground slightly smaller than the standard 4x6 games are theoretically played on. The convenient thing about the set is each of those boards are about the same size as a Kill Team Kill Zone board.


Coming Soon to Tim's Minature Wargaming Blog: 

Shortly after this I'll be posting a report of all the boardgames we played this month.

After that...? More Kill Team? more terrain? We shall see...



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!?