Thursday, February 11, 2016

Kill Team Battle Report #1 - Tyranids vs Skitarii

February 11th, 2016


Kill Team Batrep – Week 4

This week marks the grand finale of the Hairy Tarantula North Kill Team campaign for Jan-Feb. A multi-way battle is scheduled for Saturday night in which all participants will play on one table (!!!) using a modified version of the Possession mission. The kicker – once you are able to defeat your opponent, you are free to join other battles and gain even more renown points by claiming objectives from other games.

As luck would have it both my opponent, Gareth, and I are unable to attend the big game on Saturday. Fortunately, we were able to schedule our own 400 point 1v1 match and still vie for some ever-valuable renown points (the more renown you accrue, the better your chances of winning prizes given away at the conclusion of the campaign).

Gareth’s Skitarii and my Tyranids each came in to the battle with a 1-2 record, following some unfortunate rout test failures. He was running a very well-balanced list with lots of bodies, dakka, and a few elite units that pack quite a punch in close combat:

Leader
Vanguard Alpha

Core
Vanguard x 21 (these guys have the power to put out 63 shots a turn at BS 7 due to doctrina! Yikes!)
Twin-Linked Heavy Bolter gun emplacement

Special
Dragoon w/ Taser Lance (A.K.A. Rex – destroyer of worlds)
Infiltrators w/ Flechette Blasters & Taser Goads x 4

Zoey, My Team Leader
My list is an attempt at a well-rounded team, with some scary psychic dakka, a good number of gribblies to soak up shots, and a couple of more expensive special models to target more durable threats:
Leader
Zoanthrope (Catalyst, Psychic Scream)

Core
Termagants w/ Devourers (2 squads of 5)
Termagants w/ Fleshborers (1 squad of 5)
Gargoyles w/ Fleshborers (2 squads of 5)
Twin-Linked Heavy Bolter gun emplacement
Comms Relay

Special

Shrike w/ Lash Whip & Bonesword, Adrenal Glands, Toxin Sacs, Hardened Carapace
        Hive Guard x 2



The Mission

The mission and rule set we were using are both from the Heralds of Ruin Kill Team community made supplement. It offers Kill-Team size games with, in my opinion, much more well balanced gameplay than the GW version. You can find the rules here: http://heralds-of-ruin.blogspot.ca/

The mission was Possession – 5 objectives were scattered around the map. The goal was to finish the game with the most objectives under your control. The objectives were all treated like Relics from ‘The Relic’ Eternal War mission out of the main rulebook, so you could pick them up and carry them around (albeit slowly). Deployment was in table quarters of the 4x4 battlefield, and at least 6” away from the center of the table.

Deployment

The Hive Guard, Shrike, and Gargoyles prepare to meet the Skitarii head on, while a group of Infiltrators threatens from out of view, in a building to the right 
Gareth won the roll-off for choosing table quarter and he decided to deploy and go first. The terrain and objectives were set up in a very balanced manner, so this didn’t pose too much of a problem for either side. We each started the game with one of the objectives in our deployment zone, and deployed ready to duke it out over the central objective, placed smack dab in the middle of the table, on a 2nd floor of a large building. Gareth’s Infiltrators made use of their infiltrate deployment to start on a 2nd objective hidden in a building on a neutral table quarter.

Skitarii deployment. A third group of Vanguard are deployed out of view to the right, while the infiltrators are across the battlefield. We used spore mines as the objective markers for this game.

The Hive Guard is primed to secure an objective on Turn 1, while the Gargoyles and Termagants prepare to fan out

With deployment complete, it was time for Hive Fleet Behemoth to attempt to seize the initiative. A 3 was rolled, and the Skitarii began to march forward, radium carbines at the ready.

Turn One

Gareth had deployed his vanguard into four main clumps, which I’ll refer to as units here even though they are technically not units for gameplay purposes.

Unit 1, the largest in number, was deployed just behind the central building, poised to advance and mow down some Tyranids with their sheer weight of fire and trusty radium carbines. These guys moved forward and put an ungodly amount of shots into the forward-most deployed unit of Termagants. Through a craftily placed Comms Relay providing them cover saves, and some lucky rolling, a couple of the Termagants were able to survive.

Unit 2, a group of vanguard deployed at the rear of the Skitarii deployment zone, made their way toward the only remaining objective in unoccupied territory.

Unit 3, a few vanguard and Rex the Dragoon advanced cautiously towards the centre, leaving their options open to either move to reinforce the battle over the middle objective or move south to help out the Infiltrators. Rex carefully sat back, biding his time and ensuring that the Hive Guard’s vicious shooting attacks would not fell him prematurely. One of the Vanguard picked up the objective that was in the Skitarii deployment zone.

Unit 4, the four infiltrating Infiltrators (points for using original unit names, GW), used their impressive movement speed to close the distance and ensure they would see combat with the Hive Guard and Shrike deployed in the southernmost edge of the Tyranid zone. One of the infiltrators grabbed the objective in the building, so he was forced to sit back for this round. The other 3 were only in range to shoot the Hive Guard, however their S2 guns with shred were of no use against the T6 Hive Guard.


On the Tyranid end of the turn, the swarms fanned out in an attempt to gain map control and deal with the pressing threat posed by the group of Infiltrators at their back lines. Between the Hive Guard and a Termagant manning the Heavy Bolter gun platform, the Tyranids were able to kill both members of the Skitarii force that were holding objectives. The other Hive Guard waddled over and grabbed the objective within the Tyranid deployment zone, while the Zoanthrope advanced toward the central building, preparing to launch a furious Psychic Scream on turn 2.

The remaining 3 Infiltrators were bogged down by shooting and a brutal melee from a squad of Dev-gants, Gargoyles, and the Shrike. They were however able to put 2 wounds on the Shrike during overwatch! 1 Infiltrator died, 1 took a wound, and the other was thus far unscathed.

At the end of turn 1, the Tyranids controlled 1 objective and the Skitarii had 0.
  
Turn Two

Having been shot off the objectives, the Skitarii relentlessly went after the valuable relics. One of the Vanguard doubled back to secure the objective that was dropped by his felled comrade. Three of the Vanguard desperately grasped at the central structure, trying to climb the exterior to get to the 2nd floor, where the central objective lay unsecured, however all 3 failed their initiative tests and were stuck on the ground floor. A further group of Vanguard continued to march toward an objective in a relatively uninhabited corner of the map, save for a squad of wandering Gargoyles.

The Infiltrators made short work of the gargoyle squad which had assaulted them on Turn 1, leaving only the Hive Guard and Shrike remaining.

Rex the Dragoon, now that the Hive Guard was tied up in combat, cautiously moved forward, plotting his next step while staying in a relative safety.

One Infiltrator down to the Shrike, the remaining Infiltrators are swarmed by Gargoyles and a Hive Guard

On the Tyranid end of turn 2, things really heated up. The Shrike was able to kill off 1 of the remaining Infiltrators, freeing the Hive Guard from being tarpitted. A group of Dev-gants put a wound on the last remaining Infiltrator that had consolidated out of the melee after smacking some Gargoyles out of the sky. However they failed their charge and were unable to tarpit him, leaving the Zoanthrope vulnerable to a Turn 3 charge.

Speaking of the Zoanthrope, he wandered into the central structure and loosed a deadly Psychic Scream, killing 2 Vanguard and injuring two more. The Heavy Bolter once again was able to fell the Vanguard that had claimed the objective within the Skitarii deployment zone.

At the end of Turn 2, the score remained 1-0 for the Tyranids.

A squad of Devourer Termagants fires at the advancing Skitarii from cover while manning a gun emplacement
Turn Three

Rex had carefully bided his time, and in a move of tactical genius that only now am I able to appreciate, Gareth masterfully commandeered Rex into close combat with my Zoanthrope without exposing him to any of the Hive Guard’s fire! The Zoanthrope had done some serious damage with the Psychic Scream, but was now in some hot water with the Taser-Lance wielding Dragoon bearing down on him, as well as the last remaining Infiltrator.

Through the power of 3+ invulnerable saves, the Zoanthrope managed to leave the first round of melee unscathed, but he was in some serious trouble.

Meanwhile, one of the Vanguard finally was able to climb within the building and secure the central objective, and the other group of vanguard had handily dispatched my remaining Gargoyles to all but secure another objective for the Skitarii.

I was left with a critical decision to make. Do I go ham against the Infiltrator and Dragoon, or do I let them beat on my Zoanthrope and hope that he keeps making those invuln saves? I decided to charge in with both of my Hive Guard as well as my Shrike, hoping to free the Tyranid team leader from the one-sided melee. The Infiltrator was finally slain, but not before downing my objective-carrying Hive Guard. This forced the Guard to drop the objective, even though it did not kill him outright.

Much to my disappointment, the Shrike was ineffective against Rex the Dragoon, and the tarpit trapping the Zoanthrope continued.

At the end of turn three, the score was 0-0

Turn Four

Turn four saw the Vanguard grab an uncontested corner objective and trade fire with the remaining Termagants. At this point both sides had taken heavy casualties (more than 50% of models), and we were both nervously passing rout tests to avoid an auto-loss. The Shrike finally put a hull point of damage on Rex the Dragoon, but was knocked down in retaliation, all but ensuring that he wouldn’t get a chance to strike again before the end of the game. Rex continued to dominate on the Tyranid end of the turn, killing one of the Hive Guard, while they were unable to remove his one remaining Hull Point.

Turn 4 ended with the Skitarii leading 1-0, as the Hive Guard rushed into close combat instead of picking up the objective.

Turn Five

The Skitarii continued to relentlessly pursue the objectives while the Tyranids had tasted blood and had all-but forgotten that the mission involved key tactical objectives other than hunting and feeding. The Skitarii had firm control over one objective, with a Vanguard sitting behind cover within a building. One of the few remaining Vanguard from the epic battle for the central objective was able to climb up to the 2nd floor and take control of the central objective, while the last remaining Vanguard that had not yet left the Skitarii deployment zone (poor guy was pinned 2 turns in a row) managed to secure a third objective for the tin men. With the Hive Guard having dropped his objective to get into melee against the Dragoon, the Tyranids entered the bottom of turn 5 trailing 3-0.

The Epic melee – Rex the Dragoon proves to be a worthy adversary as the Tyranid’s big hitters swarm him in an attempt to free their Team Leader. A squad of Termagants scuttles by toward the Skitarii’s deployment zone
The squad of Termagants that had been manning the Heavy Bolter gun emplacement finally sprang into action, killing the Vanguard on the central objective and advancing toward the objective which the Hive Guard had dropped… However their movement was not sufficient to secure it this turn.

The other remaining squad of Termagants bounded forward, killing the Vanguard within the Skitarii deployment zone. Meanwhile, with the Shrike still downed, the Dragoon and remaining Hive Guard exchanged blows to no effect. The Zoanthrope could do nothing but float there and watch, realizing that it would have been more tactically sound for the Hive Mind if he had chosen to sacrifice himself to the Dragoon’s assault rather than calling over the Shrike and 2 Hive Guard… But it was too late now, they were locked in combat and no one was advancing until the other side was defeated.

One Vanguard lay quietly in the cover of a ruin, out of line of sight to any enemy fire, and well out of assault range – the Skitarii ended turn 5 with a 1-0 lead.

Hoping for a 3+ for the game to continue and a chance for my Termagants to secure 2 relatively uncontested objectives on Turn 6, I watched Gareth roll the die to see if the game continues… It was a 2! The Skitarii were able to secure a victory through clever tactics and the awesome power and resilience of Rex the Dragoon.

The Tyranids were simply too bloodthirsty this day – my excitement over freeing the Zoanthrope and killing the Dragoon lead me to overcommit all of my special models to a melee that ultimately was not in their favour (they needed 6’s to pen/glance the walker).

This was a tight, bloody, and well-fought battle… One of the most enjoyable games I’ve had. What a great matchup. After the dust settled, 35 models had been removed as casualties between the two sides – the bloodiest game of Kill Team that I have ever had the pleasure of participating in!

I also got to learn two valuable lessons that have plagued me in the past:
1.       Do not lose sight of the objectives! By the time turn 3 and 4 roll around, I need to make sure I execute a plan to secure as many objectives or victory points as possible – doing more damage isn’t worth it at the end if you’re left without any way to win on points!
2.       Don’t overcommit to a particular fight or tactic: I think that my decision to charge in with all 3 of my special models and fight the Dragoon was ultimately my demise. It caused me to not only drop the one objective of which I had firm control, but also ended up being a pretty big failure since my guys weren’t able to remove that 2nd all-important Hull Point. Even though the odds suggest that the Shrike and Hive Guard should have been able to come away victorious, it is by no means a guarantee, and I left myself spread out far too thin if they weren’t able to finish off the Dragoon within 2 turns. If I had instead let the Zoanthrope suffer his fate, and used the Hive Guard and Shrike to secure objectives, I am confident that I could have ended turn 5 with 3 objectives under Tyranid control.

Hindsight is always 20/20 though, and I have to give some serious credit to my opponent for making sure that his key unit, the Dragoon, was able to enter combat without getting shot by the Hive Guard. That’s pretty hard to do against a 24” ignores cover, homing weapon! He also did a great job of positioning his remaining Vanguard to take 3 objectives in turn 5 – the Tyranids were left out of position and with too many targets – there was no way for them to neutralize all 3 objective holders.

The MVP of the match – these Dragoons mean business! 
Next up at Hairy T North is the Escalation League. I think we’re going to be starting with 500 point games using regular 40k rules and adding 250 points onto our armies each week thereafter. There is a great variety of really interesting and awesome armies, and I am really looking forward to throwing down against some of the beautifully painted armies brought by the regulars (and hope to see some new faces too!).

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