Kill Team - Shark attack round 3

My refight of Red Tithe against Pete's Night Lords didn't eventuate because Pete came down with a spot of plague after having coffee with me. I'm not even using Plague Marines this time.
For Round 3 I drew Chris Furneux and his Ork Kommandos. Chris has been playing this team since forever and is very sneaky at getting ahead on Crit Op points. He is also renown for setting defensive traps for people. My Strategy was to try and get some points from the Crit Op and concentrate on the Tac Op. Picking a security Tac Op would mean I didn't have to chase Chris and would score even if he didn't engage.

We were playing on this ITD map. I won the side choice and took the red side. I did this because it allowed me to concentrate my forces in the middle of the table and there were three hatches to secure within easy reach. Trying to secure the hatches from the other side would have meant splitting my forces to get to the centerline hatches from the outside. I could have chosen a different security option,
but this would have meant spreading out to cover the whole board or assaulting a central room filled with Orks to get control of the center of the table.

I had my sniper covering the big room on the left, with seek light and ignore obscuring I thought this would be a significant deterrent to running into the room and give me time to set up a play for the room on turn 2. 


I used the gunner to open the door and then move to guard the central room, He was on engage because I wanted to use the Wrath of Vengeance 2 action counteract to move up and open the door back into the room on the left. What I should have done was allocated one of the assault marines to this room and had him open the door and then dash onto the objective so Chris could not search the objective with one operative.

Chris used his Comms Boy to move dash onto the objective and use his free mission action to search. The Sniper then ended his existence but only just after two shots worth of awful rolls both to hit and save.

The rest of the team are covering the central room and the room on the right. Chris had a barricade and razor wire covering his home objective so it would be a bit more difficult to get to than normal. 
We moved up and opened some doors on the right while a lot of noise coming from the other side of the wall in the middle indicated a lot of Orks were gathering there.
I was right, Orks sir fousands of em.
My Assault marine moved up and tapped the point, yes this did make the objective in Chris's home room live but I needed the two points from the Crit Op. The Breacher boy smashed into the room and was then shot by the intercessor gunner with a Krak grenade to the face. The Rokkit Boy tried to return the favour and then died to the return fire from the guard action. Chris Grabbed the Maguffin on the right. The Slasha boy tried to slip a shank into the Sergeant but got cut down.
Chris then won initiative on Turn 3 (this is 3 times in a row). So his Boy picked up the objective and ran out of the room closing the door. (that's the lasty time I will see the Crit Op Objective). The Gunner moved back and gave the Grot a taste of Krak grenade and he didn't like it. A bit too spicy. Two of the assault marines are down. My Shiper has moved over to support the central room while everyone else is yelling "Get on the damned doors!"
Two of the assault intercessors fall holding back the Green tide. The Grenadier moved into the central room and closed the door and guarded it. There was a lot of tactical opening and closing of doors in this game.
Turn 4 I won initiative and the assault marine moved up and guarded the central hatch. This made charging into the room much more difficult for the Orks. So we ended up guarding each other out of the room. Chris tried a sneaky play to get a surveillance off but could not quite do it.

The game ended in a 13 all draw. It also earned me 10 cardio minutes on my Fitbit.























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