Kill Team - Shark Attack - Goremongers
I found myself in the final of the league. I was up against Alice and her Goremonger team with its 4-0-0 record. Pete mentioned he wanted a walk-through test game with Goremongers so we set up a dress rehearsal game using the same map and Crit Op. I thought this would be better than trying to play both sides myself.
This was the map we used, I got the Red deployment zone. I deployed 2 operatives on the left, 3 in the middle and one on the right. The Right operative was a distraction carnifex and its objective was to try and make the Goremongers keep multiple operatives in that room to score points.I'm using the standard team of Assault Sergeant, Eliminator Sniper, Intercessor Gunner, Assault Grenadier and 2 Assault Intercessor warriors. There seemed minimal need to take long range guns when the fighting was going to be in 3 phone booths. Pete chose all the faction equipment. I dropped the Auspex for razor wire and a mine.
Pete took the bait, his Aspirant charged my sniper. (the sniper was less keen on this idea). However using an action to open the door forced the Aspirant to use blood to get a third APL to fight.
The sniper parried enough hits to stay alive and then fell back and shot the Goremonger to death.
I was getting good use out of my chapter Relic and Wrath of Vengeance. At this point half the Goremongers are dead for the loss of 1 marine and 2 damaged. The charge of the Piercer also mean that Pete was not in control of the objective at the end of the turn so didn't get any primary ops points.
The Aspirant sat on the mine took some damage and then was healed by his blood tank.
The situation at the end of turn 3, The Grenadier ran up to the door and killed a goremonger with shooting, the He was then taken out by one of the others, and then the Goremongers started closing doors. The Veteran sergeant moved to that side of the door to be a bit harder to get at and preserve his one wound body. The Sniper is down to 1 wound as well.
Turn 4 passed peacefully with closed doors separating both teams.
The Captain uses Wrath of vengeance to open the door and fight the Inciter
The Dice rolls were crazy. 8 of the 9 dicer are crits. Fortunately it only took 2 hits to kill the inciter who then exploded. Then the Blood herald charged the captain, killing him but then being blasted by the Gunner that was on guard.
The other assault marine died guarding the same hatch as the captain but there were now no Goremongers left to pick up the confirm kill markers.
Turn 3, I've got control of two objectives again but only 1 hatch. Now it's down to 4 operatives each. Alice was shutting doors to keep away from all the guarding shots.
In turn 4 the Grenadier moved over and shot the Aspirant on the objective, then killed the Skull Claimer in close combat before dying to the one with the ritual dagger. The Aspirant charged the heavy gunner and was karate chopped to death while dealing out 13 wounds. The other two marines passed on guard securing the objectives and hatches.
This resulted in a win to the Marines 18-11.
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