I won't get too in depth because it was a few days ago now and I did play 3 games. There were 5 of us so we split up, Atom (CSM) and Kel(BA) each with a 1000 points versus Karl's IG (2000). Zach and I decided to do Killzone (400 points with some special rules, sometimes called combat patrol). We were thinking that we could play 2 maybe 3 games of killzone and then switch up opponents. We finished our first game before Karl, Kel, and Atom had completed deployment. It was obvious that we were not going to be switching around. In the end it probably didn't matter, it was a great time. For the future I'm thinking we should just use 1 table to have a 1 on 1 larger point game and then use the second table for smaller games. The game seems to go slower when there are more then 2 players no matter what the point total is.
Anyway, having never played Killzone before I was a bit nervous. Marine armies are pretty crappy at low points. At 400 I can't actually field two full units. Despite my reservations killzone turned out to be a blast! I can't wait to play some more, it was quick, deadly, and seemed to eliminate a lot of the units that can bog down a game. Zach and I played two full games (6 turns) by the time the other game had reached the top of turn 2!
In game 1 I took a ten man squad of Death Company with Chaplain in a Rhino...that was it. Zach had a bunch of Genestealers, a Zoey, and a Biovore. I tried some moving shenanigans with my Rhino, but Zach popped it open almost immediately. I charged the Genestealers and in what would be a reoccurring theme throughout the day, my Death Company crushed. It took me the rest of the game to finish off the other two squads, but I did on the bottom of turn 6. I had 4 models left, Zach had zero and no one had any objectives. There were a number of other victory conditions. Of a possible 30 points I got 4 to Zach's zero...not exactly a great win but a win the same!
Sometime in the second turn of the team game, go bikes go! |
For our second game Zach and I played slightly different armies. I took a tactical squad in a Rhino and a Devastator squad (2 plasma cannons and 2 heavy bolters). Zach took 2 giant swarms of little shooty bugs, some gargoyles, a Biovore and a Zoey. I was hoping to lay down a torrent of fire and eliminate his army from range. That plan went out the window when Zach dropped a spore mine on my Devastators turn 1 and made them flee. They did rally and eventually started shooting, but the missed turn of shooting (and the loss of half the squad) sealed the deal for the 'Nids. The plasma cannons were very effective against the bugs. I was able to kill the gargoyles and both giant swarms, but by turn 6 Zach had an objective and I did not. Zach was spot on with the Zoey and the Biovore this game and they defiantly were the MVP's.
Karl's dreaded side board of reserves |
This guy would tie up the genestealers for most of the game |
Although I knew my vehicles would be relatively safe, I was afraid about only having 25 infantry models. The game was two objectives (1 in each zone) spearhead deployment. Zach went first and I chose to reserve everything. Everything of mine piecemeal-ed on. It wasn't until turn 4 that I had everything on the board, and by that time Zach had his entire army in my deployment zone essentially doing a giant pincer move. Now, I'm not trying to sound smug (in fact it's probably out of guilt that I say this) but I took Zach to brown town.
Death Company Stormraven prepares to open fire |
Cheater Claws charges some bugs |
In the end, there were no bugs |
I killed 13, 5 ran |
At the other table it came down to objectives. Kel and Atom had held on long enough to win but by the look things they didn't have a lot left. Kel used my sniper scouts and they proved to be awesome objective holders once again. Those boys have earned a roster spot next time.
I hope it won't be such a long break in between games next time!
2 comments:
I would be surprised if we can get together before 6th Ed comes out...
Before winter of 2012...I hope so!
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