Jump to content

Kill Team • Battle Reports


Orpheus108

Recommended Posts

About time I started adding my KT reports here, so he's the latest in the first two outings for my Thousand Sons KT :smile.:

First off the list, I've had this sitting around for ages but only recently finished the Soul Reaper Cannon so when some KT games rolled up I knew what army I was taking :biggrin.:

Akhenaten's Thrallteam

Hidden Content
++ Kill Team List (Thousand Sons) [91pts] ++

+ Leader +

Aspiring Sorcerer [18pts]: Force stave, Psybolt, Warpflame pistol
Leader: Level 1: Resourceful

+ Specialists +

Rubric Marine [20pts]: Warpflamer
Veteran: Level 1: Grizzled

Rubric Marine Gunner [20pts]: Soulreaper Cannon
Demolitions: Level 1: Breacher

+ Non-specialists +

Rubric Marine [16pts]: Inferno boltgun

Rubric Marine [17pts]: Icon of Flame, Inferno boltgun

Not a terribly exciting list, but options aren't exactly numerous for a Sons list. I elected for a single warpflamer because I didn't want to be too limited in range but after these two games I'm wondering if I should revise this.

Kill Team

Taking Prisoners

Thousand Sons vs GSC Game 1

The mission is to take prisoners, setting up in opposite corners. Tzeentch has little use for the pawns of others so the Rubrics are tasked with their destruction - any required information can be gleaned from them in other ways...

I deploy conservatively given the numbers difference (12 vs 5), plus I want to try and avoid combat for at least a turn or two if possible. Added on they're not short of some fire power of their own in the mining laser. The flamer and a bolter deploy near the centre behind ruins, with the Sorcerer a behind. The SRC and accompanying bolter hang back for a more commanding view. My opponent sets up the heavy stubber and laser similarly, with the rest of the gribbly horde up against cover.

Tzeentch smiles on his chosen and first turn is mine! I move the Sorcerer up a bit behind the other forward elements, and the rearguard moves up a little for a better view. The Psychic phase goes well, killing a cultists and wounding another (a 6 for the Icon of Flame). Weapons fire does ok, while I can't muster much it is quite effective when it gets through so I can plink off some more wounds.

In return my opponent advances up with most of his forces, and the long range hinders his shooting enough for what makes it through to bounce off ceramite.

gallery_30308_10077_55108.jpg

Fickle as he is, Tzeentch grants my opponent the first turn this time. He's somewhat cautious as he needs to move into position a bit better, but has time as I have made no effort to move up to catch prisoners so all that is needed is one in combat pretty much and he has the tools to do it. Fortunately Tzeentch is still looking out for me as my opponent fumbles what charges were attempted, and the supporting gunners can't score any hits!

My turn is quite brutal. A hybrid explodes outright to the Sorcerer's psychic might, and the Icon of Flame matches it! With closer targets my shooting fares better and cultists are starting to drop... I play a stratagem to roll 2D6 picking the highest for the warpflamer and it does well - a great turn that gives me the firm advantage...

gallery_30308_10077_15161.jpg

My opponent has been badly bloodied, but with such a small team against him the nature of KT can easily turn this around especially with the mission. Unfortunately the fates Tzeentch is not so kind and I claim the first go once more. The forward pair move up for a better view, and the Sorcerer peers through a window.

Psychic might once more obliterates a cultist, and the Icon of Flame goes off again to score a flesh wound. As the inferno weaponry punches into weak flesh vital models go down as my opponent's dice apparently give up the fight... Fitting then that the mauled survivors of his KT do the same! A punishing victory to the Thousand Sons!

gallery_30308_10077_25338.jpg

It was a blast to get my TSons going in their first solo game, as well as finally get their KT on the table top. As I suspected they're solid. Not many ways you can really play them unfortunately, but what they do they do well :smile.: AP-2 (and better) tore through the cultists whenever I got a wound in so I could be confident of results for the most part when shooting.

The psychic power was neat if a bit flavourless, but overshadowed by the Icon of Flame working every time (to think I took it purely because I couldn't spend the points any other way). Tzeentch's favour was doubtless with me, as IoF aside my rolls were average enough but my opponent had some rotten luck in the wrong places (for him).

With the larger game next door still raging on, and after the lopsided game we just had my opponent and I agree to have another game:

Kill Team

Capturing objectives

Thousand Sons vs GSC Game 2

This time there are five objectives to capture evenly spread out - worth 2VPs at the end of each round, and the centre one worth 3. A small triangle to deploy in on top means things are looking better for my opponent with plenty of models to capture and still press on me, as well as severely limited deployment options for me. However after last game I'm confident that I have a good enough shot at winning in blood instead :wink:

Luckily I grab first turn, so I can move out of my all but coverless deployment. The warpflamer sprints up behind cover with little else to do, with the rest following up.

Once again the Sorcerer casts a cultist straight into the warp, and once again the IoF scores a hit to match! Nobody can believe my luck, but I take this as sure sign Tzeentch will grant me victory :tongue.: Perhaps intimidated by the godly favour I have my opponent doesn't close aside with much else than some grunts to keep me busy. The rest fan out to capture objectives.

gallery_30308_10077_28053.jpg

This is a smart move by my opponent as that is definitely his ticket to victory. My game plan won't change either so it's a race to see if I can break his KT in time! He's ratcheting up the VPs from them such that I don't even try to complete; all my efforts must be to take out cultists.

That's not to say that he doesn't have plenty of punch of his own, as the rock grinder and drill move up. It's not an uncontested move though as I can see my opponent is trying to stall me by not committing his forces and holding most in reserve for next turn, so I decide to move up aggressively and make every shot count.

I can't stop the nasty CC model waiting, but I can kill his friends and do some stalling of my own. The warpflamer moves up to roast them, taking one out and wounding another. This is after the Sorcerer fires off some mind bullets but the IoF remains silent for the first time... has Tzeentch's favour gone?

gallery_30308_10077_50780.jpg

The SRC mows down the mining laser hiding in opposite ruins but otherwise my shooting achieves little, so perhaps that is the case... Things get worse as the combat monster charges from safety and has no problem taking out the warpflamer, set up ready for more mayhem.

Everyone knows that the game is likely to be decided when we roll off to see who gets to go first in the third turn - and it goes to the Thousand Sons! I waste no time with my luck and throw my forces in, the Sorcerer charging the rock grinder (or other one, whichever it was?). He doesn't get chance to swing though, as his psychic might takes his opponent down outright and - you guessed it - the IoF flickered to life once more to inflict further pain!

Faced with the additional onslaught of inferno bolts my opponent's KT falls like wheat before the scythe and this is compounded when he rolls very high and his team breaks. Another victory for Akhenaten's thralls!

After all that, seems my opponent still couldn't compete with Tzeentch's favour! KT is perhaps the perfect game for Tzeentchian armies given its nature very much reflects the god :wink: This day it was me with the dice gods on my side, who knows for the next one?

Hopefully it's not too far away as it impedes the natural absorption of the rules :laugh.: We're getting better at them so will soon be sure to be using everything (the pre-mission scouting in particular we usually skip), and KT is the perfect game for quick evening gaming sessions. Later in the year when I have a few less projects ongoing I'd like to sort my Skitarii team too...

Link to comment
Share on other sites

  • 1 month later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.