I was able to get in a game of the new Warhammer 40,000 Kill Team. I used my very old Chaos Marines, which meant I had very little choice in what to take because I only have one squad painted. I played against a co-works Salamanders Space Marines, with a mix of Primaris and "regular" marines. It was the first game for both of us and neither had managed to read through all the rules, but we wanted to give it a try and learn as we went. We played the basic Cover War mission that is included in the core rules, and skipped rolling on the scouting table. We also left out command points and tactics. Even though they are a big part of the game, for this first game we just wanted to try to get the basic rules down and not slow things down learning the different tactics.
For the Covert War mission, we each place an objective. We then roll for a victory condition. In our case, holding an objective in the enemy deployment zone was worth victory points, but holding your own was not. You hold an objective by having more of your models than enemy models within 2" of it at the end of the 5th battle round. In the event of a tie, the person without the strategic advantage would win a minor victory. I had the strategic advantage (as I won the roll off), so I could choose which side to deploy on.
For the Covert War mission, we each place an objective. We then roll for a victory condition. In our case, holding an objective in the enemy deployment zone was worth victory points, but holding your own was not. You hold an objective by having more of your models than enemy models within 2" of it at the end of the 5th battle round. In the event of a tie, the person without the strategic advantage would win a minor victory. I had the strategic advantage (as I won the roll off), so I could choose which side to deploy on.
A handful of Renegade Astartes of the Crusaders chapter are engaged in a covert war on the Imperial world of Kappa Epsilon Kappa. A computer terminal inside the door of the a ruined shrine may contain vital intelligence for the Crusaders, if they can access it. Unfortunately, knowing the value of the terminal, a mixed group of Salamanders marines guards the shrine. The Crusaders warband gathers, hiding, in a ruined cathedral across from the target of their raid. If they are to gain an advantage in the larger conflict, they must gather the intelligence from the shrine's computer terminal while also protecting their staging area in the ruined cathedral, since it contains items and equipment that could be used by the Salamanders to learn about the warband's covert activities.
At this point, both kill teams break off the engagement. The renegade Crusaders and loyalist Salamanders have both captured the objective in enemy territory, gaining vital intelligence. Because the Salamanders were at a strategic disadvantage to begin with, the draw is considered a minor victory for the loyalist side.
I like the report format with the captions. Good terrain and painted miniatures would be better showcased if you ease back on the camera flash just a touch. Great job.
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