I can't play Kill Team with others as often as I want so the NPO rules have been a godsend as now I can point at the table and say "I'm not playing with myself really, I'm playing agains the NPOs!"
Anyway, all that to say I played again against the NPOs, this time with the Corsairs against the Chaos Marines on the derelict Ribicon Dynastry, where the Void Hunters needed to sabotage the bridge controls before the chaos legion took them into the warp.
The board setup as the mission describes with lots of added flair from my ITD terrain collection.
91 wounds of Marines and a chaos Arbites.
The Void Hunters preparing to storm the bridge.
On the right.
Centre forces to fight over the main control.
The left flank.
On the left the marines take first blood as the Corsairs advanced too close to the blades.
On the right the chaincannon sends bullets flying through the open hatch.
The wraithcannon heavy gunner continues to prove his worth as he rips apart the marksman.
The Felarch tried the trick with the warding shield and once per game interrupt to bait and kill a brawler but my rolls were terrible and it killed the leader with one wound remaining.
The Fatedealer retreated to try and keep the marines from overrunning his position.
In the centre, both sides moved up but no shots were exchanged.
The mortally wounded brawler was finished off and the Eldar advanced on the right flank.
Turning point 2 starts and the marines have the initiative. Wasting no time, a brawler quickly dispatches the Shaderunner.
But the duelist's pistol barrage of fusion and shuriken return the death.
Seeing an opportunity where the NPOs left the centre objetcive too undefended, the gunner runs in and sabotages the control panel.
Furious, the heavy marksmen returns fire with deadly accuracy before the Arbites finishes the wounded corsair off.
On the right flank, the objective is sabotaged without effort.
On the left, the Marksman advanced and threw smoke so that the Fatedealer's return fire is not effective.
End of Turning point 2, the Eldar control the right flank while the marines control the centre, with the left flank locked in combat.
Turning point 3, the Eldar get initiative and the wraithcannon again proves its worth as it sends another NPO to the warp.
This gives the chance to the Marksman on the left to advance to negate the cover of the fatedealer. He survives the first salvo, but not the second.
The psychic Wayseeker uses the warding shield on the heavy gunner and goes on guard.
Turning point 4 the heavt marksman in the control room comes out to shoot at the threat at the rear, but is quickly overwhelmed by the fire[power.
Victory to the Eldar!
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