Showing posts with label Brood Brothers. Show all posts
Showing posts with label Brood Brothers. Show all posts

Wednesday, March 26, 2025

Battle of the Evil Guards

I don't get out to play Kill Team as much as I would like, other activities that I want to also do take up time in my life so playing the NPOs at home when i have a quiet morning or evening realy helps me test out teams and get a feel for them without embarassing myself on the table against someone else.

The problem with playing the NPO missions is that you quickly learn that the NPOs are a bit like a logic puzzle; if you move here, that NPO will expose themselves and you can get a favourable trade in damage or position.  Some missions are tough and fun but its always the NPOs doing the defensive approach and the player on the attack. They lack the tools in special rules and strategic thinking to push an objetive properly like a player would.

With that in mind, I decided to do the ultimate nerd thing and play both sides of a normal match as if I were playing a regular game against someone else. An experiment to see if its even possible.

I wanted to take the newly painting Blooded kill team for a run to see how they work and feel. 

I decided to match them up against the Brood Brothers because both teams have similar feel to them and I'm pretty familiar with the Broody Boys in this edition.

The board was ITD with three obective represented by the consoles in the centre of the big and small rooms and bomb in the middle.

The teams both set up some light barricades for cover, and the Blooded added a minefield in the small room to make it harded for the Brood to assault.
The Blooded decided to make a big push for the centre and small room objectives, and delaying sniper and trench sweeper on the large room.

The Brothers decided to try and assault all sections equally, with krak grenades to help deal with the Ogryn.
Here we go!

The familiars raced ahead to get ready for turning on the objectives (Crit Mission was Transmission) while the Brother Sniper covered the room from the hatch.
The central corridor was going to be a tough fight so the demolitions expert, vetern, and vox operator supported the powerful Primus.

In the small room, the Blooded quickly established a presence, with guarding plasma gunner ready to fire upon anyone opening the far door.

The Brood prepare their assault on the small room in turn 2.


In the large room the Blooded sniper also took up opposing position, ready to shoot anyone going to the console objective (since it was supposed to just be a marker, we are treating the consoles as insignificant for cover).
In the centre, the mountain of muscle moved quickly, followed by the commander, corpseman, and meltagunner. The Brood prepared to fight!

At the start of Turning Point 2, the familiars raced up and activated the transmissions, hoping to keep the Blooded from turning them to their own frequency.

The Blooded meltagunner runs up to absolutely wreck the Brooded demo man...

But the Brood Veteran with his shotgun quickly avenges his brother.

The Ogryn charges the veteran and familiar, his mountain of muscle killing the familar and his rusty power maul smashing the veteran.

IN the small room, the Brood knife fighter opened the hatch and charged in to tie up the grenadier, but the butcher counter charges and a fierce melee sees the alien hybrid fall.


The Brood squad commander charged, and threw his claws into the face of the grenadier, and turned to the butcher.

But before his could issue his challenged the dying grenadier activated the dyabolic bomb and it exploded! The butcher took the brunt of the blast, and the Brood commander was near death's door.


The Blooded flenser rushed in and finished the job.
Back in the centre corridor, the Primus decided to risk it and ran up with toss two krak grenades at the Ogryn. The first bounced wildly and explored against the wall in no harm, but the second flew right into the open maw of the beast and exploded, taking his head clean off.

But it did not prevent the Blooded commander from flipping the transmission on the bomb.


Back in the small room, the Blooded Enforcer dispatched the Brood Icon bearer who had sacrificed himself to start the third transmission.
And the Brood meltagunner made the Enforcer  pay for his exposure, but...

... the Blooded plasma gunner finished the killing in the small rooom of death.

Back in the large room, not much happened until the advanced Brood Agitator was charged by the Blooded Trench Sweeper and they locked in a duel to the death.
Finally, the Blooded sniper killed the second familiar to end the turning point.

After two turning points the game is all tied up at 6 each, with the Brood Brothers earning 2 VP for the Crit Op but the Blooded having killed enough for 3 VP on the Kill Op.

So many dead models.


At the start of turning point 3 the Primus tried to turn the tide of the battle by charging both the Corpseman and the Commander, and while the Corpseman was cut in twain the Commander parried and sliced the heart from the Primus and the hopes of the Brood.


The Blooded commander then began a new transmission and shot the Vox operator. The central coordidor is secure for the dark gods!

In the large room where the Brood still had the advantage, the Agitator focused the swarm's rage and struck down the Trench Sweeper and yelled a challege at the enemy sniper.

But the Blooded sniper is no full and used his accurate shot to put a hole in the plasma gunner's head. 

To end the turning point, the Blooded plasma gunner began the second transmission from the small room.

After three turning points, the score was only 11 to 9 in favour for the Blooded, but the Brood only had two model left (one severely wounded) while the Blooded still had three. Sensing no hope, the Brood conceded the day.

Conclusion:

That was a lot harder than I expected! Having to try to keep remembering the different ploys and that are available and which ones were activated was super difficult, and often looking up operative's rules every activation. When playing another person you can only worry about your own rules and look up things when they are moving. Not sure I'd try this again, maybe the NPOs with their simple decision trees are the way to go for solo games.

Sunday, January 26, 2025

From the Shadows

 It was party time at The Shwafia Residence and a bunch of us got together for some games of Kill Team.

At one side was Space Bears versus Pathfinders on Chalnath (I think, or maybe Nachmund):

Holy open board batman!



On the other side was Hierotek Circle versus Pathfinders on Octarius:

Everyone gets vantage!

And in the middle, my Brood Brothers versus Mandrakes!

Deploying on short board edges, three Secure objectives, let's go!

My opponent was Pandrus being advised by Thunder. Pandrus is newish to Kill Team and both are new to Mandrakes.

Going to be a vicious fight in the middle.

Both sides used the vantage for shooting into the middle, and while the Mandrakes would be excellent at killing the Brothers...

The Broody Boys just have enough bodies to counter attack and swamp the battlefield.

The surviving Mandrakes were forced into hiding.


Tough matchup for the Mandrakes: short board edges against an opposing team with a lot of redundant bodies, and a new team versus an experienced one. Not gonna lie though: midway through turn 2 I was grinding my teeth as the sneaky tricks of the Madrakes were kicking me in the teeth, but once they ran low on Command Points the tide quickly turned.

Fun night!

Wednesday, October 30, 2024

Farstalkers are my Kryptonite

 Got together with Thunder for a game of Kill team, Brood Brothers versus Farstalker Kinband.

The board was Gallowdark #6, the Crit Op was Power Surge


.


Kroot ready with the portable barricade.

Broody Boys getting ready to aim downrange.



The Magus and his crew.

I don't know any of the Kroot operatives.

Three objectives, each turn one of them is the power surge, activate for a VP. Hold them at end of turn for more VP, max 2 per turn.
Hound and familiar rush forward to secure the first conduit.


Kroot fortifying the second.

Sniper takes aim at another hound only to wound it! The portable barricade makes an appearance. 
The commander orders his troopers in!


End of turning point one. I lose initiative and choose objective 1 as the surging conduit.


Blam! Seek light means conceal won't save the agitator.

Sniper is forced to finish off the hound before it becomes a problem. With his conceal shot already wasted, he has to engage.

One Kroot warrior blocks the hatch after surviving a frag grenade, while another Kroot lines up a tight hatch to hatch shot.


Commander and Iconward reroute the power, but at what cost?

Magus charges and whacks the Kroot with the force staff but fails to kill it! Yet another instance of the Brood Brothers failing to close the deal. The Primus would not have messed this up, that's for sure. ;)

The demo charge killed a Kroot, but the others will not let the sapper do anything else.

The Magus finally gets through the door, charges a Kroot with one wound left, only gets one hit with his Biogun (2 attacks, 4+ lethal) even though he has a reroll, and the Kroot pull out a Uno reverse, get to resolve first, and parry the Magus hit! Then hit him with a second die! The humiliation! Now the Magus cannot use his third APL to kill anyone either. Complete game winning move by the Kroot.

The Vox operator, the only guardsman with a lasgun, shows why its a decent weapon killing a Kroot in one shot. MVP for me right there.


Meltagunner still looking for targets, but is feeling vulnerable so closes the door.

Kroot with bowcaster comes in and finishes off the Vox Operator. No more overpowered lasgun shots for you!

Beginning of Turning Point 4, the lone meltagunner ponders his options. He makes a move to try and get a counteract kill but is eliminated first. 


The kroot mastered the Crit Op, the Kill op was close, but not in this image the Kroot picked up 3 points I think from their Tac Op to win by 11 to 7... more maybe more, its all fuzzy. It was a comfortable margin but not an blowout.

Great game!