Hot on the heels of my first match — the first-ever Kill Team game for Lark and me — on June 23rd my friend Reagan came over for a game.
He didn’t have a strong preference for a team, so suggested he play the Marines. We built our teams from my available options, and I set the board up for the Seize Ground mission. This layout used everything I learned from my first board, plus an additional piece of terrain.
We skipped equipment (learning game!), but did use secondary objectives.
This game was when I started seeing Kill Team as a series of decisive moments. Sometimes you know it’s decisive and plan around it, and other times it’s not revealed to have been decisive until the match has ended. This one one of those moments: Reagan parking his Missile Launcher Marine behind cover with a clear lane of fire caused my problems for the entire game!
The pressure from Reagan’s Marines was relentless. I don’t think I landed a single shot on them in the first TP, and I didn’t land many in the second. His positioning walled me off from his half of the board.
Playing as the Orks, it was hard to poke my head out because every time I did a Marine shot that Ork’s ass off. Lark had the same experience. I resolved to push through that as best I could so my guys could get properly stuck in. TP one was figuring out potshots were going to lose me the game, TP two was getting into position for charges.
The board was much more cluttered and engaging this time around. We agreed it might even be too cluttered in places, especially where the gaps were too narrow for bases. It’s hard to think about every angle when setting up the table (art, not science). I learned some good stuff to take into my next setup.
I can’t remember the VP tally at the end of the first Turning Point, but it was either tied or Reagan had a slight lead. In the second, I held him to a 0-0 tie for that round’s scoring. I lost Orks in both rounds.
Turning Point three was where I clinched the game, taking out 5/6 of his Marines while I still had enough bodies scattered about to claim objectives — the fruits of my careful second turn getting into position. Orks in close combat are pretty fearsome.
This game was a delight! Reagan and I have been friends for years, but I don’t think we’ve played a wargame together before. He’s a great opponent.
A second game really opened up some of the strategic and tactical depth Kill Team offers. I’m not even engaging the layer of “this team vs. that team means X,” or optimal play of my team, or the wider meta. But even just at my newb level, there’s a lot to chew on here.
Using secondary objectives was a lot of fun. Reagan almost scored one of his, but the turning tide of kill counts axed it. Out of our other five cards, we scored zero of them — but agreed they’d been fun to consider (and mess up) during play.
We got a few things wrong, but also tackled some corner cases and learned a lot during our game. I’m holding more Kill Team in my head now, which I like.
Another match is already on the calendar, and I’m furiously painting Tyranids and Grey Knights so our team options can go up from two to four.