One Page Kill Team: Relic Hunt at the Pyramid

I have played the One Page Kill Team Relic Hunt mission.
I have now extended my armies from 165 to 235pts:

Reds (Imperial Guards):
1 x 45 pts Sentinel Q:4+ with Multi-Laser [3 attacks] (Special: Armored)
3 x 30pts Veterans Q:4+ with Assault Rifles [1 attack] and Demo Charge [6” 9 attacks!]
4 x 20pts Storm Troopers Q:4+ with Assault Rifles [1 attack] (Deep Strike, Scout)
Blues (Space Marines):
1 x 70pts Terminator Q:3+ PowerFist, Mini-Gun (24” 3A Rending) Armored, Deep Strike, Fearless
3 x 55pts Tactical Marines Q:3+ upgraded with Machine Guns [3 attacks] (Fearless)

I re-used the map I had previously used for the Size-Ground mission.

I mis-read the mission description, so I have 6 relic markers (while the maximum should be 5). The goal is to have figures near markers at the end of the 4th Round.
I rolled for random entry points in the map. The Reds have a great benefit thanks to the Scout ability: the four Scout-Troopers are directly deployed near to relic markers.

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Round 1: One of the Blue Marine reaches the marker at the entrance of the pyramid, but he is immediately shot by the Red Leader. The Blue leader also scores one kill: the scout who had taken position behind the central statue.

Round 2: The Red leader stuns the Blue Marine who was taking cover at the corner of the pyramid. The Red scout crouching at the top of the building on the left stuns the Blue Terminator. The Red Veterans are running forward in order to reach the close range where they can use their Demo Charges (9 attacks!).

Round 3: the Blue Terminator terminates the crouching Red scout who had hit him the previous Round.

Round 4: time to reach for the relic markers! The Red leader and the Blue Marine near the pyramid each reach a marker. There’s a huge fight for the marker at the center of the square. The Blue Terminator and one of his Marines reach the marker, but their efforts are made useless by the Veterans, who kill the Marine and stun the Terminator with their Demo Charges. The Veterans seize the marker. A clear Red victory.

My general impression, is that an army with 8 weak figures is much more effective than an army with 4 figures. This possibly more true in a mission like this, in which you have to occupy most of the field in order to win.

Here is an over-view map, which I plan to expand with the next games, coloring the squares in blue or red on the basis of the most recent winner.

bigmap

One Page Kill Team: King of the Hill with polygonal tower

Today I played the One Page Kill Team “King of the Hill” mission.
The target is placing units near the central marker, keeping enemy units away.

map

The armies were the same I used in the previous game.

Reds (Imperial Guards) 165pts:
1 x 45 pts Sentinel Q:4+ with Multi-Laser [3 attacks] (Special: Armored)
2 x 30pts Veterans Q:4+ with Assault Rifles [1 attack] and Demo Charge [6 attacks!]
3 x 20pts Storm Troopers Q:4+ with Assault Rifles [1 attack] (Deep Strike, Scout)

Blues (Space Marines) 165pts:
3 x 55pts Tactical Marines Q:3+ upgraded with Machine Guns [3 attacks] (Fearless)

I rolled for the starting positions of the two armies. This time, I remember using the “Scout” ability for the Red Storm Trooper: they could be deployed directly near the central marker (with the extra benefit of cover).

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Round 1: the Blue move forward and the Blue leader kills one of the Red scouts.

Round 2: the Red leader climbs on one of the cylindrical towers, in order to reach a position where he can cover most of the of the field with his Multi Laser. One of the Red Scout Troopers is stunned.

Round 3: I guess this is where the game was decided: the two Red Veterans get close enough to use their Demo charges (9 attacks each). The Blue leader receives a total of 9 hits, but he stops all of them! Finally the Blue leader is stunned by the Red leader’s Multi Laser.
The other two Blue soldier kill one of the Veterans (he is stunned by a shot and then killed in melee).

Round 4: the Blues are lucky again. They move forward reaching the required 3” distance from the central marker. Each of them stun and pushes away an enemy unit. At the end of the fourth and final round, there are 3 Blue unit and no Red unit near the central marker!

Isometric One Page Kill Team: Size Ground

I have played a new One Page Kill Team scenario. I got a couple of hints from the Anon author, so I updated my teams (actually only the Red one) in this way:

armies

Reds (Imperial Guards) 165pts:
1 x 45 pts Sentinel Q:4+ with Multi-Laser [3 attacks] (Special: Armored)
2 x 30pts Veterans Q:4+ with Assault Rifles [1 attack] and Demo Charge [6 attacks!]
3 x 20pts Storm Troopers Q:4+ with Assault Rifles [1 attack] (Deep Strike, Scout)
Blues (Space Marines) 165pts:
3 x 55pts Tactical Marines Q:3+ upgraded with Machine Guns [3 attacks] (Fearless)

map_square
I rolled the Seize Ground Mission (to win, an army must occupy more quarters of the field than the other), with the Blues entering from the left and the Reds from the Right.

Round 1: the two teams have no Line of Sight. All figures run in different directions trying to occupy as much terrain as possible (here I forgot to apply the “Scout” special ability, which would have granted a great advantage to the Reds).

Round 2: the Blues start shooting, but they only manage to stun two of the Reds.

Round 3: the Red leader kills a Blue Marine with his Multi-Laser. The Blue leader kills a Red Storm Trooper.

Round 4: the Blue Marine in cover behind the sculpture is stunned by a Storm Trooper. A Veteran rushes forward and finishes him in melee. It’s a clear Red victory: they control 3 of the 4 quarters of the battle-field.

Once again, I couldn’t help keep playing to see the end of it. It was very fast:

Round 5: the two surviving Red Storm Troopers take good positions at the top of the building on the right. They have line of sight to the Blue leader and one of them kills him with a lucky shot.

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2.5 D Skirmishing on isometric maps

I have made a few experiments playing skirmish games on isometric (actually “military perspective”) maps.

I apply a simple set of rules to roughly determine Line Of Sight:

  • If two figures are at the same elevation, I just draw a line between the two and see if it meets any obstacle (at the same elevation). For instance (I) and (M) see each other, but (I) and (N) have no Line of Sight.
  • If a figure is on the top of a structure, it only sees lower figures if it is near a border. For instance, (A) is not near a border and only sees (B) and (J). (D) can see (N) and (K), but cannot see (M) which is not in the direction of the nearby border.
  • If a figure on the top of a structure is on the corner between two borders, it has 270 degrees visibility below. (B) sees both (O) and (M).
  • If two figures are on different levels, an obstacle lower than the elevation of the higher figure blocks Line Of Sight to figures near the obstacle. For instance, (B) does not have Line Of Sight to (N), which is near to a lower building. But (B) has Line Of Sight to (K), which is behind the lower obstacle, but not near to it.
  • An obstacle as high or higher than the elevation of the higher figures blocks Line Of Sight to all figures behind the obstacle (even if they are not near to it). (E) and (M) do not have Line Of Sight.

los

A figure near a corner benefits of cover in the 90 degrees region behind the corner. (O) has Line Of Sight to (G), but (G) is in cover.

I measure distance normally, with the exception that if the elevation distance is greater I use that instead. So, the distance between (B) and (L) is 4, even if the two figures appear to have a distance of 2.

In the following matrix, a * means that the two figures have Line Of Sight. “c” marks the cases in which figures (G) and (I) count as being in cover.

matrix

Isometric One Page Kill Team Breakthrough

I tried One Page Rules Team Kill, with the following 165pts teams (based on the Space Marines army):

Reds:

6 x 20pts Scouts Q:4+ with Assault Rifles (split into two units of 3 scouts each)

1 x 45pts Terminator Q:3+ with Linked Assault Rifle

Blues:

3 x 55pts Tactical Marines Q:3+ upgraded with Machine Guns

As a mission I rolled Breakthrough and I rolled that the Reds will be the defenders, deploying on the left. The attackers (Blue) must occupy the deployment area of the defenders (Red).

Round 1: one of the attackers runs climbs the stairs leading to an upper level. The other two attackers walk forward down the other stairs, shooting at the three scouts at the bottom level. The Red leader moves forward to an upper corner, from where he has line of sight on most of the field of battle. One of the scouts and one of the attackers are killed.

Round 2: the attacker on the upper level keeps running forward: the building with the pyramids covers him from the Red unit at the top of the highest tower. The other attacker walks forward on the bottom level: he manages to shoot down the red leader.

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Round 3: the attacker on the upper level runs forward below the pyramids. The other attacker stuns a Red scout, but is killed by the other. The surviving attacker (Fearless) passes his morale check.

Round 4: the attacker takes cover near the stairs leading to the pyramids. The two defenders that where at the bottom run up to face him.

At the end of Round 4, the match is over and it’s a win for the Defenders. I decided to go on and see what will happen next.

I played three more rounds, with the attacker taking advantage of his good position and superior quality (and a few lucky rolls) to shoot down three of the surviving defenders. The last one was stunned and the attacker runs up the stairs to finish him in melee.

When compared with WarStuff, Team Kill requires a few more dice rolls:

  • you roll several dice for the most powerful weapons (three for each machine gun)
  • if the defenders is in cover (or higher than the attacker) you roll to see if cover stops each hit
  • on successful hits, the defender rolls a “save” die for each hit
  • a last die decides the effect of the hit (kill, pushed and stunned or just stunned)

Figures are not wounded (but for the Tough special rule which I did not use) so no book-keeping is needed.

I think this is an excellent game for isometric drawings with many levels. You also have the options of jumping on the enemy from above. Something I am looking forward to try next time!