Welcome to our first Hammerteam Mini-Tournament!
This was originally planned to have all 5 of us, but snowy conditions forced Jack’s Dark Angels to abort their Deep Strike attempts, so we carried on with the other four of us doing Kill Team games against all the others. We used the rules for Kill Team released by GW a couple months ago, which presented us with new, fun challenges.
The relevant rules for Kill Team are:
- 200 points
- No HQ unit
- 0-1 Elite
- 0-2 Troops
- 0-1 Fast Attack
- No Reserves, Scout or Infiltrate allowed (so no Flyers)
- All models operate as individual units
- 3 models are given USR (Universal Special Rule) such as Rage, Armourbane, Counterattack, etc.
- 1 model (generally the sergeant/champion) is the Leader and gets bonuses after each battle
- The winner is the commander with the most victory points after all battles
So without further ado let’s dive into the battles!
Space Wolves v Necrons
From the Space Wolves perspective
With our deployment and David’s infiltrate ability in use, I found myself surrounded by greater numbers of Necrons. David took out a marine with his Immortals for first blood and I was able to retaliate with my dreadnought & plasma specialist to balance things before the flayed ones reached me.
A couple of marines charged around the hill in the middle to engage the scarabs with one making it into combat – to prevent it going after Thorgrimr.
With the flayed ones assaulting my grey hunters I managed to kill one before falling to their greater numbers.
The scarabs not held back by my grey hunter did what they do best, charged forward and munched on Thormrimr’s ankles to remove 3 points of armour all the way round! The timer ended here, with no decisive blow dealt to either side and no one claiming the objective.
From the Necrons perspective:
Relictors v Chaos Space Marines
From the Chaos perspective
Relictors won the deployment roll-off and placed their troops behind the hill for total cover. First turn, the Relictors moved up and wasted attacks from 2 troopers and the Land Speeder trying to take out my one cultist with a heavy weapon – then the Spawn swooped in up and over the hill to deny the objective and luckily killed the Land Speeder in the first round. With T6 and 3 wounds each the Spawn would be pretty hard to knock out, and initially I wanted to hold my Cultists back because they are quite weak.
I had to move the Cultists up eventually, into the cover of the ruins, to mitigate the possibility of them getting wiped out by the Death Company. Luckily for me the Relictors didn’t advance to get rapid fire, but still a few did get taken out.
By the time the 30 minutes were up the Cultists were pushing forward but with 12″ move and Move Through Cover the Spawn were just about to assault the remaining marines (above) before time was up.
Result: 5-1 Chaos win
Relictors v Space Wolves
From the Space Wolves Perspective:
Deploying onto the same table, but on the opposite side from the last battle, I thought I would copy David’s tactic (gunline behind the low wall for cover in case I lost the first turn), which seemed to work quite well. Shane’s deployment and early moves left his landspeeder out in the open – far too tempting for Thorgrimr to ignore, some lucky rolling meant it didn’t last long, which was a relief as I didn’t want it hassling my Grey Hunters.
My Plasma gunner took out Shane’s leader, returning the favour – my leader came under fire from a hail of bullets (8 hits) and survived them all. Shane’s Death company closed ranks, swarmed over the objective and charged, with the plasma gunner misfiring nearly killing himself – only his feel no pain saving him!
One of Shane’s specialists charged my leader and they managed to kill each other! Although no one claimed the objective both sides took heavy casualties ending 6-2 to space wolves.
Result: 6-2 to Space Wolves
Necrons v Chaos
Again on the same table, starting the same side as battle 2, I chose to deploy in the same position – which was a mistake I realised as soon as Frank deployed. All of his troops were in cover, had I swapped sides, he would have been forced to deploy mostly in open ground – with the majority of his force having little or no armour save, I could’ve really capitalised on it! I managed to win first blood by killing a cultist early on and my Dreadnought singled out another cultist armed with an autocannon. Frank followed up with his Chaos spawn although I managed to take out one with the Dreadnought and moved his cultists into position on the objective. I moved a couple of marines into contention for the objective and got sucked into fending off the remaining spawn.
The cultists managed to claim the victory by sheer weight of numbers taking down the two marines holding the objective, the spawn mopped up a few more victory points by taking out my leader and a bodyguard in close combat.