Kill Team: Code breakers

Death Guard Vs Astra Militarum

We played the kill team arena mission codebreakers. Both sides have to “tag” objectives to control them – controlling half the objectives scores you one point a turn while controlling more than half scores you two points.

Astra Militarum (Cadians)

Sergeant with chainsword and las pistol (Leader)

Guardsman (Comms)

Gunner with grenade launcher (Heavy)

Gunner with flamer (demolitions)

Gunner with grenade launcher

14 guardsman

Death Guard

Plague Champion with powerfist, plague knife and bolt pistol (Leader)

Plague Marine Gunner with plasma gun (Demolitions)

Plague Marine Gunner with Blight Launcher (Heavy)

Poxwalker (Zealot)

4 Pox walkers

2 Plague Marines

The Cadian Astra Militarum deployed in two large groups with all of their special weapons (two grenade launchers and a flamer) plus their comms specialist and leader on the right hand side sending them down the long corridor towards the Death Guard’s rear objective.

The Death Guard likewise split into two groups, with a lone Plague Marine (made the chosen of grandfather Nurgle using a pregame stratagem) leading two poxwalkers towards the weaker group of Cadians while the Plague Champion took the remaining Marines and pox walkers to face the main Cadian attack.

On the left hand flank the Death Guard took the fight to the enemy advancing towards the Cadians near the objectives. The Chosen of Nurgle Plague Marine used his grenades to good effect and weathered a storm of enemy fire without injury.

On the right hand side the Imperials took the initiative and ran towards the chaos lines. Two pox walkers formed an effective barrier and contained the majority of the Cadians in the long corridor for much of the game.

For the first three turns the sides traded points from their side missions without threatening the main objectives aside from a lone Cadian who fell quickly in melee with a Plague Marine.

In the final turn both sides made rushes on the opposing objectives. In the Death Guard case this was a by product of collecting all of the bounty hunter points from the slain enemy models (from the bounty hunt side mission) but the situation was recovered by a cleverly disengaged guardsman. The Cadians made a more deliberate effort with a combination between a single guardsman and the orders from the sergeant leading to a very long run from the guardsman only to be stopped at the last moment by rapid fired plasma. The rest of the Cadians attempted to bring down the plasma weilding specialist in order to score their high value targets mission but despite 3 lasguns, two grenade launchers a flamer and a krak grenade he emerged with a single flesh wound.

At this point the Death Guard’s nerve broke but too late for the Imperials as the game ended leaving the final score at 10-8 to the Death Guard.

This game highlighted again the dangers of getting trapped in the tight confines of the arena maps. It also impressed on us how much fire power a Plague Marine can withstand, even in the open. The game was a tense affair with prolonged fire fights and brutal close combat ending with some desperate dashes towards objectives. Throughout the game there was never more than two victory points separating the two sides. All in all it was a great game and we’re looking forward to playing again.

Victory to the Death Guard!

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