A look at my current Kill Team and its background
Lately, I've been swamped with RL: camping, road trips, new baby on the way, getting car fixed after hit-and-run, getting other car fixed after alternator pooped out (twice!), new puppy, never-ending work on a new house, etc. So I haven't been paying much attention to my beloved Tau lately. There is a tournament coming up in September that I hope to attend, but I'm feeling a bit worn down by 40k right now. I think back to 2nd and 3rd edition where a regular game took 1.5-2 hours. Now you are lucky if you can complete a game in 3, which makes tournaments that much crazier as everyone is playing at hyper speed. Tournaments are pretty much all I have time for, since they get me the most game time in a day, but it is exhausting (especially when you are the one running it!).
Anyways, enough complaining, time to talk about Kill Team. I organized a Kill Team Campaign for my group which is an ongoing event for us. People play when they can with whoever they can and people can join in whenever. I'm finding it very enjoyable, as the games are more relaxed and they are much shorter.
The rules we are using are fan-made and are superior (imo) to GW's version. You can check them out HERE. They have actually stopped official updates for now, so you can hit up their facebook group HERE for continued fan additions, or their official forums HERE. We are using an expansion I wrote called "Port Malad."
|Shas'El Bork'an Tak'Hui "Mystery"|
|Shas'ui Bork'an Soo'is "Dancer"|
|Shas'ui Bork'an J'Mont'ka "Hammerfist" and the team's shield generator|
|Shas'ui E'ka "Quickstrike" (Vespid Stingwing Counts-as)|
|The "Warhounds" and "Sly Rodents"|
|Night Jackals gang members and leader "Knifehand" (Kroot Counts-as)|
Here is the fluff I wrote after the first two games. One was against an Ork player and was the "last stand" mission. Ironically, my Tau were the ones surrounding and attacking an ork camp.
If the Night Jackals could hold up the Be’gel reinforcements long enough, the prize would be his. A simple Pincer attack should suffice for these brutes...
"Shas'El, I think that there is still more to be learned through observation. By my counsel, we would use this repreive to gain a greater understanding of this gue'city's economics and heirarchy. Sundown's mission was not intended to be a full military operation, but a systematic removal of resources, leaving an alliance with the Tau as the only hope for survival."
Shas'El Bork'an Tak'Hui folded his arms across his chest. "Wise counsel, as always, Por'vre Hesh'ke. But what shall our enemies be doing while we watch and wait? We have gained a tactical advantage and it would be a crime against my teachings to pass it up."
The Por frowned. Counsel discussions between differring caste members often went this way. In the end, the Shas'El had the authority and he would do what he thought best, regardless of the counsel of VreHesh'ke. El'Tak'Hui was an exceptionally stubborn Shas, and even Vre'Hesh'ke's masterful diplomacy skills did little to persuade him. Even so, he would try another tact.
"The current military advantage was an inevitable outcome, based on our forecasts and calculations. The unforseen factors are still well within the acceptable variance for threat parameters. If we deviate from the prescribed mission at such an early stage, we can no longer predict the outcome of our mission. Tau'va dictates that we choose the path we know to end in success, lest we risk the lives of every team member due to an early deviation."
The grizzled Shas stood in silence for a few rai'kor, sighed, and sat down . "Very well, Por'Vre. We'll do it your way. By the Aun, I long for a straight up fight. These eco-deterioration methods are taxing my spirit."
He heard the low whine of a Gue aircraft's engines and looked out over the lower hab's sloping skyline. El'Tak'Hui could see a small cargo ship, barely an inter-atmospheric skiff, descending toward landing platform 12. The unmarked vessel looked like one of their hired smugglers, most likely carrying the reinforcements and resupply that El'Tak'Hui had requisitioned from their home ship.
For example, I never suspected one of the 'Kroot' to be so proficient in close combat, but the leader model actually killed a Stormboy and ork biker in close combat all by himself. Quite an astounding feat considering how weak the model's stats are. As a reward, I gave him an actual name "Knifehand" to show his ability.
In general, everyone performs as expected, drowning enemies in pulse shots. The plasma is a new addition that I have yet to use. I upgraded my team's base so that I can field all my models in the same game (250 points allowed).
I've lost a couple firewarriors as casualties, but I bought them back at the end of the game with my new points. With only two games under my belt, my team hasn't developed tons of skills yet, which makes it a fun time wondering how they will grow over the course of their mission in Port Malad!