So here's my battle report. This is a solo game using AHQ tiles. I made some custom geotiles and linked three together. The objective is just to get from the entry corridor to the exit corridor. At the beginning of each round, I roll
D6 to see what reinforcements the enemy gets: 1-2) none, 3) Termagant with fleshborer, 4) with spine fists, 5) with devourer, 6) Genestealer.
I'm using slightly modified solo rules from Deathwing. Tyranid reinforcements move on at the entry point closest to my kill team, they don't have to lurk. Termagants try to position themselves so they can make a ranged attack at the longest distance, and always advance if they are further than 6" from that position. Genestealers position themselves as near as they can out of line-of-sight, and charge if they are within 10 squares of one of my models. My kill team can secure entry points my moving next to them. Doors take 1" of movement to open or close.
The tyranids don't get command points, my Kill Team does (even though it's not a battle forged team). I don't make injury rolls for a tyranid, they are always taken out of action.
Here's my kill team:
https://flic.kr/p/2cryckF As promised, these are the first
40K models I ever bought. 1) Gakagus, an ork boy combat specialist; 2) Kylla Condotti, a guardsman sniper specialist, 3) "Old Pirate", a Veteran specialist with a knife and hand flamer, 4) Brother Crispinus, a marine sergeant leader specialist with a power axe and bolt pistol.
https://flic.kr/p/2cn6zts - I use the old pirate's veteran tactic to quickly secure the first two entry areas. A genestealer is my first foe. One tactical difference between Kill Team and Space Hulk is that if the Genestealer charges at me from beyond a closed door, I can't make an overwatch shot. Instead I use a command point to counter-charge with brother Crispinus, who chops the 'stealer up. As the game progresses, Decisive Move gets used a lot to counter-charge, as I couldn't let the tyranids press me back. I have to keep moving so that they can't build up reinforcements.
https://flic.kr/p/QiH4xw - This fairly open area around the air processing unit is the only point where a firefight occurred, although it was ineffectual for both sides. The orange counters to the top-left area auto-fire gun mounted in the ceiling.They are lasguns with a
BS of 5+. The first time a model passes underneath one, it gets shot at. The tyranid reinforcements need to pass underneath these, but none have been killed yet. Still, I'm feeling quite confident at the point and I'm wondering if I made it too easy.
https://flic.kr/p/2crycRR - I'm doing my best to press on, but tyranid reinforcements are building up. My combat specialist ork is at the back because he had to catch up from securing an earlier entry point. During the fight phases along this corridor, the old pirate's hand flamer gets used a number of times when combat gets bogged down after ineffective charges.
https://flic.kr/p/2crycG2 - Now I'm in trouble. Two genestealers, and they continually pass their lighting reflexes save (they roll 5 after 5 after 5), and brother Crispinus falls. I'd used a lot of command points to try and help here (Lead By Example, Decisive Move, tactical reroll). I forgot that I had grenades, and one might have been useful here.
https://flic.kr/p/QiH47G - I back off, hoping that the auto-fire gun will get some lucky shots (nope), and down goes Gakagus. I end the game here because I'm out of time. It looks like they won't make it though, as at best I think reinforcements will arrive as fast as I can take out tyranids. But the exit corridor was in sight!
This game was quite linear, although some of the geotiles I made do offer alternate paths. Next time, if I'm only using four models on my team, I should adjust the reinforcement table to either reduce the number of oncoming enemies or reduce the chance of a genestealer.