I am playing the Mounties, with the Red sailors on autopilot. This means they will mostly be looking for places to shoot from, except the two with Molotovs who will move forward.
Deployment: (up to three inches from board edge)
![]() |
| RCMP setup. |
![]() |
| Constables look for sniping positions. |
![]() |
| Sailor setup. |
All figures in concealment. Sailors win initiative.
Turning Point 1: All sailors on Conceal orders, as they're unlikely to see anything they can shoot this turn. All Mounties except the rightmost are on Active, hoping to move and shoot; there are no opportunities.
| Positions at end of Turn 1. |
| "Should we really be on Active, where the enemy can see us?" |
Turning Point 2: (5 pics) Sailors win initiative again.
| Sarge and his pet hide behind a Wendy house. |
- The Lewis gunner kills one Mountie.
"Reach out and touch someone." - His partner returns fire, but totally whiffs his shooting rolls - nothing but ones and twos!
- In return, the Mad Bomber (number one) hurls a flaming bottle of cheap liquor at the sergeant and his dog. The dog yips and flees the field (I couldn't bear to just kill off the poor thing). Reynolds is severely injured (two wounds left) by the burns and flying glass and as the Wendy house catches fire...
- And his weak pistol shot misses.
- Constable in woods badly hurt, down to two wounds.
- Mad Bomber (number two) takes five wounds; despite cover and limited to a 5+ save for his other two rolls, he survives to rush his assailant. The Constable is only slightly injured, cover sheltering him from the blast.
- The badly hurt sailor succumbs to musketry from the woods.
- A second Constable is killed.
- Return fire knocks his killer down to one wound.
- A little plinking back and forth does light injury to the right-hand constable and one of his opponents.
"Eh, might as well." - The last sailor moves forward to shoot at the sergeant, who lies in the bracken at the edge of the wood, but he misses.
Casualties: Two Mounties killed, two badly wounded. One sailor dead, two badly wounded."I can see you - wait, who put sand
in my mechanism?"
Two mistakes this turn - I kept forgetting the sailors had 5+ saves and only seven wounds, and I transposed one of the bombers for a rifleman, using the latter to throw the grenade. In both cases, this may have made a difference, though not much. I might have avoided loss on the left by Concealing figures (which cannot be seen until opponents are within 2"), but at the cost of leaving them nothing to contribute to the fight this turn.
I think a retreat is in order.
Turning Point 3: (pics) The Mounties finally win init, allowing them to activate a figure first.
- This will be the constable on the right, who is completely in the open. He kills a sailor (also in the open) and moves back far enough to be in the woods and out of sight.
- A sailor tries to pick off the badly wounded Sergeant Reynolds, but misses.
- Reynolds crawls away.
As the last unhurt Mountie retreats into the woods, I decide that to attack any of them the sailors will have to get to within two inches (per the rules for ignoring Concealment). This would, however, expose them to Counteractions even though otherwise the Mounties can't act, and none of them would get within 2". I considered crowding them around the Wendy house, but I declared it afire earlier in the game. They move into cover as the surviving Mounties limp away.
| A disheartening result for the pride of Canada. |
Turning Point 4: (last 2 pics) At this point, it feels like a standoff. Because both sides only have two actions (unlike the Marines in the previous games which had three) it's impossible for the sailors to get into the woods AND shoot at the Mounties. Two of the Mounties are intact (one uninjured, the other taken one wound) but their compatriots are so badly hurt (1 and 2 wounds respectively) that it makes sense they would help them off the board rather than try to kill something more. The best result would be that BOTH sides would bottle out, and it's likelier to be the Mounties if only because the Lewis gunner can stay out of view until it's his turn to unleash hell.
Besides, this was only supposed to be a scouting trip, so...
End result:
- Two sailors killed and one down to one wound, out of eight total.
- Two Mounties killed and two down to one or two wounds, out of six total (plus the dog, who, despite Reynolds' fondness for him, does not count).
The miniature meeting engagement ends with the Red sailors holding the field of battle.
So, I think Kill Team works for this. The catch is that it is largely focused either on figures with twice as many wounds (the Space Marines had an average of 14) or with rules for special actions and equipment for each figure and faction that make them more durable. The "heavy weapon" I gave the sailors, on the other hand, could easily have killed one Mountie a turn if only it could see them, which luckily for the Mounties it didn't. I've read that KT relies heavily on having a ton of cover, and I probably could have used even more. Figures in this game must expose themselves to shoot (even though still in cover) and given the low number of wounds this can lead to debilitating injury in short order. This is why Marines are the poster boys of 40K and the best beginner faction - 3+ to hit and save is miles better than 4+ to hit and save, not to mention that ordinary humans have only two Action Points. Two firing phases with human rifles are enough to kill another human.
Maybe I'll look at a few more of the special rules for individual operatives and teams. Snipers, for example, can remain Concealed and still fire (ie, firing doesn't necessarily mean they can be attacked back). Elite troops might need those extra actions. Command Rerolls would have come in handy too, and I think in the full rules the underdog (ie whoever's in worse shape or has lost initiative) gets more such "special" actions. Of course this would increase complexity.
All in all, though, an okay if quick game. Might be better with more figures on the board too. I found a scenario in one of the CS Grant books in which six elites must tackle twelve basic guards to rescue a hostage, which could easily be represented by a moveable objective. Gurkhas as Heavy Brawlers, perhaps? Something to work towards...





