Kill Team last night.
We had a couple of boards set up for Into the Dark. I got into one.
Ork Kommandos vs Corsairs
My game.
Custodes vs Hand of The Archon
For a compendium kill team, Custodes have quite a few tools that allow them to hold their own against bespoke kill teams. Getting in tight quarters like this allow me to stay close with a melee SoS and my Guardians. I can then spend a cp to have them dual activated and then both charge to get into melee with a single target.
If it is something that I don't want my Guardian to eat damage on, I will have the SoS fight, and instead of her hitting on 3+ on 5 attacks, she is now landing on 2+.
I murdered this melee specialist unit, and my Guardian had two more actions after this fight, so I shot and killed my opponent's heavy gunner that is off camera to the right. Massive game changing turn.
I will have to note that the HoA is very dangerous, they have tricks that make you spend extra cp on a strategic ploys.
Also that team has a dangerous unit that can throw a poison grenade. If it lands it ticks damage onto your units effected and they are all injured (don't move as far and hit their shots worse) the rest of the match.
I won and look forward to the next time playing this format.