Showing posts from April, 2019

Kill Team - Mistakes were made

With the upcoming Badab War campaign I got excited about making another Kill Team. Its rather addictive. One a mad crazy impulse I bought a box of Grey Hunters and a box of scouts from Mighty Ape. With a 15% sale the price differential wasn't too bad. They arrived in a couple of days which I can't get from the UK. Ordering a Tactical box makes for a Kill Team and a whole number of alternatives and spares. So I now have a decent number of models to make up a Tiger Claws kill team. Using the Space Wolf models gives the team a rather barbaric look with a large number of totems and strings of claws. These could just as easily be a feline totem animal trophy rather than a canine one. I made some bases using the roller I got from Scott Bowman so I have some cobbled texture. I mixed in some spare standard marine parts (who doesn't have plenty of those?) to make them look a bit less wolfy. Looking at the photo makes me realise how much barrel drilling out I need to do.

Badab War Kill Team

Alan, Richard and I have decided to get in some more games of Kill Team using chapters from the Badab War. We will start playing this after Call to Arms. Using Kill Team makes it really easy to get into the game. Alan is going to make some Characaradons, I have the Executioners and Richard is making the Astral Claws. The Badab War chapters come in two flavours, original from the 1980s and new recipe from the recent Imperial Armour books ~2010. There is plenty of opportunity for painting and modelling. The club also has a Salamanders army. The Salamanders were also part of the Badab War so someone can use those if they want to join in. Using the same armies gets away from the mismatches where 5 marines are trying to corral 20 Hormagaunts. This is especially true if we are using the Arena rules where its a great advantage to have a large number of bodies to block up the objectives. We will be looking for additional players to join our narrative campaign.

Ghost Archipelago at Call to Arms

We are going to be putting on a multiplayer game of Ghost Archipelago at Call to Arms this year. this will form the season cliff hanger for this chapter in out campaign. The first day will be a race to the cave entrance which means the Heritors have to either hack their way through the jungle past hostile natives or row down the river while the same natives take shots at them. This is the small temple, its a plastic bowl and polystyrene ball coated in plaster and then the stonework scribed in, then some grey and brown coats of paint. It needs a few more coats of paint and then a base. The second scenario features a race to the pool of life, across an underground cavern lit by rivers or lava and harassed by hostile native who think it is their sacred duty to guard the pool from all intruders. Alan gave me some Expanded PVC to try out to make the terrain. I need to make some Lava rivers and pools and a central pool to form the final objective. I also got some wedding

In the Bowels of the Station Kill team Head Taker

I got in a game of Kill Team against Richard. Richard was using the Apostles of the Abyss from Blackstone Fortress and I was using my Executioners. As befitting the tight confines of the Apostles lair we played using the Arena rules and one of the interior maps. Being Arena noobs we played the first mission in the Arena pack. Here are my Kill team in their deployment zone. I have a Marine sergeant as the leader, A marine sniper with a plasma gun and a marine heavy with a heavy bolter. I also have a Primaris sergeant who is a combat specialist and two primaris marine gunners with auxiliary grenade launchers. Here is Richard's horde of cultists, mutants and renegades who have turned against the light of the Emperor. The look in need of a good purging. Richard's horde race out of the starting room and head towards their objectives. The Executioners advance into their objective rooms and then continue to set up their sweep. Here are my positions after my moves in