Kill Team Campaign
This past year the universe of Warhammer 40,000 has really captured my imagination. Part of it is nostalgia, part of it is just the setting and all the fluff. The only novels I've read in the last year have been Black Library novels. Probably 90+% of the miniatures I've painted in the last year were 40K figures. I'm really having a lot of fun with it.That's not to say I'm not at all interested in historical stuff any more - I totally am. I just picked up Rebels and Patriots - and really looking forward to getting a chance to play it. But it'll have to be with minis I already have painted, because, for the time being, the only thing I seem to be interested in painting is 40K stuff. At some point the winds of change will blow through here again and it will be all redcoats all the time... Until then, I'm riding the 40K wave.I've been pretty excited about Kill Team - though I haven't had much opportunity to PLAY it over the last month or so... I was hopping to ramp that up again in the next few weeks as I w
4.868.018.M41Sergeant Hammer was released after only a few cycles in the medicae facility at the expansiveHaldivar Starport. He had required some serious bone refabrication and muscle stitching and rebuilding, but didn't require any organ regrowth. "Peachy" McGough and Loiselle were kept in quarantine and not allowed to return with him - as they had potentially been exposed to some unknown xenos parasites. It was Hammer's intention to muster the section and anyone else he could and much back out into the jungle to hunt down the vile Xenos that had killed "Doc" Sanders and grievously wounded himself and others. In a debriefing at the Squadron HQ he had leaned the creatures they encountered were the hated "Tyranids". It was imperative to gather as much intelligence as possible about the numbers and dispositions of the terrible xenos threat - to determine the extent of the infestation and where best to direct orbital bombardment. However, upon return to the Troop's Forward Operation Base, he found a si
4.912.018.M41Xoxigar TertiumAgravian subcontinentSector 43 - The Area of Operations for the 222nd Guaiacan Commando Regiment. After such a long transit through the warp and painfully slow movements to orbit their destination world and the woefully disorganized planetfall, Sergeant Hammer knew his troopers were NOT in their best form. Despite all the sim-training throughout the voyage and the constant physical training, their heads were not "in the game". They lacked a sense of urgency. The usual razor sharp edge of their bodies and minds had been dulled. Sergeant Hammer decided the best thing he could do for them was to get them out patrolling in the jungle - pushing hard - looking to make contact with the enemy... The rest of the squadron could finish setting up their forward operation base.Sergeant hammer mustered his section, grabbed "Doc" Sanders, and a couple of the gunners from the troop's special weapons section and headed out for a long range patrol. After a day it was evident this jungle wa
I've been wanting to start a bit of a narrative campaign for Kill Team since it came out. I wanted to get something special ready for the players - a rich background setting of my own devising and a bunch of purpose made scenarios to weave an elegant narrative in the grim dark galaxy of Warhammer 40,000... Well, I'm not quite there. I'm not sure if I'd ever be there... in the words of General George S. Patton; "A good plan violently executed now is better than a perfect plan executed next week..." So I just went ahead and started a campaign this past Friday evening with just bit of background and a desire to build the campaign narrative as we go...What follows is a bit of the background I have hammered out so far and reports of the first two actions of the campaign.Campaign on XoxigarPositioned just on the wrong side of the Cicatrix Malledictum, Xoxigar has felt the light of the Emperor diminish in recent times, though not so much as to be completely forgotten. The Xoxigar system has three inhabited planets.
Wednesday was the third day of our Kamp Kill Team Campaign!If you haven't been following along you can find the first two instalments here:Kamp Kill Team Campaign - Day OneKamp Kill Team Campaign - Day TwoToday followed more or less the same format as the last two days - two rounds of Kill Team games followed by some climbing and some painting. The games are definitely getting shorter.ROUND FIVEIn Round Five we saw siblings battling each other... some siblings get along better than others...Harlequins vs. OrksScenario: Take PrisonersSector Mechanicus - Service HatchesScout Phase - both selected Take Forward Positions - so they had to dice off to see which actually got to make use of it.The Orks got to use the Take Forward Positions strategy.Like most games so far this week, the battle denigrated into a brawl in the middle of the Kill Zone. In the end the Harlequins tabled the Orks in three rounds. They also managed to capture Burny Sandurz and another of his waaagghband for 4 victory points... Stabba got stab
Tuesday was Day Two of the Kamp Kill Team Campaign.You can find out what happened on Day One Here if you missed it:Kamp Kill Team Campaign - Day OneROUND THREETyranids vs. OrksKicking things off, the Tyranids finally faced the Green Menace!Scenario: Extreme MeasuresSector Munitorum - Scavenged BountyScout Phase:Tyranids: Take Forward PositionsOrks: Set TrapsOrks all set up and ready to go - there were six objective markers (the barrels) that had to have demolition charges set on them - by use of a 1 Command Point tactic. The charges could be removed via a similar 1 Command Point tactic. If there were more barrels with charges on them than not at the end of the game the attacker (Tyranids) would win.Tyranids - ready to go. That kid has taken "Take Forward Positions" EVERY. SINGLE. GAME. and no one's thought to make use of the Eliminate Sentries strategy against him!?As with most games - especially those involving Orks or Tyranids the action devolved into a big melee in the middle of the Kill Zone.The Tyranid W
For our last week of summer holidaze, we are hosting a pair of the kids friends (for the day - nine to five, each day, all week) and playing a short Kill Team campaign. I'd invited them earlier in the summer, and had dubbed the concept 40K Camp, but then we went and got all excited about Kill Team and decided to run a campaign all week long... I suppose it could still be called 40K camp... but Kamp Kill Team sounded more fun.Kill Team has an interesting campaign system - while individuals gain experience, the team's standing is represented by a number of not-necessarily-tangible resources - representing their impact on the war effort: Intelligence, Materiel, Morale, and Territory. Unlike most campaigns, instead of gaining these resources through winning games, teams start with a set number of each and LOSE them by losing games (generally speaking - there are a few where you can gain some...). Once a team has had been reduced to zero in one category they become a guerrilla team and can on longer add new member