The box with these in them tipped off the edge of my desk and they ALL broke. There was a big heavy Screamer Killer at the other end of the box and when it got picked up, this lot forgot how to fly. One of the disadvantages of lead figures, they don’t bounce. Mind you if the Screamer Killer had hit the floor instead, I reckon he would have put a dent in it… Not a big deal really, they all need painting anyway and these are not going to make it into my starting Tyranid 75 power army.
Another unloved model in the Loft Full Of Lead is this old Armorcast Haruspex. With the resurgence of my Tyranid horde, I will need this large creature to give my mostly infantry army some decent hitting power. It should go together like this… …but I seem to remember seeing one put together as below, the arms switched so they are out to the sides. I think it looks pretty cool, but I’m not sure if I should just go with what nature intended…
Having tarted up a few Tyranids a while back for Kill Team, I have decided to tart up the rest of my old 1990’s Tyranid mini-horde and get them into 40K 8th Edition. All I am doing is rebasing the models, touching up a bit of the very basic paint job and then inking the hell out of them. I have too many other projects on the go and really do not want to do a major repainting undertaking on the whole army. The rest of the Genestealers, Termagants and Hormagaunts did not take long to freshen up and they amke up the bulk of the horde. Fortunately there are only about six models that need completely painting and they will get a similar scheme to the rest so they sort of fit in… It does make me wonder how many games I played back then with unpainted models, something that I refuse to do these days. I only have one old Zoanthrope model so will be running it as a Neurothrope instead. As for this old Hive Tyrant, it is a bit small by todays standards and the model does not quite match the model profile
As I sit here by a pool with a Gin and Tonic, I have plenty of time to read and ponder what is next on the huge wargaming backlog. As we have been enjoying Warhammer 40K again and bought into Kill Team, I have been sorting through old models to see what can be used in Kill Team. The Tyranids were an easy Kill Team to muster, they did not take much work to get on the table, only needing a handful of models really helps. To give myself plenty of options, I updated a number of models so I can try out a proper swarm team at some stage. As I mentioned in an earlier post, I just rebased them and splashed on some ink. I can now field lots to Termagants or a horde of Hormagaunts with a single Tyranid Warrior to keep them in check. Or I can try the nine Genestealer team… So now I have more than enough Tyranids for Kill Team, I am wondering how long it would take to update all of my old models an make a small 40K sized army. These are all the updated models, but there are a few more boxes that I would nee
Kill Team is a great skirmish level game for 40K. The Commanders expansion raised the stakes a bit, Elites are raising it a bit more, but the Engines Of Destruction expansion is taking it too far. Really? An Imperial Knight or a Land Raider in Kill team?
For my second Imperial Knight, magnetising the Chainsword/Power Glove options was a little bit more complicated then the ranged weapon options on the first Knight. The first step was to get all the bits laid out so I could work out where to make the magnetised joint and what spacers were required for the magnets. I had to do plenty of trimming and drilling on the main arm joint to take a 6mm diameter magnet. Another magnet was added in the Chainsword join on top of some plasticard spacer. This should work well when the whole thing is painted and fitted together.
My Tyranid Kill Team got a another outing, this time against Mr Steinbergs Marines. I decided to drop the Lictor this time and use more Hormagaunts and Termagants to see if a horde of eleven models would be effective. At least it is possible to leave a cheap four poiunt model on an objective and not worry about wasting a model. Also, the multi-wound Tyranid Warriors are rather good, they stay at full effectiveness long enough to get up close to the enemy. I had originally thought a Lictor would be a key model in a Tyranid Kill Team, but now I am thinking that two Tyranid Warriors with the rest being Termagants, Hormagaunts and Genestealers are the best way forward. But I do still have to try an all Genestealer Kill Team, nine Genestealers, nasty…
The second Imperial Knight got started over the weekend, the legs and the torso getting completed and ready for some weapon options. This one will be a Paladin so I need to make the Gauntlet and Chainsword interchangeable with some magnets. I just need some bigger magnets, but that is what eBay is for.
My Tyranids had their first Kill Team outing against a horde of Mr Steinbergs Greenskins. I tried out several of the Tyranid model types, obviously a couple of Genestealers got a try out, they are close combat experts and are likely to always get an outing. A Tyranid Warrior with Boneswords is an intimidating opponent, with three wounds to take off before there is a chance of a fatal flesh wound, it hits hard with plenty of attacks. Mr Steinbergs Orks have plenty of flamers so charging them is a pretty dangerous undertaking, so using a multi wound model at least gives a chance to fight in melee at full strength. The cheap points cost of the Hormagaunts and Termagants mean there is usually plenty of them knocking around to attack any nearby enemy models, but with a low strength, they struggle to wound opponents. The Orks are better in melee than at ranged combat, so it turned into a slug fest as close combat suited both sides.
After the first game of Kill Team with my Tyranids, I thought I would finish off a few more of the more basic troop types so I can try a horde team. Three more Genestealers, a fist full of Termagants and a three Hormagaunts should give me plenty of scope to try out a fifteen model Kill Team. At the very least, it will give my opponents plenty of targets to shoot at…
My first 100 point Tyranid Kill Team did not take very long to get on the table. As the previous post showed, I just rebased the models getting rid of the very old original square bases. A very light bit of touching up, hardly any really, and then a splash of ink did wonders. I may take a bit more time on the extra models in the backlog now that I have 100 points to game with. The Hormagaunt is very dark, I may lighten the others up a bit more. Can’t do much with the Termagants, especially as there are so many of them, they will stay brown… But the whole lot look a damn sight better than they did a few days ago.
Plenty of Kill Team going on at the moment, this time my old Blood Angels had a go against some of Mr Steinbergs new Orks. There were plenty of Ork Burnas, so I did not fancy charging them unless I really had to. Sometimes it just best to hold the high ground and cover the area with superior firepower, in this case a heavy bolter. We played an objective holding game again using the small generator bits as the object to hold. With plenty of Burnas heading towards the outnumbered Marines, it was vital to get some flesh wounds on some if they could not be taken out altogether. I have found it is possible to have a model position itslef half way up a ladder, very handy! It is very difficult to defend against several Burnas rushing towards a single bloke guarding an objective. This Space Marine model is one of my favourite sculpts from the classic era, usually my squad Sergeant. The Burnas are actually quiet good in melee, their flamers act as a very heavy blunt instrument. A few multiple combats soon sor
Mr Steinberg and I played out the Till Team Assassination scenario with my Elucidian Starstriders having the unenviable task of taking out a Space Marine commander. I had the Industrial Tower terrain up, again, but it is new so I am using it a lot! As the Elucidian Starstriders had to advance on the Space Marine position, I set them up around Larsen van der Grauss as his Voltagheist Array provides an Invulnerable save to nearby friendly models. Before the target of the assassintaion could get up off the ground level, the heroic hound, Aximillion, charged the commander to at least try to hold him up. The rest of the Elucidian Starstriders tried to draw some fire while the main group moved towards the target… The Primaris Reivers managed to sneak up on the poor Voidsmen and make short wort of them. It got a bit hectic next, so no more pictures, but the Elucidian Starstriders managed to charge the Space Marine Commander, Elucia Vhane leading the way. Although Vhane got a few hits in, Space Marines have
So many games of Kill Team over the last few weeks, trying out new forces and working through the scenarios. Mr Steinberg wanted to try out a predominantly Scout force with a couple a single Primaris Marines. My Grey Knights had to advance across the combat zone into the waiting Scout snipers and various Scout weapons fire. The objectives were scattered on differents levels, so forces had to be divided leaving lone models vulnerable. Sometimes you just have to rely on the excellent armour of Space Marines and just take the hits, after all, reaching the objectives is what wins the game. With the Scouts having taken up a defensive position, the Grey Knights moved and once within 12″ the Rapid Fire of their Storm Bolters proved very effective. The Psychic phase is great for the Grey Knights, almost a free Mortal Wound dished out every turn. It did not take long before a few of the Scouts were out of action. With only five models, any losses on the Grey Knight side hurts a lot, so once they were close
For a tight games of Kill Team anf Rogue Stars, four towers makes for an interesting game. With the Kill Team obscured rule being nice and simple, a target is eitehr -1 to hit or not. This setup is three Pringle Towers and one self supporting Crosswalk Tower. I have also made a slightly higher ground tile for some variation. Just wait until you see what is next!