WH40K


Kill Team Game

Mr Steinberg and I had a game of Kill Team recently, my Elucidian Starstriders against his Astartes Marines. This was a simple take and hold objectives game with one in the middle and four more dotted around. Some nice large crates had Voidmaster Nitsch and the Assassin make good use of cover to keep out of line of sight ready to charge heroically into combat. The trouble with holding an objective is that some poor chap has to go stand next to it in the open. Voidmaster Nitsch was not quite close enough for a charge so he moved up to try soem ranged attacks. Meanwhile, Elucia Vhane charged into the Marines, she is a tough cookie so can take care of herself. The Starstrider Assassin failed to charge a couple of times, leaving the Starstriders to get a bit outnumbered. The Assassin was still not charging. The Starstriders did manage to hang on to some objectives and squeak a win, but it was very close. Kill Team is a nice game, a great opportunity to work on a nice small group of models.

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Rather Old Servitors

I have had these old Servitor models since they were released sometime around 1989 I think. At least one is a Bob Olley sculpt, if not all of them. They were painted way back then, but they were pretty bad so they got the Nitromorse treatment and repainted. I saw Showboxes Servitors some time ago and I really liked the whole Borg style and was tempted to give the grey scheme a bit of a go, but they would not have fitted with the rest of the starship crew I am working on. So I went for a more human skin tone. I will have to rip off borrow Shoeboxes scheme another time…

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Industrial Kill Team

I am getting to the point where my MDF industrial terrain is just about what I had in mind when I started, multiple towers, linked by walkways. This game had three towers for the Elucidian Starstriders and the Deathwatch to do battle over, five objectives to hold for as long as possible. The Deathwatch are an elite unit of veterans, each armed with specialist weapons and skills. The Deathwatch Marine below has a Voidsman in his laser sights… Joken’s entire Space Marine collection was on the table, that right, five Deathwatch models, very nicely painted. Space Marine armour is hard to crack, sometimes even hard to hit when they are over half range and obscured. The Starstider medic must be in the right place at the right time to be able to take a flesh wound off a friendly model, it worked once… Finally worked out how to do melee combat correctly, Ms Vhane is a tough cookie. Not so tough is Knosso Prond the Assassin, she took plenty of flesh wounds before getting into combat. Only one

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Elucidian Starstriders

They took a while but I am pleased with them. Lots of detail but fortunately only a few models so I wanted to spend a bit of time on each one. These are the Elucidian Starstriders, a small band of Rogue Traders under the command of Elucia Vhane. Although she does not look that dangerous, Elucia Vhane packs a hefty close combat punch and is remarkably durable. Larsen van der Grauss has an area effect protective field, but in a game like Kill Team, the models get spread out quite quickly. Equipped with some Krugeresque claws, Sanistasia Minst is the team medic, quite a lot of points for a medic who has to be 1″ from an injured model to have an effect, but I will have to see how she fares. Any good Rogue Trader team needs an Assassin and Knosso Prond is it. For some heavy firepower the Voidsman Gunner can lay down some suppressing fire while the rest more forward, at least that is the plan. Voidmaster Nitsch and the hound, Aximillion. Nitsch has short range weapons but in the confines of densly pack

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Space Marine Battle

After the Knights versus Titan game a few weeks ago, we used the same setup to have a game of Space Marines against Space Marines. For a change, I decided not to use any Death Company, no Sanguinary Guard and no named characters. My old Terminators on 25mm bases should give you an idea of the era I come from. A good deal of Mr Steinbergs marines are of a similar age, so we had plenty of old beaky marines converted in all sorts of ways. The missions and objective cards make the latest 40K version a good game to play, points are easily won and lost. Having units that can get around quickly are generally a benefit. I had a Tactical Squad in a Rhino to try to give them plenty of speed when trying to get to an objective. The Baal is a great shooty vehicle when armed with an Assault Cannon, Heavy Bolters and a Storm Bolter, 20 dice I think… Mr Steinberg had Veteran squads, armed with various weapons, these started the game guarding one of the objectives. This is quite literally a heavy metal Dreadnought

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The Showdown

As already mentioned, we decided to have some fun and pitch an old Armorcast Reaver Titan up against an equivalently pointed up Knights army. My Reaver Titan does not come out to play very often, it spends most of its time sitting up on the top shelf in my study gathering dust, some of which is still evident in the pictures. According to the profiles I have seen for a Reaver in 40K 8th Edition, a Reaver is 120 Power, so Mr Steinbergs task was to form up a detachment of Knights to take it down. Four Knights and Four Armigers took to the field to unleash plenty of firepower against a single target. The Reaver Titan was armed with a Dual Turbo Destructor Laser, a Twin Titan Mega Bolter and an Apocalypse Missile Launcher, three powerful ranged weapons against a multitude of Knight weapons. Turn one started with the Knights all moving and using their special Knight House which allowed them to fire after advancing. The Knights inflicted nine wounds in total on the Reaver, still leaving two left before the Reav

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What Happens If…

We are planning what could be an interesting game of 40K this weekend, it is an attempt to see how a single Imperial Reaver Titan will do against a Knights army. Will it be a quick game? For sure it will take a while for the Reaver wounds to be reduced, it is more a question of how quickly can the Reaver take out each Knight. The Reaver Titan has three very powerful weapons so could fire at three different targets each turn. It will be an interesting confrontation and we will attempt to capture the results.

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Kill Team Guide: Tips and tricks for Veteran and Zealot Specialisations

I was initially cool on the idea of the Veteran, blinded as I was by ogling the higher tier abilities. However, on further examination of the tactic I think it will be one of the most used Specialisations and is destined to get calls for a nerf bat. Zealot… well, it sounds cool?Here are some of the ground rules before we go into discussing the Specialists. I’ll only be talking about them in terms of Matched Play, which means the following:Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)VeteransThe one specialisation I would go cowboy with, having supreme first turn mobility when paired with an assault flamer weapon. They’re also slightly more resistant to the fear caused by going solo.Grizzled: This model ignores penalties to is Leadership characteristic and Nerve testsNot as exciting as some of the other Specialist abilities and probably not all that helpful to yo

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Bonus article: Blood Angel Anti-armour for Spoonlamp

I’m trying to stick to a lower but consistent blog schedule, usually taking Tuesday, Thursday and the weekend off. However, I’m always eager to respond to reader requests and Spoonlamp had this question:"I know you've been concentrating on Killteam lately,  but any thoughts on scalable anti-armour for Blood Angels? Hellblasters v Dev squad?Redemptor Dread v Pred?"It’s a good question, and the answer is largely the same for any Space Marine force. As of now Hellblasters are your best bet for anti-armour, but that comes with a few conditions. In general with Blood Angels your best options are going to be melta-gun Assault Marines or any close combat unit with a power fist. However, we'll look at the traditional anti-armour options with this post.HellblasterHellblasters with their plasma incinerators offer the best balance between offence and defence for a Blood Angel player. They’re twice as tough as Devastators (quite literally… double the Wounds), and can be more damaging for their points. They’ll also p

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Kill Team Guide: The surprising uses of the Scout and Sniper

Happy Monday everyone! Here we look at the Scout and Sniper, both of who evoke images of sneaky ninjas, spelling death from the shadows. However, one is better at being a big meaty wall and tackler, and the other is better as a machine gunner!Here are some of the ground rules before we go into discussing the Specialists.I’ll only be talking about them in terms of Matched Play, which means the following:Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)ScoutNot a great specialisation at first glance but has its uses when you’re better at the game. This really comes into its own in campaign and higher tiers, so if you’re a new player and only sticking with Matched play it might be a good idea to skip.Swift: You can re-roll Advance rolls for this modelWoo? Okay, not the best ability, but I’m hoping this had synergies with factions when we investigate them later. In all

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