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  1. So I really need to clean this thread up and make it less disorganized and stuff. So in here you will find: 40k Grey Knights Adepta Sororitas Inquistion Exorcists Chapter Deathwatch Militarum Tempestus Adeptus Mechanicus Imperial Knights Raptors......No longer have this army Thanks GW 30K Raven Guard Adeptus Custodes Sisters of Silence Necromunda Redemptionist Completed models/ squads HQ Terminator Librarian Reynald de Vichers Inquistor (Interigator) Abygayl Selene Brotherhood Champion Landry de Lauzon Techmarine Talus ELITES Venerable Dreadnought Draper TROOPS Strike Squad Tancrede de Hautville Strike Squad Gaiwan de Monglane Strike Squad Godfrey de Caux Termnator Squad Tibauld De Gaudin FAST ATTACK Interceptor Squad De Plessiez HEAVY SUPPORT Purgation Squad Des Barres FLYERS DEDICATED TRANSPORTS Razorback "Long Swords" Kill Team Octarius Hand of Titan Raptors Hqs 10th Co Chaplain Arthurus Phobos Libraian Hes Elites Chief Apothercary Chraddas and Apothecary La Rocha 5th Scout Squad led by Veteran Sgt Helios Troops Fast Attack Heavy Support Dedicated Transports Flyers Lord of War Terrain Other Project Back to Badab Kill Team- Raptors Team 7 909th "Hell Rain" Charlie Company (Inquistorial Strom Troopers) Hqs Ordo Malleus Termiantor Inqusitor Lord Martyn Odum Ordo Malleus Inquistor Lord MyKel Westen with his Alcolytes Commissar Lord Kiera Lynx Elites Troops Alpha Squad Fast Attack Heavy Support Dedicated Transports Flyers Lord of War Terrain Order of the Valorous Heart Hqs Elites Troops Fast Attack Heavy Support Dedciated Transports Flyers Lord of War Terrain Completed Grey Knight Group Shot (12/05/2021) Raptors Completed Group Photo (02/23/2021) Order of the Valorous Heart Completed Group photo (11/07/2021)
  2. Just had a check around as I thought Might of heroes was only going to be useful for characters but Seems like Dreads & all other vehicles have keyword Adeptus Astrates in them, adding 1 to vehicles toughness may seem like no big deal but upping a Dread from T7 to T8 takes it out of S4 small arms wounding it on 5's to wounding it on 6's. Same goes for Razorbacks and Rhino's granted your poor libby has to walk but hey life sucks sometimes Anyone with access to the leaked pages see any flaw in this?
  3. I'm looking to do a few Deathwatch kill teams with a watch master. What would be the best kit to use? Tac squad with deathwatch pauldrons? I haven't read enough about them. I'm reading the Guant omnibus right now and then onto the Eisenhorn trilogy. So do they keep their appearance simple or get all fancy with it?
  4. Hey everyone. I present to you all an Index Astartes article I've written for my Deathwatch army (part of which I'm painting up for the 2016 Deathwatch Painting Challenge): members of the Deathwatch Watch Fortress Fort Excalibris. I'm looking for some feedback on this, in particular the believability of what I've laid out here. In the past I've mentioned that I dislike "special snowflakes" (being someone that absolutely has to feel special, usually by violating some core tenet of whatever project they are participating in) and that continues to this day. In 40k, being a special snowflake tends to manifest itself in things like, "Oh, he's the only Grey Knight who's ever turned to Chaos" (despite background stating that NO Grey Knight has ever turned to Chaos). I'm concerned that I might have gone a little too far in some of the things I've described here so I'd like some other people to take a look at it and tell me if that's the case. I'm also a little... I guess "scared" is the term, seeing as I've taken two actual GW places/Chapters and given them a history of my own (Fort Excalibris and the Imperial Stars). Please let me know what you think. ========== Index Astartes: Fort Excalibris Origins The facility that would eventually become Fort Excalibris was founded in the 34th Millennium as a joint venture between the alien-hunting branch of the Inquisition, the Ordo Xenos, and the Adeptus Mechanicus to capture and study the tools of the alien. The Ordo Xenos provided a complement of Deathwatch Kill Teams to investigate alien activity and retrieve xeno-artefacts whilst the Adeptus Mechanicus pledged a cadre of Tech Priests and their servants to study anything captured, as well as the space station Er Kontor that would be their base of operations. Non-military members of the Ordo Xenos would oversee the running of the facility and provide additional aid to help the Adeptus Mechanicus in their research. Less than a century after the establishing of Er Kontor, the Fabricator-General of the relatively-nearby Forge world of Mezoa discovered the pro-xenos leanings of the Tech Priests doing research there and declared them Hereteks. Unable to directly assault them for fear of reprisal from the Inquisition, Mezoa engaged in a secret cold war with the unknowing space station. Whilst Er Kontor’s initial research was extremely promising, over time as their resources dwindled and former allies removed their support they produced fewer and fewer usable results to the point that the Ordo Xenos was prepared to scrap the project altogether. But, on the cusp of victory, Mezoa tipped their hand and accidentally exposed their actions to the Inquisition, who were swift to take action. Cold war exploded into open warfare. With all pretence of subterfuge gone, the Basilikon Astra of Mezoa was despatched to blow Er Kontor out of the stars. The Ordo Xenos responded in kind, sending a flotilla of Imperial Navy ships to defend the research facility. The flotilla arrived just in time to intercept the Adeptus Mechanicus ships bearing down on the space station. Massed rows of torpedoes flew across the ever-decreasing gap between the fleets before slamming into their targets in blossoms of red and yellow. Weapons batteries on both sides blazed white hot as they spewed their fiery payload upon their enemies. Lance fire sliced open ship hulls, exposing their innards to the void of space. As the Imperial Navy flotilla drew closer, the Adeptus Mechanicus fleet attempted to outmanoeuvre them in the hopes of accomplishing their assignment then retreating without paying too heavy a toll in destroyed vessels. But the ships loyal to the Inquisition managed to draw close and launched boarding actions against almost the entirety of the Mechanicus vessels. Few of the Legiones Skitarii had been deployed to the fleet and soon their ships started to become overrun with troops of the Ordo Xenos. In a last ditch effort to succeed in their mission the Adeptus Mechanicus’s flagship, a Retribution class battleship whose name has been lost to history, fired its final complement of torpedoes at the station before signalling the withdrawal of their fleet. The deadly missiles closed the distance with Er Kontor, the salvo large enough to obliterate the already-damaged facility. At the last moment, a Sword-class frigate named Excalibris flew headlong into the spread of torpedoes. The Excalibris was utterly destroyed, ripped asunder by a full half-dozen of the plasma warheads igniting as they impacted its hull. The remaining torpedoes continued on their path and hit Er Kontor, crippling the station as secondary explosions rippled throughout its structure. As the Adeptus Mechanicus fleet limped home to Mezoa, it was clear that their gambit had failed. Er Kontor, though crippled and listing in space, was still whole; the noble sacrifice of the Excalibris and her crew had saved the station from the majority of the torpedoes at the dear cost of the ship and their lives. In the aftermath of the battle, the Inquisition censured the forge world of Mezoa. Assuring them that the Adeptus Mechanicus personnel aboard the station had been wiped out in the explosions caused by the final torpedo impacts, the Ordo Xenos claimed the research facility as being solely theirs, renaming it Fort Excalibris in honour of the vessel that had sacrificed itself. Mezoa gladly let the Inquisition claim the facility, knowing it was a small price to pay and that they could have been forced to repay far more. Homeworld As with all Deathwatch Watch Fortresses, Fort Excalibris does not recruit new Space Marines but instead draws from the best xenos killers amongst the Adeptus Astartes. Fort Excalibris itself is a sprawling complex located in the eastern portion of Segmentum Obscuris, almost on the border with Ultima Segmentum. The initial space station has been built upon numerous times into a multi-hulled space fortress, surrounded by innumerable minefields and other defence emplacements. Whilst the basic goal of the venture of Fort Excalibris hasn’t changed over the millennia, the contingent of Deathwatch Kill Teams initially stationed there has evolved over time into being a fully fledged Watch Fortress. The research portion of the facility, initially staffed by the Adeptus Mechanicus, is now fully crewed by the Ordo Xenos and their servants. As one of the few Watch Fortresses to have a facility exclusively dedicated to xeno-tech research, Fort Excalibris has a reputation within certain circles for being at the forefront of Imperial research into alien technology. As a result of this, Kill Teams from all over the Imperium deliver numerous pieces of xeno-tech to the experts at Fort Excalibris in the hope that some vital information can be gleaned for use in the future. Deep within the depths of Fort Excalibris lie a great many relics and articles of war, some of which are so dangerous they cannot be used lest they annihilate all life on a planet’s surface. The Black Vault of Fort Excalibris is one of the most diverse in the Deathwatch, allowing its castellans to be armed with the deadliest weapons known to the enemies of Man. Combat Doctrine As befits a research centre such as Fort Excalibris, its Kill Teams are usually armed with the best equipment available to the Deathwatch. In some cases this means brand new, barely-post-testing weapons whilst in others this means ancient artefacts dating from before the Horus Heresy. The Kill Teams of Fort Excalibris are well-armed and equipped to face any foe on the battlefield. Whilst capable of making quick insertions into hostile territory, they are also fully able to wage war on a longer term basis, particularly in circumstances where xeno-tech acquisition is highly likely. In such cases specially adapted Corvus Blackstars and Thunderhawk Gunships are used to airdrop varying forms of forward command posts including Aegis Defence Lines, Imperial Bastions, and even Skyshield Landing Pads to allow the Deathwatch to maintain a mobile front line. The armoury of Fort Excalibris contains some of the rarest vehicles deployed by the Adeptus Astartes. Amongst other things, the Watch Commanders of Fort Excalibris can call upon the aid of motorised behemoths such as Legion Fellblades and Typhon Heavy Siege Tanks. The Cerberus Heavy Tank Destroyer is a particularly useful and oft-requisitioned vehicle, as it allows the Deathwatch the ability to take down alien Titans at long range; many such massive engines of war have been salvaged as a result of this war machine. Organisation Like most other Watch Fortresses of the Deathwatch, Fort Excalibris follows the standard format of a strategium staff and an armoury supporting five Watch Companies, each consisting of a Watch Captain and four Kill Teams. Due to the nature of Fort Excalibris, historically the Watch Commander has been an Ordo Xenos Inquisitor as often as it has been a Deathwatch Watch Master. In addition to his usual duties, the Watch Commander is also the overall head of the research and development facilities, though a Deathwatch Watch Master holding the post usually delegates that responsibility to a senior member of the Ordo Xenos. The current Watch Commander of Fort Excalibris is Watch Master Arcturus. Originally from the Imperial Stars, a Codex Chapter whose Astartes are all curiously named after the celestial bodies the Chapter is named for, he has dedicated himself towards the extermination of the Enemy Without through a lifetime of dedicated service to the Deathwatch. Arcturus eschews the traditional Guardian Spear wielded by a Marine of his station, instead taking the field with an ornate and ancient Relic Blade of great length and power. The more superstitious members of the Deathwatch whisper rumours that suggest this Relic Blade may have once been wielded by the Emperor himself and that the merest hint of His divine essence still resides within it. The Watch Captain of Fort Excalibris’s Watch Company Tertius is Magnus Blackwolf of the Space Wolves. Recruited from Engir Krakendoom’s Wolf Guard for his part in masterminding and leading an attack on an Ork-infested space hulk, Magnus has served in the Deathwatch with distinction for a great number of years. Distrusted by many within his own Chapter due to inadvertently choosing the name of the Space Wolves’ archenemy as his own following the Test of Morkai, Magnus finds himself more at home amongst his brethren in the Deathwatch than he ever felt in The Fang, the fortress monastery of the Space Wolves. Comfortable with using the wide variety of weapons and wargear afforded him by his station, Magnus leads his Watch Company from the front with a feral grin on his lips. The highest ranking non-Deathwatch member of the Ordo Xenos at Fort Excalibris is Inquisitor Ambrosius Grax. An ageing puritan of the Monodominant philosophy, since being assigned to Fort Excalibris he has tempered his methodology and now freely embraces the idea of using the weapons of the alien against them. Despite nominally having nothing but a desk job, Inquisitor Grax often assigns himself to Deathwatch Kill Teams on their expeditions to retrieve xeno-tech. When asked why, he smirks and replies, “Rank hath its privileges.” Requests from members of his support staff to stop doing so usually end up with said support staff temporarily reassigned to scourge the environmental duct systems of dust, debris, and vermin. Due to Kill Teams from all over the galaxy guarding and delivering new materiel to the researchers, Fort Excalibris is often host to Astartes from other Watch Fortresses, including such famous names as Watch Captain Artemis of Talasa Prime and Ortan Cassius, Chaplain of the Ultramarines. On rare occasions, these outsider members of the Deathwatch are conscripted into Excalibris’s Kill Teams and sent on missions by Watch Master Arcturus. Whilst technically an abuse of power, these actions are usually excused as the experience gained by fighting alongside Deathwatch members from other Watch Fortresses is seen as extremely valuable and are often “overlooked” by those who could do something about it. Beliefs The establishing of Fort Excalibris as a centre of research has led to the Deathwatch Marines stationed there embracing the use of refitted xeno-weaponry readily. Likewise the majority of their Ordo Xenos personnel have at least a slightly radical bent, as any position within the Watch Fortress is naturally attractive to individuals who would prefer to use the tools of the alien against them. The portion of the Adeptus Mechanicus who formed the initial alliance with the Inquisition followed a set of beliefs counter to those of the majority of their associates. Their interpretation of the Xenos Testamenta, one of the Mechanicus’s Sixteen Universal Laws, meant they believed that even though the knowledge found within alien technology had been corrupted from the pure thought of the Machine God, it could still be salvaged for the Quest for Knowledge. As a result, Fort Excalibris has become something of a pilgrimage site for members of the Adeptus Mechanicus who follow similar pro-xenos beliefs, though those who do visit often do so in disguise so as not to be identified. Gene-seed Like all other Watch Fortresses across the Imperium, the Deathwatch is composed of Space Marines from a number of different Chapters, with a variety of nearly identical to little-to-no similarity in their gene-seed. The exact composition of Fort Excalibris’s Deathwatch Marines varies over time, but currently includes members of the Ultramarines, Dark Angels, Crimson Fists, Liberators, and Howling Griffins. There is a slightly higher than average number of Astartes from the Silver Skulls Chapter, likely due to Fort Excalibris’s proximity to their homeworld of Versavia. Battlecry Raising his sword towards the heavens, the leader of a given Deathwatch Kill Team or army calls out, “FOR EXCALIBRIS!” which is echoed in turn by his comrades. Watch Fortress Icon http://i11.photobucket.com/albums/a182/Masked_Thespian/Wargaming/TIC%20HPC%202016/17d%20Excalibris%20Icon.png ========== Author's Notes and Trivia The major driving force of the background was justifying certain model choices in-universe. This includes: Wanting to convert the original limited edition Emperor's Champion into my Watch Master, Including a Lord of War and a Fortification choice as per one of the painting and modelling challenges on another site that I'm participating in, Wanting to include the Deathwatch special characters Watch Captain Artemis, Venerable Dreadnought Nihilus, and Kill Team Cassius in my army as themselves, and, Wanting to include a Puritan Inquisitor with a roguish streak. In my first draft of this, Fort Excalibris was initially a Ramiles class star fort, but I couldn't justify why such an impressive installation wasn't considered a Primary Watch Fortress (as per pages 12 and 13 of the codex). The incursion by the Adeptus Mechanicus was originally an attempt to explain why it wasn't a Primary Watch Fortress (due to them maintaining a long-running grudge and starving the Fort of resources and allies), but all my attempts at writing it ended up with the AdMech holding the idiot ball. In the end, I still included the AdMech attack because I liked the inter-Imperial conflict, and I especially enjoyed writing the battle. For anyone paying attention, there are a number of references here. In particular, there are 5 specific references to Arthurian legend (excluding the fact that the name of the Watch Fortress is "Excalibris" (which is where I took the inspiration from) since that's what GW called it) and 1 Star Trek reference (which kind of doubles up to 2 if you look at it in the right light). Bonus points are available for anyone who finds them all
  5. Hey all, been a long time since I posted on these boards but lately I've been getting through my Deathwatch and thought it was time to get a thread started so I can chart my progress. Fair warning, I'm very flaky with my Warhammer armies and often lose interest a few squads in so don't be too suprised should I disappear randomly because I'm painting something else. Can't help it no matter how much I've tried over the years. Anyway, here's where I'm at. I've fully painted 1 Squad of Vets, 2 combat armed Vets that are part of my Kill Team for my groups Kill Team event, and recently finished my first HQ choice which is a Chaplain. I do have at least enough models built to play games and have found the army to be very fun and very effective so far and I feel confident saying this will certainly be an army that I at least come back to if I get distracted because it's such fun to play and doesn't require me to pack and move a tonne of models. Right, on to the pictures. First up is a group shot of the finished models. Then we have the individual guys from the Veteran squad, starting with the unofficial Sergeant who happens to be an Ultramarine. Next up is a Blood Angel charing down some Xenos, Bolter roaring and grenade prepped to put a hole in the enemy lines. This Marine is from an unknown Chapter (mostly because I accidentally messed up when selecting shoulder pads ) who is reloading and checking stuff out with his swanky bionics (someone needs to keep an eye out for sneaky Ork shenanigans right? ). Mr. Serious Blackshield follows, toting a Frag Cannon (man I LOVE these things!) to better redeem himself and as a deterrent to any unwelcome questions about his previous employment. I think this Iron Hand is my favourite of the squad, other than the Ultramarine, because of the conversion I've done with a duplicate of the Frag Cannon Marine from Deathwatch. Yeah, I've been a touch lazt by leaving some of the Fist iconography on the model, but I reckon the model as a whole looks pretty cool and fits the role of a heavy gunner. Gotta have a Dark Angel right? I have a fair amount of spares from my failed Blood Angel and Dark Angel armies so those two Chapters will probably feature more so than others in this army but I don't think that'll be a big problem if I can keep them all looking unique. The second Iron Hand of the squad, this guy is rocking a host of bionics taken from the IH upgrade sprue I bought to flesh out (he he) a Heresy era IH squad. That covers my first squad of Veterans. I need to paint their Rhino transport next but I am happy with how these turned out, probably the most unique and kit-bashed squad I've ever done. Next are two Veterans that I initially painted for my Kill Team which I have since changed as it was way too heavy on upgrades so sadly the Raven Guard will be getting dropped. However, both are part of a Squad I kit out for combat and transport in a Corvus so see a lot of use. Raven Guard Veteran who just had to have Twin Claws but because he was part of a Kill Team of regular Veterans sadly couldn't take a Jump Pack (Heresy!). This Templar was the first model I built and painted for the army and I wanted to really represent the culture of his Chapter which meant to me he had to have the biggest, meanest sword I had in my bits box that was to scale, and a pose that was threatening and a bit Knightly. Oh and a cape. Finally ( I know this is a long, wordy post, apologies) here is my Chaplain to lead my force (for now at least). I wanted a model that conveyed the authority and fear that surronds the Inquisition and the Chaplains themself, but alos something a bit more 'Grim-dark' than my usual stuff. The obvious answer was a flying, naked baby servitor holding a a Giant scary Inquisition symbol. All humour aside, I do quite like the aesthetics of the cyber Cherubim that's in some of the 40K artwork and so knew I had to get one in the force somewhere and the Chaplain seemed the right fit. So that's it so far. Hoping to get started on the Rhino soon and get that out of the way so I can move on to painting another Veteran Squad. Thanks for reading through and checking out my work so far. Mike.
  6. Greetings Fraters, Some of you may know me from painting plogs such as the "Cadian 82nd Special Operations Group" in the Guard forum, and "lets paint silver for ETL" in the Grey Knights forum. However recently my hobby butterfly has settled on the Deathwatch and I've been enjoying reading this forum and snipping and sticking some models. No paint on anything yet but I thought you might like to see my models so far. In the main I am picking chapters played by my local play group and Club (First Founding in SW London: drop by and say hi!) Veteran Team 1 (Blood Raven, Exorcist, Salamander, Space Wolf, Dark Angel: Yes I know that's a Rubric Marine head. Long story short, my Blood Raven playing chum is convinced his Primarch is Magnus. Veteran Team 2 Cyclone Missile Terminators Melta Fist Terminator Thanks for looking. varchilde
  7. So this will be my blog about the Deathwatch painting challenge. Any feedback would be greatly appreciated! Here is the primed models ready for some TLC And the first Blood Angel of my Aquila Kill Team. I gave the whole squad Stalker pattern bolters and later on might add a HB or a terminator with cyclone missile launcher for added firepower
  8. In a time of turmoil and unending war brought to our doorstep by the despicable Xenos we muster our forces for the coming battles.... Welcome to the Deathwatch 2016 thread that let's us gather, and inspire each other towards completion of our Vows in the coming weeks. Feel free to post your WIP's, questions, comments on your or your fellow Frater's vows. It is here that you can discuss the entries, or encourage your fellow Deathwatch Vow participants. This thread is not going to be pinned and will fall off when the challenge ends. The goal is to keep the original Vow thread cleaner, and to keep its content focused on initial Vows and Completions. Also feel free to link your own BnC painting blogs, or hobby threads here so we can see your progress. If you are uncertain of what this is all about, then I suggest 1) you are a filthy Xenos and have stumbled upon an area of the forum that means certain death for your kind, or 2) you need to sign up and check it out here: 2016 Deathwatch Painting Challenge ! ! !
  9. This is my rendition of the Deathwatch. Ven - Dread Brother Jacob of the Death Spectres.
  10. Completed a kill team at last ..... These guys below have been "work without progress" for so long, I have forgotten the start date. Completion got a push when the new model range was released, so these kit-bash models and their metal shoulder pads now join the ranks. Featured chapters are one of each for Blood Angel, Flesh Tearer, Dark Angel, Black Templar, Salamander, Iron Hands, Crimson Fist, Raven Guard, and of course a Black Shield.
  11. Let's continue the "Watching Out" discussions with a focus on the 'Battering Ram' of the Watch: Bikers I want to survey the boards opinions on their relevancy and useful weapon load-outs.
  12. Hey guys, I want to just do a very quick batrep... not really a full batrep because I've been experimenting a lot of different units lately and I also have some time restraints on me and as well I sold my Deathwatch (painted) army. So that being said I won't take many pics as I am re-painting the army from scratch and I hate unpainted batreps. That being said I wanted to do a quick reference for this game. We played an 1850 Maelstrom and for ONCE I got to play against Space Marines (very rare here). I mean at my local store there are a lot of marine players but they kind of hide out amongst themselves. But for tournie play not as much as you'd like to see. (Bloody xenos edition!) Back to the game... it will be a brief overview. In this experiment I took my normal CAD + BSSF, and I changed the list so many times I accidentally left out my Stalker Bolter squad, so I had to play 1850 without them. The true experiment was I wanted to play more games with the Culexus (I haven't used him in this army specifically and not played him in any army for quite a while, probably Ultra's last.) +++++++++++++++++++++++++++++++++++++++++ So from memory the Blood Angels were using Traitor's hate formation. It actually looked okay on paper, as he had a "CAD" getting him some ObSec with Scouts parked in a bush, and a good sized squad of Grav Bikes, Multi Melta Attack Bikes, a bout 3 Pods of Troops with a Libby and .... the BEEF of the army was Dante and his magical ballet of pretty men in angel outfits which can Deep Strike and then Assault! Scary stuff. +++++++++++++++++++++++++++++++++++++++++ I did get first turn, he failed to grab it. The game was VERY much back and forth. I had two big key moments, and one scary moment: 1. I had a key alpha strike. I unleashed solo Missile Termies, Dread, and (believe it or not) a Rhino with an Infernus Heavy Bolter in it at his Multi Melta bikes. The main alpha though was the Pod with Captain, and Frag Cannon unleashing on the Grav Bikers: - This opening salvo may have saved me. - all but one biker dies, all but one Multi Melta Attack Bike dies. (it did take all the forces I had on the board to do it.) Ironically the last surviving members of each squad would live up until the last turn! (those boys know how to Jink!) 2. I FAIL to get KEY reserves in on T2. Reminding me for the Millionth time you cannot take this army without some form of reserve manipulation ( a bad design element of the BSSF). This is scary because in his T2, his Dante, pods, and 2 large squads of Sanguinary Guard come in and can assault. They get good reserve rolls, re rolls and only 1D6 Deviation! The Sanguinary Guard can and do assault the turn they come in. I got one squad shot up pretty good, and the Sanquinary Guard came in and just annihilated me. 3. My failure for reserves set up a bizzarre situation..... When I failed both rolls for my Pod + Aquila, I knew it was game over since I just watched two of his Sanquinary guard wipe some of my stuff... .so in an act of pure desperation I took my Infernus Hvy Bolter Kill Team, and "Angelis Beacon'd" them across into the heart of the kill zone without deviation. The funny thing is I was wishing so badly at this point that I had not taken that Infernus because I desperately needed a Frag Cannon. The Infernus template hit 7 of his Tacticals, and I rolled four 6's !! These would have been rends, and with the Frag cannon I would have had 14 hits. He failed enough saves, that the rest of the Infernus squad weapons mopped up the Tacticals giving me some breathing space, but what about the Sanguinary Guard? This is where the second big desperate act comes in..... ^This guy made Assassinorium Great Again! 4. The Culexus did 'okay' here but ripping buffs away was one thing, he just did okay enough to assist in turn 1 with killing his libby and assisting in the kill of the squad ,but the big moment is next turn... In the next turn the Culexus would wander up (north of this picture) and get 6 shoots from my psychic pool at his Sanquinary guard which were about to gank my Deathwatch Captain after smoking one of my squads. The Culexus was pro. He leveled his pistol and wacked 5 guard!!! This left only Dante in the squad. The other Sanguinary squad was in CC I believe at this point. 5. The Captain had a brave Deathwatch with a Stormshield who took two blows from Sanquinary Axes before falling. I made a key decision to try to hold on for one more turn..... I decide the Captain is the only one who can handle his turn's worth of attacks, and I take them all on the captain, he tanks all the 3+ power weapons and of all the axe attacks the Halo saved all but 1!!! Close call. 6. The rest of my squads come in (finally). But the Infernus squad is basically one shotted by Dante... no joke, that guy came in, wound up his axe and murdered the whole kill team.... BUT that left him standing in the open. (when your Deathwatch, you gotta know when to die.) In retaliation my Captain's remnant squad, and everything around him including the Culexus let it rip at Dante. He saved so much stuff... ridiculous. It was a simple special ammo poison round that saw Dante fail his 2+ save and die for Warlord kill. This gave me the lead for the first time in the game.... 7. The game was winding down. I had a few scattered units, and a few solo Termies rolling around, but had managed to kill off the rest of his army except for the Pods, and the scouts in the corner (which had no shot/effect all game). With that he conceded and what started as a very back and forth game got very hairy for a while and then concluded with the death of his Warlord. Conclusions: - Infernus: Still not sold. I thought it was doing okay in a Rhino, but because Deathwatch like to inherently get close and use every shot possible, this felt like a bad play. - Culexus. One of the stars of the game. Not that the Blood Angels really relied on anything Psychic wise, the Culexus was key in crippling one of his 2+ save Sanguinary guard.
  13. The stalker pattern bolter (sniper bolter or SPB from here on) is getting a ton of attention lately and I’m frankly dubious to its worth. Therefore, I’ve decided to put it to the test in the only way I know how: arithmetic! For our purposes here, we’ll talk about a 5-man Veteran squad with 5 SPBs, and we’ll compare and contrast ammunition types first. Without further ado: Vs. MEQ/standard MCs (3+ saves) Dragonfire Bolts: 10 shots @ 30”, 7.84 hits after Mission Tactics (MT), 3.92 wounds (1 AP2), 2 damage Hellfire Rounds: 10 shots @ 30”, 7.84 hits after MT, 6.51 wounds (1 AP2), 3 damage Kraken Bolts: 10 shots @ 36”, 7.84 hits after MT, 3.92 wounds (1 AP2), 2 damage ! *Vengeance Rounds: 10 shots @ 24”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 damage (*and about 50/50 chance to lose a Veteran to Gets Hot!) Vs. TauDar (4+ saves) Dragonfire Bolts: 10 shots @ 30”, 7.84 hits after MT, 3.92 wounds (1 AP2), 3 dead Hellfire Rounds: 10 shots @ 30”, 7.84 hits after MT, 6.51 wounds (1 AP2), 4 dead ! Kraken Bolts: 10 shots @ 36”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 dead (better odds than Hellfire though) *Vengeance Rounds: 10 shots @ 24”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 dead (*) Vs. IG/Orks (5+ saves or worse) Dragonfire Bolts: 10 shots @ 30”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 dead ! Hellfire Rounds: 10 shots @ 30”, 7.84 hits after MT, 6.51 wounds (1 AP2), 7 dead Kraken Bolts: 10 shots @ 36”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 dead *Vengeance Rounds: 10 shots @ 24”, 7.84 hits after MT, 3.92 wounds (1 AP2), 4 dead (*) TL;DR: Vengeance Rounds are the best vs. MEQ, unless they have 3+ cover (then switch to Dragonfire). Kraken are best vs. TauDar (and Tempestus Scions, I guess) unless they have 4+ or better cover (Dragonfire again). Finally, Hellfire Rounds are best for enemies with 5+ or worse saves, though if they have 5+ or better cover you’ll want Dragonfire (seeing a pattern here?). In all cases, you’re likely to score a single AP2 Precision Shot every time, which is pretty hot for sniping special weapons and unit characters out, but is kind pointless vs. MCs and factions with multi-wound characters, like Orks. In the next post, we’ll compare these results to other C: DW ranged options.
  14. Started on my Deathwatch models and I thought I'd start a plog/blog in the hopes that my work inspires others to follow, because, you know, deathwatch is the cool as hell.. Anyways, let me start out with presenting my test model, an Angry Marines veteran with a Heavy Bolter. I am mostly happy with how it turned out, although I can see some definite improvements in the metallics here and there.. I will follow with painting Kill Team Cassius in the coming months.
  15. Hi All, So being a big conversion guy I am looking forward to the character I will be able to give to my individual Deathwatch marines. I've got a few Ideas to start with but I was wondering what other cool things you guys have come up with so far? My first, quite basic conversion will be sacrificing this space hulk terminator to the cause. I think given his claw damage and the big ol' head he is holding he makes a perfect deathwatch termie http://hobbyworld.com.ua/published/publicdata/HOBBYWOR/attachments/SC/products_pictures/60010699002_SpaceHulkGoriel360_enl.jpg I'm also looking in to making deathwatch shoulder pads to fit centurion armour although thats going to be rather difficult. Anyway, what cool ideas are you guys coming up with?
  16. Here is the progress on my deathwatch, including the units as i build and complete them My force is action movie themed and each squad is inspired by a different action or sci-fi movie that i love. first up is Aliens, with each squad member named after a different marine. apologies for the Crap quality of pics. here is the full squad Marines Bishop (Iron Hands) Hudson (Ultramarines) Apone (Salamanders) Hicks (Ultramarines) Vasquez (Crimson Fists) Marines Frost (Space wolves) Drake (Storm Drakes) Dietrich (Iron Wardens) Jones (Revenant Guard) Gorman (Dark Angels) Also painted but not pictured are two terminators named willis and stallone and yes of yet unnamed black shield captain. but next up is Stalker armed squad themed on Predator. then hopefully a Corvus and squad themed on Avengers.
  17. As a fan of dreadnoughts, I was wondering what variants the deathwatch have access to (outside of the standard + venerable) Can the deathwatch take leviathans / contemptors?
  18. There are not nearly enough Frag Cannons in the kits anywhere so I'm looking at third party alternatives to fill in the blanks. I've been scouring the internet for a while, and these are the only two possible alternatives I've found. I'm really looking forward to other people's ideas.. Anvil Industries Widow Maker SAW http://anvilindustry.co.uk/image/cache/data/a-new/rifles_pistols/heavywidow3ebay-400x400.jpg Might need a barrel replacement Grey Knight Psycannon from the Grey Knight Strike Team Box: http://www.bitzbox.co.uk/images/grey_knights_squad_psycannon_large.jpg Ammo casing isn't a great fit.. Is there anything that would look better?
  19. Here's an idea - three unit choices (Vang Vets, Bikers, Termies) have minimum unit size of _1_. Two formations have minimum status of Watch Cap / Chaplain / Lib + 1 unit of _1_ model. Essentially, cheap HQ + 1 model. Spam that and watch the opponent spend 5 units' worth of shooting to kill 5 Vanguard about to wreck face with LC/LC or two handed TH. Or those SEPARATE Termies, who are so easy to Deep Strike now. What, each has TH/SS? How sad. Of course, the droppod 8 shots of Assault mini-lascannons (2nd frag cannon profile, S9 AP2, Assault 2) own everything, if you feel you need to pay the tax of 1 unit of Veterans in a Pod
  20. Name:Titus Rank:Brother-Captain of Kill Team-Alpha,Zero Company Chapter Origin:Ultramarines http://img.photobucket.com/albums/v158/Danek1354/Tidusgreatpicsmall.jpg http://img.photobucket.com/albums/v158/Danek1354/Tituscloseup2Good.jpg Brother-Captain Titus first came to recognition during the cleansing of the Hive world Proctus,during the Tyrannic War.A veteran sergeant then,his quick thinking and stubborn spirit helped save the countless imperial citizens that called Proctus their home.On Ichar IV,he was honored with a position at his Lord Calgars' side,as a member of his personal bodyguard. These actions and many more eventually drew the attention of Inquisitor Lord Strohiem,of the Ordo Xenos,who in turn forwarded the grizzled veterans' personnel file to Grand Master Danek,the force commander of Zero Company,the Deathwatchs' newly formed Black-Ops group.A short while later,Titus was drafted into its' ranks,which he has been a member of to this day. A man of fierce disposition and blunt,no-nonsense attitude,Brother-Captain Titus leads Kill Team-Alpha into combat,his down time spent training new initiates into Zero Companies' Ranks in the most effective ways to terminate the various Xenos species that threaten the Imperium.His numerous combat scars,coupled with his shock of white hair and experience,leads many to believe he is the oldest of Zero Companies' members.His counsel is one of the few Grand Master Danek will accept openly. The only man Titus calls friend is Brother Santino,who always serves in Kill Team-Alpha at his side.To "green" recruits,the friendship between the UltraMarine and Blood Angel is an odd one,as Titus has taken to affectionatly referring to the seemingly younger marine as "Old Man".
  21. Disregarding point costs, I think I can see value in adding in some Terminators to my Deathwatch Kill Team due to the immunity they'd bring to Morale tests (so long as the Terminator remains alive) I currently am able to field in 4 squads of 5 Veterans, and thanks to a borrowed hobby knife, I managed to replace the Terminator's default pauldrons with the Deathwatch ones. I currently glued them to two Thunder Hammer/Storm Shield users and two Lightning Claw users. Now then, should I just put in one terminator each? or perhaps two?
  22. With all of this new information and how units work now I'm a little unsure how I should expand my Deathwatch with the new edition. Here's what I've got so far. Watch Captain Artemis Watch Captain w/ bolt pistol & xenophase blade Librarian with force stave/axe/sword & bolt pistol 1 Dreadnought, any configuration 6 frag cannon veterans 4 shotgun veterans 5 stalker bolter veterans 15 veterans with boltgun & close combat weapons (most of these can be re-painted into power swords or chopped off and swapped) 3 veterans with no arms attached, awaiting options lol 1 Terminator with power fist & cyclone missile launcher 4 rhinos, 3 of which can be razorbacks of any type 5 drop pods 1 callidus assassin. So what I used to do was just drop pod frag cannon spam at 1500 points in 7th. I'm looking to make an 1850 list to start 8th and go from there. I've got plenty of bits to kit out squads with pretty much any special or combi weapons I want. Do you guys have any advice for what I should pick up for 8th? I'm open to including any imperium faction, but I'd prefer Deathwatch.
  23. In some forums we have our 'iconic' moments captures in threads like this, and I think it's about time we had our own. So the idea is you take an incredibly difficult moment from your game. Obviously the odds are stacked against you, and maybe it's Xenos, or perhaps something that is akin to Xenos, or heck, a Xenos sympathizer, but regardless you've some how overcome the odds and purged the alien.... or daemon, or whatever. :) I'll kick this off with my latest game: Opening turn of my Deathwatch vs. Tyranids in a Maelstrom game. I positioned a Veteran squad of Stalker Bolter Vets, led by a solo Terminator with a Cyclone Missile launcher in some ruins on my end of the table. The Tyranids have first turn, and I am mostly in reserves so my poor Stalker team is facing down a LOT of Xenos filth. Right opposite of my Stalker/termie team is a pile of stuff birthing vile gaunts in a ruin, and 2 Flyrants opposite my squad. Of course the horrid beasts get off Catalyst so both Flyrants now have FnP to make things worse. Sure enough, they smell the burning hatred of my Stalker Vet team and unload twin linked devourers scoring 9 WOUNDS on my 6 man Team. I intentionally put the Terminator out front of the ruins..... and he TANKS ALL 9 WOUNDS like a boss! Typical Tyranid player eye rolling ensues.... joking aqcusations of 'baked dice', etc, but we know the Emperor protects. Now my turn 1, I move the Terminator (relentless) towards an Objective...it is revealed as... you guessed it: SKYFIRE ! WOOT. Terminator and 5 Stalkers light up the night sky and put a lot of wounds against his Warlord Flyrant. He goes on to fail the last 2 FnP saves on all my poison rounds, and comes crashing to the ground in a heap of burning wings. We will eat well tonight. Wings for everyone. ;) It felt incredibly lucky, but pretty cool. It turned out to be one of my highest scoring turns of Maelstrom in 7th edition netting me 5 points (Warlord kill, Fisrt Blood, kill a FMC, etc. ) Pretty awesome moment... the rest of game was pretty hairy, but this was golden.
  24. So I had my first game with my army. Been waiting this long to field a fully painted army. In all the excitement, I forgot my camera... Anyhow, my first draft army list includes: Watch Company Captain Artemis Aquila Kill Team 9 members (two assault marines 2 Frag cannon, various minor upgrades Artemis joins here Aquila Kill Team 1 Frag cannon, 2 terminators, 1 librarian, minor upgrades, beacon of angelis, drop pod Aquila Kill Team 2 Frag cannons, 2 plasmas, 1 librarian, tome, minor upgrades, drop pod Aquila Kill Team Stalker unit with a librarian Militarum Hellrain Brigade Commisar Command squad with hot shot volley guns Scions with 2 meltas Taurox with missile launcher ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- CHAOS CAD Belacor 2 psykers on bikes 1 Nurgle character guy with nurglins, giving -1 ld army wide on enemy. Another psyker guy with a torrent AP3 flamer Rhino with basic guys, plasma Bike squad, joined by both biker psykers Chaos Drop pod thing from FW, with chosen marines 3 obliberators It was a really psyker heavy list. And he got "all" the powers he wanted he said. Invisibility two times, summoning power etc etc. There were so many powers I lost count. ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Setup Terrain. We play on a table with a lot of ruins and some other 5+ cover save terrain pieces. Its pretty much a city fight environment. He went first with deployment. Deployed his obiberators, bikers and rhino on one flank, and Belacor among them. The Nurgle unit was in the centre of his deployment zone. On my side I had my Tempestus command in a ruin holding an objective and out of line of sight from his army. The Artemis unit stayed behind the ruin with the command, and so did the stalker unit and next to it was the Taurox. And bunkering up from the Chaos drop pod with the torrent Ap3 flamer/chosen, and out of sight and out of range of his Obliterators who would get a power casted on them. Allowing them to see through terrain and ignore cover... ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Turn 1 Chaos He deep striked his drop pod next to an objective on my left flank. Putting priority on that one instead of a "death and glory" attack on my units who were all cluster up (there were very few good pots to land and get a decent attack out on them). The bikers went for the centre of the battle field. Rhino move along towards the centre. Obliterators saw nothing, and could reach anything. So the just moved up Belacor flew across the table to my clusters units. Psychic phase... invisibility casted on the bikes. Belacor tried to scare off my stalker unit from the battle field (they were standing next to the edge), and also succeeded on casting dominate on them. But nothing of interest happened really. The Nurgle character guy summoned 10 deamonettes in his deployment zone. Shooting nothing of note, the deamonettes ran towards the Nurgle unit to protect them from drop pods. Chaos completed one objective ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Turn 1 Deathwatch I came in hot. Putting my self as close as possible to the nurgle unit as possible. The deamon units were the only things pretty much I could take care of in the first turn. The bikers were protected by invisibility, and the rhino was protected by ruins and good placement (a risk for me to go there) I pulled in Artemis and he slingshotted behind the nurgle unit. And of course the second drop pod came in too. My psychic phase I casted prescience on the stalker unit. And that was it. My other power were pretty worthless for this fight... bad draws. Cant even remember now, because I didn't use anything except the primaris powers. The drop pod units and artemis took out all the deamon units. Actually... two units did. And only two frag cannons from each unit handled it by it self! All the rest were just standing there... 24 models looking at 4 frag cannons guys taking care of all the deamons. First blood secured and the -1 ld army wide spread was gone. A note here, he had a small theme going on here. Lots of terrify, and ld based stuff. So I felt happy about getting rid of the -1 ld character The stalker bolter unit opened fire on Belacor. Re-roll to hit really helped vs a the flying monster. Scored an unhealthy amount of hits, and with the watch company rules I had re-roll to wound too. I scored 5 wounds from 18 shots on the flying monster. Luckily for him, he made 4 saves on his 4++ (I used no cover save ammo, so he couldn't jink) Next up was the command squad with hot shot volley guns. Scored one hit, and one wound. Belacor jinked, and failed :D So he took another wound. My first misstake came next. With my Taurox I forgot I had twin-linked hotshot volley gun and a heavy 2 missile launcher. I should have tried to take those shots at Belacor. Because the only thing I could see was the rhino in cover... score one hull point on it though. So turn 1 saw two deamon units dead, and I completed 2 objectives, and really scared the pants off Belacor ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Chaos Turn 2 Belacor flies towards my deployment edge next to my stalkers and command squad. Chaos drop pod floats towards the centre ruin where an objective is that he needs. Deploys his torrent flamer character. Rhino moves 6" and deploys its marines. Bikers move in closer towards the action Obliterators moves close towards centre too. Psychic phase... invisibility again on the bikes. Lots of failed powers and minor stuff happened. Belacor casted dominate again. And that was pretty much the only thing that effected me. Shooting, Belacor boosted off the edge. Didn't want to risk another round of shooting from the stalkers. Obliterators got the see through terrain power and made three plasma cannon shots at Artemis unit, who were cramped together for a perfect blast opportunity. Only one went through though :D And my storm shield couldn't even tank one hit... So I lost 5 guys to that one blast. Some random shots were made, and a few marines fell. This turn he claimed 2 objective points ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Turn 2 Deathwatch The empty pod came in, and the scions. Scion landed next to the Obliterators, and the pod next to an objective. Moved my deep striked (from turn 1) units into a bracing position for the next turns onslaught. Moved the stalkers into the Taurox and repositioned them more centrally. Psychic phase, I used the Fulgurim primaris power with two librarians, and pretty much took out the marins from the rhino. The remaining 2 where shot down by the other marines. The rhino was destroyed by the taurox. Scions scored only one wound on the obliterators, due to lucky saves :) Scored two more points, one hold objective, and destroyed one unit (rhino and marines... needed one more unit to get more points). ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Turn 3 Chaos Sadly we decided this would be the last turn. The local game store was going to close up... Bikers moved in for the kill against my veterans in his deployment zone. Obliterators turn around and targeted the Scions. Drop pod moved towards my command squad and deployed the chosen. Belacor flew in, keeping his distance from the stalker unit. Invisibility was cast again. I cancelled it once on the bikes, but Belacor was there to back them up with a backup invisibility spell... *sigh* A lot of shooting for once. Killed 5 marines from one unit with 2 frag cannons. One frag cannon, 2 plasmas, sergeant with shield (not able to tank any plasma hits...) and the black shield died. Funny part was that the black shield died last of them all. Flamers and boltguns shot down 4 of the command squad. I had gone to ground to survive that attack. The Scions... well they were burnt to crisp by the obliterators Assault... even with re-roll he failed to assault with his bikes. He needed 8, but only scored 7... So I was lucky. In the end, he scored 3 points some how. Cant remember the things he did. ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- Turn 3 Deathwatch I re-entered my scions, thanks to the formation rules. They deep striked next to the centrally located objective. It was of big importance as it was worth two points for me (2 mission cards pointing it out for various reasons). My stalkers, riding the Taurox went after the chosen who had killed most of the command squad. Now, given is that I am using the rules as written at the moment, meaning I have boltguns and stalker boltguns on my marines in this unit. So I deploy, and within rapid fire range. Take out all but one chosen. One unit of veterans went for another objective, limping towards it with its 4 members remaining. The other units made some shot versus the bikes, as there was nothing else to shoot at. Killed two or three of them. In the end I took 3 points. Final score 9 - 7 to the Deathwatch After math Now, if it would continue, I would be in deep derp against the remaining bikers. They were not many, but the invisibility that they had going was going to tip in their favour. My stalkers pretty much could walk around my deployment zone undisturbed. He didn't want to go close to them, but I was closing in. We figured if the game went on, he would slowly win the close combats versus my units, but it would take time. And, if he did, he would forgo hunting for objectives. Final thoughts I really underestimated the importance of my Tempestus detachment. The Scions, though small, had their purpose. First they put the pressure on armoured vehicles with their meltas. And they can't be ignored due to this. And if they are, they will charge in and perhaps stall a unit or get them self killed in the process. Either way win win for me. As they come in for free once they are dead, they can re enter over and over again. I saw this really good opportunity in this game, and it was when I got two mission cards indicating I should hold the centre objective. Since they died to the Obliterators, I could now reenter and claim the objective. With this in mind, the deathwatch, with limited units on the board, this is one way of getting to objectives. The command squad, though it didn't perform super well, is fairly cheap and can dish out a lot of damage. The invisibility and tons of ruins made it hard for them today to do anything. The Taurox... the ability to relocate the Stalker unit was really good. Its weapons were decent and I am overall happy with the use of it. Frag cannons... two were enough in this game in each unit. My friend was overwhelmed over its power. He was happy he had invisibility on his bikers, otherwise they would have been toast. Librarian with divination powers in a Stalker unit. While I didn't get a good power, the primaris proved really useful. Against the flying Belacor it really helped a lot. This is really situational of course, but I felt that a terminator with cyclone missile (similar price) doesn't add the same utility as a librarian. Overall, the stalker unit didn't really bring back its points in full in this game, but scared the living hell out of Belacor and kept the enemy at bay. Drop pods, I hate and love them. Of course, facing them is not something I like, but using them my self... well then I love them. First pod I dropped was to get the Beacon of Angelis up. The other tow pods I used more "tactically". The second one to block the direct path to my veterans. This prevented the bikers to reach me in turn 2, and gave him difficulty in turn 3 (as it turned out he failed his charge). The third pod I used to claim an objective. As it was empty I didn't really care much for it at that point. But... in future games it will be used as a blockade for my small force. Either to shield me off, or to close the enemy escape paths.
  25. Greetings Fellow Sons of Dorn, I've been reading the anthology Deathwatch-Xenos Hunters and it's given me the urge to paint up a Deathwatch Squad. I want to include a Black Templar, Imperial Fist and Crimson Fist and will figure out a few others to add later. This isn't really for playing but rather just to have a bit of something slightly different to do. The reason for my post was that I was wondering if anyone knew if the Crimson Fist member would keep his guantlets painted red? Obviously the majority of his armor and of everyone else in the squad will have to be black but I wondered if he would keep his guantlets red as that seems so essential obviously to being a "Crimson" Fist. One of the stories in the anthology had a Dark Angel brother on one of the kill teams and he retained his hooded robe so I thought it wouldn't be unreasonable to allow a Crimson Fist to maintain the red on his guantlets. Anyways have any of you read anything definate on this or if not what is your opinion? Thanks.
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