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@DuskRaider: No, done nothing 40k - but I still have un-built stuff and I bought the Kill Team Starter Box, the new terrain boxes not in the starter box, and the Kill Zones. Thus terrain will be imminent ;)

@Chaplain Dosjetka: Good to be back, loads of ideas have been fermenting away ;)

So firstly the purchase stack:

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Really looking forward to get to know the new ruins kits, they look great.

A possible Kill Team is genestealer cults, or a gang for Necromunda. I bashed multi-part shotguns ages ago with Overkill bodies as I wanted the Overkill autoguns for my Death Guard chaos cultists.

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However I had quite a few Death Guard built. I am going to mash the poxwalkers about as I want them unique and kind of Rogue Tradered up. I'll have 7 but need 5 spare in case of extreme Nurgle's Gift tactic.

gallery_27755_12410_263424.jpg

The Plague Champion (Leader) has plasma gun, power fist, plaguesword (22 points), the first plague marine fighter (zealot) has a flail of corruption (19 points), the second plague marine fighter (combat) has a great plague cleaver, and the plague marine gunner (heavy) has a blight launcher. And seven (obviously) poxwalkers (3 points x 7 = 21) (99 points total).

Still farting about with names, demeanours etc but Sheperds of the Neverdead seems a suitable Nature, Mission: Defilers and quirk can be Dirgesong as they will be Apostles of Contagion.

As these are basically built I am doing them first but when my reivers and intercessors multi-part boxes arrive I'll do some Death watch and various marine teams.

Also thinking of digging out my old DV chaos space marine chosen conversions to do a Crimson Slaughter team with chaos cultists.

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@Captain Mike: Doesn't have his environment suit pants, and now is on a never-ending quest to get them back. They will then protect him and stop his thigh rashes, although he may have caught that from the lady of negotiable affection who stole his pants in the first place :)

 

Okay, I may actually be playing on Friday (KT). Now I could go conversion crazy on my DG but they are usable as is.

 

As such, and due to the new kits and DuskRaider asking, I will probably finish off some old ideas (towers with crane, more pipe walkways etc) so I can take them along with my sector imperialis board. Also the Munitorum Kill Zone tiles have a cool one that looks like a elevator that descends, and it looks just like the landing pad (whose struts I knicked for the pipe walkways).

 

So, architect and Boab the Builder time.

Edited by Marius Perdo
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So there are going to be four of us so we are keeping it simple and just using Kill Zone Sector Imperialis from the core rulebook.

So, I am building Sector Imperialis stuff, both old and new.

Started another pedway, I will do pipes for it for Necromunda/Kill Zone Sector Mechanicus but I don't glue them on. I built a Shrine of the Aquila to fit onto the board. I'll do an old Basilica Administratum and Sanctum Imperialis using some mint sprue stuff that I'll fit to the board "floorplan" sizes. I'll finally build Honoured Imperium too.

Then it'll be the new stuff, Imperilais Sanctum, Imperialis Basilicanum, and the stuff from the starter box - Imperialis Administratum and Imperialis Ruins(x2?).

On a 6'x4' Sector Imeprialis board we can play side by side and have 3 tiles side by side in a strip for 2 36" by 24" (more than the 30" by 22" required). It means with one board set you could have 4 Kill Team games going on at once.

gallery_27755_12410_180265.jpg

Book for weight just to hold the steps down. A have a few more of this set that I'll build into the sunken cathedral for desert/ash wastes at some point as the newer kits just blow it away.

However it does look good as a facade at a board edge.

Obviously still very WIP.

Edited by Marius Perdo
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So I built the Sanctum and started work on the Basilicanum.

gallery_27755_12410_106737.jpg

Lovely kits, but quite time consuming to build carefully (which they are so nice they deserve).

Change the horn on the blight launcher guy too, and added a green stuff cyclopean eye to make his helm look different from the plague cleaver one.

No way these building are done for tomorrow evening. Oh well...plenty of other older stuff built.

Edit: I forgot to say that I haven't really felt any urge to mess about with them, they seem great just as stock...probably because they are new to me and I am just happy building them as is. I am sure it will wear off and I'll want more kits to mess about with.

Edited by Marius Perdo
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I actually played last night.

 

6 nil to me. I was concerned the poxwalkers would just be a Nerve test and Broken liability. They weren't.

 

Learning game though.

 

I actually built the other new buildings but they are in the garage. Ironically not used by me.

Kill Team is great. Fast and furious, great for building small converted teams, and accidentally narrative.

 

For example, my opponents Dark Angels tactical marine Sergeant (Leader) charged into two poxwalkers, only hit once, failed to wound (a 1) and then had his brains eaten and I used Nurgles' Gift tactic and turned him into a poxwalker.

 

Now I have to ponder building a Dark Angels poxwalker :smile.:

 

So now I will custom build and convert my team (my DG un-built and bits box was scrutinised this afternoon).

 

The leader was way over-geared and did bugger all apart form win me the game by holding the objective.

 

The Heavy drew so much fire he should have been dead soo many times over, but he dished out a lot of hits to little affect. very toough.

 

The Zealot with the Flail of Corruption killed 4 Dark Angels on his own. He was just brilliant, and a bit lucky.

 

The Combat bloke with the Great Plague Cleaver was an arse, the -1 to hit made him useless and then a tactical marine killed him, even though I used Veteran's of the Long War (all attacks missed ) and then even a command point re-roll failed.

 

As an aside much AoS joy arrived today, as well as Intercessors, Reivers, and...to drunk to remember now.

Edited by Marius Perdo
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So, I have had a chance to ruminate on what I fancy. I want to do Death Guard and Deathwatch, so I planned two kill teams based on actually reading the rules again after playing, and having the not statistically significant data set of one game :smile.:

 

Death Guard

Plague Champion (Leader) with krak/blight grenades, plasma pistol and plaguesword - 15 points - I need to keep him alive for Resourceful, and he didn't use any of his expensive gear.

Plague Marine Fighter (Combat) with krak/blight grenades, plague knife, flail of corruption - 19 points - he was great last time but I'd rather always have +1A the +1S/A on the charge.

Plague Marine Gunner (Heavy) with krak/blight grenades, plague knife, blight launcher - 18 points - he hardly did anything but he drew so much fire, I also have a conversion idea.

Plague Marine Gunner (Demolitions) with krak/blight grenades, plague knife, plasma gun - 18 points - everyone is nearly always obscured so getting +1 to Wound seems fair enough.

Plague Marine with krak/blight grenades, plague knife, boltgun - 14 points - I felt I had a bit too many fragile poxwalkers last time and I don't want to get forced into easy Break tests.

Poxwalkers - 3 points x5 = 15 points, 7 might have felt like too many regardless of the Sacredness of the number but I still like them and they are good for stopping Overwatch/Obscuring.

99 points.

 

Deathwatch

 

Okay, first things first, the 2 points for every bolt weapon gets prohibitive fast IF they carry an additional pistol, so I have avoided that where I can.

 

Watch Sergeant (Leader) with frag/krak, boltgun, powersword - 20 points - not wasting A3 and I want the Ld9 - some non-1st Founding Chapter that I can demi-bling.

Black Shield (Combat) with frag/krak, heavy thunder hammer - 21 points - A4 and re-roll charge - 'nuff said - it'll be interesting deciding what chapter he was - thinking something from the Badab War - I'll use a spare Artemis so he is charging hefting the massive hammer.

Intercessor Gunner (maybe Sniper) with frag/krak, stalker bolt rifle, auxiliary grenade launcher, bolt pistol - 20 points - 42" range SR 21" AP -2 kraken bolts or 30" krak grenade with no LR hit penalty...ouch time - probably convert the Ultramarine I did earlier or an Imperial Fist.

Reiver sergeant (Scout) with frag/krak/shock, bolt carbine, combat knife, grapnel launcher - 20 points - the sergeant means no heavy bolt pistol and +1A/+1Ld (running about on his own) so he is actually a point cheaper and has A4 and can Advance with Swift and Quick March and generally sprint about and still shoot kraken bolts to 30" - due to the speed/lightning strikes vibe I am thinking White Scar using lots of Overkill bits (like the hawk). Probably calling him Lijin Hettar.

Deathwatch Veteran Gunner (probably Heavy) with frag/krak, infernus heavy bolter - 19 points - frag cannon way too expensive and quite versatile this way and Hellfire Shell tactic becomes an option - again non-1st Founding Chapter.

100 points.

I fancy building Lijin first - I have a clear idea of what I want.

Edited by Marius Perdo
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  • 3 months later...

Ta lads, but a gun firing chainsaw blades sounds very close to a shuriken catapult (I think I still have the metal beaky with one somewhere).

It has been a long while.

I got the space wolf space marine kill team box and decided I'd use some DA bits to do a Angels Redeemed kill team - I like some of their new space space marine cards more.

The list is:
1. Scout Sergeant (Sniper Specialist) - 11 (13)
Sniper Rifle - 1
Camo Cloak - 1
Bolt Pistol - 0
Frag Grenades - 0
Krak Grenades - 0

2. Reiver Sergeant (Leader Specialist) - 17 (19)
Bolt carbine - 0
Combat Knife - 0
Grav-chute - 1
Grapnel launcher - 1

3. Tactical Marine Gunner (Heavy Specialist) - 13 (16)
Heavy Bolter - 3
Bolt Pistol - 0
Frag Grenades - 0
Krak Grenades - 0

4. Intercessor Sergeant (Combat Specialist) - 16 (18)
Auto Bolt Rifle - 0
Bolt Pistol - 0
Frag Grenades - 0
Krak Grenades - 0
Power Sword - 2

5. Intercessor Gunner - 16
Bolt Rifle - 0
Bolt Pistol - 0
Auxilliary Grenade Launcher - 0

6. Intercessor Gunner - 16
Stalker Bolt Rifle - 0
Bolt Pistol - 0
Auxilliary Grenade Launcher - 0

Got some space marine heroes, got all apart from the captain and I'll be using the duplicates for conversions.

A few ideas for 4. above. He'll need a faceless mask as he has a helmet and that mask is actually part of the helmet. I think I like the one with the DA sword best.

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Edited by Marius Perdo
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@Duskraider: Ta.

The team WIP thus far.

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This might grow into my Primaris army, with each intercessor here being part of a different squad with each type of new bolt weapon.

The scout sergeant, even with boosted waist and soles, is still tiny compared to Primaris. Oddly he will be the leader, having trained many generations of Angels Redeemed he is now ensuring chapter wisdom, knowledge and traditions live on and are transferred to the newer Primaris.

The tactical heavy bolter will have a lot of non-monastic DA platstic bling, as he will be a Chapter survivor from the 2nd Company, and would have soon been ready for 1st company.

At the back of my mind is that this chapter will have all but been destroyed until re-inforced with new primaris

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I find myself very short of time and doing conversions based on DV chosen is very time consuming.

It was when farting about with some 1st Strike Primaris Intercessors (that I had opened for size comparisons) that I was pondering what the UM upgrade sprue would be like.

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A lot of fun could be had using DI, Know No Fear, and 1st Strike stuff mashed up with the multi-part boxes.

Thing is chaos have a lot more personality for me now.

However, I read the new Death Guard codex as soon as it came out and the Apostles of Contagion (of the 4th Plague Company) rang a bell. Turned out is was Necrosius the Undying's lot from Siege of Vraks pts 2 & 3.

So I ordered that model from FW. Shockingly small and a terrible cast. The mold must be at end of life.

So I decided to build my own, and then due to inspiration from KrautScientist and GuitaRasmus things have started to snowball (so long as it is yellow snow as this is Death Guard).

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Think I might call him Carcosan Waxenface. He'll be the first of a coven of three, the Death's Heads, and lots of autogun cultists (some Gifted of the Singing Sagacious Sons of the Seven Sacred Sonorous Songs) and poxwalkers (lots). The way some of the new DG stratagems work it should be fun recycling single cultists into multiple poxwalkers units (that is so going to get FAQd).

I have enjoyed fodder units (cultists/lesser daemons) alongside chaos space marine/cult units so Death Guard of the 4th Plague Company makes sense, especially as I like sorcerers/pyskers, and don't really like Typhus or Mortarion (a bit like Necrosius).

And a DG Hellbrute will just look cool and will be ace in game with Inexorable Advance, Fire Frenzy and twin lascannon and missile launcher.

Oh and the Plague Brethren sold me utterly on plague marines.

First PL50 battle tomorrow.

PS found it somewhat ironic what the Death Guard have done to the Minotaurs geneseed reserves.

Did you ever complete this Necrosius conversion? I didn't see it in the thread so I'm really curious what parts you used there and how it turned out!

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@Irongills: Nope. He was based on an Easy To Build Plague Marine, with a Putrid Blightking belly. The chest bit was from a Raptor, the power part to the spear from an exalted champion of chaos power axe, the haft and mace head and blade from Putrid Blightking weapons, tumorous arm from a Putrid Blightking, the head from the old WFB forsaken box, the MKIII style shoulder pad and the Anvilus backpack from chaos space marine multi-part kit.

He is a a box somewhere with the Nurgle daemon princes.

Currently trying to finish off my Kill Team build but distracted by Rogue Trader and Blackstone Fortress (ordered them for my birthday) and listening to Realmslayer.

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@Urauloth: Ta. The scout has been jacked up as well at the waist and big soles. And still tiny :smile.: Which DG sorcerer? I think I have done about 5 - 7 (even I am not sure). My favourite is the termie one from a Lord of Contagion.

 

On DG, I obviously love them but what stopped me was 3 things:

  • Poxwalkers - building loads and loads unique was daunting, however the gellerpox have triggered ideas using cairn wraith and necron spare heads.
  • DG Cultists - building 40 custom with autoguns...still didn't stop me ordering more FW renegade bits before they were cancelled...now my Blackstone Fortress Renegade Guardsmen and Index chaos...tempting.
  • Combi-weapons - the improbability, even using bit shops, of getting enough combi-plasmas for my Blightlords and combi-flamers for my vehicles.
Basically they put me off. They were still fun in Kill Team but I am really enjoying my Angels Redeemed Kill Team but the new Marneus Calgar and my Lieutenant from Conquest 5 nearly derailed me. Edited by Marius Perdo
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So, a post of a fail. I hate how this turned out.

gallery_27755_12410_4206.jpg

I tried to emulate my Deathwatch White Scar Reiver sergeant. I thought using a Ravenwing powersword modified to just be a sword would work.

Firstly the hilt is too long, but that is easily fixed.

The blade looks too long, but it is the eaglewinged skull quillions that are the problem. So I will replace with a "new" tactical squad powersword turned into a sword, and shorten the Reavenwing hilt.

In the background work on a Gravis Captain.

Basically I am going to build the first PL50 from the DI box but using DI, KNF, ETB, and multi-part kits tarted up with non-monastic Dark Angels bits, and nice scenic bases. For example the two AGL Kill Team guys will be in it, and thus one unit will have stalker bolt rifles.

I am going to do this with all sorts of starter boxes, including my DG, and AoS stuff as I really need to get something finished for once.

Kill Teams into the base 50 PLs sems the way forward.

Edited by Marius Perdo
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So, a post of a fail. I hate how this turned out.

gallery_27755_12410_4206.jpg

I tried to emulate my Deathwatch White Scar Reiver sergeant. I thought using a Ravenwing powersword modified to just be a sword would work.

Firstly the hilt is too long, but that is easily fixed.

The blade looks too long, but it is the eaglewinged skull quillions that are the problem. So I will replace with a "new" tactical squad powersword turned into a sword, and shorten the Reavenwing hilt.

Errr.... The sword's hilt is the perfect length. That's hand-and-a-half length on the hilt. Not a Longsword hilt, but one that can be wielded in one or two hands.

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@Gederas: Also known as a born out of wedlock sword :wink: I just don't like it so I swapped it and completely blocked it in the next shot.

gallery_27755_12410_123809.jpg

Whilst waiting for bits and bobs to dry on the Kill Team I started a DI Gravis Captain. Took the halo off and added a winged sword from the RW sprue, and a besagew from Grek Knight termie (I think).

I'll add the medal thingy from the DA company command sprue somewhere and that will do. Just going for subtle stuff.

Edit: Added the Reiver sergeant, I much prefer this, more sword like than the standard combat knife but not huge.

gallery_27755_12410_49900.jpg

Edited by Marius Perdo
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Played Kill Team last night, Lines of Battle.

 

Wasn't in the best of moods with a crap drive down and then a home-made "zone mortalis" with house rules sprung as a table (with solutions to problems that don't exist) - you'd think Rogue Trader Ultra-close Confines/Killzone: The Truehawk hadn't been written.

 

Managed to get to play in the end with Sector Imperialis and the stuff from the actual box and designed rules.

 

Defended against Death Guard, ended on Turn 4 (thankfully, was not really enjoying myself). I think it was 7-0, or possibly 6, but if 7 he had a 114 point team. Given the whole team was from Conquest ETBs, and had a perplexing and indecipherable system of blu-tac blobs to designate who was not what they were and what they were and weren't carrying (remember my eyesight is crap) I just went with shooting what was closest given it was Lines of Battle.

 

Having played Death Guard myself dealing with the T5, 3+ and FNP just felt tedious, and the -1 at LR just seems to be in to slow the game down with people missing all the time.

 

Even a Combat Specialist Primaris Sergeant with power sword who charged and used Angel of Death tactic (5 attacks!) did nothing to a normal Plague Marine. The Intercessor Sergeant Combat specialist then lost a wound. I think I sighed.

 

Eventually after shooting everything into a Plague Marine blight launcher gunner (for 3 turns) he finally died and I actually injured and killed something.

 

My Leader Reiver died after Bat-manning about and holding up a flank on his own (pulling half the opposing Kill Team sideways across) - victim of a Decisive Strike and a power fist from a Plague Champion that did 3 damage. Whilst high risk/suicidal I was so bored I wanted to try something heroic and interesting.

 

Krak grenade AGL is a great theory, in practice did bugger all. Also I wish GW would update digital products, it is 2019 nearly, having to download additional FAQs is a nause.

 

It was just one of those games. I was driving so not drinking so that possibly had a lot to do with it. I like playing TipsyHammer.

 

Anyway...#1stWorldProblems aside...

 

The scout sniper sergeant sucked, no point when you have stalker bolt rifles. Going to replace with a missile launcher gunner and swear when the DG FNP krak missiles :smile.:

To get points back I'll make a Intercessor sergeant with bolt pistol, bolt rifle and a chainsword - whilst Blood Angels and Space Wolves 40K armies can take that, DA and codex can't so I envisage when the new book lands they'll be allowed powerswords, chainswords, or powerfists. If not I'll swear/sigh, but I have enough Primaris I can just do another sergeant for 40k if not. Note doing nothing with his 2 point sword has put me off him.

I'll keep a bolt rifle gunner with AGL, but for KT drop the stalker's AGL.

 

New team:

 

1. Scout Gunner (Sniper Specialist) - 11 (17)

Missile Launcher - 5

Camo Cloak - 1

Bolt Pistol - 0

Frag Grenades - 0

Krak Grenades - 0

 

2. Reiver Sergeant (Leader Specialist) - 17 (19)

Bolt carbine - 0

Combat Knife - 0

Grav-chute - 1

Grapnel launcher - 1

 

3. Tactical Marine Gunner (Heavy Specialist) - 13 (16)

Heavy Bolter - 3

Bolt Pistol - 0

Frag Grenades - 0

Krak Grenades - 0

 

4. Intercessor Sergeant (Combat Specialist) - 16

Auto Bolt Rifle - 0

Bolt Pistol - 0

Frag Grenades - 0

Krak Grenades - 0

Chainsword - 0

 

5. Intercessor Gunner - 16

Bolt Rifle - 0

Bolt Pistol - 0

Auxilliary Grenade Launcher - 0

 

6. Intercessor - 15

Stalker Bolt Rifle - 0

Bolt Pistol - 0

 

However I will continue building the Primaris top down for 40K and do the new KT stuff when I get to those units.

Edited by Marius Perdo
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