Sunday, 23 December 2012

Blood Angels Army Background Document

Bit of a random one today. I thought I'd share a little background document I've been working on today for my Blood Angels army. I've added the screenshots below, but you can download the PDF here (its only 6 pages). I'm planning to spend time on each of my armies background over the Chrimbo period as I doubt I'll have much chance to paint (we're here, there and everywhere next week). I think putting together a document like this really brings you closer to your models, and the background of the 40k setting. It also makes a neat 'leaflet' to give to your opponent before a game.


Saturday, 15 December 2012

Norse Blood Bowl Team Converted and Painted

I love Blood Bowl, but haven't played for many years (since Uni). So when I got the chance to pick it up again, I jumped at an opportunity to re-create my original Norse team. Only this time I thought I'd convert up some Marauders instead of using the horrible old GW models. The Ulfwereners are from heresy minis.

Norse Blood Bowl Team
As you can see the Warhammer Marauder models work really well, and extremely simple to convert! The painting, however, is what I like to call 'slap dash' - it isn't my best. I basically needed to get these ready for this weekend, so used the tried and tested base-shade-layer technique. I may go back and highlight them eventually (may...). Here's a close look at the shoddy paintmenship:

Norse Blood Bowl Team Close-up
Wish the team all the luck in the Warhammer World, as from what I remember, they tended to die a lot... I may be purchasing an apothecary first chance I get.

Darth Meer

Wednesday, 5 December 2012

Kill Team Rules v1.5 Update and The Raid Mission

I'm afraid its another Kill Team update post, not much painting going on lately (very busy time of year for me). Anyway, update v1.5 is out for the core Kill Team rules. In this one we have focussed on emphasising 'cinematic' terrain, adjusting some of our existing rules to match this, and changing some of the more 'abstract' rules of 40k to be more 'real'. There is now a sixth mission (missed from the last update), and a general tidying up of rules (especially grenades, and the other missions).

Get the new Warhammer 40,000 Kill Team rules here.

Also in v1.5 are optional rules for Injury. Now we originally didn't want to add these, but we've had demand for it from a few people now. It is important to note that these are additional rules, and are NOT the 'official' Kill Team rules. Our game will not be balanced to take into account these optional rules. The rules are basically taken from Mordheim, with a few tweaks to make them work in 40k. They haven't really been play-tested, so if you're brave enough to try them, any feedback would be invaluable.

You can now download the first 'mission' document, called The Raid. Its basically an attacker/defender mission using sentries - hearkening back to the old Kill Team rules from white dwarf! It even includes mission wargear such as wirecutters, grapnels, las-traps (laser beams), etc.

On the KT lists front, I'm still working on the Tau list ready to be play-tested by the group. But I have been through the current lists and added tweaks, new wargear, etc. So it's worth seeing if your list has been updated.

Finally, my group and I love to hear of peoples Kill Team campaigns and battle reports, so if any of you have any photos or reports you want to share, email me at I also want to share a battle report I received this week from KaC, found here.

Next post will be pretty models, I promise.

Darth Meer

Thursday, 22 November 2012

Kill Team Rules v1.4 Update

First of all, yes, plasma EXPLODES! We all thought plasma was a bit overpowered in Kill Team currently (hence, everyone was taking as much as they could), especially with Suppressing Fire. Making Gets Hot weaponry explode gives it a little bit of a drawback. Plus its cool.

Also in this update is the addition of new Difficult Terrain rules, stolen shamelessly from the LotR game. Its a bit more time consuming to work out than the normal 2d6 rules, but we think its a lot more immersive (and makes more sense to be honest). Plus it evens out the impact of our running rules.

The other big change is the Mission rules. I know there was a lot done in v1.3, but v1.4 really shakes them up. Gone are the random secret missions - they just didn't seem to be popular, especially as un-trustworthy people tended to just make up their secret missions... The new system is very tradition, with 5 big missions/scenarios (I couldn't make up a 6th, that will be a future update) that you simply roll a d6 for at the start of the game. The new missions are Skirmish, Relic Hunt, Last Stand, Hostage, and Sabotage.

In other Kill Team news, the Chaos Space Marines and Space Wolves team lists are live, as well as a fillable version of the updated roster sheet (download to fill and save) and the updated Legendary Heroes document for your campaigns - including a very familiar dreadnought!

Get the new Kill Team Rules here!

Darth Meer

Sunday, 18 November 2012

Chaos Lord Painted and Storm Reavers Background

Here's a photo of my newly painted Chaos Lord, complete with my colour scheme for the 'Storm Ravers' traitor chapter.
Chaos Lord Moros, Master of the Storm Reavers

Here's a bit of origin background for my home-brew traitor chapter. They're basically my old Storm Hawks (see my downloads for their codex) gone bad - I thought it would be a nice touch to continue their story:

"Once known as the Storm Hawks, a loyalist space marine chapter, the Storm Reavers began their descent into heresy on the world of Vardia during the close of M41. After a long campaign against the forces of chaos to free the Vardian sector, the entire Storm Hawks chapter met their enemy upon the capital planet itself to finally bring the campaign to a close. Although Captain Aphael of the Blood Angels requested the Storm Hawks to hold until they could be reinforced, Chapter Master Falco was impatient and over-confident and ordered the assault.

What the Storm Hawks did not know however, is that the Chaos insurgents upon Vardia were already in the process of breaching the warp and summoning a vast horde of daemons. Although the Storm Hawks were swift, without the aid of the Blood Angels they were still too late. The warp gate was opened and hell was unleashed upon the system.

Most of the Storm Hawks chapter was destroyed within the first moments of the warp breach, but a handful survived along with Chapter Master Falco deep within the catacombs of the planet. There must have been a chink in the defences of Falco's mind, or it could have been his proximity to the warp breach, but at some point the master of the Storm Hawks was possessed by a mighty daemon known as Moros.

The possessed Chapter Master requested his brothers join him in fleeing through the warp gate, he persuaded many that there was no other way to survive, and that they would take the fight to the enemy. Those that were left were soon overrun by daemons, but those that fled with Moros found themselves corrupted irreversibly by the warp. The Storm Hawks were propelled through the warp until they found themselves in the Eye of Terror, the journey twisting them so much that they held hardly any resemblance to their noble origins.

Lord Moros and his now named 'Storm Reavers' have left the Eye of Terror in search for recruits and commit to a never-ending war in order to gain glory and slake the unquenching thirst of their gods."

Darth Meer

Thursday, 8 November 2012

First Game With New Chaos

I had a game (finally) with the new Chaos codex last night, against the new chaos codex! 1500 points. Guess what, Chaos won... Blood was certainly spilt for the Blood God, fortunately more of it was my opponents. In fact, I wiped him off the table! I didn't even think my list was that good to be honest, as I just grabbed a load of random bits of things I wanted to use and put them in the army. I wanted to give you a brief rundown on my feelings on my first game with the new codex. Fist of all, lists:

Chaos Lord - Pair of Lightning Claws, Terminator Armour, MoK
- Sorceror

Chaos Space Marines x15 - CCWs, Champion w/ Power Fist, MoK, IoW
- Chaos Space Marines x10 - Plasma Gun, Autocannon, Champion w/ Power Maul
- Chaos Cultists x25 - 11x Autoguns, Champion w/ Shotgun

Fast Attack
Raptors x10 - 2x Meltagun, Champion w/ Pair of Lightning Claws
- Chaos Bikers x5 - Plasma Gun, Champion w/ Power Sword and Meltabomb
- Heldrake - Baleflamer

Heavy Support
Forgefiend - Hades Autocannons

My opponent had a noise marine based list. Don't ask me what the acronyms stand for, I'm just copying from his email...:

Chaos Lord - 5+i, PP, PW, VotLW, MoS

Helbrute - Plasma Cannon

- Noise Marines x9 - CCW, Votlw, Rhino, IoS, PW+DS
- Noise Marines x10 - 8 SB, VotLW, Blastmaster, PW+BP
- Noise Marines x10 - 8 SB, VotLW, Blastmaster, PW+BP
- CSM x10 - VotLW, CCW, 2x Plasma Gun, Rhino, PS+BP

Heavy Support
- Havocs x5 - 3x Autocannon, 1x Lascannon
- Havocs x5 - 3x Autocannon, 1x Lascannon

The mission was The Scouring and we played the diagonal deployment. I will add that I rolled Infiltrate for my warlord trait, but forgot to actually deploy any infiltrators... although I did seize the Initiative! I won't go through the game itself, just how each unit did.

The Heldrake was awesome. Well worth the 170pts. I suppose it depends on if you have dedicated AA units (Tom only had 2 units of autocannon havocs which missed a lot). The S6 AP3 Torrent flamer is amazing at clearing out squads of marines, and laid waste to most of 2 squads of noise marines and a havoc squad during the game! He did day that he was going to add at least a defence line to his list after the decimation the Heldrake caused.

Cultists with the Endurance psychic power = win at holding objectives. They were shot down to about 10 by the end of the game, taking most of the brunt in the first couple of turns. Feel no Pain definitely helps against those sonic blaster ignore cover weapons! My loudout may not be the most efficient (was basing it off what models I had), but it was still fairly cheap and looked pretty chaotic.

Big blobs of CSM without Rhinos work if you're fairly lucky (and your opponent deploys fairly close to his deployment line). He had 3 turns of shooting at the MoK squad and whittled them down to about 7 (under half) due to his blast master AP3 blasts. But they had Mark of Khorne and Banner of Wrath so charged 10" into a full squad of marines and munched them down like Donkey Kong on a banana. I think this unit will be hit and miss though, depending on how much shooting it attracts during those first few turns.

Forgefiends are OK, not sure if they're worth their points though. It did wreck a Helbrute first turn due to hitting with 6 of its shots and using daemonforge to re-roll armour pen! But then it proceeding to not do much the rest of the game, except for glance a rhino to death over a few turns. I suppose its another random chaos unit! BS3 does hurt its damage output, I will have to have a few more game with it to see if its worth taking in future.

Raptors are great, very cheap for a Jump unit. Although they really need to get the charge off (or take MoK - but that will increase the points). The meltas didn't come into play so I can't comment on their loudout. Although I will say the boon Icy Aura did end up killing more marines than the champions lightning claws...

Bikes were killed turn 2 so didn't really do much, but they were a cheap distraction unit and did they're job, taking the AP3 shots away from the Raptors.

That's about it, overall I think the amount of stuff on the board at 1500 overwhelmed my opponent a little bit! He focussed on killing the Heldrake, Bikes and Cultists too much and let my assault units run across the board to hack him up and take objectives. I was worried about all those AP3 ignores cover guns at the beginning of the game, but thankfully blind luck prevailed!

Final score 7-0 VPs.

Darth Meer

Sunday, 28 October 2012

Kill Team Rules v1.3 and Campaigns v1.1

Some big additions to the main Kill Team ruleset in v1.3, including a new 'hiding' mechanic (straight from old school specialist games) and massive changes for the assault phase - including supporting charges/attacks for when you just want to shout "bundle!", as well as notes on quick rolling and a new 'supporting' Overwatch mechanic.

The Campaign rules have had a complete overall with changes to almost everything. Now you can 'group' your Core models to make it easy to manage, as well as different EXP, Injury, and Advance tables for Core models. We found this makes it a lot quicker! We've also updated the 'official codex' document to include rules when using it with campaigns.


Changes in Kill Team Rules v1.3

  • Changed wording for climbing and jumping, added 1" and unit type exceptions.
  • Added 'Hiding' rule to enable hidden models. This is converted from the old Mordheim rule that we though was great.
  • Combined the Run and Fleet rules.
  • Added Grenade rule - all shooting grenades have One Use Only rule.
  • Added charge sub-phase ‘order of operations'
  • Added Supporting Charges
  • Added Diving Charges
  • Added Climbing Charges
  • Added Overwatch
  • Added Quick-rolling
  • Added Supporting Attacks
  • Removed 'outnumbering' from Assault results
  • Amended Squad rule to include rules for hiding and jumping/climbing.
  • Changed Destructible Markers wording.
  • Added Optional Rule – Destructible Terrain


Darth Meer

Wednesday, 24 October 2012

Blood Angels 3000pts Painted Army Photo Dump

Its been a long time coming, but I've finally taken photos of the completed army. Over 3000 points of Blood Angels. This is my first time taking photos with a swanky SLR so quality may be dodgy (probably due to the flash, more probably due to my lack of knowledge), but you get the idea. I'll also include some of my background text for flavour.

Blood Angels 2d Company - Full Shot

"Known as ‘The Blooded’, the Blood Angels 2nd Battle Company is commanded by Captain Donatos Aphael, a veteran of hundreds of years of war. Strike Force Raging Demise represents Armand's command in the Blood Angels reinforcements in the Vardian campaign, their main aim to drive back the Chaos Lord Titus' latest Black Crusade."

"Brother-librarian Armand is Chief Librarians Mephiston's prodigy, studying under the Lord of Death for many centuries. Armand's most famous battle was against a mighty Avatar of Khaine. Almost crippled and his squad defeated, Armand channeled all his psychic might into Velorix - a force axe bestowed to him by Mephiston himself. With one last effort, Armand buried the axe into the Avatar's spine, releasing its tortured soul back into the warp."

"Khayman is a 1st Company Veteran that fought in the 13th Black Crusade, and distinguished himself during the assault on the Imperial Guard stronghold Victory Bay. It was also in this battle that Khayman lost many of his fellow 1st Company, which forever soured his vision of Guardsmen as traitors and weaklings."

"Avicus is a close friend of Captain Aphael, having met during the chapter trials when they were both aspirants, and battled with him for countless years. Although Librarians are usually not assigned to one specific company, Avicus accompanies the 2nd whenever possible."

"Sergeant Tarquin's tactical squad ascended to the rank of honour guard in the 2nd company while serving in the Midas campaign. The severely depleted squad managed to defend Codicier Avicus against a large number of Necron Immortals with their signature plasma weaponry. Avicus has proceeded to request Tarquin's squad as his personal honour guard on numerous occasions."

"Originally from Cretacia, the homeworld of the Flesh Tearer chapter, Sergeant Tanis was sent to Baal as part of a tithe of novitiates to supplement the devastating losses caused by Arkio's army on the planet Sabien. Cretacia is a planet to rival any Death World, and as such Tanis is regarded as brutal, even amongst his fellow Blood Angels."

"Brother Corvinus is a young Sergeant who served with his Assault Squad in the Vardian campaign. He is armed with a thunder hammer, the field generator of which failed during a pivotal battle against traitor guard on Vardia IV. Corvinus received a battlefield commendation for fighting on, destroying enemy tanks though sheer physical strength alone. The thunder hammer, now named Traitors Bane, was later repaired with the blood of the traitor being preserved forever beneath the field."

"Assault Squad Mael suffered heavy losses to the ork Waaagh Gitstompa, after their position was overwhelmed by hordes of greenskins. Still not back to full strength, Sergeant Mael eschews specialist weapons within his squad, and insists his marines carry only a chainsword - the perfect anti-infantry weapon. He has named his relic chainsword The Purgator."

"Killed in battle aboard the Space Hulk Buteo Imperialis, Brother Viktor once had the honour of being part of the Archangels, the 1st Company. Almost destroyed by a Tyranid Broodlord, Viktor managed to detonate a krak grenade within the monsters gullet before he succumbed to his wounds. His mortally wounded body was brought back to Baal and encased in the sarcophagus of a Dreadnought."

- Darth Meer

Sunday, 30 September 2012

Kill Team Rules Update 1.2!

Lots of cool additions in v1.2 of the Warhammer 40,000: Kill Team ruleset, thanks in part to the feedback we have received from our readers and over at the Dakka Dakka forum. Lots of tweaks, and a redesigned Kill Team Mission:

Download the updated Kill Team rules here!

Over the last month I've added a few more Kill Team army lists to the blog page as well, including Orks and Tyranids. My next stop is Dark Eldar, but I'm struggling on how to handle pain tokens and combat drugs. If anyone has any ideas please drop me an email or leave a comment!

Also, if anyone has any photos or battle reports of their Kill Team games they would like the share, I'd be more than happy to post them up on this blog!

Other Stuff
I've been off to Warhammer World this morning to have a look at the Throne of Skulls (I like shiny armies) and take some photos of my now COMPLETE Blood Angels army. Yup, that's 3000 points of DONE. I've used a borrowed SLR for the job, so you'll have to wait until I get the transfer cable (its a Sony specific one...) before I can upload the pics.

Expect posts to be more well-rounded in the future now I have a new, more chaotic, project starting. I can finally put Blood Angels aside and do some modelling and list building articles.

Darth Meer

Monday, 10 September 2012

Blood Angels Vindicator and Land Speeder Painted

Blood Angels Vindicator and Land Speeder
Another couple of vehicles done! A good session this coming weekend and we'll have a fully painted army. Just in time for the Chaos codex to come out and me to start another one!

Here's a closer look at the Siege Shield:

Also, a quick question for readers. I found this in the new FAQ:

Page 22 ¬ Charge Move, Charging Through Difficult Terrain. Change the first sentence to read “If, when charging, one or more models have to move through difficult terrain in order to reach the enemy by the shortest possible route, the unit must make a Difficult Terrain test (see page 90).”

Er, why?... This is quite a big rule change. Why did the FAQ dramatically change the way charging into cover works? I thought 3d6 drop the highest was fair, 2d6 pick the highest just downright nerfed assault armies! Any ideas?

Darth Meer

Sunday, 2 September 2012

Blood Angels Assault Squad Tanis Painted

Another squad in the bag.

Blood Angels Assault Squad Tanis
1 more squad and 3 vehicles left until completion! Can't wait to get a group shot of my entire army now.

Now I'm off to play some DoW Retribution :-D, no idea why I suddenly have the urge to play that game again.

Darth Meer

Thursday, 23 August 2012

KR Multicase Kaiser2 Case and Bag Review

I received my Kaiser2 bag from KR Multicase this week and wanted to post a very quick review. Before I delve into the product itself, I just want to say I ordered it on Monday and received the bag on Wednesday. That is lightning quick for free delivery!

The Bag
The bag itself is made of sturdy stuff, I own a KR Lite (for my Stormraven) and was expecting the same kind of material, but was pleasantly surprised when it turned out to be kind of a tough canvas-like, bullet proof vest esque material supported by hard plastic inserts. I can see it standing up to some punishing use. There is a crap-tonne of pockets as well, as you can see, ideal for holding all your gaming paraphernalia.

As you can also see from the photo above the case is a lot more 'squat' than the GW case meaning a lot more transportable in my opinion. In fact it is the perfect size to sit on a passenger seat in your car (tested!). It also feels infinitely more well made and secure than the GW plastic cases - I've never had faith in the plastic 'clips' on the GW cases after a bad experience I had with them (it involved metal models taking a close encounter with Warhammer World's car park...).

The Cases
The reason I ordered a Kaiser bag in the first place is to have somewhere to store my Lizardmen, which has ended up overflowing the capacity of a large GW case! It took a while, and a message on the KR Facebook wall to decide what foam to get, but I eventually chose a case worth of infantry foam (three larger size for the saurus, and a single skink sized foam) and a case worth of pick and pluck (two different sizes: one for 50mm chariot bases, and one designed for 40mm krox/slann/terradons).

The foam itself is great and very soft, ideal for spiky lizards that don't fit! I was torn between getting card cases and an aluminium case, but I'm glad I chose card as it really does seem to protect the foam well and holds it all in place snugly. Because the saurus models are so fat, they actually stick quite a far bit out of the foam. The squidgy foam does a good job of cushioning them though, and compresses very well to fit them all in the case.

The pick and pluck is a bit difficult to remove and I had to get a knife in the end as I was afraid of ripping through the support bits of foam. Having said that, it is a lot better than the GW vehicle foam that just falls apart. As you can see from the photo the stegadons are a little too wide for the 50mm 'lanes' of pick and pluck but still fit due to the soft foam.

The card cases themselves seem rugged enough, but only time will tell if they can withstand as much as I hope. Card isn't usually the most lasting material in my experience, but I'm hoping to be pleasantly surprised. They don't seem to be easily torn, and the bag should keep them nice a dry.

Overall I'm very impressed with the build quality and design of the bag, a lot of thought has gone into making it really sturdy and secure. It's amazing how much stuff you can fit in the cases with a bit of planning - compared to my GW case. I have managed to fit in all my lizard models, plus plenty of room for expansion... and expansion there will be!

Darth Meer

Sunday, 12 August 2012

Minotaurs Ivanus Enkomi Painted and Kill Team Campaign Rules

Its taken me a while to paint this bad boy as I've had to wait until I acquired all the new paints I needed. Even then I've still used the old black and greens. Not too happy with the blending on the cloak still, but at least it's finished!

Minotaurs Ivanus Enkomi

I don't think I'll be using the actual Ivanus Enkomi rules from Forge World (even though they are awesome) as I attend a few tournaments, but he will suffice as a Chaplain with Power Fist. Although I have no idea who to put him with in my army, usually I would put a Chaplain in with the terminator squad to add Fearless and extra punch. But in my 1500 list they deep strike... Seems a bit of a waste to put him with a Tactical Squad!

That will be last Minotaurs painting post for a while, as I'm going to go back to my Lizards for a month or so, and also because of the leaked product sheet for 2013... wow so much cool Space Marine stuff is in the works and a new Tactical Squad box! It may take serious willpower but I'm going to try and hold off buying any new stuff until the new Marine Codex comes out.

Kill Team Campaign Rules
They're done and you can find them on the Kill Team page. The rules are based off the Mordheim rules with a crap load of tweaks and additions. There are only a few Legendary Heroes available at the moment, but will be adding more in time.

I'm on a drive to get a load of Kill Team army lists done soon. Next up is Orks, then maybe Eldar as I'm waiting on the Chaos codex to come out before I delve into them.

Darth Meer

Tuesday, 7 August 2012

Minotaurs Colour Scheme Part 3 (Plus Scouts Built)

Minotaur Space Marine Colour Scheme
Here's the final paint scheme I'll be using for my Minotaurs. I've gone for a quick-to-paint scheme, rather than display cabinet quality. Created a little step by step guide for people who still want to see the new GW paints in action.

First, I painted two very watered down layers of Screaming Bell (like, 50/50 water to paint) to give the model a solid basecoat for the bronze. Then, a couple of layers of Sycorax Bronze. Again I watered down to create a smooth coverage.

I very lightly drybrushed Golden Griffon to give the model a bit of highlight. To finish the armour, I gave the model a wash of Reikland Fleshshade. This both gives the model some shading, while smoothing down the effect of the drybrushing. I think doing a drybrush then wash really makes the armour more subdued, and allows me to pick out all the other details with line highlighting, making them stand out over the shiny armour.

The chest eagle was based with Celestra Grey, washed with Nuln Oil, and highlighted with Scar White. Skull was Zandri Dust, Agrax Earthshade, Zandri Dust again, Ushabti Bone, and Screaming Skull. Armour joints are Mechanicus Standard Grey and washed with Nuln Oil then highlighted with Grey again. Eye lenses and metal bits were painted in the same manner as the boltgun below.

To stand out from the armour a bit, and to compliment the 'veteran' red pauldrons for sergeants and the like, I decided to paint weapons red - including chainswords and boltguns. For the metal: Base with Leadbelcher, wash with Nuln Oil and Highlight with Runefang Steel. For the red: Base with Mephiston Red, Shade with Carroburg Crimson, then highlight with Evil Sunz Scarlet.

Sand glued with PVA, washed with Nuln Oil, heavy drybrush of Mechanicus Standard Grey followed by a light drybrush of Celestra Grey. Paint the rim black. For the snow I used the GW stuff on top of PVA - needed at least three layers, leaving a bit of the previous layer shower for a 'melting' effect.

The Forge World transfers are awesome, so I picked up a sheet for my Minotaurs. Prepared the area with a couple of coats of 'Ardcoat first to aid in decal placement. Once the transfer is on and completely dry, I gave it another coat of 'Ardcoat to seal and a couple of coats of Lahmian Medium to matte. I was thinking of using some sort of decal softener (like micro sol), but wanted to try it without first.

And we're finished! Fairly quick and painless:

Minotaur Scouts
I picked up a pack of sniper scouts for my Minotaurs too this week, converted up the sergeant as well. I'm going to give all my sergeants mk4/5 armour so didn't want to leave him out! Just because he has scout armour doesn't mean he can't have 'armour lips'. Not too good with green stuff but looks ok. Also positioned and green stuffed another one of the scouts so he wasnt in a boring 'forward facing' pose. You can't really see it in the photos, but I've green stuffed a lip around his bracers too. Hopefully it will look decent when smoothed and painted.

Kill Team
For those of you who are interested, I've updated the main rules to v1.1b - just a few tweaks, including some rules to allow for Campaigns. Of which I am almost finished writing rules for now, so check back soon for them (should be done next week). Also added rules for Necrons and Blood Angels teams.

Darth Meer

Tuesday, 24 July 2012

Kill Team Rules For 6th Edition - Update

Quick one. Just uploaded Rules v1.1 with loads of changes, including Squad rules (for guard and nids specifically), Flaming weapons, Running Away, and a new basic mission (with multiple objectives). Also some clarifications on characters etc.

All Kill Team documents can be found here now.

Ive separated the Building a Team rules into a different document as well as I want to head more towards creating Kill Team army lists for every codex. This is so, eventually, once all the lists are done we'll have a solid balanced game. Also drafting up some simple Campaign rules too (think Mordheim).

You can also find the Imperial Guard team there list as well. Next will be Necrons I think as they're the new hotness.

Monday, 23 July 2012

Kill Team Rules For 6th Edition

Kill Team is a fan-made unofficial expansion to Warhammer 40,000 that allows you to fight more intimate, more narrative driven games of Warhammer 40,000. Instead of fighting across vast battlefields controlling armies of hundreds of troops, you take control of a small task force with a handful of men.

EDIT: This article used to contain the 1st version of the Kill Team rules. Since this was posted the rule set has grown and grown! You can find the latest Kill Team core rules, campaign rules, kill team lists, roster sheets and other materials at: or click on the Kill Team tab on the nav menu above.

Happy gaming!

Darth Meer

Tuesday, 17 July 2012

WIP Photos and 6th Edtion

Wow I really haven't posted for a long while, been on holiday and been trying to sort other life shit out (damn you life!). Posts have also stopped due to trying to get 6th edition games in (rather than painting). I've been trying to get some models sprayed so I can do a 'Minotaurs Scheme Part 3' post, but weather has not been good in Nottingham (in fact, I would say apocalypse-esque, but that would be over exaggerating). So I thought I'd post up some work-in-progress shots of a few things I've been working on.

I ballsed up the cloak on my Enkomi model to start off with. I thought I would try the new crimson shade from GW as my experience with them has been pretty good so far. Yeh, didn't turn out very well. Turns out they do pool still. I think I've managed to save it though, with some hasty wet blending and highlighting.

Been painting this guy in small steps simply because I don't have all the paints yet - trying to use all new GW paints for my Minotaurs and haven't got round to completing the collection yet. Next, I've been trying out a new sand mix with my Minotaurs now all my Blood Angels have been based. Mixed my regular stuff with some super fine sand and some slate chips. Gave it a whirl on my Stormtalon base:

Painting wise, it's Nuln Oil shade, heavy drybrush of Mechanicus Standard Grey, then a drybrush of Celestra Grey. I've used both 'base' paints to give good coverage over the sand. Finally, been cracking on with finishing off my Blood Angels vehicles. Here's the current parking lot on my desk:

Just need to finish up the highlighting and do some weathering then BA are done!

6th Edition
I'm not going to assign too much blog space to 6th edition, Emperor knows there are a million other bloggers that have already talked about it to death. I just wanted to give my quick impressions.

I've had six small games with the new rules so far, and overall its pretty awesome. Seems to still be fairly swift to play, with an added layer of intuitive complexity. After the first few games we all started to get our heads around the new rules and started to be quick to play again. Love all the new cool little special rules, adds so much more to the game. I'm also liking the fact that most of the special rules are actually in the book, rather than littered in all the different codexes. Feels like its going to become a great unified system once the 6th edition codexes comes out (of which I am informed the first will be very, very soon).

Honestly, I didn't like the way Alessio simplified the ruleset down in 5th. It was too much, games got stale fast. It seems like 6th edition has been designed with an open-ended mindset, I can see many, many narrative expansions coming out for this game - and am looking forward to playing all of them.

Now I just need to convert my Kill Team rules! I can see some awesome skirmish games with a ton of the battlefield debris rules.

Darth Meer

Saturday, 16 June 2012

Lizardmen Progress: Chameleon Skinks Painted - Plus Minotaurs

Some more Lizardmen progress today. Spent a little bit more time on these chameleon skinks than the regular skinks as there are only 8 of them at the moment. Wanted to give them a different paint scheme to regular skinks as well - to distinguish them on the battlefield. I wanted to include at least some red, as the rest of the army has red as its spot colour (usually on the shield, or on the mount/beasts). So I decided to try a red 'stripe' of scales:

Lizardmen Chameleon Skinks Front
Lizardmen Chameleon Skinks Back
I thought it worked well :-D. Also had a few pressies for my birthday (always nice to get hobby gifts), in the form of Moloc and Enkomi models from Forge World and a Stormtalon! A nice start to the Minotaurs army. Would have got these sprayed today but the weather in sunny Nottingham has moved towards the.. er... stormy side.

I actually really like the Stormtalon model. I know it has gotten some stick on the internet, but it's really cute in person! Check out this size comparison shot with the Stormraven:

Cat included for reference...
Can't wait to get it painted. Also ordered some Minotaur decals from FW, so expect transfer shenanigans in a future post (new territory for me).

In closing, here's my obligatory 6th edition comment: "It's awesome and cinematic, I can say no more" ;-P. Also, there are a load of crap rumours out there so don't believe everything you hear! Wait a couple of weeks and get the book in your own hands before you make judgements. I'm already planning a day of 1000 point games with multiple armies to test everything when the final rules are out.

Darth Meer