Wednesday, November 20, 2013

Trench Dogs

Best Guy Ever's kill team, The Trench Dogs

Faction: Death Korps of Krieg (Imperial Guard)

Leader: Lieutenant 143-24-6, xp/lvl - 0/0, pts - 35
Wargear: Antax-Pattern Carapace Armor, Vox

Special: Storm Trooper Colour Sergeant 143-24-6, xp/lvl - 0/0, pts -25
Wargear: Honoured Standard

Special: Sentinel 143-24-1, pts - 50
Wargear: Lascannon
Special Rules: Non-flammable, Non-learning

Core: Infantry Squad 143-24-6-1, xp/lvl - 0/0, pts - 40
Wargear: Plasma Gun
Special Rules: Squad

Core: Infantry Squad 143-24-6-1, xp/lvl - 0/0, pts - 40
Wargear: Plasma Gun
Special Rules: Squad
Core: Sergeant Watchmaster 143-24-6-1, xp/lvl - 0/0, pts - 20
Wargear: Plasma Pistol

Core: Infantry Squad 143-24-6-2, xp/lvl - 0/0, pts - 40
Wargear: Plasma Gun
Special Rules: Squad

Tuesday, November 12, 2013

Things that are easy to miss

Captain McBadass has contributed this list of things that are either easy to miss, or easy to mess up.

"Also for all the other Kill Team players, I've been rereading the rules and I've noticed a few things I think everyone, myself included, have been messing up.

1. Running is affected by difficult terrain.

2. Leaders and only leaders are characters and are therefore subject to challenges, look out sir, and precision strikes.

3. You declare ALL charges on a model before overwatch happens, and then all wounds from overwatch are applied to the closest charging model.

4. A unit in combat with a knocked down or stunned model may not direct any attacks to those models if there is a standing enemy model also in base to base. Also if you have a knocked down model and a standing model engaged in the same combat, the knocked down one may crawl away 3 inches if his turn comes before or at the same time as the standing one.

5. Unless it says so in the mission objectives, Running Away does not automatically mean a loss. You can actually still win through mission objectives despite running away.

6. When charging through difficult terrain, you still roll 2d6 for distance, but that distance is halved just like normal movement and running.

7. Grenades are one use only. Which means if you charge through difficult terrain you need to say whether or not you are using assault grenades. And if you do, you no longer have them for the rest of the game.

8. If a blast weapon scatters into a wall, it detonates at the wall, hitting anyone there as normal.

9. You can still charge an enemy if you can't get into base to base with it as long as you can get into base with a friendly unit in combat with it, but if you are only in base with a friendly unit, you can only get a max of one attack."

Thunder of Fenris

Capt. McBadass's kill team,Thunder of Fenris

Faction: Space Wolves

Leader: Ivan Son-of-Storms; Rune Skald  74pts
Wargear: Power Armor, Force Axe, Bolt Pistol, Chooser of the Slain, Wolftooth Necklace.
XP 9/ Lvl 4
Advances: Additional Psychic Power, +2 Str, +1 Attack

Special:

Kruger One-Eye; Long Fang  47pts
Wargear: Power Armor, CC Weapon, Plasma Cannon w/ Suspensers
XP 4/ Lvl 2
Advances: +1 Toughness, +1 Init
Injuries: Madness (Rage and Fearless)

Rengar Wolfbrother; Thunderwolf Cavalry  52pts
Wargear: Thunderwolf, Power Armor, Chainsword, Bolt Pistol
XP 5/ Lvl 2
Advances: Mighty Blow, Never Tell Me the Odds

Core:

Fury of Fenris; Grey Hunter Pack  83pts
Grey Hunter: Boltgun, Bolt Pistol, Chainsword
Grey Hunter: Boltgun, Bolt Pistol, Chainsword
Grey Hunter: Boltgun, Bolt Pistol, Chainsword
Grey Hunter: Plasma Gun, Bolt Pistol, Chainsword
XP 4/ Lvl 2
Advances: +1 Str, +1 Toughness

Wednesday, November 6, 2013

Kill Team Iron Fury

After Lexicanum Bannir suffered a chest injury early in his mission and Clave Cumhacht lost a significant number of battle brothers, they were recalled back to the strike cruiser. Relieving them are the Clan Champion, Bren'Tar, and a pair of veterans from Clave Casur, Garrek and Malifess. Mor'Cells and Clave Celeritus will remain in the field, under new command.

Dancy Pants' Kill Team, Iron Fury.


Faction: Space Marines (Iron Hands)

Leader: Clan Champion Bren'Tar, xp/lvl - 20/7, pts - 77
Special Rules: Chapter Tactics, ATSKNF, Inspiring Presence, Honor or Death, Duelist, Counter Attack, Medic
Wargear: Ferrous Beacon, Storm Shield, Artificer Armor, Frag & Krak Grenades
Advancements - Counter Attack, +1 WS, +1 W, +1 A, +1 S, Medic

Special: Honor Guard Mor'Cells, xp/lvl - 9/4, pts - 39
Special Rules: Chapter Tactics, ATSKNF, Dodge, Counter Attack, Combat Finesse, Hammer of Wrath
Wargear: Relic Blade, Bolt Pistol, Boltgun, Frag & Krak Grenades, Artificer Armor
Advancements - +1 I, Dodge, Counter Attack, Combat Finesse, Hammer of Wrath

Special: Sternguard Veteran Garrek, xp/lvl - 8/3, pts - 40
Special Rules: Chapter Tactics, ATSKNF
Wargear: Plasma Gun, Bolt Pistol, Special Ammunition, Frag & Krak Grenades
Advancements - +1 S

Special: Sternguard Veteran Malifess, xp/lvl - 0/0, pts - 22

Special Rules: Chapter Tactics, ATSKNF
Wargear: Bolt Gun, Bolt Pistol, Special Ammunition, Frag & Krak Grenades


Core: Tactical Group Clave III - Celeritus, xp/lvl - 9/4, pts - 105
Special Rules: Chapter Tactics, ATSKNF
Wargear
Battle Brother 1: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 18)
Battle Brother 2: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 18)
Battle Brother 3: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 18)
Battle Brother 4: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 18)
Battle Brother 5: Bolt Pistol, Plasma Gun, Frag & Krak Grenades (pts - 33)
Advancements - +1 Ld, +1 A, +1 T, +1 BS

Core: Tactical Group Clave VIII - Cumhacht, xp/lvl - 2/1, pts - 100
Special Rules: Chapter Tactics, ATSKNF
Wargear
Battle Brother 1: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 15)
Battle Brother 1: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 15)
Battle Brother 1: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 15)
Battle Brother 1: Bolt Pistol, Boltgun, Frag & Krak Grenades (pts - 15)
Battle Brother 1: Bolt Pistol, Missile Launcher, Suspensors, Frag & Krak Grenades (pts - 40)
Advancements - +1 BS

Unique Wargear Found
Ferrous Beacon - Blinding Thunder Hammer

So far, Kill Team Iron Fury has fought against Space Wolves twice and the Grey Knights once. Soundly defeating each once, they charged with confidence into a weakened Space Wolves position. However, bad luck, good shooting, and a lot of lightning saw the Kill Team rout and decide to fight another day. Bren'Tar's skill and fury on the battle field continues to shine, and the Iron Council will continue to observe his progress.

Clave Cumhacht has returned to the fight, upgraded with suspensors for their missile launcher.  Veteran Malifess was struck down in battle and had to return to the Apothecarion aboard the Strike Cruiser in orbit. He has since returned, though it will take time before he regains his battle rhythm. Bren'Tar has also been granted use of the Ferrous Beacon, a modified Thunder Hammer that blinds its unworthy victims.

Monday, November 4, 2013

Early lessons

After playing a few games with my Iron Hands, against Raven Guard (BOO!), Tau, and Death Guard Terminators, I've learned a few things.

The most important thing I've learned is that the tide of the game ebbs and flows. You can be doing really well, and then suddenly your kill team loses their forward momentum and you're left wondering what just happened. The game isn't over until the victory points are tallied. You may realize that, with secondary objectives, that it's a tie, or that the person that appeared to be losing just squeaked out a win.

Another thing I learned is that, if you're playing with the option injury table (Knocked Down, Stunned, Out of Action), then Instant Death weapons are HUGE! Normally, a combi-plasma or power sword would just paste one of my marines off the battle field. However, with the possibility of becoming a casualty only being 1/3, weapons lose a lot of their effectiveness if they do not cause Instant Death. It's good that there isn't a whole lot of Strength 8 stuff out there, but it can really put a bull's eye on the head of anyone carrying a Thunder Hammer, Power Klaw, or Missile Launcher.

Perhaps the hardest thing to learn is that this game is meant to epitomize the "Rule of Cool". It's not meant to be a broken, Win-At-All-Costs game. It's supposed to be a fun and action-packed narrative. The rules of 40k are already fairly unrealistic in certain aspects, and bringing it down to skirmish level makes it even harder. It's important to recognize when what you're doing loses a bit of the spirit of the game in the quest to get that win.

And probably the harshest reality of the game is that, even if you win the battle, you could come out of it in worse shape than the guy that lost. My first "official" game in the campaign saw my lexicanum librarian suffer a serious chest injury, dropping him to Toughness 3, while leveling up to Strength 5. I don't see him lasting too much longer unless he levels up and gets the +1 Toughness to get back to 4.

Friday, November 1, 2013

Kill Team Cratus

Huntaro's Kill Team, Kill Team Cratus

Faction: Flesh Tearers (Blood Angels)

Team Leader: Brother Sachiel (Sanguinary Priest), xp/lvl-0/0
Wargear: Power Armor, Bolt Pistol, Power Sword, Blood Chalice, Frag and Krak Grenades, Refractor Field, Blood Vial
Special Rules: And They Shall Know No Fear, The Red Thirst

Special: Brother-Sergeant Nothos (Sternguard Veteran), xp/lvl-0/0
Wargear: Power Armor, Bolt Pistol, Bolter, Special Ammunition, Frag and Krak Grenades
Special Rules: And They Shall Know No Fear, The Red Thirst

Special: Brother Ochos (Sternguard Veteran), xp/lvl-0/0
Wargear: Power Armor, Bolt Pistol, Bolter, Special Ammunition, Frag and Krak Grenades
Special Rules: And They Shall Know No Fear, The Red Thirst

Special: Brother Titurel (Vanguard Veteran), xp/lvl-0/0
Wargear: Power Armor, Bolt Pistol, Power Sword, Frag and Krak Grenades
Special Rules: And They Shall Know No Fear, The Red Thirst, Heroic Intervention

Core: Combat Squad Scharos (Death Company), xp/lvl-0/0
Wargear: Power Armor, Bolter, Frag and Krak Grenades
Wargear: Power Armor, Bolter, Frag and Krak Grenades
Wargear: Power Armor, Bolter, Frag and Krak Grenades
Wargear: Power Armor, Bolt Pistol, Combat Blade, Frag and Krak Grenades
Special Rules: Black Rage, Crazed, Fearless, Feel No Pain, Furious Charge, Relentless

Donovan's Raiders

Mozz's Kill Team, Donovan's Raiders

Faction - Imperial Guard

Leader: Junior Officer Lt. Isaac "5 Saves" Donovan, xp/lvl - 0/0, pts - 50
Special Rules: Junior Officer, Inspiring Presence
Wargear: Laspistol, Frag Grenades, Antax Armor, Macharian Cross, Power Sword

Special: Medic Cpl. Rees Mayer, xp/lvl - 0/0, pts -35
Wargear: Lasgun, CCW, Frag Grenades, Medi-Pack, Honored Standard

Special: Ratling Sgt. Smalls, xp/lvl - 0/0, pts -10
Special Rules: Infiltrate, Stealth
Wargear: Sniper Rifle, Laspistol

Special: Ratling Cpl. Simon Quigley, xp/lvl - 0/0, pts -10
Special Rules: Infiltrate, Stealth
Wargear: Sniper Rifle, Laspisto

Special: Ratling Sgt. Walter Kegan, xp/lvl - 0/0, pts -10
Special Rules: Infiltrate, Stealth
Wargear: Sniper Rifle, Laspistol
Core: Infantry Squad Alpha, xp/lvl - 0/0, pts - 40
Special Rules: Squad
Squad Member 1: Lasgun, CCW, Frag Grenades
Squad Member 2: Lasgun, CCW, Frag Grenades
Squad Member 3: Lasgun, CCW, Frag Grenades
Squad Member 4: Lasgun, CCW, Frag Grenades
Squad Member 5: Plasma Gun, CCW, Frag Grenades

Core: Infantry Squad Bravo, xp/lvl - 0/0, pts - 40
Special Rules: Squad
Squad Member 1: Lasgun, CCW, Frag Grenades
Squad Member 2: Lasgun, CCW, Frag Grenades
Squad Member 3: Lasgun, CCW, Frag Grenades
Squad Member 4: Lasgun, CCW, Frag Grenades
Squad Member 5: Plasma Gun, CCW, Frag Grenades

Core: Infantry Squad Charlie, xp/lvl - 0/0, pts - 30
Special Rules: Squad
Squad Member 1: Lasgun, CCW, Frag Grenades
Squad Member 2: Lasgun, CCW, Frag Grenades
Squad Member 3: Lasgun, CCW, Frag Grenades
Squad Member 4: Lasgun, CCW, Frag Grenades
Squad Member 5: Flamer, CCW, Frag Grenades