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 Calixis "kill Team" Wh40k Campaign

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WarbossKurgan
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PostSubject: Calixis "kill Team" Wh40k Campaign   Sat 19 Jan 2013 - 10:24

When Godfather Viktor spotted that GW had posted an updated version of Kill Team he suggested we give it a try in our attempt to re-start lunch-time gaming in the new year. Kill Team is a small-scale version of 40K, using a simple system of army-selection - 200 points from a limited section of the normal 40k codexs.

The rules are published for a series of events - the page for them is here:

http://www.games-workshop.com/gws/content/...p?aId=26200004a

This is a dirct link to download the PDF:

http://www.games-workshop.com/MEDIA_Custom...ck_2013_(6).pdf

It took a few weeks but pretty soon it snow-balled and a load of us were writing test lists, coming up with ideas for new Teams, building, converting and painting.

I'm going to cross-post the game reports here and link to any hobby-threads about building Kill Teams.

It may develop into a narrative style campaign, but to begin with we are just having fun playing fast and dirty games of 40k.

Sir, yes sir!

Edit: We've been collectively adding some background stuff:

Quote :
Explorator Fleet Report

3.5 millennia of warp storm kept this area completely isolated. As the storms are slowly retreating two vessels have been sent in to re-map the region.

So far a single five planet system has been identified. Structures present on the planets suggest it was Imperial territory. Cogitators and Servo-cartographers are trying to match the latest augur-scans with previous maps. No match has been found yet.

The planet closest to the star has one face constantly exposed to it and one constantly in darkness. The extreme temperatures on both sides make it a dead word. Structures on the surface and impact craters suggest it was used as training ground for IG regiments most likely recruited from the nearby planets.

The second planet looks like an agri world. Possibly it used to provide supplies for the first, third and fourth planets.
The third planet is a death world, a raging inferno of vulcanic activity. Mining facilities are present but seem damaged beyond any hope of repair.

The fourth planet is a hive world. Most likely the minerals mined on the death world were processed here. An Inquisitorial blockade has been put in place preventing any further investigation.

No signs of human life or codified Imperial signals were detected, suggesting all human population died. It would seem that all these planets depended on each other for survival and as intra-system travel became difficult they slowly died.

The fifth planet is an industrial world. As it was independent from supplying from the other planets, Imperial settlers are still present and most structures are still intact although showing signs of decadence. Long distance augurs have so far identified a single continental mass developing on both side of the Circumfrens Equatoris. Thick jungles occupy the internal part of the continent, surrounded by savannah planes. On the north-west side of the continent the savannah turns into a desert reaching the coast while on the south the planes give way to a hilly region turning into a massive mountain range. Medium to large conurbations and isolated agricultural enclaves dot all areas except for the jungle, desert and mountain range.

+++++++



Ancient texts have been uncovered that seem to describe this region - it may be the =CENSORED= system in the Calixis Sector.



+++++++++++++

The Explorator Pitctographers have elaborated the data collected so far. A sixth planet, hidden because of its higly ellitic orbit, has been identified making possible to tentatively identify the system as Vangarius in the Malfian Sub-sector.



Eldar vessels aggressively patrol the space around Vangarius VI. Until support from the Imperial Navy is available no further information about the planet can be collected.
An Ordinatus has been issued by the Adeptus Terra: Vangarius V must be reclaimed at all costs.

Small scale warp disturbancies still prevent large scale deployments. The Adeptus Ministorum has therefore ordered the insertion of reconaissance teams to make contact with the local population. Astropathic messages have been sent to every nearby vessel.

+++++++++++++

Quote :
+++

A sudden blaze of green fire boiled silently in the blackness and spat out an assorted swarm of ramshackle ships. Some tumbled out of control for a few minutes, thrown pin-wheeling into realspace by the maelstrom of the warp, others glided gracelessly but steadily towards the sphere below. Engines ignited throughout the fleet and slowly the ships sorted themselves into a kind of order, gathered together around the largest among them: the Space Hulk known as Rokkdroppa.

Crossing the Halo Stars had been a horrific journey for the Fifty Fiff Bad Redz Brigade. A number of their escort ships had been eaten whole by a Void Whale, the Krooza "Black Blood" was smashed by a Warp Kraken and the Orks aboard the rest of the fleet had suffered through innumerable Daemonic infestations and incursion. But now they seemed to be in a more hospitable region.

The Space Hulk's ancient jury-rigged sensor arrays took over a hour to work out where they were - eventually coming to the (shaky) conclusion that they were probably somewhere in the west of the region known to Imperial Astrogators as the Calixis Sector.

+++

Ordo Hereticus under the order of Inquisitor Emil Darkhammer have dispatched an Inquisitor under classified orders to Vangarius V.



Inquisitor Valeria of Ordo Xenos is highly suspicious of her puritan rival and has approached the Mechanicum Explorator for assistance. Her Agents already within the Vangarius system have reported unusual archeotechnology of a rare complexity and some unknown in origin and function that form part of a greater mysterious and no doubt hugely powerful whole.



Darkhammer's motives under the pretext of preventing daemonic incursion would be to destroy the blasphemous artefacts, and prevent them from falling into unapproved hands, seemingly blind to the greater potential they may bring to Valeria and the rest of the Imperium of course. The Mechanicum's relative segregation from the Administratum would enable Valeria to operate away from Darkhammer's gaze.

The Mechanicum of course are already aware of all this and suspect the archeotechnology to be a vital prize on their 'Quest for Knowledge' be that alien in origin or their greatest goal, a fragment of the Standard Template Construct (STC) System. They readily assemble a retinue to accompany Valeria and her acolytes.



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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 19 Jan 2013 - 10:24

Da Fifty Fiff Bad Redz - Kill Team misadventures!

The first game was a bit slow as we struggled to remember even the most basic 40k6 rules!

Durzag's Salvage Krew vs The Kalormen Insurgents

+ + + AAR 1 STARTS + + +

First contact occurred in darkness just before dawn, with the Ork Kommandos (the Salvage Krew) deployed in the water - they had used the canal to get into the industrialised zone at the edge of the city. The Kalormen Traitor Guard were all buttoned-up in their Chimera but the first volley of Armourbane Big Shoota fire made most of them bale-out (only a glancing hit but it scared them!). The Plasma-Gun specialist (called Madras) and Leader (Tikka Masala) stayed inside, the Chimera's crew revved it's engines and raced forward, snap-firing everything. They wounded the Kommando KlawNob and killed Skreama, an Ork specialist, as he emerged from the water.

The Traitors fell back into a pumping station building and took cover as the sun came up and the Orks moved to outflank them and claim the primary objective. A prolonged siege ensued when the Chimera was wrecked by the KlawNob's rampage and the Traitors within evacuated and fell back to the pumping station. The accurate but ineffectual las-fire from the veterans eventually started to whittle down the Ork numbers and they eventually broke and fell back.



























+ + + AAR 1 ENDS + + +

The best thing in Phil's list was a Plasma Gun with the re-roll to-hit specialism (can't remember its name), so he could avoid Gets Hot! His leader (with a plasma pistol) still managed to vape himself in the last turn. The Chimera had Night Vision (which was really handy in this game). His Lascannon team had Relentless but could not hit the broadside of a barn (all but one shot rolled 1s and 2s to-hit!).

Phil got VP for first blood, 3 specialists, my leader and breaking the Orks. I got VP for a specialist and his self-immolated leader. 8-3.

Advances: Phil's leader killed three models and rolled an extra wound. My leader got one kill and rolled +1 Ballistic Skill!

The second skirmish was much faster - we had only noticed the 30 minute time limit in the rules pack near the end of game 1, but game 2 was over after just 20!

+ + + AAR 2 STARTS + + +

Later that day the Orks once more came across the Traitor Guard, but this time it was the Kalormen who were on the offensive - they crossed the canal in their amphibious vehicle and attacked an Ork camp. As the APC burst out of the water the squad quickly and professionally disembarked and deployed into cover, taking up positions from where they were able to catch the Orks in the open, in a brutal cross-fire.

After the Kalormen's first burst of fire the Orks were already shaken! They were forced back at the Guard's second volley; the squad was reduced to only 4 Kommandos, a Rokkit immobilised the Chimera but the Kalormen suffered no casualties.













+ + + AAR 2 ENDS + + +

Phil got VP for first blood, 3 specialists, my leader, breaking my force and the claiming primary objective. I got nada. 12-0.

20-3 overall - I got slaughtered!

My leader got no advances, Phil's got +1 Initiative.

Can't wait to play some more games now!


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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 19 Jan 2013 - 10:24

Squad Boros - The Flesh Is Weak!

Godfather Viktor wrote:
Quote :
Sergeant Boros overlooked the lower levels of the Hive and signalled Brothers Vortus and Radosh to move forward. If the Chapter Prognosticators were right a relic of the Omnissiah was somewhere close. It must be retireved at all costs.


A couple of levels down, Brother Arios and Draco sneaked forward, the Wind of Medusa hovering close, ready to offer covering fire.


Suddenly the air was pierced by the screeching cries of Eldar pirates darting out of nowhere on bladed boards.


Arios, Draco and the Wind of Medusa took position and prepared to blast away the wrecked figures emerging from a distant refinery complex.


But a humming device caught Arios attention. His bionic legs sprinted into action. The relic had been found.


Oblivious to the bolter shells exploding against the walls, more contorted creatures left the refinery.


The screaming xenos glided into a flanking position.


The Wind of Medusa darted beneath the walkways and caught them into the open. The heavy bolter sang a laud to the Emperor and two Eldar fell.


One however made it through the hail of bullets and mockingly called Boros to face him.


Arios and Draco took position closer to the relic and cleared it from the incoming wretches.


Sergeant Boros charged headlong, only to be left stranded on the walkway by the devious Xenos.



With a maddened laugh the Xenos plunged onto Radosh and fell it in a whirlwind of blades.



Another Eldar flew up and his whip stunned the unprepared Boros.


The Wind of Medusa screamed up to protect the fallen Sergeant, more foul creatures falling under bolter fires.


The relic had been secured, though at an hefty price.
That's more or less where we should have stopped, with me on the lead with control of the primary objective and first blood and Darius on a break test but having killed my leader (8-2 for Squad Borus).

But we were having so much fun we didn't check on the time limit and faught to the last man.

By the time I failed a break test we both were on 10 VP each.
A well deserved draw and a lot of fun Smile
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 19 Jan 2013 - 10:25

Squad Boros - The Flesh Is Weak!

Godfather Viktor wrote:
Quote :
In the dim light of dawn, Squad Borus was on patrol duty. The Sergeant, Arios and Vortus were approaching a dismissed factory.


The Wind of Medusa covered the right flank, its systems scanning a storage facility.


On the left flank, Brother Draco was cheking the fuel depot.


Barked words only an orkish troath could utter pierced the darkness and a hulking brute strided forward, its greedy eyes on the only working power generator.


Disciplinately switching between incendiary and poisoned bolts the veterans slowed down the advance of the rest of the Xenos.

Meanwhile, Boros primed a granade and tossed it at the Nob. Without even waiting for the smoke cloud to dissipate he was on the massive ork, power sword at the ready.


The Wind of Medusa swooped forward, heavy bolter blazing, but one orc made it through and swinging a chain nearly cracked open the speeder's hull.


More orks rushed for Boros.


Istinctively the Sergeant opened fired at the incoming orcs, killing one. A second was brought low by a power sword swing. More orcs were reading their weapons to fire at Boros.


The Wind of Medusa moved into position to get clear shots at the incoming orcs, but one stadied its primitive weapon on a crumbling wall and crashed the already damaged vehicle.


Boros regrouped with Arios as the odds were now against him.


Thanks to the Emperor, the orcs had had enough and retreated into the shadows.
Just another amazing game SmileSmileSmile
8-1 for Squad Boros, and the Sergeant even rolled Heroic Reputation for his advancement! How appropriate after what he did?

Oh...and I must add that I love Special Issue Ammunitions! Having the right bullet for every occasion really won me the game!

Da Fifty Fiff Bad Redz - Kill Team misadventures!

Durzag's Salvage Krew vs Squad Borros


+ + + AAR 3 STARTS + + +

The Ork Kommandos crept into the factory ruins in pre-dawn darkness. They opened up with a huge volley of Big Shoota, Rokkit and Slugga fire at the Marines of Squad Boros and missed completely.

The Ironhands Landspeeder swept around their left flank, safe in the knowledge that their Techmarine's archeotech additions Shrouded it from Ork fire. Sergeant Boros charged though the ruins beneath a rickety steel tower and crashed into Boss Durzag, cut the Ork Kommando down with his power sword and ducked back into the tangled structure.

Two of the Kommandos charged him, eager to avenge their leader, Boros calmly shot one dead in his tracks and impaled the other on his sword.

The marines concentrated fire on each small group of Orks in turn, cutting them down with surgical precision: They made excellent use of their exotic ammunition.

In a last ditch push to save face the four surviving Orks took desperate measures - two of them contested the Primary Objective while blazing away at Sergeant Boros and one of his fleet-footed specialists and a lucky Rokkit wrecked the Landspeeder.

+ + + AAR 3 ENDS + + +
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 19 Jan 2013 - 10:33

COOL PHOTOS & REPORTS! cheers
No matter what the Flame On Lads turn their hands to it's a joy to follow. The terrain & minis are WONDERFUL to behold. Have FUN with the new project...it's going to be a treat to follow. thumbsup
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Mon 21 Jan 2013 - 1:02

Wow, that seems like loads of fun! Great pics, great gangs!
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Wed 30 Jan 2013 - 2:20



+ + + AAR 4 STARTS + + +

The Salvage Krew crept through the jungle trees and swampy ground near a winding stream of some kind of industrial ooze. They were heading to an Imperial Gothic hatch that led to an underground research facility. They had been tasked with finding out watch was being studied down there and, if possible, to blow it up.



Once again Squad Boros foiled their dastardly plans and hosed them with "magic" bullets!







The Orks took the objective early in the engagement but they were soon forced back under heavy fire.



Boros' Shrouded Land Speeder was a distraction but didn't kill many Orks and even before Durzag wrecked it with his Klaw when Boros unwisely sent it too close to the Ork position, but ithe Speeder was the only thing the Ork Kommandos killed.





+ + + AAR 4 ENDS + + +

Viktor got VP for Primary Objective (5), First Blood (1), 2x Specialist (2) and Break Test (2). I got Specialist (1).
Lost again! 10-1
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Wed 30 Jan 2013 - 7:35

These are really cool reports! Keep 'em coming. Very Happy
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Wed 30 Jan 2013 - 7:39

Spectre76 wrote:
These are really cool reports! Keep 'em coming. Very Happy

That makes at least two of us that enjoy your Reports AND OH-SO-COOL PHOTOS. SO keep'em coming! thumbsup
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 2 Feb 2013 - 3:37

Kap Rogerz and The Howlerz vs Squad Mucus

The Fifty Fiff Bad Redz Brigade were planning on taking the Imperial factorium. Kap Rogerz was tasked with scouting the area and bringing back information about the defensive forces stationed there.
Deep in the industrialised districts of Mancunius Dome the Howlerz headed towards a stash of promethium - the Team had run low on fuel and needed a few barrels of the flammable stuff to get back to HQ.

+ + + AAR 5 STARTS + + +

At dawn the Howlerz rushed into the Manufactorum but found a Squad of putrid Plague Marines in residence!



"Remeber Ladz, don't pick your targets, just fire long uncontrolled bursts!" cried the Kap as they piled forward, Shootas blazing.





The Orks burst into the ruined buildings and gunned down the Chaos Marine guarding the objective - it turned out there was also a Scatterfield Generator in the building, that the forces of Chaos coveted.



The Chaos Champion entered the fray, the Orks attacked enthusiastically (their first mistake) and were cut down in droves.



The Chaos Marines seemed to be impervious to the few bullets that actually hit them!



Kap Rogerz charged into the fight (the Howlerz second mistake!), bolt-rounds zinging off (and occasionally through) his shield.



Munty, Bukky and the Kap were all felled (among many others) and the Howlerz had to fall back, leaving the objective in Chaos hands.



+ + + AAR 5 ENDS + + +

5-1 VP loss to Dazza - he got VP for First Blood, 2 Specialists and my Leader. I got VP for one Specialist. I very nearly got the Primary Objective (worth 5VP!) and the game but in Darius's last turn he moved a Marine into range to contest it. His T5, Power Armoured troops (and my bad dice rolling) made it a very tough fight, but I managed to take out 4 or 5 Marines. I should not have engaged his Champion in close combat - that guy was a one-man slaughter house!! Sad

Great fun game though, and I think I'll have more luck with this Kill Team than with the Salvage Krew: many more Orks and much, much more shooting with a longer range. Smile

+++

(Background stuff added to the first post!)
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Thu 7 Feb 2013 - 22:40

Blessed Knight wrote:
zelophahad wrote:
It's a problem with playing to a time limit...
excuses! Very Happy here are pics from last week...oddly took more pics during the timed game.:Cool

vs Dazza





Draw 5 all

Vs Zelophahad




lost 2:12
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Thu 7 Feb 2013 - 23:05

T5 Plague Marines are NOT to be trifled with! Sorry to read about the Kap, but I'm sure he'll be back!
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 8 Feb 2013 - 6:00

A Napoleonic Group I was involved with years ago tried timed movement. For the Regular Guys it was an exciting element; our Power Gamers merely shoveled their troops across the board. It was a short lived experiment. Suspect

Kill Team provides cool photos to drool over at a level about as high as Luncheim used to. GREAT STUFF! thumbsup
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 9 Feb 2013 - 2:31

+ + + AAR 6 STARTS+ + +





The Orks stalked through the jungle undergrowth towards an Imperial comms relay beacon. As usual a squad of Ironhands Marines had beaten them to the target.





After a highly focused displayed of marksmanship took down The Kap, Munty, Dum-Dum and their second Big Shoota gunner the Howlerz pushed forward aggressively. They sprayed hundreds of rounds of Shoota fire into the five Marines and ignored the Speeder unless there wasn't a Marine in range. Even though their armour held off the greater proportion of hits the sheer volume of bullets wore them down and the Marines fell one after another.

The Howlerz eventually wiped out Squad Borros - only the specialist Landspeeder remained. A small band of Orks spent a good deal of time running around after the skimmer after the Marines were taken out - some of them even caught up with it once and damaged it, but it kept flitting away frustratingly. Eventually it disappeared behind some large rock formations in the Ork deployment zone!

The Howlerz finally got to live-up to their name and let out their doleful canine victory cry while firing their shootas into the air in celebration.



+ + + AAR 6 ENDS + + +

Squad Borros scored: First Blood (1), 2x Specialist (2), Leader (2), Line Breaker (1)
The Howlerz scored: 2x Specialists (2), Leader (2), Break (2), Line Breaker (1), Primary Objective (5).

I won my first Kill Team game! 12-6 VP
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 9 Feb 2013 - 6:10

HOORAY FOR THE GUYS IN GREEN! It's good to see the Space Nazis get it. cheers
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 9 Feb 2013 - 6:51

Woot! Congrats Boss!
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 15 Feb 2013 - 9:43

Godfather Viktor wrote:
The Time of Change has come

The Sky Fires will flicker and die,
stars shall fall.
Invaders they will bring,
the Time of Change they will herald.
The faithful will be tested.
The Master will return
to those that proved their worth.


As yet another light burned through the night sky, Nobody muttered the profecy left by the Master's Voice so many centuries before. Never he had tought the Time of Change would have come during his lifetime. The Master must surely be displeased at his lack of faith. But he still was in time to atone for it. He crawled down from the rocky outcrop. The tail of his Vangarian rat mantle fluttered behind him as he strided back to the camp. Magister Silas needed to know, the Cult of the Divine Illumination needed to be prepared.

Report 1 +++ Start

Nobody took position inside a storage building on the edges of Mancunius, living Angel Eyes and Jakob outside it.


Magister Silas ordered Steven, Jago and Jude to move out of an abandoned refinery.


Dave drove his lifter around a boarded up building.


Martin, Lu and Thomas took firing position on top of the refinery, from where they could see the water still Silas wanted to secure.


The trio spotted a squad of black armoured figures. Figures not seen on Vangarius V for centuries.


Their vehicle rumbled on in the distance.


"Prove your worth to the Master!" shouted Silas and half the Cult dashed for the water still under covering fire by the rest of their brethern.


The Space Marines cautiously left their cover while their tank sprinted forward, the speed making its shooting absolutely inaccurate.



The Cult occupied the water still building and opened fire, but for Jakob's meltagun no shot fell any Marine.



Martin and Lu steadied their autocannon and stopped the tank on its tracks.


The Marines assaulted the building. In spite of Jude's demolition charge blasting a couple of them, they quickly secured it.



The lifter sprinted ahead, impervious to bolter fire, to investigate where the Marines had come from. One of Dan's missiles went wildy off target.


But with the Marines entrenched in the building and most brethern wounded, the only reasonable thing for Jacob to do was retreating to safety.


Report 1 +++ End

A very tense game fought until the very last turn.
I scored for First Blood, Linebraker, the Leader, 2 Specialists and for Break Test (Cool.
Si got the Objective, my Leader and two Specialists (9).

Report 2 +++ Start
Silas' obsession for the water still meant that later that day the Cult was approaching it from another direction, while the Marines were gone.



But the roaring of engines signalled their arrival. Disembarking and swiftly opening fire they seriously damaged the lifter.



Shouting in hanger the brethern moved on, lasguns blazing.



The Marines' superior armours meant they could safely advance raining bolter fires on the Cult.


Jude and Angel Eyes only survived the salvo, but couldn't retaliate.


Nobody left the shelter of the damaged lifter and, to no avail, tried to bring down a Marine.


Another salvo of bolter fire meant the end for the Cult second attempt at securing the water still.

Report 2 +++ End

Such a brutal game!
I only killed 1 Specialist (1VP) while Si got all points but the ones for Linebreaker and for 1 Specialist (15).
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 15 Feb 2013 - 11:51

GREAT LOOKING STUFF, Saul! How many of the Flame On Lads are involved in the Kill Team Madness? What a Face
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 15 Feb 2013 - 14:02

DeafNala wrote:
GREAT LOOKING STUFF, Saul! How many of the Flame On Lads are involved in the Kill Team Madness? What a Face

So far we have had appearances from Godfather Viktor, Dazza, Zelophahad, Jeridian, Stompzilla, Blessed Knight, Grotsmeg and me. I'm on my second Kill Team (the Salvage Crew were always just a stand-in from available minis until I got the Howlerz ready) but I'm working on a third - WIP photos soon! - I had kept jumping around to other ideas but I've become quite focused on the new one....

Viktor and Zelophahad are also on their second Teams. Blessed Knight is working on a second Team to take to the Warhammer World Kill Team event in April, but he keeps distracting himself with ideas.

Godfather Viktor's Cult of the Divine Illumination

Zelophahad's Sharpe's Kill Team

Blessed Knight's Boarding Party - Strike Force Draconis
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 15 Feb 2013 - 15:35

Sounds like you have a goodly crew. Including Sharpe's Lads is a cool idea; too bad Phil can't use the Perry Bros. plastics. What a Face
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Fri 15 Feb 2013 - 16:20

DeafNala wrote:
Sounds like you have a goodly crew. Including Sharpe's Lads is a cool idea; too bad Phil can't use the Perry Bros. plastics. What a Face
He looked at them but so far he's stuck to stuff he already had or could trade with other Flame Onions Smile
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PostSubject: Re: Calixis "kill Team" Wh40k Campaign   Sat 16 Feb 2013 - 0:45

Jeridian wrote:
Great photo's and battle report!

Game 1 I should have lost. By mid turn 2 I was down to 2 Deathwatch Marines. My Razorback tag-teamed by Autocannon Cultists and Sentinal missile launcher was destroyed, my Leader took a Missile Launcher to the face turn 1. And my other Deathwatch Marine was gunned down. I was taking Bottle Tests for 3 turns.

If it wasn't for the Shadow Scorpion Deathwatch Marine having Shrouded he'd have taken a Meltagun to the face, very characterful that he was stealthy enough to sneak onto the objective and win the game.

Game 2 I'd learnt valuable lessons. Go aggressively for the central objective, not enough time/turns to pick away at the enemy then move in later. Keep your leader out of sight as much as possible, he's a bullet magnet.
Getting first go I poured everything into the Sentinal, it was the biggest, closest threat. With that eliminated the Razorback could hide from the Autocannon and Deathwatch ignore cover bolt shells lethally mow down cultists.

My White Scar Deathwatch Marine managed a Hit And Run withdrawal, and I think my Blood Angel managed a Furious Charge assault!

Sergeant gained +1BS game 1, +1 Wound game 2.

Looking forward to more kill-team!
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