Showing posts with label Imperial Fists. Show all posts
Showing posts with label Imperial Fists. Show all posts

Friday, August 10, 2018

Kill Team Part Duex


I haven't posted in a bit due to a ton of other things going on so this is a quick one just to keep it going.

Earlier this week Ron and I played our second game of Games Workshop's new Kill Team.  I posted earlier about or first game and listed some of what I thought were some down sides to the game (while also pointing out that it is still dang fun).

The game is still fun but there a few more things that I want to point out that I feel could be tweaked to make this game even better.

This time we played the full game using all the mechanics available (command points, etc.).  As I pointed out last time, there is no index in the rules and no consolidated quick reference guide in the back so GW seems to have reverted back to making you flip around hunting for tables, etc. and tabbing the heck out of the book, ala 5th edition 40k rules.

Trying to boil it down


Part of the flowchart created by Ron

So Ron took it on to create some flow charts to ease the game a bit.  I won't go through it here but he did discover how frustrating the rule set is with a lot of rules that don't seem to really come to closure.  Like consolidation...after winning a fight, you can consolidate up to 3" but you have to move in the direction of the closest enemy.  But can you move to within 1" in that move thereby "locking" that unit into close combat the next round?  It doesn't say you can't do it but it doesn't say you can do it either.




So playing the game using the full rule took us some time (about 3 hours to be exact).  Granted, a lot of the time was due to us yacking about one rule or another (or plain just yacking) and our working through each step/rules/charts, etc.  We feel it will speed up as we get more games in and become very familiar with our armies.  I'm not sure it can get to the advertised 20 minutes or so but who knows.

Two things that I found (and this is just my view and not necessarily Ron's):

  • Movement:  Every other phase is alternating while the movement phase allows the player with initiative to move ALL their models first.  Ron plays Harlequins so if he wins initiative (which truth be told, he has an uncanny ability to roll whatever is required) he can move up to 3D6 inches.  So in our game, he got initiative (natch) and charged move each of his models and engaged my guys which locked them down.  Yes, I could retreat but that has the negative effect of they can't do anything useful after that.  To keep in line with the rest of the phases, this phase should also be alternating.
  • Over watch: How is it that the only model that can fire over watch is the model being charged?  If I have a model right next to the charged model, why wouldn't it also be able to fire over watch?  Yes, that model can also be charged by another model, but I should at least have the option to choose.  
Just a couple of observations that I think could be fixed (besides the rule book itself). Not trying to be a downer on the game as, in spite of the above stuff, it is a fun game.  And, dang it, I bought a box of Grey Knights to try out...you are welcome GW!

Grey Knight Justicar plus base he will go on when finished



Saturday, July 28, 2018

Our first game of Warhammer 40k Kill Team!


We played the new version of Kill Team today.  Since my friend, Ron, and I are pretty much of the same mind when it comes to games we were pretty stoked to get our hands on the game and give it a go.  We both like small model counts and fast paced games with a limited amount of rules. Based on all the buzz surrounding this game before its' release, we knew this would be a good fit for us.

Wednesday, July 4, 2018

Imperial Fists 5th Company Detachment: Hammer of Wrath

From the moment that I saw this model while cruising Forge World's website, I knew that I had to add it to my detachment force!  The model is just beastly (and is actually quite heavy).

This wasn't my first Forge World model but it certainly was the biggest one I have done.  I'm not kidding when I say you could hit someone with the model and probably do a lot of damage the thing is so solid and heavy. 

Being my first big model, I did a completely stupid thing....

And nearly took my thumbs off.  I was using a basic hobby knife to cut away the resin like you would with mold lines.  The sprues this thing comes on are huge and they didn't break cleanly when I removed each piece.  So I went to cutting and scraping and....


How I got both thumbs is the knife slipped off of the resin, across my left thumb (I was holding the piece in my left hand) and stopped just enough to allow my right thumb to go across the top of the blade.  What isn't shown is my palm which was also cut as I drew both hands back and the knife spun and cut my right palm as well.  I was out of the hobby game for a month before the thumbs healed sufficiently where I could hold something again! 

The offending piece



Once I was able to get back to working on the model, I removed the pieces from the sprue and then used a dremel to get rid of any extra resin (and wore a mask when doing so....safety first...wish I had practiced that before starting this thing!).

I finished the model and (still) really love it!  I haven't had a chance to use it in a game as of yet since my friend and I predominately play Space Hulk.  Once I finish my last couple of models of the detachment, I think we can get a game in and see how it goes.






Imperial Fists 5th Company Detachment: 7th Assault Squad

The detachment is coming together!  A few more models to complete and then I am done (for now).


Latest squad to join the detachment.  Once I complete the last 2 models of my Hellblaster squad, I will post the whole detachment.

Friday, June 22, 2018

Imperial Fists 5th Company Detachment: Brother-Chaplain Abrariel


Image from https://www.flickr.com/photos/ultramarinesthemovie/

Just a quick post as I continue with the build out of my Imperial Fists' 5th Company Detachment.  I think the chaplain model is a cool one so decided to add it to fill a HQ slot.




As I posted previously, I really enjoy painting individual character models vs. blob squads.  I am almost done with my last squad and am considering adding a Librarian to the mix and maybe a couple of other character models.  Sigh...will my wallet ever know peace?

Wednesday, May 30, 2018

Imperial Fists 5th Company Detachment: Sagitta, Primaris Redemptor Dreadnought

My first purchase of the primaris line from Games Workshop 

I have been slowly building a core Imperial Fist force for play in Warhammer 40k. When I say "core" I mean small army. As noted in an earlier post, I enjoy games that employ a small amount of models, more in line with skirmish style vs. army scale battles. A while back, I started an Imperial Fist army using 10 tactical marines and thought I would stop there. Then the new primaris line from Games Workshop came out and I saw the Primaris Redemptor Dreadnought and had to have it! Wow! What a model. I have always loved the idea behind the dreads and have several of them, one of which is included in my (now expanding) Imperial Fist army but this sculpt is exactly what the dreadnought should be! Big, massive and imposing.

Inspiration

I routinely check out Ironsleet and came across their version of the dreadnought which I absolutely loved and decided I would use that as a template for when I built mine.  So here is Sagitta, Primaris Dreadnought of the Imperial Fists 5th Company.