Kill Team Accessories

I’ve played Kill Team now more than probably any other Wargame; here are some of the things I’ve found to make it more visually appealing or easier.

Google Docs Datasheet

Blank Kill Team Datasheet

I made these datasheets in google docs for portability and ease of editing on the desktop. I’m incredibly scatterbrained so I need all my profiles, weapons, abilities and tactics in front of me while I play (and even then I still forget to use tactics most of the time.) 

There’s a quarter page card for each specialist, a half-page roster for each Fire Team, and a half-to-one page list of Tactics and special abilities. It also includes the mini-campaign system from my earlier post

Laser Cut Combat Tracker

I picked this up from the Laserforge Etsy store. It works well and looks great on the table.

Page Markers

This saved me a lot of time flipping back and forth between the different sections.

Ring Binding

I was able to ring bind my whole set for under 20 pounds. I asked the printer to cut as close to the binding as possible, leaving the covers attached to the first and last pages at the edge, but preserving plenty of margin.

Wound Marker Dice

These dice act as trackers for both Wounds on multi-wound models and Flesh Wounds.

Objective Templates

I purchased some stock HUD elements and printed them on OHP film as 4″ diameter circles. They lay underneath terrain, and you can place any objective marker you’re using in the center.

Objective control is measured 2″ from the center of the objective, so this makes it real simple – if any part of your base is on the template, you’re contesting the objective.

Oldhammer Eldar Kill Team

A recent game against an Eldar Kill Team made me realise, Eldar are fun now! When I was in school I bought the original 1987 Eldar models off a local player from an ad in the paper, and painted them lovingly; but when I came to try them on the table it seemed that Guardians and Dire Avengers were pretty useless; back then everyone else played Marines, marines always got the initiative, and I’d get one ineffectual round of shuriken catapult shooting off before becoming embroiled in close combat.

But in Kill Team both seem effective and fun to play, and the available squads match up nicely with these 80s sculpts, so I can make the Eldar warband I always wanted to make. I’ve re-purchased them, now I just need to find time to assemble and paint them.

I’m thinking Alaitoc Pirates, to explain the archaic and varied gear? And some of them are just going to be a challenge to fit to the stats – Belgae and Irbic I’ll have to call Rangers, treat their lascannons as rifles and their power armour as the Eldar equivalent of stealth suits.

Feudal Guard Inspiration

Here are some pictures I saved for inspiration while researching paint schemes for the Raumsknechts. I painted one in the particolour style of the fifth picture as a test, but it didn’t look good and was too time consuming, so I settled on an empire style red and yellow scheme for the squad. Later I want to paint each of their armour with a unique heraldic scheme representing their noble family, to reintroduce some variety into the painting, as well as adding chipped paint effects to their brightly painted armour.

Feudal World Guard WIP

WIP for Emmerich’s Guard, a Planetary Defense Force unit, dubbed Raumscknechts by Facebook. They’re the elite bodyguard of the Planetary Governor, mostly the second sons of highly respected noble families.

Looking at the 3×3 photos here, top to bottom, left to right the characters are: Wolfgang Grunberg, Comms; Henry LaFrenz, Leader; Sebastian Werdin, Medic; Niko Beckermann; Leo Hildebrand; Hugo Kepler; Adelhelm Latzke; Johann Wentzel; Bernger Grasshoff, Heavy.

Governor Emmerich is not really meant to be a combatant, he’s statted as just a special weapon guardsman. He likes to hunt and has a very fancy rifle, but otherwise is out of his depth in any sort of combat situation.

BOYL 2018

Rigg’s Shrine

Amazons battle to defend Rigg’s Shrine at BOYL 2018.

This was a chaotic but fun game with some great people – nobody even gave me a hard time for showing up with round bases to a 2nd edition game. We had at least two different sources for the Goddess Rigg’s stats, so her abilities ended up changing round by round depending on whose notes we were looking at.

My Amazons started off guarding the approach to the shrine. They maintained a truce with the Pygmies on the basis that both groups hate the Slann, and marched across the table through the jungle to fight off some of the Norse invaders. Having dealt with them they took out the Slann leader with an extremely long shot fireball, before heading through the teleport gate into the shrine and all arriving on different floors.

Rigg found herself in a room full of leopards. The leopards wisely decided discretion was the better part of valour and tried to climb the ladder, leaving her free to help clear the main temple of outsiders, slaying the Norse leader in an epic melee.

Helsreach

A brief visit to Helsreach; it was late in the day and the Tyranid’s retinue didn’t get to do much other than make their way into town and murder anyone who questioned whether they ought to be there.

Amazons vs Slann/Dark Elves

Some Blades & Heroes skirmishes between the Amazons and Dark Elves, and some shots with the Slann from the Lustria game.

Hannah and Ben took joint control of the Amazons in the second game; it was one of the high points of the con for me when I asked Hannah which side they wanted to play and she enthusiastically said “Amazons!” I really got into the lore of that faction while I was working on them – they’re probably my favourite thing I’ve ever painted – and it was nice to feel like that was just as cool to someone else.

The Amazons won that engagement.

The Last Tyranid

It’s thought that the Tyranids were once a species like any other, whose knowledge of biological engineering advanced until it consumed them, turning them into the ravening horde of galactic locusts they are today.

We can see echoes of the original Tyranid form in the six-limbed and reptilian structure of many of their bio-constructs. They may be insects now, but once they were dragons.

There must, then, have been a time when the primeval Tyranids had not yet formed the hive mind, when they made the decision that led them to alter themselves in such a terrible way. Was it an involuntary fall, like that of the Eldar? Or a desperate gambit to avoid some greater threat, such as Chaos? Did they flee something even more terrible in their home galaxy?

There are none now who remember. Unless – one of these primeval Tyranids saw lucidly what was to come, and rejected it? Unless he fled, always keeping one step ahead of the Shadow in the Warp, out of the grip of the hive-mind? Tens of thousands of years in hypersleep, millions of years of relativistic time hurtling away from his devoured galaxy, the hive fleet snapping at his heels. 

Old, this space dragon, old beyond reckoning, skin like paper, translucent and bleached by time. Fierce and stubborn, the last to still refuse the call. He’s the last of his kind; the only vessel remaining for the culture and knowledge of the old Tyranids. He refuses to die, just as he refuses to become an insect crawling in its hive.

To human eyes he’s a dragon, ancient, jealous and fierce; and if not a dragon, an old alley-cat, tired but ornery and vicious and possessed of an implacable will to survive. He has drawn to him a warband of other misfits and genetic cast-offs; a Genestealer Patriarch unwilling to see his brood fulfill their destiny as food for the hive fleet; a surviving Zoat, considered obsolete by the hive fleets; a mercenary Fomorian.

This, then, is the Last Tyranid.

Eschers

I haven’t played Necromunda yet, but when I do, I’ll be playing Eschers: The 40K heirs to the Amazons of WFB 2nd Edition, all punk rock and yellow.

Genestealer Cult & Limos

I got some cult limos from Wargame Exclusive/Grim Skull; so I need some Genestealer cultists to put in them.

I like how well the new cultists blend in with the old ones – two of these are old lead cultists.