Showing posts with label Detachment Xn. Show all posts
Showing posts with label Detachment Xn. Show all posts

Saturday, November 13, 2021

Kill Team: Imperial Fists - Scouts (Detachment-Xn)

After nearly two months of not painting anything, I got busy this week and started working on a few things. Mostly I've been assembling things from the Chalnath box set (which, I get it, is absurd, considering I haven't even finished ANY of the Octarius box set... for what it's worth, FINNEGAN bought this set, and I'm assembling and painting the T'au for him - along with a bunch of other T'au he's had kicking around for some time). 

One thing I DID finish this weekend was an Imperial Fist Scout Sergeant I needed to finish up a Scout Kill Team. This is a reorg of Detachment Xn. The previous incarnation was lead by a Space Marine Captain and Sergeant in full Power Armour... The new Kill Team doesn't, currently, allow for the mixing of different types of Marines, so I acquired a Sergeant and painted him up to lead this team

Sergeant Reece - Imperial Fists Scout Sergeant

The Scouts of Imperial Fists - Detachment-Xn 

  • Sergeant Reece - Scout Sergeant - Chainsword, Bolt Pistol
  • Brother Moran - Scout Warrior - Shuriken Catapult (as Boltgun), Fists
  • Brother Zadir - Scout Warrior - Boltgun, Fists
  • Brother Mennod - Scout Warrior - Boltgun, Fists
  • Brother Lorgok - Scout Warrior - Bolt Pistol, Combat Knife
  • Brother Thrun - Scout Warrior - Bolt Pistol, Combat Knife
  • Brother Kalz - Scout Warrior - Bolt Pistol, Combat Knife
  • Brother Fornel - - Scout Warrior - Bolt Pistol, Combat Knife
  • Brother Teraq - Scout Warrior - Astartes Shotgun, Fists
  • Brother Bekurt - - Scout Sniper Warrior - Scout Sniper Rifle, Fists

Ideally I would like to pick up a couple more snipers. All of these are metal miniatures and I don't care to mix metal and plastic within units (or Kill Teams). I don't think there were ever any Scouts with Heavy Bolters of Missile Launchers made in metal, so I won't be adding any of those to the unit... But a couple more snipers might be fun... 

Thursday, July 2, 2020

The Signal - Scenario One - A Chance Encounter

The team attempted to make a swift and stealthy approach to the ruin of Hive Secondus across the Ash Wastes. At the ruins of an old promethium refining facility, they encountered a patrol of Genestealer Cultists. Techpriest Enginseer 1FO-R-6ET was able to use Trooper Darad's voxcaster to jam their transmissions. Realizing they were out of contact the Genestealer cultists fled - knowing the only way to report the presence of these interlopers was to do so in person!

Captain Rhogen quickly set the team to chasing them down. They could not afford to let one get away - lest they inform their masters and the Strike Force lose the advantage of their stealthy approach. 

This is the first of six possible games in our narrative 40K campaign. For more background on what's going on, check out the Introductory Post:

The Signal - a Short Narrative Campaign for Warhammer 40K


Scenario

In this scenario a small group of Genestealer cultists faced with overwhelming odds - must simply try to escape off the far end of the table, with ferocious Imperial forces in hot pursuit. 

If the ANY of the Genestealer Cultists get off the far edge of the table, they win - and the Imperial Kill Team loses. An Imperial loss will mean the Second Sons of Hive Primus are made aware of their approach and infiltration into the Hive will be harder. If the Imperium force loses there will be twice as many sentries present in the next scenario and

As a free pdf of the #New40K core rules dropped this morning, we decided to try those out!

Imperial Forces taken out of action have to pass a recovery roll at the end of the game or are out of action for good and will take no further part in the campaign (either KIA or seriously wounded enough to not be able to continue). To pass this check they need to roll equal or less than their toughness on a d6 - so 50-50 for any of the normal humans of the Guard and most the the Astartes have a 66% chance of surviving any injury...

Forces

Imperial Strike Team - Vanguard Detachment (CP Cost: 3)

HQ
1x Space Marine Captain - 5 Power
1x Astra Militarum (Counts As) Company Commander - 2 Power

Troops
1x Veteran Space Marine Scouts (10) - 15 Power

Elite
1x Astra Militarum Command Squad (4) - 2  Power
1x Astra Militarum Veteran Squad (10) - 5 Power
1x Astra Militarum Commissar - 2 Power
1x Astropath - 1 Power
1x Techpriest Enginseer - 2 Power

Power Level: 34


Genestealer Cult Patrol (CP Cost: 2)
Command Benefit (+2 Command Points)

HQ
1x Primus (Ehdmuxnd "the Ebony Viper")

Troops
1x Neophyte
1x Hybrid Acolytes

Power Level: 11

Total Power Level: 45


The Game

SET UP and DEPLOYMENT



The Board. The Genestealer cult got to pick which side they wanted to start from and which side they were headed to, and then set up in the 12" closest to the opposite side to that which they were headed.

Then the Imperial forces set up in the same deployment zone - but had to start at least 9" away.



All ready to go!



Hey... who's that over there!? M'reens! Warn the others! What? Our signals are blocked! RUN FOR IT! THE OTHERS MUST BE WARNED!!



CONTACT: A Patrol of Xenos Filth! They've spotted us! WE can't let them get away to warn the others! MOVE! MOVE! MOVE!

ROUND ONE



The Genestealer Cult all advanced - all rolling 5s and 6s - and took off like bats out of hell! I was a little worried they'd scarper off the field before we even got a shot at them! But one team of Marine Scouts got close enough to shoot them up and possibly charge!



The other team booked it around the flank - hoping to deploy in a spot that would give them a decent field of fire to shoot them as they ran past!



The Guard Command team tired to keep up with the Super Human Astartes....



Despite Commissar Biafra's threats, these guard were simply not feeling motivated to get in there...



After softening up their target with a devastating volley of fire, the Marines charged!

Marines are BRUTAL! I can see why people like playing them so much! I mean... they hit AND wound with most of their damned shots!? Finnegan made some insane save rolls - I swear OVER 50% of the wounds I caused were saved with his meagre 5+ save - otherwise I would have wiped out the unit with fire!

Which, now that I think of it, was probably for the best. Had I wiped them out I likely would not have successfully charged either of the other units and would have remained further behind!



As it was, the Marines got stuck in - and were just as brutal in close combat... and Finnegan was just as lucky with his saving throws... I mean, my Guard has 5+ saving throws and I NEVER roll so many successes!



But the time the Round was over only two Neophyte Cultists remained - but they had sold themselves dearly - TWO Scout Marines were down!


ROUND TWO



You stay here! I'll go warn the others! 

Genestealer Primus "The Ebony Viper" flees with the Hybrid Acolytes while the last two Neophytes sacrifice themselves by staying behind to hold back the Marines...



Let's get out of here!



The Neophytes did not last long!



On the Imperial Turn the second team of Scout Marines rounded the ruined building and took up positions to bring fire down on the fleeing Cultists... well.. those that could - it just occurred to me that three of them are carrying bolt pistols - which would have been WAY out of range... heh... whoopsie!



Having slaughtered their brethren, the first team of Marine Scouts give chase firing as they moved forward in preparation to assault!



BLAM! BLAM! BLAM! BLAM! BLAM! Three of the Hybrids were taken out by fire from the pursuing marines!



And then they assaulted!



The Hybrid Cultists fought savagely...



Brother Mennod took one of them down...



But then he was taken out by the Primus that finally turned to face them!


ROUND THREE



FRAK THIS!!!

The Primus turned and fled the Marines - ducking into cover behind a long abandoned tractor. (Finnegan also made use of some stratagem to recover the wounds the Primus had lost in the previous melee!)



The Imperial forces closing in!

With a crackle of greenish-purple lightning, Astropath Synthia successfully channeled the power of the WARP to SMITE the fleeing Primus!



The Marines once again charged the Primus - he was wounded twice more by fire as they charged!



Then Captain Rhogen himself delivered the killing blow as he cleaved the Ebony Viper in two with his Power Axe!



So close... yet so far...

My initial anxiety at the cultists initial brisk advance was for naught... Marines are pretty freaking awesome. AS it turned out, only ONE team of Marines, the Captain, and the Astropath did anything at all! The rest just tried, desperately, to get into a position where they could fire... but never were actually ABLE to!

Rolling for recovery afterwards, all three Scout Marines were found to be lightly wounded and totally able to soldier on...


Originally I'd planned on just having the Neophytes and Hybrid Acolytes - without the Primus. But then I got it in my head that we should try and make "Battleforged" forces - mostly so Finnegan could make use of the Overwatch stratagem (which is now a stratagem - not an automatic thing - at least for most armies!).

Mind you it's been so long since I played, I couldn't actually REMEMBER any of the stratagems the Guard uses... and also realized, not having an actual Codex: Adeptus Astartes, I have NO IDEA what ANY of their stratagems are!? (I only have the Index: Imperium 1 that I use for the marines - so they are limited to the three basic stratagems!).

Not that I had all that many Command Points to spend. Command Points are determined by the size of the battle - as this was a "Combat Patrol" - less than 50 Power Level - each side got 3 Command Points... but then I had to SPEND three just to be able to use a Vanguard Detachment. As Finnegan was using a Patrol Detachment, the points he spent were, effectively, refunded to him...

As we were playing we realized we were forgetting to use a number of abilities some of the units had and Finnegan noted ONE stratagem he could use and realized there were probably lots more! We decided that, for the next game, we would FOR SURE make sure we go over all the special abilities and available stratagems!!

I like the new morale. Losing a bunch of dudes in a large unit with shitty morale (y'know, like, my Imperial Guard!) doesn't automatically mean the ALL leave!


Coming Soon to Tim's Miniature Wargaming Blog:

I think next week we are still taking a break from Blackstone Fortress, but have two 40K games planned with Finnegan...



Messing around with possible layouts for Scenario #2 - where the Imperial forces attempt to break into the ruins of Hive Secondus. There will be walls and doors.

There will be sentries - if the Imperial forces are canny (and lucky) hopefully they may make it INTO the Hive without being noticed.

There will also be some big doors blocking or slowing their advance - only the Techpriest will be able  will have a good chance at picking those electronic locks...


Wednesday, July 1, 2020

The Signal - a Short Narrative Campaign for Warhammer 40K

It started as a low buzz in the ears of every psyker on the planet. A low-level psychic tinnitus, but in a few short days it grew to a powerful astropathic signal emanating from deep in the bowels of Hive Secundus that caused all manner of disturbances and disorders and disabilities amongst the psychically attuned residents of the entire planet and all but entirely blocked out astropathic beyond the system!

Hive Secondus has long since been abandoned - since it fell to the Genestealer Cult of the Second Sons and was subsequently bombarded with nuclear devices. The cult was never entirely wiped out, surviving deep in the under hive. AS an extra precaution against the taint of the xenos spreading out, a wall has been constructed around the ruins' entire perimeter and regiments of the Necromunda PDF are always stationed there and maintain a constant vigil.

Attempts were made to summon Inquisitors of the Ordo Xenos and the Death Watch, but there was a concern that this phenomenon may pose an imminent threat and it was determined that an attempt needed to be made to deal with the situation immediately. All were certain it would get worse before the Inquisition or Death Watch could possibly hope to arrive!

The Campaign

Finnegan and I have been talking about playing a short narrative campaign set on Necromunda and involving the Imperial Fists - Detachment Xn3rd Squad, 2nd Platoon, B Company 5th Necromunda Regiment, and his Genestealer Cult. Originally the plan was to play this out using Kill Team, but after our recent game of Kill Team, I've kind of gone off the game and rethinking the campaign, I realized it was probably a bit larger in scope than could reasonably be handled by Kill Team anyway.

A large Imperium Kill Team/Strike Force will be sent into Hive Secondus to find the source of the Psychic signal and destroy it. What the Imperium forces starts with is all they get, there will be no reinforcements. If appropriate for the scenario, I may allow recovery rolls at the end of a scenario (probably a d6; 1 = dead, 2-3 = Seriously Wounded, 4-5 Lightly Wounded, 6 = okay - in this campaign seriously wounded would likely have to be left behind as time if of the essence - perhaps a further roll to see if they made it out on their own - or were able to stay hidden long enough to be recovered by others on the way out - assuming ANY survive! Lightly wounded may or may not have some sort of diminished capacity). So it is VITAL that the Imperial Player (me) try to get through the scenarios with minimal casualties.

The Genestealer cult forces are effectively limitless - there's a whole HIVE of them and will simply be recycled - some of the scenarios will even make use of the Endless Hordes rules (units that are wiped out simply return to the action from a specific table edge at the beginning of the next movement phase (or maybe they have to roll to come back on as reinforcements!?).

Yeah, its going to be TOUGH!

(Good thing the Deathwatch and Inquisition have been summoned - they may be required soon!)

(I better get PAINTING those Deathwatch minis Finnegan has in his drawer!)

I have six scenarios planned. For many, the outcome of the previous scenario will have some effect on the current scenario. I was originally thinking I might outline the scenarios here... but then decided NO SPOILERS! You'll find out what's going on as the After Action Reports are posted on the blog!

So Stay Tuned!


The Forces

Imperium Kill Team/Strike Force



The Kill Team - This is a LARGE Kill Team - or a small Strike Force - it includes elements of Detachment Xn - Imperial Fists and 2nd Platoon, B Company, 5th Necromundan Regiment.



Captain Rhogan - overall leader of the Force and commander of Imperial Fists Space Marine Detachment Xn



The Veteran Scouts of Detachment Xn - Imperial Fists



Lieutenant Duane Naismith - commander of 2nd Platoon, B Company, 5th Necromundan Regiment from which the Astra Militarum component was drawn.



Commissar Abba Biafra



Command Squad, 2nd Platoon, B Company, 5th Necromundan Regiment



3rd (Veteran) Squad, 2nd Platoon, B Company, 5th Necromundan Regiment



Astropath Synthia - One of the strongest Astropaths on the planet - strong enough to block out the signal in her mind (or, at the very least, seems to be the least affected by it compared to others available). She will be needed to lead the team to the psychic disturbance.



Techpriest Engineer 1FO-R-6ET - The Techpriest is being brought a long in hopes he may be able to open doors and operate elevators and possibly help shut down any amplifier being used to boost the psychic signal!


Second Sons Genestealer Cult 

We are using Finnegan's "Average Joes" as Second Sons for this campaign - and they will be reused.



The Whole force



Patriarch (this beastie will probably only show up in the final scenario - the "Boss Battle"!)



Magi



Primus



Neophyte Hybrids



Acolyte Hybrids



abberants



OTHER Purestrain Genestealers (from Space Hulk). Finnegan doesn't like including them as part of his Genestealer Cult force because they're painted a little differently than the Purestrain Genestealers that I painted for him (that came with the other Genestealer Cult miniatures he has from Deathwatch: Overkill) But I'm including them here because they will likely be used in a couple of the later scenarios!

None of these are named, as any that die will simply be recycled - some of the scenarios will even make use of the Endless Hordes rules (units that are wiped out simply return to the action from a specific table edge at the beginning of the next movement phase (or maybe they have to roll to come back on as reinforcements!?)


Coming Soon to Tim's Miniature Wargaming Blog:

The Signal - Scenario One - A Chance Encounter! The Strike Team encounters a patrol of Genestealer Cultists in the Ash Wastes as they approach the ruins of Hive Secondus.

The Lost Three

Some time after the return of the core of Detachment Xn, another group of the same left with the Rogue Trader returned separately. These three - along with a half-dozen others - had been separated from the group on the world of Gavinternary VII - thought dead and were thus left behind. It wasn't until decades later that another Rogue Trader came by they were discovered and made it off the planet and eventually made their way back to the fortress monastery on Necromunda...

(this was largely because I'm moving away from Kill Team and thinking about playing small skirmish games with 40K - and that means filling out units)



The Lost Three



Brother Fornel



Brother Bekurt



Brother Mennod




The Entire Detachment Xn - Imperial Fists.


The detachment can operate as a ten-man squad or in two five-man fire teams. Either option could be fielded as a Battle-Forged Patrol Detachment in Warhammer 40K (Which would include one HQ element - the Captain - and one or two Troops elements - the Scouts)



Captain Rhogen - Captain, Commander of Imperial Fists Detachment Xn



First Team



Second Team

For our narrative games, I was thinking of calling these guys "Veteran Scouts" and giving them +1A and +1Ld - this is the same difference between Tactical Marines and Company Veterans.

The difference in Power Level is a bit harder to pin down (if we're trying to keep track of these things) 5 Tactical Marines are Power Level 5 and 5 Company Veterans are 9... if the Attacks and Leadership were the ONLY differences, I could probably say "Veteran Scouts" are 10 points for five (as five regular Scouts are 6 for five)... but looking a little close, Company Veterans also have the option of Storm Shields - which confer a 3+ Invulnerable Save - which is a pretty huge advantage that these guys DEFINITELY do NOT have!

So I was thinking a group of 5 Veteran Scouts might be Power Level 8 or 9 (Power Rating +7 or 8 for an additional 5 in the squad). Maybe I'll go with the lower ones - 15 seems a nice round number to use. The Captain is Power Level 5, so that makes a nice even 20...?

Unless I gave them a 5+ invulnerable save - so represent their ability to just "not be there"...? that could be 20 Power Level for 10 of them... 25 for the group...?

Coming Soon to Tim's Miniature Wargaming Blog:

Some background for the Narrative 40K Campaign we'll be playing over the next month: The Signal!