Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Wednesday, October 16, 2024

The Lost Patrol

I picked up a copy of the Lost Patrol (from Games Workshop). This is the 2016 Second Edition and my FLGS - Dragon's Den Games - has had a copy sitting on their shelves for... I guess eight years!? I've noted it a few times over the years and thought about it from time to time... Not sure what prompted me to pick it up this time!? 

I'd noticed it again last week and looked it up on Board Game Geek and read a few other reviews. The reviews were varied. One called it a "solo game disguised as a two-player game". I noticed there was a generic, fan-made game listed on BGG based on the original first edition - used in lots of different settings. It can't be THAT bad of a game if it's prompted that many different uses... 

Lost Patrol

I mean, it cost less than buying either ONE of the squads included!? 

it's listed as 2-player and 30 minutes... 

Tiles. 

These are some OLD SCHOOL sprues! easy to find bits that you can put together, more or less, any way you want! 

The rules look insanely simple. There are lots of options on the sprues to assemble the Scouts in a variety of different ways... but nothing suggesting which weapon load outs to use for the game... The pictures all show a Seargeant with a bolt pistol and chainsword, a "Heavy Trooper" with a heavy bolter, and three "Troopers" with Shotguns... but it doesn't seem to differentiate between the different weapons... So I could build one or two with Bolt Guns. 

Though I've done most 40K stuff on urban or space ship interior bases - including all Space Marines and all of Finnegan's Genestealers - I think I'm going to do these with jungle bases to match the game board! Not sure which Chapter to do the Space Marines just yet... 

Monday, March 25, 2024

40K - Neurogaunt

 

Neurogaunt - this was March's Free Miniature of the Month that I picked up at the new Warhammer store in Saskatoon. 

Each month they have a bit of a contest with a theme for the new model - this month's theme was NEON! I'm not sure I'll get around to taking it into the store for them to take a picture and post on their facebook group to enter the contest (for which there is no prize other than bragging rights and the chance to pick the next month's theme) but I tried to do the theme anyway... 

Not sure what I'll do with ONE of these... maybe it will show up in Necromunda or some Sci-fi RPG/Skirmish adventure as an annoying little bug that just keeps turning up... like the Space Herpe in Ice Pirates...? 

This brings my total of painted 28mm figures this year to 38!? 

(versus 43 purchased! ALMOST caught up!) 

Friday, October 7, 2022

40 Days of 40K

 While I haven't been painting a lot of MINIATURES this year, I have been doing a LOT more drawing and painting - you can see all the stuff I've been working on over at my art blog: Tim's Art Blog.

This month I'm working through some stuff that I thought I'd share here as well, though - a 40 Days of 40K Drawing Challenge!

I came across the list posted on Twitter on Tom Boyle Illustration's profile (@PandaFunkTeam).

I probably won't post stuff here every day. Perhaps every few days... If you want to see them as they're being done, you'll have to check in on the Art Blog or my Instagram or Twitter or Tumblr accounts! 

Here's what I've done so far... 

Day One - Space Marine

This is a Marine of the Tangermarine Chapter - It's the homebrew chapter I've used for a few of my Marine models. The very first plastic Space Marines models I had from Games Workshop, WAAAAAAAAAY back in 1989...? I painted orange. I still love that colour for Marines. It kind of says; "We know you know where we are and we WANT you to know we know and that we DON'T CARE that you know, because we're just THAT badass... Go ahead and shoot first, we'll be the ones shooting last" 

Those first ones I did with a simple stylized jesters head and called them The Emperor's Jesters. I may have worked some purple into their livery as well...? But so many others have called their chapters Emperor's Jesters, I had to come up with something new. So... Tangermarines. It's kind of silly and stupid... But man, I just can't take little space men wargames all that serious. There was a real tongue-in-cheek-ness to so much of the original 40K Rogue Trader stuff that's kind of stuck with me all these years. 

Day Two - Chaos Space Marine

I was kind of going for the older Renegade Space Marine look, but keeping with the purple-ish hues of the Emperor's Children. I had thought of doing a Noise Marine, but that's got it's OWN spot on the list at Day 30! 

Day Three - Eldar

That first box set of plastic Space Marines was my first experience of Games Workshop/Citadel Miniatures WArhammer 40,000. I'm not sure we even had the Rogue Trader BOOK in at the Wizard's Corner in Saskatoon. I think I also picked up a pair of gretchin and squats - that were briefly produced under licence by Rafm, I think...? 

As actual metal Citadel 40K miniatures trickled across the ocean and into Saskatoon, Saskatchewan, Canada in the late 80s, it was the Eldar that were my first true love... and my first true force. They were PIRATES back then - much like the recent Corsairs. And the following first of their Shuriken Catapults was BRUTAL. 

I probably only had about 20-30 of them, plus a las cannon on a tripod, and a dreadnaught (Wraithlord)... and a handful of Harlequins - that I STILL have! But it was a force to be reckoned with! 


Day Four - Tyranid

Tyranid Warrior and Genestealer (and Genestealer Cultist) all show up later in the prompt list, so I wanted to stay away from those.... So I chose a Carnifex. Apparently this Carnifex's mom didn't teach baby Carnifex not to play with it's food. Little does that poor Carnifex know, that the tricksy Commissar has already set her plasma pistol to overload and in a few short moments they will both be vapourized in a ball of gas that will flash bright as the sun for the briefest of moments...

The Commissar is not afraid. She is only sad. Sad that in this moment of sacrifice her duty to her beloved Emperor on Terra ends.

The Commissar is serving with the 222nd Guaiacan Commando Regiment on Brynd's World, where the regiment encountered elements of Hive Fleet Haemorrhoid!


Day Five - Ork

I was imagining this as the REd Sunz Warboss leading troops on Xoxigar Secondus. I'd think up some more fluff for them if I wasn't so damed tired... 

Not doing a lot of miniature painting done while working on these, though... 

Sunday, July 7, 2019

The Defence of Elamdavar

I picked up the new Warhammer 40,000: Apocalypse rules yesterday... and some Data Cards... and fancy dice... (But I didn't buy the new movement trays, because I made my own! I need to make a bunch more now, though!).

Originally we planned to have Just a family game on Sunday... Finnegan and I could play my Imperial Engines along with a detachment or two of footslogging Imperial Guard against the combined might of the Grrrlz Aeldari (Amanda's Drukhari, Keira's Asuryani and Harlequins). But then we thought we might invite others over to play as well and ended up inviting the kids' friend Ian over along with his massive horde of bug-things.


BACKGROUND

The exodite world of Elamdavar is in dire peril! An unforseen invasion of the Tyranids of Hivefleet Haemorrhoid has begun! The Thaestalyrdaes Craftworld, who have strong ties to these exodites, were among the first to respond.

A raiding party of Drukhari also seem to have showed up... Sometimes they find if valuable to stay in their cousins "good books"... and there were many horrendous monsters present they could capture and take back to the fighting pits of Commorough or drain of essence to manufacture their vicious poisons..

The forces first met in an extensive ruin overgrown with jungle...


FORCES

Combined Forces of the Aeldari

Drukhari Battalion Detachment - Cult of Strife
HQ
Lelith Hespirax – 5PL

Troops
Wyches (10) – 4PL
Wyches (10) – 4PL
Wyches (10) – 4PL


Drukhari Outrider Detachment - Cult of the Crimson Wave
HQ 
Succubus – 4PL

Fast Attack
Reaver Jet Bikes (12 +4 Balasters) – 20PL
Hellions (10) – 5 PL
Hellions (10) – 5 PL

Drukhari Total Power Level: 51


Asuryani Vanguard Detachment
HQ
Jain Zar – 8PL

Elites
Howling Banshees (5) – 5PL
Howling Banshees (5) – 5Pl
Howling Banshees (10) – 12PL


Asuryani Battalion Detachment - Elamdavar Guardian Defender Militia
HQ
Farseer – 4PL
Warlock (1) – 3PL

Troops
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL



Asuryani Battalion Detachment - Thaestalyrdaes Craftworld
HQ
Autarch – 5PL
Avatar of Khaine – 10PL

Troops 
Dire Avengers (10) – 7PL
Rangers (5) – 5PL
Rangers (5) – 5PL

Elites
Wraithblades – 7PL

Fast Attack
Swooping Hawks – 7PL

Heavy Support
Wraithlord - 7PL


Assuryani Auxiliary Super Heavy Detachment - Biel-Tim Fleet
Lord of War
Scorpion Heavy Grav Tank - 30PL


Assuryani Auxiliary Super Heavy Detachment Thaestalyrdaes Craftworld
Lord of War
Wraitknight – 21 PL


Asuryani Total Power Level: 148


Aeldari Total Power Level: 199



The Forces of Hivefleet Haemorrhoid

Supreme Command Detachment
HQ
Flyrant - Warmaster - 11PL
Tyranid Prime - 6PL
Broodlord - 6PL

Elites
Venemthorpe (3) - 4PL


Battalion Detachment
Troops
Termagant (10 - with Fleshborers) -4PL
Termagant (10- with Fleshborers) - 4PL
Ripper Swarm (3) - 2PL

Heavy Support
Tyranofex - 11PL


Spearhead Detachment
Troops 
Hormagants (10) - 2PL
Genestealers (5) - 5PL
Tyranid Warriors (3) - 3PL

Fast Attack
Ravenors (3) - 5PL

Heavy Support
Mawloc - 7PL
Carnifex - 5PL?
Toxicream - 8PL


Airwing Detachment
Fliers
Harpy - 9PL


Auxiliary Super Heavy Detachment
Lord of War
Hierophant Bio-Titan - 95PL



Genestealer Battalion Detachment (Finnegan's contribution to the game) 
HQ
Broodlord – 6PL

Troops
Genestealers (10) – 9PL
Genestealers (10) – 9PL
Genestealers (10) – 9PL

Finnegan’s Genestealers Power Level: 33
Ian’s Total Power Level: 187 169
Tyranid Total: 220 202

Or, at least, that's what he'd said he was bringing... after getting all set up and ready to deploy troops, he realized he'd left FOUR UNITS at home!? We went ahead with the Tyranids being the attackers (and later, when I counted things up, they STILL had more points than the Eldar... So, it was all good. We didn't use Ruses or Instant Death rules.


THE GAME

I have to apologize in afvance for the quality of the photos... despite playing in mid afternoon, the lighting in the basement is atrocious. This is one of the things that will hopefully be rectified during the renovation that will be happening over the summer...

The scenario I ran was a little uninspiring - I used the basic Apocalyptic Assault scenario straight out of the rulebook. It seemed simple and straightforward and good enough for learning the game.

SET UP



The Boyz all set up and ready to rumble.



Tyranids' Spearhead and Auxiliary Super Heavy Detachment (Hierophant Bio-Titan) across from the Aeldari Auxiliary Super Heavy Detachment (Tempest/Scorpion Heavy Grav Tank)



The Howling Banshees of the Aeldari Vanguard detachment led by Phoenix Lord Jain Zar! Behind them, part of the Battalion detachment of Aspect Warriors from the Thaestalyrdaes Craftworld.



A large Outrider Detachment of Reavers and Hellions from the Cult of the Crimson Wave and a Wraithknight from the Thaestalyrdaes Craftworld.



Heavy Hitters face off... the Tempest Heavy Grav Tank in one corner, and the Hierophant Bio-Titan in the other (backed up by a Tyranofex)


ROUND ONE



The Forces of the Aeldari got the initiative in the first turn and selected one of their Auxiliary Super Heavy Detachments to go first - the Tempest/Scorpion Heavy Grav Tank. They'd given in the Aimed Fire orders so it unleashed a torrent of fire from it's Twin Pulsar Cannon - scoring three blast markers (which turned into one large, and one small blast marker).

The Tyranids then activated THEIR Auxiliary Super Heavy Detachment and the Hierophant Bio-Titan fired back with it's Dire-Biocannons - scoring three LARGE blast markers (Destroyer Weapons! Yikes!)

And then it was a game of "who's going to flinch first?" Most of the forces on the table were pretty focused on close assault - but none were within charge range (well... okay... IF Amanda had give her Outrider Detachment an Assault order, they could have all been in contact with enemy on their first move!) so all were waiting for someone else to move first, so they could charge in and attack them (unlike regular 40K both sides don't automatically fight in a separate close combat phase - you move, then you attack - if the target has already activated that round, it's not going to be fighting back!)



So Amanda hadn't given her Outrider Detachment an assault order. She instead gave them an advance order and decided to activate them next. They swooshed out into the middle of the table, surrounding one of the objective markers (I made a mistake and told her she couldn't actually contest it, as they were fliers - it's actually only AIRCRAFT that can't hold objectives... In the end it didn't matter).

The Reavers and Hellions blasted away with their Splinter Rifles and Splinter Pods (which were mostly ineffective against the heavier targets in the immediate vicinity, the blasters on the Reaver Jetbikes managed to tag the Toxiccream twice, leaving it with one large blast marker.

The Tyranids then activated their Spearhead Detachment and the Toxiccream and Carnifex charged into the Reavers!



They left a mark, for sure - each dealing one large blast marker. The Genestealers and Hormagants just moved about. Strangely the Hormagants that had set up in a building - an area of "defensible terrain" that had an objective marker in it - moved out of it...? I guess they were still within 6", and therefore contesting it... so...?

The Aeldari next activated the Battalion of Local Guardian Defender Militia - moving one unit marginally closer to an objective...



The Tyranids had to move SOMETHING next, so Finnegan charged out with his Genestealers and moved to take control of an Objective.

The Aeldari then activated the Vanguard Detachment of Howling Banshees led by Jain Zar - to try and shift those Genestealers off of the objective - as the Genestealers were Troops from a Battalion Detachment, they had the Objective Secured ability - meaning, unless there was an enemy unit with the same ability, they would control the objective regardless of how many enemy detachments were also within 6"!

So this single unit of Genestealers held the objective despite there being THREE units of Howling Banshees AND a Phoenix Lord also within 6" of it.

Battalion Detachments and Objective Secured, FTW!



The Tyranid Air Wing Detachment (a solitary Harpy) flew out into the middle of the battlefield and took a few pot shots at the WRaithknight. They missed - or at least failed to wound/leave blast markers.



Keira activates her Battalion Detachment of Aspect Warriors from the Thaestalyrdaes Craftworld. Starting with the Rangers who moved out of the building their occupied at the beginning of the game.

The Avatar of Khaine marched up and gave the Harpy a couple of good hacks - leaving it with two large blast markers, The Wraithlord blasted the Flyrant with a Bright Lance, others moved up a bit.

The Supreme Command Detachment activated next. The Flyrant charged in to attack the Banshees and the Broodlord ran into the woods to cower...



The Wraithkniht strode forward and cleaved the Harpy good - leaving THREE more large blast markers on it! It would not be surviving this round!



What a mess! An glorious, epic, roiling mess!
 

Ian moving up his Battalion Detachment of Termagants, Ripper Swarms and a Tyranofex. The Termagants took some pot shots at the Hellions, with little effect.



Finally the Wyches moved up and secured a couple objectives at their end of the table and attacked the Carnifex, leaving it with one small blast marker.

Then came the Damage Phase - wherein is determined what all those blast markers mean!?

The Harpy was knocked out of action... five large blast markers meant five saves with a d6 and needing an 8+ to succeed... bye-bye flying beastie. the Toxiccream took one wound as did one of the units of Hellions. The Reavers were hit pretty hard and took THREE wounds - critically damaging the unit (half attacks) they DID pass their morale test though!

Checking all the objective markers the Aeldari controlled three, and the Tyranids controlled three. Normally whoever controls the most gets a single victory point. If it's a tie, the victory point goes to the defender - so one victory point to the Aeldari!


ROUND TWO

Now, by the time we were done Round One, it was almost 5pm... I an had arrived at 1pm... We didn't actually get started rolling dice and pushing toys around until almost 2:30... Mind you, there was a LOT of rule explaining and re-explainging... and RE-re-explainging...

Ian's dad was coming to pick him up around 5:30, so I was ready to just call it, but everyone else was interested to see how much of a second round we could get in in the next 40 minutes, so...



GRRRAAAAAWR!? a Mawloc burst up from the ground and... failed to damage anyone... anything but a one on a d12 would have put one or more blast markers on an adjacent unit... he rolled a one...



The Swooping Hawks dropped out of the sky to harass the flank of the Genestealers.

Keira used a Command Asset Card called Eldritch Tempest and put blast markers on the Flyrant and a Genestealer Unit.

The Aeldari had the initiative again, and so they started with the Aspect Battalion. The Avatar of Khaine cut the Flyrant with The Wailing Doom - leaving another pair of blast markers on the enemies Warmaster! The Rangers and Wraithlord fired on Genestealer units, leaving another blast marker on each.



The Tyranids started with activating their Spearhead Detachment. The Hormagants, Genestealers, and Carnifex all attacked the Wyches on the Objective - but for all their attacks only left one large blast marker on them. The Toxiccream attacked the Reavers though and let them with a blast marker - if they didn't save THAT one, it would be bye-bye Reavers!



The Mawloc also shimmied over and jiggles its chitinous hide in the Reavers general direction, but they seemed to take no notice...?



Then Amanda pulled a little coup with her Wyches - one unit charged both units of Termagants while another slipped into the Building the Hormagants had vacated to seize the objective marker there! now in control of FOUR of the six objectives - when, as defenders, they really only needed to hold three to gain victory points each turn.



The Hierophant spat another pair of blast markers onto the Tempest Grav-Tank... and took few shots at Lilith Herspirax, but totally missed...

The Guardian Defender militia shuffled around a bit to solidify their hold on a couple objectives.

Turns out the Spearhead detachement - the only ones close enough to potentially attack the Wyches that seized an objective from them.... had an Aimed Shots order! So they just stood their and poured fire into the building... but I think only did one blast marker - as they're holding defensible terrain they only need a 6+ on a d12 to slough that off!



The Wraithknight then charged forth and slashed the Toxiccream with it's titanic Glostglaive, nearly cleaning it in twain (three large blast markers!)... unfortunately it spurted toxic cream all over and that left a blast marker on the Wraithknight.



Keira rolling that damage against the Toxiccream.



Finnegan's Genestealers went next and charged the Swooping Hawks and Wraithlord - leaving a large blast marker on each...

... and that was it - Ian's dad showed up and he had to leave. In that 40 minutes we got through over half the detachments. Still not super fast, but faster than the first round had gone.

I'm hoping to get in a few more games this week as I'm going to have to disassemble that big table  in the basement fairly soon for the renovations to go ahead.

TOUGHTS

I like it. I feel like this could easily become my go-to for 40K gaming.

I like the building/defensible terrain rules - simplified and streamlined and it feels a bit more like cover matters in this. I think I may have put a little TOO much out - as it was a little ward to maneuver around and it seems only Infantry, Swarms and Beasts can enter them...? Which meant none of the walkers (from wraith lords to titans!?) or most of the bigger Tyranid beasties... I'll have to look into that one... I feel like a Wraithknight or a Bio-Titan should be able to wade through woods...?

No more alpha smite. Who goes first matters less... well... for this - but the first turn dance of who is going to go first can mean some units get to charge in and make assaults and their opponents just have to stand there and take it... none of that seemed devastatingly bad, though...

I like the alternating activation. In theory it should keep people involved and not getting bored.

I'm sure there was other things that popped up where I thought, "Oh, that's neat!" in the moment... but now totally forget what they were...


Coming Soon to Tim's Miniature Wargaming Blog:

MOAR APOCALYPSE!!!

(and THEN some Necromunda!)

Actually, I'm feeling pretty pumped to get some more Lords of War painted - I have three Eldar titans (two revenant, one Phantom) to paint up and field as a Super Heavy Detachement... two more Tempest/Scorpion tanks to finish up another Super Heavy Detachment.... and a Wraithknight of my own... which will only be in an Auxiliary Super Heavy Detachment (until I get TWO MORE!?) - on the Imperial side I have two knights to finish assembling and painting... not quite enough to form a Super Heavy Detachment... I was thinking at some point - once I actually get to them and finish them up, I might get some lighter Armiger Knights to finish up ANOTHER Super Heavy Detachment... The dream would be to (at SOME point) get a couple more guard super heavy tanks - I was thinking a Baneblade and a pair of Stormlords - with Vulcan Mega Bolters and transport capacity for forty infantry each.... Sure heavy Detachment that can carry a complete company of infantry! I'm not sure how that works - transports from one Detachment carrying infantry from another...? I guess I should worry about getting the stuff I HAVE painted first, before I start thinking too much about getting anything else!

Monday, July 1, 2019

Termagants

No... Not for Necromnda...

That's still coming...

I'm still playing around with these contrast paints - trying to figure out what works with what and what's the best way to get a thing done... I think I've figured out how to do the Kroot. Finnegan assembled the rest of them Sunday, we'll spray them later today, and I figure they'll be done by tomorrow! Or maybe Wednesday...?

Also think I've figured out a system for Keira's Eldar Guardians... of course I'm going through them so quickly, I'll probably have them all DONE by the time I figure out the most efficient way to do them!?

So... Termagants



I picked these up last fall around the time I picked up the Genestealer Kill Team Box. They were super cheap - 5 for $12 CAD. Don't get much cheaper than that! Unfortunately I later realized they are almost completely useless without a Synapse creature on the team - like a Tyranid Warrior!?

I guess if I wanted to make this a serious Kill Team I'd go GET that Tyranid Warrior box for $60 and have THREE of them in the team... but I just can't be bothered at this point. I had loads of straight-up Genestealers and they're pretty good on their own!

So I guess I just have these - in case I ever happen into a Tyranid Warrior.. Or want to use them in a scenario or something - like, in Wrath & Glory, or whatever...

I had painted the blue on the AGES ago - like when I first got them and thought I'd quickly paint them up... before I realized how useless they were... and then they sat.. until the other night when I thought I could just quickly finish them up and have them DONE - AND get to try out something new with the contrast paints. The pinky bits were painted a light lilac colour and then washed with the Magos Purple Contrast paint. I think it turned out pretty okay.

And now they're done.

Moving on to other things...



While, I'm at it, though, here they are with the Genestealers I painted for Kill Team. the colour is a bit different... but I can live with that because... THEY'RE NOT GENESTEALERS, THEY'RE TERMAGANTS! Totally different creatures... sort of...

(It's what I'm telling myself to not get to A-R about it... let me have that!)

 

And here they are with the entire Tyranid force - the Kill Team Genestealers, all the Genestealers from Space Hulk, and the Termagants... I really should get a Tyranid Warrior at some point...

but for now... I have OTHER STUFF TO DO!!!!



Coming Soon to Tim's Miniature Wargaming Blog:

Well... there are a LOT of things on the workbench at the moment... A few more Eldar Guardians for Keira will likely be the first off the bench. I've also been working on a few MARINES for myself... just to try out some other idea on, what are effectively, throw-away models...

I do have some Cawdor Gangers lurking just behind these projects... the other gangs are present on the table, but each has additional members inbound - from eBay purchases. I'd rather wait and paint each gang as one big lot. So the Cawdor Gangers are likely to be next...

Thursday, February 28, 2019

Escape and Evade

For the last few weeks the 222nd Guaiacan Commando Regiment has been heavily engaged against a massive force of Tyranids.  It started when scores of pods started making planetfall. Sergeant Hammer's Team was on a long range reconnaissance patrol at the time and was able to locate half a dozen of the pods, vox in the coordinates and watch them burn as they were bombarded with orbital lance batteries. So many more escaped the orbital bombardments, though.

So large were the forces, both in number and physical size, that aid had to be requested from the neighbouring forge world of Xoxigar Secondus - in the form of two Warhound Scout Titans! The Scout titans eliminated the threat from the Hierophant Bio-Titan, but Elements of D Squadron, #4 Commando were overrun and the battle ultimately lost. Survivors of the engagement retreated back to their local firebase and have been under siege ever since.

While still out in the field, Sergeant Hammer's team found themselves being surrounded by swarms of the Tyranids. When he requested an extraction, he was told there were no units available to pull him out, and even if there were, the area was too saturated with the enemy to safely do so anyway. His team was ordered to try and make it back to their squadron's firebase to aid in it's defence, as an imminent attack was expected.

Hammer's team stealthily picked their way through the jungles of Xoxigar Tertium - constantly surrounded by the infesting xenos - leaving boobytraps along trails that the Tyrniads might travel along. Eventually it came to a point where they realized they were going to have to fight their way through some of the Tyranids to get back to the base before it was overrun.

4.161.019.M41
Xoxigar Tertium

SCENARIO

We played the "ambush" scenario out of the Kill Team Core Rule Book (pg. 53) with the Guaican Commandoes as the "defenders" trying to escape off the table. If, at the end of the game, more of my models escaped that did not escape, I win. Otherwise, the Tyranids Win


FORCES

2 Section, 3 Troop, A Squadron, #2 Commando,
222nd Guaiacan Commando Regiment
(Tim's Astra Militarum Kill Team)

Specialists
Sergeant Hammer - Guard Sergeant - Bolt Pistol & Chainsword - Leader - 9 points
Level 1 - 3xp - Voice of Command, Resourceful, Bold

Corporal O'Rielly - Guard - Lasgun & Voxcaster - Comms - 10 points
Level 1 - 2xp - Vox-Caster, Scanner,

Corporal Hauser - Guard - Lasgun - medic  - 5 points
Level 1 - 0xp - Reassuring, New Recruit

Private Oswald - Special Weapon Gunner - Sniper Rifle - Sniper  -  6 points
Level 1 - 0xp - Marksman, New Recruit

Infantry Squad Fire Team - Level 2 - 3xp
-Skilled (re-roll hit rolls of 1 when making shooting attacks)
Private Morse - Guard - Lasgun   - 6 points
Private Dane - Guard - Lasgun   - 6 points
Private Taylor - Guard - Lasgun   - 6 points
Private Pierce - Guard - Lasgun   - 6 points
Private Hawkins - Guard - Lasgun   - 6 points
Private McGough - Guard - Lasgun  -  Level 1 - 1xp - 6 points
Private Loiselle - Guard Gunner - Grenade Launcher  -  Level 1 - 1xp - 8 points

Special Weapons Squad Fire Team - Level 2 - 3xp
-Die Hards (subtract one from injury roles made for this model)
Corporal Jules  - Special Weapon Guard - Lasgun  -  6 points
Private Johnson - Special Weapon Gunner - Flamer  - 9 points
Private Farnsworth  - Special Weapon Gunner - Meltagun  -  9 points

Total: 98 points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 7



The Inescapable Tendril
(Bruce's Tyranid Kill Team)

Specialists
Spikey - Tyranid Warrior -Bonesword, Deathspitter - Leader - 22 points
Level 1 - 0xp - Resourceful

Lash - Tyranid Warrior Gunner - Lash Whip and Bonesword, Venom Cannon - Veteran - 25 points
Level 1 - 0xp - Grizzled

Red Fred the Devourer - Termagant - Scout - 7 Points
Level 1 - 0xp - Swift

Termangant Fire Team - level 1 - 0xp
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Fred the Devourer -Termagant - Devourer  - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points

Total: 99 points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 8


THE GAME



It's been a while since I got in a game of Kill Team. I think it was actually last year when I last played. So it was great fun to get out the toys and throw down with Bruce this afternoon!

Unfortunately, BECAUSE it's been so long, and I've played a few games of regular 40K in the meantime, it took some thinking and looking up of things to remind myself of how this and that worked and the game went a bit slower than it might have and I'm sure I forgot about things... but we had fun, so...

Also because I was doing a lot of looking up of things, I forgot to take pictures of a lot of the action...

Before the battle we selected scouting strategies - Bruce planted traps (as I figured he would), and so I disarmed them...


ROUND ONE



The troops of 2 Section, 3 Troop, A Squadron, #2 Commando, 222nd Guaiacan Commando Regiment seized the initiative and surged forward, looking for a gap in the swarm of Tyranids before them! I tired to get as many of my troops as close to the exit edge as possible - fully expecting all the Tyrannids to charge into melee... because... that's what they do, right?



Ah, except Bruce had completely switched up his Kill Team and had a PILE of shooty Termagants!!

And shoot the Commandoes they did!

Well, after the new Team Sniper (Private Oswald) took down one of the Devourer-armed Termagants...

A storm of goo and small larvae that bored into flesh on contact spattered the leading troops! Pte. Dave, Pte. "Blazer" Johnson, and Pte Farnsworth all went down, and Pte. Loiselle was injured - the flamer and the meltagunner out of action and the grenadier wounded... it's almost like those creepy bugs knew what they were doing?!



Lasguns flashed back through the dense cover, but only one of the enemy was wounded - one of the Termagants with a flesh borer was lightly wounded by Pte. Hawkins.


ROUND TWO



 Once again the Guard seized the initiative and surged forward again - they weren't going to clear this Kill Zone by sitting on their duffs!



"Lash", the Tyranid Warrior veteran, charged into melee against "Doc" Hauser, Pte. "Bobby" Taylor, Pte. "Peachy" MacGough, and Pte Hawkins - they all cracked off a few overwatch shots with their lasguns, but failed to hit... The Tyranid Warrior brought it's bone sword down heavily on "Doc" Hauser and the Doc when down for the count. The other three, fighting back, managed to cause two wounds on the fearsome, gigantic Xenos bug... but that fearsome, gigantic Xenos bug had THREE wounds, so it just kept on Fighting...

and that's where I stopped taking pictures.

Also during round two Spikey the Tyranid warrior fired it's deathspitter at Pte. Loiselle and wounded her a second time, taking her out of action.


ROUND THREE

The Tyranids won the initiative this time, but decided to sit still and shoot, if able, expecting I'd charge them... the only ones that charged were Sgt. Hammer and two others adjacent to the ongoing Melee with the Tyranid Warrior. Bruce had used a stratagem that prevented those that were already in close combat from falling back this round, so Sarge though he best get in there and help them.

Pte. Morse snuck through a stand of Venomgorse and was on her way to making it out of the kill zone when she was struck down by a splatter of acidic ichor. Pte Oswald, the sniper, was also taken out of action by fire and, with half of my force out of action, that ended my chances of winning this game..

We finished off the melee phase and the Pte. "Bobby" Taylor took down the Tyranid Warrior, knocking off it's final wound - but the group was showered in caustic blood which knocked Pte Hawkins out of action!


END GAME

With half his troops down, it was clear to Sergeant hammer that they were not getting through this way and called for a retreat. The Team dispersed and disappeared into the jungle. They were able to regroup some time later and tend to their wounded and get their bearings and try to find another way back to their firebase.

Checking their casualties Cpl. ('doc') Hauser was only stunned by the blow from the bone sword and was able to treat all the others. Pte. Johnson, Pte. Dane, Pte. Morse and Pte. Hawkins were all lightly wounded enough that they would be able to soldier on. Pte. Oswald and Pte. Loiselle were seriously injured enough that they'd have to sit out of any upcoming action. Pte. Farnsworth, the Melta gunner was dead. The blast of whatever the enemy had shot at him had taken one arm clean off and half of his upper torso with it, he likely died instantaneously. They had to leave him behind in the jungle - propped up with a couple of armed frag and kraken grenades underneath him - if those filthy Xenos found him and tried to carry him away, they'd be in for a nasty surprise...

For losing the game I lost 1 Intelligence and 1 Territory resources. The A Squadron firebase was overrun by the xenos horde and the team would have to push on through the jungle - taking a rather circuitous route to try and rendezvous with the survivors at some point.

The current Kill Teams...

The Inescapable Tendril
(Bruce's Tyranid Kill Team)



Specialists
Timmy the Tyranid - Tyranid Warrior -Scything Talons, Devourer - Leader - 20 Points
Level 1 - 1xp - Resourceful

Spikey - Tyranid Warrior -Bonesword, Deathspitter - Leader - 22 points
Level 1 - 1xp - Resourceful

Lash - Tyranid Warrior Gunner - Lash Whip and Bonesword, Venom Cannon - Veteran - 25 points
Level 1 - 1xp - Grizzled

Red Fred the Devourer - Termagant - Scout - 7 points
Level 1 - 1xp - Swift

Ted Prime - Genestealer - Rending Claws - Leader - 11 Points
Level 1 - 1xp - Resourceful

Blue Ted - Genestealer - Rending Claws - Combat - 11 Points
Level 1 - 1xp - Expert Fighter,

Yellow Ted - Genestealer - Rending Claws - Veteran - 11 Points
Level 1 - 1xp - Grizzled

Red Ted - Genestealer - Rending Claws - Scout - 11 Points
Level 1 - 1xp - Swift

Genestealer Fire Team - Level 1 - 1xp
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points
Other Ted - Genestealer - Rending Claws - 11 Points

Termangant Fire Team - level 1 - 2xp
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Felix the Fleshborer -Termagant - Fleshborer - 4 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Fred the Devourer -Termagant - Devourer - 7 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points
Sven the Spinefist -Termagant - Spine Fist - 4 Points

Resources
Intelligence 8
Materiel 8
Morale 8
Territory 8


2 Section, 3 Troop, A Squadron, #2 Commando,
222nd Guaiacan Commando Regiment
(Tim's Astra Militarum Kill Team)



Specialists
Sergeant Hammer - Guard Sergeant - Bolt Pistol & Chainsword - Leader - 9 points
Level 1 - 5xp - Voice of Command, Resourceful, Bold

Corporal Hunt - Guard - Lasgun - Scout - 9 points
Level 1 - 4xp - Swift, Pathfinder

Corporal O'Rielly - Guard - Lasgun & Voxcaster - Comms - 14 points
Level 2 - 3xp - Vox-Caster, Scanner, Static Screech

Private Broad - Special Weapon Gunner - Sniper Rifle - Sniper  -  10 points
Level 2 - 4xp - Marksman, Sharpshooter

Corporal Hauser - Guard - Lasgun - medic  - 5 points
Level 1 - 1xp - Reassuring, New Recruit

Private Oswald - Special Weapon Gunner - Sniper Rifle - Sniper  -  6 points
Level 1 - 1xp - Marksman, New Recruit

Infantry Squad Fire Team - Level 2 - 5xp
Skilled (re-roll hit rolls of 1 when making shooting attacks)
Private Quincy - Guard - Lasgun  - 6 points
Private Morse - Guard - Lasgun   - 6 points
Private Dane - Guard - Lasgun   - 6 points
Private Taylor - Guard - Lasgun   - 6 points
Private Sack - Guard - Lasgun   - 6 points
Private Pierce - Guard - Lasgun   - 6 points
Private Hawkins - Guard - Lasgun   - 6 points
Private Johnson - Guard Gunner - Plasma gun   - 9 points
Private McGough - Guard - Lasgun  -  Level 1 - 1xp - 5 points
Private Loiselle - Guard Gunner - Grenade Launcher  -  Level 1 - 1xp - 5 points

Special Weapons Squad Fire Team - Level 2 - 4xp
Die Hards (subtract one from injury roles made for this model)
Corporal Jules  - Special Weapon Guard - Lasgun  -  6 points
Private Johnson - Special Weapon Gunner - Flamer  - 9 points
Private Melton - Special Weapon Gunner - Meltagun  -  8 points - new recruit

Resources
Intelligence 7
Materiel 8
Morale 8
Territory 6


Coming Soon to Tim's Miniature Wargaming Blog: 

I'll probably post a round-up o February's games tonight or tomorrow. After that, a report of the Battle of the Abyss - the apocalypse event I'm going to over the weekend. They've posted the match-ups and the first team with face is called "The Steel and Salt"... not sure what that's going to be...? guess I'll find out on Saturday. Some of the other team names are really fun; "Hungry, Hungry Hiero" (wonder what that could be?), "Loli-crons and the fallen Chan", "The Imperium's Fourth Line of Defence", and "The Hippo gets a Bear Hug"!? I don't know... they made me chuckle...

Wednesday, February 20, 2019

Titans versus Tyranids!

It's a public skewl break this week and the kids are having friends over every day this week to play games. Today we set up a little apocalypse game so their tyranid friend could get a chance to field his Hierophant Bio-Titan (and I could get a little apocalypse practice before the Battle of the Abyss on the 2nd of March!)

I'd hoped to get started right around 9am when the Boyz arrived... unfortunately, despite me telling them, multiple times, to have their force organized into battle-forged Detachments... they had not done so... nor did they bring their own copy of the rules... or the rules for their Bio-titan... So it we didn't get started until around 10am...

SITUATION

A significant force of Tyranids has been detected on Xoxigar Tertius (suspected to be from Hivefleet Haemorrhoid) - including a Hierphant Bio-Titan. The two Warhound Scout Titans of Eritque Arcus Maniple of Legio Amare Feles - stationed on the nearby Forgeworld of Xoxigar Secondus - were summoned to destroy with the Bio-Titan and support the 222nd Guaiacan Commando Regiment in dealing with the growing Tyranid menace!


SCENARIO

We played a scenario that Ill be playing next week at the Battle of the Abyss Apocalypse event - there were six objective markers scattered across the table, victory points were gained for holding them at the end of your turn (+2VP) or taking out a unit that held one at the end of their previous turn (+1VP) and the usual stuff (First Blood, Killing Warlord, etc). The game is played in four rounds or three hours - whichever comes first.


FORCES

Forces of the Imperium 

Battalion Detachment – Astra Militarum - + 5 Command Points
HQ (2-3)
Company Commander (1) – 2 Power Level - Warlord
Company Commander (1) – 2 Power Level
Company Commander (1) – 2 Power Level

Troops (3-6)
Infantry Squad (10) – 3 Power Level
Infantry Squad (10) – 3 Power Level
Infantry Squad (10) – 3 Power Level

Heavy Support (0-3)
Heavy Weapon Squad (Mortars) – 3 Power Level
Heavy Weapon Squad (Autocannons) – 3 Power Level
Heavy Weapon Squad (Heavy Bolters) – 3 Power Level

Detachment Total Power Level: 24


Super Heavy Auxiliary Detachment - Adeptus Titanicus - +0 Command Points
Lords of War (1)
Warhound Scout Titan – 75 Power Level
Detachment Total Power Level: 75

Super Heavy Auxiliary Detachment - Adeptus Titanicus - +0 Command Points
Lords of War (1)
Warhound Scout Titan – 75 Power Level
Detachment Total Power Level: 75


Force Total Power Level: 174
Total Command Points: 8


Tyranids

Battalion Detachment – Hivefleet Haemorrhoid- + 5 Command Points
HQ (2-3)
Winged Hive Tyrants (1) – 11 Power Level - Warlord
Broodlord (1) – 8 Power Level
Tyranid Prime (1) – 6 Power Level

Troops (3-6)
Hormagaunts (10) – 3 Power Level
2x Termagaunts (10) – @3 = 6 Power Level
Ripper Swarm (3) – 2 Power Level
Genestealers (8? 10?) - 4 Power Level
Tyranid Warriors (3) - 4 Power Level

Elites (0-6)
Venemthorpes (3) - 5 Power Level

Fast Attack (0-3)
Spore Mines - 2 Power Level
Ravenors (3) - 4 Power Level

Heavy Support (0-3)
Carnifex – 6 Power Level
Toxicream – 8 Power Level
Mawloc – 6 Power Level

Fliers (0-2)
Harpy (1) - 9 Power Level

Detachment Total Power Level: 85


Super Heavy Auxiliary Detachment - Hivefleet Haemorrhoid - +0 Command Points
Lords of War (1)
Hierophant Bio-Titan – 90 Power Level
Detachment Total Power Level: 90


Force Total Power Level: 175
Total Command Points: 8


THE GAME

Determining who went first was done by bidding on how fast you could set up (30s - 5m). I bid 30 seconds, the Tyranids bid 2.5 minutes - so I got the choice or sides, had to set up first, but would get the first turn IF I set up in 30 seconds or less... Which I did! (Barely!). The Tyranids also JUST made it under their 2.5 m minutes - if they'd failed they wouldn't be allowed to use the "Shouded in Mist" stratagem (which made all my shots -1 to hit on my first turn). He was only able to do so because five of his units started the game off table (in the sky or underground - ready to deep strike) 


All set up and ready to ROCK!!


The Girl decided to help me and played one of my Titans - Pardus Purpura 

Finnegan decided he'd just watch. He also wandered off and did some stuff on his own (some schoolwork, I think!?) 


ROUND ONE

Astra Militarum/Adeptus Titanicus


Tigris Viridi moved from it's original start position (pictured above) and let rip with it's Dual Turbo-Laser Destructor on the Bio-Titan - 30 wounds (out of 50)! BOOM! I figured Pardus Purpura would finish it off with it's Turbo-Laser so I vaporized a unit of Termagaunts with the Titan Mega-bolter... 


But Pardus Purpura's Turbo-laser only did 12 wounds!? So The Girl unleashed it's Titan Mega-Bolter on it as well and shaved off another 8 wounds... leaving it with TWO!!

Mortars fired on some Termagaunts... not one hit... They were just ranging in... 

+6VP for the Astra Militarum for Objective held at the end of the round, +1 for First Blood = 7 Victory Points

Tyranids


On the Tyranids first turn the bugs all skittered forward. The Bio-Titan unleashed it's Dire Bio-Cannon at one of the WArhound Titans: three wounds, two saved, re-rolled the other and saved it as well... aaaaand that's all it did this game. 


+6VP for the Tyranids for Objective held at the end of the round.


ROUND TWO 

Astra Militarum/Adeptus Titanicus


Bye-bye Hierophant Bio-Titan... (Tigris Viridi actually had to use BOTH weapons to finish it off! The Dual Turbo-Laser Destructor only got two attacks and actually missed with one. I didn't bother to re-roll that as the one should have finished it off... and then I rolled a one to wound - the only thing that wouldn't wound it... So I had to use the Mega boiler as well, and THAT did four wounds, finishing it off!) 

Totally forgot to check for Death Throes - probably could have done significant damage to the adjacent Genestealers... ah well, next time... 

Pardus Purpura blasted the Toxicream into a vicious puddle of black ichor. 

Elsewhere one squad of Guardsmen actually KOed SEVEN Hormagaunts - with some of the best shooting the guard has EVER done! The Mortars took out three termagaunts. The Autocannon Heavy Weapon Squad took out 3 termagaunts. 

+6VP for the Astra Militarum for Objective held at the end of the round = 13 Victory Points


Tyranids

They spend two command points to bring the Toxicream back on using the "meat grinder" stratagem. 


The bugs surged forward again!


They also brought on the Ravenors, Rippers, the Harpy, The Molock, and the Flyrant. 

The Broodlord managed to smite ONE guardsman - the first imperial casualty in the game... 


The Harpy and the Molock charged Tigris Viridi. Overwatch fire did eight wounds to the Harpy! So many sixes on that Titan Mega-Bolter! The Mollock and Harpy did absolutely noting to Tigirs Viridi in close combat - Tigris Viridi managed to finish off the Harpy when if fought back, though... which was pretty amazing, as the Warhound Scout Titans are not-so-good in close combat (WS 5+... I mean, sure they effectively get 15, S10 attacks... so they're going to hit with a couple and those hits are going to be HARD... but still... WS 5+...) 

The Flyrant wiped out the Heavy Weapon Squad armed with Autocannons, while the Ripper Swarms took out two guard. The Guard, fighting back, took out a stand of the Rippers. 

+8 for the Tyranids for Objective held at the end of the round = 14 Victory Points


ROUND THREE 

Astra Militari/Adeptus Titanicus


Tigris Viridi and the Guard section withdrew from their respective melees. 

Tigris Viridi then blew away the Mollock and did 8 wounds to the Flyrant. Pardus Purpura finished off the Flyrant and blew away the returned Toxicream.... it just wasn't meant to stay on the table... 

The Heavy Bolters KOed one of the Ravenors... then another ran away due to failed morale! 

+4VP for the Astra Militarum for Objective held at the end of the round, +1 for Killing the enemy Warlord = 18 Victory Points


Tyranids

Another two command points spent to bring back the Flyrant. 


Bugs move up in preparation for MORE Melee action. 


Genestealers moving up to join the battle... 


They overran the Guard infantry Squad - but the Company Commander survived and took out the remaining Rippers. 


The Ravenous charged the Heavy Bolters and took out one team and did a wound to a second. The Tyranid Warriors and Carnifex charged the another Guard infantry squad - they took out everyone... 



Except Sergeant Duncan - who finished off a Tyranid Warrior before ducking into cover and making his way back to friendly lines (failed morale and left the table....).

 +8 for the Tyranids for Objective held at the end of the round = 22 Victory Points


ROUND FOUR

Astra Militarum/Adeptus Mechanicus

I used two command points to make use of the meat grinder stratagem and brought back two infantry squads and a heavy weapons squad!

 

Tigris Viridi shifted back to the right flank where things seemed like they were coming apart.

The Heavy Bolter Teams fell back away from the Ravenor so the newly arrived Autocannons could blow it away... they only managed to do one wound to it!?



Pardus Purpura surged forward! The Tyranids were now ahead on points and I was feeling like perhaps I hadn't been aggressive enough with the Titans. There was no way I was going to make it TO any of the enemy held objectives, but two of them were held by relatively small forces of Termagaunts/Hormagaunts and I could certainly blow some of them off the objectives and score a couple extra points THAT way!

 

Pardus Purpura blew away the Termagaunts holding one of the Tyranid Objectives with the Titan Mega-Bolter...



Then it turned the Dual Turbo-Laser Destructor on the newly returned Flyrant... The Girl rolled and got five attacks... only three of them hit, wounded and got through saves... but that should have been enough... then she rolled for damage...



The Dragon and the Free RPG Day logo are ones... that's 11 damage... on a roll that should, on average, have done double that... ONE SHORT of taking out the Flyrant!!? (which would have gotten us another Victory point as it was the only one holding that rear objective!).



Three full squads blasted away at the Genestealers... but somehow two managed to survive - I've never seen so many fives rolled in a row for saves!?

The mortars failed to finish off the hormagaunts on the other objective, so Tigris Viridi blew them away with it's titan Mega-bolter. It turned it's Dual Turbo-Laser on the Carnifex - with 2d3 shots, and BS 2+ and S 16 with -3 AP and 2d6 damage... it should get four shots and wound with at least three of them and do about 21 damage... it did 7 wounds... on a creature with 8....



So annoyed were they that they couldn't take out this annoying bug, they actually charged the thing and tried to stomp it into the ground... and FAILED to do that... (though they did finish off the last Tyranid Warrior which they also charged!) The Carnifex fought back and actually did 3 wounds top Tigris Viridi - the ONLY damage done to the Titans all game...

+6VP for the Astra Militarum for Objective held at the end of the round, +2 for Killing the enemy holding objectives = 26 Victory Points... damn...


Tyranids

On the Tyranids turn they managed to charge my Company Commander with the two remaining Genestealers and take him out... I should have moved him closer to Pardus Purpura, so they'd have to charge the Titan if they wanted to charge the Company Commander... Ah well...

They shifted some units about to retake objectives.

The Carnifex fought Tigris Viridi again, and finally died...

The last Ravenor charged the heavy bolder teams and wiped them out!

 +6 for the Tyranids for Objective held at the end of the round, +1 for Killing the enemy warlord, +1 for Killing an enemy that last held an objective = 30 Victory Points


END GAME

So fun to finally get the titans on the table!!

Finished the four turns in just under three hours... I think...? Maybe it was just over three hours...? Started around 10 am... finished... 1-ish?

My total losses were two squads of Guard Infantry, and two Heavy Weapon Squads.

The Tyranids lost the Hierophant Bio-Titan, all their Hormagaunts and Termagaunts (3 units), the Carnifex, the Tyranid Warriors, two of the three Ravenors, the Toxicream (TWICE!) the Flyrant (ALMOST twice!), the Harpy, the Rippers, and all but two of the Genestealers...

Despite all their losses and losing their Bio-titan pretty much at the start of the game, the Tyranids pulled it out of the fire and took the win! I just couldn't kill all those little bugs fast enough...

I Probably should have charged forward quicker with the Guard - one unit sat in the rear until the last turn. Part of the reason they sat back was to prevent deep-striking earlier... after that it didn't seem like they'd have enough time to get forward to contest any objectives - even if they could get past the wall-o-bugs... Perhaps I could have been a bit more aggressive with the Titans as well.

Fun game! I figure I scored a moral victory, though, taking out the Bio-Titan and having both of my own titans survive, more or less, unscratched... More of the Guard could later be brought in to deal with the hordes of Tyranids later...


Coming soon to Tim's Miniature Wargaming Blog:

Painting updates... probably some assorted 40K or Necromunda minis... then the Reaver Titan... before that I'll probably have a round-up of all the boardgames we played in February. I'm hoping I might get in a game of 40K or Kill Team with Finnegan over the weekend.