Tuesday, 3 February 2026

Kasrkin plus characters

With the Krieg all built and posted here, I thought I would show some other models that I built a little while ago but never posted up. This is my additional Kasrkin squad plus some Cadian Castellans to lead them. 

The Castellans will be painted the same, just with an officers cap rather than the pith helmets of the soldiers. 

Two Castellans 

The Castellans are armed for different purposes, one with a pistol and power sword to lead the short range unit (flamer and melta) and one with a bolt gun to lead the long ranged unit (plasma, volley or grenade) 


For the last ten man squad I build some of the options not found in the original 20, namely melta and melta mine. 



The main bulk of the troops are the same as the previous lot, with hot shot guns and packs. 


There are four special weapons in the squad, two grenade launchers and two melta guns. 


The melta guns are conversions of heresy era marine melta guns, upside down, using the arms from the plasma guns from the WA bulldogs kit. 


The other two are grenade launchers. There are already two grenade launchers in the other squads. There are five special weapons and options to take 6 different weapons so one set of weapons was going to need to be duplicated, so I went for the grenade launchers as they are the most versatile, with both frag and krak options. 


This squad doesn't have a hotshot marksman's rifle as it has a melta mine instead. This model has a reinforced body armour and bomb from the navy breachers unit. 


The officer has the standard power sword and pistol. 


This squad will not be fielded as is, as the special weapons will be mixed between the squads. Most likely the flamer, melta and the melta mine will go together with a different character, possibly a commissar. The other squads will have grenade launchers with either plasma or volley guns. This will give one close squad, one anti-horde squad and one anti-elite squad. 

















 

Friday, 30 January 2026

1k Sunday list

 So with the main Northern Invasion tournament over and done with, we moved on to the 1000 point fun tournament, and I decided to go something a little different. Enter the Deathwatch. 

This army had one simple core to it, Boxnoughts. Yep, I have three old skool Boxnoughts, and I wanted to run them. No they are not very good but I don't care, it's supposed to be a fun little tournament. So once I had the there Boxnoughts, I added some troops and transports and filled out the rest of the points some allies;


FACTION KEYWORD: Imperium - Adeptus Astartes - Deathwatch

DETACHMENT: Black Spear Task Force (Kill Teams)

TOTAL ARMY POINTS: 995pts

ALLIED UNITS: Agents of the Imperium

WARLORD: Watch Captain Artemis


CHARACTER

1x Watch Captain Artemis - 1x Hellfire Extremis, 1x Master-crafted power weapon, Warlord


BATTLELINE

5x Deathwatch Veterans - 2x Power weapon, 1x Black Shield blades, 2x Deathwatch thunder hammer, 2x Astartes shield

5x Deathwatch Veterans - 4x Close combat weapon, 2x Deathwatch shotgun, 1x Frag cannon, 1x Infernus heavy bolter, 1x Combi-weapon, 1x Xenophase blade


OTHER DATASHEETS

1x Dreadnought - 1x Dreadnought Combat Weapon, 1x Storm Bolter, 1x Multi-melta

1x Dreadnought - 1x Close combat weapon, 1x Missile Launcher, 1x Twin Lascannon

1x Dreadnought - 1x Dreadnought Combat Weapon, 1x Storm Bolter, 1x Assault Cannon

2x Rhino - 2x Armoured Tracks, 2x Hunter-killer missile, 2x Storm Bolter


ALLIED UNITS

4x Rogue Trader Entourage - 1x Rogue Trader - 1x Household pistol, 1x Monomolecular cane-rapier, 1x Death Cult Assassin - 1x Dartmask, 1x Death Cult power blade, 1x Lectro-maester - 1x Close combat weapon, 1x Voltaic pistol, Lectro-maester, 1x Rejuvenant Adept - 1x Close combat weapon, 1x Laspistol, Healing Serum

6x Voidsmen-at-Arms - 1x Artificer shotgun, 5x Close combat weapon 4x Lasgun, 4x Laspistol, 1x Voidsman rotor cannon, 1x Canid


So, the plan is pretty simple, Boxnoughts trundle forward shooting and punching stuff, while the rhinos with the vets flank. The Rogue trader and voidsmen hold the home objective. I was not aiming for anything other than having fun and throwing the Boxnoughts in to as many scraps as I could. I could have taken a lot more powerful list, including a baneblade and guardsmen or knight and admech lists, but I haven't played with the Boxnoughts yet and I feel that their time (and the Deathwatch vets) is limited. 

As it happened, things went rather well!


Tuesday, 27 January 2026

DKoK heavy weapons

The last of the krieg are the heavy weapons teams. There are three squads here, however only two of them are Kreig heavy weapons squads, the last is a 'standard' squad, probably using cadian rules. 
First up we have the Flamers! These boys are a serious weapon, auto hitting S5 AP-1 and two damage is going to cause some really issues for most people! Sitting these back and holding the home objective could be a good move, and anything dropping in is likely to get toasted pretty good. 



The spotter is another useful addition, especially to this squad, as being T3 on a 4+ save, they are going to die very quickly and easily when shot at, so being able to shoot back is always good. 




This squad was formed from the GW box, with only head swaps. The next squads are Wargames Atlantic models with some GW bits. This squad is a heavy stunner squad, built because I think they look really cool, not because they are actually any good. 


I do really like the look of these, however there is a slight problem, as shown below.



As you can see, the gun above is fine, the gunner is looking nicely along the top of the gun, straight between the magazines. The gunner below is looking straight at the back of the gun, like full face in to the breach. It just looks a bit rubbish. Unfortunately there isn't much I can do about it, 


I think there are ways of sorting this out, firstly dropping the back but then the barrels are tilted upwards, like there trying to hit a space ship. Alternatively, shaving more off the guns base or the carriage, but this would then put the guns to low for the shield. I could have raised the gunners slightly, put them on a piece of plasitcard or something, but I didn't have any at the time. I think that is really the only sensible option but I can't be bothered to go back and change it now. I'll just say they are ducking down behind the weapon preparing for the next burst of slugs. 


The spotter is also a Wargames Atlantic models, but he has his radio and binos at the ready. 


The last group I have are the "cadian" or "catachan" teams. To be honest I don't think mortars really fit in with either group, they can be used for overwatch, but are not great and are useless against monsters and vehicles. The overwatch is the best of the options. 



 The squad is made up of three mortars, all formed from WA Grognards bodies and heavy weapons. I do like this kit, although I should probably drill the barrels out. 

One thing you might notice is there are no lascannon from the krieg kit. This is because there is no need to build them. I have several squads of lascannon already and the bonuses from the catachan heavy weapons squad ( rerolls against monsters or vehicles ) is better than the krieg benefits. 

Tuesday, 20 January 2026

DKoK engineers

Next up on the build table we have the DKoK Engineers. The second of the three new Kreig units. As with the command squads, we have a mix of the new GW kit and the WA Les Grognards kit. The main change to the unit is the heads, with the engineers sporting the Adrian style helmet, marking them out from the commanders Kepi and infantry Bonnets (or Bonnet-ĂĄ-poil or fur hat. I was expecting something a bit more but then again the British version is just called a Bearskin hat, because it's a hat made of bear skin.)

All the engineers

I built three squads of engineers, two with remote mines, although I only have one mine token at the moment. I will build another at some point, but that's for another day. 

The first squad is built as a close combat squad, designed to get up close and personal with the remote mine and flamer. 

Flamer and mine operator

The Sgt in this squad is armed with a plasma pistol and power sword.

Troopers and sgt

The second squad is build the same way, with a remote mine and flamer. 

Remote mine operator l and two troopers

The remote mine operator is built using wargames Atlantic parts and could easily be a Vox caster as well, if the engineers could take box casters that is. 



The Sgt in this squad has a hand flamer and a chain sword. This gives the squad a bit more horde killing and overwatch ability.



The last squad is a shotgun squad, with flamer. This is to use as more of a support unit for the other squads, giving the force a bit of extra ranged firepower. Yes, it's probably not the optimal unit type, but I don't really care about that.





Lastly we have three extra models. This is to enable larger squad to be formed. 


These three extra models mean that a ten man squad and a five man squad can be fielded instead of three five man squads, replacing a Sgt, flamer and Mine operator. I would have liked to have built all three with pistols and clubs, but I only had what was left in the kit.

10 man squad