Tuesday 28 January 2020

Other kill teams

So following on from the Deathwatch kill team, I have decided to have a quick run down of the other teams I'm planning. Some of these teams are going to be full 20 man rosters, some of them are going to be just 10 man rosters or maybe somewhere in between. Some of these teams are also complete and some are still to be purchased or even released!

I'll start with the ones that are at least complete, in terms of the fact that I own all the models needed to complete the teams. These are mostly Marine based teams but there are also a chaos and tyranids team as well. Im also starting here as these are the teams that I will probably use most of all, after the likes of the guard and AdMech anyway.

Eagle Knights

The first team I'll talk about will be the Blood Angels. Now, the Blood Angels are generally associated with combat and assault packs, so this is the main theme of the force. There is very little shooting, with only a handful of weapons that can shoot over 12 inches, as in 2. One bolter on a tactical marine and a special issue boltgun on a Stern guard Sgt. Other ranged weapons include a tactical with flamer and a tactical Sgt (acting as medic) and 2 vanguard vet both with bolt pistols, and that's it. Nearly Half the team, 3 company vets and a vanguard vet, don't  have any shooting capacity at all. Although what the vanguard vets do have is jump packs, making them fast and the company vets all have storm Shields, making them fairly resilient. The basic idea with these guys is simple, get up close and personal and then try and chain combats. Against elite armies, this team should do well but might struggle against horde type armies as they just don't have the power to reach out and touch that many units at a time.

Stone Dragons

One team that shouldn't have much trouble with hordes however, is the Space Wolves, or Stone Dragons. There is only one man that doesn't have a ranged weapon and only 3 that can't shoot over 12 inches. Within the remaining 6, 3 have storm bolters, 2 bolters and the last man a plasma gun. Space Wolves are not known as a long range chapter and that's reflected here as well with a number of combat weapons spread around plus there are two vets with jump packs for extra mobility. This all means that there is a good mix of fire power and shooting, with the force being best in the 0 to 12 inch range, as opposed to the 0 to 1 inch range of the Blood Angels. This force is also a bit of general purpose list, with the ability to take on elites with plasma and also hordes with storm bolters and boltguns.

Dark Guardians
Yes I know it's a biker, but it's the only full painted model

So, we have a combat oriented and a short\medium ranged team in the mix but there is not a lot of options for a long ranged team, so we're going in another direction now and going for some resilience, as the last marine force is the Dark Angels, or Dark Guardians. This force is very different again and is formed around a core of terminators, in fact half the team is armoured in TDA suits. These suits are a combination of combat and ranged, with twin claws, a TH\SS, heavy flamer, storm bolters and an assault cannon in there. These are supported by a number of power armoured Marines and by support I mean support. Now you could just use 3 termies, with no other units, but 2 with a couple of Marines in support would be best. This force is would be capable of taking on both elite and horde style armies, although fast moving armies would prove a bit more of a challenge due to the termies slow speed.

The last marine team to talk about is the scout team. This is the first full 20 man team and is formed of 17 scouts and 3 full battle brothers. These guys are a mix of weapons, with two heavy bolters, two sniper rifles, two shotguns, X bolters and X bolt pistol and combat knives, with X having chain swords to act as scout sgts. The full Marines are a tactical with plasma gun, and two sets, one with chain sword and plasma pistol and one with Combi plasma, as the whole premis of the force is a small squad of scouts lead by an experienced tactical Sgt. The force can be split in to two rough factions, long ranged with heavy bolters, bolters, sniper rifles and shotguns, and short range with pistols and knives, although there will no doubt be some overlap between these.

The next force is also power armoured but is not a standard marine force, as it belongs to the Grey Knights. This force will be a smallish force, 10 to 12 models. This force is just a basic force with a few of each type of model in. There really isn't a theme or purpose to the force, I just wanted a Grey Knights force in the collection. Dispute not really having any theme to this little force, I'm still looking forward to playing this force.

The last imperial faction I'm going to collect is the adepta sororitas or sisters of battle. I've been looking forward to collecting and building since they announced the new plastic sisters. The plan is to build a force around the battle sisters with only one, modified sister to represent a repentia. I won't be using arco-flagellants at all, as I don't see them as being part of kill team, to unreliable and I can't imagine they would be very good at sneaking through enemy territory to raid or assassinate. The force will contain at least one of each heavy and special weapon, plus a couple of variants of sister superiors. The will also be a minimum of 7 regular battle sisters, one with a Simulacrum Imperialis, one modelled as a medic and 5 basic models to fill out the team.  The repentia will be a modified sister of battle, modified to carry a couple of chain saw. This is because I want the force to have very coherent look and feel to it, like it's a single squad, or two squads, of sisters sent out on a mission. Of all these forces, this is the one I'm most excited about!

After all the imperial forces there are a couple of other forces in the mix, one chaos and one xenos.

The chaos force is formed of a core of Marines, supported by a number of cultists. There are effectively two teams here, a ranged team and a combat team. The Marines are armed with various weapons, a couple with bolters but some have assault weapons, like axes and claws. The cultists are armed with 2 flamers and 2 heavy stubbers, along side several cultists with autoguns and several with auto pistols and brutal assault weapons. While I don't plan on using this team much I have a plan for them. The cultists are going to be painted in very dull and bland colours, with only minor bright colours on sashes or bands, dedicated to the specific god that cultists follows. The marines on the other hand will have very bright and colourful armour, in keeping with there old legions or god. These will form the "bad guy" faction for me to play when I feel like a change.

The final team at present is the only xeno's team and is that of the dreaded Tyranids. This team is actually pretty sizable, about 30 or more models. The main movers and shakers of the team are a Tyranids Warrior, with a big gun, possibly a venom cannon, maybe?, and a lictor. Apart from these two big monsters, we have 12 Hormagaunts and 16 Termagants, with a selection of weapons. There are 4 spinefists, 6 fleshborers and 6 devourers. This force will mostly be used as a enemy force when playing at home, rather than a force to play at the club or tournament. It is also a force that has just grown up as I've gathered bit and there has been no thought or process to how it's been collected.

There are also 3 other teams that I am considering if I get time. The first is a custodies team, which will be formed of just 3 custodes, a spear and two swords. I would basically be collecting this force as it's the only outstanding imperial faction. The second force I might consider is basically a copy of the chaos force but built as an imperial faction, something similar the Ultramarines and their auxiliary forces. Lastly, I might consider another xeno's force, namely an Ork force, just because it would be fun to bash a force together and be a very fun team to play when I fancied a change.


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