Category Archives: Kill Team

Too Many Tyranids

As I sit here by a pool with a Gin and Tonic, I have plenty of time to read and ponder what is next on the huge wargaming backlog.

As we have been enjoying Warhammer 40K again and bought into Kill Team, I have been sorting through old models to see what can be used in Kill Team.

The Tyranids were an easy Kill Team to muster, they did not take much work to get on the table, only needing a handful of models really helps.

To give myself plenty of options, I updated a number of models so I can try out a proper swarm team at some stage. As I mentioned in an earlier post, I just rebased them and splashed on some ink.

I can now field lots to Termagants or a horde of Hormagaunts with a single Tyranid Warrior to keep them in check.

Or I can try the nine Genestealer team…

So now I have more than enough Tyranids for Kill Team, I am wondering how long it would take to update all of my old models an make a small 40K sized army.

These are all the updated models, but there are a few more boxes that I would need to work through to make units of at least ten models. I would also need to build some proxy critters to count as some of the larger Tyranid models that did not exist the last time mine were used, which was most likely back in the 1990’s.

Tyranids vs Marines

My Tyranid Kill Team got a another outing, this time against Mr Steinbergs Marines.

I decided to drop the Lictor this time and use more Hormagaunts and Termagants to see if a horde of eleven models would be effective.

At least it is possible to leave a cheap four poiunt model on an objective and not worry about wasting a model.

Also, the multi-wound Tyranid Warriors are rather good, they stay at full effectiveness long enough to get up close to the enemy. I had originally thought a Lictor would be a key model in a Tyranid Kill Team, but now I am thinking that two Tyranid Warriors with the rest being Termagants, Hormagaunts and Genestealers are the best way forward.

But I do still have to try an all Genestealer Kill Team, nine Genestealers, nasty…

Kill Team Tyranids vs Orks

My Tyranids had their first Kill Team outing against a horde of Mr Steinbergs Greenskins.

I tried out several of the Tyranid model types, obviously a couple of Genestealers got a try out, they are close combat experts and are likely to always get an outing.

A Tyranid Warrior with Boneswords is an intimidating opponent, with three wounds to take off before there is a chance of a fatal flesh wound, it hits hard with plenty of attacks.

Mr Steinbergs Orks have plenty of flamers so charging them is a pretty dangerous undertaking, so using a multi wound model at least gives a chance to fight in melee at full strength.

The cheap points cost of the Hormagaunts and Termagants mean there is usually plenty of them knocking around to attack any nearby enemy models, but with a low strength, they struggle to wound opponents.

The Orks are better in melee than at ranged combat, so it turned into a slug fest as close combat suited both sides.

Tyranid Kill Team

My first 100 point Tyranid Kill Team did not take very long to get on the table.

As the previous post showed, I just rebased the models getting rid of the very old original square bases.

A very light bit of touching up, hardly any really, and then a splash of ink did wonders.

I may take a bit more time on the extra models in the backlog now that I have 100 points to game with.

The Hormagaunt is very dark, I may lighten the others up a bit more.

Can’t do much with the Termagants, especially as there are so many of them, they will stay brown…

But the whole lot look a damn sight better than they did a few days ago.

Whats On The Table?

One of the things I really like about Kill Team is the fact that you only need a small number of models to get stuck in. I have a few very old 40K armies, that were (not very well) painted decades ago, so I will work through a few of them and get a Kill Team picked from each and touched up.

I went for the ressurection of a Tyranid Kill Team first. They were painted a long time ago to a very basic standard.

These Tyranid Warriors come from the 1990’s Advanced Space Crusade game.
The Hormagaunts came a bit later for my larger 40K Tyranid army.

…and a rather oddly painted Lictor…

..and some ant-like Termagants.

Then there are the very old Genestealers from the early days of Space Hulk, these do not have the bulbous heads that eventually became the standard.

So I wanted to rebase and ink these models quickly to get them into a game.

As time is always short, I picked out 100 points and just did those to start with.

One Lictor, two Tyranid Warriors, two Genestealers and a Hormagaunt and Termagaunt to fill the last few points.

In the backlog are plenty of other models, including a Hive Tyrant that I will use as a Prime Commander.

It was messy shaving the bases but these really needed doing, they have not seen the light of day for a few decades…

Kill Team Orks vs Blood Angels

Plenty of Kill Team going on at the moment, this time my old Blood Angels had a go against some of Mr Steinbergs new Orks.

There were plenty of Ork Burnas, so I did not fancy charging them unless I really had to.

Sometimes it just best to hold the high ground and cover the area with superior firepower, in this case a heavy bolter.

We played an objective holding game again using the small generator bits as the object to hold.

With plenty of Burnas heading towards the outnumbered Marines, it was vital to get some flesh wounds on some if they could not be taken out altogether.

I have found it is possible to have a model position itslef half way up a ladder, very handy!

It is very difficult to defend against several Burnas rushing towards a single bloke guarding an objective.

This Space Marine model is one of my favourite sculpts from the classic era, usually my squad Sergeant.

The Burnas are actually quiet good in melee, their flamers act as a very heavy blunt instrument.

A few multiple combats soon sorted out the super human men from bad ass green skins.

A single Grot against a Space Marine, there is only one way this is going to end.

The best comedy moment of the game was right at the end when a Grot had a (slim) chance to dispute an objective. All he had to do was jump off a very high walkway and survive the impact.

He did not make it…

Kill Team Assassination

Mr Steinberg and I played out the Till Team Assassination scenario with my Elucidian Starstriders having the unenviable task of taking out a Space Marine commander.

I had the Industrial Tower terrain up, again, but it is new so I am using it a lot!

As the Elucidian Starstriders had to advance on the Space Marine position, I set them up around Larsen van der Grauss as his Voltagheist Array provides an Invulnerable save to nearby friendly models.

Before the target of the assassination could get up off the ground level, the heroic hound, Aximillion, charged the commander to at least try to hold him up.
The rest of the Elucidian Starstriders tried to draw some fire while the main group moved towards the target…

The Primaris Reivers managed to sneak up on the poor Voidsmen and make short work of them.

It got a bit hectic next, so no more pictures, but the Elucidian Starstriders managed to charge the Space Marine Commander, Elucia Vhane leading the way. Although Vhane got a few hits in, Space Marines have great armour and the Commander managed to keep on his feet.

Meanwhile, the rest of the Space Marines moved in to support their leader and gradually took down the Starstriders. For Vhane and her team it was close but no cigar.

Kill Team Grey Knights vs Scouts

So many games of Kill Team over the last few weeks, trying out new forces and working through the scenarios.

Mr Steinberg wanted to try out a predominantly Scout force with a couple a single Primaris Marines.

My Grey Knights had to advance across the combat zone into the waiting Scout snipers and various Scout weapons fire.

The objectives were scattered on differents levels, so forces had to be divided leaving lone models vulnerable.

Sometimes you just have to rely on the excellent armour of Space Marines and just take the hits, after all, reaching the objectives is what wins the game.

With the Scouts having taken up a defensive position, the Grey Knights moved and once within 12″ the Rapid Fire of their Storm Bolters proved very effective.

The Psychic phase is great for the Grey Knights, almost a free Mortal Wound dished out every turn. It did not take long before a few of the Scouts were out of action.

With only five models, any losses on the Grey Knight side hurts a lot, so once they were close enough, it was important to get close to the objectives and try to benefit from some obscuring terrain.