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Deployment of the Spectral Sicarii (homebrew RG)


thewarriorhunter

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The arms of the inceptors (at least from the Dark Imperium box) are mounted on shaped pegs for fixed positions. I however have a magnet problem and promptly cut the posts off. My thought was to eventually buy plasma arms so I could run either without buying a whole new box.

 

You could also just cut the posts and glue the arms in whatever position you want to.

 

My painting is no where near Luther's quality but in this is my inceptor album where you can see different arm positions. Bonus with the magnets is they get slightly more compact when storing in foam for travel.

 

https://imgur.com/a/nTTBE

 

EDIT: Somehow this got posted in the wrong thread. I had meant it to go in Luther's thread because there was a discussion about Inceptor arm positions. I should pay more attention.

Edited by thewarriorhunter
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I've got my first game of Kill Team coming up later this week, so it's nice to read your thoughts on it.

 

I'm sad to hear that you think sniper scouts are a bust, I was going to take all 5 of mine for maximum long range murder. Reivers seem popular though, the added mobility from the grapnel and grav chute is worth way more than the tiny points cost for them. I think I'll have to get mine painted up!

 

I hope you have a great time! I really want to like scout snipers as I feel they fit the RG so well, but there performance is so variable it makes it hard for me to commit hard to them. I'm not a power gamer by any means but I think 5 sniper scouts would really hamper you.

 

5 scouts with sniper rifle and camo cloaks = 60 points (5 shots per turn)

2 scout gunners with heavy bolters = 26 points (6 shots per turn)

 

And if you want you could add a single tac marine gunner with HB for another 3 shots for 16 points.

 

I think the math for that combo speaks for itself. Both guns have 36" of range and while the heavy bolter will take a -1 over 18" I don't know how often that will happen if you play on the recommended board size. Plus if you make one of the scouts a Heavy specialist he now gets to move around and fire without penalty.

 

Ultimately I think you should build a list to be what you want and I'd encourage you to do that but this math is really hard to argue against IMO.

 

On a separate note I was looking at a Primaris only list and put something together but realized the primaris have nothing that is over STR 4 unless you give them an auxiliary grenade launcher, and even then because of grenade rules I believe only one model could use it a turn. I'd still add it to every model I could since it's free, but sadly they can't all shoot it.

 

I was thinking of making a primaris 'grenade sniper'. Rules state that Grenade Weapons are not affected by the Long Range rule, and the auxiliary makes all grenades 30". Using a Krak grenade for a Str 6 AP -1 D3 sniper rifle sounds like a good idea...

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I've got my first game of Kill Team coming up later this week, so it's nice to read your thoughts on it.

 

I'm sad to hear that you think sniper scouts are a bust, I was going to take all 5 of mine for maximum long range murder. Reivers seem popular though, the added mobility from the grapnel and grav chute is worth way more than the tiny points cost for them. I think I'll have to get mine painted up!

I hope you have a great time! I really want to like scout snipers as I feel they fit the RG so well, but there performance is so variable it makes it hard for me to commit hard to them. I'm not a power gamer by any means but I think 5 sniper scouts would really hamper you.

 

5 scouts with sniper rifle and camo cloaks = 60 points (5 shots per turn)

2 scout gunners with heavy bolters = 26 points (6 shots per turn)

 

And if you want you could add a single tac marine gunner with HB for another 3 shots for 16 points.

 

I think the math for that combo speaks for itself. Both guns have 36" of range and while the heavy bolter will take a -1 over 18" I don't know how often that will happen if you play on the recommended board size. Plus if you make one of the scouts a Heavy specialist he now gets to move around and fire without penalty.

 

Ultimately I think you should build a list to be what you want and I'd encourage you to do that but this math is really hard to argue against IMO.

The numbers are pretty convincing. However I’ve only got 5 Scouts built and they all have sniper rifles. The Tactical gunner with heavy bolter feels like an auto-include though. Maybe I’ll cut back on the scouts and add more Tacticals.

 

The all-Primaris Kill Team is something I’ve been pondering, I really want to do some Red Hunters to accompany my Inquisitor. The AGL is a no-brainer, and it’d make a great sniper weapon. Or you could give it to a demolitions specialist and go down the right-hand path of the tree for extra range, hit rerolls against obscured targets and wound rerolls.

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I think I can cheat and post terrain in here since that's pretty faction-neutral. A coworker is coming over after work tomorrow to try out Kill Team. I put some quick base coats on some shipping containers that I printed out. They need more work but my goal is to get some color on the table my tomorrow night. I'll post some pictures of the board later. It's going to be Grey Knights vs Raven Guard.

 

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Had a great game of Kill Team this afternoon. My co-worker came over after he got off. We played Grey Knights vs Raven Guard. My narrative for it was that the RG had established a forward base in a ruined Imperial city. Tszeentch and his minions had been at work and spread false rumors of of a Chaos incursion. The GK's came in to purge but instead set upon the Sons of Corax. A swift and deadly battle ensued between the sentries as confusion and chaos erupted in the night.

 

It was fun, it was bloody, but ultimately my opponent had a great time in his first exposure to 40k gameplay. He played my RG and I played GK. I did end up winning on the objective but just barely. A few rules were missed and I have yet to play a game with Tactics but I feel that I'm getting comfortable enough with the core gameplay that I can start to sprinkle them in.

 

Here's an album with pictures of the board we played on: https://imgur.com/a/0cEmPQF

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Homebrew Kill Team thought/question: Would you take issue with someone running a homebrew chapter using DW rules?

I have wanted to make my own chapter for awhile now but didn't want to invest it into a huge 40k army. KT gives me that chance. I've had the thoughts floating around in my head for a while now. Basic lore for me is that Guilliman doesn't trust the inquisition, and by extension the DW since they're the xenos smash hammer arm of it. However he recognizes their usefulness so he organizes and sends out small elite teams of Primaris marines that operate in the same way, but they are completely separate from the inquisition. Because of their small size and secretive deployment they aren't on any official books.

Practical reasons for me are: I don't want to paint more black power armor.

I also want to build a Primaris only list that operates in a 'more elite' manner, hence the desire to use the DW rules.

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I’d have no problem with it, mainly because I’m considering using DW rules to run an all-Primaris KT of Red Hunters.

 

You’re paying slightly more for weapons due to SIA and losing all the fancy stuff you can only give to regular Veterans so it’s not like you’re getting a massive advantage using DW rules instead of Astartes.

Edited by golfdeltafoxtrot
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Yeah, it is expensive. I've threw a quick list together and you're getting at most 5 models with pure Primaris. I will give it a shot and if it is not fun to play or really suffers I may consider adding regular veterans into the mix... or run them as regular astartes because they'll be legal either way. If they're run as astartes I can get a 6th model in there since the premium for SIA isn't there.

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Yup. I'm excited to see where this gets me. My biggest grief right now is that I only have the models from the Dark Imperium box so I don't have the rifle options based on what they are taking. I am also going to have to figure out how to model/build a grenade launcher...

 

EDIT: Quick ebay search reveals I can get the rifle options (x5 rifles) for ~$10, but no AGL, or for $~20 I can get what looks like all of the rifle/gun options from an intercessors box, including sgt options, pistol, ect... I'll have to sit on this and see if I really want to buy more bits...

Edited by thewarriorhunter
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This is similar to why I haven't started my Red Hunters yet. I've got a spare box of Reivers sitting around that I got really cheap. I'm going to use them as the base for the KT so that everyone is wearing Mk X Reiver armour for the stealthy black-ops vibe, but to get the Intercessors stuff I want essentially means scouring bits sites for the rifles and AGL or buying a full 10-man squad, which is an expense I can't justify right now (he says having spent upwards of £35 converting a LSS).

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Yup. I'm excited to see where this gets me. My biggest grief right now is that I only have the models from the Dark Imperium box so I don't have the rifle options based on what they are taking. I am also going to have to figure out how to model/build a grenade launcher...

EDIT: Quick ebay search reveals I can get the rifle options (x5 rifles) for ~$10, but no AGL, or for $~20 I can get what looks like all of the rifle/gun options from an intercessors box, including sgt options, pistol, ect... I'll have to sit on this and see if I really want to buy more bits...

Building an AGL is not hard at all.

I use 2 different sizes of round plastic strut (the smaller sized one is hallow for the barrel an d the larger is the exterior grip) and a piece of square, for the back end and and a rectangle piece as the mounting piece and just mount it below the grip like a 203. IMHO the one in the kit is too small.

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On this one I only did one piece of round tubing to have it as a Disintegrator for my Imperial Space Marine. For an AGL I would use smaller tubing.

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OK, I was trying to figure out what scheme I want to paint my Kill Team in. I don't want to paint black, but I also don't want them to be very bright given their objective...

 

I think my base scheme is going to be brown with complimentary cream accents. I'm torn between a teal or orange for the contrasting bits. I'm totally open to suggestions on changes. I want them to be very spartan in their uniform without being bland. I played around with more accents on their armor but I feel like the shoulders are enough, doing anything to the knees/hands/etc seemed to make it to garish. I'm not sure what I'll do to their back packs but I think the main complimentary color might see a little more use on there.

 

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I think I like the teal more than the orange, but it looked funny on the chest emblem. How about we make teal the secondary color and use bone for the accents, and I'll keep the eyes orange for a bit of contrasting pop.

 

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I think I like the teal more than the orange, but it looked funny on the chest emblem. How about we make teal the secondary color and use bone for the accents, and I'll keep the eyes orange for a bit of contrasting pop.

 

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I like that even more. It takes away a lot of the drabness from the brown.

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I like the brown with cream shoulders and teal chest emblem more.  But I can get behind the teal shoulder guy if you put more cream in somewhere.

 

Where would you suggest I add more of the bone color? I played around with it on a few other parts of the armor and it seemed to clash and ruin the scheme.

 

EDIT: How's this? And if you had something different in mind I'd still like to know!

 

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Edited by thewarriorhunter
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