Another group of Rebs has been wrapped up this week; they are motoring along quite nicely now leaving me with a more than playable strike force. This second batch included the TK-Zero team, a pair of deployable Scout Drones, a Commander and Chovar Psychic. Technically the latter is a Mercenary and not strictly part of the Rebel Faction, however I’ve based the Chovar in the same style as it worked well with the bright pastel palette. I also positioned the arms so they trailed behind the creature more to give a better sense of movement as it glides across the battle zone. Never really liked the version on Mantic’s site that has the arms sticking out at all angles, I felt it made the creature look rather awkward.
The two Drones I kept to a simple palette of red and black to compliment the rest of the Rebs. The white bar code ident markings are just to add a little interest. I replaced the restic flying stalks included with clear plastic ones from the bitz-box, however I did keep the round Mantic base to retain continuity with the rest of the team.
Finally, the Rebel Commander plus TK-Zero loader and firer.
In terms of what’s left to do for the Rebs, I have two final figures on the workbench in the form of the massive Teraton and a Yndij Sergeant. There are a pair of tiny Zee Scavengers as well, but I’ll be honest I dislike these almost as much as the Marauder Mawbeast Bombers and am in no hurry to paint them or include them in the force currently. Although the Rebs are certainly ready to rock, I’m in no immediate hurry to game with them yet as there’s plenty of dust-ups still to settle between the Enforcers and The Plague. Speaking of which, it’s Deadzone night tonight and I just realised I never mentioned last weeks first Plague showdown. It was the first time we had played full 70 pts strike teams and it flowed an awful lot better I have to say. Although the Enforcers put up a good fight, especially at range, in the end once the Plague got into melee range (and they do move pretty fast!) their superior numbers started to count agains the more elite, but costly Enforcers. We both learned a lot about each other strengths and weaknesses which I suspect will come into play a lot more tonight and in hindsight which units we didn’t get the best out of. For me that was the massive Stage 1A which I lumbered around behind cover far too much wasting a good third of the strike teams points. for Kev, it was being too cautious and not maximising his ranged advantage better. For anyone interested, the strike teams we chose were as follows:
- Stage 1A (Commander)
- Stage 2A
- 2 x Hounds
- 1 Stage 3A with HMG
- 2 x Stage 3A
- Enforcer Peacekeeper Captain (Commander)
- Enforcer Trooper (Missile Launcher)
- Enforcer Trooper (Burst Laser)
- 2 x Enforcer Troopers (Heavy Rifle)