Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Saturday, 7 February 2015

8th Necromundan Regiment, Imperial Guard

Now that most of my (former )painting service back-log has been finished and posted out to customers I've been able to squeeze in an hour or two of painting my own miniatures. My old Imperial Guard army has been languishing since 5th edition and is due a revamp. Thing is, I'm completely uninspired by my old collection of guard infantry and feel the need for a complete re-start. At least where the human infantry elements are concerned.

Most of my existing collection is going to be consigned to continuing oblivion while I resurrect one of my first 40K armies from back in 1988: the 8th Necromundan regiment. The very same regiment that graced the front of the first ever plastic IG box 27 years ago.

I'm not going to go with the classic paint scheme entirely however. I've long since gone off the tiger stripe camo and metal helmets. However, Ill still be using a predominantly grey and black colour scheme, but with black helmets and webbing.

Ahh...sweet memories
I think one of the reasons I've "gone off" my current Guard army is their look. Although heavily converted with third party heads and the like, I've never liked the basic look of the Cadian models they're based on. I far preferred the look of the old Cadian metals. Fortunately, Victoria miniatures has come to the rescue with their "Arcadian" range. While clearly inspired by the old metal Cadians, there are clear influences from the 1988 box set as well, including the look of the lasguns (by the way I love that the name "Arcadian" harkens back to the old days of 40K lore as well).

 
 

The "Arcadian" miniatures themselves are lovely sculpts, and I've already ordered a couple of veteran squads and a CCS from the company. Combined with a few of my older GW miniatures and my soon to be repainted collection of vehicles, they'll hopefully make a fine start to my newest 40K army.






Sunday, 24 March 2013

The 2 Year Plan 2013-2015

I don't really expect this to be of interest to anyone other me. It's just my way of organising my thoughts for what I want to accomplish from a wargaming point of view in the next 18-24 months. Hence I haven't bothered to include any nice photographs or images to break up this huge wall of text.

In no particular order:

Terrain Wise:

  • Upgrade the 4ft by 4ft terrain mats to 4ft x 6ft terrain mats to match the size of the new table. 
  • Make/acquire more 15mm and 28mm terrain for my Temperate, Off-world Colony and Post Apocalypse/Semi-Arid game boards.
  • In particular, get myself some nice 15mm Napoleonic terrain, modern North African terrain AND some rural russian terrain to use with both other sets of 15m terrain. Also modern terrain from Fieldworks which will look great as North and East African factories and apartment buildings.

Miniatures Wise:

40K Imperial Guard:

I'm really, really missing playing Imperial Guard in 40K. Although my Chaos Space Marines have only lost one game, drawn one game, and won every other game they've played quite convincingly, nothing can replace the IG as my favourite 40K Army. At the moment, I have squidgillions of infantry, but I had to sell most of my tanks before moving down south. So, I need to purchase:
  • At least one Imperial Guard Heavy Weapons Box with Lascannons.
  • Buy ten stormtroopers with Hotshot Lasguns to expand my five man suicide squads into full squads
  • Buy an Ogre Lead Bely boxed set and convert it to Ogryns
  • Convert a unit of Rough Riders.
  • About 15 pairs of Cadian arms and lasguns to convert the rest of my Dream Forge UAMC infantry into Guardsmen (well, conscripts)
  • Buy one Leman Russ Punisher (for Pasque)
  • Buy three Leman Russ with the twin autocannon variants
  • Buy three normal Leman Russ but also purchase the Plasma Cannon and Vanquisher turret variants from Forge world.
  • Buy one Basilisk (the enclosed armour one from Forgeworld)
  • Buy one Medusa (from Forgeworld)
  • Buy one Manticore

40k Space Marines:

I have an entire Space Marine army sitting around waiting to be painted and built. They're not my first choice of army by any means (after 25 years of playing with and against them, they bore the hell out of me). On the other hand, given how expensive it's going to be to make my IG army playable again I'm going to have to concentrate on getting these guys up to speed first so I can use them as an allied contingent with my IG infantry.
  • Assemble and paint the five remaining Terminators, five character miniatures and thirty pus space marines lying around doing nothing.
  • Buy, assemble and paint two Rhino's, one Land Raider Redeemer and one Land Raider Crusader.
  • Play games using these guys as an IG allied contingent (and vice versa) so my IG become a playable force again.

40K Chaos Space Marines:

  • Buy, assemble and paint an actual Chaos Landraider and stop using the normal Space Marine Landraider as a proxy
  • Swap out the Hellbrute from my 2000 pt list and replace it with a twin-linked Lascannon Predator Tank.
  • Paint up the five Thousand Sons, one Possessed and one Chaos Space Marine Champion I need to declare this army fully painted. Optionally paint up the other 6 bikes and bikers and two Chaos Lords on Juggernauts as well. Although it's not really necessary, they'll give me more options to play with list wise.

15mm Napoleonic:

After playing Napoleonic's for the first time in about fifteen years a few weeks ago I'm all fired up for more. To start with, I've picked one of the smaller nations who fought on both sides of the conflict (Bavaria) because of the many options it will provide in terms of armies to fight and also because assembling the entire national army of such a small(ish) state in 15mm is a reasonable enough goal. That's 11 regiments of Infantry (two battalions of 12 miniatures each) and a half dozen regiments of cavalry plus a few guns. Still a major undertaking, but not quite as daunting as trying to assemble the entire army of France.

Alternate History/Ultra Modern:

Despite my rant the other week about comfort zones, I really am attracted to ultra-modern game -just so long as fictional forces and nations are involved. Hence, in the spirit of Alcovia, Franonia, Raynonia and Bravo's Evil Empire, I'm inventing my own fictional nation to fight fictional campaigns against other fictional nations. I need to purchase:
  • North African and rural Russian type scenery (sounds a bit of an odd combination but it'll make sense when I do a feature on my fictional nation).
  • A mixed platoon of ARVN and US Vietnam era troops, plus seven M113's and a few M60 tanks to represent the armed forces of my small, third-world nation for games of Force on Force. All from Peter Pig, (except the tanks) which means £18 for the troops, £56 for the APC's and £8 per tank.
  • Paint up my GZG 15mm civilians as oil workers, consultants and other civilians for games of Force on Force.
  • Purchase a whole heap of Peter Pig AK47 miniatures to represent various bad guy militia's and shady foreign nations.
  • Use Israeli Sand Grey for the armour. Buy it from here: https://airbrushes.com/advanced_search_result.php?keywords=israeli+army&search_in_description=1&categories_id=202&inc_subcat=1

Post Apoc:

Through it all, I'll continue to build up my PA terrain collection (especially as it also doubles up as my 40K terrain collection) and paint up the many existing PA miniatures I already own as time and inclination allows. I'll be using these for my PA solo games as well as my Judge Dredd solo-campaign that I plan to play every now and then.



Wednesday, 9 January 2013

Saying Good-Bye to the old Fire Magnets

I've come to a difficult decision earlier today. I've been humming and hawing about it for a while, but in the end I decided it just had to be done. I'm parting with some old treads.

The four armoured vehicles in the post below were painted for my Imperial Guard army, and ended up getting painted red despite the fact my troops eventually ended up suitably garbed for sandy desert conditions. Given that I've never been a huge fan of the current IG infantry ranges available anyway, I've been considering getting rid of the entire army and -rebuilding it using Mantic Corporation troopers instead. But while I'd probably make more from selling a complete army rather than four individual vehicles, I can't bear to part with my IG infantry just yet.

Maybe when all those Mantic ones are painted though....

So here they are, a final look at four Imperial Guard vehicles that I don't think I ever got around to posting on this blog anway.

They're up on eBay by the way. If anyone's interested, leave a comment and I'll send you a link




They're up on eBay by the way. If anyone's interested, leave a comment and I'll send you a link.

So long guys. You Chimera's weren't much use, but those Leman Russ' nearly won me a battle or two.

Wednesday, 1 August 2012

40K Kult of Speed vs Imperial Guard Gun Line

Played my second game of 6th ed 40K last night against Charles and his Kult of Speed. Although there are no photographs (lighting conditions in the hall are terrible for photographing battle-reports, mostly due to a very high ceiling) Charles took the time to write up a quick battle report earlier today.

And here it is:

Charles' Battle Report:

With the arrival of 6th edition, a certain element of the spring clean is in the air, as players renovate their forces. Myself and my opponent for this game were no exception, as I decided to change my foot horde Orks to a mechanised Kult of Speed, while Brian took his guardsmen out of their Chimaeras and sent them out to fight and die via shank’s mare. Thus we were both trying out a new playing style, and it was interesting to see how they interacted.

The board was a cityfighting one, very beautiful at that, with my right flank anchored by the sea. We fought The Emperor’s Will on a Dawn of War deployment. I got to choose the deployment zones, and selected the one with the highest ruin (so as to deny it to the enemy guns), while each of us chose to put our objective inside a ruin of some kind.

The forces were as follows:

Imperial Guard

HQ
Command Squad (50). Two Flamers (10), Regimental Standard (15), Heavy Flamer (20), Master of Ord (30) Total: 125 points.

Troops:
Platoon HQ (30) plus four Grenade launchers (20)
Squad (50) with Grenade Launcher(5) and Heavy Bolter(15)
Squad (50) with Grenade Launcher (5) and Autocannon (15)
Total: 190pts.

Veteran Squad (70) with 3 Plasma Guns (45) Total: 115pts

Veteran Squad (70) with 3 Melta Guns (30) Total: 100pts

Veteran Squad (70) with 3 Melta Guns (30) Total: 100pts

Heavy Support:
Leman Russ Battle Tank (150) plus Lascannon (15) and Heavy Bolters (20) Total: 185

Demolisher (165) with Lascannon (15) Total: 180

Total Cost: 996pts

Orks

HQ:
Big Mek, Kustom Force Field, Cybork Body - 95

Troops:
Gretchin – 10, with a runtherder – 40
Skumsnik’s Boyz – 12, with a Trukk (Reinforced Ram, Red Paint Job) and a nob (Bosspole, ‘Eavy Armour, Powerklaw) – 167
Shakgor’s Boyz – 12, with a Trukk (Reinforced Ram, Red Paint Job) and a nob (Bosspole, ‘Eavy Armour, Powerklaw) - 167
Grotgul’s Boyz – 19, with a nob (Bosspole, ‘Eavy Armour, Powerklaw) – 164

Fast Attack
Warbikers – 3, with a nob (Bosspole, Powerklaw) – 115
Dakkajet – Extra Supa-shooters, Flying Ace – 130

Heavy Support
Battlewagon – kannon, two big shootas, reinforced ram, red paint job, armour plates – 120

Missions, Set-Up and Deployment:

Brian won the roll for deploying, and decided to go first (funny, that). He refused his right flank, and castled up in three ruins, with his company command squad sitting on the left flank, which was anchored by the sea, and his right by a Platoon Command Squad and the Leman Russ. He had good sightlines forward. I deployed the three vehicles and bikes facing directly at his Leman Russ Demolisher, with one of the trukks hidden behind the pillars of a building. The bikes hid behind a trukk. The whole army was in the KFF bubble, except for the Gretchin who were sitting in a ruin with walls so high that they couldn’t actually be seen by the guardsmen.


First Turn:

The first turn started with all of the Imperial Guard squads moving and running forward, so that they were in front of the tanks, command squads and heavy weapons. The shooting phase seemed to last an age for my poor Orks, but some lucky rolls on my part for the KFF ensured that the vehicles were all capable of movement, albeit with 2 hull points lost on the left-most trukk.
I surged forward, in the world’s shortest movement phase: the left trukk raced over a crater towards the platoon command squad. The battlewagon and bikes gunned forward, and the right trukk sat between the two of them. In the shooting phase I opened up with the bikes onto one of his squads in the open, but Brian passed all of his saves. The battlewagon and shoota boyz inside unleashed a fusillade, killing some guardsmen from a squad directly in front of them, but it wasn’t much. Meanwhile, both trukks went flat out, so that the left trukk was lurking behind a ruin in front of his platoon command squad, and the right trukk had weaved through the bikes and wagon to end up in front (being the eager scamps that they are).


Second Turn:

The second guard turn started with almost no movement beyond some shuffling on my left, to bring some meltaguns closer to the left trukk. The guard squads all tried their absolute best to destroy the trukks so that the big guns could obliterate them, but Brian’s luck (and the KFF) conspired to ensure that this was but a dream. In the end, he managed to blow up the right trukk with his demolisher, killing one of the boyz inside in the process. I was just about to triumphantly start my turn when he remembered that he had a Master of Ordinance, who duly proceeded to simply erase nine of the poor Snumsnik’s ladz from existence. The survivors (all two of them) managed to pass the relevant saves.

The Ork turn two started with a failure to bring on the Dakkajet, directly due to Brian’s warlord having the strategic trait that made my reserve rolls harder. Shakgor’s boyz on the left flank leapt out of the trukk, eyeing the platoon command squad. The bikers moved towards the Imperial Guard squad in front of the platoon command squad. The two ladz from the destroyed trukk hoofed it over a crater to threaten a veteran squad in front of them, while Grotgul’s ladz and the big mek disembarked from the battlewagon to attempt a multi-charge on a veteran squad and the guard squad with the autocannon.

In my shooting phase, I had to be careful not to kill things that I wanted to charge, but it still went quite well. The bikes took revenge for the trukk by mowing down the guard squad in front of them with gay abandon, with the left trukk adding in its firepower, leaving the squad all dead. The battlewagon fired all it had at the company command squad, killing one member (the heavy flamer). Shakgor and Grotgul refrained from firing, but Skumsnik managed to kill one guardsman in this phase. In the assault phase, Grotgul’s ladz failed to impact both squads, losing two of their number in the process, but still wiped out the veteran squad that they did impact. Shakgor’s ladz on the left flank managed to eradicate the platoon command squad, consolidating into the ruin, while Skumsnik and his lad (singular) charged the squad in front of them. He snipped the sergeant apart in the challenge, but I lost the boy to his guardsmen, leaving only him to face down seven of them.


Third Turn:

Brian’s third turn saw his tanks revving their engines to move 6” away from the nearest boy squads, and his command squad move forward to use its flamers. The shooting phase saw half of Grotgul’s ladz gunned down by the autocannon, the heavy bolter, the flamers and the demolisher cannon, even as the leman russ in the middle of his lines failed to kill the yellow boyz. Once again, as I was about to celebrate a successfully survived shooting phase, Brian remembered his master of ordinance, who duly proceeded to render unto death eight of the nine ladz in Shakgor’s mob, the nob himself included; the survivor fled (understandably). In melee, Skumsnik got himself killed.
At the start of my turn, I successfully brought on the Dakkajet, much to my relief. Brian still had both tanks and the Master of Ordinance, who was butchering me, while I was down to one effective mob, the bikers, and two empty transport vehicles. The Dakkajet aimed squarely at the Company Command Squad, while the warbikers throttled past the leman russ and Grotgul’s boyz pounded forward towards the squad with the autocannon (who were holding the objective).

In the shooting phase, Grotgul’s ladz killed half of the autocannon squad, while the trukk and battlewagon fired at a veteran squad beside the heavy bolter squad and killed all but two. The Dakkajet gunned down the company command squad, to jubilation from all the surviving ladz.

In assault, Grotgul’s mob charged and finished off the autocannon squad, thus holding Brian’s objective, while the warbikers destroyed the leman russ. However, horror of horrors, the explosion managed to put two wounds on the squad, which killed the nob (the only model in that squad who could harm the demolisher).


Fourth Turn:

At the start of Brian’s fourth turn, I was fairly confident of victory, but he consolidated his remaining firepower to pound Grotgul’s squad, killing every one of them except the nob and two buddies; the big mek fell in the fusillade. This left me with only two ablative wounds on the only model left able to kill the demolisher, and no real hope of claiming his objective properly.

I had to send the Dakkajet away on my turn, as I’d placed it poorly and it now couldn’t see anything. I sent Grotgul at the demolisher in a desperate attempt to kill it, while the trukk and warbikers eyed up the heavy bolter squad. Firepower from the battlewagon, trukk and warbikers pounded this squad, but they held with most of their number intact. In assault, I charged the warbikers into that squad, but poor luck on my part saw both bikers dispatched by overwatch and melee attacks before they could do anything. Grotgul had better luck however, managing to destroy the demolisher without blowing his squad to smithereens.


Fifth Turn:

The fifth turn didn’t see much movement in the guard ranks, as Brian sought to kill off my remaining troops on his side of the board. This he did handily, but he had not managed to do anything to my circling vehicles.
I began the festivities of my turn by bringing the Dakkajet back on from Ongoing Reserves, and aimed it towards the guard squads. The battlewagon tank shocked the two remaining squads (two veterans and the heavy bolter squad), forcing them both out into the open. In the shooting phase, I then managed to kill one of the veterans and leave the guard squad pinned and down to two men. It felt nice to be the one dominating shooting, for a change, even if night fighting had now fallen.

We rolled for an extra turn, and got it.

Sixth Turn:

The sixth turn was short: Brian moved the veteran onto the objective, and I promptly killed all three of his guys to win by tabling.


Charles' Conclusion:

The game was very close, with the guard firepower pounding the utter crap out of my Orks and leaving me with too few guys to kill his units. I worked out afterwards that I had 47 infantry models to Brian’s 60, which wasn’t a very good ratio for me. In hindsight, I was lucky not to have lost my trukks on turn one, and also lucky that he didn’t get to ordinance more than one squad out in the open. Kult of Speed is a new playstyle for me, and it is quite terrifying to have so few models; I am inclined to wonder if the warbikers, battlewagon and dakkajet are just too many toys at this points level. Brian’s army performed quite well, putting a formidable amount of firepower out, and even killing Orks in melee. Overall a very enjoyable game, and damned close too.

Brian's Conclusion:

It really was nail-bitingly tense right to the bitter end. My Master of Ordnance was worth his weight in gold. For only 30 points, he more or less wiped out two boyz mobs on his very own. If he hadn't been on the ball (hitting every time) the story would have been much different. Considering that the MoD has a 3D6 scatter on a miss and how close the boyz were too my own lines at this point, I could have been wiping out my own squads.

When I killed the last of his boyz in turn 5, I thought I'd be able to force a draw. I'd neglected to target the 40pt gretchin squad holding his objective throughout the game because I always had something better to shoot it to preserve my own forces. My plan had been to kill the trukks by turn 2 and pound the hell out of the grotz with blast weapons from turn 3 onward and to deny my own objective to the Orks. Either by killing all the Boyz or keeping hold of it myself. The fact I wasn't able to kill all those vehicles in the first two turns (as I'd expected) put paid to that idea. I hate  Kustom Forcefields.

That Big Mek was definitely Charles' ork of the fight.

Things I need to consider:

  • Don't forget to use the Master of Ord in turn 1 when all those juicy vehicle targets are parked close together.
  • Don't use the MoD so close to my own lines. I was lucky. Very lucky.
  • I need something to threaten fliers more effectively. I can't rely on Warlord abilities and being jammy enough to set up an autocannon on a mysterious objective that turns out to be a Skyfire control centre. 
  • Bring it' Down would have been a more effective order than First Rank, Second Rank, in turn two. I'd counted on my Plasma Guns, Melta Guns, Krak Grenades, Tanks and Platoon HQ to pop at least two trukks that turn, and wanted to make sure my remaining guard squads could put down enough fire to reduce the transported boyz inside to ten figures or less to force a rout test. I should have gone for Bring it Down instead and worried about chopping up the boyz later. 
  • My Company Squad with the two flamers and the heavy flamer was deployed too far back at the beginning of the game. I'd reckoned on using them to wipe out ork squads that cut through my front line. They might have done better being in my first line (rather than my second line) from the start. As it was, they fired their flamers just once all game.
  •  Use the last four points to buy bolt pistols for my Company Commander and Platoon Commander. Las pistols really, really suck. 

Friday, 6 July 2012

6th ed Imperial Guard Footslogger List

Well, now that I've finally had a chance to look at 6th ed (and now that I've had a few days to digest what I've read) I've come up with a completely new list.

This is quite a shift in direction for a gear-head like me, but the snap-fire rules, hull points and the availability of fortifications seem to have made light infantry (i.e foot-slogging) lists much more viable in sixth addition.

So, other-than having two Chimera-mounted five man Storm Trooper squads, two supporting tanks and a squadron each of Sentinels and Rough Riders (rough Riders FTW now, by the way), everything in this list gets around on the mark 1 troop transporter. Your standard Imperial Guard issue boot.

I'm a little leery of having a Special Character as my HQ choice . Normally, I don't take Special Characters as a rule, preferring for my own characters to become "special" through their battlefield fleets. But at the last Chaos of the Warp Tournament one of my guys "earned a name". In turn 7 of my last game, the sergeant from my Plasma Vet squad was my last miniature on the board. For five turns he held off (and defeated) Necron and Necron in hand-to-hand combat and survived a whole army's worth of shooting on turn 7. If anything in my army deserved a name, he did. So I decided to call him Sgt Slade, after Sam Slade: Robohunter, from the British comic 2000AD.

I was originally going to use convert him and use him as a "counts-as-Marbo" miniature, playing on the whole "maddened sole survivor schtick".  The resultant outcry on the Chaos of the Warp  facebook page made me change my mind. The main argument seemed to be that a guy who could  survive all that deserved use Straken's profile at the very least. So I had a poll to see which IG profile I should use for Slade. Straken won by a huge margin, which was a problem given that Stracken is an HQ choice rather than a squad upgrade. So Sgt. Slade, in recognition of his bravery, won himself a promotion to Company Sargent Major. He's now the power-behind-the-throne in the 13th Malegaunt PDF Regiment's 13th Company and, given that's fought two Space Marine chapters, Eldar Slavers, Orks and Necrons in the last few weeks, he's starting to wonder what's so important about his home-world. But not as much as he's wondering why loyal Space Marine Battle Brothers are so unhappy with the new Planetary Governor and his regime...

After all, what have the Ultramarines and Blood Angels got against the Word Bearers? Aren't they Space Marine's too?

Update: I've had a bit of a rethink since I first wrote this list. Chimera's are even more paper-thin in practice than they are on paper. Sentinels aren't much better. The new list has neither.


HQ:
Company Command Squad: 2 troopers with flamers (10), 1 with Heavy Flamer (20)  Ensign Paxx with Company Standard (build as officer but counts as normal guardsman with Regimental Banner 15 points), Company Sgt Major Slade (Colonel Straken 95 points) Nork Deadogg (110points) +50 points base cost.
                                                                                                       Total: 255 points

TROOPS A
IMPERIAL GUARD PLATOON:

Platoon HQ:
Lt and four guardsmen. 4 guardsmen have Grenade Launchers(15).  Cost: 50 points.

Imp Guard Squads x3:
1xSgt and 9x guardsmen per squad. 1 per squad has Grenade Launcher (5), 2 per Squad have Autocannon (squads 2 and 3) or Heavy Bolter (squad 1).
Cost: 65 points each (195 points).

Heavy Weapon Squad: 3x Lascannon Teams. Cost: 105 points.

Heavy Weapon Squad: 3x Lascannon Teams. Cost: 105 points.

Heavy Weapon Squad: 3x Missile Launcher Teams. Cost: 90 points.

TROOPS B
Veteran Squad: 3 have Plasma Guns. Cost:  115 points.

ELITE A
Stormtrooper Squad: sgt + 4 stormtroopers. 1 have Melta Guns. 1 has Plasma Gun.  Cost:  110 points.

ELITE B
Stormtrooper Squad: sgt + 4 troopers. 2 have Melta Guns. 105 points.
 

FAST ATTACK A

8 x Rough Riders. 2 have Melta Guns. Cost: 115 pts.

HEAVY SUPPORT A
1x Demolisher Siege Tank with Lascannon: Cost: 180 points.

HEAVY SUPPORT B
1 x Leman Russ Executioner with Lascannon and 2x Heavy Bolters. Cost: 225

FORTIFICATION:
Aegis Defence Line with Quad cannon. Cost: 100 points

Total Cost:



Need to buy: 4 Heavy Weapon Box Sets (6 Lascannon, 2 Autocannon, 3 Missile Launchers. Already have Heavy Bolter). Executioner Turret. 10x Rough Riders. Aegis Defence Line.

Need to build: Officer carrying Standard, Heavy Flamer guy and convert CSM Slade.




Saturday, 9 June 2012

Traitor Guard Update.

It's been a busy few days for my Traitor Guard army, not only is the Sentinel Squadron finished, but I've completed two chimera as well. Now I have just five infantry squads to paint up for the tournament at the beginning of July. Or to put it another way, a squad every four days. I should be able to manage that, especially given that dearly beloved is away down south with her mum and brother for a week.



In other gaming news, my new desert terrain mat arrived today. So I'll be taking advantage of having the place temporarily to myself by setting up the table and having a few scenario driven games of 40k Rogue Trader. Well, probably only one really as I'll gaming on my lunch break. Set on the Post-Apocalyptic 40K world of Bad Landing, of course. First up will be a raid by a tribe of Ash Nomads (think Fremen but with guns) on a trading post defended by the staff and a few, small bands of mutually antagonistic Raiders, Vaulters and Scavvies. Sounds like a good excuse to break out the old animosity rules for such fun and havoc.

Monday, 21 May 2012

Traitor Guard General: Work in Progress

My very good friend and gaming buddy, Inmygravenimage, has very kindly broke out the old Green stuff to make my Army General into something really special. Here's a link to his work on the DakkaDakka forums: Gallery. He's a stinky Grey Knight player but I'll forgive him because of the great work he's doing on my behalf - and because it's the first army he's managed to fully paint up. No doubt he'll be looking forward to kicking my lads back-sides all the way back to the Warp as soon as I have enough of them built and painted for a game (which we've scheduled for the 13th of June).

So far, Graven has added a Chaos Warrior cloak to my kit-bash and begun work on lengthening the mni at the waist to make him seem more imposing. Already I can see a huge improvement over my previous efforts and I'm really looking forward to seeing the finished result.

Here's that Work in Progress shot:


And a more recent shot of what he's up too since this first shot was taken:


Sunday, 20 May 2012

Kill Point Challenge Weeks II and III

Here's my entries for week II and week III of Dark Future Game's 2012 Painting Challenge. The week II entry hasn't been posted up on their blog yet but look for it and the week III entry soon.

First up, we have the Leman Russ Demolisher, finished on the 11th of May and posted up on my painting service blog, Lead Legion Painting Service.
Speed Painted Leman Russ Demolisher.
Next, we have this weeks entry (which I'll email in to Dark Future Games tomorrow), my Platoon Command Squad.
Imperial Guard Command Squad Speed Paint.
For week 4's entry I'm planning on painting up my last two Sentinels, to finish off the squadron I began over a month ago now. Look for them in a few days.

Wednesday, 9 May 2012

40K Painting Challenge Entry: Traitor Guard Squad

Here's my photo-record of Week One's fully painted Kill Point for the Dark Future Games 2012 Painting Challenge: a squad of Traitor Guardsmen. I used Speed Painting techniques for these, so there not exactly my finest work. Ironically, because I spend 10-12 hours a day painting other people's miniatures, I don't have a great deal of free time to paint for myself (so picking a Guard Army probably wasn't my smartest move). Normally I paint for myself during my lunch-break, but these lads were painted on my day off. Just under three hours total painting time.

Here's the fluff: The 13th Maleguant regiment has only recently been corrupted by Chaos. The ordinary grunts are largely ignorant of the fact they've fallen into worshipping the Dark Powers, in the form of a Word-Bearer sponsored cult. Although you won't see many Aquila's or other symbols of Imperial might, these Guardsmen (local PDF troop's really) don't display overt signs of Corruption. Only a very few miniatures -such as the Army Commander and one or two Vet/Command Squad types- will actually wear any form of Chaos symbol. Essentially, I wanted maximum fluff playability for those these guys. If I'm playing Xenos or Chaos forces, then the battle is taking place either before, or just shortly after, their home ward rejects Imperial rule. If I'm playing against Imps, then the battle happens after the corruption of Maleguant has been discovered. As you've probably gathered, I like my fluff. While there will be some competitive elements in my army - Chimelta vets, Flamer-Demo vets and the like - there's a place for fluffy, bog-standard Imperial Guard Platoons as well.

These guys, for example.



The heads are from Westwind studio's. They're not all going to be blonde. To save time, I'll be painting each Kill Point with a different hair colour. I'll eventually mix the miniatures up into different squads when I have enough of them.

Thursday, 3 May 2012

40K Traitor Guard List.

Here's my current list for my Traitor Guard army. Not built to any particular plan, but basically because it's just about everything I have in my possession (with the exception of three Chimera's that I don't actually own yet).Only the Infantry Platoon, the Flamer Vets, the Stormtroopers, 1 Sentinel and the two Leman Russ have actually been built yet. The rest is in bits.

HQ

High Enunciator (Lord Commissar) Kreed: Power Sword and Melta Bombs : 85 points.

Troops:

Imperial Guard Platoon:

Command Squad: Officer , 4 Guardsmen with Grenade Launchers. Cost: 50points

Squad of ten guardsmen with Grenade Launcher: Cost: 55 points.

Squad of ten guardsmen with Grenade Launcher: Cost: 55 points.

Veteran Squad:
3 Vets have Flamers. Demolition Doctrine.  Chimera with Flamer Cost:170 points.

Veteran Squad:
3 Vets have Melta Gun. Chimera with Flamer. Cost: 155 points

Veteran Squad:
3 Vets have Melta Guns. Chimera with Flamer. Cost: 155 points

Veteran Squad: 
3 vets have Plasma Guns. Chimera with Flamer. Cost: 170 points.

Elites:

Storm Trooper Squad:
Sgt + 9 troopers. Sgt has Boltgun and plasma pistol, 1 Trooper has Plasma Gun.  Cost: 190 points.

Fast Attack:

Scout Sentinel Squadron: 3 Scout Sentinels with Autocannon cost:120points.

Support:

Leman Russ Demolisher with Lascannon: 180 points

Leman Russ Battletank with Lascannon and sponson Mounted Heavy Bolters. cost: 170 points.
 

Total Cost: 1,500 points.

Thoughts on Varients: 

  • Replace Plasma Vets with Leman Russ Punisher with lascannon (195pts) and lose couple of Stormtrooper (7 points short of 1500)
  • Reduce number of Stormtroopers and take a second Plasma Gun.

Thoughts on Additions to 2,000 pts:

Leman Russ Executioner with Lascannon: cost 205pts
Vanquisher + Lascannon+ heavy Stubber cost 180pts

Full Sanctioned Psyker Squad: 110 points

Need to Squadron up some Leman Russ. (probably Executioner and Demolisher).


Wednesday, 2 May 2012

40K Painting Challenge

Dark Future Games are running a 40K Painting Challenge over at their blog. Every week (from Wednesday to Wednesday) participants will paint a full kill points worth of miniatures and submit a photograph. Sounds like an excellent way to complete my Traitor Guard army before the release of sixth edition. So I've signed up for it.

This week's project: a squad of Imperial Guardsmen.

Monday, 30 April 2012

13th Malegaunt Regt. Company Kreed (Traitor Guard)

In honour of the forthcoming 6th edition of 40K, I've decided to begin collecting and playing with a new tournament army for 40K. This will mark my return to the 40K gaming stage as, in the last decade, I've played so few games of 40K that I missed out on 4th edition entirely and have so far played a grand total of just one 5th edition game. So why come back now? Well, I've always loved the 40K universe, ever since the Rogue Trader days when Marines were just normal humans in power armour. Even during my decade-long lapse in 40K gaming, I kept up with new developments in the 40K universe and devoured many of the better novels released by Black Library. Although I still hate GW's business model (and refuse to buy anything directly from them for my use, with the occasional exception of some paints) the glories of Ebay have allowed me to make a good start on my new Guard Army without leaving me feeling ripped-off with every single purchase. I've never been keen on starting a game half-way through an editions run, as it feels like playing catch-up. However, with the new 6th edition rules hopefully I'll be able to enter a levelled playing field. My goal is to start entering 40K tournaments on a regular basis. With the arrival of a new edition, I might even have a chance against the big-guns on the tournament circuit. Who knows?

So where's the inevitable fluff for my new army you may ask? Well, right here:

13th Malegaunt Regt. Company Kreed (Traitor Guard):
Raised on a world devastated by a Tyranid Bio-fleet, destroyed at great price to the eco-system of this Garden World, Malegaunt was forced into rebellion when a Munitorium clerical error classed the entire remaining population as combatants and issued a writ of conscription that would levy every man, woman and child on the planet into the guard. Long plagued by heretical sects, the Lord Governor was turned from the light of the Imperium by the impassioned pleas of Enunciator Septimus, a Chaos Agitator, who promised that though the Imperium had abandoned the world, Chaos would not.

So it was that when the Munitorium fleet arrived in orbit, Planetary Defence Force Veterans seized the ships and their valuable cargo of munitions. In the years since, the Imperial Cult has been expelled from the world. Now, the still-disciplined armies of Malegaunt pay homage to Khorne, whom they worship in his aspect as Lord of War rather than as a Power devoted to mindless slaughter. Medical professionals and farmers offer praises to Nurgle to spare their crops and patients. The planets entertainment industry features ever more licentious productions in the name of Slaanesh while the planets politicos and businessmen have turned to Tzeentch for guidance. The Fallen Humans of Maleguant know it is only a matter of time before the vile Imperium turns it's gaze upon them again. Yet the citizens of the world look forward to the arrival of Imperial Drop Pods with relish indeed.

Company Kreed:
In expectation of the eventual Imperial Crusade to cleanse or retake the former garden-world, Lord Governor Prax expanded the Planetary Defence Force (The Crimson Legion) with the conscription of every first born son on the planet old enough (and hale enough) to bear arms. While the majority of these newly zealous conscripts were recruited into existing formations, stiffened by the surviving veterans of the Tyrannic invasion, those who survived the particularly brutal accelerated training regime devised by men the likes of Enunciator (Commissar) Kreed have quickly become the equal of any in the Imperial Guard.


Command Structure:

Kreed formed his Company around a hard-bitten cadre of Veteran soldiers. Recognising his own limitations in a tactical sense, the Enunciator prefers to lead from the front, leaving control of the battle to his subordinate, Major Havok, and his command squad. Havok's calm, professional discipline is a successful counterbalance to Kreed's zeal and occasionally irrepressible blood-lust, making theirs one of the most successful Enunciator-Regular Officer partnerships in the 13th.
Lt. Savage. Company Kreed's Master of Ordnance
 Mechanized Veteran Squads:
While Company Kreeds conscripted "citizen-soldiers" are formed into platoons under the careful supervision of veteran sergeants and officers, the same can not be said of it's veterans. Fierce survivors of the Tyranid invasion, Kreed's veterans are more than capable of independent thought and action, without the requirement for junior officers of Enunciators to monitor their activites. Most now fight from the companies limited supply of Chimera's captured from the Munitorium supply ships seized in Malegaunt orbit. The continue to wear the old PDF uniform with pride, a badge of honour to mark their greater experience and prestige within the 13th.
Company Kreed Veterans

Infantry Platoons:
Kreed's conscripts have undergone an oft-times brutal training program in which the weak and the timid found themselves used as live practise targets by their former colleagues. After years of these uncompromising training style, the ranks of the "Unblooded" are filled with men and women every bit the equal of any regular Imperial Guard formation. However, they remain untried in combat, and therefore, unproven and untrusted. In consequence, no Unblooded infantry squad is allowed to venture far from the sight of their Platoon commander. To mark their reduced status, the Unblooded go into battle dressed in captured Imperial Guard Cadian pattern uniforms, re-stained in the Crimson and Drab of the Malegaunt Planetary Defence Force, the "Crimson Guard".

Vehicles:
Unlike Imperial Guard regiments, which deliberately contain only a single branch of the Imperial Guard (Infantry, Armour or Artillery) the 13th Malegaunt has integrated all three combat arms of the Crimson Guard into every regiment, right down to the Company level. It is widely assumed that the High Enunciator and the Lord Governor trust in the many (and often bloody) rivalries between individual Company and Regimental Officers to ensure that any attempted coup is doomed to failure. Company Kreed is fortunate in that it has managed to wrest away a number of additional vehicles from rival companies during these brief "training" skirmishes between formations. Company Kreed can therefore field an entire Recon squadron of Scout Sentinels, as well as several Mechanised Veteran Squads mounted in Chimeras. These mechanised elements are supported by heavy armour in the form of several Leman Russ and Leman Russ Demolisher battle tanks as well as by a single Hellhound flame tank.

Leman Russ 38 "Blood Cauldron". Company Kreed.
Scout Sentinel of Company Creed's Recon Squadron.


Wednesday, 18 January 2012

Battle Report: 28mm In the Emperor's Name Pt II

Where we left off.
My luck -or rather, George's luck- was about to change drastically. You see that naked lead figure just visible in the top of the picture? That's the Harlequin Troupe Leader. You'll see a lot of him in the next few photo's.







TURN 6
In turn 6 George won Initiative again. His Troupe Leader charged the two Imperials standing above the butchered form of his protegee, all the while screaming through his Troupe Leader Mask. The two Imps both failed the Grit test needed to stand and fight a charging model that causes Terror and legged it in opposite directions, which unfortunately counted as their move for the next turn. This meant that if the Troupe Leader ran in the shooting phase (no charging in this game, melee starts when you move base-to-base) he'd have his pick of the two Imps to mow down. I rapidly moved reinforcements to firing positions on the right flank, desperately trying to judge it so that we didn't get close enough for the Troop Leader to charge the firing line after mauling his chosen prey in the close combat round.

Ere, Jonesy. Lead em over this way a bit, eh?
In the regular rules, any figure which is not within line of sight of an enemy model and which does not shoot can run an additional 3 inches in the shooting phase. We don't like this rule in the club. In fact, we think it stinks. So we use the house rule that any figure who does not shoot in the shooting phase can run 1d6 inches. However, the player must point to where he wants the figure to run BEFORE rolling the dice and you MUST move the full distance in that direction up to the point you indicated. This means that you might roll higher than you need and waste the extra distance. However, if you  roll low, you just might find yourself caught in the middle of the board between the cover you were in and the cover you were tyring to get too. In this game, that pretty much means you're dead, regardless of your armour value, as every foe within range zooms in on you. I reckon it pretty accurately reflects a guy trying to run from cover to cover but getting spotted and mown down half-way there.

Anyway, that's what happened to the final Harlequin Trooper in turn 7. Caught between fallen pillars, Headshot zeroed in and took him out at long range. Normally at this point, depending on the scenario, reducing a retinue to half strength might have won me the game. But as we hadn't picked a scenario and this was George's first game using the system, we'd decided to play till one side was wiped out.

The Harlequin Troupe Leader got his revenge though. By running in his shooting phase he did indeed catch one of my fleeing lads who died very quickly, and very messily, in the Turn 6 melee phase.

Turn 7
George won initiative again and chased down the second terrified trooper who passed his Terror Test this time. I'd really wanted initiative myself to try and move the trooper out the way and prevent the Troupe Leader getting into melee (you can't shoot into a meleeinvolving a figure from your retinue in these rules, no matter how badly the risk of having your whole army rolled up by a melee monster outweighs the risk of fratricide). Finally, because the Sniper had shot and killed a Trooper last turn rather than knocking the Death Jester on his arse (again), the Death Jester was able to move forward. Because he was armed with a heavy weapon, this meant he wouldn't be able to fire this turn, although ominously he was now in range of my main group. If I was unlucky, a good hit from his Shuriken Cannon could terrify my guys into running towards the Troupe Leader next turn. Yikes.

The Troop Leader sizes up another hapless fool.
On my movement I moved the firing line back again, hopefully more than 9" away from the melee, so I could avoid having the firing line engaged in melee by the Troupe Leader next turn.

No shooting from the two surviving Harlequins but my guardsmen split into two groups for Torrent of Fire and managed to hit the Death Jester twice, yet failing to kill him or even knock him down. From his perch, Headshot muttered something disparaging about amateurs and showed them how it was done -knocking the Death Jester down again. For the fifth time in the game! In fact, the Imperial Guard Sniper hadn't missed a shot yet.

In the melee phase the Troupe Leader increased his kill tally to two.

Turn 8:
More woe. The Harlequin's won initiative again. I bit my nails while the tape measure came out. Had I misjudged my distances again? I had! One of my guardsmen was just within 9" of this terrain-ignoring somersaulting harridan. But wait, he'd just charged 7 guardsman, had this pesky Eldar punk finally bitten off more than he could chew? Meanwhile, on the far side of the board, the Death Jester stood up again.

Er, you charge em lads. I'll bravely lead from over 'ere.
I went all in and attempted to move all 7 nearby guardsmen into melee. Yet three of them (including the officer) failed the Grit test to attack a terrifying foe in melee.

One interesting but very important rule: when a pistol armed character moves into melee as the attacker in the movement phase, he still gets to shoot his pistols at his melee opponent in the shooting phase. However, there are a few exceptions to this general rule, such as when you're armed with a heavy pistol like a plasma gun (as was the Troupe Leader). Or when you check your retinue roster and realise you forgot to ferking buy your Guardsmen autopistols. Ah well, at least now I'd figured out why I'd been able to afford two more guardsmen than I usually can.

George laughed so hard he nearly burped. Then he happily split his Troupe Leader's +4 fight score between all four opponents so he could fight every guardsman at once. In the Emperor's name allows you to split your models fight score in order to engage multiple opponents. However, your cumulative bonus' from any weapons held in the models hands still apply to every foe he fights in melee. Thus, the Troupe Leader was rolling D6 +1 (for the split Fight value) +2 (for his plasma pistol) +2 again (for his force sword) against the guardsmen armour value of 6. He needed anything but ones and killed all four Imps. With a -2 to their grit rolls from the plasma pistol, I needed 6's to save and failed every time. However, because melee is simultaneous, I still got to strike back. Miraculously, my bayonet-armed grunts landed two blows on the Troupe Leader. However, with a grit score of 2+, I didn't have much chance of killing him. To rub salt in the wound, George rolled a pair of twos.

Bastard.

Ah well, maybe Turn 9 would swing the tide of battle back in my favour.

Turn 9

Right, which of you Monkies want's to die next?
Nup. George won initiative again. He surprised me by engaging the lone female Guardsman in melee rather than taking on the officer and guardsman in the ruins, who I simply moved into combat next to him. The Death Jester failed the Grit roll to stand up and with no targets available for my Sniper (and with my Officer unable to shoot as he closed for melee due to bolt-pistols being classed as a heavy pistol) we went straight to the fighting.

I didn't even land a blow. Scratch two Guard and an Officer. This lone Eldar mountebank had just murdered 9 of my Guardsmen in four turns!


Turn 10:
Once again I was fervently hoping to win initiative. It would take the Troupe Leader at least two turns to reach my Sniper, but if he moved first he would be able to travel the rest of the way out of my LOS wherever I moved. I desperately needed this roll to win the game.

I rolled a one. "Don't even bother rolling your initiative George. Just move your damn figures". On the upside, the Death Jester did stand up again this turn, so at least I'd have something for my Sniper to shoot.

As expected, the Troupe Leader leapt into cover out of LOS and my Sniper pegged the Death Jester again who  -for the sixth frickin time in the game- made his grit roll exactly and got plonked back down on his arse. Damn that guys gonna have a headache in the morning -and he owes whoever made his armour a few stiff ones (of wine! of wine! -though you really never know with Eldar) when he gets home.

Turn 11:
Piss off mate, I'm trying to kill the guy in the Skull Mask
The frakkin Troupe Leader leaps out from behind a wall and up onto the first floor of the building where-in good old Headshot patiently waits for death. As the blade comes sweeping down, he spits out the chewed stub of his cigar and grunts: "I sure hope the boys back at the hunting lodge never hear about this."

Conclusion: We wus robbed. But I can't really moan too much. The great thing about "In the Emperor's Name" is that no matter how bleak things begin to look, a single dice roll can always turn things round.

My biggest difficulty in this game was overcoming the Harlequin's obscenely high Grit rolls. None of the weapons in my roster carry a Grit modifier, but then, up to now, I've never really needed to carry any that do. Forgetting to buy my lads 2 point autopistols each was an act of sheer mindless stupidity. Something for which I'm well noted in gaming circles. Imp Guardsmen are about as much use in melee as a life-raft made from a blanket but their shoot values are fairly good -especially when combined in a torrent of fire.

Next time, I'll bring a bloody Lascannon. Meanwhile, I'll leave you with an image of a certain grinning, pointy-eared loon gloating over his kills.

Until next time.

Yeah, laugh it up dancer boy. My next retinue has a Lascannon with your name on it.

Battle Report: 28mm In the Emperor's Name Pt I

Last night, in preparation for the upcoming G3 campaign for "In the Emperor's Name" George and I played a game. My Guard versus his Harlequins. Damn. Talk about wargaming history's Greatest Comeback! We played a quick second game afterwords when other members of the Club wanted to join in to try out the rules, so I broke out my Space Marine and Arbiter retinues and put my DM hat on. Alas, with only an hour to go before closing, there was no time to stop for pictures of this second game. So please enjoy the first.

The Glorious Imperial Guard: 426th Arcturus Regiment.

1x Officer (Lt Kole Hellstrom): 
Grit 3+, Fighting Value (FV) +2, Shooting Value (SV) +3, Speed (SPD) +0.
Skills: Leader, Gun Kata (fires twice if knocks down or kills first target)
Gear: Flak Armour (Armour 6), Lasgun, Bolt-Pistol, Dagger, Grenade.
Points: 39

1x Veteran ( Cpl "Headshot" Voltstraad)
Grit 4+, FV +2, SV +3, Spd +0,
Skills: Sniper (ignores armour bonus for cover if remains still)
Gear: Flak (Armour 6), Cameoleoine Cloak (+1 armour bonus from cover), Sniper Rifle, Bayonet, Grenade
Points: 30 pts.

2x Veterans (L/Cpl Horriker and L/Cpl Safferkad)
Grit: 4+. FV +2, SV +3, Spd +0
Skills: Gun Kata (fires twice if knocks down or kills first target)
Gear: Flak (Armour 6), Bayonet, Heavy Stubber.
PV: 48 pts

7x Guardsmen (at the time I couldn't figure out why I could afford 7. Normally I can only field 5 with this list. This will be important later).
Grit: 4+ FV+1 SV+1 Spd +0
Gear: Flak (Armour 6), Lasgun, Dagger
PV: 81 points

Harlequins:
I neglected to grab a copy of George's list but from memory he had:
 1 Troupe Leader with Plasma Pistol and Power Sword
3 Troupers with Shuriken Pistols and Chainswords
1 Death Jester with a horrible screaming death Shuriken Cannon thing.


George would like me to point out that he's had those Harlequin figures since he was just a very little sprog. Which certainly  explains the paint job on some of them, but doesn't explain why the rest still need painting. Eh? Eh? Then again, 20 years is about as long it takes me to paint some of my figures as well.

SETUP:

Set-Up

I won initiative (for very nearly the only time in the game) and forced George to set up first. As I expected, he pretty much ignored his open flank (my left) and only positioned one Trouper there. He set up his Death Jester by the window of a ruined building (soft cover) in the centre of the board with a good commanding view. The remainder of his band also set up in the centre, but would later concentrate on making their way down my right flank.

I positioned my sniper in a good elevated position on the left flank where he essentially had an excellent view of everything on the board except for the extreme right flank, where some taller fallen pillars blocked his LOS. The remainder of my squad deployed in the centre, with two Guardsmen lurking behind a fallen pillar towards the right flank.

Turn One
I won initiative for the second and last time in the entire game ( Initiative is determined by rolling D6 and adding the highest speed value in your retinue to the result. With a highest speed of zero against George's common speed bonus of +2, it was a pretty forgone conclusion that I'd be going second each turn).

All my guys  stayed put, except Sniper Headshot who moved an inch forward so he could peer out the window.

George moved his lone trouper on my left flank forward into cover with frightening speed. The Death Jester stayed put. The other three began a wide flanking manoeuvre down my right flank.
With a speed of +2 giving an 8" movement and their Eldar Flip Belts allowing them to ignore terrain penalties, those Harlequins moved damn fast.

It didn't save them though. In the very first turn of shooting, Head-Shot lived up to his name. Despite needing 9 to hit (Harlequins protective force fields give them an armour 7 of seven plus 2 for hard cover) and not being able to use his Sniper ability (because he'd moved) ol' Headshot hit the mark. The sniper rifle has no Grit Penalties (just an obscene range by the standards of this game) so the Harlequins just needed to roll his Grit value or higher to survive. George rolled a one. First blood (and first kill) to the righteous forces of the Imperium. This initial success was quickly followed up by the female Stub Gunner who knocked down the Troupe Leader with a burst of fire (when a model rolls it's exact Grit value when making a save it is knocked down). Using the Gun Kata skill (which allows her to shoot twice if her first shot knocks down or kills her target) she then fired again at the Death Jester and knocked him down as well. She couldn't shoot the fallen Troupe Leader again because he'd fallen down behind some barrels, meaning she could no longer see him.

Her first shot (against the Troupe Leader) had benefited from the Torrent of Fire rule, wherein any ally within 2" of the shooter who has LOS and range to the target can forgo shooting in order to add +1 to the shooters Shoot Value. The main shooter also contributes an additional +1 to this "Torrent of Fire". It represents miniatures coordinating their fire to "bracket" an enemy. With enough miniatures, even a humble guardsman with a lasgun can overwhelm the armour of a Chaos Terminator. Making the lowly Imperial Guard (with their comparatively large retinue's) a very dangerous shooty army indeed.


There was no close combat, so on to Turn 2.


Turns 2-4:
The next few turns largely consisted of the surviving Harlequin Troupers and Troupe Leader moving down the right flank with my Guard repositioning to meet them with a volley or two on the way. George's Death Jester kept managing to get back up despite the weight of his armour (standing up requires a Grit roll modified by the weight of armour worn) only to be knocked over again by my Sniper. In fact, this Jack-In-The-Box routine would continue for the rest of the game, with the Death Jester getting off only a single shot -in turn 4- and what a shot it was.
The Stub Gunner is vaporised by the Shuirken Cannon.
The Death Jester sends a stream of whirling razor sharp shuriken into the female Stub Gunner, splattering every other Guardsman (including the officer with the blond hair) with gooey bits of stringy intestine and brain matter in the process. Because of this weapons special rules, every one of my guardsmen within 6" had to take a Terror test or run D6" away from the dead guardswoman. Only the officer and one other  passed the Grit roll. The other two scarpered. Lucky for them I didn't fork out for a Commissar! Lucky for me the Terror effect only lasts one round (it counts as their move for next turn) and there's no rules for fleeing models leaving the board.
We're not runnin sir, it's a retrograde advance.
Turn 5
Sorry mate, we don't dance with poncy Eldar.
In turn 4, I'd manoeuvred my two lads out on the right flank away from the oncoming Harlequin Trouper in order to take him out with a torrent of fire. Alas, I misjudged it and the Harlequin, with his insane speed and ability to ignore terrain, charged right in. Oh dear. How unfortunate.

Ooops, let me just help you up - with my bayonet.
For the Harlequin. George's crappy dice rolling continued, costing him his second casualty of the game.
But then, I made the fatal error of letting him use my dice.......

Friday, 6 January 2012

Terminus Omega 15mm 40K Manifesto

Inspired by a post over on Homebrew Gamer, I thought I'd set down some of my thoughts on creating 15mm WH40K armies. My sculpting skills have nothing on his, mind you, so I'll be creating my 40K armies by converting other miniature lines rather than simply making my own.

Orks:
GZG's "Alien Mercenaries" Line already forms the core of my (currently small) 40K Ork force. I'm hoping to expand this with some suitably "looted" human vehicles from various lines that produce trucks and post-apocalyptic vehicles. I'll also be converting some 15mm goblins to act as Grots, but mostly as banner bearers and non-combatants rather than fighting Grots.

Tau:
I'm also creating a reasonable approximation of Tau by using GZG New Israeli bodies with Critical Mass Games' Ygs Merc heads. Just by sprinkling a couple of these converted mini's amongst unconverted New Israeli's I'm hoping to give them a much more Tau feel. I'm also looking into various 15mm grav vehicle lines that I can use to represent Tau vehicles as well as certain power-suit lines for Tau Battlesuits.

I've got my first batch of Tau-headed infantry on the painting desk as we speak. Should have pictures up by tomorrow at the latest.

Imperial Guard:

For Imperial Guard Rebel Mini's Earth Force troopers make damn good Cadians, but they suffer from a distinct lack of officer figures.

Khurasan's Neo-Soviet line make for pretty damn good Old School Rogue-Trader style Imperial Guard. The Infantry squad's come with a pistol armed leader who can easily be armed with a chainsword. The RPG-esque guys work as Grenade Launcher troops and three packs of infantry squads will also net you a heavy weapons squad of three missile launchers.

Then there's the heavy weapon pack that will provide snipers, mortar teams and lascannon/autocannon teams and a High Command pack that will give you an officer, a commissar, a medic and a guy standing at attention who is just begging to be converted into a platoon standard bearer.

For rogue Trader games, I'll be ditching the weapons teams, using one of the RPG guys as the squad grenade launcher and treating the missile tube firer as a lascannon armed guardsman.


As for Imperial Guard vehicles? There are dozens of very nice wheeled APC's out there in 15mm scale that look very similar to the Chimaera. I might not even bother doing any conversion work on these models at all. Various drop-ships and gun-ships out there can stand in easily enough for Valkyries and the like. Moreover, 15mm WWII lines produce plenty of vehicle mounted artillery and anti-aircraft guns that make fine proxies for other Imperial Guard vehicles.