Sunday, November 17, 2024

Termagant Horde

 I am using Contrast to paint up some of Bill's termagants to a tabletop standard. Pete will tackle the warriors and maybe some of the other bigger bugs. We are going to try to get the army mostly painted up before our campaign in late December. 

For the first update, here are the first 20 that I painted. The first batch was 11 painted in one weekend and the second batch of 9 was painted the next weekend. Another 9 to go, and then when added to what Bill already has painted, it will give him around 40 to make a few big broods.



Sunday, November 10, 2024

32nd Millenium Campaign Armies

We decided to do a throw-back campaign of Warhammer 40k using the Fourth Edition rules. Since our space marines are all Horus Heresy now, we decided something set just after the Heresy and long before the 41st millennium would be appropriate for the look of the armor. Technically, it will be a little early for the Tyranids, so we will have to bend the lore a bit to say the first hive fleet actually arrived in the galaxy earlier than later chroniclers realized. It seems the official records were stored away in large warehouse in a Raiders of the Lost Ark style...

Here is a first stab at some army lists that we can make with our currently painted collections and a manageable amount of additional painting before the campaign. 


Hive Fleet Tarasque:

  • Broodlord with rending claws and scything talons (70), extended carapace (10), acid maw (12) = 92
  • Lictor with rending claws, scything talons, flesh hooks and feeder tendrils (80) = 80
  • 9 Genestealers with rending claws (144), scything talons (36) = 180 [painted]
  • 10 Genestealers with rending claws (160), scything talons (40) = 200 [painted]
  • 5 Warriors (70), extended carapace (15), scything talons (20), 3 x deathspitters (24), 1 x devourer (5), 1 x barbed strangler (10) = 144
  • 20 Termagants (80), fleshborers (40) = 120 [11 painted]
  • 20 Termagants (80), fleshborers (40) = 120
  • 11 Hormagaunts (110), extended carapace (11) = 121 [5 painted]
  • 2 Zoanthropes with toxic miasma and Warp Field (70), Warp Blast (40) = 110
  • Carnifex (85), extended carapace (25), scything talons x 2 (16), tusked (10), toxic miasma (8) = 144 
  • Subtotal: 1311
  • 2 Warriors (28), extended carapace (6), 1 x scything talons (4), 1 x rending claws (6), 1 x venom cannon (15), 1 x devourer (5) = 64
  • 6 Termagants (24), fleshborers (12) = 36
  • 6 Hormagaunts with scything talons (60), flesh hooks (6), extended carapace (6) = 72
  • Subtotal: 172
  • Total: 1483


Blood Angels:

  • Master Captain (75), artificer armor (20), power weapon (15), jump pack (20), bolt pistol (1), iron halo (25) = 156
  • Dreadnought (105), twin-linked lascannon (20), venerable (20) = 145
  • 9-man Tactical Squad with bolters (135), frag grenades (9), terminator honors sergeant (15), plasma pistol (10), power fist (15) = 175
  • 9-man Tactical Squad with bolters (135), frag grenades (9), terminator honors sergeant (15), thunder hammer (30), combat shield (5) = 194
  • 7-man Assault Squad (154), terminator honors sergeant (15), plasma pistol (10), power fist (15), frag grenades (7) = 201
  • 7-man Assault Squad (154), terminator honors sergeant (15), power weapon (10), frag grenades (7) = 186
  • 5-man Devastator Squad (75), 4 x lascannons (140) = 215
  • 5-man Devastator Squad (75), 4 lascannons (140) = 215
  • Total: 1487



Traitor Guard - Chem Dogs:

  • Command Platoon
    • Command Squad w/ Heroic Senior Officer (70), power fist (20), Bionics (5), refractor field (15), medic (5), 2 x flamers (12) = 122
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Anti-tank squad (35), 3 x lascannons (75) = 110
  • Infantry Platoon
    • Command Squad w/ Junior Officer (40), lascannon team (25), medic (5) = 70
    • Infantry Squad (60), lascannon team (25), plasma gun (10) = 95
    • Infantry Squad (60), melta gun (10) = 70
  • Infantry Platoon
    • Command Squad (not enough models)
    • Infantry Squad (60), missile launcher team (15), plasma gun (10) = 85
    • Infantry Squad (60), missile launcher team (15), plasma gun (10) = 85
  • Leman Russ with battle cannon (140), lascannon (15) = 155
  • Leman Russ with battle cannon (140), lascannon (15) = 155
  • Leman Russ Demolisher with Demolisher cannon (150), heavy bolter (5) = 155
  • Regimental doctrines: Chem-inhalers (80); carapace armor (160); hardened fighters (120)
  • Total: 1562



Detachment D-99 Drop Troop Veterans - Bug Hunters

  • Veteran Command HQ w/ Senior Officer (75), Power weapon (5), carapace (5), refractor field (15), missile launcher team (15), vox (5), medi-pack (5) = 125
  • Veteran Command HQ w/ Officer (60), power fist (20), carapace (5), grenade launcher (8), medi-pack (5) = 98
  • Special Weapons Squad (60), 3 x melta guns (30) = 90
  • Special Weapons Squad (60), 3 x melta guns (30) = 90
  • 10-man Veterans Squad (105), demo charge (10), melta gun (10) = 125
  • 10-man Veterans Squad (105), 2 x grenade launchers (16), missile launcher team (15) = 136
  • 6-man Veterans Squad (65), missile launcher team (15) = 75
  • 2-unit Drop Sentinel Squadron (70), 2 x multi-melta (40) = 110
  • Tauros (40) with grenade launcher (5) = 45
  • Sentry Gun Battery with heavy bolters (45) = 45
  • Sentry Gun Battery (45), with lascannons (30) = 75
  • Valkyrie with multi-laser and two heavy bolters (140), with rocket pods (50) = 190
  • Vulture Gunship with heavy bolter (100), 2 x twin-linked lascannons (45), 2 x hellstrike missiles (20) = 165
  • Total: 1369


Codex: Imperial Guard - Xhorik 87th Drop Troops

  • Command Platoon
    • Heroic Senior Officer and Command Squad (70), carapace (5), power weapon (5), bolt pistol (1), refractor field (15), medic (5). standard bearer (5), 2 x grenade launcher (16) = 117
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Fire Support Squad (35), 3 x heavy bolters (45) = 80
  • Infantry Platoon
    • Junior Officer and Command Squad (40), carapace (5), power fist (20), medic (5), 3 x melta guns (30) = 100
    • Infantry Squad (60), melta gun (10) = 70
    • Infantry Squad (60), grenade launcher (8) = 68
  • Infantry Platoon
    • Junior Officer and Command Squad (40), carapace (5), power fist (20), medic (5), 2 x melta guns (20) = 90
    • Infantry Squad (60), plasma gun (10) = 70
    • Infantry Squad (60), plasma gun (10) = 70
    • Infantry Squad (60), missile launcher team (15) = 75
    • Infantry Squad (60) = 60
  • Storm Troopers with hellguns (100), veteran sergeant (6), power weapon (5), plasma pistol (10), plasma gun (10), melta gun (10), deep strike (10) = 151
  • Storm Troopers with hellguns (100), veteran sergeant (6), power weapon (5), 2x flamers (12), deep strike (10) = 133
  • 10-man Veteran Squad (85), 3 x melta guns (30) = 115 
  • 2-unit Sentinel Squadron (70), 2 x lascannons (40) = 110
  • Doctrines: Storm Troopers, Drop Troops
  • Total: 1499


Orks

  • Warboss (60), power klaw (25), 'eavy armor (5), boss pole (5) = 95
  • Weirdboy (55), warphead (30) = 85
  • 3-boyz Meganobz (120) = 120
    • Trukk (35), rokkit launcha (5), reinforced ram (5) = 45
  • 7-Tankbustas (75), nob (10), 'eavy armor (5), bosspole (5) = 95
  • 10-Kommandos (100), burna (15), nob (10), power klaw (25), boss pole (5) = 155
  • 19-Ork Boyz with choppas and sluggas (114), rokkit launcha (10), nob (10), power klaw (25), boss pole (5) = 164
  • 14-Ork Boyz with shootas (84), big shoota (5), nob (10), boss pole (5) = 104
  • 11-Ork Boyz with choppas and sluggas (66), eavy armor (44), nob (10), power klaw (25), boss pole (5) = 150
    • Trukk (35), rokkit launch (5), reinforced ram (5) = 45
  • 17-Gretchin (51), runtherd (10) = 61
  • Warbuggy (30), twin-linked rokkit launcha (5) = 35
  • Warbuggy (30), skorcha (10) = 40
  • 7-Warbikers (175), nob (10), power klaw (25), boss pole (5) = 215
  • Killa Kan with ccw (35), rokkit launcha (15) = 50
  • Total: 1459


Sunday, August 18, 2024

Operation Downfall Battle Report 5: Maelstrom of War

  "An alliance lasts exactly as long as it is advantageous to both parties. In war, survival is everything and I do whatever it takes."

-General Titus Ghoulv, Commander of the Iron Battalion 

Background:

Operation Downfall was the Loyalist codename for an attempt to establish a secure landing zone on Xhorik Prime using a planetary drop force from Xhorik Secundus with an attempt to rendezvous with the remnants of the White Scars garrison on the capital planet of the system. 





At this point, the Loyalists have the upper hand with two wins, a loss and a draw. They also have the momentum after their most convincing win yet.

After taking heavy casualties and seeing the Traitor Legions distracted by the Loyalist marines, the Chem Dogs decide to do some pillaging to resupply.


Scenario: Maelstrom of War

Victory Points are earned at the end of each player turn for meeting the criteria listed on the mission cards. Each player has three mission cards to start the battle and when one is achieved, it is turned in and replaced. At the end of each player turn, the player can voluntarily discard one card and replace it with one from the deck. VPs can be earned by holding specific objectives, destroying certain types of units in certain ways, or achieving other miscellaneous feats. 


Belligerents:

Death Guard: Pete
Rite of War:  The Reaping
Commander: Praetor Wolfgang - 

2000 points


Traitor Militia: Bill
General Titus Ghoulv’s Iron Battalion:
“The Marauders of Meddeon VII”
“The Pirates of the Northern Fringe”
“The Chem Hounds”
Provenances of War: Alchem Jackers, Industrial Stronghold, Warrior Elite
Commander: General Titus Ghoulv - Robber Baron

2300 points


Loyalist Militia: Phil
Xhorik 87th Drop Troopers, 3rd Company:
"The Firebirds"
Provenances of War: Warrior Elite, Legacy of the Great Crusade
Commander: Captain Skander Xhaer - Marcher Lord

2300 points


Battle:

Some key moments and themes from the battle:

The Contemptor was dominant, almost single-handedly destroying the Chem Dogs' right flank.

There is something wrong with the rules when this giant tank is so utterly bested by this walker.

The OGRE Mech Suits faced off against Wolfgang and the Deathshroud.

The Sentinels were one of the few effective units the militia had.

The OGREs attempted to Hold the Line, but failed morale, then failed again when charged and fled. Should have used Overwatch!.

The Chem Dogs and Xhorik 87th face off over Objective 1. The grenadiers would wreck the Leman Russ in melee with krak grenades.

The Chem Dogs "Ogryn" mercenaries attempted to engage the Death Guard Contemptor but were shot up going in and then easily defeated by the dreadnought. 

The Deathshroud are brought down by concentrated fire from most of the Xhorik forces, but Praetor Wolfgang survives.

The Praetor charges and single-handedly destroys a grenadier squad with a discipline master.

The Xhorik fliers arrive, but the Arvus is shot down before it can deliver its transported unit to the objective. 

The Chem Dogs make a push for Objective 1, finally getting some VPs in the last few turns.

The Death Guard infantry finally move in and easily wipe out the Chem Dogs grenadiers.

Captain Xhaer survives the fray. 


Final Victory Points: 
Death Guard: 7
Xhorik 87th FIrebirds: 7
Traitor Milita Chem Hounds: 4

Draw!


Post-Game:

This battle made clear just how inferior the militia rules are compared to the Legions. Even with 15% more points for the militia armies, the Death Guard easily controlled the game. The Xhork militia managed to keep up in VPs due to swarming the board with Line units and getting lucky enough to draw some objectives on their side of the board. The two militia sides also threw most of their best stuff against the Legion and only skirmished with each other by comparison. The tanks of the Traitor militia really struggled to do any damage against the Death Guard due to the massive de-buffs on the militia ordnance weapons. 

The result being a draw between the Xhorik Drop Troopers and the Traitor Death Guard mean the Loyalist results for the Operation Downfall phase of the campaign stand at 2-1-2. I think the next battle could serve as as suitable finale for the campaign, determining the result of the Loyalist attempt to establish a beachhead on the Traitor-controlled planet of Xhorik Prime. 



 


Saturday, August 17, 2024

Militia Cargo-8 Hauler

 I bought this model years ago, thinking it would be a thematic piece, especially for a convoy scenario where a line of Imperial vehicles is trying to break through an enemy attack. I finally decided to paint it up, figuring it could be used as a Cargo-8 Hauler in the new Imperialis Militia list for HH 2nd edition with a more sci-fi military aesthetic to fit the Xhorik drop troopers.  


Hauling cargo


Can take the box off the trailer to haul crates, barrels or other stuff instead


The ID number decal gives the impression that this is just one of tens of thousands of trucks.

I suppose you could say the trailer holds troops as well since the vehicle's capacity is 22.


 

Because it is Warhmmer and everything needs a skull somewhere. 

Tuesday, June 25, 2024

Death Guard Cataphractii Terminators

 

Death Guard Cataphractii

I've been modeling, painting and playing Horus Heresy Death Guard for about 8 years now and I finally got around to making a cataphractii terminator squad for my legion. I always knew the DG paint scheme would suit these models well, and it doesn't disappoint. 

There isn't a pressing tactical need for this unit in a DG army, as their special rules benefit troops choices moving and firing extra bolter shots and heavy weapons without penalty, with no regard for difficult terrain. And they have great elite terminators already in their Death Shroud with 3 wounds each and extra survivability vs. strength 8 weapons. But these cataphractii models are too cool not to paint up for the DG, and they'll do well against any non-elite units they come up against. 

The squad size is 7 to honor Mortarion's number preference. Just as my DG missile launcher squad and volkite squad are both 7. I enjoy mostly sticking to the flavor of a Legion to give them more character when playing. Otherwise marine v. marine battles can get a little flat and monotonous. And I threw in a very uncommon weapon among our armies - 3 power mauls! They just seem brutal and fitting in a DG army - crushing and smashing in power armour heads left and right. Again, not super helpful v. elites like other terminators, praetors or dreadnoughts, but who cares? They look different, and different is fun!

















Monday, May 27, 2024

White Scars Sicaran Arcus Squadron

I bought these during Covid when inventory was limited, during the last edition of Horus Heresy. I thought Sicarans were a good fit for the White Scars because they were designated as Fast in that edition (in second edition, they have a mere 2" more movement than a Predator) and of course because the Sicaran body is such an iconic look for Heresy. I also hoped these could provide my White Scars with some much-needed firepower. 


The exposed treads in the front look so good, even if its not a practical design.

In White Scars fashion, despite an overall similar scheme, each tank has some unique markings.


The White Scars have been fighting a long campaign in the Xhorik System and their equipment is covered in rust and dust. 

The Arcus launchers can fire a variety of missiles. 


Lascannon sponsons give them a more reliable weapon against enemy armor. 

Ready to join the campaign.


Sunday, May 5, 2024

White Scars Army Update

Here is where the White Scars stand as of the middle of the Second Arc of the grand campaign. The Brotherhood of the Wind has been defeated. Their leader, Khan Turan Jorma, has been critically injured and entombed into a dreadnought. Normally seen as a curse by the Brotherhood, Khan Jorma was entombed for two reasons: as punishment for his failure and in order that he should have his revenge. The Brotherhood of the Wind was no more. They would henceforth call themselves the Brotherhood of the Broken Blade. They lived now only for vengeance and the death of the Traitors. The survivors were augmented by V Legion recon units that had been spread through the eastern deserts as they trickled back westward to join them. Too depleted for pitched battles, the new Brotherhood fought from the shadows with surprise strikes aimed at sabotage or assassination. Their strategy was to stay on the move, striking and then disappearing before the Traitors could retaliate. However, when cornered, they would fight to the death with a terrible ferocity fueled by shame, vengeance and raw hatred.

Brotherhood of the Broken Blade


Khan Turan Jorma reborn

Centurion Champion Subotei flanked by two veterans

Recon Squad Chono, "The Hunters"

Stormseer Qiu Tongmi, Spirit Immortal

Praetor Muqal took on the mantle of command

Outrider Squad Tsujen

Ebon Keshig Contemptor Dreadnought


Sabre Strike Tank Squadron with neutron blasters

Centurion Champion Subotei

Tactical Squad 

Tactical Squad Temgar

Scout Squad รถs khonzon, The Vengeance

Recon Squad The Grey Ghosts

Skyhunter Squad Khujaa

Tactical Support Squad Khoer led by Elder Brother Sergeant Gansukh

Xiphon Interceptor Ariunbold

Sicaran Omega Flamespear


White Scars Brotherhood of the Broken Blade

3 HQ

2 Elites

6 Troops

3 Dedicated Transport

5 Fast Attack

1 Heavy Support

3601 points

79 models, 2 walkers, 8 vehicles

Rites of War: Recon Company, Chogorian Brotherhood, Sagyar Mazan