Monday, August 23, 2021

Don't I have a nice rack?

I decided to organize my hobby area with a paint rack. Browsing the interwebs for ideas, I found a hobbyist who hit on an amazing, low-cost solution: a simple nail polish rack. (Who knew anyone would own 60 bottles of nail polish, let alone that they are almost exactly the same size as Citadel paint pots?) 


For $16 and next-day delivery, you cannot beat it: Amazon link

It feels pretty sturdy and should last. The only problem is that it isn't big enough for all my paints, including washes, textures, and technicals so I will need to order another. (I guess even nail polish junkies don't need as many colors and textures as miniature painters who are working on three to four armies at once.) I am looking forward to getting the entire paint collection organized and neatly stacked. 

Update with the second rack. I didn't realize how many paints I had! There are some doubles of the same color (and eve a few triples), and a few that are all dried out and need to be tossed, so that will open up a bit of space. At least having it all organized I now know exactly what I have and can better keep track of what I need. 

Painting will be more organized from now on!




Saturday, August 21, 2021

Xhorik 87th Commission Art


We have something a little different today.

A few months ago, I came across some nice-looking art for an Imperial Guard regiment on a hobby community site. I was intrigued enough that I reached out to the artist and asked what it would take to get a piece done for my Xhorik 87th Drop Troopers. The price seemed reasonable so I decided to give it a try. I shared with him the little bit of story I had written on this blog and a bunch of photos of painted models. I told him to just create whatever he felt would represent the models and the background.

After a few months, here is the result:


Antax pattern lascarbine sketch


I am very impressed with the effort he put into capturing the unique model of lasgun I converted. 


The second thing he created were the markings and emblems.






He drew a firebird based on the regimental banner model that I painted. And if you look at the badges, there are a lot of 8s and 7s in the imagery, such as the 7-sided polygons inside the 8-sided polygons or the numbers of spears, to represent the 87th. He used spears to represent this regiment being the spear tip of an Imperial army. And of course lots of orange, the regimental color. I really appreciated all the thought he put into the symbolism. The small badges are meant to be at a resolution that could be printed onto transfers for shoulder pads, if I ever want to try that.


Drop trooper sketch



Drop trooper in action



Here is everything put together. 


I think it turned out pretty great. You can tell he put a lot of thought into the project. The art of the trooper is a little busy for my taste, but I like that he captured the unique helmet (on the ground) and lasgun from my conversions and tried to convey a sense of what a drop trooper would be doing: calling in bombing strikes rather than fighting in the trenches. Overall, it was pretty cool to collaborate with someone else I've never met on a hobby project. 

Monday, August 16, 2021

More Stormtroopers

 Painted a few more stormtroopers. Added a few grenades, pouches and a knife to make them look as kitted-out as my drop troopers.






Saturday, August 7, 2021

Operation Downfall Campaign Report 2: The Battle for Alteron Bridge

"I got a bad feeling about this one."
"When was the last time you felt good about anything?"

- Exchange between veterans of the 2nd squad, 1st platoon, 4th company of the Xhorik 87th,
prior to the battle for Alteron Bridge



Campaign To Date:

It is the middle of the Horus Heresy and civil war rages across the galaxy on a thousand worlds. Everywhere, former brothers and sworn allies have turned against each other in a fury of betrayal and hatred. The Warmaster Horus has begun his long march to Terra, crushing all resistance before him. In his direct path is the Xhorik System, located at a strategic crossroads of Warp currents in a sector of space known for smooth transitions between realspace and the Warp. This prosperous system has become a focal point for the Traitor war effort as they attempt to seize control of the key spaceport facilities to enable a rapid refuel and resupply of the main Traitor war host as they make their way to the throne world. 

On Xhorik Prime, the key trading and transport hub of the system, Traitor forces are newly victorious over those loyal to the Emperor in a massive planetary civil war that erupted along old, pre-Imperial factional rivalries. A combined force of Death Guard and World Eaters has crushed the stratocracy of Kozar and their small garrison of the White Scars Legion. The major space ports are now securely in the hands of the Traitors, although small bands of Loyalist survivors continue to wage a shadow war along the fringes of the high desert wilderness. 

On Xhorik Secundus, the planetary governor has remained loyal to the Emperor and maintained control of most of the planet. As war raged on Xhorik Prime, armies began mobilizing for an invasion of the heart of Traitor territory, in the Federation of Unimund. The first phase of the invasion was codenamed Operation Downfall and called for a massive nighttime drop assault on key enemy installations in order to clear the way for the massive, lumbering landing craft that would be bringing the bulk of the invasion the next day.

Although suffering significant casualties in the war for Kozar, the Xhorik 87th Drop Troops Regiment, the Firebirds, were called upon to support Operation Downfall from Xhorik Prime, along with several dozen drop regiments from Xhorik Secundus attacking from orbit. They would be making simultaneous night drops to secure key landing zones, disable defense and communication capabilities, and clear roads and bridges to allow the Loyalist forces to move quickly out of the vulnerable landing zones, establishing a beach head. The target of the 4th Company was the Alteron Bridge. They were to secure it in the night and hold it against any and all enemy counterattacks to enable the landing forces to quickly breakout of their landing zones and establish a controlled perimeter. 


Pre-Game and Mission:

The scenario would be simple. We would play the Bridge Assault scenario posted previously, except with the victory condition that whoever controlled the bridge at the end of the game would win. 


Army Selection:

Traitor Counterattack Force - Pete

General Titus Ghoulv’s Iron Battalion – “The Marauders of Meddeon VII”, “The Pirates of the Northern Fringe”, “The Chem Hounds”
  • Force Commander Saghesh the Sadistic: power sword, plasma pistol, refractor field, Alchem-Jackers, Warrior Elite
  • Squad Alpha - The Tongue Collectors: 15 Grenadiers with plasma gun, flamer
  • Squad Beta - The Psycho Slaves: 15 Grenadiers with melta gun, flamer
  • 2 Auxilia Medicae: Dr. Cut and Dr. Cauterize
  • Leman Russ Battle Tank
  • Leman Russ Demolisher
  • Leman Russ Vanquisher
  • Malcador Battle Tank Chimaera with armored ceramite and flare shields
Death Guard Allies
  • Tactical Squad with vexilla and sergeant with power fist
  • Tactical Support Squad with flamers and Rhino with heavy flamer
  • Deredeo pattern dreadnought with Arachnus heavy lascannon battery, twin-linked heavy bolter, Aiolos missile launcher, and helical targeting array



Xhorik 87th Drop Troopers, 4th Company - Phil

This battle would be a tougher task for my airborne infantry than the last scenario. Holding an open objective in the center of the table would be suicide for an army without any solid armor so I knew I would have to utilize some fortifications in order to have a chance. I took an Aegis defense line along with some tank traps to represent the drop troopers' taking the time to establish a fortified position on the bridge. They had arrived in the night and had time to prepare, after all. 

I would be using all of my Xhorik 87th regiment that I had painted, which would give me some firepower in the form of the three fliers: the Valkyrie transport, the Lightning attack fighter, and the newly-arrived Avenger strike fighter. My plan was to use my veterans to establish a solid line at Pete's end of the bridge to stall him, while deploying a second rank at the other end of the bridge to hold the objective later in the game when the first rank was inevitably destroyed. I would use my reserves to attack Pete's militia on their side of the bridge, pinning them down and striking at any exposed rear armor I could see and generally causing chaos. From previous experience, I knew Pete would hesitate to rush the bridge with everything he had in his first few turns as long as the threat of my reserves striking his rear was still  viable. I knew I could not destroy his much tougher force, but with any luck, I could tie him up on his side of the bridge and use my air support to destroy anything that tries to cross the open space of the bridge toward my second rank. I would be asking my lightly-armed paratroopers to stand against a wall of tanks and a few squads of superhuman space marines, but I knew they were up to the task. To die in defense of the Empire of Man is their duty!

  • 4th Company command section (5): regimental standard, medic, vox, power sword and plasma pistol
  • Lord Commisar with power sword, bolt pistol, and refractor field
  • Stormtrooper squad (10): melta gun, plasma gun, sergeant with power sword
  • 4th Co., First platoon: Veterans
    • Veteran squad (10) with carapace armor, three sniper rifles and missile launcher
    • Veteran squad (10) with carapace armor, two sniper rifles, missile launcher and plasma gun
    • Veteran squad (5) with shotguns and demo charge
  • 4th Co., Second platoon: Grav chute insertion force
    • Platoon command squad (5) with power fist, vox, medic and two grenade launchers
    • 1st Infantry squad (10) with melta gun 
    • 2nd Infantry squad (10) with grenade launcher 
    • Special weapons squad (6) with three melta gun teams 
    • Special weapons squad (6) with three melta gun teams
    • Heavy support squad (6) with three missile launchers
    • Drop sentinels (2) with multimeltas
    • Valkyrie with multilaser, 2 Hellstrike missiles, and 2 heavy bolters
  • Tauros with grenade launcher
  • Drop troop recon bikers White-Bolts (5) with demo charge
  • Drop troop recon bikers Black-Bolts (5) with breacher charge
  • Sentry Guns (3) with twin-linked lascannons
  • Lightning: six missiles, twin-linked lascannon
  • Avenger: Avenger bolt cannon, twin linked lascannon
**WH40k Taros Campaign army list with 15% discount


Battle:


The lead elements of the Xhorik 87th 4th Company fortify the Alteron Bridge, hoping reserves will arrive before the inevitable Traitor counterattack.

Tuesday, July 27, 2021

Back in Black: More Stormtroopers

 Since I still have not had a chance to pick up any black primer (GW store and Home Depot were  both out), I started working on some more Stormtroopers that I had primed with the first batch. 



I will do the decals in a batch once the entire second squad is done. The only other thing that needs to be done is to blacken the tip of the flamer just a bit more. I enjoy painting these classic metal models. I will keep working away at this unit in parallel with other projects. But until the squad is ready, I can at least enjoy having the flamer option available for the other unit.

Tuesday, July 20, 2021

Point of Desperation 3-Way Battle Report

"War begets war. It is as if the destruction draws in new combatants like sharks to blood. War is like a dragon where, for every head cut off, two more grow to take its place."

- Khan Turan Jorma



Campaign To Date:

After a bloody civil war, Traitor forces have taken the planet of Xhorik Prime, establishing a secure port for Horus' forces on his long march to Terra. Led by the cunning Khan Turan Jorma, small bands of Loyalist survivors continue to wage a guerilla war from the mountains and caves of the barren, ork-infested east. 

After the Traitor victory, infighting led to the banishment of a band of World Eaters and their messianic Chaplain Zungarz. In order to gain the glory of Khorne, he is leading his berzerker forces on a rampage against Loyalist, Ork and Traitor forces alike. 

The chaos and bloodshed around the Xhorik System has also drawn various pirates, marauders and mercenaries to the sector, looking for opportunity amidst the disorder. Foremost among these rogues and renegades are General Titus Ghoulv's Iron Battalion, also known as the Chem Hounds for their indiscriminate use of chems and combat drugs. 

All three of these warbands are desperate for the weapons and munitions that will allow them to continue to fight, and indeed survive, in the war-torn galaxy during these darkest days of the Heresy. They set their sights on the Armorium of Beilyr, known to contain a mass of weaponry stored during the Great Crusade, including some rare and powerful relics of Terra and Mars predating the Empire of Man. The three forces close in on their target, each looking to claim this unrivaled prize.

Pre-Game and Mission:

With the rare opportunity to get both of my brothers together for a game, we put some thought into the scenario to ensure it would be fun and make for a great game. In the past, we have tended to play two players commanding one army vs the other player. This time, we wanted to try a three-way battle with each brother commanding his own army. I flipped through my shelf of Horus Heresy and 40k books and found the scenario Point of Desperation in the black book VI Retribution: a three-player battle that looked balanced and tactically interesting. The scenario focused around maintaining control of the central objective, the armorium, in order for your faction to continuously offload as many weapons and munitions as possible. At the end of each turn, if a sole player had control of the objective, he would score 3 VP. If control was shared, each player would score 1 VP. The secondary objectives rewarded you for slaying the opposing warlords (1VP; or 2 VP if killed in melee by an HQ choice), destroying one unit of each of the two opposing armies in the same turn (Complete Destruction, 1VP) and for having the most units remaining at the end of the game (Overwhelming Force, 1VP). These victory conditions gave some nice balance to different types of armies and strategies, but of course the core focus would be to win the battle for the central objective for as long as possible. To fit our larger table and our own preferences, we made a few modifications to the scenario, covered in the Scenario Setup.

With the scenario selected, I immediately set out to create a suitable terrain piece to represent the armorium. The progress was documented on the Armorium Terrain Piece Build post and the final product can be seen in the Armorium Finished post.

We also wrote some additional pre-game narrative to help setup the clash:
Campaign Update: World Eaters
Campaign Update: White Scars
Campaign Update: Pirates of Dark Planet


The Galaxy Will Burn
Bill:
I enter into this mortal clash feeling confident since the army I have been given the honor of commanding is well-equipped for everything the mission calls for. Zungarz and his Hell Hounds, the glory hogs of the last battle, would be given another chance to swat aside resistance and protect a much-contested central objective. Their numbers and determination would have to persevere against much heavier fire than anything ever thrown against them in the past. Pete's tank heavy army had no less than three large blast marker weapons that could turn space marines into meat soup. The risk of gathering around a control point would be extreme; one 'Hit' could spell instant death for anyone, even mighty Zungarz himself.

I honestly don't have a plan for killing so many Armor 14 behemoths and can only use my Predator as a shield against their withering blasts. By turn 2, it should be able to wedge itself into the space between the bunker ruins and cathedral, blocking movement and creating obstructed LoS as long as it doesn't blow up. My Dreadnought and Terminators do have chainfists but I plan to rush them as fast as possible towards the center and I am sure there won't be any tanks there at any point. Hopefully Phil would use his anti-tank units against the Leman Russes since they present such a huge threat. My only plan is to push Phil's infiltrators and scouts out of scoring range with all haste and pray that the ruins' cover saves keep a few World Eaters alive...     

Aside from a lack of artillery, Pete's World Eaters are a well-tuned game-winning machine made of speed, flexibility, and raw power. The Red Butchers are an unstoppable force of nature and it has long been a dream to direct their hateful blows. Backing them up is a second Terminator squad which, though inferior, counts as a scoring unit. The lightning claw squad, along with the Hell Hounds, would be tasked with clearing and controlling the bunker. The Butchers would just butch.

As if such a wave of destruction needed any help, the Dreadnought was available to add further pain to my enemies but I didn't have much of a plan for it. It's chainfist could pop the lid on a troublesome tin can to allow him to pull out the meat inside but only if he could touch it. I felt good about his trusty forcefield to protect him from cannon blasts but since he couldn't score (or even fit in the bunker ruins to help) or create a wreck to block tanks, his role would be minimal in the game.

Perhaps the most unexpected but welcomed unit in an army of slavering maniacs was the snipers; the Butcher's Eyes. They could infiltrate to give me an early game scoring option as my foot troops hoofed it to the bunker. They must be the last sane members of Angron's vicious followers, shaking their heads sadly at the deterioration of their brothers' minds and trying to protect them as best they can. They would be my only unit to camp out and shoot. Hopefully, their crack shot aim could fell a few foes. 

I feel great about my ability to score VP's in this battle. The Eyes would start the point counter rolling and the Hounds and Terminators would set it spinning. No doubt I would suffer horrendous losses as my tightly-packed infantry takes point blank tank shells but the game is only a finite number of turns. By the time I run out of bodies to throw into the meat grinder, it would end. There wasn't really any other option but to charge in and hope Pete rolls poorly. I may not score on the first or last turns, but I feel very confident about scoring all throughout the middle.


Ride Like The Wind
Phil:
To say I was excited about this game would be a drastic understatement. We had a great three-way scenario picked out that we had never played. We had a new terrain centerpiece built specifically for this game. We had several pieces of pre-game story written to provide some narrative. We had a new army entering the main campaign against the marines with Pete's militia. And with the postponement, we had additional time to let it build up.

Unlike the other two armies, I had a few options on how to configure my force for this game. As I looked through my collection of White Scars, I started to formulate a plan to utilize my main strength of highly-mobile scoring units and to minimize my weakness of mostly lower durability. I don't have a lot of painted models, but I have some flexibility in how I configure them in terms of squad sizes, loadouts and transports.

First, I started with the core requirements of a Chogorian Brotherhood to understand the points cost of my essentials: a Praetor on jetbike, a six-man Skyhunter squadron with two volkite culverins, and my five-man Outrider squadron with plasma guns. This would give me two fast units that could hit vulnerable units and reach the objective quickly when needed. It would also give me the fastest warlord, allowing me to choose if and when I wanted to engage my rivals in a duel for those bonus VPs. However, neither of these units were well suited to sitting on an objective while both opposing armies charge in. They would be used to engage and destroy enemy targets of opportunity around the flanks in the early game and then hopefully swoop in late in the game when the last enemy units on the objective were bloodied and weakened. 

I knew I wanted to be on that objective on turn 1, something that would be tough for my opponents to match. The Recon Squad was an obvious choice as a Troops selection with infiltrate, but I realized that the World Eaters would also have an infiltrating squad so I would need a backup plan in case they beat me to the punch and deployed infiltrators on the objective first. So I studied my options and realized my Recon Squad could take a Rhino as a transport and it could infiltrate with them! (This was something none of us had ever tried and should catch my opponents off guard.) This would allow me to be no farther than 18" from the objective even if I was in sight of the enemy. Then using their Scout move I could redeploy them even closer, so long as I ended 12" away from the nearest enemy. This would put me close enough to the objective to reach it on turn 1 since the World Eater infiltrators could not occupy the entire objective and I would be able to approach from a side where that 12" offset from the enemy models would be less than 12" to the edge of the objective. Thus I felt confident I could either control or contest the objective on Turn 1.

A full squad of Recon marines with cameoline and a rhino hiding in a ruin would be likely to survive a turn or two of even the most committed enemy shooting, but I knew they would be quickly overwhelmed in melee by the Red Butchers, who would likely be arriving in turn 2 with their Land Raider, or the Hellhounds with their chain axes who would be arriving on foot in turn 2 or 3. In order to hold the objective longer, I would need some additional numbers arriving in turn 1 or 2, preferably something that would be at least respectable in melee. Running a Chogorian Brotherhood, all infantry needed a transport or they would be forced to start in reserves and would not make it to the objective until turn 3 or 4 at best. I was tempted to take a unit of five Ebon Keshig in an Anvilus Dreadclaw, but past experience has taught me that they can't stand up to the Butchers and, although they do not give up VPs for being destroyed, they are not a scoring unit and could not hold the objective for me. I also considered my usual approach of a plasma support squad in drop pod that could cripple an enemy squad or tank upon arrival, but I knew from experience they were a glass cannon that would die too quickly and would cost too many points (1750 points does not go far in Horus Heresy!). Finally, I settled on a Veteran Tactical Squad to be the occupants of the Dreadclaw. With Weapon Masters (+1 WS) as their veteran ability, combined with their two attacks and two close combat weapons, and a sergeant with power glaive, they would be fairly tough in melee. But the icing on the cake was to take only 9 men in the squad to leave room in the transport for the secret weapon: a Legion Centurion Champion. With weapon skill 6, a 2+ save, and a power glaive, I figured he would be a tough matchup for even an enemy warlord. If he could get into a duel with one, he had a chance to net me 2 VP (the rule stated the enemy warlord needed to be killed by an HQ in melee to get the extra VP) and even if he lost, I would lose nothing but my pride. 

I now had four scoring units, all with the ability to quickly reach the objective, but my potential damage output was pretty underwhelming. I knew I could not win by just running onto the objective and dying so I needed a way to hit back and destroy some key threats. Looking through my last few units, the Primaris-Lightning Strike Fighter with its six Kraken Heavy Penetrator missiles and tank-killing upgrades was an obvious choice for this role. The Lighting would strafe the battlefield destroying whichever enemy vehicles were the biggest threat to my small and somewhat fragile army.

With the army selected, the plan was clear. Each unit had its role and its preferred targets. Now it was just a matter of putting it all into action. 

Pillage and Plunder

Pete: Since the total points cost of my Cults and Militia army determined the size of the battle, I had no options on what to take and what to leave out. I knew the four tanks, including the Super Heavy Malcador, should be able to deal out plenty of pain – so I had a chance, if I played the perfect game and everything fell my way. My biggest glaring weakness would be the lack of scoring units in a game determined by controlling a central objective. Militia vs. Marines. Ugh, that’s not gonna be easy. But if I could roll forward, dropping dinner plates of death onto that objective and clear it out… just maybe I could rush in the final couple turns and score some VPs. I had one ace up the sleeve though, with my “ogryn” brute squad of five 3-wound ork nobs with frenzon stimulants, able to stand toe-to-toe with any marine unit outside of the Red Butchers. Perhaps if they landed on that objective, after being screened by a wall of tanks as they strolled up to the bunker, they could fight off any wounded units left on the board.

The fire support squad would be largely ignored due to the more pressing concerns of the armored division rumbling around the field of battle, so I hopped they would get a lucky crack shot here or there and perhaps change the course of the game by taking out a few jet bikers, a predator or a contemptor dread at an opportune time.

My main objective was to have fun and enjoy the rare treat of the three brothers playing a game of Horus Heresy together. Objective complete!!



Army Selection: 1750 Points

World Eaters Warband Zungarz's 'Zerkers- Bill
  • Chaplin Zungarz: Artificer Armor, plasma pistol, refractor field, crozius arcanum
  • Tactical Squad Hellhounds: 17 marines – 16 with bolters, bolt pistols and chain axes. 1 sergeant with artificer armor, power fist and plasma pistol
  • Reconnaissance Squad Butcher's Eyes: 5 marines with power armor, sniper rifles, cameoline
  • Unending Slaughter: Terminator squad with lightning claws, one with chain fist and heavy flamer 
  • The Red Butchers: 1 Devoured with dual chain fists, 4 Butchers with dual power axes
  • Land Raider Phobos Flesh Grinder: side sponson twin-linked lascannons, twin heavy bolter, armored ceramite, machine spirit 
  • Contemptor Dreadnought Delrog the Diabolical with twin-linked lascannon and chainfist
  • Predator Severing Cut with Predator Autocannon and lascannon sponsons and Machine Spirit


Traitor Militia General Titus Ghoulv’s Iron Battalion: The Marauders of Meddeon VII, The Pirates of the Northern Fringe, The Chem Hounds - Pete
  • Force Commander Saghesh the Sadistic: power sword, plasma pistol, refractor field, Alchem-Jackers, Warrior Elite
  • Ogryn Brute Squad Dregg Nukem’s Shrapnel Eaters: 5 Ogryns with power axes, carapace armor and Frenzon stimulant injectors
  • The Tongue Collectors: 15 Grenadiers with plasma gun, flamer
  • The Psycho Slaves: 15 Grenadiers with melta gun, flamer
  • The Black Bombardiers: Support squad with 3 missile launcher teams and 2 lascannon teams
  • 3 Auxilia Medicae: Dr. Cut, Dr. Cauterize and Nurse Ratchet
  • Leman Russ Squadron Ghoulv's Iron Fist:
    • Leman Russ Battle Tank with lascannon
    • Leman Russ Demolisher with heavy bolter
    • Leman Russ Vanquisher with heavy bolter
  • Malcador Heavy Battle Tank Chimaera with armored ceramite and flare shields


White Scars Brotherhood of the Wind - Phil

  • Khan Turan Jorma: jetbike, paragon blade, cyber hawk
  • Centurion Champion Subotei: power glaive, refractor field, artificer armor
  • Skyhunter Squadron Khujaa: 6 jetbikes,  2 x volkite culverin
  • Veteran Tactical Squad Arryn: 9 veterans, one plasma gun, sergeant with power glaive and artificer armor 
  • Recon Squad Chono: 10 marines with recon armor and camo cloaks, sergeant with power fist and artificer armor, with Rhino with multimelta
  • Outrider Squad Tsujen: 5 Outriders with plasma, sergeant
  • Anvilus Dreadclaw Drop Pod
  • Primaris Lightning Strike Fighter Ariunbold: twin-linked lascannon, 6 x Kraken Heavy Penetrator Missiles, Battle Servitor Control, Ground-tracking Auguries


Deloyment:

World Eaters Deployment and Plan:
Bill:
I used my pre-game strategic option to make 3 turns of night fighting, increasing the ruins' cover save from 4+ to 3+. I felt that this would benefit my melee-heavy army the most and keep Pete's tanks from fragging too many of my marines. I could have taken the option to deploy infiltrators first but, regrettably, didn't take it. Phil quickly snatched it up and deployed his Recon squad (in a Rhino) in the central ruins, securing it for 3 VP's at the end of turn 1 and there was nothing I could do about it. The tough calls a commander has to make...

Still, three turns of darkness could be invaluable in enduring the cannons, not to mention the deadly flyer Phil would be sending forth to rain missiles on everything. I ended up deploying and going first, which was perfectly fine. My opponents would undoubtedly prefer to go after me to have more time to kill my boys before scoring but I didn't think my turn order would affect my strategy at all so I didn't prioritize changing it. 

I set up my Butchers inside the Land Raider, ready to blitz Phil's side, and the Dreadnought and Predator to throw at Pete's. My Hellhounds and lightning claw terminators would run up the center, boot out the recon marines, and hold the ruins. The snipers had nowhere ideal to set up since the terrain was intentionally set up sparsely around the ruins and so had to take up shooting positions in the ruins to my right. They would by my late-game insurance policy; a scoring unit protected by 3+ (2+ during night fighting) ruins (including their cameoline) that could run in and score if everyone else was pushing up daisies. It was quite different from the role I imagined for them but Phil's unit was the only one able to infiltrate in the ruins. I would have at least 4 turns to see how effective their shooting would be. The night fighting wouldn't be doing them any favors.

Ok, time for action! Axes high! Everyone, follow me! 

Zungarz and his Hellhounds form the core of the World Eaters line, suported by the mighty Delrog the Diabolical and the Predator battle tank Severing Cut.

The World Eaters line up directly across from the Armorium, with a block of infantry in the center and mobile armor on the flanks.

The Butchers's Eyes recon squad infiltrate into a ruin close to the Armorium in order to provide supporting fire and to move to the Armorium when the time is right. 



White Scars Deployment and Plan:
Phil: Despite my Legion's unmatched speed and the inclusion of a Recon squad, I rolled the lowest for which game setup item I could choose. There were advantages to my army with each choice so I was not too worried about it. As it turned out, Pete chose to deploy and go last, which is a nice advantage when VPs are scored at the end of each game turn; Bill chose night fighting to protect his melee units from shooting; and that left me with the opportunity to select to deploy infiltrators first, which aligned well with my strategy, but was not crucial to it, as described above. The other choice was to select my deployment zone, but I only planned on deploying one unit in my zone to start the game so the main advantage would have been to force one of my opponents into a non-ideal position. 

I was hoping to setup my Skyhunters where they could pulverize Pete's infantry with their lower armor saves, but once I saw his grenadiers were completely concealed by his wall of tanks and that there was a large ruin preventing me from flanking his advancing line, I changed my strategy. I decided to hold them in my deployment zone out of line of sight of the heaviest weapons and use them to provide covering fire for my units that would be desperately trying to survive in the central ruin. They would then dash into the ruin late in the game when the number of threats was whittled down in order to capture (or at least contest) the objective.

The Recon marines deployed right in the central ruin, as planned, on the far side from Pete's gun line of militia battle tanks. The rest of the force would be arriving from reserves. The drop pod would deposit my veterans and Centurion Champion right at the objective and then move to block and delay my opponent's units. The Outriders would outflank and hope to attack an exposed key target before moving to the objective, while the Primaris-Lightning would swoop in and provide the anti-tank covering fire for my troops. 

The plan was to hold the objective for the first two or three turns until my infantry units were inevitably crushed in melee and then grab it again around turn 5 with my mounted troops and hold/contest it for the rest of the game. Meanwhile, I would hope to slay the World Eaters' warlord with my Centurion Champion and, if I was lucky on the turn my reserves arrived, maybe I could get a bonus VP for destroying a unit from each army. I felt I had a solid plan built around the strengths and limitations of my army, and a better ability to choose the matchups of my units than my opponents due to my mobility. 

The stage was set for a bloody clash where only the boldest and cleverest general would prevail. Mount up, Scars! Let's ride!


The only White Scars to begin in their deployment zone are the Khan and his Khujaa Skyhunters. The rest of the force either infiltrates or waits in reserves to strike at the right time and place.



Khan Turan Jorma leads the raid.



Recon Squad Chono infiltrate to the Armorium with their Rhino in order to capture the best weapons and munitions.




Traitor Militia Deployment and Plan:
Pete:  I chose to go third anticipating that I would need the very end of the game to make up some final VPs and make a game of it. If I could blow the absolute hell out of the objective for four turns, perhaps it would be a game of grind-it-out attrition. That’s really the only play I had. I didn’t have any transports or infiltrating units, so I’d be the slowest army on the board. 

Seeing the other armies set-up, I didn’t change my plan much – a wall of front armor value 14 tanks, screening my squishy troops and elites. What did change was pulling the Malcador in a flanking move, which would in theory circle around Bill’s rear and add additional devastation to his units that had cover from the Leman Russ squadron. With base speed 12”, it wouldn’t be outlandish to expect the Malcador to arrive neatly in Bill’s deployment zone by turn 2 or 3 – moping up any puny opposition in the way. 

Again, the fire support squad was placed in the only elevated cover in the deployment zone. Although I was concerned with the limited views due to the cathedral on the right and the burnt-out building on the left. Phil and Bill would need to spend time engaging my units close to my quarter of the board to give the fire support squad something to shoot at! Not a given since the objective was centrally located…
One last piece of deployment wisdom was to screen the rear armor of the Leman Russ squadron as well as control the left side of my deployment zone – all anticipating plasma wielding bikers roaring onto the board on turn 2 or 3.  I’ve learned how to at least minimize their carnage by blocking their best entry points. 


The Chem Hounds deploy a wall of Leman Russ tanks ahead of their massed infantry. Heavy weapons provide support from the elevated ruins and a mghty Malcador holds the far right flank.


Saghesh the Sadisticis the force commander. He is protected by his Ork (Ogryn) Brutes. A steady supply of chems is provided by the robotic Dr. Cut.

The three rival factions approach the coveted Armorium from different directions.

Tuesday, July 6, 2021

Sons of Horus Veteran Tactical Squad (unpainted)

 I don't normally bother with photos of unpainted models but this squad took some time to build and it may be a bit before I get them painted since I just realized I am out of black primer. Since I have not had many new posts lately, I may as well show what else I have been working on. 



Monday, July 5, 2021

The Scarab and his Heavy Support Squad

After what feels like a long hiatus with no new models to post, I finally completed a small unit: a Heavy Support Squad for my Sons of Horus. 


Sunday, June 13, 2021

Sons of Horus Bases

Hobby progress has been slow lately, but at least I whipped up some bases for my next batch of Sons of Horus. These 16 bases should be enough for my heavy support squad and veteran tactical squad. For the Sons, I have been going with a theme that could be the inside of a ship, base or industrial facility. The materials are mostly stuff from Home Depot, along with a little plasticard, a Lego piece here and there (the vent), dome-shaped nail beads for rivets, and a few pipes I had for terrain. I like to build and paint the bases separately for speed since it allows quick and dirty drybrushing and weathering. I have put the base coat of green on the heavy support squad so next I will glue them on to make painting the rest of the model easier.