Brief Notes:

12 October: Book 3 of Malifaux, Twisting Fates, is now out and in gaming stores worldwide. In addition to great new artwork, models, Avatars and the ongoing storyline, it has five standalone stories by yours-truly.

Now that I have got the whole “how good does this army look?” thing out of the way, let’s get down to it – how do you go about dismantling these foul Chaos scum on the battlefield? How do you show Perturabo’s whelps just what 10,000 years of Heresy means to a Thunder Hammer?

With a batrep, naturally. And look, here comes one now.

Jamie and I agreed on a 1500 point game to let him test out his new Tournament army:

Iron Warriors 5th Grand Company
1500pts Chaos Space Marine army list

HQ:
Warsmith Abhorred Riddick
Daemon Prince 110, Close Combat weapon, Fearless, 5+ Invulnerable save,
Eternal Warriors, Wings 20 – 130

Elites:

Terminators squad 7: Tormentia
4 Chaos Terminators 120, Terminator Armour, Power Weapon, 4 Combi Plasma 20 – 140

Terminators squad 8: Proeliator
4 Chaos Terminators 120, Terminator Armour, Power Weapon, 4 Combi Plasma 20 – 140

Troops:

Chaos Space Marine squad 1: Iupatus Proeliator
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Weapon 15 – 210

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Chaos Space Marine squad 2: Be Graphicus
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Weapon 15 – 210

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Chaos Space Marine squad 3: Apocalypse
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Fist 25 – 220

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Heavy Support

Obliterators squad 5: Excessus Fillius
2 Obliterators 225, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 150

Obliterators squad 4: Oburo
1 Obliterators 150, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 75

Obliterators squad 6: Hydra Infensus
1 Obliterators 150, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 75

Total: 1500 points

HQ: 130
Elites: 280
Troops: 790
Fast Attack: 0
Heavy Support: 300

12 Kill Points
3 Tanks
43 Models

I already had a 1000pt Ravenwing list I had played against Robert’s Orks not too long ago (got some pics of that somewhere), so I added on 500pts of Deathwing to get this:

Dark Angels Army List 1500

HQ – Master of the Deathwing, Belial (130)
• Thunder Hammer and Storm Shield
Total: 130
HQ – Master of the Ravenwing, Sammael (205)
• Landspeeder
• Twin-linked Heavy Bolter
• Twin-linked Assault Cannon
Total: 205

Elites – Dreadnought Kaelen (125)
• Venerable (+20)
• Assault Cannon
• Dreadnought Close Combat Weapon
• Heavy Flamer (+5)
• Smoke Launcher
• Searchlight
Total: 150

Troops – Deathwing Terminator Squad Agares (215)
• 5 x Thunder Hammer and Storm Shield
• Cyclone Missile Launcher (+20)
Total: 235
Troops – Deathwing Terminator Squad Butator (215)
• 5 x Thunder Hammer and Storm Shield
• Cyclone Missile Launcher (+20)
Total: 235
Troops – Ravenwing Attack Squadron Raven’s Beak (120)
• 1 Ravenwing Sergeant with Plasma Pistol (+15)
• 2 Ravenwing Bikers with Meltaguns (+20)
• Attack Bike with Multimelta (+50)
Total: 205
Troops – Ravenwing Attack Squadron Raven’s Eye (120)
• 1 Ravenwing Sergeant
• 2 Ravenwing Bikers with Meltaguns (+20)
• Attack Bike with Multimelta (+50)
Total: 190

Fast Attack – Ravenwing LandSpeeder Talon’s Edge (65)
• Multi-melta
• Typhoon Missile Launcher (+10)
Total: 75
Fast Attack – Ravenwing LandSpeeder Raptor’s Claw (65)
• Multi-melta
• Typhoon Missile Launcher (+10)
Total: 75

Total: 1500

I took the Dreadnought because (a) they look awesome and (b) I wanted a good excuse to get my Forgeworld Dark Angels Venerable Dread painted up. In the end I didn’t have enough time to finish painting it, but it was good enough to field. I spent the majority of my painting time ahead of the game getting six Ravenwing bikers painted. Two nights it took. For me, that is epic quick. The results are a trifle sloppy, but they meet my new 40k gaming standard – Good Enough.

Two HQs in 1500 points (esp two named characters) is silly, but so are men in armour riding bikes. I learned to live with it :)

We rolled and got KP with Pitched Battle deployment (I would have preferred something from Battle Missions, but Jamie wanted to practice for some tournament). I won the roll and elected to go first.

I opted to put one Deathwing squad in normal reserve (not Deathwing Assault, as I didn’t want them coming down first Turn) as well as one squad of Ravenwing. The Deathwing would deepstrike and the bikes opted to outflank.

The Iron Warriors kept both units of Terminators in reserve, to deepstrike.

Deployment

Here is my deployment, although my bikes have already made their Scout Move. You can see the Iron Warriors deployed in response opposite, and behind the ruins on my right.

My plan was to run up and kill ‘em all :) Not too subtle, perhaps. I knew I had to take care of the Obliterators, as they would be deadly unless I got up close with some Melta. I was trusting to my Attack Bikes to take care of them. Everything else would pop open the Rhinos and the Terminators would hit the contents with hammers until the battlefield was studded with Iron Warriors, driven into the ground like pegs! Meanwhile, the Dreadnought would try not to die without killing anything…

Turn 1

My bikes and Attack Bike moved up and exploded the nearest Rhino. I shot at the Iron Warriors, put a Wound on the Daemon Prince (softening him up for later), and the Terminators and Dread ran.

In reply, the de-meched Iron Warriors charged my Ravenwing and killed all but one. The Obliterators’ shooting put a Plasma Cannon wound on Belial, but nothing else. The others Rhinos moved up and popped smoke.

Turn 2

Both my reserves came in. My Ravenwing arrived on the wrong side of the table and turbo-boosted 24″. The Terminators came down courtesy of the Ravenwing’s Teleport Homers, and ran 5″ to split up.

I couldn’t shoot at the melee, so everything (literally) fired at the lead Rhino, but despite three penetrating hits getting through, all I could roll was 1s and 2s. Bleh.

The Venerable Dread charged, and wiffed his attacks. I think that if I could have opened up that Rhino and charged with the Dread things might have turned out differently – it certainly had the feeling of a pivotal moment as shot after shot failed to do anything.

The other two Rhinos moved up, but the Iron Warriors inside did not get out.

The Iron Warriors finished off my last bike in melee, and then charged the deep-striking Terminators and the Attack Bike, helped out by the two Obliterators who also charged in.

Four of my five Terminators died in a shocking display of 1s being rolled, but the last one and the Attack Bike made their Fearless saves. The Terminators did manage to kill both Obliterators before they died, however.

The Daemon Prince charged my Dreadnought

and managed to kill him before he swung.

Turn 3

I shot at the lead Rhino and, without smoke up this time, managed to blow it up easily. I then put another Wound on the Daemon Prince with a Landspeeder. Everything else shot at the contents of the exploded Rhino, killing a few, and then Belial and chums charged in and wiped out the remainder, before consolidating back 5″. I was lucky with this consolidation move, as I really wanted to get out of charge range of the Iron Warriors in the third Rhino and the Daemon Prince. I figured I could handle one, but not both.

The Attack Bike in the back field killed an Obliterator.

The mid-field melee carried on, but the last Terminator died, and the Attack Bike was on one wound.

Both squads of Terminators arrived from reserve. Both Deep Striking off of Icons, one landed right in front of my Ravenwing, and the other dropped in terrain right next to Belial’s squad. The third Rhino disgorged its passengers, who moved up assault Belial.

In shooting, the first group of Chaos Terminators wiped out the Ravenwing squad with their Plasma. The second group tried the same thing on Belial’s squad, but only succeeded in hurting Belial (aka The Plasma Sponge).

The Iron Warriors who had disembarked and the second unit of Chaos Terminators were blocking the Daemon Prince from getting within charge range of Belial – exactly as I had hoped. Then the Iron Warriors failed to get enough on their Difficult Terrain roll to make the charge, and Belial’s squad were left with no-one charging them.

The mid-field melee ended, with the plucky Attack Bike finally succumbing to the massed Iron Warriors, who consolidated into terrain to my left.

Turn 4

Not much left on the table. I did a KP calculation, and realised that I might still win, as the Iron Warriors had some juicy KP units on the table – a Rhino, a lone Obliterator and a Daemon Prince on 1 Wound. Belial could not really reach any of these apart from the Daemon Prince, but he died to shooting from a Landspeeder, so I charged Belial’s squad into the Chaos Terminators, and killed them all, losing two. The consolidation dice were not as kind this time, and his squad stayed well within charge range of the Iron Warriors. The speeders (inc Sammael) moved back 6″.

The Iron Warriors Stunned one of my Landspeeders and Shook the other. They then charged what was left of Belial’s squad, killing all of them.

Turn 5

One Landspeeder was Stunned, and it would die to assault this Turn easily. All I had left to shoot with was Sammael, so the other Landspeeder moved out of Line of Sight. Sammael’s shooting did not kill anything.

The Iron Warriors destroyed the Stunned Landspeeder, and the game was over.

Result: Iron Warriors took the victory 9KP to 7KP.

Comments: It was a very good game, as both sides committed themselves to mid-field, with reserves swinging the action this way and that, and plenty of movement and assaults to keep things exciting.

One thing this game taught me is just how fragile at 1500 points a Ravenwing Biker Squad is. Three T5 guys with a 3+ save cannot do anything in assault, and when using their meltas they put themselves close enough to be wiped out on the next Turn. Actually, due to being T5 there is a decent chance they will survive and the melee will only end on my Turn, losing me a Turn of shooting at the enemy assaulters.

I could make them better in melee with (i) more bodies (the squad goes up to six) (ii) close combat upgrades on the Sergeant (iii) a Banner and/ or an Apothecary or (iv) a Biker Chaplain. As a command squad, a 6-bike unit with all those upgrades is still not a dedicated close combat unit, as most of them will just be swinging at S4 with no power weapons, but the unit itself will be very expensive. So, I can make them better in melee, but not good enough to be worth the cost. I guess I just have to pick and choose better where I deploy them and what I use them to kill. If I can work it so they can open up a transport and then a unit of Deathwing can run to give them cover or – better yet – assault the contents, that is definitely the best of both worlds.

I played a 1500 point game the other night against Jamie Farquhar’s latest creation, his Iron Warriors army. Now, I have played against some beautiful and creative armies before, but I have to rank this one as simply the best I have seen across a table. It is amazing how much detail Jamie (Insane Psycopath on Warseer and B&C) has managed to work into these figures, as well as the conversions and basing, which are just spot on.

Note that this army is not finished yet, so some things like the sacrifices on the front of the Rhinos and some bases need to be finished. But even so, wow. Just wow. Wish my Iron Warriors looked 1/10th as good :)

Army lists and batreps later, guys, but for now some eye candy (click to enbiggen):

This guy is not in the list, but he is the head of my Chaos Horde of Ebay

Might as well keep going with these, and see what people think. 

My first 40k army was Chaos, and they are always a great option at low point levels.  This army brings less shooty than the Deathwing (and less, of course, than the Tau), but plenty of close combat threat, and lots of mobility:- 

Daemon Prince (110), Wings (20), Mark of Nurgle (20), Warptime (25) [175]
8 Berserkers (168), Skull Champion (15), Power Fist (25), Rhino (35) Extra Armour (15) [258]
8 Berserkers (168), Skull Champion (15), Power Fist (25), Meltabombs (5), Rhino (35) Extra Armour (15) [263] 
Defiler +2 CCW [150]
2 x Obliterators [150] 

996 Points 

Everything in this army poses a significant threat.  The Daemon Prince is the distraction to keep the Rhinos alive, but with T6 he will weather a fair amount of shooting, and with wings and Warptime you better shoot him quick or he will cause you problems.  Despite the Nurgle mark he is modelled as a Khornate Daemon Prince, so this one is just extra tough, rather than being Nurgle.

The Rhinos rush.  Simple enough.  The Extra Armour keeps them moving.  I would take Dozer Blades if I had the points.  I guess I could drop the Meltabombs to give one Rhino a DB.

The Berserkers are great close combat units, but if they get de-Rhino’d, they’re pretty much done for.  I expect at least one will get dumped out on foot – they can slog it to the nearest objective and GtG.  Hopefully, the other one will make it to the enemy lines.

The Defiler has +2CCW because that is how I modelled him and that is how all Defilers should be.  Anyone who says anything else is wrong, and probably a lackey of the Corpse God.

Oblits start on the table and lascannon anything they don’t like.  Which is everything – Oblits are not known for their friendly disposition.

This army is more mobile and more flexible than the Deathwing army I posted yesterday, but is much more of a known quantity for opponents.  Players won’t fear this army, I reckon, and will probably be set up to kill something very similar.  I know my 1000pt Tau army would be quite happy to take these guys on, for example.

On the other hand, I could field this army right now, without any extra modelling.  Choices, choices :)

So, any thoughts?

(About the only other army I could do would be Witchhunters (or maybe Inquisitorial Henchmen Grey Knights), but it would be very uncompetitive.  Coteaz, Inquisitors, 2 Chimeras, 9 Death Cult Assassins, various Imperial Assassins, Arco-Flagellants, 5 or so Servitors and various Warrior Acolytes – that is basically what I would be fielding, and I have no idea how many points that is.  I wonder if I have anything that could ‘count as’ a Jokaero?  Hmm.

I reckon a Penitent Engine would make a decent Dreadknight ‘counts as’.  I have a couple of those.
 
And I have Land Raiders and Dreadnoughts.  I might have more Grey Knights options than I think.)

This post is a gallery to hold all the photos of the Chaos Baneblade I am selling on Ebay.

Here is a link to the auction.

It is a Baneblade that fell into use by renegade militia, and then slowly began turning to Khorne. It is now well on the way to becoming a fully possessed Khornate Baneblade.

Here is the Warseer build log (pics missing) and another thread showing finished shots prior to the black primer.  It has a ridiculous number of bitz and rare earth magnets in it.  Parts used:  GW Baneblade kit, Chaos Spawn and Defiler kits, IG and Chaos Tank and Vehicle Accessory sprues, Carnifex parts (GreenStuff’d to look less tyranid and more Chaos), Forgeworld resin and Chaos Renegade brass parts (including the Chaos Rhino Upgrade kit and Chaos Vehicle Crew), Fenryll resin skulls, Skeleton Regiment shield bosses, magnets, WFB Berserker heads, lots of GreenStuff, guitar string, metal chain, Dark Eldar blades, plastruct rods, plasticard, toothpicks and an odd little pewter Chaos symbol I found on Ebay.  It also has over 50 magnets, and the main gun alone has over 30 resin skulls embedded in it.  One of kind :)

The main cannon is swappable, and both options are magnetised.  The longer-barrelled cannon (the one with the skulls and spikes) also has a long metal pin for stability.  All the resin skulls are set into custom GreenStuff work, and the metal chain is glued in place, so does not swing about.

The side sponsons are magnetised, and I bought extra side armour plates so you can field this with or without the side sponsons.  All side armour plates are magnetised.  The side sponson guns can be put on in any one of three positions (forward, middle or rear) since all the magnets have the same polarity.

The Chaos symbol/ ram at the front is held on with no less than four magnets, so can be removed at will, or for transport.  It features a lot of GreenStuff work to integrate the Forgeworld resin symbol and the IG ram.

The Demolisher cannon on the front is fully mobile, and the mounting plate is magnetised so you can remove it fully and replace it with an alternate piece (see the photos for details).

On the turret there are multiple, fully magnetised options,  as you can see from the photos below.  This includes some of the former crew’s heads on tentacles, as well as a two resin Chaos Space Marines from the Forgeworld Chaos Vehicle Crew kit. The aerials are not only magnetised, but I replaced the plastic rod in the aerials with guitar wire – looks better, and no snapping off!

On the front of the tank, a GW skeleton model has been partially inset into the hull, just because.  More GreenStuff work blends it into the metal plating.

The model has been primed carefully and thoroughly in GW Chaos Black spray primer, but here are some pre-primer pics so you see ‘under the hood’:

The main body is in three parts because this will make it easier to paint. Muuuuuuuch easier (trust me!))

CIMG5881

    Transmission log Inq/CB-4771/E

    Infernus: …going down. Shooters hidden in the ruins to the west of the river. Padlock warning came too late to hit the deck. Two heaters came up and bounced us. Infernus is going down, Bird Dog. LZ is hot. Say again, our LZ is hot. Enemy foot mobiles sighted to the north and west.

    Bird Dog A/71: Crash rescue and extraction teams will be en route in five, Infernus. Too much ack ack east of you for a drift and lift so they’ll be on tracks. Hold tight, we’ll have you out of there.

    Infernus: CRE teams be advised. Foot mobiles appear to be in power armour.

    Bird Dog A/71: …say again?

    Infernus: Repeat, foot mobiles appear to be in power armour. Copy.

    Bird Dog: Copy that, Infernus. Inquisitor Baletayn has been advised, and will lead the CRE teams. Two of his forward operatives are active in your location and will rendezvous asap. The Emperor protects.

    Infernus: Aye, the Emperor protects. About to auger-in. Hope the ground near the river is soft. Infernus out.

    Transmission Ends

The game was Combat Patrol, Chaos vs Inquisition (Witchhunters).

Deployment: Pitched Battle (12″)
Mission: Annihilation (KP)
Table: 4′x4′ with dense Cities of Death terrain, a river and a crashed Inquisitorial Valkyrie

The Inquisition fielded a crash rescue team comprising:-

    Elite Inquisitor with a bolt pistol and a power fist.
    10 Inquisitorial Stormtroopers in Chimeras. Shotguns and 2 flamers.
    5 Inquisitorial Stormtroopers in Chimeras. Shotguns and 2 meltas.
    2 Death Cult Assassins
    .

The Iron Warriors fielded a patrol comprising:-

    10 Chaos Space Marines, with one melta. Aspiring Champion with Icon of Chaos Glory and a power fist.
    5 Raptors with one melta.
    2 Spawn of Chaos
    .

Chaos won the roll to go first and deployed on the side nearest the crashed Valkyrie (which was simply used as a terrain piece). The Spawn deployed in the ruins (where the difficult terrain would not affect them). They were deployed as two separate units, simply because that made it more interesting.

The Inquisition deployed both Chimeras, with the stormtroopers inside, in the open ground near the cargo containers. The Inquisitor joined the unit of 10 troopers. The two Death Cult Assassins infiltrated next to the crashed Valkyrie.

Turn 1

Chaos

    The Aspiring Champion leads his band into the fast-flowing river. The spawn up ahead reminds him of one possible fate that awaits him.

    The Aspiring Champion leads his band into the fast-flowing river. The spawn up ahead reminds him of one possible fate that awaits him.

    There was no shooting and so Chaos simply moved and ran. Both spawn headed for the assassins, as although they were out of line of sight they were still the closest. The Raptors jumped into the river (making all their dangerous terrain tests), trying to get their melta near a Chimera. The Aspiring Champion led his squad into the river as well, making slow progress.

Inquisition

    Inq Turn 1. The first Chimera moves up and disembarks its squad, including the Inquisitor (seen standing between the Nameless Hands)

    Inq Turn 1. The first Chimera moves up and disembarks its squad, including the Inquisitor (seen standing between the Nameless Hands)

    The assassins fall back behind the tall concrete barriers for now, aware that charging anyone in terrain would probably get them killed (no frag grenades, sadly). Both Chimeras moved forward and their squads got out, ready to fire on the Raptors.

    The Raptors call upon the Dark Gods to grant them the power of the warp. The Dark Gods put them on call waiting.

    The Raptors call upon the Dark Gods to grant them the power of the warp. The Dark Gods put them on call waiting.


    Both Chimeras and both squads unload on the Raptors, and manage to kill every single one. The two meltas prove invaluable.

    The Inquisition savour their initial victory, before spying the hideous forms of the oncoming Spawns of Chaos.

    The Inquisition savour their initial victory, before spying the hideous forms of the oncoming Spawns of Chaos.

Turn 2

Chaos

    The gibbering spawn howls its mindless hatred as it prowls the ruins.

    The gibbering spawn howls its mindless hatred as it prowls the ruins.


    Spawn 2 makes the assault

    Spawn 2 makes the assault

    With no long range weapons there is again no shooting this turn. Both spawn move up, as does the Chaos Marine squad. The spawn on the far side (Spawn 2) gets within charge range of Inquisitor Baletayn’s unit and rushes across the open ground to initiate combat. The spawn in the river gets to within 12″ but fails to roll a 6 on its charge and stays put. The stormtroopers breath an immense sigh of relief.

    Spawn 2 takes no wounds from the stormtroopers’ S3 attacks, and then it and Inquisitor Baletayn trade blows. The S6 powerfist gets two hits and two wounds, but the spawn got 5 attacks on the charge and takes all Baletayn’s wounds (we decide he’s unconscious, not dead). The combat is drawn.
    CIMG5888

Inquisition

    The melta squad moves forward to get in range of the Chaos Marines and the spawn in the river. The assassins decide to move forward again, hoping for an opportunity to charge on Turn 3.

    The multilasers and heavy bolter of one Chimera kill the second spawn outright, and the remaining Chimera and the melta squad fire on the Chaos Marines, killing one.

    In the only close combat, the surrounded and outnumbered spawn manages to kill a single stormtrooper but then loses its last wound. The stormtroopers retreat into safety, dragging the unconscious Baletayn with them.
    CIMG5890

Turn 3

Chaos

    With only a single unit remaining, the Iron Warriors surge forward through the river. Hoping to find themselves within charge range of the melta squad they fire pistols, downing three of the stormtroopers, but still leaving those pesky meltagunners alive. They pass their morale check. The Iron Warriors try – and fail – to charge through terrain and are left in the open.
    CIMG5891

Inquisition

    Baletayn’s Boys ready the hammer blow. All squads move up as far as possible and then unload fire into the struggling Chaos Marines. The Chimeras and meltagunners kill four. The flamer squad gets a total of 24 hits and 11 wounds – but the Dark Gods bestow their favour, and the Traitors shrug off the shotgun blasts and searing flames as the insignificant trifles they are.

    Chaa-aarge!

    CIMG5894

    Both squads of stormtroopers make it into combat, as do both the assassins. While the stormtroopers have frag grenades the ladies don’t, and they go last, along with the powerfist.

    The marines manage to kill three of the stormtroopers in the flamer squad, and put a wound on one of the assassins, while only losing two of their own to the flashing power blades of the Death Cultees. The flamer squad fails morale and falls back 4″. The meltagunners make their morale check and stay in. Both assassins fail their saving throw for the “no retreat” wound and one dies while the other is reduced to her last wound.
    CIMG5895

Turn 4

Chaos

    The combat continues. The lone assassin can finally strike first, and downs two of the Iron Warriors, leaving only the Aspiring Champion. In turn, his power fist crushes the puny life from the two meltagunners. Combat is drawn.

Inquisition

    The flamer squad cannot rally as the Aspiring Champion is within 6″, so fall back again. Their move takes them just in front of the Chimera – another inch and they would have been wiped out. The Chimera wisely moves out the way just in case they don’t rally next Turn.

    CIMG5898

    There are only two participants left in the combat now: a wounded Death Cult Assassin and the furious Aspiring Champion. His power fist will surely crack the assassin’s ribcage like dry twigs but her sword is too fast and she delivers a brace of fatal blows, killing him and winning the game.

Result: Chaos forces Annihilated

A win for the forces of the Inquisition! The crew of the Infernus are rescued before Chaos can reach them. Baletayn’s men take him back to base to receive urgent medical attention for his spawn-tainted wounds, while the injured Death Cult Assassin recovers her fallen sister’s weapons and relics before disappearing silently into the ruined city.

Some pics of my Hounds of Xaphan (resin models from Forgeworld, from their Renegade Militia range). A lot of the shading has been done with inks, and I will be keeping the glossy finish, and probably give it a gloss varnish rather than a matt one.

The other two are not at this stage yet. The base is from Dark Arts Miniatures.

Exalted Champion of Khorne “Quarr the Bloodrender, Chosen of Zhufor”, and his command squad

Exalted Champion of Khorne “Quarr the Bloodrender, Chosen of Zhufor”, and his command squad

The orks have sold well and, in addition to making enough to purchase Mrs Sholto a pair of Ugg boots, it is time to heed the call of Forgeworld and return to the land of resin.

I made my last Forgeworld bulk purchase about 8 months ago, and have managed to get it (almost) all painted now. So, time for another one :)

The call of Chaos is a strong one, and they were the first army I ever owned for 40k. That fact, combined with the new 40k game Throne Agent! we have been playing recently (think 30mm Inquisitor team action game), has led me to purchase a fine-looking heretic insurgency team:-

Orgyn Renegade “27 Alpha”, along with Hounds of Xaphan “Slaught”, “Viscer” and “Karnial”

Orgyn Renegade “27 Alpha”, along with Hounds of Xaphan “Slaught”, “Viscer” and “Karnial”

Ogryn Berserker Crewboss – “G For Grinder”

Ogryn Berserker Crewboss – “G For Grinder”

Renegade Psyker “Maledict Strange” and Captured Imperial Psyker “Oberunt The Worm”

Renegade Psyker “Maledict Strange” and Captured Imperial Psyker “Oberunt The Worm”

Apostate Preacher of Nurgle “Varlak The Bloated, Damned of Despair” and companion

Apostate Preacher of Nurgle “Varlak The Bloated, Damned of Despair” and companion

Mind-slaved Tech Priest Veneratus, Explorator, Divisio Astrologicus “Magos Maximillian Fract”

Mind-slaved Tech Priest Veneratus, Explorator, Divisio Astrologicus “Magos Maximillian Fract”

Some servo skulls

Some servo skulls

My last purchase was all multiple identical units, and mostly vehicles. The ones that were not vehicles were still very large models. What I am looking forward to with this one is that all the models are small and each one is unique. Painting these is going to be a joy :) Coming up with backstories for them all perhaps even more so!

We broke for lunch. Lots of hot, catered food. Much better than the cold prawn sandwich I had been expecting :)

Best army voting (see below for results), and then onto:-

Second Game

Dawn of War; Capture & Control
Tom’s Deathwing

A new table and a new army – never played Deathwing before. I must admit, I was a little unsure how this army would play. They could all deepstrike, every Terminator was Troops and hard as nails. Still, we got plasma.

I don’t have a picture of his army, but here is what I can recall of his list:-

Commander with a squad. Lightning claws and thunder hammers. No shooty. Apothecary. Banner.
Librarian with a force weapon and some kind of flamer template weapon. D6 for AP. Retinue of armoured super-chums.
Two more squads of Termies. One with missiles and the other with assault cannon.
Two venerable dreadnoughts. One with assault cannon, the other with multimelta.
Two landspeeders with missiles and heavy bolters.

CIMG5392I got everything checked and packed and then checked again the night before, persuaded my dodgy GPS to show me the way to the venue and not attempt to convince me I was still in Cornwall (long story, even longer drive) and arrived on time and really looking forward to a day’s gaming.

The sun was, of course, splitting the sky. It does that when I play all-day tournaments. It is the Sun God’s way of telling us to spend even more time indoors, since otherwise think of all the UV light we’d be exposed to! Pale, pasty and safe from malignant melanomas for another 24 hours, fourteen gamers gathered and got ready to roll some serious dice in search of everlasting glory.

I took my Tau, and decided to try a version of one of Stelek’s lists. It was very close to what I usually play (the five-man Crisis unit army I mention here) so I figured I wouldn’t have much problem adapting.

Here it is:-

1750 points of Tau-mageddon

1750 points of Tau-mageddon

Shas’el with plasma rifle, missile pod and multitracker
3 x Crisis Suits with plasma rifle, missile pod and multitracker
3 x Crisis Suits with plasma rifle, missile pod and multitracker
2 x Crisis Suits with plasma rifle, missile pod and multitracker
6 x Fire Warriors with Pulse Rifles
10 Kroot with 6 Hounds
10 Kroot with 5 Hounds
8 Pathfinders; Devilfish with SMS, targeting array, multitracker, disruption pod
Piranha with fusion blaster, targeting array and disruption pod
Piranha with fusion blaster, targeting array and disruption pod
Hammerhead with burst cannons, targeting array, multitracker, disruption pod
Hammerhead with burst cannons, targeting array, multitracker, disruption pod and black sun filter
2 x Broadsides with targeting array; team leader with 2 shield drones and target lock

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