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Brütal Crüsade Weekend

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Since 40K's ninth edition dropped I have been yearning for a full weekend of playing Crusade games with my mates. Was it worth the wait? Yes. Just being surrounded by friends doing the hobby we love was great. I should probably caveat this post-coital hobby high as I don't want to oversell things to you,  dear reader. Is Crusade perfect? No. Is 40K perfect? No. Am I the perfect opponent? No, but thanks for asking. The thing is, I'm slowly learning to relax about, and laugh at, 40K's post-reality mechanics.

Today's post is really just chronicling my first serious weekend of 40K Crusade, including one of the multiplayer Treachery and Honour missions from the Catastrophe mission pack.

Game 1: Wait, what xenos cult??

Having been tipped about the existence of a xenos cult on Andaras Prime by Drew's Farseer, I threw my challenge gauntlet at Jeff: my Cobalt Scions versus his Starborn Souls in a 500 point exchange of strongly worded opinions.

As with many 500 point games it was very much a game of rock, paper, scissors. My aggressors were a hard counter to his lightly armoured cultists, but his Achilles ridgerunner (pictured above) was a haaaard counter to my aggressors. So I hid them. That's the way of these xenos cults; they make you worry about the big industrial laser, and then ambush you with a Kellermorph and cap two of poor Squad Lastratus from what you thought was a place of relative safety.


Sergeant Lastratus went on a bit of an enraged bender after that, running after the gang of cultists accompanying the Kellermorph and, in the close confines of the warehouse, punching them all to death over several turns in what will be recorded as an ENTIRELY PROPORTIONATE police action.

In the time-honoured tradition of Bruce Lee, please form an orderly queue to receive your beating.

The magus hides from the Imperial oppressors... while forcing my Sergeant to hit one of his own men with a thunder hammer. Rude.

In the end, despite some clever plays by Jeff (who it should be remembered has barely had a chance to play 9th ed, and is very much playing catch-up with us) the Starborn Souls were denied the chance to set up GSC Openreach software on all the local network points, thus denying local Imperial Citizens all sorts of helpful advice malware on their cogitators.

Also, I smacked his Magus in the leg with a thunder hammer, but Tom suggested it was her fault for wearing high heels in combat. Classic victim blaming.

Game 2: Get the Git

This might be my first full weekend of crusading, but Tom and I had been getting a few games in here and there beforehand and had thus already established BEEF between Lieutenant Antigonus Nerva and Kurnul Guluk da Git. And by "beef" I mean that Guluk had thrice given Nerva the sort of pounding normally reserved for an extremely rare cut of cow. It was time for payback. We played an assassination mission, and I doubled down with the Kingslayer agenda.

Sergeant Cassander then learned why it's a bad idea to charge kommandos in cover.

This turned out to be a bad idea.

Full sportsman points to Tom; had he run and hid with Guluk he could definitely have got away after my initial assault stalled thanks to a combination of kommandos using the Surprise! stratagem and Nerva failing his (extremely doable) charge rolls. Guluk, however, is an ork's ork, and came out to offer Nerva's fourth beefing.

But this time, the sirloin was on the other plate. Sergeant Lastratus softened the Kurnul up with a power slap, and Nerva downed him with a golf clap-inducing thrust. Before he could deliver the crucial double-tap, however, he found he'd rather... run out of army. With the orks closing in on all sides I attempted to retreat, but eventually only Sergeant Castus from the hellblaster squad remained in play by the game's end. Pyrrhic, but successful. Peak 40K, and probably my favourite game of the weekend.

Game 3: 1v1v2 Fustercluck

Tom was keen to try one of the all versus all games in the Catastrophe crusade mission pack, so we set up a full 6x4, packed our 750pt lists, and went for it.

The table looked nice, so there's that.

Drew and I immediately ruined everything by opening diplomatic overtures (in our defence, this is clearly expected behaviour given how the multiplayer rules are written, but still). Jeff, concerned that his Genestealer Cultists were now facing a united front on one side and highly belligerent orks on the other, attempted 40K's answer to the Schlieffen Plan: knock out his ork rivals quickly and violently, then see what he could do about the allies on the far side of the map.

Jeff's genestealers sneak around behind Tom's orks

Naturally, the orks thought this looked like a good scrap, and went after Jeff's lads with MAXIMUM VENGEANCE, ignoring the allies almost entirely. Drew and I stood back and watched the carnage with some amusement, then when they had largely wiped each other out (after about a turn and a half) we moved in to clean house. I was more concerned with fulfilling my Agenda - the recovery of some precious geneseed stolen by Jeff's cultists - and offered Drew a shot at the main objective. Tom and Jeff did their best to sew the seeds of doubt in Drew. I had the last turn; if I wanted to steal the game from her I could. It would be child's play. And we all know how the Imperium feels about filthy xenos...

Three cultists make a suicidal last charge at the entirely undamaged Scions army.

...But I had no such intentions. If I betrayed Drew now, it would prevent future diplomacy when it was expedient to my strategic needs (here's a translation for any Black Templars reading this: I am a xenos-loving coward). I'd just have to explain my failure to be sufficiently racist to the authorities later, citing such arguments as the resurrection of the Imperial Regent, and bugger off, Inquisitor, which I'm told is always a highly successful line of argument.

This lass was the biggest threat to the fragile human/aeldari alliance, since Jeff was planning to psychically "convince" me to fire on the pixies. Realising the vulnerability, Drew and I poured fire into her with extreme and somewhat nervous prejudice.

Game 4: Grimtoof loads boxes into a trukk

Sunday morning rolled around amidst much oversleeping following the 1.30am finish of the fustercluck. It was my turn to face Drew's Eldar, but having reached an informal understanding with their Farseer Taliesin, it would've been weird for the Cobalt Scions to immediately shoot them in the face. We decided therefore to pull a crusade army out of my ass, and use my old speed freak army, drawn to the fires of war by, well, gestures at the absolute situation on Andaras Prime.

One lad and his swag pile.

We ran the supply drop mission, and I distracted Drew's army with obnoxious hit and run attacks from a few units of bikes, while Grimtoof - now old enough to appreciate the appeal of a second hand tool shop - drove up in a trukk and spent the whole game loading supplies into his ride (read: camping on an objective). My bikes had a lovely time, albeit a fairly pyrrhic one, and Grimtoof drove off with loadsa swag. Happy days. Well, for me at least. Drew was strongly not impressed by an army that rivalled her customary speed. I, for one, was reminded how emotionally relaxing it is to play as the one race in the galaxy having a good time.

Game 5: Grimtoof steals some fuel

With Tom and I having done marines vs. orks a lot recently, we decided to try some green on green for our Sunday afternoon bout. Another iteration of the supply drop scenario to represent the orks competing with each other to empty high orktane fuel from an Imperial silo.

I couldn't splat his mek's plane, he couldn't get to grips with my bikes, I couldn't dig his kommandos out of cover.... in the end, though, I got lucky about which fuel pump ran out last, and dunked on Guluk da Git (still smarting from his sword wound at the hands of Lieutenant Nerva) by lining up deffkoptas and shouting ARRR PEEE JEEEEE. Hur hurr.

Tom's flying ace, the Orko Rosso, zooms over the battlefield

Other games played by other people

I've got no idea what went down in most of these, but I do know that Jeff learned a lot over the course of the weekend, and all of us got way more used to all the campaign admin. At this point I can comfortably say Crusade is my favourite way to play; that continuity is extremely charming. Here's some photos from other people's games in no particular order:

Drew's Iybraesil walkers attempt to ruin some "freedom" fighters

Cult of Strafe

Cult of Strafe vol. 2: in for a stra'fenny, in for a pounding

Booping Dorks

Riots in the streets, lorries overturned, and an entirely unsuspicious blue line to keep the peace

If you can't have genestealer-flavoured horror in a snowy research post, why even get up in the morning?

That's all for today. Bring on the next round, says I. It's really satisfying to be playing this kind of game with an army I've poured so much narrative thought into. As ever I wish I had a giant house that could fit all my friends at once, but 4 was company, and I couldn't fit a crowd. Oh no, I guess I'll just have to arrange more gaming weekends with more friends.

In The Year 2022... all is covered in paint

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Welcome to our (sort of) annual end of year wrap up. We'll take a look back at the previous year and then lay out our hobby plans for 2022. This time we'll be doing things a little differently as we have opened our digital doors to our ever growing hobby group. We've ask them for their view on 2021 and what schemes are being hatched, plots being thickened, and what unfoilable plans are being planned.

So starting with 2021...

Everyone: 

Noooooope. 

Now moving on to 2022, in the order that I received the responses: 

Rob 

"For 2022 I'm focusing on re-painting and completing older armies from my hobby history. I made a start on this last year with my Bretonnians and found it immensely satisfying to complete half-finished-then-forgotten units, to work in some of the techniques I've learned more recently, and to (try to) improve paint jobs where possible. Targets for the year are: some Imperial Guard, Man O War fleets, a few units of Dwarfs, some Blood Bowl, and some 1/1800 warships"

 
 
"Oh, and some Bolt Action."

Dan

"So this year I really want to get my first proper imperium army done with good enough lore invested into them, this will be done with my Disciples of Caliban! I would also like to get my 2000pts of Krule Boiz painted to hit the tournament scene! (I'm about a 3rd of the way there)"


Jeff

"My New Year New Army is going to be those hyper-evil murder-pixies: the Drukhari. As you can see from the pic below I have already started, buah ha ha haaaaa. I will also be making serious terrain efforts this year; been neglecting the third part of the battle for far too long." 

 Andy

"There's 3 2's in 2022, and I've got 3 aims for 2022.  First is to continue to get rid of the pile of shame, I made inroads in 2021 but there's still far too much weighing me down.  Second is going to be a further push for hobby and I've got a vague idea in my head for a textured battle mat that may make an appearance.  Thirdly, it's the new year, new army.  Probably Space Marines, the Void Reivers will finally see some paint, but we'll see..."

[[  IMAGINE A PICTURE HERE  ]]

Tom

"Where 2020 was a lonely year of making three new armies but not getting a chance to use them, 2021 had two main themes for me.  Firstly, Crusade.  I started playing Crusade 1 on 1 with Andy, my Raven Guard versus his Necrons, and towards the end of the year my Orks got quite heavily involved with Charlie’s Scions, and a little bit with Drew’s Eldar and Jeff’s Genestealer Cult.  A lot of my model purchases and painting therefore has been concentrated on getting those armies ready for 9th/Crusade and then expanding them as the Crusades went on.  The other half of my effort was to bootstrap myself from nothing to single-handedly comfortably filling a 6x4 table in painted terrain.  

Unlike many of the Nerd Herd, I am not planning to do “new year new army”.  I currently have 6 painted armies souped from 9 factions and the only super faction I don’t currently have is Aeldari, something I’m keen to maintain until/unless Exodites riding freaking dinosaurs break my will utterly.  Instead my focus is to buy as little as possible (there are a few Ork units I’m still keen to add) and work on reducing my pile of shame.  Key milestones will include the Imperial Knight I got for my Birthday that is still half on sprue, the (40k scale) Thunderbolt fighter I got free several years ago in all it’s intimidating resin-iness and finally knocking out the last 29 Gaunts of the Tyranid army I bought in 1st lockdown about a million years ago."

Drew

“After becoming the proud owner of my very own gaming mat over the Christmas season, I decided the obvious choice for a 2022 project was terrain to fill it. My first buy was one of the Battlefield Expansion terrain sets so my beloved Craftworld Eldar have some narratively ubiquitous Ad Mech ruins to shenanigan in. I’ve seen the same range used by a few other beard bunker members and with all the texture built into the pieces it seemed like a good choice for a first attempt at scenery. If all goes well I plan to move on to some of the smoother, less forgiving aeldari themed buildings/ruins, along with some trees, rocks and bits of scatter terrain. I’ve yet to paint anything particularly big, or do any kind of weathering, so I’m looking forward to giving it a punt! 

The other half of the plan is to get through my current Eldar back catalogue so I can make room for all the sexy new models heading our way! (How many space pixies is too many?)”

Maisey

"2022 is going to be the year of the Cog. I'm diving into the 'New Year, New Army' thing with gusto. I've grabbed a couple of boxed sets and have made a start (shush, I know it was early but... I wanted to start, so there). I'm also planning in my head to make up some objective markers and some Admech specific scenery. I know we, as a collective group, have Mechanicus scenery in abundance but I'm going to make a few specific scatter peices that can be used as objectives depending on the game. Oh, and this is going to be my main crusade force as well so I've had the joy of creating two spreadsheets instead of one. As a break from the Admech I'm going to be continuing my small scale Napoloenics adventures. I'm only about 2/3's of the way through the French and I've still got the same again in British forces as well as scenery. This is all masssively depending on the butterfly staying on course but we'll see how far I get with it all."

Boris

"This year I aim to work on a small harlequin support faction, the start of which was kindly given to me by my friend Jed. The models are very enjoyable to paint and a nice silly break as just anything goes.
With these also goes the expansion of my Aeldari to field them together.
In terms of a very 'on brand' insanity project, I will aim to get my hammerhead bunker  linked up with a Raspberry Pi... with the blessings of the Omnissiah we might just about have a chance."


Charlie

"In 2022, the game has a name, and the name is MOAR BEIGE. The paving tiles (plus, I suppose, the buildings to go on them) are slowly bipping their way up the table like a .jpg from the 90s' internet. Will I ever flirt with non-beige tiles? Will I chunk through the absolute stockpile of terrain waiting for me in the box room? Will it result in completing the modular urban board project? The future knows, and the future ain't telling.

tiles.jpg loading... loading... connection lost.

"Naturally I also intend slap some paint on wee men. I haven't started a new army in a good while, so Maisey's suggestion of New Year, New Delicious Temptation will be met with Goffs. Not the traditional pile of boys, though, because that would be oppressive to play with and against. They'll be a varied bunch, with a despair-avoidingly low model count and a slappy slappy paint job. In between orkoid spasms I'll carry on with the occasional unit for the Cobalt Scions; in the short term that means more Phobos lads like the test bloke below."

Thomas

"This year I will finally launch my Adeptus Sororitas on a crusade against the other players in the beardbunker. They were painted last year during the various lockdowns, and it seems fitting to finally put them on the table. Over the course of the crusade, I will most likely discover that I have the complete wrong composition of units, so I bet I will have to paint more of those. Furthermore, I am also planning on building/painting an ork themed gaming board, which should function for both normal 40k and kill team.  Since I bought two of the Killteam Octarious sets for the terrain, there is a high risk of me picking up either Orks or Death Korps later in the year, since I already have a reasonable sized force of both."


That, Ladies and Gentlehams, is the hopes and hobby dreams of our nerd herd. Hopefully it'll provide a little inspiration to paint, the motivation a arrange a game, or the impetus to clear your pile of shame.  We'd love to hear your own 2022 plans in the comments below, and if there's any particular projects mentioned above that you'd like to hear about as they happen, that's useful feedback for us too!


The Year of the Cog: Part One - Troops

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Hopefully by now you have all read the Bunker’s plans for 2022 by now. If you haven’t, off you pop, have a read, then come back.

 

At some point late last year someone suggested that we as a group do the whole ‘New Year, New Army’ thing with a focus on creating crusade forces that we can play with and build up over the year. As with anything we do it was met with various degrees of enthusiasm. Ranging from Jeff and I doing serious damage to our wallets through to a few people saying that they are just going to finish up what they have already got ongoing. All reactions are perfectly valid and welcome. We are all just happy to be hobbying as a group, no matter what we are doing.

In my excitement I went and ordered several boxes of Adeptus Mechanicus stuff. The Christmas battle force and the combat patrol to be specific. Along with the codex I also grabbed the Techpriest Dominus from my local store so I could get on with something whilst the iron was hot. Turns out those two sets gave me a rather neat 1k force to be getting on with. So that was pleasingly Admech.

So why Admech? Well, I normally over think everything. Including such things as ‘how many other people are playing this faction’, to ‘what colour scheme I fancied doing’, all the way around to what balance of Imperial/Xenos/Choas forces I already have. So this time I decided to go with my gut instinct and see what happened. So I cleared my head of my normal ramblings and went with what felt right. Turns out my guts don’t have shit for brains after all. 

Once I had thought it out it actually all made sense. Admech have a good range of new models, aside from the servitors (which we can all ignore) all of the models are really very nice. Each unit has a distinct aesthetic and play style (no endlessly edge highlighting yet more identical power armoured dudes). There is a mix of fabric, armour, fleshy bits, and weird mechanical gubbins which is giving me a wide range of painting styles to play with. It also ticked the Maisey requirement of having a few megalomaniac leaders with weird names and a lot of expendable minions to throw about callously. 

 

As is the natural order of things I started with painting a character, because I was excited and I had that model in my hands. The Techpriest Dominus got done whilst I was waiting for the rest of the order to arrive. This laid down the pattern for painting the rest of the army. Today I'm showing off the first couple of troops units, a squad of Skitarii Vanguard and a trio of Kataphron Destoryers. 

 

All of the coats and robes are going to be a lovely mid-blue. The blue was a solid basecoat of Macragge Blue, a wash of thinned Drakenhof Nightshade, then built backup with Macragge Blue, Altdorf Guard Blue, and finally highlighted with Calgar Blue.

 

Armour plating is a contrasting bone white. This was created by applying a solid basecoat of Wraithbone. The washed with Agrax Earthshade. Then built backup with Wraithbone again. I then used White Scar to do a mix of a highlight/chipping stage. Then the deepest of chips was then filled in with Leadbletcher. To finish off I then applied the secret ingredient. Vallejo Engine Fuel Stains. This is a yellowy/brown/glossy wash that is very transparant but gives a the perfect stained/discoloured feel to the armour. 


The metal work starts with a basecoat of Leadbletcher. The copper/brassy bits then get a layer of Gore-Grunta Fur contrast paint. Yup, it is transparent enough to let the metallic sheen come through and is far easier to work with than trying to put another metallic paint over the Leadbletcher. Then all the metal areas are hit with a heavy wash of Agrax Earthshade and, once dry, a recess shade of Nuln Oil. Highlighting is Vallejo Model Air Silver RLM01 for the silver bits and Fulgurite Copper for the copper bits.


Weapons casings are Corvus Black, Eshin Grey, Dawnstone as well as some of the pipework. The rest of the pipes where hit with Contrast Black Templar. Screens and things where Constrast Dark Angels Green. Lens are picked out in Troll Slayer Orange and highlighted and shaded. The basing and weathering I'll cover next time.

 

There are more troops in the works. Some more Vanguard are on the painting table as I type and some Rangers, and a unit of Breachers are on my wishlist for the future. In fact aside from the Servitor unit (which I might have to go third party for) I really want to do a basic sized unit of everything in the book. For now I have a good amount to be getting on with and Im working hard to get enough to start gaming with them soon. 


Painting progress! No, not that kind of painting.

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If I haven't posted any miniatures for a while it's usually because I've entered a Photoshop fugue. For the uninitiated, that's when I get wildly overexcited about digital painting and lose all concept of time, space, priorities, and non-essential bodily functions.

It all started when Harvey and I were contemplating ways to create illustrations of the various planets in our growing 40K crusade setting. It feels cheap to just lift pictures of planets from other people, particularly when we'd have to provide immersion-breaking credit everywhere. We needed a way to quickly produce our own. 

The answer came in the form of SpaceEngine, the ridiculous brainchild of Russian astronomer-programmer Vladimir Romanyuk. It uses a combination of real-world stellar objects and physics, combined with deterministic procedural generation, to create a simulation of the observable universe. Billions of stars, nebulae and planets to see and even land on. The infinity of the cosmos, represented so elegantly that it doesn't make my computer melt. It is a testament to the ingenuity of the human race that someone can take the knowledge so many people have created and synthesise it into something so awe-inspiring in its scope.

I use it to take pretty pictures to illustrate my Warhams fluff.

One could wax lyrical about the scale of the cosmos in perpetuity (ermergerd, surrr clevvah, talking about infinity indefinitely) but this is a Warhammer blog, so I will dispense with this onanistic preamble and whip out the goods.

Here's a shot taken in SpaceEngine:


The software is designed to let you take pictures. It has very advanced camera controls for that express purpose. I took pictures of cool places I found, then added a frame I'd previously painted in Photoshop, along with various other effects to turn it into a visual aid for our campaign wiki:


You can bookmark locations in SpaceEngine. This means that if I have an illustration that I've said is Andaras Prime or whatever, I can go back to that planet in the game and get consistent topography; take pictures from any angle to make localised campaign maps; whatever, really.

When the wiki isn't having a meltdown (we've been noticing an issue recently, and not just on our website, where the CSS fails to load, making it look like mid-90s internet even though we haven't changed any of the CSS properties, and it goes back to working 5 minutes later with no input from us... lol wut?), the page for Andaras looks like this:


With my pretty frame set, and my explorer hat on, I buggered off into the universe and started magpie-hoarding planets that suited various locations. At this point the main time sink is exploring the universe checking stuff out, and frankly, that's a perfectly chill way to spend time.

Here's a gallery of the locations illustrated thus far:




Note: city lights are not a thing in SpaceEngine; that's me adding them in Photoshop



You will have correctly deduced by now that making these images wouldn't have been sufficiently challenging to initiate a full Photoshop fugue. You see, with putting all these sexy new images into the wiki, I started thinking about how we'd had to pilfer faction icons from elsewhere on the 'net. Now sure, this is all for our group's personal use, and we're getting no revenue of any kind for it, but still. We just don't even know the attribution of some of these images. We've pilfered them from other pilferers, and at this point, the best thing to do ("best" being a wildly subjective term, as you're about to see) is to gradually replace said images with ones we've made ourselves.

And by "we" I mostly mean "me," since I'm not inclined to force my obsessions on anyone else, and I really enjoy digital painting. I do sometimes wonder if I would have enjoyed a career in illustration, but that would require a level of focus unsuited to a jack-of-all-trades like yours truly. TANGENT KLAXON.

In short, I made some faction icons. Just little bits of colour to add to certain pages. Peak simplicity, and time efficiency, suggests I should have stuck to two-tone outlines. That's not quite what happened.

I took a metal ring/frame I'd painted to illustrate the wiki page for my Cobalt Scions army, then did some recolouring work to make it gold, then started thinking about shadows and weathering and colours and.... [jazz hands] ta-dahhh:


Having gone to the trouble of making that one, it was very easy to adapt it for other marine factions within the group...





...although additional work was required to make something suitably battered for Harvey's grimdark Black Templars:


...and then I started thinking about non-Imperial factions, for whom this iron halo-style-thing didn't really seem apt. And that, ladies and gentlefarts, is when the fugue fell upon me.

Painting a whole new frame, of a more complex shape, was a hell of a time sink. Friday evening, Saturday afternoon, Saturday evening, Sunday morning... I know that was the time involved in making this, because those are the timestamps in my WhatsApp conversations. I wasn't particularly aware of the time when it was happening (or leaving, as time does).

Some time later, I emerged triumphant, with ONE WHOLE icon for Tom's Iron Warriors.


Here's a series of captures of the work in progress:

1: sketch the basic shape

2: sketch the reflections/shadows from the brightest light source

3: sketch where the main tonal variations will be

4: zoom in and use the brush and smudge tools to create a more blended, painted look

5: finished zenithal light/shadow and detail

6: overlay different recoloured versions of the image on top of itself, then use selective layer masking to only partially reveal them, creating red and cyan-ish light sources. Frame now ready to have the icon added!

7: danger, Will Robinson

8: two-tone mockup of the Iron Warriors' 30K symbol, since Tom understandably prefers it to the 40K version

9: distressing the hazards

10: distressing and backfilling the skull, also switching to a light grey because, well, Iron Warriors.

11: Adding a dark rim to the outside of hazard area so it's not as stark where it meets the metal ring

12: Adding shadows, both to indicate a slightly convex shape, and also just beneath the top rim to simulate shadow cast by the uppermost part of the metal ring

13: adding slight blue and red lighting, but with layer masks to hide where the metal ring blocks those light sources

Now that I have the frame, it will at least be that much easier to make something for the other Chaos factions we have in the group. But what happens when I need an icon for orks? Or eldar? Or Tau? Or Necrons?

Another fugue. That's what will happen. When and for how long I cannot say, but I'll enjoy it, and it'll serve almost no purpose whatsoever. Maybe that's why it's called a hobby.

The Year of the Cog: Part Two - Tech-Priests

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Today we are going to a look at the Tech-Priests leading the forces of Forgeworld Arakos IX

First we have the Tech-Priest Dominus, Neseb 71-8:The Emotionless Analyser of the Sacred Database. Neseb is the nominal leader of the forces in the field. He is a lead from near the front type of leader. He is often found field testing new prototypes personally.

Neseb's second in command is Tilvu-Pi-4: Impassive Appraiser of the Forbidden Archive. In contrast to Neseb, the Tech-Priest Manipulus is much more inclined to sit back from the action and observe. He then provides his tactical analysis to the troops under his command.

Finally we have 17-Taym: Methodical Enginseer of the Invalid Host. Taym is the typical Enginseer and is most content at the side of his armoured vehicles, keeping them in fighting shape. 

I'm going to leave you with a big dump of detailed pictures. Next time we'll cover the Scout and Recon units of Forgeworld Arakos IX. I'm also working on writing up the first part of the background covering the Fall of the Arakos Forges. 

















Brütal Crüsade Week

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The Beard Bunker’s herd of nerds just spent a week playing Warhammer 40K Crusade at my place, carrying on where we left off with the Brütal Crüsade Weekend. The good times committee have issued a unanimous statement proclaiming said week to be “pretty great.” Eight players, ten armies, and many loud noises.

There were so many glorious little narrative moments and spasms of dice-based betrayal that I couldn’t possibly squeeze them into one readable post, so like last time I’m just going to provide my own experience: what I painted beforehand, how I marginally refined my hosting skills, and how my own Cobalt Scions fared in the maelstrom of carnage and biscuits.

So many biscuits. God dammit Boris you will be the end of me.

I hope my herdmates might also feel the urge to write up their experiences as well, but I make no promise on their behalf. Not least of which because some of them are knackered right now. Well, two of them: the optimists. I'll get to them later.

Preparation part one: finishing the Phobos lads and upgrading the impulsor

With all the shenanigans of Jeff's genestealer cultists, Drew and Harvey's craftworlders, and Tom's Blood Axes, I wanted shenanigans of my own. A squad of Phobos-clad skirmishers seemed apt, so I cracked on with the other four incursors. These guys were painted using the same method laid out here.


The only painting coda to add is the face. Historically I've always started with my darkest skin tone and worked up. These days, for pale skin, I've actually started with Wraithbone and worked back the other way, starting with a glaze of Kislev Flesh over the whole thing, then darkening specific areas with more reddish glazes of Cadian Fleshtone for the temples, cheeks, nose and ears, then on to the other details like normal. I find it makes the skin much more lively, to my eye at least.

Lydus Petronius, combat squad leader, 3rd squad, 3rd company

Lastly, the painting equivalent of admin. I assembled and painted the last options I wanted for my impulsor APC: the missile pod and the shield dome. This just sits snugly on the plain impulsor, so I can still turn the tank into a gladiator lancer if need be.

100% not a naval mine

Preparation part two: hosting a small gaming event

Logistics

I've hosted many Warhammer-flavoured gatherings over the years, and so I knew there were pitfalls. We're all adults, so telling people what to do and when to do it seems needlessly bossy, and historically I avoided it as much as possible. The thing is, that doesn't actually facilitate the best experience; stuff ends up being sort of haphazard, people get fewer opportunities to play, and overall no-one knows what's going on.

Of course there is such a thing as going too far the other way; the trick is to let people choose what they'd like to do, but to do so in advance. To that end: spreadsheets. Cue Barry White...

Step 1: establish who's available when in advance.

Step 2: People use the availability sheet to see who's available, then they challenge each other to games and book a table slot.

Step 3: bill people for food afterwards

...slap bass fades back to nominal levels. This probably seems hilariously anal of me, but it made things much easier to keep track of, and enabled my incredibly supportive wife, who had the bizarre urge to help feed these fools, with the knowledge needed to order appropriate amounts of food. It also meant we were swiftly remunerated for the £110+ we spent above our usual weekly food budget.

With game times set, the nerdy side of things pretty much ran itself, not least of which because people were good about tidying away the terrain between games without any prompting from me - everyone knew the value of having space for books, armies, tea, et cetera.

Before/after each game we'd discuss how the mission would affect the Eridani Sector, and this sandboxy approach means one doesn't really need a campaign GM. Of course, it only works with more experienced players, and there's an understanding that we check ideas with the most experienced players in the group so that the setting retains a consistent tone that doesn't short change anyone's factions.

If I didn't have a dishwasher there'd be a case for some sort of dishwashing rotor. As it was I pretty much did the pots and pans myself, but had I asked anyone to help out, they would have said yes. Which does rather beg the question as to why I didn't ask for help, and all I can postulate is some sort of vestigial Britishness on my part and/or a sud fetish.

The Optimists

Several players who shall remain nameless (OK, Tom and Harvey) booked three games a day for multiple days in a row, and while I salute their enthusiasm, this turned out to be an unsustainable intensity of Warhams unless you're playing very small 500 point things (and we were generally playing 750-1000). They were amusingly knackered. Perhaps the early 20s version of ourselves might have managed, but now? They were the canaries in our Game Intensity Test Saturation coalmine, here to tell us what not to do. Despite being knackered they did, however, remain highly entertaining opponents.

The Games

I played one or two token games with my speed freaks, the stand-in ork army I'm using until I've gotten the Goffs off the ground. It conclusively demonstrated that substantial numbers of Evil Sunz warbikers are obnoxious. Sorry Maisey! Sorry Thomas!

The rest of the time, I had an absolute blast with the Cobalt Scions.

My week's games broadly told two stories: one about Jeff's Starborn Souls as they spread across the Eridani Sector like the clap, and another about the machinations of Farseer Vahlkaer of Ulthwé as he endeavoured to kick a hornet's nest antagonise the Imperium and destabilise the sector.

Prelude game: The bugs bug out

Following on directly from the weekend we spent fighting over Andaras Prime, Jeff decided the Starborn Souls had accepted that they couldn't maintain a foothold on the planet. Instead, they waited until the Scions' cruiser Preceptor was forced to break orbit to chase down some unwelcome ork raids elsewhere in the system. The cult needed to make a break for orbit in every skiff and light freighter they could find, but they needed to disable Andaras' planetary defence silos first. That was the context for our game: a small force, led by Lieutenant Nerva, defending a laser battery from sabotage.

The Starborn Souls begin their hit-and-run attack on the defence lasers

We picked a scenario with four objectives: two laser silos and their two plasma reactors. Jeff threw a speedy right hook with bikes and quads, while I attempted to hold the centre against what turned out to be a thoroughly bracing charge by a squad of acolytes. They almost wiped out Sergeant Tyvus' 10 intercessors in a single round, leaving only the sergeant alive. With the attack on the centre dissolving into absolute mutual destruction, the battle broke down into random skirmishes scattered across the board: on the right, Squad Lytanus fending off a wave of genestealers with bolt rifles. On the left, Jeff discovered the absolute joy of killing aggressors only to watch Apothecary Eudemus resurrect one every turn. He also made the crucial mistake of using the kellermorph to take out Lieutenant Nerva when he could have sabotaged one of the laser silos. He'd already taken out the two power generators, and one more objective would have won him the game. Instead, I hunted the kellermorph down with the two surviving aggressors and gave him some lightly sautéed bolt rounds, then used my newly arrived gunship to give his surviving genestealers an unwelcome strafing run.

The end result was a draw: the lasers remained intact, but with their power supplies out, a number of the cult's ships were able to break orbit before the lasers came back online and blow the stragglers out of the sky. The cult immediately started heading for multiple worlds across the Eridani Sector while sharing an obnoxious barrage of tweets about hailing Hydra and cutting off heads, or something.

In video game terms, Jeff had unlocked the open world map.

Game 1: The Cleansing of Jebalt

With the Starborn Souls scattered to the four winds, the Cobalt Scions finished off what they were doing on Andaras, then returned to Thonis to recuperate, and wait for the distress calls to start coming in.

If we were pros and/or madmen, we could have thrown some baking soda over all these conspicuously un-snowy pieces of scenery. We extremely didn't.

The first signal they got was from an isolated outpost in the Iudex system: a frozen research base on a planet called Jebalt. Strong The Thing vibes, thought I. Probably a trap, thought I. Sadly I haven't painted any flamestorm aggressors, so couldn't channel my inner Kurt Russell. Instead I turned up with Captain Lucullus and some close, emotionally available friends. The inevitable cult ambush was summarily mown down by the filthy po-po (that's me) and Lucullus was feeling pretty good about the whole thing... until a kellermorph popped up behind him, threw the concealing snow off his cloak, screamed "Vive la revolution!" and knocked out 4 of Lucullus' 6 wounds... at which point, the broodlord itself led a clutch of genestealers into my back lines.

Lucullus heroically intervened, trying to save his men despite his dire injuries, and miraculously survived the two attacks the broodlord threw his way. Having saved a good number of his men, the Scions fell back in good order and mowed the filthy xenos down.

Vive la revolution indeed, rebel scum.

At this point the kellermorph, very ignored thanks to the powerfully in-my-face broodlord, took Lucullus out. Just, right out. Jeff might have lost the battle, but I don't think that's the game he was playing. I think he was playing Pokémon: Gotta Assassinate 'Em All! ...and he was winning. That was half my characters who had, at some point, been taken out of play by that clown. The indignity. The sheer indignity.

See that's the great thing about Crusade: Jeff had taken the silence detractor agenda, and despite getting oppressed by The Man, had absolutely raked in the XP for spanking Captain Lucullus. My poor wounded captain was taken back to Thonis, whereupon the Chapter's armourers forged a new and improved cuirass to protect him (read: I acquired a crusade relic).

Game 2: Farce on Edrastan

Another astropathic call for aid from the Iolan Reaches, this time from the Edrastan system. A tiny border world. Imperial in name only. And, crucially, so intolerant of psykers that they just kill them all, meaning: the astropathic call for aid? Definitely faked. This was 100% a trap. No matter, thought Lucullus... my new cuirass shall protect me! With his mates in tow, off he went to spring the trap and assert his amazingness for all the sector to see.

He landed and set about unpacking a forward operating base, when--- surprise! Craftworld Ulthwé send their regards via the medium of LASERS AND MISSILES. Harvey quite smoothly kicked my teeth in. A whiffy first few turns from me, and some solid work by a trio of war walkers, left me with a serious lack of dudes and an even more serious lack of objectives, on account of him having destroyed them. When the eldar finished wrecking my supplies they started melting away, leaving the survivors to try, in vain, to grab their stragglers before they quit the field.

Come out with your Scorpion's Claws up, punk.

Lucullus had no idea why the eldar had attacked, and on such an irrelevant world, so...

Game 3: Chase Them Down

...he jumped in an impulsor, called armoured units down from orbit, and gave chase. Thanks to some obnoxious rolling in my first turn, this was the fastest game of the week. The game was over in the first shooting phase; Harvey retreated in his first turn, leaving me with a pair of captive Rangers who I could hand over to the Ordo Xenos in the hopes of getting answers to learned questions like "why now?" and "Y U do dis?"

The table after the turn one shooting phase: three war walkers and a squadron of jetbikes are just not there any more. Gutted.

Game 4: Double Betrayal

This was the only doubles game of the week: Harvey/Vahlkaer convinced Drew's Iybraesil Farseer Taliesin - with whom I had formed an uneasy truce at the end of the last campaign weekend - to help rescue or at least kill the two rangers I was now trying to hand over to the Inquisition (here represented by Tom's Ordo Xenos Inquisitor and his Raven Guard mates).

That Craftworld Iybraesil should betray the truce was regrettable but unsurprising to Lucullus. The delicious extra detail, though, was that while Vahlkaer told Taliesin that the Cobalt Scions had taken two of his rangers captive, what he failed to mention was that he'd carried out an unprovoked attack on a human world and really had only himself to blame. Bound by kinship, Iybraesil's warriors lined up against the humans and prepared to risk their lives.

We set up two black Valkyrie gunships to represent where the prisoners were held, grounded due to a fear of Eldar interceptors waiting higher up. There were little snippets of roleplay here, too, as Captain Lucullus gave several warnings to the Iybraesil forces that if they engaged, the Scions would give no quarter.

Well, engage they did.


Unfortunately for them, Team Eldar had a flop of an opening round, leaving far too many Astartes in play. Tom and I were pleasantly surprised... and then set about punching everything in the face. 

My dreadnought about to punch Drew's dreadnought right in the moomin face.

Despite this initial setback, Team Eldar rallied a little and managed to take out the Raven Guard holding Valkyrie 1, leaving just Tom's Inquisitor there. The roleplay possibilities immediately dawned on Harvey and Drew, and the Black Guardians of Ulthwé were sent in to capture him alive. Incredibly, Inquisitor Michael passed a whole bunch of improbable saves and deny the witch rolls, then made a desperate breakout, preventing his capture. Thwarted, Harvey instead shot him down with Dire Avengers, grievously injuring him and forcing him to quit the field by oh so glamorously diving headfirst down a sewer hatch faster than you can say "sepsis." With the Inquisitor sent packing, the Black Guardians retrieved the captured ranger sitting in Valkyrie 1.

This, of course, left the game in a stalemate: the eldar lacked the numbers to take Valkyrie 2, and if you draw in a Crusade game, everyone loses. Narratively this was perfect; without two prisoners to bounce off each other, interrogation would be much harder.

To further add narrative juice, Drew announced that she would send her Spiritseer Osinel into the sewer system to look for Michael and attempt to repair the epic diplomatic damage Iybraesil had been tricked into doing. In theory we had another game of 40K scheduled that evening, but Drew, Tom and I elected to head to another room and roleplay the scene in which a concussed Michael woke to find an eldar spiritseer had saved his life by giving him a cranial bone graft... of wraithbone. Future meetings with psykers and puritans: likely to be awkward.

Either way some tense negotiations between a concussed Inquisitor and a nervous spiritseer, made all the more tense by Lucullus' arrival, all ended with the truce more-or-less reinstated. Osinel was taken under guard back to the webway gate... which he was now obligated, by truce, to deactivate. No longer trusting the eldar to live up to their end of the bargain, Lucullus had giant concrete blocks formed into a metres-thick wall on the realspace side of the gate. Probably not immune to elf BS, but reassuring nevertheless.

With the Raven Guard chasing down Farseer Vahlkaer's perfidious Ulthwé gits, Lucullus headed off into space to go and whack-a-mole the next reported sighting of Jeff's genestealer cultists...

Game 5: Pursuing the Starborn Souls to Jäegerholm

News came fast. Apparently a force of Black Templars had entered the sector (Harvey's other army) and had encountered a transport vessel with no active transponder. Boarding it revealed SKITTERING THINGS, and Watch-Marshal Ortiz sent out a sector-wide alert to Imperial forces suggesting people make extra efforts to look for, and destroy, ships failing to show the appropriate idents.

Lucullus, aboard the Cobalt Scions strike cruiser Preceptor, chased one such freighter to the feudal knight world of Jäegerholm. Seeing his approach, the freighter made a hurried landing. With the Scions not far behind, the broodlord assigned a force to provide a suicidal rearguard to give the cult time to escape and disperse.

We played Guard the Retreat, a fun scenario from Amidst the Ashes (p42) that's more sensibly balanced than many Crusade missions. It was a great game, with Jeff clearly now getting his eye in with an increasing number of GSC shenanigans, although he was cruelly betrayed by some appalling dice in his first turn, and lost much of his initial force of neophytes to the steady bolter fusillades coming from the advancing boys in blue.

For me the most cinematic moment was seeing multiple squads of genestealers swarming through the trees towards Gaius Atalus, my dreadnought. He lit the woods up with plasma, flames, grenades and missiles, but couldn't thin their ranks enough to stop them bursting from the treeline and rolling over him like a chitinous wave.

Nope, nope nope nope NOPE! ...crash.

Despite some heroic efforts by some neophytes to damage the marines' gunship, the marines just about weathered the storm, and the rearguard action was a failure. Their lines broken, the Starborn Souls just didn't have enough time to conceal their tracks before I came looking for them.

Game 6: The Purge of Helmgart Manse

The cult had holed up in the recently ruined manse of an Imperial Knight. To quote Jeff, who was getting very into the whole Jäegersholm thing and a good way into selling himself on the concept of painting a knight or two, the dead knight was "Sir Aldebrecht Helmsgart. Fifth of his name. Deposed in the 4302nd year of the Elevation of Jäegersholm by a majority quorum of the Baronial council in punishment for persistent violations of the rules and norms of Jäegersholm."

We set up the board to try and reflect the idea of a ruined knight's house, using the chapel as the residence, and Sector Mechanicus terrain as the knight's dock.

Residence of knight pilot Sir Aldebrecht Helmsgart (deceased)

Jeff went full hillbilly with his army list. Strong The Hills Have Eyes energy. He was right to do so; aberrants are qutie fruity when deployed against the marines, and Toughness 5 plus -1 Damage makes them difficult to shift.

The Hills Have Extra Limbs

Unfortunately for Jeff I was able to take them on piecemeal, and this - combined with some fortuitous saves from Lucullus' iron halo - blunted the worst of it. That said I did manage a first: not only did I fail a morale test following the hillbeefies' tenderising, but I then rolled three 1s on my five combat attrition tests. Ow. While Jeff's force was wiped out, and Jäegersholm saved from the menace of genestealer infestation, the sheer power of the aberrants left quite the impression.

The aberrants kept complimenting Lucullus on having a "nice hat" while also attempting to play rough. Jeff has a way of humanising the absolute worst people the galaxy has to offer.

Game 7: Guess who else is here?

Harvey announced that, following the damage suffered by the Ulthwé strike force during their flight from the vengeful Raven Guard, Vahlkaer had gone to a nice, remote, technologically backwards place to lick his wounds in peace, having casually slaughtered a small village of primitive humans to get easy shelter for the night. Where was this place you ask? Yep, Jäegersholm. Chaplain Verus of the Cobalt Scions encountered him while out patrolling to check there were no hidden genestealers, and immediately attempted an assassination.

The combination of catechism of fire with the rapid fire and squad doctrines stratagems meant that Squad Tyvus impressively got a wave serpent down to 1 wound in the opening shooting phase, and I thought I had things pretty well under control. Then the Black Guardians got out of said wave serpent and wiped out all 10 of Squad Tyvus in a single volley. Ho. Ly. Crap. Jinx, guide, doom, and some veteran guardians are no joke.

All I needed to do was kill Vahlkaer for the game to end, but the 5-man Squad Cassander had to clear the guardians out the way first. In this they were successful, but in so doing would of course have to weather a turn of everything else shooting at them... which of course they didn't. It was like playing a game of chess, with every turn seeing the effective deletion of one unit in each army.

My final turn was all desperate ploys as Vahlkaer continued to slip through my fingers. The impulsor fired, but couldn't finish him off. Squad Lydus crept in on the flank, lined up shots, and almost got rid of him. Desperate, I charged with the impulsor, only needing to do one or two more wounds. As one might expect, that didn't work out.

Vahlkaer retreated to the safety of other screening units, and that was that.

Just to spite me, Harvey made a point of killing the impulsor. Just for good form, you understand.

It exploded.

And who should happen to be within six inches of it at the time? Yep, good guess. There went the last two wounds, brought to you by Patsy's Magic Homing Shrapnel. An undignified end to an undignified retreat, forcing the extremely battered Ulthwé farseer to go home and think about what he'd done. Which, being a farseer, he'd done before he even set out.

Thoughts on Crusade after 17 battles

For all its balance issues and complexity, this is the most fun I've had with 40K in years. Having a narrative through-line is great, and I think hugely enhanced by our group having the Eridani Sector as a persistent storyworld to go with our persistent armies.

There are some things worth bearing in mind, though. With balance being absent, it falls to the players to balance themselves. It would be very easy to make stupid, broken combos that just cancel your opponent's fun. It's also important to enable the story to progress even when someone's been flattened in a game; Jeff's genestealers definitely had a rocky week in terms of wins/losses, but achieved great things beyond that - something I'll leave to him to discuss if he feels so inclined.

I would also rather GW put out fewer mission packs, but put more care into them. Many of the scenarios are either obviously broken (i.e. it's effectively impossible for one side to win) or are more subtly broken, such that you start playing it and then realise how janky it is (Tom says the Fat Bergs scenario is an example of this). Obviously with narrative play it doesn't have to be perfectly balanced, but you want some suspense as to the outcome. Or, if you do want an unbalanced scenario, fine! But make it clear how it's unbalanced in the description.

One thing I wondered going into Crusade was how long it would take to level up units, and actually I think this is one area where it feels about right. Most of my units are blooded, whereas my absolute mainstays (i.e. two squads of intercessors and my dreadnought) have become heroic. I will readily admit I often forget about one battle honour or another, but ah well. I'm getting better at checking.

It is, to be fair, an increasingly large number of units to keep track of.

I absolutely cannot imagine tracking all this with pen and paper, and it seems insane to me that GW haven't figured out app support for it. On the upside, this means we make our own tools, and to our own specifications. More effort, but ultimately more flexible I think.

Finally, I don't know what I'll do when units become legendary. Keep using them indefinitely, or promote them out of my company such that they go off to do other things? I could for instance say the brothers of squad so-and-so have gone off to join the 1st company, then reset the squad's XP. I could equally have my dreadnought go out in a blaze of glory, then rename him as a new brother is interred. It's a bridge I'll cross when I come to it.

In parting, I must offer my thanks to my fellow gamers for being such excellent people to play toy soldiers with. A week for the ages.

More of this sort of thing, please.

The Year of the Cog: Part Three - Scouts

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 I was going to title this post The Year of the Cog: Part Thee - Steampunk Robo-Cowboys from the Future, but that seemed a little waffly for a blog title. However, they are Steampunk Robo-Cowboys from the Future! And they are awesome models. I want more. Moar I Say!

Ok, this is going to be a shortish post since everyone is a little brain dead after the brütal-crüsade-week plus then returning to the stressful Real Life thing has left the brain juices a little low. I will say that I had fun despite my 0-5 win/loss record. It was great actually playing games with real humans again and the Bear Bunker lot are some of the best humans out there. Still,  I've got a huge amount to learn about using this army, about playing crusade, and playing 9th in general. I've learnt a lot, but there is more to learn, and even more to forget in the heat of the moment (Remember kids, Rad-Saturation Auras are important). 

So I have two units to share this week. Firstly is Kappa 3-Rea, my Serberys Raiders. These are wonderful models that manages to combine a load of different flavours into a yummy goulash of win. Shame they got deleted in their first turn of their first game by sneaky Eldar magic. It just highlights the need to have a bigger unit. 









 
Supporting them is Zed D3A-D, an Ironstrider Ballistarii. It's a giant chicken legged, Twin-lascannon armed, servitor guided, steampunk monstrosity running around zapping things. What is not to love?






The next Admech post will be my up close and personal units. More on those next time!

 

Waaagh! What is it good for?

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To avoid the classic 40K problem of Imperial armies constantly fighting each other, the players in our group make a point of having at least one non-Imperial army. For years, I've been using my Speed Freaks for this. I'm still proud of that army and its many trukk conversions, but I've played them so much that I need something new. Something really different, you know? So I've decided to do... another ork army.

Why orks?

It was almost Drukhari, and it was almost Tyranids. With all the new Craftworld stuff coming out, my teenage years of precision elf bullshit almost had a renaissance. But the new ork boys are just so. goddamn. PRETTY.

The added benefit of orks is that they feel like a nice, classic enemy that can be anywhere, for no reason, and fight anyone. Absolute peak carnage enabling, that. The other thing about doing Goffs, rather than Evil Sunz, is that it's thematic to have a more varied force that doesn't get quite as obnoxiously in the enemy's face in turn one. This means it's easier to build an army that's fun to fight against, which my Evil Sunz bikers kind of aren't. Hence: new balls, please.

I've picked up an Ork combat patrol box to start me off, and came up with a paint scheme that's fast, by my standards at least, while still hopefully looking OK on the table. I'm fairly happy with the results; they look a little murky from two feet away - hard to avoid unless you're going for neon green skin - but the metal catches the light nicely. For just over an hour per ork, the tradeoff is acceptable.

The painting method will be covered in a future article when I've got it more dialled in; for now I've just done the test mob, and the Cobalt Scions project taught me that I'll find refinements down the line. The basic method, though, is to drybrush almost all the colours over a basecoat of burnt umber. This softens all the colours somewhat and means I don't have to get every last nook and cranny, since the drybrushed colours don't have hard edges to them. Some traditional brushwork on the faces, teeth and metal highlights help add sharpness after the fact.


What's the army's theme?

Goffs allow me to mock one of my greatest loves: heavy metal, and its various subgenres. This is a speed project, so I won't be going crazy with conversions to turn everyone into Goff Rokkers or whatever, but the lore will essentially split each mob of the army into a subgenre of hard rock/metal, headed up by a warboss who believes all subgenres have their place... and that place is touring the Eridani Sector looking for a scrap.

This first mob, Wamm's Rokkers, are proponents of Klassik Rok. These are your traditional Goffs. They've got no time for clothing that isn't black, and enjoy two things: drinking grog, and a good, long, bracing charge straight into the teeth of enemy gunz. Future mobs could cover the equally valid contributions of Deff Rok, Speed Rok, Progressive Rok, Djent Rok, and so on.

How's the new ork boys kit?

There's some big pros and some big cons. The pros: the new sculpts are stunning. Not too cluttered with detail, much better anatomy both in proportion and execution, far more dynamic... they look fantastic. They also do a reasonable job of hiding the joins, although there are still some you'll want to file/fill as needed, but overall pretty painless. The push-fit also works much better than older iterations of the format, to the extent that I didn't even feel the need to remove the locator pegs to avoid gaps like I would on an older push-fit kit.

The cons: they're extremely mono-pose, meaning repeats will be pretty damn obvious. The mass effect will still be fine, but yeah. It also means that a box of 10 orks is actually 9 orks and a nob, which makes building bigger units a faff, and possibly mandates buying a spare box if you're starting your ork collection from scratch.


I'll be interested to see if we ever get a klassik multi-part kit, but since these aren't space marines I have a nasty feeling this will, like the necron warriors box, be it. For something as regimented as necrons that's not a huge problem, but when a nob is a third bigger than a boy and units can be up to 30 strong, that's more of an issue.

That gripe aside I'm thrilled with the new lads, and they were a joy to paint. Which is good, because I'll need to paint another, you know, one or two.

The Year of the Cog: Part Four - CQB

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 … or ‘how I like to keep these handy, for close encounters.’

That’s right folks, today I’m showing off the more up close and personal elements of my Admech, the Sicarian Ruststalkers and Pteraxii Sterylizors. 

 First, the Sterylizors. With pretty much every Adeptus Mechanicus kit (except the Characters and the Kastelans) comes with two build options. A lot of the time there is only really one option to pick from. In the case of the Admech pretty much all of them where a difficult choice, rules wise. How do you pick from two equally decent choices? Well I ended up just going with what would be coolest and what could be cooler than a bunch of deepstriking, hotrodded heavy flamers, with bat wings? 






 Not too much to say on the painting for these. Following my normal recipe for black and metal. Rather sensibly there isn't any flappy fabric, so no blue to paint, and very little carapace armour, so no bone white. What I did do is trim down the connector points for the flying stands and add in some magnets. This is a million times better than just glueing them on. I can knock them around and they just ping back into place. It's perfect for the less careful/coordinated gamer. 

Sicarian Ruststalkers! This was a less agonising choice. The inflirators have a decent load out for mid-range firefights and some close combat but the weird heads didn't do it for me. The Boarderlands style faces and beefy close combat loadout really sold them to me. Inflitrators may happen at a later date but when I've got to make a choice, it's the Ruststalkers. I also prefer the name. As with all Admech naming Gdubs should have stopped naming them about halfway through. Pretty much universally I just refer to them by the last part of their name. The main exception of the Sterylizors, they get called the Burny FlapFlaps. 









 After this lot I've only got one model left to show you from the intial 1000pts I've managed to get done. I've photo that one in detail next time. It's a biggie, and I'll cover the basing as it actually has had a bit more effort go into it's base.



Pray They Don't Take You Alive

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In the last dying gasps of 2021 we were all virtually sitting around our discord and musing that it would be nice to do one of those "new year, new army" deals. Fresh from painting a horde of Chaos and a huge whack of Genestealer Cults you'd think I'd be in the mood for something friendlier. Something light and fluffy perhaps?

Nahhhhh! I'm having way too much fun being evil at the moment to go good-guy so soon. Time to double down on the evil and go the the nastiest faction (citation needed) in the 41st millenium: The Drukhari. I'd loved the range since the moment it was released and knew that one day they would be mine. I just couldn't figure a paint scheme that I liked...

Then I remembered that Charlie had speed painted a unit of Drukhari in, like, an evening. And that was Charlie managing that in an evening. Plus they looked good. After winkling out his secrets (more on that later) I now had an idea of the look. But there were still some other ideas pulling at me for this new army. That is, until I checked the contents of the combat patrol box and found that two of them was near as damnit exactly a thousand points. Cue me windmill slamming the buy button and the gates of Comorragh gaping wide to render unto me a small host of very naughty boys and girls. 

Now then, to those Charlie painting secrets. Well, a bit like The Graduate I have one word for you kid... Inks. The wonderful, beetle-esque armour is, without a doubt, the easiest scheme I've painted in years. The process goes like this: Prime black. Drybrush through a range of metallic steel shades from AP Gunmetal with a bit of black thrown in all the way up to Vallejo Air Steel which is the brightest metal I own. Each layer goes on a little lighter so there's less and less picked up on each pass. Four drybrush layers in total. Might sound a lot but it takes maybe a quarter hour for the entire unit. Next, grab your ink of choice. And yes, I said ink, not wash or contrast paint or whatever. Those are totally fine options but have their own properties that will mess with the effect or dull the metal. There are a rare few transparent paints that do the job (more on that when we hit Wych O'Clock) but for the most part it's inks you want. In my case Liquitex Phthalocyanine Green. It's the name of a pigment apparently. Le shrug. Two layers of that - watch out for pooling - with drying time in between gets you a gorgeous veridian green. Slap a layer of satin varnish to protect the finish (inks are not terribly durable and tend to be water soluble) and Robert is your father's brother. 

These models are a sod to photograph well.

After that I just picked out the bodysuits in black, the dangly bits in Barak Nar Burgandy and a few choice details in brass. Anything that was clearly leathery - pouches, scabbards, etc - was picked out in German Camo Black-Brown to keep the black tone but break up the regions of black. Finally the drug tubes and eyes were picked out in white and then glazed with Tesseract Glow which gave a nice pop of intense colour to the overall feel. 

Speaking of intense colour: I was musing on hair colours, every natural shade I imagined just looked wrong somehow. So I leaned waaay into the cyberpunk and decided that everyone would have bright dyed hair. It works surprisingly well and is more intense in the flesh but I was fighting my camera to make it resolve the armour colour. 


One of the nice things about getting a combat patrol box is a mix of bits. I was quite taken with the Ynnari heads in the Incubi box and so used a few of them on my warriors. In the first bit of lore for the as yet unnamed army I decided that the deep scars were an affectation of the warband. They're from the Kabal of the Flayed Skull you see and sometimes, you just have to practice what you preach and carve your skin down to the living bone for cosmetic reasons. Oh and because you are an evil mentalist Drukhari of course.

There'll be plenty more where these came from (who knows I might even get the photography right) so I'll leave any more musings on painting, army composition and lore for then. Wouldn't want you to get bored now would we? Until then, lovely people

TTFN

The Year of the Cog: Part Five - Heavy Support

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 As promised in the last Admech Post I've got the last model in the initial 1000 point Crusade Roster for you today. It a big 'un. We have K-44/4, an Onager Dunecrawler. As with all GW naming I ignore about half the name and just call it the Dunecrawler, or Spidey Tank. Which whenever gets mentioned on our Discord chats is automatically followed by at least 3 different and simultaneous renditions of the old school Spiderman theme tune. This has not stopped being funny yet.

Following the standard template painting pattern for Akaros units the painting called for a mostly bone/white scheme. This was best achived using subassemblies. The legs, hull, commander, and shooty bits where all kept seperate and undercoated in the most appropirate colour. The hull was basecoated black and then sprayed Wraithbone, the legs black then Leadbelcher, the rest just got black. It means the bulk of the work is already done to a standard far higher than I can manage with a brush.


 
 This one also allowed me to get a little more creative with the weathering process. It's still the same formula as before. White Scar chips applied with a tiny brush with leadbelcher added to the middle of the largest chips. However on a larger model such as this it gives more room to do it properly. The staining comes from Vallejo Fuel Stains weathering effect paint. There is also a few rust streaks added using Vallejo Model Air Rust.


With this being larger I've added a number of decals here and there. I always feel that little icons, warning symbols, vehicle numbers, etc just make the model feel more lived in. Even if it is just a few.

I apologise for some of the photos. This model is a little too big for my normal setup and I'm rubbish at photos anyway.
 
 
Basing! I keep threatening to talk about the basing, so here goes. With this base being so large I descided to help add some interest by using some airdry clay to create some undulations. Hopefully this makes it feel like a section of natural landscape as opposed to some sand glued to a slab of plastic. I've also chose to add a dried up water feature. I read in a gardening book that water features are a relaxing focal point for the garden so maybe it'll be a nice relaxing focal point for the base. This was airdrying clay and a healthy dose of Agrellan Earth. I left the Agrellan Earth it's natural colour but I did paint the base underneath so the cracks appeared the right colour. Next I picked out where I was going to add rocks. I use two different kind of rocks, one is ground up cork bark (mine is Fine Cork Rubble from War World Scenics), and large slabs which is actually just concrete (Specifically Hobby Round: Concrete Rubble Mix from Gale Force Nine). The bits that aren't covered in rocks are covered in a layer of fine hobby sand. Once all this is dry it gets a solid coat of Steel Legion Drab. The rocks get a wash of Agrax Earthshade. Then the whole thing is dry brushed Tallern Sand, Usabti Bone, and a final highlight of Wraithbone on the rocks. Then I add tufts to taste. The finishing touch is a quick rimjob to tidy up the sides of the base and we're done.

I also took the opportunity to magnetise the main weapon options because frankly I couldn't decide. So I can have the Eradication Beamer for maximum steampunk points.

 

The Neutron Laser, for maximum Bond Villian points (Yes, it said in my worst 'Doctor Evil' voice whenever I fire the Neutron Laser)


The Twin Onager Heavy Phosphor Blaster, for maximum number of syllables in one name points. This is on the one I've taken in the Crusade Roster as it's the most flexible in my opinion.

So that is the initial Crusade Roster covered. Fret not, I've been working on the first wave of reinforcements. The first of which has been finished and we'll cover next time it's my turn to blog!

Sophomore Goffs

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Sometimes a second album really is just refining the theme laid down by the debut effort. Similar riffs, but beefier; more assured. Such is the case with this second mob of idiots. While I'm sure there'll be further refinements, this post will outline the (generally simple) methods and colours used to paint them.

This scheme takes me about 60-90 minutes per ork, depending on the ork.

The Priming
This is absolutely key. I'm using TT Combat's Laser Cut Brown primer spray. It's available in a few places; I got mine from the dependable Firestorm Games. The first mob were painted with a black primer followed by an all-over basecoat of Vallejo Burnt Umber, which worked oh-kay, but on reflection the richer brown offered by the Laser Cut Brown spray (similar to Citadel's Rhinox Hide, I think?) works better.

Why is the primer so important? Because almost the whole paint job is done with drybrushing, and that primer colour is meant to show through, providing a dirty, earthy look. Not that this is all too obvious from the photos, natch. Shrugs apologetically.

The observant will note I added a single old-skool boy so I can field a unit of 20.

The method: don't worry about precision, don't worry about overspill, never go back.
Seriously, there's a lot of drybrushing here. I'm using a small makeup brush for most of it. Getting some of each stage on other parts of the model is unavoidable, but I don't go back and fix mistakes since subsequent stages just go over the top and (mostly) fix it, or make it hard to spot.

The order I've given below plays into the idea of being messy: it's carefully chosen to go in descending order of messiness, with one stage fixing the last, and the highlights also let you trick the eye into not seeing screw ups.

The Stages
By my standards this scheme uses a small number of paints. Should I have taken step-by-step photos? Yes. Did I plan to do so? Yes. Did I? No.
  1. Tidy any bits the primer missed with Vallejo Burnt Umber or similar dark brown.
  2. Drybrush your fabric in your colour of choice. For Goffs, I used Vallejo matte black.
  3. Drybrush your fabric with a midtone. For Goffs, I used the Army Painter's Filthy Cape.
  4. Drybrush Vallejo Cayman Green over the skin.
  5. Drybrush Vallejo Camouflage Green over the skin.
  6. Drybrush Leadbelcher/the Army Painter's Gunmetal over the metal.
  7. Paint any bullet cartridges with Citadel Hashut Copper.
  8. Highlight the metal with a bright silver. I used the Army Painter's Shining Silver. This is easily the most time consuming stage, but I find you need the pop of a highlight. Sorry. Them's the breaks.
  9. Paint tongues with Citadel Bugman's Glow.
  10. Paint teeth and horns with Vallejo Beige Brown.
  11. Highlight teeth and horns with a bone colour (I used the Army Painter's Skeleton Bone).
  12. Highlight the lips, noses and ears with a 50-50 mix of Vallejo Camouflage Green and Citadel Cadian Fleshtone.
  13. Highlight the lips, noses, tongues and ears with Cadian Fleshtone.
  14. Glaze the lower lips, noses and ears with Bugman's Glow.
  15. Paint checks, dags etc wherever you like using a matte white basecoat, then draw on the design with matte black, then tidy up as needed.
  16. Drybrush a sparing edge highlight of Citadel's Pallid Wych Flesh over the fabric areas.
  17. Recess shade the metal areas with rusty colours. I used the old Forge World rust weathering pigments mixed with Vallejo matte medium.
  18. Paint eyes with Citadel's Averland Sunset.
  19. Paint the eye pupils - and any random shadows that really need tidying up - with Reaper's brown liner.
  20. Apply Citadel Armageddon Dust to the bases. When you've applied it, get a wet brush and glaze/recess shade the Dust up onto the boots and calves of the ork, as well as any details/rocks on the base.
  21. Drybrush the Army Painter's Skeleton Bone over the bases.
  22. Paint the base rim Vallejo Earth.
  23. Apply the hilariously named Mordian Corpsegrass tufts to the bases.
Komparisons

Komparing mobs 1 & 2
The brown primer and the rusty line-in are the two things I changed for this second batch. You can see the newer lads on the top row in the image above. For added utility I've made a point of lining up some of the repeated minis. You'll probably spot that I made one or two ultimately futile attempts to create variety; on the far left you can see, for example, I removed the cartridges on the gun, the scars on his back, and the skull on his belt. It's still extremely clearly a repeat, since the overall silhouette is unavoidable.

What's next?
Da boss.

Mörkley Crüe had absolutely trashed the hotel


Who's Da Megaboss?

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No one, not even the boss himself, can remember what his original name was. He'd move from campfire to campfire, telling the lads to "pay attenshun" to Da Plan for the next raid. He'd tell them it was "sirrus bizniz." So after a while, that's what they called him. "Here comes Sirrus Bizniz," they'd chorus. The lads didn't know what was wrong with drinking and rokking out the night before, and then winging it on the day. Of course, they conceded, that was probably why he was the boss.

But who is Mr Bizniz, and where does he come from?

The artist latterly known as Sirrus Bizniz hails from Boff's Rok. A populous and comparatively advanced ork world, all sorts of subkultures await listless yoofs. Among them: Goff rokk. As soon as young Sirrus heard the wailing of atonal guitars and the pounding of the drums he was filled with a sense of awe. He got obsessed, spending all his time in drunken mosh pits and immersing himself in the subkultur. He wasn't much of a musician; rather, he was a connoisseur of 'da scene.' He had time for all the sub-genres, be it speed rokk, heavy rokk, deff rokk, tribul rokk, extra shouty rokk, doom rokk, prog rokk, djentle rokk, or just klassic rokk.

He gained a reputation for knowing all the bands, and who was 'metil' or 'not metil.' With so many people asking for his opinion, his influence grew. He gathered a warband of metilheads and, after orchestrating a surprisingly savage surprise attack, he took over a mortul kombat arena on the outskirts of Talltown. Sirrus quickly set to booking the best rokk bands he could find. Rokkers, and teef, came pouring in from all directions.

After a while Sirrus started getting funny ideas. What if there were other orks, in other places, who didn't have access to such good rokk? That wouldn't do.

There should be a rokk festival. A travelling rokk festival.

Sirrus gathered up promising bands, stage krew, docs (for the mosh pits) and an absolute pile of fangrots who understood that (a) metil was good, and that (b) Sirrus bloody well wasn't going to do the cooking, or dig out the drops. Indeed Sirrus' primary job, other than having an ear for good bands, mostly seemed to consist of shouting things like "We's going to Grimbul's Kanyon for da akoostikks," then spending several days drunkenly moshing while the bands took turns trying to induce a landslide with resonant frequencies.

After the Bloodstikk Festival had toured around Boff's Rokk a few times, Mr Bizniz started to feel weird, and not just because his boots were starting to feel too small. During concerts he'd have visions of orks all across the galaxy. Orks who needed to rokk. "We're taking dis fing to da stars, lads," he said one night, a tear in his eye. Everyone assumed it was the grog talking.

The next morning Sirrus gathered up his mountain of teef and, just like that, bought a ship. Some thought he'd gone funny. Who did this jumped-up festival organiser think he was? But the rokkers understood, and the rokkers became his krew. They were even joined by several renowned bands, including Metallorker, Iron 'Ead, Rage Against Da Everyfing, and Mastodork.


Painting

With hopeless optimism, I thought I'd belt this one (large) ork out in a few hours. You can guess how that went; I got engrossed, particularly in painting his glorious face. It's a satisfying model to paint. The axe makes absolutely no sense, in the tradition of most ork weapons, but it does look acceptably brütal once covered in appropriate amounts of Blood For the Blood God. I reckon there's some mileage in lopping off the chain axe head and replacing it with a hammer of some sort, but whatever. BUZZZZ.

The rest of the painting pretty much followed the steps outlined in my previous post, although I spent extra time on the skin, adding blue glazes to veins and eye sockets, along with MOAR RED on the lips, ears, etc. I'm sure there's an argument for doing more highlighting on the trousers/tabard, but I wanted it to look consistent with the rest of the army, and retain that dusty look.

I really am liking the rusty finish I'm getting by mixing pigment powder with Vallejo's matte medium. A glaze of paint gives a more satin finish, whereas this looks nice and dry. Perfect for rust. It's doubly important with Goffs, since I've elected not to add a red accent colour, so having the extra intensity adds some much-needed interest.

My only regret, and it's a significant one, is my failure to gapfill the joins on the grot's shoulder, and his left trouser leg. It would've taken very little time, and thus do we see the wages of impatience.

Size comparison for the curious

What's Next?

Heavy metal grots. By which I mean, killa kans. Or possibly a dread. Something clanky. Waaagh!

Killa Kans: Grötley Crüe

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The clanking three-piece outfit Grötley Crüe got their start in Runt Hill. It's just out past Skid Row, where the speed freaks test their dragstas. There at the periphery of Mek City, on a dusty hill too rubbish for proper orks to bother living on, the grots roam free. It's undoubtedly the least impressive neighbourhood on Boff's Rok, and yet it's the hometown of a truly unusual little grot.

Nikkit Stixx was originally an oiler working for Krom Bignooz, but after one too many unfair slappings he scampered off for the hungry freedom of the outskirts. Somehow surviving the journey out of Mek Town, he took to salvaging parts from the wrecked dragstas littering Skid Row.

He could never quite replicate Krom's ability to create actual working machines; nothing ever seemed to come together right. Frustrated, he took to drowning his disappointment with shroomgrog. He was soon hopelessly hooked, and didn't care. His little workshop fell into disrepair.

One night, blasted out of his wits and frustrated at his lot in life, he staggered back to Skid Row to half-heartedly pick at another wreck. He'd drunk far more than usual, and started to black out while tugging at a dragsta's battery. As the toxins tugged the life from his skinny little body, he slumped forward... and touched the bits of the battery all oilers know not to touch.

With a flash and a zap, Nikkit Stixx kickstarted his own heart.

His eyes opened wide. Veins bulged. His chest hammered away, and his chemical-filled brain entered some new fevered state. Filled with the clarity of the true psychochemical cosmonaut, he feverishly disconnected the battery and took it back to his workshop. All through the night he cut, and welded, and connected gubbins. As dawn broke over Grot Hill he was still going, and still taking swigs of shroomgrog. Other grots dropped by to see what all the noise was. Some even started helping.

A week later an engine started in Grot Hill, and a reedy cheer went up. Nikkit Stixx took his first clanking step inside his new suit. His new... killa kan. Every few minutes, he slapped the big yellow button to give himself a mild electric shock. It helped him think. And what he thought was that his new body could do more salvaging.

A lot more.

A month later, Nikkit - now known as Doc Feelgood on account of his chemical proclivities - had some kanned-up mates. At first, the other denizens of Grot Hill were extremely pleased to have some muscle defending their neighbourhood. Soon, however, Doc Feelgood's drunken behaviour and tendency to accidentally trash everything while wearing the suit meant he'd outstayed his welcome.

He and the rest of the Grötley Crüe set off in search of more fun. Said fun went on for months, and is a story for another time, but the important thing is that the trio developed a taste for Goff Rokk after happening upon the Bloodstikk Festival. While many disapproved of grots with so much agency, the festival's manager Sirrus Bizniz declared that self-made kans were "da metellest fing I seen today." After that they became a regular fixture of the mosh pits, providing great amusement as everyone tried to flee out of their way while they careened through the crowd during gigs. Feeling that they livened things up, Mr Bizniz took them along when he set out on his interstellar Rokk Tour.

Painting

These wee robots are actually a rescue, or redo, or whathaveyou. The original paint job:


I took a stab at tarting up the original painting, but ultimately it proved faster to just re-spray and start from scratch. This followed the usual painting method I've already outlined, but with a higher amount of rust. I think the orange adds visual interest in the absence of green skin.

One other thing I did a little differently was the silver highlight. Normally I'd do this conventionally, but with the sheer number of edges on an ork vehicle I took the view that I'd be even older and greyer before I finished such madness. Instead, I elected to hit the main edges with a drybrush of Vallejo Steel, and that stuff is so bright it actually kinda worked. Not as well as a highlight, but well enough that I was willing to settle.

Doc Feelgood

Rusta Grimes

Rustybutt

What's Next?

Ten gretchin will get me to a 500 point patrol, so that seems like the move.

Here come the fangrots

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Sirrus Bizniz believes rok is for everyone, even grots, particularly if they're going to spend teef on rok merch. After all, that touring fleet isn't going to build itself.

40K crusade demands that I track individual units, but honestly I just see the grots as one amorphous pool of fangrots. Mr Bizniz mostly sees it the same way, but occasionally one grot or another might catch his attention for doing something uncommonly metil.


Where most runts flee at the first sign of a loud noise, grots of kultur are instead drawn by the sound of rok. They become highly animated, headbanging and scampering about underfoot, although most avoid the orks' mosh pits. Some orks make fangrots feel unwelcome, claiming rok is proper musik for proper orks, whereas others are either indifferent or oddly charmed by the wee screeching loons. Either way, one thing is certain: having a small army of fangrots scrounging teef to buy rok merch has only swelled Mr Bizniz' coffers, and provided an ample supply of teknikal assistants for the Sound Meks.

Painting
This was in line with the standard method, with just a little more redness to the noses/lips, because grots. I'd forgotten how adorable these minis are; I hadn't painted any in years. I kept giggling while painting them.

I take this to be a sign of joy rather than faltering mental health.

Look out, he might... slash you.

Konversion wurk
I finally did the army's first proper kustom job... on a lowly grot. This particular grot has visited one of the merch booths and acquired some serious hair squigs and a lovely hat, all the better to welcome people to the junkle. To him, Mek City is Paradise City. He's so tiny! A sweet grot of mine to keep in the cabinet and cherish.


I started by drilling through the top of his head and gluing a rod of paper clip wire in to serve as an armature, coating said wire in super glue to make it a more irregular surface so that the green stuff couldn't lose its grip and spin around the wire. Sculpting often happens in stages as you wait for the last bit to dry, but this was all done in one hit.

Initial games
I've now hit 500ish points. By my standards this is bloody quick, so I immediately celebrated by playing some games with them. The lads have mostly been wiped out in the first few turns, but Sirrus Bizniz turns out to be utterly nails. In one game he beefed a storm speeder, two intercessor squads, a techmarine, and some eliminators. Or in other words: the entire enemy army. Minus, err, about 3 or 4 marines who were killed by other stuff.

This may have resulted in some over-confidence when I faced the Eldar in the scattered wreckage of my own recently-borked spaceship...


The warp spiders take aim...

...and wipe out all 20 boys without really trying. The resulting lonely charge from Sirrus Bizniz did not end well. Curse you, Harvey!

At least the kans got to stomp on some wimpy space elves.


What's next?
Probably more kans.

Back in Hochland

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 By Taal, it's like slipping on an old boot. I haven't painted an Empire mini in just over three years, and it was an absolute pleasure. I'm still painting orks for my own 40K army, of course, but I just started running a Fantasy roleplaying wargame campaign for Jon and Drew. Jon's not into painting, so he picked a mini - the old Forgeworld unit champion for the Nuln Ironsides - and I painted him, under strict instructions that said champion should be ginger AF.


Where the BFG campaign I ran for him was like Hornblower in space, this is Sharpe in fantasy. Except that Sergeant Albrecht lacks Dick Sharpe's charm, and is in fact a sot. Will he clean up is act? Or drunkenly fail upward? Or die ignominiously? The future knows.

Along for the ride is Drew's wizard, just two weeks past her graduation from the Bright College and full of all the optimism of youth. In their first scrape, a policing action against a gaggle of goblins, she triggered the ambush too early, and then miscast. Strong start. (Great roleplaying by Drew, though, who knew it'd be bad, but also felt it was the in-character choice.)

Since I didn't go crazy with the painting, there's not much to say on that score. The incredibly macabre regimental banner did force me to come up with a backstory to the regiment, though. A baby-sized coffin with adult femurs? A child's skull in a bird box on the belt? You what?

Who are the Schillings?
Markus Altmann was one of a number of inexperienced soldiers who broke and fled from the battle of Krudenwald in 2522 during the Storm of Chaos. He might have saved his own life, but Imperial defeat left nothing to stop the Norse slaughtering his wife and two young children. Destroyed by grief, Altmann became a drunken vagrant roaming the streets of Bergsburg. Five years later, he finally decided to seek redemption. Fashioning a banner featuring the bones of his wife Heike, he made something he would never be prepared to abandon in battle, then set about recruiting some old friends who, like him, regretted their failure at Krudenwald. They reported to the Bergsburg barracks as volunteers, and Captain Thiele--impressed by their resolve--agreed to the founding of a new regiment to keep the men together. They called themselves the Schillings, referencing the coins needed to pay a priest of Morr to see to one's remains, since they'd all rather die than flee again. Wondering how long that resolve would last in the face of the enemy, Captain Thiele sent for a sergeant to train them properly.

Unfortunately, she got sent the notoriously drunk Sergeant Albrecht. With the limited resources available to her, she decided he'd have to do...

What's next?
I'll be going back to my orks, but I imagine running this little sideshow in Hochland will tragically necessitate the painting of some random fantasy minis from time to time. Oh no, what suffering.

Blood and Applause

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One of my favourite things about the Drukhari are the various different flavours contained within. The army structure is even tailored to encourage you to take maximum advantage of the three flavours with multiple small detachments encouraged (kinda like stabby neopolitan ice cream). The flavour we are exploring today is the Wych Cults of Comorragh, part mercenary, part performance gladiator acrobat, all stab happy nutcase. 

My particular sub-flavour of Wych cult is a classic, the Cult of Strife. I tend to default to the sub-faction that feels most like the quintessence of that army unless I've got a strong reason to do otherwise (like wanting All The Raiders so going with Flayed Skull for the Kabbalites is the smart move). I'd also decided that I would change the colours of the army between the three flavours (Kabal, Wych Cult, Haemonculus cult) because it'll make it real easy to remember which one uses which rules: "Oh, a red one, that's Wyches".


I knew I wanted all of the fancy Wych weapons on display as I love the notion that war is just another performance to them. In fact, in my head cannon they're being followed by tiny autonomous cameras recording their performance for subscribers back in the Dark City. This did mean a whole bunch of fiddly different painting tasks. So many, in fact, that this unit was a real struggle to complete. A wild change in tone from the Kaballites. 


Speaking of tone, probably best to talk some painting! Firstly, the main colour: I've wanted to use Tamiya Clear Red for that bright candy red for the longest time. This was my chance. I painted it over high contrast steel colour just like the Kaballites and it gave the most wonderful arterial red. Very deliberately, the red was the only thing I changed from the Kaballites to the Wyches. By having all the other elements be exactly the same I'm hoping the units will hang together nicely as an army while maintaining their unique character. Oh, and a warning for aspiring Drukhari... that razorflail you see in the picture? None of that detail is present on the model, it's just a waggly plank. I had to paint all of the seperate bits of the stacked sections in freehand. Well worth it, just a bit of a pain in the bum.


Another consideration was hair, I'm committed to the "no natural hair colours" in the army. Dark Eldar are powerfully cyberpunk and with their strange resurection thing they are in a very real way artificial beings. However, I've got to be a bit careful, I tried the same mix of shades as I had used for the Kaballites and it. Looked. Awful. I had to radically reduce the scope of the shades to just within the red spectrum, even yellow wasn't good. Colour theory can be a sod at times. 


So it's probably time for some Lore for these chaps and chapesses eh? Why are the Cult of Strife invading Erudani? Well, the Archon of the army, the soon-to-be-met Kyraqir is something of a rogue and has made numerous promises to the Cult of Strife that he definately, definately cannot prove he can meet. Should this venture fail, well, it won't just be a Wych Cult that are after his still screaming, peeled form for a hood ornament. 

The Wych element of the army is going to be quite small compared to the main show of the Kaballites. Just this squad, a Succubus, a bunch of jetbikes and some Hellions. Enough to have a viable detachment but absolutely a support force. The Haemonculi will be the same. But those are stories for another day, so as usual, lovely people, I shall bid you a fond

TTFN

The Year of the Cog: Part Six - Send in the Next Wave

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 As any good Imperial adjacent commander knows, you always need to have the next wave of troops ready to exploit a gap in the enemy's line, reinforce your ownline, or simply hurl at the enemy. As soon as I had finished my initial 1000 pts list I got to work on the next units. 

 

First I decided to treat myself to a character model. I think it's important to alternate between doing characters, vehicles, and troops. It breaks up what could end up feeling like an endless slog. Variety is the spice of life etc. I knew I needed to get a Skitarii Marshall as a second cheap but effective character, one can't always send out the busy and important Tech-Priests to do every little task. I decided to name this guy JCM 800 2203. Those who know will know why.




Speaking of alternating. I dd a squad of Skitarii Rangers, because they are nice and outdoorsy. The (Imperial) eagle eye'd amoungst you will notice that those are not standard pattern Skitarii armour and coats. Correct! Wargame Exclusive do a rather neat resin set of bodies and backpacks to make use of all the spare components from the sprues. Not only is it thrifty it adds some variety and, as previously mentioned, spice. I'm referring to these guys as Akaros pattern rangers. Because I can. I don't think there is much to say about the painted etc that hasn't already been said. So here is some pretty pictures to enjoy.






Hopefully the winds of real life will let me actually get some hobby done soon and I can finish then next unit as well as some kitbashed objective markers.


Tabletop World Townhouse

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It's been five years since I invested in some tiny resin real estate from Tabletop World (the guard tower, thanks for remembering). Their kits remain a joy to paint. So long as one is familiar with a drybrush, one is in for an easy ride. Today's post is really just a few photos of the finished thing, with a few tips on the most interesting elements of the painting.

Using a brown primer
The one change I made to the usual "prime black and start drybrushing" method was to prime with TT Combat's Laser Cut Brown spray. Arguably it's too rich and red a brown to serve as a universal undercoat, and one can tone it down by slapping a quick bodge-brushed layer of Vallejo's burnt umber over the top, but overall that brown tone really added some warmth to the stone. I'll definitely repeat this with the next building but it's a bit intense on the wood, so next time I'll hit all the wood areas with the burnt umber before proceeding to the drybrushing.

Painting the plasterwork
So long as you've done a general drybrush of the timber and stone, you'll naturally overspill onto the plasterwork. That means I leave plaster until the end, then apply a single watered down layer of the colour of choice (a mid-blue, in this case) so that you can still see the drybrushing through it. When that's dry, I go over it with a light grey-blue drybrush to increase the tonal variation (ding!).

Mould/lichen... err... green bits
As with my other Tabletop World buildings I applied some green pigment powder at ground level. Unlike my other buildings, though, I didn't apply it in powder form. As with my recent ork stuff, I mixed it with Vallejo matte medium on the palette first. That way it's more like a self-sealing wash, but with better colour intensity.

The thing with nails and I
Initially I was going to ignore all the nails lovingly sculpted into the timbers and shingles, but having been hit by the final highlight drybrush they really caught the light in a bad way. Ultimately I went over them with some dark brown, and they faded back into the background as a lovely bit of detail that look so naturally in place that no-one will ever see or take note of them. Mostly because they'll be looking at the pumpkin of whimsey.

Magnetic porches for the win
That bloody porch straddles three floors of the building, which is less than ideal for avoiding breakages when accessing the interior (which, full disclosure, I haven't painted yet). So I magnetised it! Cheeseoid pleased with self.


In closing
If there's anything else on the paint job you're curious about, get at me in the comments. I imagine Maisey will be back next week with more AdMech while I continue to beaver away on my orks. Cheers all!

The Year of the Cog: Part Seven - Legio Cybernetica

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 Today is all about the robots. Big freaking, retro, robots. The kind that gave 1950s America nightmares. That's right, I've finally finished the Kastelans and their Cybernetica Datasmith.

These models are so cool. I really love the 50s retro-vision-of the-future stylings. I know it's not to everyone's taste but I really dig it. These models I found really easy to get to the 'clean' painting stage. Spray with Wraith bone. Pick out the metal bits. Agrax Earthshade recess wash. Add some blue bits. Done.

 





Then along comes the weathering. There was many many hours sat chipping away at the chipping. I lost track of the number of Discord hobby chats where all I could say was "Chippy Chippy Chip Chip." However, despite the sheer amount of effort it was totally worth it. Once the chipping was done then comes the grime wash with Vallejo's Fuel Stains.




The Kastelans can take any combination of Grabby Hands, Shooty Hands, and Flamey or Shooty shoulder weapons. I couldn't decide if I wanted a flexible loadout, a ranged loadout, or a melee loadout. So I ordered a bunch of magnets and had all three. Yup, each hand and should weapon is magnetised for easy swapping around. When I did this before with the Helbrutes in my Thousand Sons army I made the mistake of inverting the polarity. This time I was so much more careful to keep it the same. Makes life easier. 



Finally we have the Cybernetica Datasmith, or the Robo-Shepherd as I've been calling it. It's been painted in the standard fashion and there isn't too much to say beyond that it's a lovely little model. It's just a shame that it is sooooo monopose that any dupicates will be easily spotted. I think a little bit of conversion and a headswap should lessen that.




 Secret Bonus Content for anyone who read to the end! As a break from all the chipping I made a few objective markers out of spare bits. It was fun throwing random components at a base and seeing what came out of it. As these are supposed to be lost archeotech I've gone pretty heavy with the rust. The process was basically stippling lots of browns and oranges, starting with the darkest, then giving it all a good wash of Nuln Oil. The other texture comes from Nihilakh Oxide which got washed over anything that felt like a copper or brass part. 


That is going to be it for a little while of the Adeptus Mechanicus. I'm up to a solid 1500 points worth and need to work out what the next batch is going to be. In the meantime I've been working on my 6mm Napoloenic project. Updates pending for that one.




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