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First Blood of 2016 !

And its' the jailbirds from the TGG kickstarter.  A big tick on the list (see previous post)


These girls, former inmates of one of the planets foremost correctional institutions, are now members of the Devos IV PDF's 13th Mechanised Infantry Regiment. 

Probably the most interesting looking bit of it, too. 

Many thanks to Mr Lee who has produced these from the bowels of his Painting Emporium


Third LRMBT for third ASL tank troop

This is the third tank of the third troop in the ASL tank squadron (bringing it up to the same strength as the DKK tank squadron).


You can possibly tell that this pheaton pattern LRMBT arrived with sponsons and the de rigour Las Cannon barbette on the front.  It arrived with a generous layer of black spray paint on - not too much of a problem, as I use black aerosol as undercoat as well.


I chopped out and replaced the upper front section of the hull (yes, it did, the las cannon bit was all glued up.  Fortunately I have other tank hulls available for just such an eventuality. The hull weapon, like the other two tanks in this series of three wears a surplus Heavy Bolter from the DKK tanks.


I have left the plough with the aggressive tines on because it ticks the 'rule of kool' box.  Examining the make up of most tank formations of the cold war, one or two in each was equipped with a plough.
You can see the undercoat rippling along the barrel of the main gun in this picture. 
The Vorpanzer, like all of the others is 0.05mm Plasticard and supports the smoke dischargers and the horizontally mounted searchlight.  Communications and data antennae and stowage to follow.
The best fit I could get for the replacement upper front hull.
The sponsons left a hole (I'd used up all of my spare doors....) so these have been blanked off and decorated with a crest from the Isenkern vehicles.  So we'll see what they look like once painted.  If they still look a bit ropey, then I'll turn the glue-melt scars into rust damage - sponsons must be added and detached from the Departmento Munitorium's stock piles all the time.
Hummm, I'll have to trawl the boxes for the driver's vision port, it stands to reason that if I had a spare hull, I'd have the vision port to go with it.  Somewhere.

Reinforcements for Devos IV PDF's 2nd Inf Regt "la Guarde Presedentiale"

So this is another 'fail' according to 'the rules'.  I was browsing ebay (why do I keep doing this ?!?!) and found these RTB Imperial Army figures for a reasonable price, I think I went in £10 under the suggested price with a 'by it now' bid and made the purchase more or less straight away.  

This will translate into two more squads for the unit, which will bolster the forces of freedom and independence at smidgeon. Of course, like other pre-loved things on ebay, they are eclectically attired and somewhat the worst for wear.   


Fortunately, I have some RTB era las-guns that I have been saving since 1986.  No, really, I have.  So armed with some weapons and some arms, I can restore these fine fellows to completeness and then set about re-painting them.


And here are some I prepared earlier...  Three las cannon teams (which will have to be re-based to 60mm) and two Heavy Bolter teams.  I think there's still enough bits to do another las cannon team, which might be useful at some point.


The 3rd Troop for the Steel Legion Armoured Squadron

So the three panzers are mostly done; I have found the driver's vision port for the last tank and will have to dig around in the bits mountain for two pintle mounts and a hatch and the comms kit. 


But they're under and base coated, so the next stage is decals.  Then stowage, then weathering.


So whilst I am quite pleased that these babies are coming on well, but there are still things on 'the list' which need attention.  So am resolved to look at things like the DKK Salamanders and the Saranian Thunderer next.


In the meantime, the last tank (the one with the plough) needs a dowel to hold the turret in place.  And I might use some more bits to make an exterminator turret. Maybe.

After the War

Miniature corgis aside...

As you already know, 14 million civilians from the Hive cities of Palladia (Pop ~74 Trillion) were re-located, some willingly, some less so, to Devos IV.  It is well documented that the astropathic message warning those on Devos IV that the immigrants were coming arrived some eight decades after the war had finished, such are the vagaries of the warp.

Doubtless you were wondering where they came from; there were a few neuveu riche and some scions of the great houses of Palladia.  But the vast majority were those whom the rulers of the Hive cities wanted moved for whatever reason.  So here is a sample:

Cité Soleil, or “Sun City” is Danter Hive’s largest slum and its most dangerous. The gangs run this ghetto. Some parts are too dangerous for the Adeptus Arbities to patrol.  It’s eight constituent districts are buried deep in the bowls of Danter Hive and the sun (or wind, rain or any other meteorological phenomena) has not shone on Cité Soleil since the rest of the Hive scabbed over it over 500 years ago.
A population of roughly 500,000 live in Cité Soleil, the majority in poverty. Outsiders need permission from the gangs to travel in certain areas[1]. “Ahh, the gangs,” Arbities Inspector Lemastre Dominique said. “All sorts of crimes — rape, murder, a little of everything. Guns, stealing organs from people and running a black economy based on illegal narcotics.  All controlled by the gangs.”
In Danter Hive, Law-and-order effectively collapsed following an earthquake eighteen years ago.  Thousands of prisoners held in the hive’s jails escaped back into the slums.  The authorities overwhelming response quickly restored the rule of law where it was demanded, however valuable resources are always in demand and perhaps they left a little too soon.
The Adeptus Arbities have a reputation for impartially enforcing the Emperor’s Laws, being extremely resistant to corruption by being largely removed from local politics and recruited from off worlders.  On Palladia, there was a policy move five decades ago to increase the number of locals into the serving Arbities in order to bring more local knowledge and a better ‘feel’ for the Hives into their work.
This policy has largely fallen by the wayside but in neglected areas, like some underhive areas of less important spires of less important Hive clusters, a lack of oversight by more regularly governed Arbities has resulted in an almost feudal or hereditary local arrangement.  Political immunity, a lack of independent checks and balances, constant exposure to gangsterism and ample opportunity to indulge ensured that last two decades of Adeptus Arbities presence in Danter’s underhives were infamously corrupt.
Across Palladia, Policing all levels of its Hive cities, including underhives like Cité Soleil officially falls to the Adeptus Arbities, which has received Trillions of dollars in funding and equipment from the Departmento Munitorum and the High Lords. But as number of Astra Militarium peacekeepers[2] in the underhive declines, a greater share of the security burden falls onto the newly formed Local Police.
The Local Police[3]has replaced the military as Danter Hive’s security force twelve years ago. Before the Adeptus Arbities officially left Danter Hive, it’s officers controlled the population through the deployment of sheer terror. Adepts executed dozens of people every month, killed children with chainswords and displayed bodies in public to frighten people into silence. And the Adeptus Arbities were still struggling to keep a lid on the cauldron of discontent in the bottom levels of the Hive.   Something new was needed[4].
“I do the patrol, in a brick of five officers, every day to protect the streets,” Yoles Charon, a Local Police officer, told us during a patrol. “We do our job to protect the population in Danter Hive.”   The Bricks are organised into cohorts of twenty bricks, each commanded by a Centurion, twenty cohorts form a brigade commanded by a Commander.  The eight Brigades, all recruited from other Hives and demobbed Palladian Guardsmen, are each responsible for a specific district of Cité Soleil[5].
The Local Police has a reputation for excessive force, but it’s a “stronger and more respected force today,” according to the local representatives of the Holy Inquisition. The Local Police, since it formed, has focused heavily on arresting kidnappers.
When the opportunity to divest itself of nearly 15 Million citizens arises[6], there are second and third sons from wealthy dynasties emigrating with sufficient funds and significant retinues in order to establish new branches of their family in a new territory[7].  But the vast majority are the lower Hive population, all of Cité Soleil and many other such places, plus a heavy handed coterie of religious mentors representing ecclesiastical sponsorship.
Whilst vast number of Palladia’s Hive dwellers would jump at the chance to start a new life somewhere where they were not breathing each other’s skin and drinking filtered condensates, clearing out whole swathes of multiple hives would take a long time and require the combined might of the Adeptus Arbities, Palladian Guard and Local Police forces to move the unwilling. And there would be many unwilling.   
In the confines of the transport fleet, there is an uneasy peace[8]as the gangs adopt a lower profile and wait to see what opportunities[9]they will find on Devos IV.




[1] ie everywhere that isn’t neutral ground between gang strongholds.  Public places like church precincts, mass transit nexus points, hospitals and other welfare facilities, all of which are chronically underfunded, dilapidated and barely functional (in the underhive), also serve as neutral ground for the gangs who often use these places for negotiations and prisoner exchanges and so on. 
[2]Due to the perceived lack of legitimacy of the Adeptus Arbities in many places, the Palladian guard, sometimes as themselves, sometimes as paramilitary ‘Planetary Unity Cadres’ deployed to the underhive.  Whilst they could aid in the policekeeping and temper the worst excesses of the Arbities, the Commanders of the Palladian Guard principally saw this as a warm up for any unit deploying to the Third Edethorian War.  When this ended they swiftly lost interest in sending battalions to gallivant around the underhives.
[3]Legally, they are defensive municipal militia.  They carry military weaponry and wear flak armour with grufallo hide boots and gloves. Their navy uniform is topped off with bright red head gear.  Each of the eight brigades wears a different red hat to identify itself; berets, kepi’s, forage caps, side hats, Stetsons, bandanas, top hats and Phrygian caps.  Of course all are replaced with the Cadian Mk8 tri-dome helmet, as worn by the Palladian Guard, during combat operations.
[4] It had got to the point where the lack of trust between the Adeptus Arbities and the population of Cité Soleil had come to the attention of the Hive President who, of course, would have to answer to the Planetary governor if he lost control of (part of) his Hive.  Hence the need to remove the Adeptus Arbities and replace them with something different; the long term outcome would not be any different, but this would postpone it for another few years.
[5]16000 front line Policemen are not enough to establish the rule of law in a place likeCité Soleil.  However they are the biggest, best armed gang (and still able to call on out of area resources) and can establish the rule of law in localised areas for significant periods. Their effectively unlimited resources and reinforcements mean that the criminal gangs are loathe to take them on, preferring to lay low and re-establish themselves when the Local Police move on to their next assignment.
[6]When the opportunity was tabled at the Planetary Governor’s cabinet meeting, like his peers, the Danter Hive President already had a readymade population of volunteers. 
[7]These privileged few will travel in comfort and arrive well resourced.  On post war Devos IV, many will fail, some spectacularly, but some will succeed beyond their own expectations and those of their sponsoring families.
[8] In some of the larger ships, there is literally a truce between gangs.  Some smaller ships are host to one gang who rule the rest through fear and intimidation.  In other places, previously harsh and unpopular gangs, outnumbered by those they oppressed, did not make it to Devos IV. 
[9]Exactly the same as the scions of the ruling houses of Palladia, the gang lords see the possibilities and are biding their time. 

Armageddon Steel Legion 3rd Troop Progress

Antennae, decals, spare turret, base coated stowage.  And yes, despite the blue, these are daylight photos (iphone 4S). 


I had to go back over the decals the day after with 'ard coate as they had mostly began to peel off.  It's almost certainly due to their being up to twelve years old, rather than any actual quality reason.


And this is another broken rule.  From Secret Weapon who are one of the manufacturing dynasties of Forge World Sacrmento in the California System.  The casting is good and the detail is superb.  And it all fits and is so simple it doesn't need instructions.


With TL Lascannon from a Land Raider sprue, this will be a new Wolverine for the Steel Legion.  Of course, I might stretch to one more, these babies ain't cheap...

Oh No !

Horus Heresy Book Six

So the sixth book in the series is out.  Should be good, it includes the 'black sheilds', marines from Legions now in Horus' army who remain loyal to the Emperor.  Which sounds like a great idea for an army.   


This link to the FW page has the obligatory little you toob clip.  

I'm imaging using all of those kool WE, SOH, DG and NL heads on my betrayal of Calth marines to make a kool but battered looking army (yeah, I can count, I know, I know). 

But hey, it's not like I have a 30K army...



Pheaton & Sacramento Pattern Wolverine Armoured Cars

Elements of Cadian 144th LRRR (in Pheaton pattern Wolverine Armoured Cars) deployed as part of 17 Korps Screen to the North of Fort Nuttar.  Practically all of 17 Korps recce elements were deployed as a screen and pushed out from three to seven kloms in front of the lead Division as the Korps formed up on its departure line for the offensive mounted in some haste as 18 Corps "Operation Dragonfire" stalled to the south. 


The pict shows a troop of three Wolverines in mutually supportive formation making their way cautiously through the unusual growth on the prairie brought on by three years of 'no grazing due to the war'.  The normal steppe growth, untrammelled by the ambull herds of peacetime, has gone wild as the unpredictable side effects of terraforming are given the chance to manifest.


This view shows the demountable battery pack, similar to the one mounted on the astartes Predator Annihilator.  The battery pack normally recharges from the oversized alternator mounted behind the V8 multifuel engine.  There is one large twist coupling for power and recharging and then three twist to release fastenings to allow the battery pack to be quickly swapped out if required.


What remains of the Cadian 144th LRR is equipped with Pheaton pattern Wolverines and a taros equivalent vehicle called the Warthog.  Assigned to the woefully understrength 903rd (Devos IV) Inf Div, by the time 72AG regroups at Fort Nuttar the Cadian 144th and Valhallan (Kado) 540th Infantry Regt are nominally under the direct control of 17 Korps HQ.  For practical purposes, they lend their strength to 902 Div.


If you're wondering "why Wolverine ?" there was a conversion in an ancient White Dwarf showing a six wheeled armoured car based on a backwards facing Leman Russ hull.  I think it even had sponsons.  Obviously this would predate by well over a decade any notion that the X-men could ever be made into a film by a major studio.  Anyone who can find a picture of that beast has far too much time on their hands (he threw out there, more in hope than expectation).


So this is how the GW Leman Russ wolverine and Secret Weapon RAV look next to each other.  The GW one is definitely top heavy, but it does fit the rest of the vehicle fleet OK.   The SW Wolverine is wide where the GW one is tall, but once its wearing its Armageddon livery it should fit in quite nicely.


And speaking of the Steel Legion motor pool, more of them during the week.

Armageddon Steel Legion heavy armour

So this update does not include the Chimerae of the Infantry screen or the Sentinels, so these arn't complete family portraits, just the heavy armour element.  


A group shot showing the corpus.  42 troop look conspicuously dirty (not a problem).  The new tanks of 43 troop look even more conspicuously clean.  Because they still are, in this picture (taken quickly whilst the small people were out).


Squadron HQ and 41 Troop, with the Commandant's Crassus in the background.


The newer elements here, 43 Troop and the Stormsword, obviously in need of a little more work.  Once this photo was taken I actually time to finish all of the base colours on 43 Troop (hurrah !) which means the next stage is the oils wash for these four tanks.


The Commandant's Crassus doubles as 902 Div HQ, it is from here that General Commandant Welbhann commands 902 Div.


The Stormsword is provided for a Steel Legion tank regiment commander to command his tanks from during an engagement.  In reality, as Divisional commander, he cannot afford time away from the Divisional HQ, meaning that command of the Stormsword is delegated to one of his trusted subordinates.


But overall the whole lot them look OK and when the washes are done, the other rest of the weathering should be fairly swift to complete.

Salamander progress

Wow, you think.  That's been a long time.  Yes, but nonetheless, progress is made !  In the dim mist's of the internet's past, a nice man who goes by the moniker "Sheep" (he now does a fine line in SoH) did a very nice DKK titan hunter army.  One of the things I sort of half remember is putting tarpaulins on vehicles. So all that time ago when I began the salamanders this what I intended to do. 

Apologies for the ifone pictures. 


A weak white glue solution.  My thanks to Costa for the stirrer and our local Chinese takeaway for the tin tray - I grab the ones which had the crispy duck pancakes in them - the pancakes are plastic sealed and the trays do not need cleaning.  Not that we have that many takeaways....


Reasonably heavy paper for the actual tarpaulin.  


Vehicles awaiting these tarps before they can be loaded up with the final bits of stowage and the weapon systems and crew. (see laying about in the other tray)


Way more than enough paper - its a strip off the bottom of a page cut roughly into four sort of equal bits of the order of size for the Salamander similar to those I remember from my previous life.


In the end, tiny amounts are pressed into place - air recognition panels perhaps.  I didn't want them too large as I've already put a bit of effort into weathering these in the first instance.  But this stage is now done and I can on with the rest of the build...

17 Korps Recce Assets


17 Korps protects itself by deploying elements from its constituent formation’s recce units in a screen; pickets when stationary and outriders when moving.   Not all of each recce unit is used like this; SOPs are to detach sub units on a rotating basis.  This rotation is to both rest sub units who have been some time ‘at the sharp end’ as well as ensuring that skills are practiced and experience – exposure to the Devos IV Operational environment, reaches those important ‘first contact’ sub units.

Recce of objectives in 17 Korps is normally done by a ‘Wide Patrol’; ususally a platoon sized detachment, often with elements from more than one parent unit.  These Wide Patrols have to be self-sufficient, sometimes for more than a month, ranging ahead with a degree of independence of action not usual for the Imperial Guard. 

Wide Patrols can be resupplied and replenished by the Imperial Navy.  Additionally, should one of these recce elements end up in a fight it can’t win, they can be covered by air and their withdrawl safeguarded.  This level of cooperation requires and is facilitated by a Forward Area Controlled (FAC) provided by the Imperial Navy’s close orbit command.    These individuals, with the equipments they carry, can contact standing Combat Air Patrols, Imperial Guard Drop Regiments and the Navy’s Close Orbit Command.

But in the final analysis, the highest value STAR information is provided by skilled infantrymen conducting close target reconnaissance, on foot, on their belt buckles, in the dark, penetrating the target’s defences and withdrawing with the vital information which will make future operations a success.  

902 Div

5th Saranian Light Infantry


337 Death Rider Squadron (Det from 11th DKK Uhlan Regt)

Recce Tp (Det from 19th DKK Armd Regt)



903 Div
Cadian 144th Long Range Recce Regt; Wolverine & Tauros





905 Div

22 Rough Rider Coy (Det from Mordian 7th Iron Guard)


Humm, you can see the Mordian 7th Iron Guard at the right of the picture, but it doesn't look like the rough riders are in the picture.  I'll have to get one done.


What this post is intended to do is primarily to inform and entertain you but also to spur me to dig out the DKK Salamanders and actually finish them.  

Armageddon Steel Legion Heavy Armour

So these babies are now done.  I may add some little extra bits of stowage around the turrets before they hit the boxes, but they're pretty much done.  Perhaps some sooting around the muzzles of the battle cannon.  But that would have to include the other eight, so it'll wait. 

So on with a few picts. 













And they were being watched...


Overlord 2016 One of Three

So Abingdon Wargaming Club host 'Overlord' every year.  Who knew ?!  It's not that far away so, despite it being Mothering Sunday, I was let out for a couple of hours (the numbskulls and I having excelled at making the morning a success). 


Knowing how popular Bolt Action is these days, I could not resist a gorp at this beautiful North Africa game.  The 1942 military hardware really brings home the massive leaps in military technology and production capacity that happened during the war.


And whilst wargamers tend not to paint things like they're entering golden demon competitions, I'd be more than happy with these armies.


Coupled with the well done table, it made for a really engaging spectacle.


25pdr detachment.  Hurrah for Royal Artillery.


Command Sections.  More important than actual fighting power, but it's a bugger to turn that into something that feels like it on a table top.


The rotating monsters vs mecha game; you could rock up, take a mecha or a monster, wander into the city, have a fight and bow out gracefully as a winner or be carried out as a looser.


Mr Lee (of Mr Lee's Painting Emporium)'s eldest progeny was getting really into this.


Whilst Mr Lee himself was giving this game a bit of attention.  Nazi dwarves and Brit Orks.  Impressive board for their cockleshell orks game.



And some impressive terrain for a 'Skirmish Sangin' demo game.  With the increasing quality of ultra moderns and near future (although for near future games, the loss of Pig Iron is a blow) figures should mean we see more games like this.  And it was a good looking game, using the same figures with some 4Ground or Sarrissa ruins could quite easily be Syria or somewhere in the Ukraine.  It does feel a bit weird to be writing that, but we havn't been out of Afghanistan for that long.


The event was held in a school.  There was free on site parking, which is great.  A good bring and buy and loads of trade stands.  It was in three rooms and the refectory was open for most of the day.  It's not Salute, but if you only live a half hour drive away, it's gotta be a winner.  More in the next post.

Overlord 2016 Two of Three

One of the things I like about these occasions is that you can see all most any sort of game next to each other.  So ancients - Romans (what have they ever done for us ?) vs Carthaginians.  Gotta love an elephant or two.   


These gents had played this morning and the Carthaginians won.  They swapped sides and the man I spoke to said he thought that the Romans were going to win,  Equity for the little men, but not the players.



And on to Napoleonics.  These were large scale figures, 54s.  One of the things here is that for Napoleonic battles, at this scale, you're either fighting a capsule within a larger battle (the ol' 40K "It's the crux of a larger battle" thing).  Or the figures each represent tens of men.  Neither of which is really satisfactory, to my mind.


But it is very visually engaging, The 54s do look good and make for quite a spectacle.



Whatever rules these people were using, it involved painting the leaders in block colours for some reason.  But they still good good.  weird.



Another large scale game.  WW1, with a good looking board.


And it's suitably scaled flyer.


And "Age of Sigmar" the figures look attractive enough and if this hadn't been what it is, might have got a bit more attention.


But all I can think about is that they blew up the Old World.  I'd wanted to see Kislev, Nippon and the mercenaries return.  Not the whole place blown to smithereens.  Oh well.


Holding the event in a school is OK, there are three large main rooms (school halls, obviously) but the school is largely hidden behind the trade stands.  You could buy just about anything (my haul will be in post three) including Deathwatch and so on.  The bring and buy even had a Game of Thrones game in it, but it had been reserved or sold already.

Overlord 2016 Three of Three

There was a small display of new products from Thundercloud Miniatures; I did have a chat with the guy there.  The range is small at the moment, but they are doing more.  The photo does not do it justice, but the Easterling/Kislev type archer on the polar bear was getting a great deal of attention. 


And no sign of a kickstarter.  Yet.


And moving swiftly on, a highlight for me was the absolutely not a genestealer cult from Macrocosm Miniatures.  Macrocosm do squats as well.


So there are is a big enough range to throw yourself together a decent scale cult.


No limos though....     But with the release of Deathwatch, these guys should see some more love.  The man I spoke to did say that he'd already noticed an interest in hits on the website.


I did indulge, picking up a pack up hybrids ('cos they're nice minis), which is breaking a rule. I plan on comparing and contrasting these against the Deathwatch ones fairly soon.....   I also picked up a handfull of 25mm and 60mm laser cut bases, which are are allowed under the rules as they are to enable finishing up things in the bitzbox.

I also picked up a box of Frostgrave cultists.  Which I am allowing under the rules under the 'using up weapons' and therefore allowed.  No really, that's a genuine and great reason.


There was also a naval game in a unusual scale (for a naval game).  It was actually based on a real Italian torpedo boat raid on the RN in Crete in the early war.  But all I think of was HMS Troutbridge.  If you follow that reference you're probably, well, you know.


But "Yea !" for scratch built models.

Abingdon Wargaming club has a facebook page and already has a date programmed for next year (Sun 05 Mar 17)


And of course the last picture has to be real Godzilla vs Robot Godzilla.

Broken Promises, Shattered Dreams

My rules of Acquisition are not those of the Ferengii, who have loads.   But it's basically that expenditure is only allowed in order to further or finish works already in progress.

So I have broken the rules big time on two occasions so far this year:

Image may be NSFW.
Clik here to view.


I got myself Betrayal at Calth for Christmas (well, no one else was going to buy it for me....)

Image may be NSFW.
Clik here to view.


And then they released this, which Obviously I also had to buy.  Another broken rule.

Now, Black Templars aside, my plan for a Spaze Murheen force has always been for one where every marine was from a different chapter.  I had trawled references and made a list which runs to eight squads or something.

So this should give you a flavour:

Tactical SquadDetailReference
Imperial FistP27 SM Codex
Crimson FistP29 SM Codex
Red ScorpionBr Junt, IA9, P87
Fire Hawk
SalamanderHeavy BolterBr Arion, IA10, P75
Raven GuardSergeantSgt Aibek IA8, P108
ExorcistBr Baeliastus IA10, P129
Raptor LegionBr Loa, IA9, P103
Grey KnightBr Asaph, IA7, P102
Red HunterflamerBr Zlatico, IA7, P106

Now the is nothing in the SM codex which says that all of your marines have to belong to one chapter, that's just how people do it.  People read the fluff and I suppose invest in the fluff and then before the know it they have a dining table full of Howling Griffins or something.

But I'd do it with a sort of rainbow chapter (see what I did there ?) With all of these marines from different chapters.  Now you can do this with a Deathwatch detachment, but these all paint their armour black, except for one arm left in their original chapter colourscheme.  Which sort of defeats the point of having all those different marines.

So 'fluftastically' if I did them in their full chapter regalia, they'd be guys who just turned up at an Ordos Xenos induction and had to quickly react before their initiation.  Or I could do one black arm (possibly with the OX shoulder pad) and they could be a section of Deathwatch about to go back to their parent chapter.  But not the full on the black.

So with a load of left over Mark IV bits from the Black Templars, the Betrayal at Calth dudes and the actually Deathwatch guys from the Overkill game, maybe it's time to revisit my grand plan.

But.  The latest Horus Heresy book provides for Black shield and Shattered Legion forces, which means that I can paint up the Betrayal at Calth guys up in any number of chapter colours (in enamels), roughly overpaint them in black acrylic and then wipe a load of it off,  Hey Presto !  I write my own licence to add in all of those gorgeous FW chapter specific squads, and fold them into the force.

Hummm.  What to do ?  What to do ?  

And sticking with the broken rules, one of these:

Image may be NSFW.
Clik here to view.
6x6 Rapid Assault Vehicle - Complete Kit

Lovely model, and I'd bought a pack of helmet crests for the Blood Pact officers.  So clicking and adding this was sooooo easy.  

And there's these:

Image may be NSFW.
Clik here to view.
11148717_807386839346051_4394318594725727039_n

To go with the cult from Deathwatch.

And a bunch of laser cut bases and a few odds and ends of paint and varnish.  So now I have to update my mid year update.  Hummm. 

Rules ? What rules ?

Into Xyphonica

At D+18 of Operation Redrake, three squads of the Ozark Mountain Daredevils were moving out ahead of the Battalion, using their bayonets to probe the rubble as they crawled forward on their belt buckles.   Wherever a squad of the engineers went, they were covered by an armoured sentinel from their own unit, autocannon slowly sweeping back and forth on overwatch. 

The men of Y Company were perhaps slightly resentful that as line infantry their squads were not similarly protected.  On occasion they might be issued a crew served weapon, but that was usual for defensive operations and not for an advance to contact like this.   Of course, there were occasions where they did have to lug the crew served weapons during attacks, but no-one who actually had to help do this thought that it was ever worthwhile[1].

To a constant background of artillery and mortar fire, 17 Korps was pushing east to establish a forward line within the outer suburbs of Xyphonica.  As a largely armoured formation, their infantry assets were leading the way, with the Palladians and Mordians of 905 Div to the south and Death Korps of 902 Div to the north, if fell to the men of the Valhallan 540th[2]to establish a foothold in the centre.  “Leading the way” the middle and junior ranking officers had long decided, was Generalspeak for ‘bearing the brunt’[3].

1* General Polkovnik Komenichi, whilst he doesn’t have anything heavier than a las cannon mounted on a wheeled carriage, has enjoyed intimate support from other parts of 17 Korps.  Earlier on during the war, 903 Div included the remains of the Arcomet 887th Ork Hunters; itself a composite airborne and armoured formation quite suited to complimenting the Valhallan infantry.  With their airborne assets rolled into 60 Airmobile Div (38 Corps) and their armour spread throughout 72 AG as battle casualty replacements, the Arcomet 887th is no more.   For now, Gen Komenichi is reliant on what the other Divisions have allocated.

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Kasarkin Scouts from the Arocmet 887th, retained on a supernumary basis for over a year, forging through the outskirts.


Of course, 904 (Corbanian) Div, the Korps reserve[4]are immediately behind 903 Div and most of the ‘cab rank’ of fighter bombers allocated to support todays operation are directly overhead.  So the Ozark Engineer Battalion’s squadrons are in good company when it comes to supporting the Valhallans.  Once again their leading companies, preceded by the engineers, are accompanied by Armageddon Forward Observation Officers from the Korps Artillery units.  Mordian mortar teams, both Griffin equipped units and mortar squads in Chimera are moving up with the Valhallans.  The engineers armoured elements, hellhounds and demolishers, stand by to clear away bunkers, improvised or otherwise.

All of this is welcome, as today, Y Company, along with four others from the regiment’s three battalions are tasked with pushing through the urban landscape, pushing through the enemy’s recce screen and closing with the enemy’s established positions, pending the Korps’ assessment of their foothold in the district. 

Operation Redrake began, in 17 Korps TAOR, with a huge demonstration of the power of artillery.  Starting at D-14, All Korps heavy and medium artillery assets[5]swept systematically into their line of advance to a depth of 800m.  With a beaten zone of four square kloms, the six klom front is plastered for six hours until all of the buildings and other infrastructure features are flattened.   Four years ago, a popular residential district of medium and high price dwellings inhabited by families, serviced by schools, clinics and churches, one of the success stories of the Dinorwic Cluster, is eradicated.

As D-8 approaches, the Armageddon 22rd Armoured Regt pulls up to the startline (the edge of the urban area).  They, with their attached FOOs and FACs remain on overwatch over what was once a prosperous and pleasant place to live.  Anything that moves, even if it is windblown debris or just ruins settling, attracts a disproportionate amount of direct and indirect fire.

At D-4 the Valhallans move from their laying up points onto the startline.  The DMPC[6], so hated in peacetime, were now silently thanked under people’s breath for providing clear traffic routes through the fog of war to ensure that at least units started the next Operation in the right place.  Routemasters, NCOs from the Necromundan 1st, quietly and without fuss, made sure that the Ozark Engineers passed through the Valhallans and then through the Armageddon tanks, holding them from D-2 to D-hour and then releasing them out into the sea of smashed buildings to forge a path through to the next line of built up area.

Already badly damaged by tank and artillery fire, the Ozark Engineers armoured elements scrape eight paths through the rubble and punch through tide mark of damage and into the city beyond.  By D+2 the four leading battalions of the Valhallan 540th are fanning out into the city, seeking out the enemy.

Y Company with ‘their’ engineers (two squads, two Sentinels and one Bulldozer equipped Chimera) have found themselves under occasional mortar fire and attracted more files in the city than they did on the prairie, but have only now encountered the enemy, dug into the rubble of an elementary school destroyed months ago by strategic bombing.   Unfortunately for Y Company, their line of approach is through a series of high rise apartment buildings.

The high rise buildings obscure the line of fire of any mortars or artillery.   Y Company have to dislodge the enemy the hard way, at the minute, they have no idea how many there are, what they are armed with or if they intend to stand or fight.

Comrade Major Puchov could call up a squad of heavy bolters, allowing him to lay down a curtain of material destroying fire to cover an assault, but that would take time and there’s every chance that the enemy is a small detachment with orders to withdrawl after a brief firefight.  The real hazards are likely to mines placed in areas any assaulting troops would be using for cover and booby traps in enemy fire positions.  Comrade Major Puchov cannot ask the engineers to use the Chimera to assault the position – if the Chimera is destroyed by an ATGW, then his engineers would lose a lot of their capability to deal with booby traps and mines, thus leaving Y Company bereft of a much need asset.
In the end, the engineers agree to support the assault with the Sentinels and Chimera firing over the Valhallans.  Comrade Major Puchov leads 3, 4 and 5 Platoons[7]in a bayonet charge across the 30m of open ground whilst 1 and 2 platoons and his command team support by firing from the upper stories of the apartment blocks.   The deluge of fire is triggered by a single shot from the Engineer Master Sergeant’s plasma pistol. 

The brief charge is successful – what appears to be a reinforced platoon of the enemy is forced off their position by Y Company.  The platoons lose eight men[8]during the charge and six in the ensuing melee.  Their efforts gain them four enemy dead and eleven wounded prisoners.  The prisoners are dealt with as per 72AGs doctrine.  It’s far too late in the war to take the chance that any of these people are redeemable.

The enemy have obviously only recently occupied the position.  Most of the munitions recovered by the engineers are home-made, as the rebels are running short of everything this late in the war.  It’s noted by the 1stSergeant that two of the rebel bodies have cleaning kits and power cells but no las rifles – the best guess is that the rebel[9]s resources are so tight that they now have more soldiers than weapons.

At D+18 17 Korps, now 3km into the urban area, halt and consolidate their positions.  Armour moves up and reinforces the FLOT and the lighter and medium artillery move into the back edge of the ruined residential district.  Kitchens and forward fuel dumps are established and ammunition and water taken forward.  The Korps reserve is brought up to scour the damaged city blocks between the rear areas and the front line. 

18 Corps now (dusk the same day as 17 Korps begins its consolidation) begins its push into Xyphonica directly to the south, aiming for the ‘Rowin’ industrial district.  38 Korps begins its push into the commercial district and heads for the ‘Amazonis’ rail and highway nexus.  The three assaults are on a converging course for the Basilica at the centre of the government zone in the centre of the city.




[1]Although anyone whose bacon was saved by those same weapons doubtless thought them indispensable.
[2] By this stage of the war, 903 Div is reduced to the Valhallans and a few hangers on.  For most of the last year, 17 Korps has not tried to use 903 Div as a manoeuvre force on its own; but now faced with the imperative to break into the Xyphonica conurbation, 903 Div becomes the cheese slice in the Rye Bread sandwich.  2* Gen Tolstoy (Officer Commanding 17 Korps) expects to have fold the remains of 903 Div into other formations once 17 Korps has a decent foothold in the city.
[3]Although in truth part of the reason for the Valhallans having the lowest casualty rate in 72AG for the previous six months, crossing the prairie, has been that the brunt has been borne by the armour.
[4]901 (Cadian) Div is officially ‘resting’ for this operation, but is effectively co-located with 904 Div, who are stood by.
[5]Analogous to ten battalions of heavy and medium artillery.
[6]Departmento Munitorium Provost Corps.  In 17Korps case, the Necromundan 1st Regt. And assorted Vostroyans from 7/157 First Born Infantry Regt.
[7]Less those armed with Grenade Launchers, who are left to fire a barrage in support.
[8]Three walking wounded, who are allowed by Commissar Thorski to pass to the rear bearing the locations of the dead for later recovery and interment.
[9] At least some factions. 

Reinforce Success, do not feed failure

Mortars fired.  The bombs were landing around Y Company’s rear, causing casualties.  Squads scattered to avoid the stonk, seeking cover in the rubble.  The forward positions, already in cover, found their movements constrained by sporadic but effective sniper fire.    Tanks that had moved up[1]only hours before raked the likely vantage points with Heavy Bolter and Heavy Stubber fire.  Troop Commanders tanks fired up their engines and joined in with las cannons.   Third Battalion’s own mortars fired stonks into the buildings in front of Y Company’s position.   The Battalion’s  embedded Vostroyan liaison Officer managed to raise a fire mission from the Death Korps to the north, raining Thudd Gun and Heavy Mortar fire into the city beyond the Valhallan’s own light mortar stonk.

The seven or eight minutes of fire taken by Y Company resulted in thirty eight minutes of fire from various sources supporting the Valhallans.

Purple rain began to fall.  Weird meteorology had begun about four months ago and steadily increased in frequency as 72AG advanced on Xyphonica[2].  None of those involved in the ground campaign thought anything of it.   However, at that moment their attention was on the stricken Devastator strategic bomber.  Carrying a full load of 31.5 tonnes of unguided HE and incendiaries, the 78 tonne bomber was on its outward journey to the East of the City[3], but now, aflame and with two of the crew having bailed out[4].

In almost full view of the Valhallans, the burning bomber overflew their positions, still heading into the city, losing altitude all the while.  The bomber crashed, its load detonating, two thousand four hundred meters east of Y Company, directly on their line of advance.  Valhallan sub unit commanders were swift to raise their men, issuing their orders to be ready to move just before 1* General Polkovnik Komenichi, the commanding officer of 540th Kado Regiment of the Valhallan Imperial Guard, told them to.  3* General  Tolstoy, 17 Korps Commander, was already talking to his other Divisional Commanders.  903 Div would advance into the gap torn by the crash[5].  If it met significant resistance, it would halt or fall back to its prepared positions.  If it found a commensurate gap in the PLA’s defences, the rest of 17 Korps would immediately redeploy in support, allowing any opportunity to be exploited. 

In the space of three hours the Valhallans were beginning to dig in at the eastern extreme of the Devastation wrought by the crashed bomber.   Comrade Major Puchov wryly commented to his second in command that rarely had the Imperial Navy managed something so idiomatically eponymous with one of its assets.   Resistance was light, although signs that the enemy had invested a great deal in protecting this approach into the city were evident.  Places not blasted by the explosion had been subject to a brief but violent firestorm, which had robbed the oxygen from confined spaces such as bunkers and their interconnecting tunnels even if the fire had not touched those inside.  In more than one place the exits from bunkers were blocked with the bodies of men who, on experiencing what might only have been partial asphyxiation, had panicked.

Engineer assets, those immediately available, began clearing routes to the furthest extent of the Valhallan’s advance.  As other formations reached what had been the Valhallan positions earlier in the day, the DMPC sorted them out – recce units, especially those on foot and walkers were waved straight through.  Engineer assets were immediately directed to assist with route clearance.  All others had to wait for their lines of advance to be cleared. 

General Tolstoy has then informed 72AG of this possible breakthrough and requested support from Army level assets.  A detachment of half a dozen Knights from the Legio Astoria’s allied houses is sent to secure and reinforce the breach.  It will take them another eighteen hours at flank speed to reach the FLOT.

To the south, 18 Corps, reaching its objectives for the first day of the Operation, began to dig in, but its perimeters were not secured.  Bloodpact infantry began to infiltrate imperial lines.  In post event analysis, it became evident that they were not immediately engaging 18 Corps front line positions, except to force small local breaches.   23 Inf Div had been thoroughly penetrated and the entire TAOR degenerated into fire fights between platoon and company sized units on both sides, thoroughly intermingled in depth.   3rd Sacon Line Regiment had been in the van and seemed to be less thoroughly compromised than other parts of 23 Div.  General Robbeme (Cadia) had ordered the Sacon to begin to turn its reserve companies around to face back into what should have been Imperial territory in preparation for eliminating the infiltrating Blood Pact.

The reserve companies had just made the turn and were facing west when a large force of Emperor’s Children struck the forward lines.  Large numbers of annihilator and exterminator pattern predators swept through the front lines, supported by numbers of space marines armed with sonic weapons as well as more usual marine arms.   Un-warned of the possibility of traitor marines[6], where ever they appeared, resistance was only offered after the marines had begun their attacks.



Accompanied by more shadowy, unconventional elements, the Blood Pact and the Emperor’s Children shattered 23 Inf Div in a matter of hours.  The 2nd Urdeshi, the highest quality, hardest fighting part of 23 Inf Div was particularly hard hit saving Vitrian Highlands and Brimlock Dragoons.  If 72AG was going keep the ‘Rowin’ Industrial District, 23 Inf Div would not be leading the charge. 

Meanwhile the rest of 18 Corps braced itself for a possible counter offensive.



[1] A detachment of the Armageddon 22 Armd Regt
[2]Along with increasing losses of allied aircraft.  As the PLA’s air brigades were beaten, by now reduced to possibly ten viable airframes or less, enemy action was not suspected until the matter came to the attention of Inquisitor Gibbs of the OM; his savants analysed the available data and predicted that Hellblades (of the cursed forgeworld of Xana II) were responsible, making their attacks under the cover of their weather-bending side effects.  This would later prove to be true as the battle for Xyphonica unfolded.
[3]The ‘Rowin’ Industrial District, the objective of 38 Corps.
[4]Out of nine.  There is no record of these two crewmen, or any sign thereof, being found during the campaign, despite having bailed out over the centre of 17 Korps positions.
[5]The Korps Recce assets are already on the move to the Valhallan FLOT, the Korps reserve, 904 Div are immediately ordered to move up to what are currently the Valhallan’s positions.  The DMPC are immediately told to facilitate the immediate moves and also work out how to move them though 903 Div when the time comes.
[6] 18 Corps staff were not forewarned that Traitor Space Marines might be on Devos IV.  At Battalion level, the notion that traitor marines might even exist was generally suppressed by the Commissariat as bad for morale.
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