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Caluphel: Eternal War — The Crusade of Fire

Posted by Comrade on August 5, 2019
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, narrative, sci-fi. Leave a comment

Following the catastrophic defeat of Imperial forces at the battle of Caluphel, and the subsequent retreat of Warmaster Jedhansen’s forces, the Salamanders would withdraw to the Occulta Manticora Sub-Sector to lick their wounds. Losing half their number in the conflict, the Crusade of Fire would now contain only a third of the marines that left Nocturne in mid 111.M42.

Additionally the Crusade was now headless, losing Captain Al’kehere in single combat to a Bloat Drone of Nurgle during the battle. For several months the Crusade would rearm and reassess the situation from within their sub-sector, sending word of their situation to Nocturne and Macragge. During this time, Captain Kalus would take up leadership of the Crusade. Lieutenant Felra was then chosen to be Captain Al’kehere successor. The Crusade of Fire would also go through a full force reorganization to better combat the threats present in Caluphel. The sector would be fortified and geared for full scale support of the Crusade. This was done in the hopes of creating a sub-sector that could support and supply Imperial forces as they pushed into xenos and traitor controlled space.

The Salamanders then decided that their main priority in the fortification of the sub sector would be to retake Broken Phalanx. A relic from the Horus Heresy, the Broken Phalanx was a Ramilies Class Starfort, the perfect tool in assisting the Crusade with locking down the sub-sector. The derelict station was surrounded by a killing field of mines and wrecked Heresy-era warships. Inside the station, the greatest threat to the sub-sector would present itself. Early scouting passes of the station revealed that it was infested by genestealers. While a common sight in derelict ships and space hulks, when final preparations were made to assault the Broken Phalanx it was further discovered that the Genestealers were that of Hive Fleet Tiamat. As long as they lived aboard that station, they acted as a psychic beacon to the rest of the Hive Fleet.

Alas, this fact was discovered too late. A mere week after the cleansing of the station, the first tendrils of  Hive Fleet Tiamat began infiltrating the Eres System. All forces would be withdrawn from the station and sent to reinforce the defenders of the system. Initially their arrival would prove moot, losing colonies, mining stations, and trade stations to Tiamat. While several key victories and the arrival of relief forces led by Warmaster Jedhansen would push the Hive Mind back momentarily, a savage counter attack performed by the xenos would firmly claim three worlds of the system.

Following this phase of combat, the Imperial defenders would then enact exterminatus on the capitol world of the system after discovering a massive genestealer cult on the planet. Rather than commit forces to fight a secondary engagement, Jedhansen would send millions of Imperial citizens to the Emperor’s side. After nine months of conflict in the sub-sector, a valiant last stand would be mounted from the hive moon of Huenus — a final gambit to blunt the tendrils of the hive fleet.

Fortunately for the Crusade, unforeseen allies would soon arrive. Elements from the Raven Guard and Dark Angels chapters of Adeptus Astartes would exit from the Spatium Neferus Subrift. Both forces were en route to war zones elsewhere in the galaxy, but were thrown off course by the tides of the Cicatrix Maledictum. After deliberation between the three chapters and their arrival into an active war zone, both forces would decide to aid in the Crusade of Fire and Warmaster Jedhasen’s defense of Huenus.

The presence of more Astartes would bolster the moral of the human defenders while adding considerably to the pool of forces the defenders could draw from. With the aid of the Raven Guard and Dark Angels, the defenders held the moon for three months. Even with what felt like the full might of the Hive Fleet’s outer tendrils bearing down upon the moon, the combined Astartes and Astra Militarum would hold them back.

Just when the fate of the defenders of Huenus was balanced on a razor’s edge, victory would be achieved. The Swarmlord that led the assault upon the moon was vanquished by the action of a single Salamander sergeant and a melta bomb. After this engagement the forces of Tiamat would seem to withdraw from the moon, preceding a massive psychic scream. Finally, after nearly two years of fighting, the Tyranids’ advance had been halted. Even if for just a moment, even under strange circumstances, even if foreshadowing the greater engagement to come, the respite was welcomed.

The order and prosperity the Crusade of Fire had instilled in the sub-sector was gone, and now once more had to be rebuilt. Furthermore, as the conflict wound down, a garbled distress signal would be received from the Ianthe Sub-sector. All that could be discerned from the communique was a location and the key word “Crusade of Fire.” Now, more than ever, the destiny of the Crusade of Fire was pulled in many directions — all uncertain, and all holding the keys of fate for the Crusade.


War goals: Crusade of Fire

The Salamanders have three different war goals following the battle of Huenus. The first is to push Hive Fleet Tiamat out of the Eres system and fully reclaim the system. Their second war goal is to bring Broken Phalanx back online to be used as a mobile fortress monastery for all Astartes in the Sector. Their third and final war goal is to answer the distress call from the Ianthe Sub-Sector and to get to the bottom of the situation. With these objectives complete, the Crusade of Fire along with Warmaster Jedhansen, will have a secure forward operating base to fully pursue the pacification and exploration of the Caluphel Sector.

40k Battle Report: Bugs in the Wire

Posted by Comrade on August 4, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, chaos, club, game night, sci-fi, warhammer. Leave a comment

IMG_20190727_194835.jpg

Firebase Tecmeda 12-Magenta was a typical Imperial forward operating position, one of dozens sprinkled across the vastness of the Halla Abandonment. From here, the Imperial defenders in the Ianthe Sub-Sector clung to a narrow toehold on the planet Tecmeda, struggling to fortify their desperate position even as chaos threatened to consume the sub-sector.

Firebase 12-Magenta was manned by elements of the Salamanders Space Marine Chapter, alongside newly mustered reinforcements from the Forgotten Sons Chapter. Their thinly held lines were about to be tested by a fearsome alliance of Tyranids and Chaos Space Marines…

We had six (!) players for game night last week. While Jim and Lawrence learned the ropes in a game of Kill Team, Paul and I teamed up to probe the defenses of Firebase 12-Magenta, which was defended by Alex (Salamanders) and Vince (Forgotten Sons). We played the Vanguard Assault scenario from the Shadowspear mini-rulebook, with my Night Lords and Paul’s Tyranids as unlikely allies on the attack.

The scenario was focused on my Night Lords attempting to seize some computer cores from Firebase 12-Magenta, taking advantage of an unexpected attack by an advance element of Hive Fleet Tiamat as a useful diversion. Basically, the bugs were attacking already, so the Night Lords decided to muster a raiding party to see if they could pull off an extraction.

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As it turned out, the game was a bit of a bloodbath for the attackers. I hadn’t built my army with much of a strategy … true to form, I mostly just wanted to get some of my newly painted models onto the table. (Stop me if you’ve heard this story before.) So I brought a couple squads of Raptors led by Haarken Worldclaimer (in his original Night Lords livery, before he wore the black of the Black Legion) plus an assortment of other stuff, not really much of an army with a strategy. I didn’t end up with a lot of Command Points to spend, either, which put me at a major disadvantage, as the Command Point economy is a big part of gameplay in the current edition of 40k.

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The scenario gave the defenders some pretty potent abilities ⁠— namely, the Reinforcements Requested stratagem, which allowed the defenders to spend 2 Command Points to respawn a unit that had been destroyed. The reinforcements had to be placed entirely within their deployment zone, but that was hardly a hindrance, because their deployment was a full half of the table!

The game got underway with Paul storming into the wire with his Tyranid swarms. The small dome-shaped generator below is one of the two objectives for this game (the other being a computer terminal located deep inside enemy lines).

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Paul’s advance included his new Swarmlord, a figure that turned out to be a real beatstick in this game. Between the genestealers and the Swarmlord, he absolutely slaughtered the entire front line of the Imperial defenders. Meanwhile, we both plinked away at the approaching Leviathan dreadnought. We were rightly terrified of that beast and its many, many horrifying weapons.

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My fortunes went awry when my Rhino was blown up, spilling out a five-man squad of Berzerkers (represented by a handful of new Shadowspear Chaos Marines) as well as a Dark Apostle and an Exalted Champion. This particular combination of dudes represents a world of hurt in close combat, which made it extra sad when they were shot to pieces as they rushed toward the Salamanders.

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Brief rant: I’ve come to the realization that close combat exists solely to fuel cover art for books and game boxes. Melee in the current edition of 40k is fool’s errand. Ranged combat is so much more effective to the point where it’s almost silly. I’m a lore-inspired player, so I’ll always include some dudes with swords in my sci-fi army, but it’s a mostly hopeless proposition. The new Shock Assault rule (see below) that Games Workshop released for Space Marine armies (including Chaos!) will help, but ultimately it seems that melee is a loser in virtually every scenario.

shock assault

Anyway, back to the game and my string of ill-advised melee assaults. In what was probably my last tactical play of the game (before the attackers were overtaken by events), I dropped two squads of Raptors and Haarken Worldclaimer into the backfield to engage Alex’s Devastators and Primaris Marines.

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Despite shooting and assaulting over two turns, the best I managed to do was inflict 3 wounds on his captain (who then killed Haarken) and 1 wound on a Primaris Marine. Ugh! Primaris Marines are very, very resilient, and Raptors are (sadly) very, very bad at melee. I bemoaned this on a few of my Chaos 40k forums and got some advice about how to use Raptors. (The #1 suggestion from everyone was “Don’t use Raptors!” but I can’t take that advice because I love them and they’re a very lore-inspired fit for Night Lords, so I’ll be angling for a strategy that uses them in some capacity.)

Paul managed much better than me, and at one point his Swarmlord was carving a swathe through the defenders. Here he is clearing a path to the computer terminal (the other objective). That Primaris dude better finish up his ATM transaction, quick!

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Alas, it was at this point that Alex and Vince started using their respawn ability to bring back all sorts of stuff, starting with that Leviathan dreadnought that we had just spent so much time and effort destroying. Seeing it waltz back onto the battlefield was really demoralizing! Paul and I collectively realized that there was really no way we could achieve victory in this particular scenario.

In retrospect, we agreed that we should have tried to decimate but not entirely destroy some units. Killing all but one or two marines in squad, for example, would keep it on the table and prevent the defenders from respawning it later in the game. That strategy requires some real finesse to pull off, though, it seems a bit at odds with the glorious brutality of a Tyranid-Night Lords team-up. So maybe it’s for the best that we just plowed ahead and did our thing.

Afterward, I took stock of my collection of Night Lords figures and assessed some weaknesses. I need a few more basic marines to ensure that I can reasonably fill out a battalion detachment so I can gain some of those all-important Command Points. So this week I’ve been painting up some not-very-exciting figures (basic marines with bolters and heavy weapons) to augment my existing core of troops.

Lastly, the outcome of this scenario meant that my Night Lords will need to make one more raid into the Halla Abandonment to achieve their ultimate goal. Who can say what they will discover in this benighted expanse of space? Stay tuned for more!

Caluphel: Eternal War — Hive Fleet Tiamat

Posted by Comrade on July 30, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, sci-fi. 2 Comments

Memorex

Datafile: 0110010110111000101101010111
Voxparse: Retrieved Datafragment, Listening Post xFtg56
Date: 12 54 205.M42

. . . . . . . Mary? . . . . . . .
. . . I listen, I listen, I listen. I record. I record. . . .
. . . . This is what I do. I am Servitor 626. So I am called. . .

But Mary, I can’t see you. Are you there? The kids.
I’m so alone. I listen, I listen, I record, I record.

They took me. I remember how hungry we were. The kids. So hungry.
Yes, I stole and was caught. I was wrong. But they were wrong. Servitor
lobotomy. All wrong. I’m not supposed to remember. Am I? Mary?

I am plugged in to the floor, to the machine. I listen.
They let me keep my ears. My eyes.
I can see the rest of my body is gone.
They should have taken my memories.

. . . . Mary? . . . .

Servitor Image by Andrew Davenport / ArtStation

Servitor Image by Andrew Davenport / ArtStation

Update: 004077
Date: 12 65 205

The Orks gather at Malo Tori
I remember the name.
Star System. Once mining planets. Planet busting for minerals.
Ork Waagh invaded. I remember.

We know this. We monitor.

Orks planet bust now, sending asteroids towards Purgatory. Towards the
Imperium and our Emperor. Towards you.

I hear the transmissions. I record. I listen.

The Orks grow. Zagstompa Waagh will swallow the galaxy. No one cares. This is
just data.

Update: 006012

. . . Mary? . . . I don’t remember what the kids look like.
How long have I ? . . . .

Update: 006012

There’s someone in the room with the Servitors.
I hear “Inquisition.”
Just them and the servitors.
They are terrified. Not the servitors. My Emperor, your most devote are terrified.
For the first time, I listen to the room, not to the transmissions.

“Two years, they disappear and then all of a sudden this is where Tiamat shows.”
“The Emperor protects.”
“There is no emperor out here, thrall. Let me think!”
“I don’t understand your agitation master. You said the Ork Waagh was
building. Let them fight.”
“Idiot. This is the very mistake Kryptmann made. Think, thrall, what does the
Tyranid do to grow stronger?”
“Consume.”
“Correct”, and what does the Ork do to grow stronger?”
“Fight.”
“Correct. All we do is buy ourselves time here. The tyranid will consume and
grow. The Orks will fight and grow. All while we continue to circle the drain.”
. . . . .
“So what do we do? Will you alert the Warmaster?”
“No, I have other plans for now. Torch this room, we’ll blow the station.
Nothing leaves, understand?”
“Yes Master.”

. . .. Mary. . . .
Not much time.
I don’t listen anymore. I transmit. Can I do that? I try.
My torment as at an end. So many centuries.
. . . Tell the kids. . . .
. . . I see fire. The room. . . .
. . . They should have taken my memories. They shouldn’t have left me. . . .

War Goals — Tyranid Hive Fleet Tiamat

When last year’s campaign ended, the planet Caluphel fragmented releasing the Chaos God Malice back into the Galaxy. The final apocalyptic battle also saw the arrival of the Hive Fleet Tiamat from the far eastern fringes. During the battle, a new, frightening Hive Queen was also released from her confines within Caluphel, thereafter vanishing along with the fleet.

Two years later, tendrils of the Hive Fleet are starting to appear in isolated regions of the sector. However, the bulk of the Fleet has arrived at the Zagstompa Waaagh! area of the Erigaea Sub-Sector. An obvious goal for Tiamat is to grow and consume biomass.

Where else but a Waaagh! for an overabundance of growing biomass (much to the delight of the Orks)?

However, one has to assume that the Hive Mind has a larger plans… including those whispered by Malice into the ear of the Hive Queen over the
past millennia.

Caluphel: Eternal War — Juventius Imperial Regiment

Posted by Comrade on July 30, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, sci-fi. 4 Comments

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With the Juventius Free Regiment absorbed in responding to the fall of Caluphel Prime, sedition at home has grown to insurrection and open rebellion. Xeno cults have spread unchecked among key planets in Gamma Euphorion and Vela Odysseus, while the ideals of Independent Juventius are subverted by vain, ambitious aristocrats.

juventius sub-sector

In reaction, Narcus Grine’s cadre of hard-line Imperial loyalists have seized control of the Juventius system and deployed reaction forces to Spearpoint and Borysthenis.

Grine has renamed his government the Juventius Provisional Imperial Authority, and claims sovereignty on behalf of the Emperor over the entire sub-sector. He chafes to enforce the Emperor’s will upon the iniquitous rebels, but knows he has only enough forces to the contain their growth for now.

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Campaign Goal

The JPIA knows it needs allies in order to bring the rebels to heel. To that end, the Juventius Imperial Regiment is tasked with proving their legitimacy as servants of the Emperor and convincing other faithful factions to aid in the reconquest of the Juventius sub-sector.
In particular, Grine seeks to legitimize his own political mandate and set his sub-sector in order before it draws the eye of the Inquisition. General Boden complies for the sake of his own ambition, while Admiral Helles quietly plots to supplant Grine herself and keep the Imperium at a comfortable distance.

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Caluphel: Eternal War — The Oath of Midnight (Night Lords 40k Warband)

Posted by Comrade on July 26, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, chaos, club, narrative, sci-fi, warbands. 3 Comments

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Footsteps echoed throughout the dim corridors of the cavernous vessel, the trudging sound of ceramite on steel. Calling the Crucible of Flesh a “vessel,” was a statement of fact, strictly speaking; the vast, miles-long behemoth was indeed a vessel. And in its warp-tainted heart, it carried the full measure of the most murderous band of Chaos Space Marines in the Caluphel Sector: the Oath of Midnight, fearsome bannermen to the Night Lords Legion.

What the Crucible of Flesh was not, however, was a spaceship. It had long since transcended beyond such a mundane term. Comprised of derelict cruisers, wrecked defense platforms, rogue asteroids, half-frozen corpses of void beasts, all held together with the disambiguated flotsam of centuries of warp travel, the vessel defied categorization. To the miserable defenders of the Imperium, the craft would be called a space hulk, and would be viewed with equal parts fear and awe.

space_hulk_by_m00nprophet_d8omz1r-fullview

To the Night Lords, who had roosted like bats in portions of the shadowy leviathan for the better part of three years, the Crucible of Flesh was more akin to a lair. From its benighted depths, the Oath of Midnight’s scrappy fleet of strike cruisers went forth like vultures, plundering the war-torn Caluphel Sector even as the massive space hulk drifted ever closer to its destination.

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Aboard the vessel, the individual squads of Night Lords burrowed deep into the darkest corners of the rotten hulk. Deranged chanting and blood ceremonies marked the passage of the days and months as Astartes warriors gave themselves over to unnatural worship and unspeakable rituals. Raptors hunted in packs in the vast zero-g sections of the hulk.

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In the aft section of the gargantuan vessel, inside the crumbling ruin of a deep space smelter, and rumors persisted of hulking monsters of metal and flesh being assembled there, piece by piece in the molten forges. In the sprawling launch bay of what had once been an Imperial cruiser, row upon row of tanks and armor stood silently, waiting deployment by the Oath of Midnight.

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In the halls of the Crucible of Flesh, Lord Molitor Ashmouth strode with a newfound sense of purpose. There was a quickening in the air. The destiny of the warband, which he had led for nearly a millennium, was beginning to curve toward — what? Apotheosis? Or vindication? Molitor closed his eyes, seeking the portent that had plagued his mind these last few months.

There. On the periphery of his vision, dancing just beyond his comprehension: a grinning skull, half black and half white. A clawed hand, outstretched and beckoning. And a voice, hissing and sinister, uttering a single word: “Halla…”

Molitor’s vision abruptly cleared, and he glanced around at the Astartes entourage that was accompanying on this survey through the bowels of the space hulk. They looked expectantly at him. One spoke: “What vexes you, my lord?”

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”The hour draws near,” Molitor said slowly, his voice distant and distorted through the vox amplifiers built into his armored helmet. “Our oaths will be fulfilled. The path has been made known to me. Assemble the legion — we make for the Halla Abandonment!”

The Oath of Midnight

Ah, nothing like a bit of lore to kick-start the next chapter in our Caluphel Sector campaign. Last year I focused on my nascent Death Guard army, adding quite a few units and building up a huge force by the time our Apocalypse game came along in December.

This year I’m using the campaign as an excuse to build upon my beloved Night Lords warband, the Oath of Midnight. I’ll be painting up new units and vehicles, with special attention paid to a lot of the unique looking character models I’ve accumulated over the years. First up (scheduled for next week) is a post about my first five Heretic Astartes from the new Shadowspear box.

Squad Goals

As the campaign opens, the Night Lords are aboard the space hulk Crucible of Flesh, which was first spotted last summer coasting through the outskirts of the Glouroth Sub-Sector.

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Now the space hulk has drifted into the Ianthe Sub-Sector, which was detailed last summer by Paul. The idea is that the Night Lords are just passengers, and the space hulk itself is being drawn to something in the Ianthe Sub-Sector. As you might surmise from the intro lore, that “something” is a mysterious region of space within the Ianthe Sub-Sector known as the Halla Abandonment.

Our campaign GM has invited each player to submit a narrative goal of some sort to work toward over the course of the campaign. I decided to make the exploration of the Halla Abandonment the goal for my Night Lords. I have an idea of what they may find there, but it remains to be seen just how successful they are in plumbing the depths of the Abandonment. Stay tuned for more!

And if you missed last summer’s campaign, check it out here (replete with lore, painting logs, and battle reports).

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