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Dispatches from the Crusade of Fire

Posted by Comrade on November 15, 2018
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, warhammer. Leave a comment

Alex sent in these snippets of lore to accompany the Crusade of Fire, his Salamanders army, which is operating in the Occulta Manticora Sub-Sector. They’re interspersed with some photos of his newly completed Primaris Salamanders, too!

Lost and Found

Throughout the Caluphel system, an ancient and desperate call could be heard. Few could discern it from the background noise and fewer still could understand it. Destined to be lost to time and rot into eternity, the call was finally heard emanating from a deep space graveyard and a long forgotten citadel bearing the traitor’s mark.

Around this once mighty station lay a field of broken and shattered vessels. Black, silver, and green shone from the pocked and rent hulls of the ancient craft. A battlefield fought not only in the void but also upon the massive decks of the fortress. An engagement that was a reminder of a time lost and a schism that mankind could never forget.

The signal originated in the belly of an emerald and gold battle barge. In its hold, hastily constructed and hidden in desperation, was a secret compartment bearing precious cargo. Once the last line of defense for the vessel, but now the last survivors of an ancient cadre. Stranded in the void by the epic battle, on the outer reaches of man’s empire. Left with no other choice than to lie in slumber and to await their brothers. Ten thousand years later, their brothers would heed their call, and would find their battle barge.

Arrayed within the vast chamber were row upon row of legionnaires of the great schism. Clad in the same heraldry of the ship they were found upon, and who undoubtedly would speak the same language as the one the message was transmitted in. In a rough semicircle they lay, held in place by stasis that sustained them at the very brink of death. And in the center of the room knelt a warrior clad in black; eternally facing a truly ancient sarcophagus and its mount. After ten thousand years, the sons of the XVIIIth would be reunited in a time of dire struggle for the Imperium of Man. The Salamanders of the Horus Heresy had been reborn.

Chaplain Kryten

Chaplain Kryten was one of the few Terran-born warriors of the XVIIIth left after the battle of the Caldera and the unification if the Salamanders. Known for his cool demeanor and aggressive battle tactics even before his ascension into the chaplaincy, Kryten would go on to become one of the most effective and well respected chaplains in the Salamanders legion. He would accompany his legion to Istvaan V and survive the drop site massacre, leading a small battle group of survivors to regroup in the Eastern Fringe.

However unbeknownst to him, the location he chose for his retreat was embroiled in its own part of the Horus Heresy. Upon arrival into the Cantoc (later renamed Occulta Manticora) Sub-Sector, his forces were immediately engaged by traitor forces as they attempted to dock at an orbiting starfort. Kryten’s intervention allowed the loyalists on the starfort to overload its primary plasma reactor and sabotage the station.

Left crippled and drifting, the starfort proved to be a prison for Kryten and his men. The chaplain decided to put his surviving legionaries into stasis and broadcast a distress call only a Salamander could follow. Now awakened from his slumber ten thousand years later, he is ready to finish the crusade that he was never allowed to complete.

Ancient Nerus

Mortally wounded during a battle for an ork war moon during the unification of the Salamanders, Brother Nerus now interned inside a dreadnought sarcophagus to save his life. Clad in massive slabs of ceramite and adamantium, he would once again stride alongside his brothers into battle. With a temper unbound by his injuries, he would now hurl plasma bolts and missile barrages into the foes of the imperium once more.

After his internment, he fought with his chapter until the massacre at Istvaan, where he would follow Chaplain Kryten to the Eastern Fringe. There he survived the engagement with the starfort and was put into hibernation to await the arrival of his late brethren.

Once recovered, Ancient Nerus required many long hours of repair by by the Tech Adepts of Ryza and the few remaining Techmarines of the chapter to awaken the ancient pattern of sarcophagus. When he was finally coaxed out of his slumber, he awoke with the same wrath that he had possessed ten thousand years ago. Ready once again to fight the foul xenos and traitorous pigs that plague the Imperium.

The XIIth and the XVIIIth

Bolter fire echoed through the outer wastes of Hive Eshtus. Whole buildings and men alike were vaporized by superheated plasma. The soil of Talnus was churned under foot by two clashing armies. Mechanicus and Salamander forces held their ground against an ancient foe, fresh from the Heresy.

The great rift had split apart the Occulta Manticora system cluster had, due to the peculiarities of the warp, spat out a contingent of Heresy-era World Eaters several days prior. It was not long before the traitors would bypass the world’s defences and make planetfall. Hungry for blood in this strange yet familiar land, the sons of Angron would brutally assault the world only to be met by the Legion of Fire and its Mechanicus allies.

At the center of it all was a small plateau in the center of the wastes. Resting upon it was was a decrepit Astra Militarum base where the majority of the Astartes forces would become concentrated. An ancient Spartan Assault Tank bore down upon a Land Raider five thousand years its junior; a Fire Raptor Gunship screamed overhead.

The Space Marines clashed with a hatred old and bitter for some and yet new and ferocious for the others. Green met white and blue on that plateau with the detonation of mass reactive shells and the scorching of laser bolts. A wall of Terminators clashed, and gunships fell from the sky. Legionaries were mowed down by marines while a Leviathan Dreadnought would go supernova.

In the end, the Crusade of Fire would emerge victorious over their traitorous kin, being forced to slay them to the last man, for their bloodthirst would not allow them to retreat.

The Salamanders; however, were not unbloodied. In their struggle for victory, entire squads of battle brothers were lost and already scarce armour was destroyed. While the Mechanicus lost almost half a maniple to the World Eaters.

But the day was won, and there was now one less threat for the Crusade of Fire to deal with as they prepared to march to Caluphel.

New Issue Field Manual Section C.2-3

  • Traitor Protocols

Guardsman! Do not be fooled! Not every clean and non-spikey Space Marine is your friend. As you have been notified by you Commanding Officer, heretic Space Marines have made planetfall wearing armor similar to that worn by our very own holy protectors. To ease confusion and ensure better target acquisition rates, we have provided a simple checklist to help you determine friend from foe on the battlefield. If the subject checks any of these boxes, open fire on sight.

  • Armor with Bronze, Blue, and White markings
  • Excessive gore splattered on armor
  • Shouts “blood for the blood god”
  • Is running aggressively towards you wielding some form of chain weaponry
  • Remember: a bloodthirsty, seven-and-a-half-foot tall killing machine will not wait for you to pull your manual out during combat, so memorize this list.

The Hideous Bloom: My Blightlord Terminators

Posted by Comrade on November 2, 2018
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, cool minis, death guard, miniatures, nurgle, painting, project, sci-fi, warhammer. 3 Comments

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Our nearly completed summer campaign (Caluphel Awakenings) has proven to be a motivating factor for me to complete the last few units for my Death Guard vectorium: the Maggot Magnates. For October, I selected a unit I’ve had on my painting table for many, many months: a 5-man unit of the truly awesome Blightlord Terminators.

I had acquired these guys quite a while ago — fully assembled and magnetized, actually — and had been intending to paint them up as one of the centerpiece units for the Maggot Magnates. By completing the unit in October, I was also able to count them towards Azazel’s Unit-ed Community Painting Challenge, which is just icing on the cake!

This kit is a stunning example of the new toys that Games Workshop is producing these days. The kit includes five totally unique, armor-clad behemoths — not terribly poseable, I’ll admit, but the level of detail more than makes up for that shortfall.

In my head, these guys will  be known collectively as the Hideous Bloom — a cadre of battle-hardened veterans, each one a brutal warrior in his own right, who have served dozens of Nurgle-blessed chaos lords over the long centuries. The Hideous Bloom is based in the Tower of Rust, a forbidding redoubt located in the trackless forests of Hundvolst (a doomed planet within Warzone Endymion). When not on the battlefield, the Hideous Bloom can be found cloistered away in their foul tower, engaging in unspeakable acts of devotion to Nurgle.

For the basing, I wanted to do something other than my typical sci-fi urban rubble scheme. Nurgle is all about life, death, and decay, so I went for a somewhat verdant basing approach, with lots of green turf flock and some tufts of grass. After all, not every 40k battle takes place in a blasted cityscape…these guys would look perfectly at home marching out of the gloom on a pastoral agri-world, or teleporting into battle on the slopes of a boreal mountain forest.

Each figure includes a set of details and features that are unique to that particular sculpt. I’ll go through each one and point out the nifty parts.

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This guy has maggots spilling out of cracks in his armor — dozens, hundreds of slimy white grubs, as though his armor is jam-packed with foulness. Here’s a close-up of his ruptured ankle joint.

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Up next we have a corrupted warrior who is slowly turning into an insect. Check this out!

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Insectile iconography is one of the original hallmarks of Nurgle, dating way back to the glory days of Rogue Trader, so it’s nice to see it represented in the Blightlords.

Here’s my heavy weapon guy, sporting a magnetized plague spewer. I have all the other weapon options, too, but I haven’t painted them up yet. The plague spewer will have to suffice for now!

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And on his back, he has a gnarly fuel tank comprised of three interlinked corpse heads! Presumably they’re supplying the bile and sputum that comes spraying out of the plague spewer’s nozzle.

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This next guy is a favorite of mine. He has a fairly standard outfit when viewed from the front — basic armor, unadorned helmet, sweet chainmail, etc…

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But from behind, you can see that he’s got mounds of gray, flabby elephant man flesh spilling out of his cracked armor! It’s unbelievably gross and I had a lot of fun painting it with successive layers of washes.

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And finally we have the real centerpiece of this unit: the champion armed with a massive flail of corruption! I’ll admit that I was totally intimidated to paint this sucker when I first looked at the figure. I ended up snipping the flail off the handle and painting it separately, then re-attaching it with a pin to the handle after both sections were complete.

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I particularly love the mass of guts and tubing that’s hanging out of his ruptured tummy, leaking green pus. What a mess.

I took my time on the smoke coming out of the plague censers and I’m really pleased with the result. Could I have spent even more time on this particular detail? Yes I could have. But I’m very focused on output (rather than perfection) and we’ve got an apocalypse game coming up in early December, so it made sense to stop at “good enough” on this guy.

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I’m coming perilously close to actually being finished with my Death Guard army. For me at least, no army is truly finished — there’s always another character conversion or special unit to paint up, and my bits box is full to the brim with potential projects. But with the Maggot Magnates, I’ve completed basically everything that got me excited about playing Death Guard in the first place: vintage metal Plague Marines, exciting new special characters, and wacky daemon engines.

I’ll be pivoting to fantasy over the next few months, as I work on my all-metal Skaven army for Dragon Rampant. I may paint up a few undead figures, too, just to remind myself how awesome they are. And I’ve got a fun little goblin warband on my kan ban board getting lonely. Stay tuned!

Caluphel Awakenings: A Closer Look at the Juventius Sub-Sector

Posted by Comrade on October 31, 2018
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, project, sci-fi. Leave a comment
In between sunning himself on the beach in Hawaii, John found time to put pen to paper and fill in some details for the Juventius Sub-Sector, which is home to his Imperial splinter faction in our Caluphel Awakenings campaign. Sprinkled in among his ramblings are some photos of his various miniatures in action. Read on!
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Vela Odysseus Prime – Rising Hegemony

The trade magnates of Vela Odysseus Prime have long chafed under the burden of imperial tithes and regulations. During the Departure, they executed the imperial governor onboard his escape craft, and established themselves as the Independent Systems of Juventius ruling council. The replacement government sprang into place and functioned so quickly that rumors abound of a long-simmering coup conspiracy.

As they control the sub-sector’s largest trade hub, the ISJ council marshals its vast wealth to retain and equip the Juventius Free Regiment and project its authority to nearby systems. The council claims sovereignty over all its nearest neighbors, and sits poised to contend with the imperial holdovers of Juventius Prime for control of the entire sub-sector.

The planet itself feeds most nearby systems with crops of extraordinary variety and abundance. The elites reside in country estates surrounded by their land holdings and plantation menials, but the rest of Vela Odysseus Prime’s several billion inhabitants live stuffed into a handful of massive port hives. These hives power the administrative engine of the agricultural commodities trade, while orbital port stations transit billions of tons of trade goods of every description.

During the brutal fighting of the Departure many refugees from throughout the sub-sector fled to Vela Odysseus. The ISJ council has re-purposed several enormous livestock warehouses into refugee districts, straining their capacity. Protests over the horrid living conditions will soon threaten peace and prosperity if the council fails to resettle these refugees soon.

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Gamma Euphorion Prime – Errant Ex-Shrine World

GE-I once thrived as a shrine world dedicated to Saint Euphrati Keeler. Pilgrims traveled there from across Caluphel sector to meditate and reflect upon the power of St. Keeler’s faith in the immortal God-Emperor. The religious zeal inspired by her legacy prompted most inhabitants of GE-I to join the doomed exodus of the Departure, and those who remained fell into despair.

GE-I saw an explosion of home-grown religious cults, most built upon tenets of nihilistic hedonism. Seeing an opportunity, various trade magnates of Vela Odysseus financed the most successful and industrious of these cults to establish pleasure resorts among the abandoned scenic shrines and monasteries. These quasi-spiritual retreats provide fleeting solace from these dark times, for those who can afford it.

At least one pleasure cult serves as a front for the swelling genestealer cult on nearby Gamma Euphorion Secondus. Some wealthy elites from nearby systems have already converted, and if left unchecked this cult will spread its foul influence wide and deep.

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Gamma Euphorion Secondus – Horror Incubator

If any remaining inhabitants of GE-II don’t yet belong to the genestealer cult known as The Rapture, they keep that fact to themselves. The Rapture has infested the desperate hab-slums of this heavy mining world for decades, and seized the opportunity for total control of the planet as soon as the Departure offered it.

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GE-II offers excellent access to war materials, and The Rapture has dispatched well-equipped contingents all over Juventius sub-sector, and even to nearby sub-sectors. Posing as one of the pleasure cults lately sprouting up everywhere, they aim to welcome the Star Children to Caluphel sector on an unprecedented scale.

 

Juventius Prime – Imperial Vestige

Once the local seat of Imperial power, Juventius Prime now hosts the self-styled Imperial Stewardship, which claims sovereignty over the entire subsector on behalf of the Emperor. Those in power on Juventius Prime consider themselves His loyal subjects. They deny to the planet’s citizens that they barely escaped Exterminatus for heresy during the Departure.

Juventius Prime features a temperate climate and several large oceans and continents. Humans settled there long ago, and have urbanized most terrestrial surfaces. Among the vast cities one will find administratum palaces, hive sprawls, factoriums, and all the other landmarks of a bastion of the imperium mindset.

Of particular note, a former Ordo Tempestus academy continues to operate training grounds scattered among the harshest regions of the planet. The academy indoctrinates new Scions for the remnants of the renowned Righteous Raptors Rapid Reaction Regiment, and also identifies exceptional veterans and guardsmen for transfer to this elite mobile strike force.

Lately, Raptors deploy constantly to Imperium holdings everywhere in Juventius sub-sector. Independence uprisings and other heretical disturbances gain momentum without the firm guidance of Terra and her teeming hosts of bayoneted lasguns. Despite this, Stewardship high command has dispatched a full Wing of Raptors to Caluphel in response to dire portents detected there.

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UCQ-97H-1, “The Pits” – Prison Planet

Sometimes, Juventius governments see fit to bestow clemency upon their convicts, and consign them to the labor pits of Rehabilitation Planet UCQ-97H-1 in lieu of execution. Arid and rocky, UCQ-97H-1 barely supports its few million inhabitants.

The weak starve, and prometheum production would collapse if not for the constant influx of new arrivals. Those cunning and brutal enough to survive their first weeks may live long enough to take charge of a mine or refinery.

Thus, the convicts of the pits govern themselves, largely ignored so long as they maintain their meager production quotas and make no attempt to leave.

Nonetheless, every few years some gang or movement rises up with thoughts of fleeing UCQ-97H-1 or seizing its few assets for themselves. For those incidents, Juventius Prime garrisons a large orbital strike force at lunar warden station Benevolence. When faced with insurrection, these “Justice Hawks” descend in surgical strikes to deliver swift and total correction to their misguided charges.

Though UCQ-97H-1 itself offers little of consequence to the sub-sector, Benevolence functions as a key training deployment for Juventius Prime’s renowned Righteous Raptors Rapid Reaction Regiment. Most academy graduates serve their first tours with the Justice Hawks, and only upon grav-chute dropping into the pits do new Scions truly “earn their talons.”

Before the Departure, new inmates arrived to the pits at roughly the same rate as extant ones died off. Lately, inbound prison transports arrive more and more often, and the gang bosses struggle to maintain their stranglehold over everyone else. Some worry about an unprecedented planet-wide revolt, perhaps only a single rallying cry away.

My Take: Six Pillars of the Hobby

Posted by Comrade on October 23, 2018
Posted in: Posts. Tagged: 40k, club, hobby, narrative, Personal. 11 Comments

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The Independent Characters podcast recently put out a buzz-worthy episode where the hosts tackled the Five (quickly amended to Six) Pillars of the Hobby. As you might imagine, these are the essential activities around which our hobby revolves. And while the Independent Characters discussed them within the confines of Warhammer 40,000 (as is their wont), the Pillars are entirely applicable to the larger wargaming hobby.

This prompted a lively email thread among the members of my local game club. We took turns ranking the Pillars according to our own personal interests and tastes. Some players preferred building models over painting them. Others prized list-building as the consummate gaming activity. I found it completely fascinating to read their thoughts on this topic.

Which brings me to my own contribution. What follows is an expanded version of the email I sent around to my game group. The Pillars are numbered in order of my own priority, with #1 being the most important to me, et cetera. Where do your Pillars rank? Be sure to leave a comment and tell me.

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1. Socializing

This is a social, hands-on hobby at its core, otherwise we’d just be playing video games. I think its no coincidence that most of our game nights begin with 30+ minutes of chatting and table-talk before the dice even hit the table. In fact, I observed that most of my group ranked “socializing” fairly high on our lists. This suggests to me that we should find more opportunities to hang out! Paint nights, terrain building nights, worldbuilding/lore hangouts ….. even non-gaming stuff like dinner or brews (or both).

In addition, I’ve also found that I *love* teaching new players to play various games, everything from Magic: the Gathering to Song of Blades & Heroes to Smallworld. I love running convention games, too, although I doubt I’ll do much more of that for the foreseeable future (kids and all). Gaming really is a social outlet for me and I will probably draw positive energy from it for the rest of my life.

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2. Painting

As I get older, I derive more and more enjoyment from painting. Particularly since my job is focused on media and technology, it’s really valuable to me to have an hour or so each night to unwind, listen to some music and dab on some paint.

I’ve adopted a somewhat “punk rock” attitude toward my own painting capabilities — I feel that my painting skills have more or less plateaued, and I’m not particularly interested in learning advanced skills or techniques. I’m perfectly fine reaching the “good enough” stage and stopping there. What I may be lacking in terms of skill or technique, however, I try to make up for in sheer output. I love speedpainting and painting on a deadline (often with a game night looming). I’m doing less of that now (kids and all) but hope to return to it. But I’ve painted hundreds of miniatures (probably something on the order of 1,000 or more) over the last 10 years, which gives me a sense of deep satisfaction.

In closing: I have made peace with my boundaries as a painter and am now focused on getting toys onto the table.

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3. Lore

What can I say — I’m a writer and I love telling stories! I’m always attracted to the lore behind any particular game system or fantasy world. Gaming in a narrative vacuum is an absolute non-starter for me. In the absence of a well defined setting or world, I’ll build one myself. I tackled this topic a little bit in my earlier post “The Games In My Head” … basically, I need something to latch onto outside of the tabletop, because gaming, for me and probably for you as well, occupies a slim minority of my actual hobby time.

In addition, I love sharing my ideas with others. Having a blog is a huge creative outlet for me in this respect. I’m always full of gratitude when anyone reads, comments or otherwise appreciates anything I share on Comrade’s Wargames.

Over the years I’ve managed to parlay my love of lore into some actual paying gigs freelancing for the game industry. In particular, I managed to fund most of my wedding about 10 years ago by editing some of the raw manuscripts from Fantasy Flight’s Dark Heresy RPG book series. That was a fun batch of work and I was pleased to play some small part in that game’s success.

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4. Collecting

I love collecting miniatures but, paradoxically, I rarely buy anything “new in the box.” More often you’ll find me scouring eBay or Facebook for gently used minis at a discount. I’m not one of those guys who has entire armies’ worth of plastic kits stacked in my closet. In fact, I’ve bought practically nothing “new” from GW since returning to 40k in 2016. The vast majority has been acquired secondhand. What does this mean? Well, namely, it means that I’ve become pretty good at stripping paint off badly painted minis!
I love the feeling that comes with rescuing a batch of badly abused miniatures, painting them up and getting them onto the table for a fraction of the cost of buying them new. In a way, I feel like Smaug the dragon, sitting on a vast treasure hoard! I’m not so good about displaying my miniatures, though…that’s an area for improvement for me, I think. I have a few curio cabinets that I need to hang up.
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5. Gaming

I like gaming, particularly on a beautiful terrain layout with fully painted armies. Back in my gaming heyday with Chicago Skirmish Wargames, I hosted game nights every two weeks in my basement, and we were constantly playtesting scenarios, collaborating on terrain projects or attending local conventions. But gaming is kind of rare for me at the moment, so it ranks a little lower on my list right now.
And while I love attending events to witness the gorgeous terrain setups and beautiful armies on display, I’m also completely disinterested in the actual competitive tournaments that tend to take place at such events. That extends over to list-building and min-max optimization … those aspects of gaming don’t hold much appeal for me.
That’s a little odd, when you consider that I enjoy Magic: the Gathering and am perfectly happy crushing someone’s dreams using little cardboard rectangles. But when it comes to the miniature battlefield, a perfect game for me involves a stunning terrain layout, beautifully painted armies, a strong narrative component with multiple paths to victory, a see-sawing battle that swings back and forth, and a narrow victory or defeat that we talk about for months to come.
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6. Assembly

There was a time when I enjoyed assembly and conversion work, but that’s in the past, aside from basic stuff like head and weapon swaps. Nowadays I find myself paying extra to buy a kit that someone else has already assembled! Can you believe that?? I’ve got enough to do as far as painting … no interest in spending more time on assembly.
There is one caveat to this Pillar, though, and that’s terrain building. This is something that I still really enjoy and hope to do more of in the future.
In fact, terrain building was one of the original things that got me into the hobby in the first place, way back in 1996. I still remember how I glued together a few chunks of styrofoam, stuck in some pieces of paper clip to serve as rebar, and made my very first ruin. I think I finished that terrain piece before I had even finished painting my first squad of space marines.
I distinctly remember hand-lettering some graffiti on the side of the ruined wall … “DEATH TO HERETICS” was the message. Can’t go wrong with a timeless message like that!

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Well, we’ve come to the end of my take on the Six Pillars of the Hobby. This was a really interesting retrospective for me, and it also helped me gain some clarity about what I like and what I want to do more of in this hobby. Be sure to leave a comment and let me know how your Pillars rank.

Thanks for reading!

40k Battle Report: A Bitter Retreat from the Kasomir Plateau

Posted by Comrade on October 19, 2018
Posted in: Posts. 7 Comments

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Vydaroth strode forward, his armored boots leaving two-inch furrows in the muddy, tortured soil of the Kasomir Plateau. Around him, his fellow Plague Marines matched his march step for step, their ancient, corroded boltguns spitting death at the enemy ahead. Gloom shrouded the battlefield. Overhead, a fierce void duel was taking place in the heavens, and the sky was lit with fiery explosions as two navies clashed in low orbit.

For two weeks, the Death Guard had held this position, near the Chapel of St. Theodosius the Spiteful, fending off probing attacks by the Imperial attackers seeking to pry the Death Guard out of their defensive positions. Theirs was one the last remaining redoubts held by the Maggot Magnates vectorium on the Kasomir Plateau — all others had been ousted, setting in motion a tactical retreat by the Death Guard. In the last two days, as word reached the Plague Marines that the attackers were mustering a final assault, Lord Krakmarrow had led the defenders in a series of profane rites, desecrating the chapel and summoning forth a cohort of daemons blessed by Grandfather Nurgle to fight alongside them.

Those thrice-cursed daemons were even now taking the battle to the enemy, surging over the shattered ruins of the chapel. Everywhere, the air was filled with the buzzing of flies and the sharp tang of noisome vapors excreted from various and sundry orifices. Truly, it was a garden of fecundity fit for the Grandfather.

Behind the advancing Plague Marines, an ear-splitting whump signaled another salvo from the squad’s armored support. The lone Plagueburst Crawler had been immobilized days ago by flaming debris falling from the orbital skirmish taking place above their heads, so the warband had fortified it with sandbags, turning it into a virtually impregnable firebase. The crawler was now earning its keep as it lobbed devastating shells onto the advancing Imperials.

Ahead, Vydaroth spotted the shattered remnants of a low wall. At his signal, the squad loped up and took positions behind the tumbledown stones. From out of the gloom, the attackers swept in — armored zealots hefting bolters and shouting oaths. But they were smaller than the accursed Astartes. Vydaroth spotted the fleur-de-lis sigil upon their armor, and what remained of his lip curled in a sneer. “Sororitas!” he bellowed to his squad, then raised his weapon and opened fire.

Whew, how’s that for a narrative intro?! Paul and I got together earlier this month for a game that was not particularly large in size, but it was heavy on the narrative.

To start out, we took a look at where things stand in our Caluphel Awakenings campaign. The Maggot Magnates, my Death Guard vectorium, are on the verge of being ousted from the Kasomir Plateau, so we decided to play out the last stand of a small band of Plague Marines encamped near the ruins of a ruined chapel.

This game doubled as an excuse for me to try out my newest batch of terrain, and for Paul to get the Order of Our Lady Ascendant, his vintage Sisters of Battle force, onto the table!

We played at 40 Power Level on a 4×4 foot battlefield — a nice sized table, given our fairly small armies. In keeping with our tradition, we used the Open War cards to generate a suitable scenario and victory conditions. We’ve found the Open War cards to be great fun and really helpful in dialing in the narrative component. Here’s what we drew.

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So, it seems that both sides were trying to protect two couriers. For the Adeptus Sororitas, the courier was a squad leader carrying deployment orders for the Sisters of Battle on Caluphel Prime. For the Maggot Magnates, the courier was Chrysos Lymph, a fearsome Plague Surgeon trying to escape with the last of the gene-stock extracted from the Ultradyne Genetic Laboratory, near the day/night border on the frontier of Caluphel’s Nightlands. The Death Guard had been rampaging across the planet for months and were now seeking to escape with their riches, even as the noose closed around their neck.

The “Orbital Debris” twist was cool and flavorful … we imagined a massive orbital battle taking place for control of the space above Caluphel even as our armies dueled on the surface. Debris impacts and the ensuing damage were fairly consequential in our game!

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The deployment layout we selected ensured that we would have a quick game. Paul was able to deploy his Sororitas within easy boltgun range of my Plaguebearers. I’d have to trust in their resilience (and some lucky dice) if I wanted them to survive long enough to charge the Sisters of Battle.

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Even as the Sisters squared off against a vile horde of daemons, another threat lurked on the side of the battlefield. A fearsome chorus of clanking and hissing heralded the arrival of a Penitent Engine! In the center of the fearsome war machine was a cruciform sinner, chained in place, surrounded by tattered scrolls inscribed with the hallowed words of the God-Emperor, her shrouded head thrashing back and forth as she sought out the enemies of Mankind.

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What a model! We were discussing how this model might be just about the grimdark-est thing ever — literally a walking crucifix with flamethrowers and buzz-saws.

The photo above, featuring a ruined section of the Chapel of St. Theodosius the Spiteful, really sets the scene for the Penitent Engine’s arrival in our game.

But! The Sororitas had still more grimdarkness to bring forth. Howling and thrashing at the feet of the Penitent Engine were three Arco-Flagellants — doomed criminals who were granted one last chance at redemption on the field of battle. They raced ahead of the lumbering Penitent Engine and reached the Death Guard lines right as the anointed Rhino transport arrived bearing divine gifts for the heretical Plague Marines.

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Here’s another look at the pending showdown. The red-hooded chap in the foreground is Chrysos Lymph, the Plague Surgeon of the Maggot Magnates vectorium and my courier for this game. Inside the Rhino is Paul’s courier! Whatever happened, the game would be decided here, between the ruined chapel and the low stone walls surrounding it.

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As the Rhino rumbled up to the Plague Marines, one last salvo from the Plagueburst Crawler crashed down, blasting the Rhino to flaming scrap and spilling the occupants onto the gloom-shrouded battlefield. The Sisters of Battle barely had time to get their bearings before the Maggot Magnates swept in, surging over the stone wall to hack at the defenders with pox-drenched knives.

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The melee swung back and forth, but even so, the Penitent Engine stomped ever closer, its soot-encrusted flamethrower spurting gouts of promethium in anticipation of burning the heretics. Even sustained fire from the Plague Marines couldn’t slow its implacable advance.

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But before we see what happens, let’s check back in with the Plaguebearers who were menacing the approaching Sisters of Battle in the ruins of the chapel.

As expected, Paul directed his Sisters to open fire with their bolters, which they did, to devastating effect. More than half of the squad was annihilated in a single turn of sustained firepower.

I glumly reached for my morale dice, ready to resign the squad of daemons to the dead pile on the side of the table. But … Plaguebearers (and most other chaos daemons) have a special rule where if you roll a 1 on your morale check, not only do you pass, but you also add back d6 dead models to bolster the squad!

I held my breath, cast my dice and saw … a 1.

Huzzah! I rolled again got a 5, which meant that my decimated squad was back to near full strength! Paul’s dismay was palpable. It was, we agreed, a true “chaos moment” in a game full of cool moments.

I started my turn and, as expected, charged my Plaguebearers into the massed Sisters of Battle waiting on the other side of the ruined wall. Death to the False Emperor’s lap dogs!

IMG_20181005_203708.jpg

Even as the Plaguebearers swept in to visit unspeakable punishment upon the Emperor’s chosen, the game was about to be decided elsewhere. The Penitent Engine, spewing exhaust and leaking hydraulic fluid, crashed into Chrysos Lymph and proceeded to rend his body apart.

The brutality was almost beyond imagining, and the Plague Marines faltered at the apparent demise of their commander. Conducting a fighting withdrawal, they gathered the remains of the Plague Surgeon and escaped to the Death Guard’s redoubt at Outpost Omicron. There are conflicting reports that Chrysos Lymph’s mutilated body began to stitch itself back together even as it was borne away from the defiled battlefield. The heretical Plague Surgeon may yet menace the Imperium again!

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And thus ended our small but fun game. As always, it was visually gorgeous, which I tried to capture in my photos.

From a lore perspective, the newly arrived Order of Our Lady Ascendant scored a significant victory by forcing the last of the Death Guard from the Kasomir Plateau. The Maggot Magnates were left with their significant fortified position at Outpost Omicron, where Plague Marine excavation teams are hard at work seeking … something … deep under the surface of the redoubt.

That’ll be the focus of a future game, so stay tuned!

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