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Caluphel Awakenings: 42nd Auxiliary Relief Battalion

Posted by Comrade on July 31, 2018
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, club, miniatures, sci-fi, warhammer. Leave a comment

Here’s another look at one of the factions taking part in the Caluphel Awakenings campaign: the 42nd Auxiliary Armored Fist Relief Battlation, better known as Jim’s glorious armored Imperial Guard tank army!

Buckle up, because Jim has provided an absolute treasure trove of photos of his amazing figures and vehicles. We’re a family-friendly site here at Comrade’s Wargames, but I think the term “tank porn” probably applies here.

Let’s lead off with this stunning and atmospheric photo of a lone Leman Russ, silhouetted against the darkening sky.

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Chills, man.

Oh, you want more? Jim’s got you covered. Check this out.

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Not good enough? Maybe you want to see a superheavy? Feast your eyes on Big Papa.

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Just amazing work from Jim. And so much of it — he’s been working on this army off and on since 1997!

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Anyway, here’s the lore he came up with.

The 42nd Auxiliary Armored Fist Relief Battalion is an ad hoc fighting force made up from survivors of Imperial battle fleets forced out of the warp after the catastrophic advent of the Cicatrix Maledictum — the great warp storm that rent the galaxy asunder and ushered in a new dark age for the Imperium of Man.

In the chaos that followed the warp storm, fragmented Imperial Guard units on the Eastern Fringe found their way to Caluphel Prime, where a motley collection of strike cruisers and troop transports anchored in high orbit and considered their options. Virtually no senior officers survived the journey, leaving this ad hoc battalion mostly leaderless, even as it faces the gathering storm on Caluphel.

A temporary leader arose — a Knight Commander named Argos. He was chosen from among his peers to lead a reactionary armored force to the planet’s surface. Of Argos, not much is known — either of the man himself, nor the legend that he may become.

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Caluphel Awakenings: The L’Ranna Regiment

Posted by Comrade on July 31, 2018
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, club, miniatures, narrative, sci-fi. Leave a comment

L'Ranna Army~2.jpg

We’re back with another faction writeup for our Caluphel Awakenings campaign. This time we turn the reins over to Paul for a glimpse at the backstory and motivations of the L’Ranna Regiment, his long-running Tau army.

The L’Ranna Regiment is relatively new compared to some of the storied units of the Tau Empire. Following the Emperor’s abortive Damocles Crusade (742.M41), Shas’o Shovah Commander Farsight set up his Farsight Enclaves on the far side of the Damocles Gulf. The Ethereal Leadership found it appropriate to guard against the rebel Commander and thus set up a defensive presence on the nearest Septs, particularly Viorla and Sa’cea, on the western rim of the Tau Empire. The Company was originally founded as part of the Fire Contingent garrisoning Sa’cea against a possible rebel incursion.

In 889 – 903.M41 the hive Fleet Gorgon invaded Tau space. Gorgon was exceptional for its ability to quickly adapt on a biological level to new circumstances of battle, such as evolving immunities to Tau weaponry. The initial push by Gorgon was so devastating that the garrison forces on Viorla and Sa’cea were pulled off and sent into combat.

It was on the manufacturing world of Davos, Bork’an Sept, that the Company was birthed in its crucible of fire. The larger regiment was ordered to defend a munitions manufacturing city while the fleet redeployed.

Just after the fleet moved off, a rift opened in the Warp and Tyrant Hive Mother Medusa with her full brood manifested and began their assault on the city. Most of the regiment were lost within the first few hours of the Tyrant’s assault. Night fell when the last distress transmission from the regiment made it off-world.

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The fleet returned at daybreak the next day and landed reinforcements expecting to find Tyranids in control. The city was deserted and adrift with smoke.  All was silence on the battlefield when landing party found, still at their posts, the victorious Company, exhausted but alive. The rescuers set up a clamor, banging their guns against their shields crying aloud “L’Ranna!  L’Ranna!  L’Ranna!” L’Ranna is a Tau word that describes the stillness of a battlefield when all that is left is smoke and the last quiet whimpers of the dying enemy. From that day forward, company colors would be that of blood and smoke – red and gray.

Shas’o Shaserra, Commander Shadowsun herself anointed the Company L’Ranna and promoted their remaining lieutenant Nyessa to Shas’el Captain Goldmoon. The Gorgon offensive was eventually destroyed in 903.M41 due to the combined efforts of the Tau and the Imperial Guard 903. Shaserra took Nyessa on as pupil and began to train her in the sacred Code of Fire and the all-important law of the Tau’va.

Over the next 90 years the Company saw repeated action against the enemies of the Tau, capturing banners of the White Scars Necrons and multiple Ork Waaghs! during the Great War of Confederation (975.M41) just prior to the Third Expansion (current year 975.M41).

 

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975 was a year that changed the destiny for the Company. Under the orders of Shadowsun herself, Shas’el Goldmoon led the Company on the assault of the tundra mining world of Aggoroleth. There, the Company battled the forces of the Adeptus Mechanicus for the resources of the planet and its rich promethium reserves.

During one particular explosive assault by Legio Valorian Titans, the Company found themselves pinned and suffering mortal losses. It was at this point that the sky filled with the descent flares of an entire contingent of Crimson Crisis Suits. Shas’O Farsight had arrived. Under the withering fire of ten thousand fusion blades, the Legio was turned back and then (over the next month) expelled from Aggoroleth entirely.

Goldmoon was somewhat at a loss for how to respond to the new affairs. On the one hand, she was presented with the great traitor to the empire —  Farsight himself.   Honor and the Greater Good itself would call for her to immediately assassinate the commander. However, she owed her life and perhaps the lives of the Tau within the entire Sept to him. What did the Greater Good demand of her? Before departing the world, the two of them walked long hours together talking, and when they departed, they made the bow of respect to each other.

As the Company returned to Tau Sept itself for orders, dark times engulfed the Empire. Utilizing archeotech and eldritch science, the Tech Priests of the Adeptus Mechanicus had their revenge for the loss of Aggoroleth. An eruption of power engulfed the vast swathe of the Damocles Gulf space in flames, cutting off the Tau from their destined coreward path.

The Farsight enclaves were marooned on the far side of the fiery Gulf. To the East lay an expanse of dead space, barren worlds left in the wake of Hive Fleet Gorgon’s ravenous invasion, and to the South lay the mighty Ultramar and the sons of Guilliman. The Tau found their space lanes cut off on all sides with no obvious route towards new conquests. Add to this the disastrous Tragedy at Numenar Point where the entire Fourth Expansion was lost and the galaxy itself was split asunder.

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A Stain and a Light
Over the next few years a malaise set upon the empire. It was during this period of drift that Shas’O Nyessa Goldmoon was put on trial for treason, given her failure to kill Farsight when given the opportunity. The trial consumed the media channels of the empire for months. Witnesses from both sides spent days petitioning the Ethereal Council and throughout it Goldmoon made her defense. When the very colors of her Company were raised as proof of her false allegience, she uttered only one word: “Davos”.

In the end, it was the testimony of Shadowsun who swayed the Council and Goldmoon was released back to service and the Company was expanded to a full Regiment. But the Council was not entirely certain, and when the L’Ranna Expeditionary Fleet set out once more, the Ethereal Aun Ja’xa accompanied them.

As the Regiment battled Ork Waaghs to the South, the Galaxy torn assunder by the Great Rift. But then a light in the darkness. A stable womhole in the Zone of Silence was discovered – the Nem’yar Atoll – leading a trio of lost Septs far far to the Galactic North of the Empire. Furthermore as the Empire fortified the space around the Atoll, the lost world of Caluphel was discovered at the far east of the Zone. The Empire decided that perhaps expansion to the East could be countenanced. Or at worst, her enemies would be denied that territory.

Caluphel Campaign
The Regiment battered by Warp Storms upon arriving in the Caluphel system and immediately found themselves without Beacon contact and besieged by competing factions for control of the Death World. However, the Regiment has won more than it has lost on Caluphel and has recently reestablished contact with the Empire. Goldmoon will need all her skill and ingenuity to fortify the Tau beachhead in the sector . . . and to survive.

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L’Ranna Regiment
Updated:  525.997.M42

Organization

  • Command
    • HQ
    • Company Colors (Red, White)
  • Nova Company:
    • Troops, Elites
    • Sa’cea Colors (Blue, Orange)
  • Davos Company:
    • Heavy Support, Fliers, Vehicles
    • Company Colors (Red, Gray)

 Named Characters

  • Shas’O Commander Nyessa Goldmoon: Goldmoon is the Regimental Commander.   She pilots a Coldstar Commander Battlesuit with Glory colors.
  • Shas’el Fireblade Huma.  Huma is First Captain of the Damocles Company.   He transferred to L’Ranna during the formation of the Regiment.   He wears Farsight colors due to his HQ Command status.
  • Shas’el Darkstrider.  The legendary Darkstrider has joined the L’Ranna regiment where he leads his own Breacher Team.   He wears Farsight colors due to his HQ status.  He is 2nd Captain of the Damocles Company.
  • Shas’el Longstrike.  Longstrike is the Captain of the Nova Company.   He pilots a Hammerhead painted in Farsight colors.
  • Shas’vre Alhanna. Alhanna leads the Crisis Suits of Damocles Company.   She has painted her Crisis Suit in Sa’cea colors.
  • Ethereal Aun Ja’xa. A student of Aun Shi and a Master of the Blade.   Ja’xa is a good match for the martial tradition of L’Ranna.   He is watchful of his new Commander.

More Old-School Plague Marines with Spellcrow Bits

Posted by Comrade on July 19, 2018
Posted in: Posts. Tagged: 40k, chaos, death guard, miniatures, nurgle, painting, sci-fi. 4 Comments

 

 

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I’m back with my second batch of vintage metal Plague Marines augmented with snazzy resin bits from Spellcrow. These were a lot of fun to build and paint, and they look surprisingly OK next to some of the newer Death Guard figures that have come out recently. These guys will hit the table later this month in a game in our Caluphel Awakenings narrative campaign.

I’m a big fan of the Middlehammer-era Plague Marine aesthetic, particularly the WWI Prussian-inspired gas mask helmets with spikes on top. I also like how the Nurgle details on these older figures are subtle and understated: cracked armor, a few boils and buboes, but nothing too zany. The gnarly upgrade bits from Spellcrow let me really push things over the top, which is nice.

These guys have a few notable conversions. Here’s a mace of contagion on this champion armed with a plasma pistol.

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On a whim, I attached a missile launcher from the old metal Chaos Havocs kit to one of my Plague Marine torsos. I think I’ll run this weapon as a plague launcher in my games.

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I also tried my hand at a flail of corruption conversion (another potent close combat weapon available to the Death Guard). I don’t have a particularly large bits box, so I was pleased that I was able to cobble together something halfway useful.

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I had a lot of fun playing around with GW’s technical paints — namely Typhus Corrosion and Ryza Rust — to finish off the rusted censers at the end of the flail.

And lastly, I used a bit of green stuff to obscure an Imperial eagle on this plasma gun conversion. It was a simple trick that looks perfectly serviceable with a little paint.

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I’ve got another 10 or so vintage Plague Marines waiting to receive a similar treatment (Spellcrow bits + quick paint job). After that, the basic footslogging infantry in my Death Guard warband will be complete!

Two Games of Song of Blades & Heroes

Posted by Comrade on July 15, 2018
Posted in: Posts. Tagged: fantasy, hobby, miniatures, painting, skirmish, song of blades, wargames. 6 Comments

Earlier this month I had a chance to sneak in a couple games of Advanced Song of Blades & Heroes, my go-to ruleset for fast-play fantasy skirmish gaming. I’ve been hopelessly in love with SOBH since I first stumbled across it back in 2010. The wide-open nature of warband creation (use any miniature in your collection!) really encourages the sort of hobby purusuits that appeal to me — namely, acquiring and painting up a vast array of miniatures from dozens of different manufacturers and game lines, while being beholden to no particular company or artificial army-building constraints.

So, as you can imagine, I try to get in a few games of SOBH every few months, just to keep my gaming palette in sync. For this month, I was joined by Vince, a fellow gamer who shares a passion for skirmish-sized fantasy gaming and hadn’t yet had an opportunity to try out Advanced Song of Blades & Heroes.

I set up two simple scenarios using the excellent tome of converted Warhammer Fantasy and Mordheim scenarios published a few years ago on the Hour11Gaming blog. (As an aside — I was talking with my friend Karl about this truly epic fan-made gaming resource, and we agreed that it might just be the best free fan supplement we’ve ever encountered. There are literally hundreds of hours of gaming to be had in this publication. Check it out and see for yourself!

The first game was a breakthrough scenario, where my ratmen (composed of Oldhammer and Middlehammer Skaven models) were attempting to push past a stout, armored line of dwarves guarding the approach to their mine.

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Vince’s dwarves were drawn from a handful of different sources, but the only one I can remember is this beefy lord from Scibor Monstrous Miniatures.

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Vince opted for a flavorful deployment, placing two crossbow men high up in a fortified tower while the rest of his guys milled around their campsite, oblivious to the danger from the approaching ratmen. Click the photos to embiggen.

 

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It was a great introductory game, replete with everything you’d expect from Advanced Song of Blades & Heroes: flubbed activations, strategic reactions, desperate charges, gruesome kills, and cascading morale failures. That last one took place on my side of the table, and spelled the demise of my sneaky ratmen.

 

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After that, we shuffled up the terrain and started another game. This one had six supply caches scattered around the tabletop, and both warbands were competing to search through the barrels and chests to find a particular item of great value. We’re not sure what it was, but we’d know it when we saw it.

Vince swapped out his dwarves for a zany and colorful old-school Chaos warband. It was composed of just 4 models, which terrified me as I began to think of all the potent abilities that Vince had no doubt stacked up on his chaos knights, demon and beast.

 

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We traded blows for a few turns until one of my Skaven scouts managed to uncover the what’s-it at the bottom of a rotting barrel. The game then turned into a mad dash to get to secure the artifact! Vince won the race when his Slaaneshi chaos knight strolled up, bonked my ratman on the head, and claimed the doodad.

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From there, I expected him to rush off the board with his treasure behind comprehension, but he surprised me by sending his chaos knight wading into the chittering ratmen hordes. Clearly, he intended to do a proper slaughter before he retired for the day. The Skaven had their hands full dealing with a full-blown Fiend of Slaanesh, so we weren’t optimistic about the eminent arrival of the chaos knight.

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In the end we managed to snatch victory from the proboscis of defeat by slaying the chaos knight, scooping up the artifact, and high-tailing it off the board with a few less ratmen than we started with.

Here’s the final photo, showing a few Skaven engaged in a doomed rearguard action against a slavering Beast of Chaos.

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Afterward we discussed the game and agreed that Advanced Song of Blades & Heroes is really in a class by itself when it comes to bridging the gap between traditional tabletop RPGs and skirmish miniatures gaming. If you want to add in some narrative elements — things like interacting with town guards, building fortifications, bribing the troll to join your warband — the game includes a basic framework to make that happen. But if you just want to throw together some warbands using your favorite fantasy miniatures, it’s great for that too.

From an inspiration standpoint, SOBH delivers in a big way for me. I always spend a couple weeks after each game digging through my pile of fantasy miniatures and painting up a few favorites. There’s nothing like a game of SOBH to make you remember that you’ve got 8 or 10 goblins lurking in the bottom of a dusty bin, unpainted and overlooked for years but still just as charming as the day you bought them. Hmm, guess it’s time to sign off — my paintbrush is calling…

Caluphel Awakenings: The Maggot Magnates

Posted by Comrade on July 11, 2018
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, chaos, death guard, nurgle, sci-fi. Leave a comment

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Krakmarrow sneered in disgust, grateful at the moment for the pitted, brutish helm that enclosed his ruined face and head. He half-turned to glance at his fellow Plague Marines. They were impassive in their ancient, ichor-spattered armor, but doubtless they shared his sentiment. Behind him, Typhus continued talking. Outside the bunker, the ever-present winds of the Rictus Moon howled furiously.

“And so I will be assuming command of the Maggot Magnates, for the duration of this campaign,” the Herald rumbled. “The mysteries of Caluphel must be exploited by the legions of the Death Guard, and kept from the miserable curs of the Corpse-Emperor. We shall use your garrison here on the Rictus Moon as our staging area.”

Typhus paused and regarded the other Chaos lord. “I trust, Krakmarrow, that this arrangement will not cause … consternation?”

Krakmarrow allowed himself a beat before responding. His foul armor was emblazoned with the death’s head regalia of the Death Guard, and blessed by the arcane sigils of Nurgle. A rich harness, to be sure, and suitable for a lord of contagion like Krakmarrow. But to be seconded to the Herald of  the Plague God himself was a both a humiliating indignity — and a startling opportunity. “No, Lord Typhus. We are Mortarion’s to command. If he sees fit to place you amongst us, the Maggot Magnates will receive you as a long-lost brother.”

“Excellent,” Typhus purred, his glottal voice distorted by his rusted helmet. “Our first task is to see to the defense of the Rictus Moon. Muster your serfs and set them to digging trenches!”

 

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Maker:0x4c,Date:2017-11-29,Ver:4,Lens:Kan03,Act:Lar01,E-Y
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The Maggot Magnates are a band of vile renegades dedicated to Nurgle, the God of Decay. Nominally a vectorium operating as part of the vast 7th Plague Company, the Maggot Magnates tend to find themselves trailing behind the advancing plague armies, reaving and pillaging after the bulk of the army has passed through an area.

As a result, the Maggot Magnates under the leadership of Lord Brasque Krakmarrow have developed a reputation as reavers and cutthroats. They are known for raising vast, bloated hordes of poxwalkers from the newly slain victims in each warzone they encounter. These reanimated corpses then follow behind the Maggot Magnates as they continue the advance — creating a stumbling, moaning train of freakish monstrosities that stretches for miles behind the advancing Plague Marines.

 

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During the 13th Black Crusade, the Maggot Magnates found themselves taking part in the campaign to seize the Scourge Stars — that trio of worlds near the Realm of Ultramar that became the launching point for Mortarion’s campaign against the Ultramarines. In support of this mission, the Magnates were deployed to take and hold the Rictus Moon, a wind-ravaged former mining colony on the eastern flank of the Scourge Stars.

The assignment kept them far from the primary thrust of the campaign — but all of that changed when Caluphel Prime blinked into existence in the Eastern Fringe, a casualty of the crackling warp storm known as the Cicatrix Maledictum. Initial observations were shocking, indicating that Blackstone Pylons had erupted from the planet’s surface. The Rictus Moon was suddenly a strategically important location as the forces of Nurgle began rushing to exploit the newly arrived Caluphel system before the bealeagured forces of the Imperium could muster a response.

With the arrival of Typhus to assume command of the warband, the Maggot Magnates suddenly find themselves at the vanguard of the assault…

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