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40k Battle Report: Into the Spawning Pits

Posted by Comrade on April 17, 2018
Posted in: Posts. Tagged: 40k, battle report, campaign, club, game night, sci-fi. 4 Comments

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Last weekend Paul and I got together for a highly anticipated game that included a number of “firsts” for us, specifically:

  1. The first game played at Paul’s house, using his fantastically colorful subterranean cavern terrain.
  2. My first proper gamer of Warhammer 40,000 since my son was born in January.
  3. My first time trying out my new Google Pixel 2 camera for a battle report. (I have been very pleased with the quality of the camera so far.)
  4. And our first outing with the (somewhat) new Tyranid codex. (It was published last November but this was our first opportunity to try it out, for reasons that include point #2 above.)

Paul’s tabletop setup was both beautiful and visually stunning, as you’ll see in these photos. It was also a reminder that so many games of 40k take place on drab gray battlefields. Nothing wrong with that, but it makes colorful setups like this look extra special.

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This game was set in our Caluphel Prime campaign setting — specifically, the as-yet-unexplored area known as the Hive Terror Spawning Pits, in the southeastern quadrant of the planetary map. Back when we were developing this campaign setting, I knew Paul was planning a Tyranid army, so I dropped an enigmatic location on the map that hinted at what was to come. I’m pleased that we’re now able to give the Spawning Pits a proper tabletop treatment!

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We played at 70 Power Level, which allowed Paul to field most of his newly painted Tyranid monsters. I brought probably two-thirds of my Death Guard army to the table. As always, we spent a good 15 minutes before the game complimenting each other on our nicely painted armies and stellar terrain. Truly, this is an amazingly rewarding hobby, and it’s nice to pause and acknowledge that.

For our narrative, we decided that the Death Guard would be exploring the Spawning Pits, searching for the source of a psychic disturbance that had been gathering strength on Caluphel. We used a deck of Open War cards to generate random scenario rules and objectives for this game. Here’s what we came up with.

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Hmm…Dead of Night fits perfectly with our subterranean tabletop and its bioluminescent flora. And maybe The Prize is some sort of Tyranid bio-spoor? Yeah, that sounds about right. With that, we were off!

We decided on a lark to use a chess clock for the game. We set it up so that each player had 90 minutes for their turns, for a grand total of 3 hours of playing time. It was good practice for using a chess clock for larger games, like our annual Apocalypse game.

One thing I learned since my first outing with my Death Guard back in December is that they really need to stick together in a big group to make the best use of their many, many overlapping aura effects. In practice, this meant that my best strategy was to form up and start marching forward!

Here’s a look at the Death Guard battle line as the game got going.

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On the opposite side of the table, Paul mustered a fearsome array of slavering xenos. Most concerning was his big brood of Genestealers that seemed poised to pounce atop the bio-spoor “Prize” scenario objective.

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Bleh, look at all those foul aliens. They must be purged!

Oh, and look, here’s a group of Tyranid warriors lurking in the depths of the cavern, waiting to pounce on some unsuspecting (or even suspecting!) Plague Marines.

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THEY ARE COMING.

Whew, what a gorgeous tabletop.

As the game got underway, it was clear that I was going to get out-flanked and surrounded quite badly by the more mobile Tyranids. I had been expecting this and was cautiously optimistic about my survival chances — after all, the Death Guard are incredibly tough and hard to kill. Getting swallowed by a chittering swarm of Tyranids is not necessarily the worst thing that could happen.

As luck would have it, I won the first turn and managed to trot my Helbrute up to the bio-spoor objective. The Helbrute was joined a moment later by my 10-man squad of Plague Marines, presenting what I hoped was a fairly solid obstacle for Paul to deal with.

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The Plague Marines were supported by a Foul Blightspawn, which is one of several nifty character models released as part of the new Death Guard collection. The Blightspawn in particular proved to be incredibly potent, as he possessed one of the most powerful (and most unreliable) weapons on the battlefield in the form of his gnarly Plague Sprayer. It was great for the entire game, except toward the very end of the game, when it was OUTSTANDING. More on that later.

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The Death Guard stomped forward in a slow, inexorable wave. Typhus (leading from the rear in the photo above) and my Malignant Plaguecaster used their psychic powers to buff some key frontline units, but sadly most of their offensive powers weren’t all that effective. Or maybe Paul’s anti-magic rolls were just really good?

The surging, roiling wave of Plague Marines and Poxwalkers weathered some absolutely horrendous firepower from the broods of termagants that harried their flanks. Paul was rolling 90 dice when attacking with some units, which made his new dice-rolling app essential to expediting our turns. These harassing units were kept at full strength by the monstrous Tervigon, which belched out a 10-man squad of termagants each and every turn.

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In the photo above, a large unit of Poxwalkers had just finished annihilating one of those 10-man squads of termagants … which, thanks to their Curse of the Walking Pox ability, promptly swelled the ranks of the Poxwalkers by another 10 figures.

In the center of the table, my Helbrute had finally succumbed to a vicious melee involving Tyranid warriors and a Hive Tyrant. That left just a few gore-crusted Plague Marines, along with a handful of pitiful Poxwalkers, to hold the center of the table. As you can see, they were absolutely surrounded, hemmed in on all sides.

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Oh, but I had the Foul Blightspawn. His Plague Sprayer finally struck gold for me, bringing down a sneaky Trygon as it burst from the ground in ambush. OUTSTANDING. (But not before its scything talons brought down my poor Malignant Plaguecaster, though.)

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Anyway, it was a pyrrhic victory. While my Poxwalkers were chasing down the Tervigon, Paul’s few surviving Genestealers were sprinting across the battlefield with the bio-spoor objective, keeping it safely out of sight and out of range as we closed in on our turn limit.

Here’s the Tervigon, hissing in rage as a virtual wall of plague-ridden zombies close in on it. In the foreground, my other Plague Marine squad (newly painted, too!) was still fresh and untouched even as the game entered its final turns.

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So Paul won the scenario even though I did my very best to kill his newly painted models with prejudice. From a narrative standpoint, the Death Guard turned the spawning pits into a charnel house once they realized the bio-spoor was beyond their grasp. Hence the savage butchery and take-no-quarter fighting in the eerie caverns.

Typhus was defeated, but once the Herald of the Plague God has a scent, he’s not likely to give up easily. The Spawning Pits beckon, and I foresee a rematch between the Death Guard and Tyranids in the not-too-distant future. For now, the Death Guard are content to lick their wounds and slink back to their fortifications at the Treyarch Defensive Salient (another campaign location that the Death Guard wrested from the Imperials in a previous game).

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Paul and I agreed that this was one of our best games of 40k yet. The battlefield and terrain were absolutely top notch — the perfect venue for two beautifully painted armies to clash over.

For me, at least, the Death Guard finally “clicked” in terms of strategy and tactics. I still made plenty of mistakes and forgot a lot of details, but the play style of the army seemed to resonate with me. I never thought I’d say it, but I think the Death Guard might be emerging as my preferred Chaos Space Marine army — much to the horror of my beloved Night Lords.

I’ve got plenty more Plague Marines to paint up (virtually all the old school vintage metal guys) plus a batch of Blightlord Terminators and a few more special characters. So look for more battle reports in the future as I get these new toys ready for the tabletop!

Old-School Plague Marines with Spellcrow Bits

Posted by Comrade on April 7, 2018
Posted in: Posts. Tagged: 28mm, 40k, army, chaos, death guard, hobby, miniatures, narrative, nurgle, painting, sci-fi. Leave a comment

I know there are a ton of cool, new Death Guard models out there, but I’m still hopelessly in love with the old-school metal Plague Marines that I ogled as a kid, before I’d ever bought my first miniature.

I’ve been scooping up these guys on eBay and elsewhere over the last few years. I knocked out my first squad last year, and just this week I finished my second squad. For this group, I sourced some fun new resin accessory pieces from Spellcrow, a great little boutique model shop based out of Poland. I snagged a couple sets of their awesome Plague Legions backpacks and arms — just the thing to add some detail and interest to the already awesome Plague Marines.

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I went with my typical fast-and-dirty paint job for the armor, but I slowed things down and took my time applying different color washes and shades — purple, sepia, brown and even blue — to the models to create interesting effects. This was my first time using shades in this manner, and I learned a lot.

The Spellcrow upgrades were replete with swollen growths, boils, maggots, slime and other fantastic details to paint. Even though they had a distinct style, the Spellcrow bits seem to mesh well with the other plastic pieces I used on these figures (particularly after they were painted). Sidenote: Spellcrow is well known for tossing in bags of freebies and samples with each order. On at least one of my orders, my freebie bag included almost as much stuff as I actually paid for through my order! If you want some of their stuff, it’s definitely worth it to order directly from their eBay store.

In this case I didn’t finish the models off with the magic dip, as I wanted to keep the colors bright.

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Compared to the new Death Guard models that came out last year, these guys are tiny. But I love them and want to use them, so I found an excuse for the size differential in the Chaos Space Marine lore. As Paul pointed out during a recent discussion, time moves differently in the warp. Plague Marines that have spent centuries fighting the Long War are understandably bloated and swollen with power, their armor mutated and savage. Newly recruited renegades, like these guys, have a more reasonable stature compared to the hideous, hulking veterans in my army. So there you go! (Thanks, Paul, for the fluff-driven logic.)

I’ve also included a couple photos of the backpacks, as they were all really cool and unique, with lots of nifty details to paint. I could have spent twice as much time on the backpacks alone! But of course, my mantra is “more toys on the table,” so I stopped myself before I went too far down that rabbit hole.

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I’ve got one last batch of these old-school metal Plague Marines sitting in a paint stripper bath, so I’ll probably have one more project like this ahead of me this year. Then I’ll move on to a few remaining Death Guard vehicles and characters, and after that my army will be done!

The Games In My Head

Posted by Comrade on April 6, 2018
Posted in: Posts. Tagged: hobby, miniatures, narrative, painting, Personal, terrain. 5 Comments

 

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With a new baby in my life, I’ve been doing less actual hobbying and gaming over the last three months, and more *thinking about* hobbying and gaming. Ha! Such is life…

In particular, I’ve been thinking about one of my core gaming philosophies that’s really guided my enjoyment of the hobby over the last 20 years: the idea, despite all the games I’ve played in my long gaming career, I’ve played out at least as many battles *in my head* as I spent countless late nights seated at my workshop painting figures or building terrain.

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Having a healthy, thriving headspace for wargaming is essential, because this hobby involves lots of solitary time spent painting and modeling. For me, that time represents a creative investment that pays off when the figure hits the table in a game. Because of that, the completed product is never *just* a figure. He’s a combat medic with Markham’s Thunderbolts, a renowned mercenary army, just beginning a lengthy deployment in Geirrod City in support of a major advance.

 

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Or maybe it’s Molitor Radlec, a Lord of Chaos known to his enemies as the Eschaton of Darkness, Bane of Mortals and Wielder of the Murder Claw. Or maybe it’s Ignatius the Grey Monk, the scrappy sorcerer leading a raiding party of ratmen from the depths of the Estermark Sewers?

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I can’t be the only one who thinks this way, right? For a hobby that is oftentimes 80% solitary time in your workshop and 20% gaming with your buddies, it’s important to find a way to stay engaged and derive satisfaction from time spent all by yourself.

For me, this goes beyond narrative gaming. Figures that have never even hit the table in a game (yet) nonetheless have lore and backstories, so that when they do take the field, they do so as heroes and legends, not merely reinforcements. This creative process helps me keep my head in the game, so to speak, when chipping away at big projects.

What do you think? Leave a comment and tell me about the epic stories that unfold in your headspace…

Warhammer 40,000 with the Next Generation

Posted by Comrade on March 19, 2018
Posted in: Posts. Tagged: 40k, family, game night, warhammer. 2 Comments

And now, for something completely different…

Paul had an opportunity to introduce his nephew and a couple friends to the grim darkness of the far future. It was a lot of fun! Read on for a battle report…

The Imperial Outpost on Navarro had reported a darkening of the Warp. A few experienced Astropaths knew what this portended, but the others did not, and foolishly reached out with their minds before going insane. And as surely as the inevitability of death, the Great Devourer descended.

This battle blooded a younger generation in the ways of Warhammer 40,000. On one side we had a strange mixture of Salamanders, Imperial Guard and stranded cadre of Tau Fire Warriors, adrift in the void. On the other side, we had the Tyranid swarm.

The three new bloods (Kahlil, 13, and Elliot and Langston, both 9) opted to play the side of good. It was explained to these three that this is 40k, and there really is no such thing as “good,” but they heeded not our advice.

The Tyranid side was commanded by the elder generation, Paul and Mary (ages withheld out of decency). The kids were allowed to choose 2 units each from Paul’s model collection — whatever they wished. (Elliot had brought his own painted Tau and Salamanders). In the end, this totaled 40 Power Level. Paul and Mary then took enough models to get to 40 PL as well.

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The Imperials won initiative and moved their forces out from behind the western outposts. A sole Leman Russ advanced with support from the two Tau units. On the other side of their line, a Hammerhead tank and a Tau Broadside chose to stay behind cover, while a squad of Salamander Reivers advanced. As luck would have it, the Leman Russ lacked any line of sight after movement, so could not get off an initial volley. Not so the Hammerhead, which launched its smart missiles and railgun at a nest of Termagaunts out in the open. Half were blown up and the rest fled.

Morale went up on the side of the table with the kids. Mary and Paul were nonplussed.

Next it was the Tyranids’ turn. Mary and Paul advanced a Hive Tyrant and its guards into the center of the table, while sending Gaunts up both edges. A Carnifex advanced up the right side, while in the back a Tervigon spawned a new unit of Gaunts.

In the Nids’ shooting phase, the Hive Tyrant blasted apart a Tau drone that had foolishly decided to separate from its cover. On the other flank, a dozen Gaunts shredded a Salamander with an utter storm of devourer slugs.

As the game progressed, the Imperial and Tau units moved up again and shot, this time the combined firepower of the Broadside and Hammerhead to shatter the advancing Carnifex. But the Tyranids responded by charging and ripping apart a complete Tau Strike team.

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It was at this point that Imperial and Tau forces began to squabble amongst themselves, with the Imperials calling for a melee charge, only to be denied by the Tau. A deliberate exchange of friendly fire was threatened. Meanwhile, the Tyranids advanced ever closer.

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The game was called after 3 rounds. The Tervigon had spawned more Gaunts, but had also (in the interest of coolness) charged and engaged the Leman Russ in melee combat (putting it at a severe disadvantage). On the other side of the field, the Hive Tyrant shredded the Hammerhead from 13 wounds down to 1 but somehow it remained a-hover.

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Bedtimes and parents were calling, so we ended the game then. The Imperials/Tau alliance was slightly ahead on kill points, but given the loss of the Fire Warriors and impending doom of the Leman Russ and Hammerhead, the tide was definitely turning had the game continued. The good guys would have been hard pressed to deny the Tyranid horde.

In the end however, all kids agreed that this was “the coolest game ever”. Elliot was given some painting lessons and sent home with an assignment to paint some terrain. We’ll see what the next generation brings to the table next time!

Thanks to Paul for the game writeup and photos! We’re going to need a closer look at those gorgeous new Tyranids you’ve got…

Poxwalkers 2: The New Batch

Posted by Comrade on February 8, 2018
Posted in: Posts. Tagged: 28mm, 40k, chaos, death guard, miniatures, nurgle, painting, sci-fi. Leave a comment

Well, my new baby is one month old today, and I noted with some amazement that I was able to paint up 10 Poxwalkers over the last 30 days, even while I was juggling a hospital stay for the birth, visits from doting grandparents and plenty of late nights rocking a fussy newborn.

So I’m sharing a few photos of these nasty buggers and also congratulating myself on accomplishing a bit of hobby progress in January!

For my first batch of Poxwalkers, I went with the standard rotting green flesh color. For these guys, I wanted to try out a new flesh color, so I gave them a few washes of purple shade, plus sepia on the boils and sores, to create a suitably gnarly flesh color. Maybe these guys are the reanimated corpses of a starship crew that was killed after an explosive decompression in the void? And they floated in hard vacuum for a few weeks before Papa Nurgle saw fit to reanimate them for his legions? Yeah, that’s it. That might explain the purplish tone of their flesh.

I did some head and weapon swaps on these guys to differentiate them from the stock sculpts. Aside from the flesh, I went with a fairly quick and simple paint scheme for their clothing and weapons — after all, the goal here is to get these guys done to a passable tabletop standard.

Anyway, I’ve got another 10 guys to paint up in a similar paint scheme. Once they’re done, I’ll have two full-sized blocks of Poxwalkers ready for my new game of Warhammer 40k. In addition to being fairly effective on the battlefield, these guys look great in a big group, surging across the battlefield toward the enemy lines, blazing a trail for squads of heavy hitting Plague Marines. Stay tuned!

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