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40k Battle Report: The Scouring of Hab-Block Fenax

Posted by Comrade on October 26, 2017
Posted in: Posts. Tagged: 40k, campaign, chaos, game night, narrative, sci-fi, wargames. Leave a comment

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Last week we celebrated with release of the Imperial Guard codex with a cityfight game set in Jericho Station, the main city on Caluphel Prime. As it was a 3-player game, we opted for a smaller game, with Paul and John both bringing 30 Power Level of Tau and Imperial Guard, respectively, versus 60 Power Level of Chaos Space Marines from me.

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For our game, the Chaos Space Marines (Night Lords, naturally) were trying to clear a landing zone for some inbound troop transports bearing reinforcements from the Death Guard. They had selected Hab-Block Fenax, a typical ruined sector of the city, for their impromptu landing area. Step one was to purge the defenders who were dug in from the earlier skirmishes.

We were pretty impressed to see that, even at 30 Power Level, John was still able to muster more than 60 infantry figures. Wow, Imperial Guard are cheap! John was trying out the Valhallan doctrine from his new codex, which emphasizes massive human wave attacks and a general disdain for self-preservation. Here’s a typical squad, entrenched near a ruined building, ready to blast some traitors.

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By contrast, Paul brought a few Tau units, including his newly painted HQ unit, Commander Goldmoon. Check out that sweet custom halberd!

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On the other side of the table, I mustered by Night Lords, which had also received some new reinforcements in the form of a beautifully painted Rhino and squad of Warp Talons that I had acquired from a fellow in The Netherlands. As I built my army, I realized that I actually had 5 units that would arrive via deep strike, which left me with just a couple units to actually deploy at the outset of the game — namely, the new Rhino and a 20-man blob of cultists.

We decided to play “The Scouring” scenario from the rulebook, so we set up 6 objective markers and got started. Our deployment zones were fairly close, which meant that John and I started the game within easy lasgun range of each other.

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Deploying relatively few units had a pretty big impact on the game for me, as it allowed John and Paul focus their massed firepower on just a handful of units at a time. In the first turn of the game, for example, my cultist squad was completely annihilated — which was a bummer, as I was really looking forward to using my “Tide of Traitors” stratagem to bring the cultists back on the next turn.

Things started looking up once I started bringing in my deep strike units – a squad of Warp Talons backed up by a Chaos Sorceror, and a squad of Terminators, for starters. These highly potent units arrived right in front of many, many terrified Imperial Guard and proceeded to lay waste with bolter and sword.

In particular, the Warp Talons ran absolutely amok in the Tau lines, routing a squad of Fire Warriors and sowing chaos everywhere. I mean, if you’re a Tau Fire Warrior, this is *not* where you want to be.

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Alas, the surviving Fire Warriors retired in good order, and Paul and John proceeded to light up my Warp Talons. The sheer number of lasguns, combined with John’s sneaky officer orders, meant that my entire squad was annihilated in one turn. Farewell, Warp Talons!

This unfortunate happenstance would take place several more times over the course of the game. I would bring in a cool unit via deep strike and it would threaten the defenders for a turn or two before dying horribly to massed lasgun and Tau drone fire. It was almost like shooting fish in a barrel!

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I never could muster a critical mass of firepower to break through the Guard lines, and the Tau’s long-range weaponry ensured that my units were never really safe, even when they were in cover.

I managed to get a squad of Khorne Berzerkers into combat on the left flank, and was poised to roll up the flank and deal some serious damage — but once again, shooting won out over close combat. I think that’s just the reality of this edition of 40k. Ranged combat is where it’s at, and you have to really work hard to make a melee-oriented army succeed.

But damn, my guys looked gorgeous doing their thing.

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Interestingly, this game took place about 12 hours before Games Workshop released its errata of commissars. We agreed afterward that a rules adjustment was in order — under the original rules, commissars virtually ensured that basic Guard squads were exceedingly steadfast in the face of casualties, probably moreso than the game designers had intended.

In the center of the table, I had marginally better luck when my Terminators arrived via teleport strike. They seized a ruined building, laid down some withering firepower, and began a grinding advance toward the Guard lines.

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It’s hard to tell, but there are actually 30 infantry holed up in those ruined areas.

One turn later, I was close enough to charge with my Chaos Terminators, which again ratcheted up the grief on the defenders’ side of the table. Terminators have always been brutal, and it seems the trend has continued into 8th edition 40k.

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At this point, with Terminators overrunning his defenses, Paul wisely decided to relocate Commander Goldmoon and her retinue of drones to the far side of the table — ostensibly to secure an important objective, but also possibly to avoid annihilation? In any case, it proved to be a tactically sound move.

Left to defend the barricades alone, John used “Send in Another Wave,” the Valhallan-specific stratagem that allowed him to recycle one completely annihilated unit back onto the battlefield. He brought in two fresh units on his side of the board, within easy lasgun range of the Terminators that were engaged with the defenders at the barricades.

But wait, you can’t fire into melee, right? Well, Valhallans can. They have a special officer order called “Fire on My Command” that allows them to do just that, with the added penalty that any rolls of 1 indicate that a friendly model was hit instead.

Channeling Joseph Stalin, John issued the order and scooped up a huge handful of dice.

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You could cut the tension in the room with a chainsword as John tossed those dice onto the table. We held our collective breath and saw … a lot of 1s, actually. A few shots hit my Terminators and bounced harmlessly off their armor, but the majority of the casualties were caused by John slaughtering his own troops using his Valhallan’s special order.

We looked on in horror as he scooped up the dice and prepared to do the same with the next squad in range. “You’ll hit your own men, you monster!” we pleaded with him. “Have you no sense of honor, of humanity?!”

Cackling fiendlishly, John cast the dice for another round of shooting. Again, a few shots spanged off this thick armor of the Terminators, and plenty more dropped Valhallans by the bucketload.

When the shooting stopped, John had removed 7 or 8 of his own guys as casualties and had caused 1 total wound on my Terminators. When the poor Imperials tried to flee, the commissars shot dead the first man who fled, thus enforcing iron discipline and keeping the units in fighting shape despite the horrendous casualties.

Talk about a pyrrhic victory. And there were still the Terminators to deal with.

By this point, though, the game was more or less in the bag for the Tau-Imperial alliance. Paul had used the desperate skirmish taking place at the barricades as cover to allow his commander to fly across the battlefield and seize an important objective.

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I had one chance to land a squad of Raptors via deep strke and try to oust her from the objective — and mathematically speaking, it wouldn’t have mattered much. I tried anyway, and actually landed a hit with a meltagun, but didn’t roll enough damage to kill Goldmoon. So my ambitions came to an end there.

During and after the game, we remarked at just how long it took for John to deal with his 60+ figures during his turns. We’re all adults and know how to play games pretty well, but the logistics of issuing orders, moving guys and rolling bucket loads of dice just ate up a lot of time, particularly compared to Paul’s fairly streamlined turns. And they were only at 30 Power Level each! I can’t imagine how an infantry-based Imperial Guard army would play at 75 or 100 PL. Hour-long turns, mostly likely. That’s no fun for anybody. Anyway, we resolved to explore some options for speeding up gameplay (maybe a chess clock?).

So, the defenders managed to keep the Night Lords from securing the landing zone, meaning the diseased hordes of the Death Guard will need to force a landing elsewhere to exploit their tiny foothold on Caluphel. Stay tuned for more!

40k Battle Report: A Storm for the Ages

Posted by Comrade on September 24, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, game night, narrative, sci-fi, terrain, wargames. 2 Comments

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Paul and I got together a couple weeks back for another installment in our 40k narrative campaign set on Caluphel Prime. We recently updated our ongoing meta-plot in an effort to bring the campaign into the current setting of Warhammer 40,000 8th edition. We used the galaxy-wide warp storm known as the Cicatrix Maledictum to effectively relocate Caluphel across the galaxy and reboot our storyline to allow players to bring in new and exciting reinforcements. Read all about it here!

By pure chance, we had an opportunity with this game to actually play out one of the frantic struggles that took place on the planet during those dark, terrible days on Caluphel, when the warp storm raged and the heavens were rent asunder.

How did we get here? Well, Paul had acquired a deck of the Open War cards for Warhammer 40k. These are essentially a series of random events and objectives that you can combine at random to create custom scenarios.

We opted to go this route for our game, and we ended up drawing up a scenario featuring a supply raid with — you guessed it — a warp storm raging in the skies above the battlefield. It was a perfect fit for our narrative. Two hard-bitten warbands, squaring off for much-needed supplies while the Cicatrix Maledictum crackles in the firmament above … almost too perfect, actually, and it served as the perfect bridge game to bring our campaign into the current 40k storyline.

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Paul brought his Tyranids and I mustered my Chaos Night Lords. We played at 60 Power Level, so not a huge game, but bigger than a typical skirmish. We added one extra victory parameter: If the Chaos marines won the game, they would be able to reactivate the astropathic beacons to triangulate the planet’s new position in the galaxy, thereby revealing its presence to nearby allies (and enemies, presumably). Basically, this would open up Caluphel to much-needed reinforcements. If Paul won, the beacons would remain dark and the armies on the planet’s surface would be on their own and at the mercy of the ravening Tyranid hordes.

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We set up a visually stunning table using two new scenic items from Paul: a new tundra-themed FAT mat, and an epic terrain piece that he originally commissioned for his Tau army, used here to represent an abandoned astropathic broadcast station located high up on the slopes of the Upper Norse Ring Mountains.

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With that, we got underway. This was Paul’s second major outing with his Tyranids, and his first time piloting the faction solo. His army was well balanced: a brood of termagants, a brood of hormagaunts, a brood of genestealers, a brood of gargoyles, a few Tyrant Guard, a couple Carnifexes, and a Hive Tyrant.

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For my Night Lords, I was really looking forward to fielding my newly painted 10-man squad of Chaos Raptors. Oh, and I was using the brand-new Codex: Heretic Astartes, which meant I had access to a ton of nifty new rules to try out.

We placed 6 supply cache markers on the battlefield as objectives, then started playing. The massive terrain piece in the center of the table proved to be an interesting tactical element. The fighting platforms in its upper reaches promised superior fields of fire and cover, but its sheer bulk caused both of our armies to split as we maneuvered around it. We both spent considerable time agonizing over our opening moves, since a unit committed to one side of the massive facility was likely going to be there for the duration of the game.

On the left flank, I sent a squad of cultists and a 10-man squad of Chaos Space Marines toward an undefended supply cache marker. Paul anticipated this move and sent hormagaunts, genestealers and Tyrant Guard to deal with the situation.

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Unfortunately, he didn’t count on my flamethrowers! Neither did I, actually — I didn’t make a conscious effort to bring them. I just played my guys as WYSIWYG, and there happened to be a few flamers mixed in there.

In 8th edition, flamers are absolutely brutal against melee troops — particularly when firing on overwatch, as they cause d6 auto hits, with no to-hit rolls required! And we quickly learned that my dice were on fire (pun intended), as I rolled no fewer than 3 sixes on various auto-hit rolls from flamers over the course of the game.

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So my flamers set fire to Paul’s ambitions on the left flank, but his Tyrant Guard proved harder to crack. My Chaos Space Marines ended up in an epic, slogging combat with the Tyrant Guard on the flank that lasted for most of the game. Here’s a peek at the action.

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The other flank saw the bulk of the battle, as my Chaos Sorcerer, Night Lord infantry squad and Helbrute squared off against a brood of termagants, a brood of gargoyles, more Tyrant Guard, two Carnifexes and a Hive Tyrant!

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The odds were not in my favor until my Chaos Raptors screamed in from above, dealing massive damage to the Hive Tyrant and generally wreaking havoc in the backfield.

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From this point, the battle swung wildly back and forth as both Paul and I enjoyed setbacks and advantages. More than once I was able to use In Midnight Clad, my Night Lords custom strategem from the new codex, to survive a particularly brutal ranged combat attack.

And the warp storm raging in the skies meant that psyker powers were more difficult to manifest, and failure was more devastating for all involved. This came into focus for me when I rolled a 1 on my psyker check. This would have meant Perils of the Warp, likely dooming my sorcerer to a shrieking death, with additional gruesome effects for my nearby guys due to the warp storm penalties. Thankfully I had a spare command point and was able to re-roll the check!

My sorcerer was safe … until the Hive Tyrant charged in and pulped him into a fine pate, perfect for spreading on a cracker as hors d’ouevre. Gulp.

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Nearby the Raptors squared off against a Carnifex and a few Tyrant Guard. My Chaos Lord had teleported into battle alongside the Raptors, and I was pretty excited to get him into combat. Unfortunately I got a little over-zealous and strayed too close to a Carnifex. A few hacks and slashes later, and my Chaos Lord was toast. Mistakes were made!

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The tide turned when my Helbrute stampeded through a small copse of trees, emerging to engage the Hive Tyrant in single combat. This was the Helbrute’s moment, as he walloped the Hive Tyrant with his power fist, destroying the foul xeno and breaking its psychic hold on the rest of the army.

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The Hive Tyrant was Paul’s only HQ unit, which meant that the rest of his army was now operating on pure instinct, unable to do much in the way of tactical maneuvering. Combined with my fairly solid hold on the primary supply cache marker, that pretty much put a bow on this game for me.

I had emerged victorious! As a result, the Chaos forces eagerly reactivated the astropathic beacon, hoping to send a signal to the blighted armies of Nurgle that were mustering at the nearby Scourge Stars for the invasion of Ultramar. Of course, the side effect was that the Imperials could also use the astropath beacons to call for reinforcements, but whatever.

Paul’s Tyranids, presumably, scattered into the alpine wilderness.

We agreed that this was arguably our best game of Warhammer 40k yet. The Open War cards were a total hit…we loved the randomness and flavor they added to the game.

This was also the first game where I finally felt like I “got” the flow of a Chaos Space Marine army. I did a much better job using my aura effects and supporting my units. The new Chaos codex added a huge variety of options for me to try out. As I told Paul, none of the new rules seemed particularly game-breaking, but they all seemed extraordinarily flavorful, which is just about the best possible outcome for narrative gamers like us.

So the stage is set for new battles, counterattacks, maneuvers, sabotages, intrigues and grand plans on Caluphel. The astropathic beacons are once again active … who will answer the call?

Fully Painted: Poxwalkers and Night Lord Champion

Posted by Comrade on September 7, 2017
Posted in: Posts. Tagged: 40k, chaos, hobby, miniatures, painting, sci-fi. 3 Comments

After seeing Oliver’s Poxwalkers in action last month at Wild Things, I knew I needed to get mine painted up, and fast. The assembly line method seemed ideal for painting up 20 figures, so for the first time ever, I followed Duncan’s advice and painted up my Poxwalkers by following the nifty painting tutorial on Warhammer TV’s YouTube page.

There are two tutorials available for Poxwalkers: one for a quick paint job, and one for a more detailed finish. I opted for the quick paint technique, but added a few flourishes of my own along the way.

As someone who has routinely poo-pooed the “official” Games Workshop paint style for many years, I was pretty pleased with the results I was able to achieve by simply, er, following directions. I started with a white basecoat (another aberration for me; I typically start with black) and used shades to achieve the putrid green skin tone.

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This was also my first time using Blood for the Blood God, one of the aptly named “technical paints” from Games Workshop. It creates a gory, liquid blood effect, which was perfect for the boils and sores on these Poxwalkers.

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These figures were loads of fun to paint, and I *almost* wish I had taken more time to give them some extra attention. Almost. After all, my philosophy after more than 20 years of painting miniatures has always been focused on getting toys onto the table, not obsessing over studio-quality techniques. Even at that low bar, I still managed to teach myself a few things on this project.

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I got these guys painted up and based in a little under two weeks, which was a pretty great turnaround for 20 individual figures with lots of little details. And you may have seem them in action in last week’s 40k battle report (“Stop the Ritual”)!

These guys are great figures and they’ll be supremely useful for a variety of games as rad zombies, undead husks and infected humans.

After painting Nurgle guys for a few weeks, I needed a palette cleanser, so I grabbed a Night Lords champion who’s been sitting on my workbench for a few months. I had attached him to a nifty resin industrial base and I was excited to get some paint on him.

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Oops, I still need to paint the rim of his base black. Anyway, this guy is among the only figures I own who has the classic Night Lords heraldry and armor, so he’ll definitely hit the battlefield as a special named character in my next game of 40k. Stay tuned!

40k Battle Report: Stop the Ritual!

Posted by Comrade on August 30, 2017
Posted in: Posts. Tagged: 28mm, 40k, battle report, caluphel, campaign, game night, sci-fi. Leave a comment

John and I have been looking for an opportunity to try out some weeknight gaming at a slightly smaller scale, so we organized a game of 40k at my place earlier this month. We settled on Power Level 40, which is a small-ish threshold that still allows for one or two vehicles or monsters per side.

In planning this game, we forgot to take into account John’s gaming style — he is a classic Imperial Guard horde player who is happiest when he is maneuvering huge squads of infantry and unleashing massed volleys of lasgun fire. I think he had at least 60 figures on the table for our Power Level 40 game …. maybe even more!

So that’s my way of saying that our best-laid plans for a quick, two-hour weeknight game were dashed by his enthusiasm for sci-fi army men. Check out his deployment for our game. This is just a 30-man squad of conscripts plus a command squad!


Luckily out choice of scenario sped up the evening’s game (but not in a good way).

We wanted to do a follow-on scenario to last month’s Ambush at Teknolog Pass, which saw the diseased Plague Marines of The Weeping Legion rout a probing attack from the disoriented remnants of The Shattered Regiment.

A number of prisoners were taken after that battle, so we set up a scenario whereby a Chaos sorcerer was using a captive as a blood sacrifice for an unspeakable ritual in the craggy peaks of the Upper Norse Ring Mountains. The unfortunate captive is here, along with a nifty objective marker that perfectly suited our needs for the game.


What a poor, miserable bastard.

Anyway, we used the Sabotage scenario from the Warhammer 40,000 main rulebook. The scenario called for me to place 10 sentries (I used Chaos Cultists) around the battlefield, with the rest of my guys held in reserve, waiting for the sentries to raise the alarm.


Normally, weapons fire raises the alarm, which makes sense from a narrative standpoint. But John’s guys had the ability to use silencers on their ranged attacks, which dramatically reduced the risk of raising the alarm and allowed them to pretty much walk all over my carefully placed sentries, annihilating them in short order. Because they were cultists, they had to get in really close to raise the alarm, and John ensured that I was unable to do that.


Because of this, I didn’t get to actually place my figures on the table until more than halfway through the game, when John’s Guardsmen reached the objective and began attempting to stop the ritual. We observed what was happening as we played and immediately concluded that the silencer rule combined with 30-man mobs of infantry made for a fairly crummy game experience for the opposing player. I was literally locked out of the game until more than halfway through the game.

Once my newly painted Plague Marines and Poxwalkers arrived, the game was mostly in the bag for John. He still had 40+ infantry figures swarming around the objective, and even though I had a mostly fresh fighting force, I lacked the raw firepower necessary to eject him from the salient.


I thinned the ranks a little bit with some well-timed psyker powers from my Nurgle Sorcerer, but we crunched the numbers and found that it was numerically impossible to stop him from successfully thwarting my ritual.


I was able to get in a good charge with my new Poxwalkers, which was nice, and they dealt some damage so I was able to grow the horde a little bit, which was also nice and led to these fun photos.



In the end, we agreed that this particular scenario was a bit broken when one player brings 60 infantry figures to the table. It didn’t seem to make sense to either of us that a 30-man mob of conscripts could rampage around the battlefield with impunity, using silencers to assassinate individual sentries.


The scenario doesn’t put any firm requirements on what you use for sentries, so I think in the future I’ll use Chaos Space Marines — they’re a little harder to kill, and they can raise the alarm from a longer distance away. It was probably a mistake to use cultists … but dammit, I was playing up the narrative component! The game was about a Chaos ritual, so it just made sense to use cultists!

Speaking of the narrative, this was a campaign game for our Caluphel Prime 40k setting, so there will definitely be some outcomes to explore in future games. This victory was a much-needed morale booster for the Shattered Regiment, which had crash-landed on Caluphel weeks ago after the planet got sucked into the Warp and re-deposited in a dusty corner of the Eastern Fringe.

And my Plague Marines are definitely re–grouping after their failed Chaos ritual. If they had completed the ritual, I was going to use it as a way to introduce this sweet zombie dragon that I’ve been wanting to get onto the table as a greater daemon of Nurgle. That plan is on pause for now!

Fully Painted: Lord of Contagion

Posted by Comrade on August 7, 2017
Posted in: Posts. Tagged: 28mm, 40k, chaos, miniatures, painting, sci-fi. 3 Comments

Well, I probably should have included this guy in last week’s blog post about my new Death Guard Plague Marines, but I forgot, so here he is.


The Lord of Contagion figure is certainly one of the centerpiece models from the new Warhammer 40,000: Dark Imperium box set. In fact, you could easily argue that Chaos got the best figures in this set — all the Imperium got were larger-than-averaged Space Marines. Ha!

Anyway, I’ve been looking for a decent Nurgle-themed Chaos lord for quite some time. I don’t have the critical mass of bits required to kitbash something suitably gruesome, so I was glad when this guy arrived in the new box set.


In my games, he will be known as Brasque Krakmarrow, Lord of Contagion, variously styled as the Grave Wurm of Endymion-Delta and the Gift-Giver of Vortulai Hive. He has already taken to the battlefield during the brutal battle for Teknolog Pass last month on Caluphel. Who can say how many souls he will reap before Grandfather Nurgle’s appetite is sated?

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