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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?

Fully Painted: Death Guard Plague Marines

Posted by Comrade on August 4, 2017
Posted in: Posts. Tagged: 40k, chaos, miniatures, painting, project, sci-fi, warhammer. 3 Comments

I finally finished painting the seven Death Guard Plague Marines from the Warhammer 40,000 Dark Imperium box set. All told, I probably spent 10 hours working on these seven figures — basically a speedpaint, for all intents and purposes.

This was my first brush with modern Games Workshop plastic kits, and I must say I was very impressed. The crisp sculpts and near-flawless fit of the individual pieces was really something. It was a far cry from the gloriously chaotic plastic-and-metal amalgams that characterized my first 40k army back in the mid-90s.

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After browsing the various warband paint schemes in the Death Guard handbook that came with the boxed set, I settled on The Weeping Legion, because I wanted to paint white armor and green trim for a change. I also liked the lore, with the Weeping Legion earning their name by marching to battle covered in the crusted ichor of their many weeping boils and pustules. Grandfather Nurgle approves!

As you can see from these pics, my Weeping Legion ended up quite a bit … eh … dirtier than the studio paint scheme. Chalk that up to the Minwax Antique Walnut polyurethane dip, which shaved hours off my painting time and also tinted the figures with a faint brownish hue. That was my intent, and it definitely fit with the fluff.

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I also had a great time playing around with color washes for the many tentacles, flesh pipes and leering tongues that festooned these figures. These sculpts are really a treat for the accomplished painter — guess I’d better go find one?! But I digress.

The Dark Imperium box set comes with 7 Plague Marines — 7 being the sacred number for Nurgle, of course — and GW recently released a 3-man box of Plague Marines to bring your unit up to full strength. So look for a few more Plague Marines to come in short order … or maybe I’ll get distracted by Poxwalkers … but I’ve also got some stuff on deck for my Night Lords. So much to paint, so little time!

40k Game Night at Wild Things Games

Posted by Comrade on August 3, 2017
Posted in: Posts. Tagged: 40k, demo, game night, sci-fi, wargames, warhammer. Leave a comment

Last month I trekked up to Wild Things Games in Salem for a 40k game night. Several of the regular players had picked up the new Dark Imperium boxed set, and we were itching to try out the game.

I don’t have detailed game reports to share — just a few photos showing the cool and varied armies that hit the table that night. A fun time was had by all! Browse the gallery below…

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Caluphel: The Story So Far

Posted by Comrade on July 26, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, narrative, project, sci-fi. Leave a comment

caluphel-planet-map-v3

We’ve been enjoying developing the backstory and evolving meta-plot for Caluphel Prime, our 40k campaign setting. With the release of the 8th edition of Warhammer 40,000, we’ve decided to update the campaign and bring it forward into the new Dark Imperium setting. We used this as an excuse to create a shiny new campaign map, too!

The new setting gives us the perfect vehicle for making such major story updates: the Cicatrix Maledictum, the galaxy-spanning warp storm that has split the Imperium asunder and ushered in a horrifying new chapter in mankind’s darkest age.

In the Caluphel system, the Great Rift erupted just as exploration of the newly rediscovered colony world was ramping up. Imperial explorator teams, joined by contingents from several Space Marine chapters, had established a few protected landing zones on the Caluphel’s surface. Opposing them were raiding parties of foul Traitor Legions as well as a vanguard from the inscrutable Tau. On the planet’s surface, advance recon teams were encountering nests of dormant Tyranids in the archeotech tunnels beneath major cities and outposts.

In short: all factions were jockeying for position on the planet’s surface even as they plumbed the depths of Caluphel’s mysteries.

All of that changed when the Great Rift — known variously as the Mouth of Ruin, the Warpscar and the Emperor’s Shriek — ripped the heavens asunder. For the fleets in orbit around Caluphel Prime, the effect was immediate and catastrophic. Massive landers and strike craft were tossed about on a roiling, churning tempest of raw warp energy.

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In an instant, the armies operating on Caluphel’s surface lost their orbital support, as the fleets were blasted to pieces by the raging energies pouring out of the Great Rift. Crippled ships spiraled down through smoke and flame to crash-land on the planet’s surface.

Two such ships — Strike Cruiser Tenacity, bearing elements of the Dorn’s Disciples Space Marine Chapter, and Troop Transport Gladius, carrying a newly raised regiment of Imperial Guard — managed to crash-land more or less intact. Their passengers disembarked and began endeavoring to link up with the rumored Imperial forces already operating on the planet.

The remaining factions on Caluphel went to ground, seeking shelter in bunkers, bombed-out buildings and subterranean chambers as the warp storm raged in the heavens. The conflagration lashed the Caluphel system for a full week … and then subsided, leaving only an eerie silence.

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When the hard-bitten survivors on Caluphel stepped out of their shelters and looked skyward, they didn’t see the familiar constellations of Segmentum Ultima. Instead, they saw the baleful glow of the Scourge Stars, and beyond that, the delicate spray of planets and stars of the Eastern Fringe.

It was almost impossible to comprehend, but it seemed that the Caluphel system had been pulled into the warp and relocated to the Eastern Fringe, near the borders of the Realm of Ultramar.

Within a few short days, their fears were realized. Frantic communications with other nearby Imperial listening posts confirmed that the Caluphel system had been deposited into a warp-torn section of space in the Eastern Fringe known as the Hadex Anomaly.

While the Imperials pondered the full, horrifying implications of this news, the Chaos Space Marines operating on the planet’s surface looked skyward and smiled. The Scourge Stars had recently fallen to the diseased legions of the Death Guard, and so the murderous Night Lords on Caluphel knew they would be getting reinforcements from their pustulent brothers soon enough.

Likewise, the Tau of the L’Ranna Company managed to pilot their craft down through the maelstrom and effect a hard landing on the planet’s surface. The mysterious xenos nodded solemnly and interpreted good omens in the planet’s relocation to the Hadex Anomaly. The hard-pressed Tau Empire was located relatively close by, and so the L’Ranna warriors looked forward to a reunion with their estranged cousins.

So that brings us into the current 40k storyline! The Hadex Anomaly seems like a good place for Caluphel, since it leaves open the door for more weird narrative shenanigans in the future. The location — near both the Plague Stars and the Tau Empire — is ideal for incorporating reinforcements as players add to their armies. We’re located in the lower right portion of the map, near the word “The” in “The Eastern Fringe.” (Click here for a bigger map image.)

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Look for more new and exciting games in the future as we explore the new setting!

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