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Caluphel Factions: The Reavers of Deculon Prime

Posted by Comrade on April 28, 2017
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, chaos, miniatures, project, sci-fi. Leave a comment

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Continuing with the backstory for Caluphel Prime, our 40k campaign setting, here is a write up of the Reavers of Deculon Prime, my Chaos Space Marine Night Lords warband.

For those who have been following Comrade’s Wargames since its inception last summer, you probably know how my current 40k project started as an excuse to collect and paint up some of the vintage metal figures that enamored me when I was first dipping a toe into 40k during the mid 1990s. Of course, my project has expanded beyond that, and I’ve embraced some of the newer crisp plastic sculpts too, but I’ll always remember those old ‘Eavy Metal photos of the GW studio’s Night Lords Chaos Marines.

The Reavers of Deculon Prime, then, are my attempt at capturing a snapshot of that quintessential 2nd edition Warhammer 40,000 Chaos Night Lords warband — a roving band of schemers and murderers who are equally adept at back-alley executions and coordinated planetary assaults.

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“A Dagger in the Night: On the Trail of the Night Lords”
A Strategic Dossier Prepared by Arch-Tactician Mordecai Vulst

The Night Lords warband known as The Reavers of Deculon Prime first crossed paths with the Emperor’s defenders in Segmentum Ultima 10 years ago, when a Chaos strike cruiser known as the Nightgaunt conducted a lightning raid on an Imperial listening post in deep space. What few survivors there were reported an overwhelming boarding action conducted by massive warriors clad in deep blue armor adorned with lightning bolts and winged skulls. Even the most inexperienced tactica officer would know that these raiders were Night Lords, one of the most feared and ruthless of the Traitor Legions.

That these raiders made no attempt to hide their allegiance or origin speaks directly to the Night Lords’ overall strategy as observed over centuries — when they strike, they do so from a position of overwhelming strength, intent on inflicting as much damage as possible and striking utter terror in the hearts of their enemies. Survivors are deliberately left alive in order to carry wild-eyed stories of the raiders’ strike to the greater Imperium.

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With the flagrant arrival of this Night Lords warband, then, Imperial tactica officers knew that they were witnessing the arrival of a long-term enemy in Segmentum Ultima. These accursed traitors were making a deliberate, strategic move — but toward what ends, none could say.

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The Night Lords’ next assault resulted in them earning their accursed name — but it also equipped the Imperium with critical intelligence about their organization and possible goals.

Deculon Prime is a key stopover point for starships journeying into the dusty backwaters of Segmentum Ultima. In recent years, the planet hasn’t seen much activity, as increased patrols by the Tau Empire has reduced traffic to Deculon Prime by rogue traders and explorator fleets. In short, Deculon Prime has been marginalized — but in centuries past, it was a thriving waypoint for colonization fleets delving deep into the unexplored sectors of Ultima Segmentum.

Information about many hundreds of these colony missions –including, critically, their destinations in Ultima Segmentum — were still locked up in the planet’s mainframe computers.

It was this trove of information that brought the Night Lords.

The raiders swept in under the cover of darkness, landing strike forces throughout Deculon Prime’s capital city, sowing chaos and disarray. Fragmentary reports trickled into Planetary Defense Force headquarters, identifying the traitors as being led by Estebohr Bruton, a vile heretic and master of the dark arts of the warp.

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As Bruton’s forces swept through the city in an orgy of violence, a parallel force led by Mors Dunjen, captain of the Night Lords and wielder of the cursed demon sword Languish, knifed through the tumult and assaulted the mainframe computer complex. Tech-adepts armed with clubs and pistols stood in their path, grimly defending the data cores that housed centuries of accumulated data and knowledge.

Dunjen offered no quarter. The horror and bloodshed in the dim cogitator tunnels were beyond description.

When the Reavers of Deculon Prime finally withdrew, after nearly 48 hours of constant combat, they left armed with precise knowledge about their true target: the location of Caluphel Prime, a mysterious lost colony world in a forgotten corner of Segmentum Ultima. The Emperor only knows what they hope to find there…

Shacks and Shanties from Dust Tactics Quonset Huts

Posted by Comrade on April 26, 2017
Posted in: Posts. Tagged: 40k, project, sci-fi, terrain, workshop. 2 Comments

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A couple years ago (gah, has it been that long?) I picked up a couple packs of plastic Quonset huts from the defunct Dust Tactics game line. At 6 huts per pack, that’s a lot of terrain to paint up. They languished (as many projects often do) until this month, when I pulled them out of my cabinet and set about kitbashing some ramshackle shacks and shanties to go along with my existing post-apocalyptic/sci-fi terrain collection.

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I started with the huts themselves — a 3-piece kit consisting of a half-cylinder hut and two semicircular front and back door pieces. I attached those to an MDF base, then began the arduous (and creatively freeing) process of adding on extra bits, bobs, greebles and junk to create a multi-layered junkyard look. Sometimes it’s nice to just start gluing stuff with rhyme or reason. To put it another way: it’s hard to screw up a junkyard shack.

Here’s an example of what I came up with. It’s a true mishmash of details and accessory pieces. The tall locker piece is from Thunderchild Miniatures; the tire is a resin piece I picked up from a DIY vendor at Gen Con; the barrel is from Dwarven Forge. On the back there’s a mechanical-looking piece from a hacked-up Mechwarrior figure, along with a handful of Games Workshop bits from countless kits.

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Using successive layers of cork board, cardboard, plastic card and corrugated card is a great way to give the illusion of layers of junk and detritus that tends to build up in shantytowns. Sprinkle on some sand here and there for texture, and then you’re ready for paint!

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As you can see, I went for a dusty, rusty paintjob that should fit in well with my existing shantytown terrain.

I made two huts during this little mini-project. Here’s the second one:

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This one features accessories from Ramshackle Games, Thunderchild Miniatures, Mechwarrior, Deadzone and a few other games. I’m afraid I have no idea where that mattress/bed piece on the lower right comes from. (It’s awesome though!)

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Now, time for a confession. Shortly after I took these photos, I received a birthday present: a set of rust pigments from Secret Weapon Miniatures! What fun! I immediately ripped the package open and started flinging pigment onto one of these huts with reckless abandon.

No photos yet, but in retrospect, I overdid it just a little bit. What can I say? I was just a little pigment-happy. So the final version of the terrain piece above looks a little different now, but not terribly so. And I learned a lot about how to use pigments, so I’ll have a more precise touch next time.

Anyway, what matters is that these two terrain pieces are DONE and have already taken their place on my terrain shelf. They’ll hit the table soon enough as part of Outpost Omicron, the dusty frontier settlement on Caluphel Prime…

Caluphel Factions: The L’Ranna Company

Posted by Comrade on April 5, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, project, sci-fi. Leave a comment

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As part of our Caluphel Prime 40k campaign setting, we’re sketching out backstories and motivators for some of the main factions who are converging on the newly rediscovered deathworld. Here is Paul’s contribution — a writeup of his Tau army, The L’Ranna Company.

L’Ranna Company
Updated: 525.997.M41
Founding and Recent History

The L’Ranna Company 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.

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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 Gorgon 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 Tyranid assault. Night fell when the last distress transmission from the regiment made it off-world.

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.

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Shas’o Shaserra, Commander Shadowsun herself anointed the Company L’Ranna and promoted their remaining lieutenant Nyessa to Shas’el Captain Nightsbane. The Gorgon offensive was eventually destroyed in 903.M41 due to the combined efforts of the Tau and the Imperial Guard 903rd Tank Regiment. 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 L’Ranna Company saw repeated action against the enemies of the Tau, capturing banners of the Space Wolves, Necrons, Space Marines and multiple Ork Waaghs! during the Great War of Confederation (975.M41) just prior to the Third Expansion (current year 975.M41).

975 was a year that changed the destiny for the Company. Under the orders of Shadowsun herself, Shas’el Nyessa led the Company on the assault of the tundra mining world of Aggoroleth. Unbeknownst to the Company, the world contained a lost artifact stargate that triggered upon their approach. Its energy bubble engulfed the Company and instantaneously transported them 250 lightyears toward the galactic core, and directly into a massive battle between Farsight forces and a tendril of Hive Fleet Kraken. The Company helped Commander Farsight drive off the Tyranid forces — and then found themselves prisoners of the rebel Tau leader.

Transition
Colonel Nyessa’s first reaction to her capture was to attempt assassination of Farsight, obeying her training under Shadowsun and according to her loyalty to the Tau Empire. However Farsight easily disarmed the Nyessa and bound her fast.

He treated the company well, and over the coming weeks made known to them the evidence of the betrayals by the Ethereals that had first triggered his departure. Once he had presented his evidence, he offered the members of the Company a choice: join the Farsight Enclaves in honor or be given transport back to Tau space. He could not guarantee their survival across the Damocles Gulf, but he did not wish to deprive the Tau Septs any defense, despite their current differences.

Several Fire Cadres planned their trip for home, but the bulk of the Company looked to Nyessa for guidance.

She was honestly torn, having grown into leadership under the guidance of Farsight’s rival Shadowsun. But she found the evidence against the Ethereals compelling and understood that Shovah could also be pursuing the Greater Good, albeit on a different path. Seeing the beauty of the Farsight Septs and finding many lost Sa’cea relatives among their worlds finalized her decision, and she swore loyalty to Farsight and the Enclaves. The bulk of the Company did the same.

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Current Year
As their first assignment, Farsight has sent Nightsbane and Company L’Ranna to investigate the newly rediscovered deathworld Caluphel, recently reemerged from the Warp. He has no additional forces to pull from his defense of the Enclaves from Hive Fleet Kraken, and so this is a perfect proving operation for his new Company. So soon has this operation arisen that many of the Company have not yet had time to change their Sa’cea markings from the orange of their Sept over to Farsight red.

Warzone Resurrection Leviathan Tank

Posted by Comrade on March 31, 2017
Posted in: Posts. Tagged: 40k, miniatures, painting, sci-fi. Leave a comment

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Last year I stumbled across a company running a 50% discount on their Warzone Resurrection models, including some of the big ol’ resin vehicle kits. I initially planned to pick up the Grizzly but decided at the last minute to grab a Leviathan. Both vehicles have that chunky, faux-WWI aesthetic that you also see in Warhammer 40k, but the Grizzly is probably a bit more common so I went with the road less traveled: the Leviathan.

Ordinarily this is the sort of purchase that would languish in my workshop for months or even years before getting sold off to fund some other project. But once we started sketching out the bare bones of Caluphel Prime, our homebrew 40k campaign planet, I knew I wanted to carve out a spot in the narrative for an Imperial Guard detachment. That would mean tanks and vehicles … lots of them!

So I cracked open the kit and spent some time assembling my Leviathan. This was a resin model with more than a few pesky mold lines, but thankfully no bubbles to fill. And the entire kit was like 6 total pieces, so assembly was a breeze (and a far cry from the multi-part vehicle kits that you see in 40k!).

This vehicle featured prominently in last week’s game of Grimdark Future (in fact, it was the lone survivor!).

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I knew before I started painting it that I wanted to try for a drab gray-and-ochre color scheme to match my Pig Iron System Scavengers. I’d never tried large camo patterns before, so I figured this would be an OK time to give it a shot. What’s the worst that could happen?

Here’s the result. It’s no pro paint job, but it’s definitely serviceable.

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I’m afraid I screwed up the final layer of spray varnish, though. It dried in a slightly pebbly texture, not super noticeable, but also not what I intended. You can’t really see it in these pictures but it’s there. Oh well, gotta roll with the punches.

I’m already moving on to the next project, which will either be A) finishing off 3 Frostgrave guys who have sat on my workbench since last summer or B) knocking out 2 quick shantytown terrain pieces for my sci-fi/post-apoc table. Which one should I do first?

Grimdark Future: Breakout at LZ Infernus

Posted by Comrade on March 28, 2017
Posted in: Posts. Tagged: 1p40k, 40k, game night, grimdark, sci-fi. 1 Comment

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Last weekend Paul and I got together to try out Grimdark Future, the latest iteration in the “One Page Rules” series.

Grimdark Future is the successor to One Page 40k, which we’ve been playing quite often here at Comrade’s Wargames. The publishers wisely decided to strip out all of the copyrighted material and rerelease One Page 40k as Grimdark Future a month or two back, with all of the proprietary terminology like “Khorne Berzerker” and “Leman Russ” replaced with slightly more generic terms. This was our first opportunity to give the new game a thorough run-through.

We decided to set up a breakout scenario featuring my Imperial Guard army (the Iron Shields of Magnadim) versus Paul’s Tau (the L’Ranna Company). In Grimdark Future, my Guard were called “Human Defense Forces” and Paul’s Tau were called “TAO.” Clever way to skirt the copyrighted material!

The game was set in Saint Scythia Starport outside Jericho Station on the planet Caluphel. Here’s the blurb I put together to describe our scenario:

Troop transports bearing advance elements of the Imperial Guard’s Magnadim 216th shock regiment (the Iron Shields of Magnadim) conducted a hasty landing under fire on the outskirts of Saint Scythia Starport. Even as the landers dusted off and powered their way back to orbit, the troops on the ground faced the grim prospect of breaking out of their small firebase and linking up with the rest of the Imperial forces on Caluphel. In the silent ruins of the once-majestic starport, their enemy waited…

From a narrative standpoint, this game represents the landing of the Magnadim 216th. Paul’s L’Ranna Company was already planetside and, conveniently, in a position to thwart the Iron Shields’ landing. Let’s see how it played out…

Our game began, actually, with a false start. Paul showed up at my place and pulled out his 750 point Grimdark Future list, as did I. We both remarked about how 750 didn’t buy you nearly as many figures compared to 1P40K. Paul’s “army” numbered fewer than 20 figures, as I recall!

So we made an executive decision: Paul hopped in his car and went home to grab the rest of his Tau figures and I added a commensurate number of units to my Imperial Guard army. I think our armies totaled 1200-ish points each once everything was said and done. Luckily Paul lives 10 minutes away so this didn’t take much time away from our game night.

Once that was all sorted, we got down to the game. I deployed my Iron Shields in a small firebase along one long table edge. We designated three ruined buildings in the center of the table as objectives. The goal of my Iron Shields was to advance through the ruined city, seize the objective buildings, and if possible exit off Paul’s table edge. The Tau goals were to contest the objectives in the center of the table and, if possible, occupy the firebase.

The game started with BANG as a lucky shot from Paul’s Broadside popped my APC, spilling the occupants onto the pavement.

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This encounter introduced us to the first major change we noticed in Grimdark Future: the absence of the Extra Armor upgrade for vehicles. This rule was very popular among our play group in 1P40K, as it really helped improve the survivability of light armored vehicles. I really missed its absence in Grimdark Future!

So, it looked we’d be walking out of the firebase. OK, that’s life. My guys grabbed their gear and started filtering out into the ruins, hoping to evade the guns of the Tau defenders.

That proved to be a tall order, as Paul had occupied some tactical positions on the battlefield. I was forced to advance through withering fire into the comparative cover of the urban cityscape.

 

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In true Imperial Guard fashion, my battle tank (a newly painted Leviathan resin model from Warzone Resurrection; blog post forthcoming!) proved to be the most potent piece in my army. Its linked autocannons raked the Tau lines, causing grievous casualties — but not *that* grievous, thanks to some lucky rolls from Paul’s shield drones.

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As in our previous games, Paul’s scout spotters used their marker lights to devastating effect. Here they are lurking in a ruined building with their flashlights of doom.

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By this point I had moved a couple of squads up near the objective buildings. But Paul’s crisis battlesuits were executing an effective pincer formation, trapping me in the center of the table under increasingly potent firepower.

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In the final turns, Paul’s second squad of crisis suits arrived via ambush (you know it better as Deep Strike) and sealed my doom. My battle tank was still motoring along, slaughtering Tau, but it became clear that I wasn’t going to have any infantry left to hold the buildings by the end of the game.

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Here’s my tank, barely touched but unable to win the game, along with my final surviving squad of infantry in the ruins of the main objective building.

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After the game we discussed our thoughts on Grimdark Future versus 1P40k.

Grimdark Future did away with the “saving throw” by the defender to block wounds and replaced it with a modifier to the attacker’s roll to wound. I think I understand why they did this, but to me it eliminates a powerful psychological element of the game — the idea of a last-gasp saving throw to avoid destruction. It also, conveniently, gave the defender something to do in the game. Now in Grimdark Future, the defender just watches as the attacker rolls buckets of dice and tells him how many of his dudes have died.

We’re going to stick with Grimdark Future, though, and will probably investigate some house rules to increase interaction and bring back some of the mechanics we liked from 1P40k (such as the Extra Armor upgrade, for instance).

We’re also going to continue the narrative that was started with this game. Will the Tau be safe now that they’ve neutralized this vanguard of the 216th Magnadim shock regiment? And how soon until everyone realizes just why this ancient colony failed in the first place…?

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