+ A holiday to Armageddon Prime +
'Come to sunny Armageddon Prime! The other continent on this key Imperial world!'
+ Today's inload looks at some practical elements of this project to realise a fan-made second expansion to Battle for Armageddon; with respectful thanks to Jervis Johnson, Mark Gibbons, Richard Helliwell, Fangorn and Bill King for the inspiration +
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Tangentially-related miniatures watch respectfully as a techpriest blesses the artworks. |
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+ Progress towards Armageddon +
I've squeezed in two fun games of the original boardgame recently. We played the very basic game the first time, with the Imperials winning a Hail-Mary victory by offing Ghazghkull. The second game involved the Snakebites and Blood Axes from the Chaos Attack expansion, along with the treacherous Von Strab – and this was a thorough hammering for the Imperials. Both times were very enjoyable!
It's a fun, simple and relatively quick game; if you can find a copy, I'd encourage you to give it a go.
Enthusiasm for this project has been running high, as it's firing off lots of interlocking interests.
Squats, hand-painting, ork gargants (more on them in an article soon...), and even some gaming...
Finding some focus in the hobby is good, but it's not everything! Sometimes it's nice just to let enthusiasm carry you along freely.
+ Making tokens +
My set of counters for the game is looking a bit sun-faded, and as these things tend to go, I wondered if I could recreate them. The originals were given away as a print-to-play PDF by GW's Fanatic department many years ago, but I'm pretty sure they were created by scanning a set, rather than from the original print files, as the colours and resolution are a bit ropey.
One idea crashed into another, and I thought it'd be fun to create a proper set for the Armageddon Prime expansion. I've been working on this expansion (the rules written by
KillerKatana) on and off [
+vis.ref this inload node: +noosphericinloadlink embedded+], and it seemed a great chance to polish up my Illustrator skills.
Here's a rundown of the Imperial tokens needed from the original boardgame:
- 8th–14th Armies
- seven tokens with values 2 4 1
- 15th–20th Armies
- six tokens with values 2 3 1 values
- 2nd–7th Tank Divisions
- one token with values 7 4 2
- four tokens with values 6 4 2
- one token with value 5 3 2
- 3rd–6th Rough Riders and Light Brigade
- two tokens with values 2 2 3
- two tokens with values 1 2 3
- one token with values 1 1 4
- Hive gangs
- five tokens with values 2 3 1
- five tokens with values 1 2 1
- Fortifications
- eight tokens with values – x2 –
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I've taken a few creative liberties. I didn't want to copy them absolutely exactly for a few reasons. Firstly, it seems a bit uncreative – I'd rather iterate and develop the original idea than just make an carbon copy – and in any case having some differences future-proofs the set, so that you could in theory play both the Prime and Secundus theatres in an apocalyptic combined game. Finally, I have no desire to have GW looking askance at what is really just a couple of hobbyists playing about, so out of respect to the original designers and artists, and the spirit of the project, I wanted to add my own little flourish rather than just take.
Here's a look at the Imperial side. You can see the GW originals from the Fanatic download on the pasteboard (the darker area surrounding the white working areas):
Looking at things in detail was interesting. It suggested quite a bit about how the game was originally made, and how assets were re-used. A lot of the icons are from transfer sheets of the era, while others were re-used from Epic: Space Marine. Trying to find complementary typefaces and riffing on the artworks was a fun little exercise, and – even if I do say so myself – I think the result looks the part.

I was torn a little on whether to update things. Things like the Armageddon Steel Legion were still germinating at the time, so the Imperial Guard tokens are labelled rather starkly as (e.g.) 'Imperial Guard 1st Army'; things like Rough Rider formations were slowly being shuffled off into moth balls during this period as the main studio developed the Imperial Guard for 40k; and the colours are very bright and vibrant, as per the GW studio aesthetic of the time. There are lots more instances of little things like that – and of course the mechanics of the game rely to some extent on the names on the cards.
In the end, I thought doing a modern take would be a fun idea, but as this is really a bit of an homage to the original, I thought I'd split the difference. You can see how I've kept the 'Imperial Guard' text on the cards, but replaced '1st Army' with '1st Steel Legion', for example. You'll also spot the Imperialis (winged skull) symbol of the Guard in general has been replaced with the Steel Legion's logo.
This is slightly complicated because KillerKatana's rules for Prime suggest using only the second-rate armies from the original game, to represent the Hives of Prime being caught unprepared. A really cool and simple idea, but odd in isolation. I've resolved that by keeping the colours of the Army Groups from the original game, but renumbering them – that way there's no confusion between the armies of Armageddon Prime and Armageddon Secundus. The Departmento Munitorum will be pleased.
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+ Tanks and support +
Close inspection will also reveal that I've updated the silhouettes of the Tank brigades and Rough Riders; both also renumbered and noted as 'Prime' formations. The tank icons mostly match those of the original game: a Stormhammer and Baneblades for the 1st–5th Prime Divisions (equivalent to the 2nd–6th of Secundus – the 1st there is a Shadowsword), but I couldn't resist replacing the old Basilisk with the more iconic
Leman Russ.
The place of Rough Riders as quick response recon units has been supplanted in the Steel Legion background by Sentinels, so the walkers replace the symbols there for the 1st and 2nd Rough Rider Brigades – in much the same way as I justified the change in this
article. However, I personally love Rough Riders – space cavalry really captures the degraded pseudo-historical theme of 40k for me, so the horseman icon is retained for the rest.
The Hive Gangs of Prime got a skeletal Eagle skull as their symbol – change for the fun of it, and to help distinguish between those of the original game; and the fortifications got a redesign, too – now closer to the modern 40k-era symbol for Fortifications.
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+ More challenges! +
Of course, not everything from the original was iconographic – quite a lot was hand-painted. The board was painted by Mark Gibbons, for example, and I'm guessing that the factories and hives were painted at the same time by that talented so-and-so, now working for the tabletop publisher
Rookery Publications [
+noosphericexloadlink embedded+]. Here they are:
Again, directly lifting this seemed not entirely cricket, so I decided to set aside a couple of hours on Sunday afternoon to try a bit of an experiment, and broke out the paints to try my own crack at things:
I worked at four times the size of the originals – I'm no Mark Gibbons, and shrinking things down would tighten my sketchy work up nicely. Above you can see an early stage of the 10 x 10cm square I used for the Hive city tile alongside the original counters from the game.
... and here are the finished artworks: the Hive City and Factory – and the shared 'smouldering ruins' that makes up the reverse of each piece.
I then photographed them, resized them and dropped them into my aesthetigraphical-engine automat servitor (Adobe Illustrator) before putting on the text overlays.
In the pict-capture below, the originals are shown on the left, while my efforts are on the right. I'm pleased with how they've come out – and I hope that the designers would get a kick out of seeing their efforts still inspiring new work years later.