Showing posts with label Lamb's World. Show all posts
Showing posts with label Lamb's World. Show all posts

Monday, January 16

+ inload: Battle report: The Revenge of Toshiba part I +

+ The Revenge of Toshiba: part I +

+ A Warhammer 40,000 9th edition battle report +

+ The Reginae Obscurae looms over the quailing Lamb's Worlders... +

+++Doctrinal integrity at 23% and falling+++ 

+++Noradrenaline spike detected+++

+++Dopamine levels flat-lining+++

Archmagos Murasaki Toshiba wiped away lubricant tears from her compound optical nodes with the heavy sleeve of her rubberised red robes, as she approached the sealed vault. Her attendant flock of servo-skulls and cybercherubs wailed binaric litanies of lamentation. 

As she began entering the hexagrammatic code commands into an ancient but scrupulously maintained terminal, the sacred metal of its outer casing almost completely obscured by solidified wax and purity seals, she felt the holy rage build inside her. Her mem-nodes involuntarily autospooled back to the logically impossible events that had taken place scant days ago when the fleshunits of the provincially-named 'Lambs Worlders' had somehow managed to defeat her forces  – despite a woeful lack of augmentation, and using the most rudimentary of combat STC templates. 

This blasphemy, this shame, could not be suffered. That drive, an emotional response so strong that it ate at the adamantine-hard strings of her logic like the oxidative process that transmuted holy iron into worthless rust, had brought her here to this place, this tomb of proscribed wonders. 

The last of the command codes entered, the silence was broken by the metronomic thunder of vast gears at work and the vast portal began – 

+++Doctrinal integrity at 48% and rising+++

+++Dopamine spike detected+++

– to open. She stepped past the threshold, her many mechanical insect-jointed legs clicking on the hard floor as she did so. With a thought, the head of her axe of office ignited, casting a wan light across the chamber. Dimly, it reflected from the red lenses of scores of ancient battle-automata – Domitars, Castellax, Kastelans... even the mighty Thanatar. They stood in their serried ranks, unmoving, their compact reactor cores quiescent. 

+++Rise. Awaken. Your Hive Queen demands it. Rise. Awaken+++

+ Magos Toshiba of Bezoa, amid a sea of her underlings. Defeat, she decided, would be avoided by placing her reliance entirely in the hands of capable machines, not puling partial-fleshunits. +

+++

Game type and Mission +

Belligerents: Bezoan Skitarii and allies (Lucifer216); Lamb's World Imperial Guard (Apologist) +
Limitations of conflict: 200 Power Level +
Battle site: Westward Spill, the outskirts of a proto-hive on Neues Tremo, a frontiersworld in the Magyar system, Sector Antona Australis. [+noosphericinloadlink embedded+] +

+ An unapologetic 'big game', Lucifer216 and I had been keen to continue the campaign begun in Tensions over Neues Tremo [+noosphericinloadlink embedded+], where the plucky boys and girls of Lamb's World had pulled off an unlikely victory over the increasingly erratic Bezoans. The roots of the war lay in a conflict of doctrine between the Bezoans and the Slav Nasr Enginseers assigned to the Lamb's World regiments. Toshiba of Bezoa an ambitious, and covetous Magos, had secretly instigated conflict on a frontier world and manipulated events to ensure Lamb's World regiments were assigned to suppress the rebellion – which left them, so she supposed, isolated and vulnerable to destruction at the hands of her forces. +

+ Alas for Toshiba, Caef Whittaker of the Lamb's World 18th proved a capable commander, and he managed to fight off the ambush. As the Bezoans retreated to lick their wounds, Whittaker and his forces high-tailed it to Westward Spill, where he hoped to report the betrayal. Scant days passed before the Bezoans appeared again, and the exhausted forces of the Lamb's Worlders were forced back into the field. +

+ Caef Whittaker, of the Lamb's World 18th, frantically redirecting his forces to avoid a collapse of morale in the face of the Lords of War. +

+ I mustered pretty much everything Lamb's World related that I could find, and the inimitable Omricon pledged an allied platoon from the Lastrati 3rd Rifles, supplemented by the famed Righteous Indignation, an ancient and storied Baneblade. +

+ Magos Toshiba (commanded by Lucifer216) meanwhile, opted to shelve the partial-fleshunits that had clearly caused her defeat(!) and raided the deep vaults of Bezoa in search of the dubiously-permitted technomancy that she calculated would bring her victory. +

+ Mighty robots from 'the Hive' – some sanctioned, others... not so much. +

+ In addition to an army of robots, she called in favours from the ill-starred House Temporis, a peculiar – and arguably* heretical – Navigator-led Knight Household. Two Knights of legend attended the Magos: Gnosis and the Reginae Obscurae. +

+ Being a bit rusty on the rules, and aware we'd have our work cut out with such a big game, we opted to minimise additional rules, so there were no warlord traits, non-modelled unit upgrades or the like in this game – just a big game involving the simple underlying engine of 9th edition. +

+ There were six objectives to fight over – these represented critical noospheric spoor that the Bezoans could use to justify their apparently treasonous attack on the Slav Nasr Enginseers (and – by the by, as far as the Bezoans are concerned – their Lamb's World and Lastrati hosts). Denied these, the attack would be completely unjustifiable – and there were be call in higher places to sanction the aggression of Bezoa. Perhaps worse for Toshiba, they might instigate investigations into their shadowy domains. +

* Omricon's Inquisitor Josiah Maltheus always argued they were!

+++

Nothing happened for the span of many mortal hearts and breaths. With machine-born patience, Toshiba waited in the silent azure gloom. Then she felt it, the first waves of electromagnetism as the fire in reactor-hearts kindled. Turbines spun up, heavy metal limbs let out pneumatic hisses and the blue glow of her axe gradually gave way to the blood red glow coming from countless active sensor nodes and diode displays. 

The local noosphere, a moment ago near-absent, sprung into eager, buzzing life. It was filled with dozens of reports indicating successful activation. In a microsecond they were drowned out by a flurry of failed target acquisition notifications. If Toshiba had retained her human throat, she would have swallowed involuntarily. The sheer… hunger of the automata always took her by surprise, despite her eidetic recall. That and the extent of their animalistic awareness.

+++Bide. Target acquisition will commence in 22 hours sidereal. Such is the will of the Omnissah. Follow+++

With that cant, Toshiba turned, ignoring the thunderous cacophony behind her, and began to march out of the tomb, beginning the long procession to the bulk lifters that would carry this maniple of machines to where they would make holy murder in the Machine God’s name.  

+++

+ Set up and deployment +

+ Move up, we can barely breathe! +

+ Coo, well this was a big game. More than a hundred Guard infantry, a score of robots, nearly a dozen tanks and three super-heavies meant that the Guard barely fitted on an 8 x 4ft board – and with the number of huge bases on the Mechanicus side, things weren't better there! To an extent, this is part of the problem of the increasing size of games (not much room for meaningful manouevre), but as we were aiming for spectacle, I think it works well! +


+ Guard's-eye view. The forces barely fit into the 12in deployment zone – not, I suspect, that these Lamb's Worlders would complain about the shield of steel around them! +

+++

+ For big games, we find it generally more sensible to discuss set up etc. rather than rely on the luck of the dice. A diagonal deployment might have worked, but short edges would have just meant most stuff wasn't involved. Long board edges mean everything can get stuck in – for maximum carnage and over-the-top spectacle. +

+ Three-quarters of the board represented part of the badland deserts of Neues Tremo, the remainder representing a small xeno-archaeological outpost of the planet's proto-hive. The Guard gathered in the south, while the Mechanicus approached from the north. +


+ The Lamb's Worlders deployed an armoured wedge in the centre, anchored by the Righteous Indignation and supported by first platoon – directly behind the tanks. To their west, their urban-fighting allies, the Lastrati 3rd, waited in the urban edges of the Spill (bottom of picture), supported by a heavy weapon platoon (a battery of mortars and heavy bolters) and a Rapier squadron. +

+ To the east of the Baneblade, Second Platoon and the company's auxiliaries (Rough Riders and Ogryns) advanced alongside the grumbling Lastrati tanks. _

+ Opposite this gathering of might drew up the dread robots of the Mechanicus, with the unmistakable Knights seeking a mighty kill in the centre. In the Spill, skittered a mass of Vorax, directed by a Datasmith. +

+++

+ Early turns +

+ Vorax rush forward to secure the peculiar xenos technology + 

+ Commanding the Mechanicus western flank, Datasmith Teslo Murakoshi urged his Vorax forward, keen to push up to the walls of the complex, where they could muster for a brutal assault, sheltered from the small arms of the Guard. +


+ As Whittaker struggled to direct his forces through vox-static, Toshiba  smoothly ordered her unshakeable forces forward. A sea of bloodshed-eager robots kicked up clouds of dust in their urgency. The Magos lingered over an irrelevant feeling of satisfaction; but dismissed it. Such indulgences, she mused, were clearly the cause of her earlier defeat. +


+ The Lastrati, a mongrel regiment made up of the battered survivors of decade-long conflicts, grimly looked down their sights. With no targets visible, they were wearily aware that the order to advance must come – the noospheric datapackets must be kept from the hands of this lunatic priesthood. +



+ A battery of Lamb's World mortars begins to bombard Murakoshi's forces, arcing high over the reinforced walls – with the aim of softening up the defenders and make the Lastrati's work easier. Alas, anti-personnel shells do little to robots designed to withstand high-intensity attacks. + 


+ Urged forward with the digital equivalent of bloodlust, the battle-automata made advance at the double, their shooting paltry. +


+ The noise is cacophonous, the confusion total! +



+ With what little sense of self-preservation being furiously overridden by the Magos, they marched towards a killing field. +


+ Before events overtook them, the order came for a general advance. Whittaker favoured a policy of oversaturating target acquisition – in essence, by making everything an equal threat, unwary opponents would spread out their fire, diluting its effect instead of concentrating on key targets. +


+ To ensure compliance, Commissars and Priests were seeded amongst the Lamb's Worlders – though thus far, the nearby Righteous Indignation had proven a reassuring presence for the Guardsmen. +


+ Toshiba had adopted a 'horns of the bull' strategy, with a solid centre flanked by faster units on both the west and east. Hovering drones spearheaded the eastern flank, their Thallax jet-troops making the most of the Munitorum supply depot, which had only just seen the end of the assault on the proto-hive. +


+ With neither side willing to back down, the centre of the battlefield quickly filled with troops and vehicles from both sides. Casualties at first were light, with the Mechanicus' short-to-medium range weaponry unable to cover the distance. +


+ The same could not be said for the Guard. Shells and missiles began to fall amongst the centre, blasting apart the advancing Castellax. The Rapier squadron in particular proved their worth, an entire maniple of the battle-automata being reduced to scrap metal in one volley. +

+ The Leman Russ squadrons focussed their fire on the Knights – Whittaker was all too aware that these Lords of War would be intent on the biggest prize... +



+ Second platoon, spearheaded by the Company's elite mounted Grenadiers, lends their fire to the attack, their small arms contributing little in damage. +

+++

+ Mid battle +


+ Toshiba's forces have taken the majority of the damage and casualties at this point – but the forces are now arrayed at the optimum range for the inhuman robots. Besides, casualties overall have been light. The Reginae Obscurae and Gnosis, both smoking but operational, close in on the Righteous Indignation, determined to claim the scalp. +

+ For its part, the Righteous Indignation was living up to its name, it weapons proving considerably more effective than the slightly-smaller bore battle cannons of the Lamb's World tanks. +



+ A Valkyrie swept in, performing a strafing run on the Vorax as it carried its Grenadier squad towards the central objective. Murakoshi's forces had little to answer, and so continued their metallic advance, heedless of the myriad small explosions around them. +



+ This was not a battle that men could win by strength of arms – but perhaps the power of their weaponry could overcome their hulking foes? This Special Weapons team finds out the hard way that even melta guns can fail to find their mark... +



+ A panoramic shot shows the flow of the battle. The two forces are poised to meet in the middle, where the bulk of the noospheric datapackets lie. The speed of the Mechanicus means that three lie in Bezoan hands – and this keen eye on the mission early on is to prove crucial. +



+ Second Platoon demonstrate why the Mechanicus cannot rest on their laurels – fewer than a dozen Thallax now need to hold their prize from a reinforced platoon of determined Guardsmen for an extended period. +


+ The duel of the Superheavies heats up. The Reginae Obscurae and Righteous Indignation trade hammerblows, both taking grievous damage. The Gnosis, meanwhile, almost disappears under battlecannon and Manticore fire...+



+ As the battle begins to stretch, the two forces grapple with each other; neither yet able to find the telling advantage. Where will victory fall? +



+ We'll find out in part two! +

+++

+ [+ Part II currently inloading – [awaitpend] updates +] +


Wednesday, December 7

+ inload: Letters from Lamb's World +

 + Letters from Lamb’s World +

‘Six of us, all sharing a bunk room, we were. Privileged, I felt, for we were expecting something more like a dozen, perhaps a score. So to have just five others to share the space was, well; a prize I felt it was.’

’Afterwards, of course, I realised that doubly blessed I’d been; for it meant all of us we were less likely to lose a bunk mate. All those in the bigger rooms in the barracks, rare it was to find someone who hadn’t lost a friend. That all six of us were still around was… well, quite unusual.’
+++

+ 'In the grim darkness of the far future, there is only war' – and 'whatever happens, you will not be missed'. +

+ Those quotes are core to 40k, and nicely highlight what a horrible time it would be to live. I wanted to humanise things a little, and who better to illustrate this with than the inhabitants of the little backwater Rainworld, Lamb's World? +

+ Over on Instagram, I've started a tag #lettersfromlambsworld. It's a busy time at the moment, so this isn't a grand project (I've enough of those ticking over!), just an invitation for you to post up a Guardsman of your own, along with a short piece of colour text framed as him or her writing home. I'd encourage a rather less bleak and grand tone as the core 40k quotes above – life becomes hard during an eternal war, but it must go on; and there's space for hope, virtue, comradeship and goodness in the small spaces around the horror of the time. +

+ If you'd like him or her to be from Lamb's World, please feel free. If not, then all other regiments are welcome, too. +

+++ 



+ The first squad of the expansion is all complete, bar basing. I'll do that in one fell swoop when I've finished all twenty-five. +


+ The six new figures are shown here. Aware that my stock of Elysian models is running down, I've long included bits from other ranges, and will continue to do so with the latest Cadians. Here, for example, the melta-gunner has a chaos renegade gun and a Victoria miniatures torso. There are a couple of FW Van Saar upgrade heads, too. Little touches like this will blur the lines between the older troops and the inevitable stage when my stash of Elysian kit runs dry. + 


+ ...But that day has not yet come! Next on the bench are this half-dozen, which includes two sergeants/junior officers. The others are fairly anonymous line troopers – while it's fun to build more unusual, stand-out figures, I prefer to have some 'whispering' models so that the 'shouting' ones (literally, in this example) can stand out. +



+ Another angle on the new six. +

Monday, December 5

+ inload: Big guns never tire +

+ Imperial Guard field guns +

I've been saying we need fire support – you think the supplies have arrived?

+ Ka-boom! What do you call a tank without a hull or tracks or a turret? Well, a wreck, probably, but it appears that this is how I've decided to start an inload on big field guns, so let's make our peace with it and move on. +

+ The Field Ordnance Battery, or FOB (which gives pleasing onomatopoeic imagery) is a new addition to the Imperial Guard Codex, and finally allows Guard players to have field guns, something they haven't really had since 2nd edition. +


+ Field guns are not something that I've ever really felt the absence of in 40k – but now they're here, they seem an obvious missing piece for the Guard. For me, they look like a good balance between a centrepiece-size unit (like a tank) with the character of infantry. Little mini-dioramas – very cool. + 

I'm hoping for the big Cadia Stands boxed set for Sanguinalia, but bought these second-hand – partly because they were a bit of a bargain, and partly because I wanted to see how the new figures compare in scale. +



+ As noted elsewhere, I've collected a few Lamb's World armies over the years, and ended up settling on using the Elysian models as a basis because they were much better-proportioned than the old Cadian plastics. Combining them with the Cadian upgrade sets from Forgeworld (to differentiate them from the Elysians) made them eye-wateringly expensive, so I'm delighted to see that the new Guard models are much more reasonably sized, as you can see in the comparison image above, and will fit in largely unaltered. +

+ I've built this gun completely stock, and visually, I think they'll fit in to my Lamb's World force without any modifications. I will, however, likely chop and change a few bits and bobs to help integrate things – and I'm likely to include parts of the new Cadians (particularly the awesome heads) in any future Elysian-based Lamb's Worlders I make. +

+++

+ Field Ordnance Battery mini-review +

+ The kit comes on three sprues (two of the one on the left, one of the one on the right), and builds two guns with three crew members each. It seems quite well future-proofed, as all the Regiment-specific crew are on one sprue. If GW are canny enough to expand regiments like the Death Korps or Catachan Jungle Fighters, I hope we see crew sprues for them, too. +


+ The gun itself goes together very nicely, and there are some clever touches to make it sturdier than I feared, including a two-part winding handle(?) at the back, to which the sitting crewman attaches. This is a neat way to make this potentially fragile part a bit sturdier. +

+ There are a few options in the kit. Most obviously there are three different guns: what looks like a lascannon, the 'standard' big gun I've used above, and a multiple missile launcher. Now, I like werfing nebels as much as the next man, so I suspect I'll probably try building one of the other options when I tackle the next gun. +

+ The crew are the star of the show for me, and I love the new look Cadians. A huge improvement over the older models. There's lots of options here, and some very characterful parts like the fingers tapping the side of the helm/cap, presumably to listen in to some vox note. The kit looks like it's had a lot of thought put into it. There are some cool little touches like rank stripes on some of the right arms, two options for the manned winding handles (so not every gun will have an identical sitting crew member) plus an ungripped version, so you can have your crew standing away from the breech, should you wish. There's also a very welcome surplus of heads – there's something like a dozen, which means you'll be unlikely to have identikit guns. +

+ It's not all glitter; there are some less than ideal joining points – it would have been nice to have gun barrels that don't have a great big seam running down the most obvious point, for example – and the crew members' legs are awkward to put together. These are fairly minor problems, and I certainly don't think they should stop you from picking up a set if you're in the Guard. +

+++

+ Lamb's World reorg and resupply +





+ Painting continues on the Lamb's World infantry, too, with four of them complete save for basing and orange shoulder stripes. The remainder of the first squad are ticking along too, as you can see below:


+ It's been a real treat to return to the painting this scheme, and although I'm a bit rusty on the details, I think it's close enough to the originals for these to fit in alongside them without sticking out too much. +

+ As usual, most of the fun comes in for the last minutes, as I work on the faces and details. Random chance – or happy accidents – mean that a slight twitch in brushstroke or variety in tone can give a different character to a model's face, even if the underlying sculpt is the same. The model immediately below, for example, ended up looking curiously worried to me, so he ended up with a bit of lasgun graffiti. I used an off-white for this, so it doesn't stand out too much. +


+ On this grenade-lobbing, autogun-toting, helmet-spurning model, I had to add a little dollop of greenstuff to help the Van Saar head his on the Elysian neck. Rather than trying to hide the join, I sculpted a little neckscarf. Little flashes like this add some humanity to the army, I think.



+ Being a Guard fan, I've been keeping an ear open about the new Codex, and it's sounding like the army's not going to need too much reorganisation. The main change that affects me is the removal of Special Weapon squads. I've got two of those – one with meltas and one with Sniper Rifles. From the sounds of things, however, there are options for infantry squads to take two special weapons, so it may simply be a case of spreading things round (since I didn't take heavy weapons in squads anyway). Another option is for some of the special weapons to go into command squads. +

+ I'm quite excited about the command squad approach, as from the sounds of things they're going to get some fun upgrade options, including ogryns. It'd be nice to add a couple of bodyguards here and there to boost my ogryn numbers.







Tuesday, November 29

+ inload: Lamb's World camouflage tutorial test +

+ Mustering the Guard +


Dearest beluft Sîa,

It hath bene many a moonth synse last I wrot. And forre it I am sorrowed. Ther hath bene scant chans. Butte now Worron hath lendedde me hys pensil and I have savedd some offe my rashion pacc cardbord onne wych to write. And so here is my letter. Wrytting is not come natural to me as you knowwe well, beluft. But I was torn and wont to you to write.
[…]

The vittels are scant, but good. We drinc well, and so far we haff not found the [REDACTED] we arre tolt we are to fyte.

And soe we slepe in the baracs (a sort of grete living hutte like ourres but to hous not a famillie but three-scorre menne) and feast in the messehall. Ydris is the cooc and, when stocc is ryte, he coocs dyshes of Lammb’s World. Of home.

Over the droppe scones the others oft fyt forre a sore remyinder of home they arre; but to me they are ascces in my mouth, for they remind me only offe you, beluft. And howwe apart we arre. Throne willingge, home to you schalle I come in somme days.
[…]’

+++


+ The Bolter and Chainsword forum is running a 'Muster the Guard' hobby challenge [+noosphericexloadlink embedded+], which invites you to paint any Imperial Guard models to help celebrate the release of the new Codex. It seemed the perfect excuse to deploy some Guardsmen from sentry duty in the Cupboard of Opportunity, so above you can see a twenty-five (twenty-six, if you include the dog) strong platoon of Lamb's World Guardsmen, who've been malingering in the barracks for too long. +

+ One of the very first inloads on this blog, back in (coo) 2013, was a camouflage tutorial for the Lamb's World desert camouflage. You can find it here: [+noosphericinloadlink embedded+]. +

+ One of my older models – the result of following the tutorial. +


+ Coming back to a paint scheme some years later inevitably raises the question of whether to try to match the original, do a sort of 'redux' version that benefits from developments in the materials, techniques and – of course – one's own experience, or to throw everything out and start from first principles. I usually err on the side of the latter, but here I was interested to see whether the blog could live up to its original vision. 

Death of a Rubricist started out as a place for me to record my paint recipes, techniques and ideas for when I wanted to scribble something down.  Useful when trying to work out what paint I'd used on a particular army, for example. It's grown a bit in scope since, but using 2013 me's advice would be fun, I thought. +

+ My plan, therefore, was to try to follow the tutorial. Of course, some things in life are inevitable: the sun rises, the world turns, and GW updates their paint range. As a result, a lot of the paints are no longer extant. I'm planning to work through a squad this week, so I'll see what tweaks I need to make. +

+++

+ Seeing how it works +

+ The numbering below relates to that in the original tutorial; I've simply appended my additional comments here.

_I–IV
+ The models were built, primed with Halfords Grey and undercoated with Humbrol Desert Yellow 93, both of which I'm pleased to see are still around.


_V–VI
The first stage of the fatigues used to use Scorched Brown and Gryphonne Sepia, both of which have been replaced. In place of Scorched Brown, I'd suggest you use Rhinox Hide or Mournfang Brown, though the principles apply to any dark tone. I used the former here. 

Gryphonne Sepia has been replaced with Seraphim Sepia. I was initially sceptical of this wash, but after a few years I've either succumbed to Stockholm syndrome or Seraphim Sepia has proven a worthy successor, so it works just as well here.


+ More to come over the next few days, I hope. Once I've worked through, should I update the old tutorial or write a new article out? +

+++



+++

Friday, February 4

+ inload: A visit to Lamb's World +

+ A jaunt to Lamb's World +

+ Ratlings aren't native to Lamb's World, but the nature of warfare in the Antona Australis Sector means that there's lot of cross-pollination in the Guard. +

 +++

+ It's raining. It's always raining on Lamb's World. The planet is my own little corner of a little corner of a little corner of the 40k universe, and home to a significant proportion of the Imperial Guard armies I've built over the years and sent out to fight in the name of the Emperor of Mankind (and, thanks to Omricon* – the PCRC member, not the virus variant! – at least one in the name of Chaos Gods!). The first Lamb's World Guardsmen were raised when I was still at school, and I'm still gradually adding to them. +

+++

+ There have been a number of Lamb's World Regiments I've built; with figures drawn from a huge number of ranges; in metal, resin and plastic; and ranging in size from Epic to Inquisitor scale. My favourite (am I allowed a favourite?), however, are the Lamb's World LVth – the Black Hands (so-named because a shipping error left them with no soap on their first deployment), and the dusty desert-fatigued soldiers have been fighting for years. +

+ Victoria MIniatures' Arcadian Guard form some of Lamb's World troops +

+ It's not simply that I like the immediate accessibility of 'soldiers fighting aliens'. A large part of the reason that I like them so much is that Lamb's World allows a bit of gentle humour – from the names of the planet's cities, to scrawled graffiti on the tanks, to their affectionate mediaeval Welsh theming. +

+ Space Marines are all very earnest, which can be dry. The  nature of the Imperial Guard means that there's room to be a bit wry about things. Regular humans, courageous though they may be, can't fight forever – exploring the  soldier's downtime and reaction to the inevitable shortages caused by the Departmento Munitorum is fun. It's nice to think that perhaps some of the Black Hands might one day get to retire back in relative comfort amongst the green hills and valleys of their rather soggy Rainworld home. +

+++

+ Vidscans inloading + 

+ Anyway, enough musing – let's see some pics! +

+ Citadel Rogue Trader-era Officer and Standard Bearer with Elysian arms. His canine companion is from Anvil Industries. +

+ This officer – a Caef (senior officer) in the principal Lamb's World dialect of Low Gothic – and his equerry are relatively recent additions. The first character I ever remember creating was a 'Lieutenant Whittaker' from my long-departed Rogue Trader force. Stuntwedge of the PCRC very kindly gave me this Captain, who has been painted up to be a modern-day Whittaker – presumably after years of fighting! +

+ You can read his exploits against the wonderful Bezoan Skitarii of Lucifer216 in the Neues Tremo War – a campaign I'm keen to pick up again. Perhaps the Gatebreakers will lend the Lamb's Worlders a hand? +

+ Whittaker is a good example of how you can multi-task your models. The LVth Black Hands are led by Caef Terentius Dresden [+noosphericinloadlink embedded+], but by swapping out the Officer and standard bearer, it's easy for the troops to be used to represent another of the planet's hapless Regiments. Whittaker is leading the 18th Regiment – yet to earn a nickname – on Neues Tremo. +
+++

+ Composition +


+ The core troops of the Lamb's World LVth regiment are made up of Forge World parts: Cadian upgrade heads (mostly the Respirator ones, but quite a few of the standard Veterans, too) on the Elysian Drop Trooper range – all not sadly out of production. +

I have a dwindling stock of bits to allow for expansion, but happily the nature of the Imperial Guard lends itself to slight deviations from a purely uniform look. Humans, after all, are infinitely variable; and a mixture of wear and tear and patchy resupply means that differences in detail of equipment and fatigues adds to the sense of a war-weary force. +


+ This meltagunner includes a heads taken from an AT-43 figure, for example, and the Victoria Miniatures' figures earlier also show how a colour scheme can cover the differences between ranges. I have some plans to kitbash a squad or two of the Victoria Miniatures figures with some of my remaining Elysian bits to further elide the distinction. +

+ The ogryn's converted from an Warhammer Ogre Kingdoms Bull, the Leman Russ is a Mars-pattern Forgeworld kit, once available as a conversion kit, and I think now slightly recut and redesigned. +

+ This is not a realistic army. It mixes modern-ish looking infantry with WWII-style tanks and – as you can see above – giant space ogres, ratlings, horse-mounted cavalry, robe-wearing priests and all sorts of other 40k weirdness. Nevertheless, I hope the overall impression is one that would be familiar or at least immediately understandable by pretty much anyone. +

+ That sense of 'okay, I understand toy soldiers' goes a long way to grounding 40k. Without the Imperial Guard, a lot of the more over-the-top or flamboyant elements would become over-stylised. It's cool to have weird aliens invading a planet and fighting recognisably human soldiers, as it makes 40k relatable. If everything's special, then nothing is. +



+ I can't imagine my upcoming Alaitoc warhost is going to be too happy with that light-fingered Ratling sniper's bracelet... +

+ A murky, muddy mass of Guardsmen and women holding the line against the worst the galaxy can throw at them – true of the Guard in general, and of the Lamb's Worlders in particular. . +



+ Techpriests, along with preachers, psykers and commissars, are some of the more esoteric elements that help balance that grounding, and make it fun. However you spin it, conflict is horrible, and it's good to remember that you're playing a wargame. Brightly-coloured lunatics with space-axes are hard to take seriously! +


+ Rough Riders are another favourite of mine. I've got five that regularly turn up in my games – and it's another example of how gaming with my mates is a key part of the hobby for me. Rough Riders have appeared and disappeared from the Imperial Guard rules on a regular basis, and the PCRC have always been very happy for me to use home-grown tweaks to allow the inclusion of things like this. +

+ Bring back my horses, Games Workshop! +



+ The figures are Empire Pistolier legs (metal, from the glory days of bits ordering, which gives you some indication of how old they are) together with the same bits used for the infantry. The horses are Wood Elf ones that – as is fast becoming a theme – I think are no longer produced. When I built this army, I was nowhere near as experienced or confident with converting things, but I'm pleased with how the fairly basic tweaks and kitbashing (as well as the decade-old paint job) used for this army still hold up fairly well. +

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+ Future plans +

+ In the short term, I'd really like to play The Bezoans Strike Back – a return leg for Lucifer216's Adeptus Mechanicus. For me, having a finished army is something of a pleasure; where it's something to use and enjoy, with the potential for expansion, rather than being a Sisyphean task to continually grow. +



+ With that said, Lamb's World allows me a lot of flexibility to fold various bits and bobs in. I have numerous little squads that could form the kernel of a new Guard army, but I also have the option of painting them up as a new intake of the Black Hands. These include Victoria Miniatures' Arcadians and Elysians, as mentioned above, a few squads of metal Cadians, and some more esoteric things like Squats and Beastmen. Vehicle-wise I have three Chimeras and another Leman Russ that need polishing off... but happily, there's no rush. +


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