Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Friday, September 26

+ inload: Shadows over Tundrine Har +

+ Shadows over Tundrine Har +

+ The PCRC are meeting for a campaign weekend – hooray! The conceit is two connected timelines: a big 30k-era battle, and then the scavengers picking over the area some 10,000 years later... +

+++

+ Kill Team Squats +

For the 40k-period part a recon force of Squats – the Norgyr Ironstaves – will make an appearance:


I've not yet played the new version of Kill Team, so thought I'd try out a useful-looking little app, KTDash [+noosphericexloadlink+] to help. 

I'm finding the all-new all-copyright-friendly naming scheme a bit of a pain. I understand what a Field Medic or Warrior is, but some of the other names for operatives is a bit vague. What's a Lokatr? I'm presuming he locates things, so the guy above with the scanner might work... but in that case, what's a Kognitaar and how do I represent it?

From what I'm reading, I might need to make a couple of adjustments or additions to the unit as I've built them, but with seven weeks to go, I should be able to crank them out in time.

Anyway, I've needed a gently nudge to get these painted up – they'll be a fun change to my usual Guard  or Kroot in Kill Team, and will doubtless prove useful in my own Armageddon musings.

+++

+ Turning to tiny things +

For the earlier era part, I'll be bringing along Epic-scale stuff and Titans. A couple of the PCRC, TrojanNinja and Qwerty have expressed interest in trying it out, so I'm bringing along a Marine army (Salamaders) and painting up some traitors – Night Lords and their unfortunate human allies. 

Why Night Lords? Well, that's because Lucifer216 is bringing a Night Lords Kill Team for the later part – I figured it'd be cool to have an earlier tie-in.


The stands shown above will represent a Mechanicus delegation that's at the heart of the narrative the PCRC are cooking up.

As noted in the last inload, landing safely on my doorstep was the new book and whirlwinds, and I've now got them built and ready for paint:


Slightly disappointed that there's not the option to build eight of the same kind, but both variants are cool looking. The models are – typically for Epic: Legions Imperialis – very cool and faithful to the larger-scale versions, and also very fiddly: the box-launcher on top of the Whirlwinds, for example, is made up of six parts, and on both types the exhausts are individually placed.


+++

Friday, March 6

+ inload: Regimental Review I: 88-2219ers +

+ Regimental Review: 88th/2219th Lamb's World/Port Bromwic Consolidated +

'War-orphans. Klottin's Mongrels. Remnant Regiment. Any number of names for us, they had – none of them nice. Clumsy as it was, you can see why we stuck with the 88-2219ers. Nothing fancy, see? There. Done. Finished. Get on with the job. That was enough for us.'
Corporal Larrod Atkin – 88th/2219th Lamb's World/Port Bromwic Consolidated Regiment

+++


Remember the past, but remember it has passed. 
+ Credo of the 88-2219ers +

+++

+ Abstract +

One of the refounded Regiments forged in the wake of the disastrous Yranus Landings [+noosphericinloadlink embedded+], the badly-mauled 88th Lamb's World Light Infantry Rifles were combined with the 2219th Port Bromwic Mechanised Regiment to form one of Lord General Klottin's so-called 'mongrel regiments'.

+ Roots: two planets, one force +

The bulk of the Regiment was made up from the 2219th Port Bromwic Mechanised, a force newly-founded specifically for Augustus' Crusade. Port Bromwic is a brooding fortress world. Owing to the planet's classification, it contributed a relatively paltry number to the Crusade's senior staff, as the local government forbade recruitment from posts with access to privileged classified information relating to the world's security or its status as Naval port. In contrast, the bustling underclasses of this hive world was drawn upon heavily for the Crusade, supplying forces to both the Navy and the Guard.

+ Port Bromwic +

The soldiers and sailors drawn from Port Bromwic gained a reputation for being generally dutiful and reliable, though the Commissariat noted that many nurtured a subversive streak, generally restricted to a black, fatalistic sense of humour. 'Brommics', as they became known, became familiar to many in the Crusade, filling vital posts across the war effort. Part of this was their sheer number – of the 500-odd Imperial Guard regiments that formed the Crusade, more than ten per cent were from Port Bromwic; and the proportion was even higher in the Navy. Secondly, Brommics had a peculiarly narrow phenotype register, making them physically very distinctive and recognisable.



The Port Bromwic 2219th saw their first deployment during the Yranus Landings, and – like all the forces there – were badly mauled. Their vehicle pool was heavily used to escort the stretched but vital fuel and ammunition supplies between Imperial encampments, a duty which saw significant degradation of the regiment's capabilities. The casualties sustained here were particularly sore, as Red Hand forces (both Cardinal Qi's own Yranian Volunteer Corps and the off-world Vrag-Rana elite) proved ruthlessly efficient at assassinating officers – leaving the already bottom-heavy regiment dangerously light in experienced commanders.



In contrast, the survivors of the Lamb's World 88th were light infantry specialists, and veterans of a number of wars within their home Sector Anton Australis – a world in the distant Segmentum Ultima. The regiment had originally been seconded to a local war, but mis-translation left them emerging in Wilderness space. Unable to effect their return, the flotilla limped towards Imperial space, emerging near Sector Cetus-Scorpii, where – as Imperial efficiencies demanded – they found themselves reporting to Warmaster Augustus and seconded to the Third Army Group of his Crusade.


+ Armour units from Port Promwic protect 88th infantry during the Ushen Moros retreat. +

The Regiment was made part of the initial pathfinder deployment on Yranus, and found themselves tasked with capturing the city of Ushen Moros. Over the course of the campaign, the 88th were all but annihilated during the struggles for the city. Evacuated with three casualties to every soldier fit for active duty, it was clear the Lamb's Worlders would never serve as a meaningful independent force again.



+++

+ Rebirth +

+ Manor-general Jil (dec.) +
[Pictcapture: Kordhal]
With his underling Major-General Jil's body still to grow cold, Lord General Klottin – commander of the Crusade's Third Army Group – acted quickly. Placing the Yndrine system under blockade, he took personal command of the reintegration of such forces as could be salvaged, even while the Army Group pressed deeper into the Red Hand Region.

After a temporary light posting on the Crusade's staging post worlds, Mu-Scorpii and Slav-Mundi, Klottin made plans for a Regimental Re-founding, in an attempt to make the best of a bad situation. Taking pains to invest the event with pomp and circumstance, the soldiers were treated to a parade that was heavily reported in the Cetus-Scorpii Clarion, a hard-copy propaganda paper issued to all ranks across the Crusade (and, where possible, made available to the inhabitants of the Cetus-Scorpii).

The refounding was a success, though a qualified one. Alongside three fresh regiments press-ganged from Mu-Scorpii itself, five new regiments were created from the twelve that had been deployed to Yranus:
  • Galvinax/Elirian Combined
  • Mu-Scorpii 149ers
  • 88th/2219th Lamb's World/Port Bromwic Consolidated
  • Ha'quari Combined Infantry
  • Baltan Reinforced Artillery 'The 8s and 11s'
Of these, the Ha'quari found their three depleted regiments simply combined into a single force. The cream of three Baltan Artillery regiments (the 8th, 10th and 11th) were similarly rendered into an over-sized Regiment – the so-called 'New Artillery', with the overspill integrated into the infamous Mu-Scorpii 149ers, a regiment of cut-throats and ne'er-do-wells that were widely rumoured to be made up of the worst of the soldiery from the Termeran IVth, Jedder's Rim Own, and Baltan 9th Artillery.

+++

+Integration +

+ Lamb's World 88th vox-specialist +
Discipline within the Imperial Guard is paramount, and the Commissariat pays particular attention to the behaviour of combined regiments. Particular attention was raised by Commissar Brand regarding the cultural mix between the uniform Brommics – nearly all of them stocky and well-built, with thick features, coarse hair and dark eyes – and the Lamb's Worlders. Most inhabitants of this distant world are short – the average height being just 5'8", and the 88th were particularly slight, being made up of soldiery hand-picked for their skills at infiltration. Not only that, but they were drawn from across the diverse range of ethnicities and cultures of the planet.

Discipline Officers brought in to ensure cooperation between the combined regiments paid attention to the cynical Brand's doom-saying, but the resulting force alloyed surprisingly smoothly in training. The Commanding Officers put this down to a strict training regimen that mixed the regiment at all levels from squad upwards; while the attached Ecclesiarchical representatives attributed it to a shared form of strictly-enforced orthodox worship. For their part, the soldiery's own views are not known, though a excerpted phrase from a marching song that sprang up shortly after the Regimental Refounding perhaps shines a more intimate light on their attitude: 
'S**t on by the Bobbs*//and shovelled up by Tunts**//We'll never know a peace as deep//as rest in bunks//Oh sergeant-at-arms//Rock me to sleep//I'm knackered from the Runs//We don't get no stops except for treens***//where Auggy's Blaster**** don't clean, it rubs//[...]'
* Lamb's World term for discipline officers. Unknown derivation.
** Port Bromwic vulgar slang for the priesthood.*** Latrines**** 'Auggy's Blaster' was a common name across the Guard and Navy for the Cetus-Scorpii Clarion



+++



+ Command staff +

+ Undercaef Whittaker and Fidelis +
What remained of the 88th Command staff was wiped out during the Yndrine campaign, while the 2219th were seen as having too little combat experience for command.

Klottin was nevertheless reluctant to bring in extra-regimental forces to oversee the combined regiment, instead opting for promotion from within. Iacobus Whittaker, a lief – a Lamb's World terms for a junior officer roughly equivalent to first lieutenant – was thus granted a brevet rank of Lieutenant-Colonel; or Undercaef, to use the Lamb's Worlder's own terms 

The regiment was fortunate to have such a capable officer, as Whittaker quickly proved himself to be resourceful and authoritative while self-aware enough to prevent bad blood arising within the regiment.


He was notable for a particularly sardonic sense of humour, sallow complexion and his ever-present wardog cum mascot, Fidelis, who accompanied Whittaker both on and off the battlefield.



+++


+ Commissar Brand +
The Ordo Prefectus also deployed a significant number of Commissars to the regiment, all of whom operated under the purview of Commissar Rodolf Brand, a native of Tenstar who had been assigned as liaison officer to the 88th on their arrival in the Cetus-Scorpii system.

An archetypal, by-the-book Commissar, Brand was bleak, heartless and ready with a pistol. He was widely loathed and feared by both Brommics and Lamb's Worlders – a fact which served to bind the two very different regiments together.


While his methods were strict to the point of wilful cruelty, he served a vital counterpoint to Whittaker's more adaptive and lenient command. 






+ Primary deployment during the Early Crusade period +

After redeployment, the combined Regiment resumed service in the Third Army Group, taking part in the Odessus and Orison Campaigns that served as Klottin's primary objectives in the Early Crusade period.

With a secure foothold in place on the primary targets, three companies of the 88-2219ers remained on Odessus, while the bulk of the regiment formed part of the combined effort to invade the Bract, Polyandros and Ardent systems, alongside elements of the First Army Group.


+ Guardsmen of the 88-2219ers +


Holby ap Acre, a native of one of Lamb's World's primary settlements, Pant Y Gyrdl, is pictured with standard equipment intact. Cold-desert patten fatigues are overlaid with battle-green flak armour, manufactured directly on the Forge World of Braun.




Ostin Ostin, appears unhelmeted during the Bendaphur Campaign – this may be as a result of battlefield loss, or through lack of supplies. Certain elements of Lamb's Worlders' equipment, being sourced from a different Segmentum, was impossible to procure in Sector Cetus-Scorpii, let alone in the Red Hand Region. Fabric patterns were relatively simple to recreate, but hard materials, such as the recon-specialists' vox-integrated helms could not easily be replaced. As a result, the reformed 88/2219th Regiment quickly began to look hotch-potch.




Local replacements quickly began to flood in, as Cetus-Scorpii's Forgeworld Nares Serpentine and its licensed manufactories across the Sector began to source potential replacements. By the time of the Orison Campaign, the troops of the former 2219th were mostly armed and equipped as per their seniors from the Lamb's World 88th, though variations – such as those shown above on Turny Damas, a Port Bromwic native – remained common with reserve forces. His battledress is a mix of cold desert camouflage and a simpler tan smock. His Serpentine-pattern flak armour and helm are also crude facsimiles of the Lamb's World Braun-pattern equipment. Lacking vox-links, its internal padding was made up of synthetics rather than ecwid-hair. Note also the use of a rear-line slug-throwing autorifle, rather than a lasgun.




Following the catastrophic 'beheading' in the Yranus Landingsthe regiment's Command Staff thin on the ground. The 88-2219ers therefore developed and maintained a subtle system of identification, aimed primarily at making its officers difficult to identify amongst the troops. Simple geometric marks, usually in orange, grey or turquoise, were used in place on shoulder pads or regimental shields. +



Experienced frontline forces were prioritised for the increasingly rare equipment from Lamb's World's reserves. Donny Brackst, a Port Bromwic native who demonstrated skill and a cool head under fire during the Bendaphur campaign, is shown here equipped with a full vox-rig and augmented helm – note the additional external targeter. His lasrifle appears to be Cadian-pattern. This may be an inferior local copy, or it may be part of a diverted or mis-labelled shipment intended for the 144th – the so-called 'Cadian Last' – also operating in the Crusade. Such mis-shipments were unfortunately commonplace during the Early-Mid Crusade period, despite the Munitorum's best efforts.




Veteran soldiers were allowed leeway in their equipment, as shown by this warrior's shotgun and decidely non-standard choice of protective headgear.




The 88-2219ers were not above looting, and this non-standard autorifle is likely to have been 'liberated' from Red Hand forces during the Bendaphur campaign. Such weaponry would have remained grey-market, with the Officio Prefectus usually – but not always – turning an intentional blind eye following the weapon's reconsecration by an Enginseer; to ensure its machine-spirit would follow the will of its operator.




Braun-pattern mortars were in common use, and proved invaluable during the street-fighting on Odessa. Specialist teams operated in pairs or threes to deploy and re-deploy quickly.


+ Notable actions  +

+ Early Crusade period +
  • Yranus Landings
  • Bendphur 
  • Odessa
  • Orison
[+SPOOLING+]

Thursday, August 15

+ inload: Kill Team Clawthorn completed – part I +

+ By Their Fear Shall You Know Us +


+ Giant pic-laden inload today, as I polished off the Astral Claws squad I've been working on. Two in detail today; and the others on Saturday and Monday – keep your occulobes peeled and auspex pinging, troops. +

+ Brother Lyron Acast +

Both pragmatic and cautious, Acest maintained a healthy scepticism of the Tyrant's creation of the Legion; though not to the extent to speak up against it. Loyal to his beloved Chapter above all, Acast maintained the crest of the Astral Claws rather than the Tyrant's own sigil. This was a common indulgence, well-accepted within the Chapter; though such half-heartedness proved no defence in the face of Imperial retribution. His analytical and sceptical mindset proved useful in keeping him and his comrades alive – but not forever. Acast's charred remains were discovered in the wake of the Star Phantoms' first assault on Gonda.


+ Fun with freehand. Breaking down the Astral Claws' original big cat icon was fun. I used off-black and off-white, to avoid it looking too stark. +



+ I introduced a thin wash of the same rusty-red brown used for the base to the lower legs and feet, rubbing it away before it settled. This left it in the recesses, and helps tie the figure to the base. +


+ He may be sceptical, but he's pragmatic, too. He wears the Tyrant's symbol on his right pauldron – y'know, just in case. +


+ Pleased with the freehand here. A very 'standard' space marine, but I rather like the effect you get by back-converting Primaris into classic Mark VII. +


+ Brother Yoruban +

Sharp-eyed and incisive, Yoruban was a popular member of the squad, particularly noted for his wit – and his aim. Fully trained as the squad's support member, his skills were put to use as sharpshooter when Soter – who Yoruban joked needed the practice more – was assigned to the squad.


+ Very enjoyable to get back to some variety in skintones. Most of the recent skin I've been doing has been fairly similar – ruddy dwarfs; so it was fun to experiment with some warm dark skin tones. I worked from a midtone base of even amounts of red, yellow, blue, white and some same red-brown I used for the basing, then worked down into the shades (adding more brown and blue) and up into the highlights (adding more yellow and white). As with almost all the skin I paint, there's a hint more red in the cheeks, chin, nose and lower lip, as these are areas where the blood is closer to the surface. + 



+ I'm fond of the conversion work here, and the paintjob seems to complement it well. The pauldron is relatively simple, bearing the squad number and a campaign honorific. Between the bare head, Mark VI conversion and carried helm, he's already interesting enough to avoid needing help with freehand. +


+ Some gouges were already taken out of the pauldron – I was tempted to develop the weathering a little further, but decided to keep the squad relatively spare for this project. The rest of the PCRC tend to paint very cleanly and neatly, and I want the Astral Claws to fit in. +


+ As well as carrying his helm – really love this bit, taken from the lieutenant model that makes up the basis of Sergeant Aldin – this marine bears a different weapon to the rest of the squad. I think it's an auto-bolter; but that might be what the others are carrying. Perhaps this is a stalker bolter? +

+++

Wednesday, August 7

+ inload: Astral Claws kill team +

+ Kill Team Clawthorn +


'Though my guards may sleep and my ships may lay at anchor, our foes know full well that big guns never tire.'
+ — Lufgt Huron, the Tyrant of Badab +


+++

+ The idea of a 'mirror match' – whether guard versus guard, ork infighting or Eldar civil war – never fails to capture my imagination and suggest stories, but Space Marine civil wars are particularly  tricky to justify. +


+ Fortunately, Rick Priestley wrote a great example of just such a campaign in White Dwarf 101: the Badab Uprising. With great characters, great Chapter ideas and a relatively mature, complex storyline – more than just 'baddies and goodies – it quickly became the de facto setting for gamers looking to fight marines against marines. It's been revisited and updated and revised and become quite a well-worn path for many hobbyists. Nevertheless, not one we've tackled for many years. +

+ So; the PCRC started up a little project to scratch a couple of collective itches; to try out Kill Team and to paint some small groups of Space Marines in unusual Chapters. +

+ I would have loved to have tackled a similar prospect in our own region, Antona Australis [+noosphericinloadlink embedded+], using it to explore and carve out some long-neglected or hinted-at Chapters like the Stellar Steeds, Kings Martial, Sons of SpectraIshilites, Emperor's Hawks, Hammers of the EmperorScarlet Blades, Adamants, Chapter Castellan or Lions of Sol, but Badab offered the reassuring hand of 'officialdom/canonicity' which makes the setting more accessible, so we plumped for that. +


+ Clawthorn +

+ The main thrust of the project was to build cool space marine models, but as a nod to the period Badab is set in, we've largely decided to convert them back to 'Firstborn' – that is, the classic style of Marines – from the new Primaris figures. There is, of course, no requirement to do so – after all, everything you have been told is a lie – but doing such small groups makes converting every model a possibility for everyone. +

+ Last time we had a bash at the setting, we ended up with loads of loyalists and very few traitors (something I suspect happens a lot, with many gaming groups), so I plumped for Astral Claws. After all, what's the Badab War without the Badabaddies? [+inload audi-vox file: *rimshot*+] +

+ Below you can see the fruit of an evening's work chopping and kitbashing, using the same techniques and consideration that I outlined in an earlier inload [+noosphericinloadlink embedded+] for my Alien Wars Blood Angels. +



+ At core, Badab is set in M41, and the Astral Claws are not meant to be that old (in relative Chapter terms); so I've mainly stuck with Mark VII. +



+ With that said, individuality looks key in Kill Team. Each model needs to be identified by both sides, and that's got to be taken into account. For that reason – and because I think Space Marines are most interesting when they have a certain personalisation and variety in their armour, I've not gone super-uniform. The chap above has a vintage helm, pauldron and shoulder pad. +

+ While I just did this for aesthetics, it occurs to me now that these would be a perfect excuse to give him the veteran skill from Kill Team – which just goes to show that sometimes you can plan your ideas then build, and sometimes the models you build will suggest their own ideas. +


+ Kill Team offers some space for fun 'hero' poses or one-off details – subtle things like the use of this African-featured head that would get lost in a broader army. With Space Marines being so uniform, little bits like this help suggest stories and characters. +



+ The sergeant's a good example of the PCRC's attitude to this campaign: after building him, we realised axes weren't allowed to Primaris sergeants, but 'rule of cool' overrode that. After a bit of discussion, we've ended up with some laissez-faire house rules on equipping figures that basically boil down to 'models first, rules second.' 


+ Converting figures for sneaky skirmish games like Kill Team lends itself to subtlety and slightly more cinematic poses than the all-out charges typical of mass battle games. +


+ A simple group shot. I enjoyed building these, and have some spare Primaris marines, so I'll likely build some more – perhaps make a round dozen or so – then pick the best ones to play with. +

Monday, July 29

+ inload: Halicarnas campaign opening+

+ Missive: Legio Petition – Halicarnas +



Dataspool: Princeps Senioris grade and above2907019.M41Checkdate: N/A / InternalPriority: Crimson


My lord,

Amphimachus the Thin, the Planetary governor of Halicarnas [+noosphericinloadlink embedded+], has requested our aid:
With entreaties and memoria of our lasting friendship, we request, most regretfully and humbly, the aid of your Titan Legion. The deployment of a Maniple of your most puissant and glorious Legio would surely terrify potential rebels into submission, and firmly restate the glory and influence of the house of Amphimachus in this time of our need. We ask you to look to our previous service and association [in-Legio subset report: trade – net positive; political – net negative] and pray that the Throne guides you well in speedy submission to my appeal.

+++

Our agents have revealed the following:

Over the course of the past three generations, long-established trade pacts have thinned for Halicarnas as allied Imperial worlds and nearby Forgeworlds – including our own sponsors – have found new trading partners. This has led to deepening recession, periodic famine and unrest on the world. In defiance of the Planetary Governor’s edicts, it is believed that elements of the Halicarnan government have been prompted to look beyond their traditional routes for growth. Rumours of smuggling, grey-market trading and even forbidden non-human contracts have grown commonplace in the months since.

+ Go-Xi of Xoa +
Were Amphimachus to be deposed cleanly and quickly, it is possible that a successor would be able to improve things. We have identified House Xoa as the most capable and creative of potential successors. Seemingly upstanding, Xoa are best set to ascend to the Halicarnassan governorship; and indeed served as Planetary Governors for two centuries in the recent past before being dethroned by forces loyal to the Amphimachans. Xoa’s current head, Go-Xi, has forged some promising new trading routes – a rarity for this world. While caution must be advised, as their inward-looking nature in recent years makes them an unknown quantity, the House of Xoa has become exceptionally outward-looking and entrepreneurial.

Many – though not all – of Amphimachus’ subordinates have grown increasingly corrupt, while Amphimachus himself has remained steadfast and honest to the point of stubbornness. Despite the straitened times, the house of Amphimachus has proven stubbornly loyal to the Imperium. He, like his ancestors, has paid the Tithes in full and on time every generation – though at an increasing cost to his authority and the populace. The reactionary, stoic and spartan nature of Amphimachus himself means he still commands personal respect from his people, suffering as he does alongside them.

+ Assessed-optimal landing zone +
Make no mistake, despite its political isolation, Halicarnas is an important planet, providing succour for a number of nearby systems, including critical worlds [+noosphericinloadlink embedded+]. It also acts as a warning station ahead of corewards aggression into the sector. Its current predicament is regrettable and requires action. It is for you to decide whether it is the fault of the governor, and what the best way is to re-invigorate the fortunes of this world.

+++



The Grand Master of the Legio has granted you authority to Walk; ceding a portion of the Legion’s power to use as you see fit.
  • Declare (by reply) whether you will defend the House of Amphimachus, support a coup in favour of the House of Xoa, or sit out this conflict.
  • Create a campaign list of no more than 4,000 pts (remember to keep some in reserve!).
  • Titans should be named, to help tracking.
  • Submit the list to the campaign organiser, along with your Titan Legion’s name, before Friday.

+++

+ Copies of this message have gone out to the potential players in this campaign; we now await to see the responses of each force. +

+ I've deliberately avoided the 'loyalist' and 'traitor' labels; I'm hoping we get to explore the grey areas a bit more. +

Friday, April 26

+ inload: Xenos Agitprop of Antona Australis +

+ Now is the time for all Shas'la to come to the aid of the Greater Good +


In ideological battles, technological competition and in vistas of space, let us be invincible in every fight!

Brightsword High Command Agritpop extract; from a view-pamphlet extensively distributed to worlds in the Tzi'Na M41.

+++

+ Creating a sense of scale in your campaign +

+ Campaigns like the Tzi'Na Crisis [+noosphericinloadlink embedded+] are a great excuse to build and paint something outside your gaming army. For our Scallops Stars campaign, I built and painted some one-off Imperial Guardsmen, such as the Metis Light Foot [+noosphericinloadlink embedded+]. These act as a bit of colour for the campaign, reminding players that their force is just one amongst many in these wars that rage across whole sub-sectors. +

+ This helps to add a sense of scale to the conflict, which has two effects: Firstly, it prevents the same few characters being pivotal across time and space (this is one of the things I like least about Games Workshop's latest direction). Secondly, and more positively, it makes your games more personal. Your own army and characters can have their own plots and important stories within the broader war, allowing for more personal creativity and development. +

+++

+ Why make models for this? +

+ Of course, stories and colour text can do this too – there's no need to make models. However, this is a physical hobby, and it's nice to illustrate things with a picture or two. For me, it also serves to explore those ideas for colour schemes or modelling without committing to a whole army. +


+ In addition to letting you explore these ideas, creating a model will also likely inspire ideas, and help prompt some questions about the nature of the broader army, war or planet he or she represents. +

+++

+ Dao'Doean Sept +

Even before the forces of the Curdling Armada began their invasion of the Tzi'Na Enclave worlds, the Tau Military Command (TMC) was moving in response. Strongheel, Commander of the TMC, foresaw a long campaign, and ordered additional new Cadres to be raised in defence of the worlds of the Enclave. Estimating the Septworld of Dao'Doean to be in imminent danger of attack, the TMC instituted a massive enrollment campaign, pulling Fire Caste trainees, cadets and – it is rumoured – those still in academy into active training barracks. +

Translating as 'the happy steppe'; or 'Yes, plainsland', Dao'Doean is a typical frontier world of the Tau Empire. Settled in living memory by pioneers from deeper within the Brightsword Protectorate, the Tau here are now in their third generation. 
The broad, sun-kissed plains of the world are covered with fields of mod-wheat imported from the Earth Caste scientists of Chac'Tun; while huge improver-harvesters travel between the principal settlements.
Tau of this world have a reputation for resilience and innovation, only slightly marred by whispers of indolence. The planet has a standing garrison of five thousand Fire Warriors, but has little history or experience of warfare. 
+ Antona Australis Inquisitorial abstract of the world +

+++

+ Dao'Doean military forces +

+ The Tau's defeats in the nearby Cha'anxi system during the early stages of the Tzi'Na Crisis forced the Tau Military Command to graduate these Shas'la earlier than normal. The result was an impressively large number of new Cadres and reinforcements for existing forces pushed through training in a short amount of time. +



Shas'la Cano'Be (above) is a typical example of the newly-inducted Shas'la. Upright, proud and disciplined, the speed at which she has been trained – and the strain this placed on materiel supply – is nonetheless apparent. Most strikingly, she lacks the large shoulder shield and shin plates of a typical Strike Team member, likely due to lack of materials or delayed shipments to this frontier world. +



+ The variation on the aerial also marks the helm as an older pattern. Still functional, the helm would be regarded as virtually obsolete by the veterans of Cadres such as Hunter Cadre Shas'Ka Nan, currently operating nearby. +

+ Despite the compromises forced on the Sept, Cano'Be still benefits from arms and armour equal or superior to that enjoyed by Imperial Guardsmen of the sector. While the TMC have little illusion that the newly-raised Cadres would be able to defeat the Astartes elites of the Curdling Armada, the Fire Caste on Dao'Doean are highly motivated, and more than capable of engaging invading traitor guardsmen on an equal footing. +


+ The purple and green scheme provides little camouflage against the swaying golden-yellow fields in which the Fire Warriors operate; but is rather a combination of the original settler's Sept colours; intended to honour the Sept's founders. +

Tuesday, February 26

+ inload: Plague Marines +

+ Paraepidemiology +

+ Coo, Plague Marines are fun to convert. I've got hopelessly caught up in building them. Very much enjoying these kits; and I'm glad I waited to build them all together. It's a nice way to avoid duplication and add variety; particularly on models like these, which are a halfway house between modular and monopose. +


+ As mentioned in an earlier inload, I've steered towards the pickelhaube- style helmet that I think of as the classic Death Guard (as opposed to general Nurgle marines). Not completely convinced on its use on the characters [viddy the pict-capture above]. On the one hand, it's a bit predictable; on the other, it really hammers home the 'faceless replaceable infantry' vibe that I love so much. I'll wait 'til I've applied some paint; that can go a long way to making characters jump out a bit. +


+ These chaps were an eBay win. Nice as they are, I didn't fancy paying the yikes-inducing RRP. For less than half, I ended up with this nicely-assembled set (though sadly lacking the poo-stick carrying Nurgling). +




+ With a mass of boltgun-wielding marines built, I got stuck into some specialists. I'm thinking of fielding a close-in squad; something I don't normally do, so some dedicated close-in fighters along with the Death Guard special flamer-equivalents are a musy. The heavy chem-thrower thing (right) is awesome, but felt the static pose made it look less like a war machine, and more like a leaf-blower. A few cuts and trimming gave it a bit more dynamism; while the use of the duplicate body from the Dark Imperium set helps break up some monotony there – infecting two birds with one stone. In particular, I turned the supporting hand. I prefer the gun-grip to the palm-down look. +


+ The bubotic axe reminded me of the fly-headed Nurgle champion from my youth (loved that figure), so it was cool to add it to a new marine. The central figure is unmodified (even second-hand, I didn't want to cut up this model, as I think he's pretty cool); while the blight launcher marine got reposed for much the same reason as the other heavy weapon. +


+ Same models, different angles. +

+++

+ ...and a little thing I was playing around with, based on the Chapter Approved character creation rules: