Forest Guard Command Squad

Fresh from the workbench, sha-BAM!

Let's do this thing.

Let’s do this thing.

Captain Higgenbotham scowled into the swirling dirt and debris.  His greatcoat flapped wildly as the air churned with bulk lifters and smaller craft spooling up for takeoff.  Holding on to the hydraulics of his Valkyrie’s loading ramp, he took in one last deep breath as he surveyed the horizon far out across the plain.  From here you could barely tell what was happening all around the planet, the sky still egg shell blue and the trees verdant green.  But he knew it was a world aflame.

Watching yet another flight of Landspeeders overtake the staging field, he thought for a moment about the Space Marines.  Clinically he understood.  The entire Kingbreakers chapter was fighting to create space and time, to evacuate and preserve as much as possible before the inevitable.  He and all of the corps would no doubt be dead already without their countless untold sacrifices.  But he didn’t actually understand.  Forestway was lost.  Had been lost.  And yet they warred on, more than just a fighting retreat, but less than a winnable battle.  A lost cause.  But still they died, and died, and died.  For what?  For pride?  For revenge?  For the emperor?  Higgenbotham understood the words, but not what lay behind them.  He and all the surviving Forest Guard would leave, now, and fight again on other days, on other worlds.  Turning into the craft he slapped the ramp controls, shaking his head.  Forestway was dead.  There was no need to stay here looking for war.  From now on, no matter where they went, there would be only war.

Army

This is the first squad for my long planned IG detachment, the Forest Guard.  They’re a mostly Cadian-patterned Imperial Guard regiment, initially mustered from Forestway, also the original chapter planet of the Kingbreakers, long since burned exterminatus as fallout from the endless machinations of the Legio Apex traitor marines.

These particular guys will swing back and forth between company and platoon command depending on need for the foreseeable future.  In the no-FOC PAGE December Apoc game they’ll probably be a platoon lead and I won’t bother with an IG HQ.  Not a lot of thought went into the armaments and unit.  Their primary upcoming use is that Apoc game, so I’m not super concerned about having the most efficient load out ever.  I’ve also got a bunch of regular Guardsman sprues on the shelves still plus one or two more command squads, so later if I need something I have plenty of options to build it.  Here I was just putting together whatever looked cool and might be useful, like the radioman and medic.  And plasma never goes out of fashion.

MEH-DIC!

MEH-DIC!

It burns, captain, it burns!

It burns, captain, it burns!

Painting

All in all I’m happy with these guys.  They looked ok, looked ok, looked ok, and then I started putting on washes and they looked great.  In hindsight it’d make more sense to start prototyping colors on more generic, easily replaced, and less prominent dudes, but it turned out ok this time.

The one thing I’m not super excited about is the banner.  I just got lazy with it and should have at least done it up in more colors like the GW exemplars.  That guy’s likely to wind up demoted or even an objective marker once I make up some fancy custom banners, or to have his current banner snipped off and replaced.  Ditto on the banner guy’s power sword, it’s pretty weak.  In general I’m not happy with how I do them, so I’ll have to work on in.  Sometimes the process I used here works well—one of my Librarian’s force swords came out really nice, as did a Sternguard power axe—but often it just kind of comes out flat.

For the corps!

For the corps!

I was explicitly trying to go for a simple, fast process here, both to contrast with my fairly laborious Kingbreakers color scheme and style, and just to deal with the reality of having to do up tons of models to have a viable IG force.  The washes thus are doing a ton of work.  There’s no edging, very little drybrushing, and actually very few colors overall.

I like this scheme and it’s reasonably fast so I’ll probably stick with it.  But if I was going to do a ton of these guys, i.e., a primary army, I would almost certainly spray prime in either the armor or pants colors, probably ideally the latter as it’s more recessed and just slightly slower to paint.  As at most an allied force and probably just an Apocalypse supplementary army though, I don’t feel like getting an expensive can of primer for just that color or being limited to those color options.

Notably, I’m pretty committed to not doing decals on these guys.  The Kingbreakers’ custom decals look fantastic and bring a lot to the custom look of the army, but here it just doesn’t balance out high enough on payoff versus effort to decal a million guardsmen.  Maybe some vets will get the treatment once I have a proper logo drawn up and acquire some more decal paper.  The latter’s actually a hassle to get and print; it’s not super widely available, shipping costs more than the paper itself, and it seems like it breaks down over time sitting unsealed on the shelf (printed decal paper is sealed, just the same as a painted model).

Awww yeah, Ministry of Sound comin' in loud and clear!

Awww yeah, Ministry of Sound comin’ in loud and clear!

Yep, we got yer dials and your tubes and yer gizmos...

Yep, we got yer dials and your tubes and yer gizmos…

Compared to the Kingbreakers I also went much simpler on the bases here, just base coating and flocking, again thinking about optimizing the process to churn out dozens of these guys.  Instead of fresh basic flock though I did use my cup of scrap, literally a cup into which I brush off all the excess flock, grass, gravel, etc., after I’m done working on models.  That gives some nice little textures here and there as random bits and types of flock get mixed in.  On the Kingbreakers I usually wash even flocked bases to create a dark, decayed, wasteland look as well as blend with my heavily washed dudes, but here I skipped that so the flock would keep more color and bounce.

 Color Scheme

The color scheme came out more Cadian than I was hoping, but that’s not the worst thing ever.  Ultimately the standard Cadian scheme is pretty good looking, and jives with my preferences for more muted and vaguely more realistic colors.  At a minimum though these guys are darker and more grey than a lot of Cadian forces out there.

I originally mocked up the color scheme on Bolter & Chainsword’s Imperial Guard Painter.  That was very useful to play around with ideas.  Many of the more colorful schemes I was originally leaning toward wound up looking more like Blood Bowl paintjobs that I wouldn’t be happy with en masse.

Hut, hut, hike!

Hut, hut, hike!

From that sketch I wound up dropping a color, following the mantra of fast & easy.  It looks great in the image above, but separate  colors for tunic tops and bottoms was going to be a huge extra hassle.  The dark grey armor would undoubtedly also just blend in with the granite top anyway, particularly as on an actual model the armor covers more surface area.  Low payoff for lots of effort so the scheme got streamlined down to two primary colors.  The basic paints for these guys are:

  • Primer: White (Privateer Press spray primer)
  • Tunics and pants: Steel Legion Drab washed with Agrax Earthshade
  • Armor, helmets, and boots: Skavenblight Dinge washed with Nuln Oil
  • Guns, comms gear: Abaddon Black, heavily drybrushed Codex Grey, washed with Nuln Oil
  • Faces and hands: Khardic Flesh (Privateer Press paint) washed with Ogryn Flesh
  • Belts, holsters, straps, packs: Scorched Brown (no longer available), washed with Nuln Oil
  • Blades, canteens, other metal bits: Ironbreaker washed heavily with Nuln Oil
  • Aquilas and insignia: Gehenna Gold drybrushed with Ironbreaker and washed with Nuln Oil
  • Bases: Vermin Brown (no longer available?)

One nice thing is that all of the colors are thick, solid paints, and largely all new GW Base paints or older Foundation colors, so one coat could be passable under a wash, and two coats is smooth.

To Arms!

I’m not sure what’s up next in the painting queue.  Another Kingbreaker Predator?  Drop Pods?  Various top secret, Inquisition-redacted projects?  Piles of Guardsman?  Time will tell!

Who run Bartertown?!  Master-Blaster run Bartertown!

Who run Bartertown?! Master-Blaster run Bartertown!

Predators Akil and Justus

kingbreakers-iconThese were actually finished at the last moment for the Alternate Universes tournament two weekends ago but I just got photos together.  Announcing the Kingbreakers Predators Akil and Justus!

Predator Justus.

Predator Justus.

Predator Akil.

Predator Akil.

Shots on Target

These have actually been in the Kingbreakers army for a long time now, since my first ‘Ard Boyz tournament in 2009, but they just finally got upgraded beyond what was obviously not black primer, but actually highly artistic and realistic “nightfighting camo.”  They are completely magnetized (main gun, sponsons, and Hunter-Killer missiles), but it’s kind of slap-dash.  I’m pretty sure they were assembled in a rush, super late at night, just before the tournament.  It’s functional, but not nearly as elegant as my more recent, better thought out and better executed Predator magnetization scheme.

Despite that flexibility I’ve always run these guys as Dakka-Preds with autocannon and heavy bolter sponsons.  It’s a fairly cheap setup and puts out a fair amount of shots if you can bring it all to bear.  One of my main motivations for originally getting these, and still fielding them these days, is the slight difficulty Marines have putting out a large amount of shots, given their relatively small unit sizes and comparatively few blast weapon options.  Overall I wouldn’t say these guys have ever really won a game through shooting but they generally perform solidly.  At least in 5th edition though they definitely won some important games by being big, movable brick walls that could cover troops on objectives in a pinch.

I almost always field these guys as a pair and have them work closely together in-game, so it seemed appropriate to name them after the younger Harmon brothers.

Justus sideview.

Justus sideview.

Just try me, punk.

Just try me, punk.

Anonymous tank commander #4, hero of the Imperium!

Anonymous tank commander #4, hero of the Imperium!

Paint Scheme

With these guys I guess I’m settling onto something of a coordinated scheme for my chapter’s vehicles: Drop Pods have a tan body (fins), other transports are primarily blue, and combat vehicles get a green frame.

To some extent I made a couple decisions here to cut corners and get these guys ready for the tournament.  I really wanted to field a fully painted force.  One big thing is that I didn’t do any weathering or damage, which I would have otherwise wished to have started playing with more on my vehicles.  This is most visible on the tank treads, which could really be spruced up some.

The other big cut corner is that I didn’t do any edging.  Between the tri-color paint scheme and the washes applied all over, I think the major blocks are broken up enough without it.  In portrait photos like these edging really helps models pop, but in battle report photos I don’t see a huge difference in quality between the vehicles I’ve edged and those I haven’t so here I didn’t bother.

The new GW Nuln Oil black wash also doesn’t really stick and pool as well as Badab Black did, so a few things like the smokelaunchers could have used some manual drybrushing or highlighting beforehand, but that’s again only really noticeable up close.

Praise the Emperor and Pass the Ammunition!

Up next, something totally unexpected…

Forward the flag of empire!

Forward the flag of empire!

40k: Alternate Universes 1850pt Tournament

kingbreakers-iconColin and I went to yesterday’s 1850pt 40k tournament at Alternate Universes.  There were 14 players.  Lots of Tau, tons of Space Marines in various flavors generic and wulfen, and a fair bit of Necron.  Colin wound up 6th after losing the final match at the top table and having his 3-0 hopes derailed.  I managed a whopping 12th of 14, taking three straight losses.  For the Emperor!

Going in I was expecting to lose at least two games.  The whole point was to fight some different armies and see these fabled Riptides, Necron flying circuses, and so on.  I wound up losing three games, so… Mission accomplished!  As a bonus, I did also tie for the Sportsmanship prize, which I put toward a ++–+– INQUISITION REDACTED –++-+.

More photos from my three games are in the gallery.

You're gonna need a bigger sword, yo.

You’re gonna need a bigger sword, yo.

Army

My list was basically what I’ve been rolling lately, though I sacrificed a couple preferred options in the name of taking a fully painted army:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Mastery Level 2, Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x10 w/ Vet Sgt, Razorback, Powerfist, Plasmagun, Missile Launcher
  • Tacticals x10 w/ Rhino, Vet Sgt, Melta Bombs, Meltagun, Missile Laucher
  • Tacticals x10 w/ Vet Sgt, Flamer, Missile Launcher
  • Devastators x9 w/ Vet Sgt, 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predators x2 w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

In particular I dropped a Terminator squad I couldn’t get painted in return for a second Predator and some more Tactical and Devastator bodies.  I also took some less efficient bits and bobs just to fill out points a bit.  Among these, I decided to experiment with upgrading the Librarian to an Epistolary (ML 2).  I didn’t think this would be an efficient use of points, but I was hoping rolling twice on the charts would get me at least one useful power.

Round 1

First match I faced Frank, who wound up 2nd overall and taking the General’s award.  He brought 4 Night Scythes, 3 Annihilation Barges, a Riptide, and various friends.  The mission was distinctly unusual, objective based but with the objectives being the bodies of deceased characters.  That includes sergeants and such, so by the end there were a ton of markers all around the table.

Castle up!

Castle up!

My Army is a fairly shooty and defensive oriented Marine corps.  Without any Necron foot troops on the table to try and run out and kill, I stacked the gunline up tight in a back corner.  Sternguard went after the Riptide and met horrible blasting Interceptor death.  Landspeeders went after the Barges but couldn’t take them down fast enough.  The Quad-gun did tag a Night Scythe, but that just positioned its contingent running on from the table edge to claim the smoldering bodies of my Librarian and Sternguard sergeant.  The rest of the army just inexorably closed in, picking away at my units and eventually crushing them.

Ultimately I’ll have to think more about what to do against a force like this.  The Barges with their AV13 shield are very tough to take down with most ranged shooting, and deliver a lot of punishment on their own.  The Riptide warrants a careful approach.  I’ll have to consider that; Snipers, Sternguard playing defensively, I’m not sure what.  If there were objectives to go for and try to stand on this would have maybe been more competitive, but the weird not-kill points, not-objectives setup kind of left me flummoxed, on top of a hard opponent army I haven’t faced before.

As a side note, it was kind of funny getting about halfway into Turn 2 and realizing I was defending terrain some of Tom M’s buildings.

Necrons, Necrons, everywhere.

Necrons, Necrons, everywhere.

Round 2

Next I faced Alex, who wound up 5th overall, and his Necron foot horde.  Three Annihilation Barges, bunches of 10-man Warriors and Immortals, and a squad of Lychguards.  The mission was a variant on the Relic with 2 markers at the center of the table and different rules on moving them.

For a long while it looked like this mission would be close but go my way.  My gunline was able to pick apart a lot of undead, the Sternguard got one Annihilation Barge, and I got a lucky break on another immobilizing itself largely out of harm’s way on terrain.  Marines were able to swarm up and around the objectives and were just about to start running them back when the Lychguard teleported in from the backfield.  Massed shooting nearly obliterated them…  But then they all stood back up.  Mildly annoyed, they counter-multi-charged into nearly all of the Kingbreakers’ vehicles at once.  Their warscythes destroyed all of them, crippling the Imperials in one fell blow.

Over the top!

Over the top!

First rank, fire!  Second rank, fire!

First rank, fire! Second rank, fire!

After that the remaining Kingbreakers troops valiantly strove to secure the relics but each fell to a man.  Defensive units kept up suppressive fire on the ridge afterward, but eventually the Necron Lord was able to crawl up, grab a relic, and slink away like the cowardly xenos he is.  The other relic was snatched by the Lychguard as they ran over the hill and high footed it back toward their lines.

This could have gone another way fairly easily I suppose.  Without the Lychguard surviving en masse and able to hit every vehicle at once, the Kingbreakers would have been much better positioned to push back the undead tide as the designated looters ran for home with the relic.  Though it’s pretty tough against the Necrons, to a large extent I think my army has enough shooting to manage reasonably well with this sort of horde.

Round 3

Finally I faced Cliff and his mix of Space Wolves and Crimson Fists with Drop Pods and lots of Missile Launchers in a Kill Points mission.  I rolled to pick table half as well as to go first.  The table was not arranged well, with one half wide open and essentially no terrain.  I castled up in the terrain, not as advantageous to me as it would be against standard Deep Strikers instead of Pods, but it left several of Cliff’s units wide out in the open.  They almost but not quite went down to massed shooting in the first turn.  After that the game was kind of indeterminate.  It was not a fast playing game, and we wound up playing only 3 turns, at which point Cliff had guys in position to run onto terrain objectives, wipe out a couple Landspeeders, and claim victory.

Stalking the alleys...

Stalking the alleys…

Crashing the gates.

Crashing the gates.

General Thoughts

It was obviously rough taking three straight losses, but that was the expectation going in.  The group at Redcap’s just isn’t fielding Riptides, tons of flyers, etc., and a lot of that stuff you need to see to learn how to fight.  You can’t really appreciate what a Riptide is bringing until you’ve had to go after one.  Beyond that, this was also a friendly and welcoming group, so it was a good time.  There were also a lot of really nice looking armies, which was a nice change.  I don’t go to many tournaments, but it’s been my observation that more competitive groups are actually more likely to have pretty nice armies around.  After all, the guys are committed, have been playing a long time, and spend a lot of time on it, so the armies get painted.

Army

The one strong army note I have is that the Librarian is almost certainly getting the boot.  Even pulling two powers, in several games I didn’t get anything particularly worthwhile even for a more defensive footing.

The Quad-gun was fortunate to at least do some damage, including down a flyer—some would say its whole purpose in being—so it can stay.  For now.  Predators and Devastators did their usual good job, though between the Aegis and them my defensive base has a bit too large and unwieldy of a footprint.  I could have definitely used the Terminators in their usual bubble wrap role however.  That would have made a big difference in Round 3, and probably in Round 2 as well.

More than that though, the day raised thoughts about tournaments in general.

Death comes for us all.

Death comes for us all.

Paint

As far as I could decipher, AU applies a fairly systematized scheme for the painting component of the competition scores, so questions of subjectivity and so on are greatly mitigated, though not eliminated.  Without an organized viewing of some sort it seems tough to get votes for the separate Best Painted Army prize, but my takeaway is that this requires showing up early to have your guys on display while everyone’s chilling, and having a cool display board to grab eyeballs.

Beyond that, it was definitely cool to have a bunch of nice looking armies around.  Clearly the painting score component encourages guys to take that seriously.  But there were also guys who’d borrowed friends’ models precisely because of that score, and I wouldn’t be surprised if some (though probably not many) were commissioned.  That’s kind of weird.

Comp

Though I didn’t play much beforehand, my impression is that a lot of progress was made in 5th edition to eliminate comp scores and FOC restrictions that enfeebled a lot of armies and skewed the competition.  This was possible because things were somewhat balanced, at least at times.  I think 6th edition is on track to reverse that trend though.  There’s just so much crazy out there, and more coming out all the time, even before you throw in allies.  I guess the pace at which the game is changing could be argued to itself be a balance, but I don’t think that’s how people will respond.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

AU seems to be dealing with that by reminding people that the games are supposed to be “fun,” and threatening to drop the hammer on “abusive” lists.  That mild mannered form of comp/FOC is as problematic over the long term as the formal version though, and in some ways worse.  It’s much more subjective and variable not having an actual specified set of restrictions to plan against.  Fuzzy lines also create an imbalance, wherein some people try to stay well away from what they guess to be the line, fielding weaker armies than others that either perceive the boundary differently or are willing to push it, knowing they’ll “get away with it” because it’s not a hard line.

Atmosphere

It was also somewhat eye opening hanging out for a bit in a different, very vocal, very stereotypical gaming group.  Between the language, the teasing, and the sophomoric horseplay, I can easily see why not everyone, especially girls and women, would perhaps not be comfortable in such a group.  It’s so easy to develop an insular culture that isn’t appealing to the larger world.  By no means a bad group, quite the opposite, but the atmosphere is quite a bit different and more boys-club from that now at Redcap’s or formerly at PAGE.

They came from everywhere, and nowhere!

They came from everywhere, and nowhere!