Combat Patrol Round 2: Flight 2010/01/26

kingbreakers-iconcombat-patrol-smRobin and I played our match for Round 2 of the PAGE/Redcap’s Combat Patrol tournament. He elected to continue using the 4th Edition Tyranid book for the moment. The new book changes a lot of things, making many units unavailable in Combat Patrol, so several of our players are for the moment sticking with the old book until they can figure out some new 5e Tyranid small-games lists.

Match Rules

The second scenario is a simple breakout mission. The campaign defender is trying to escape the encirclement and alert primary defenses, while the campaign attacker is trying to prevent that. The writeup is available on the tournament page, but the key point is that the defender is trying to exit half his units off the attacker’s table edge. The campaign attacker absolutely needs to prevent that; their units are more or less expendable toward that goal…

mission-2Armies

I believe Robin brought:

  • 28 Gaunts, split into 3 squads, all with Flesh Hooks and Without Number.
  • 6 Warriors with a variety of weapons, split into 2 squads
  • 2 Lictors

For my Kingbreakers I brought:

  • 5xSternguard w/ 2 Combi-Flamers with Razorback
  • 10xMarines w/ Powerfist, Flamer, Missile Launcher with Rhino
  • 10xMarines w/ Chainsword, Flamer, Missile Launcher, with Razorback
  • 2xLandspeeders with 2xHeavy Flamers each

Game 1

Sergeant Scolirus hung slightly out of the exit hatch of his Rhino, holding on by the tips of his Powerfist. He gazed into the distance, watching the tops of the trees sway and crash to the ground as the horde of massive beasts made their way toward his position. After a long moment he looked down at Captain Angholan and stretched out his hand. The captain’s exquisitely crafted armor glittered in the sun as he reached out and clasped his arm to Scolirus’ forearm. “No matter what, get the warning through,” Angholan said quietly, then paused and in a deeper voice closer to his battle speech added “Till tomorrow or the Emperor.” Scolirus shook his friend’s arm tighly, then swung back into his vehicle. The captain pivoted on his heels and leaped into the hatchway of his own Rhino, his dark blue robes fluttering in the breeze. Scolirus could hear his battle brother already issuing orders at rapid pace. A flight of Landspeeders thundered by just meters overhead as the captain’s Razorback throttled into high gear and jumped after them, the battle begun before the captain had even secured himself in his transport. Scolirus’ Rhino roared to life and dove into place in the column behind Angholan and the Landspeeders, ready to follow the linebreakers through to whatever may come beyond…

We placed a fair amount of terrain, a mix of craters, forests, rocks, and a large ruin that really choked up the board. I rolled to choose and opted to deploy and go second. Robin spread his forces out to cover both basic approaches, and I tried to stay in the center to not reveal too much about what direction I would take. Sternguard, Tac 1, and Tac 2 all climbed into their transports. Tac 2’s Combat Squad with the Missile Launcher deployed just to the left to give some cover fire. The Landspeeders nestled in behind the transports, hoping for some coer if anything should manage to get a shot off at them in Turn 1.

20100126-combat-patrol-10To recap the game quickly by major thrusts: Landspeeders dispatched left and right to try and tie up both opposing forces. All of the transports shifted left and drove pretty hard to try and concentrate force on a single point of the enemy line. The Landspeeders devastated the Gaunt squads, and tore up the Warriors as well. Sgt Harbinger’s Razorback got hung up on difficult terrain, as did a Landspeeder, but his Sternguard simply piled out and provided cover fire to finish taking down the Warriors on the left side and the Lictors that arrived alongside the exit route. Scolirus and Titus revved their transports, flying them over the debri and escaping to sound the alarm, driving at full tilt amidst groups of fleeing Gaunts scattering into the forests.

20100126-combat-patrol-20Result: Major victory for me by getting half my units (round down) off the board, and both bonus points (enemy Patrol Leader dead, my Patrol Reader ok).

Game 2

I rolled to choose and opted to go first. I wanted to go second so I could deploy in response to Robin’s positioning, but chose first so I could move aggressively and try to push the conflict as far forward on the table as I could. I hoped that even if I couldn’t stop everything, hopefully I could slow it down far enough back on the board that they wouldn’t make it off the table in time. Tac 1 went to the far left to cover the paths along the edge. The Stenguard’s Razorback also went left, but they settled down among some rubble on the right to better cover the more open approach. Titus’ Razorback and Tac 2’s Missile Launcher Combat Squad also settled down on that side.

Robin responded by puting two thirds of his Gaunts in a cluster around his Warriors in the center of the board, obscured by the ruins. The other Gaunts and Warriors deployed left somewhat, as a combo diversionary and flanking maneuver.

20100126-combat-patrol-30Recapping: My vehicles advanced quickly, hoping to push the line forward. The Landspeeders, emboldened by their survivability in the first game, moved aggressively into enemy territory. The Sternguard and Tac 2’s Combat Squad, meanwhile, sniped away at the bigger monsters on the left.

Unfortunately, the Landspeeders did not hold up nearly as well this game. Both were effectively mission killed early in the game by massed Gaunt fire rolling just enough hits to take out weapons and shake or stun the crew. This enabled the Tyranid clusters to move up safely without being harrassed and with relatively little regard for bunching up. The flanking Marines eventually whittled these down, but not quickly enough. The central Warriors jumped onto the ruins and put some heavy casualties on Tac 2’s Combat Squad. Literally every Kingbreaker unit on the board fired at them, hoping to take them down while in that exposed position. It was not to be, however, as one Warrior made it through the hail of fire with one wound intact, and slipped down into the rubble.

Meanwhile, the Lictors popped up deep in my backfield and quickly simply ran off the table to alert the Hivemind and meet the mission objectives. On the left side, the Warriors there also survived just enough to make it through and tie down Harbinger’s Sternguard in close combat. Between that, the Landspeeders being out, and spending too much time slaughtering gaunts with the other units, that left no unit in position to stop the central Warrior, which burst from the rubble a turn later and quickly left the board in pursuit of the Lictors.

20100126-combat-patrol-40Result: By getting three units off the board, Robin took a Major Victory. We both got a bonus point for keeping our Patrol Leaders alive—Robin’s was the sneaky Warrior that slipped through the rubble and snuck through to freedom.

Lessons

These were actually a couple pretty good games. I was very happy with the first one, less because of the result, and more because I came in with a plan—take second, concentrate force on one point and drive through to break the line—that worked pretty well. The second game I made a few mistakes and it came down to a couple different die rolls that really could have changed the outcome, so it was a good time.

  • Flamer List: This list seemed to do pretty well against the ‘Nids, and I assume will hold up well to the 5e upgrade. There’s no real way to take Vulkan at these point levels even if special characters were allowed in Combat Patrol, but otherwise he’d be a clear choice. Faced with a mostly power armor based target environment I don’t use flamers much, but here I pretty obviously had to go with it, and it largely paid off.
  • ‘Speeders: These guys did awesome in the first game. In the second they really took too much firepower and became too crippled too fast to really do a ton. Normally I’d be all about units soaking up firepower like that, but in this case my other units were expendable—the mission objectives put very little priority on campaign attacker units surviving—and I really needed the super mobile flamers on the Landspeeders to chase down any escaping bugs. All in all I’ve been pretty happy with my Landspeeders, and tonight was no exception.
  • Sternguard: These guys have always been one of my MVPs, and they continued to carry that line tonight. One interesting point is that I used the special ammo a lot more than I have previously. In almost all previous games I’ve mostly only had occassion to use Hellfire rounds; maybe occassionally a Kraken or Dragonfire shot, but the Hellfire has been far and away the most useful. Here I used all three of those alot—to snipe from a distance, to work around the large amounts of cover, and to pummel units caught exposed in the open. This was really neat, although it almost felt like cheating—of course, of course they’ve got an ammo type that just happens to be perfect for this situation! No, that’s not written in my book in pencil! Good stuff though. I liked them abandoning the Razorback that blew tracks on the rocks, running alongside the remainder of the convoy and sniping away at the Warriors on the roof above them and in the rocks ahead, helping the Landspeeders to clear a path.
  • Luck: Sometimes it just doesn’t work out. In the second game once the Warriors jumped up on top of the ruins, I poured in literally all my firepower. If something’s worth shooting, it’s worth shooting a lot. I was really hoping to basically end the game there by taking away the only Synapse creatures in position, crippling the movement of the remaining Gaunts, and stopping the fastest units on the board (they had wings). It wasn’t to be, however, That one last guy just shook it off, dancing through the cover. There was a very thematic moment of him roaring in rage on the rooftop, shots pouring in from all over, and then diving into the ruins for cover, the escape basically complete at that point.
  • Position: That said, I should have been able to cover for that. I waited too long to bring back my forward Rhino and Razorback. They were hanging out devastating the Gaunts, but really they should have moved back earlier once the aggressive line broke a little, and been in place to cover the Warrior escaping through the central ruins.
  • Position II: Similarly, not protecting the rear crater was a huge mistake. I didn’t put a unit into it originally because it had no line of sight so it would have been basically wasting a unit. When I deployed I also wasn’t thinking about the Lictors coming down and just running off the board. I was much more concerned about them coming down immediately on the sides of my lines and taking them on. Sadly, I had spent some time on the way over to the game thinking about exactly this kind of move. However, I had been thinking about it only in terms of whether or not I should have written the mission scenario to eliminate it (I decided not). I never really thought about it in player terms, and that game back to cost me a good number of points.
  • Deployment: I probably should have also taken second turn again in the second game. I didn’t because I really wanted to push the line forward before the bugs got to move, but those extra inches weren’t worth it. Much better would have been to go second and see where Robin deployed, just like in the first game. In this case it would have let me see he really wasn’t going to go down the left side, and I could have pulled at least the far flanking Rhino and Tac Squad and put them somewhere more useful, buffing up the right flank or covering the rear crater and center path.
  • Vehicle killing: Without their big units, old Tyranids really struggle at combating vehicles under Combat Patrol rules. Not having really seen it, the new book nonetheless sounds a lot more balanced between assault, shooting, and psychic abilities. I could believe there are many more options for managing vehicles; hopefully some are available in Combat Patrol.
  • Tarpitting: In the second game I was stuck in the usual Tyranid mindset of hanging out in vehicles and avoiding close combat. That was silly; survival of my units had very little to do with meeting the mission objectives. Everybody should have move forward then dumped and spread out, doing a better job at physically impeding the bugs’ progress. Even if a few units got chewed up, it really wouldn’t have mattered as long as they’d been slowed down enough. Vehicles just can’t bog down units and impede there progress like infantry can, even if the latter are going to die… I let my fear and standard tactics get the best of me, and didn’t think well enough about the particular mission objectives in play.
  • Dozer blades: On the way over I was seriously considering dropping the combi-flamers or something in order to buy dozer blades for the Razorbacks and Rhino. Given the directions to place more terrain than usual, and the mission requirement to basically hustle across as fast as possible, this seemed like a good chance to actually use them. In the end I didn’t because I don’t have any modeled on and wasn’t convinced it’d be worth it. That decision was more or less reasonable, though it could go either way. I did hang up the Razorbacks on terrain a couple times, but mobility of my tanks seemed mostly ok. My Landspeeders on the other hand were repeatedly immobilized landing on difficult or impassible terrain. Robin’s winged warriers also took a lot of wounds from jumping into cover. If only there were some upgrade to help the speeders with that; it would probably be more worthwhile than dozer blades for tanks…

So, two interesting games. Early feedback from Jason and Steve was that the campaign defender’s objective of crashing through the line and exiting the board was crazy hard and couldn’t be done. If nothing else, I think tonight’s action showed the mission is reasonably balanced, all else being equal, and whether or not it’s doable in each match will depend on what all else is not equal—other armies, play styles, etc. They also left me looking forward to seeing what’s different in the new Tyranid codex; should be a challenge!

Herding bugs---what a lot of us are going to be spending a fair bit of time doing for some while to come...  Pic from Sunday's game with Robin and Charles.

Herding bugs---what a lot of us are going to be spending a fair bit of time doing for some while to come... Pic from Sunday's game with Robin and Charles. More here.

Battle Report: PAGE CC 750pt 2010/01/03

kingbreakers-iconTo properly kick off the new year of gaming at PAGE, I got in a round of 40k tonight with Kiril, a guest visiting from Bulgaria. He said there are so few players where he lives, he had to bring an army to the US and look for some games while here for winter break! Hopefully he’ll return at some point, a great guy and a good player.

Rules

We tried out the first scenario for the upcoming Combat Patrol tournament. Army rules are on the tournament webpage, but are the usual Combat Patrol constraints except at 750pts rather than 400. In this scenario, a lonely listening post has been struck by the leading edge of an incoming assault! The Defender player must hold the outpost long enough to make contact with command and relay the warning. The Attacker must overrun the base and prevent that from happening.

  • Goal: A single objective is placed along the central axis, 12″ from the Defender table edge on a 4’x4′ board.
  • Deployment: Defender deploys 16″ from their table edge; Attacker deploys 8″ from the opposite edge.
  • Play order: Defender deploys first; Attacker chooses to go first or second.
  • Other notes: Standard mission rules (end game, Reserves, etc).

The match consists of two games with players alternating as the Attacker and Defender.

The mission setup (though this is toward the end of Turn 1).

The mission setup (though this is toward the end of Turn 1).

Armies

Kiril brought an infantry oriented Imperial Guard contingent, roughly consisting of:

  • 40 regular Guardsmen; in the first game they were in 4 squads but in the second he grouped them into 2
  • Veterans with 2 meltaguns and a heavy flamer riding in a Chimera
  • Autocannon and mortar teams
  • Platoon command squad with 2 flamers
  • Company command squad (violates Combat Patrol 3 wound rule, but not a huge worry for these games)

The Kingbreakers in turn brought out:

  • 10xTactical Squad w/ Powerfist, Plasmagun, Missile Launcher, Rhino (240pts)
  • 10xTactical Squad w/ Meltagun, Plasma Cannon, Razorback (220pts)
  • 5xSternguard w/ Power Sword, 2xCombi-Melta, Razorback (190pts)
  • Thunderfire Cannon (100pts)

Battle 1

Kingbreakers begin the assault on a heretical hive city, accused of conspiring with the Xenos Tau to gain advanced weaponry, by storming the outlying listening posts!

Jericho takes aim on an enemy position.

Jericho takes aim on an enemy position.

The Kingbreakers’ Thunderfire Cannon and Combat Squad Jericho with his plasma cannon bunker down behind debris on the outskirts of the base, hoping to rain plasma and shells down on hapless Guardsmen in the hills around the bunker. Razorbacks with Tactical Squad Titus and Captain Angholan [proxying a Sternguard Sergeant] with Sternguard Squad Harbinger move to advance up the west and into the bordering foothills. However, the transports are shredded to disassembled components by heavy incoming Guard missiles and the squads find what cover they can behind the burning ruins.

Sergeant Titus rides the Razorback Contrado into glorious battle!

Sergeant Titus rides the Razorback Contrado into glorious battle!

Missile teams prepare to pop the Kingbreakers' party vans with extreme prejudice...

Missile teams prepare to pop the Kingbreakers' party vans with extreme prejudice...

Meanwhile, Tactical Squad Scolirus leverages the heavy fire poured onto Titus and Angholan to race deep into enemy territory. Their transport is destroyed as wall, but not before delivering their vengeance directly into the enemy mortars pummeling their now-exposed battle brothers Titus and Angholan.

Captain Angholan and Sergeant Harbinger charge into the foothills.

Captain Angholan and Harbinger charge the foothills.

Regrouped from the explosive loss of their vehicle, Angholan leads the Sternguard clambering over the rocky foothills into cover but are surprised by a group of Imperial Guard veterans dashing into the battle in their Chimera. The firefight is brief but lethal; Angholan and his men are eventually brought down by sheer numbers and profligate quantities of fusion blaster [melta] fire. Harbinger’s only solace as he barely escapes after being critically injured is having flushed the conspiracy into the open, reporting the fusion weapons as sure evidence of traitorous pacts with the diminutive xenos!

Angholan and Harbinger are gunned down by xenos fusion blasters [meltas]!

Angholan and Harbinger are gunned down by xenos fusion blasters [meltas]!

Meanwhile, Sergeant Titus leads his squad in a running gun battle with the Chimera and many supporting heavy weapons units. Though tougher to break than expected, the Chimera is eventually destroyed in a dangerous close action krak grenade attack. Its burning hulk provides meager shelter by which Titus, the sole survivor, attempts a daring lone assault on the objective command post. Alas, it is too much, too far, even for that mighty warrior of the Imperium, and he is unable to brush off its defending crew and prevent successful transmission warning of the Kingbreakers’ imminent main assault…

Titus kraks the Chimera just in time!

Titus kraks the Chimera just in time!

Titus fights like a caged animal, running and gunning in a last ditch solitary run to the bunker.

Titus fights like a caged animal, running and gunning in a last ditch solitary run to the bunker.

Game 2

For reasons unannounced and unclear, an Imperial Guard unit assults a small Kingbreakers outpost!

The bulk of the Kingbreakers on hand rapidly assemble a basic gunline defending the outpost perimeter. Squad Scolirus leads the charge to take the fight to the enemy, rushing to outflank the enemy and directly attack its supporting units in the rearguard, his transport zig-zagging and popping smoke furiously to avert heavy incoming fire.

Battle is joined!

Battle is joined!

Unperturbed by the swift reaction of the Kingbreakers, the Guardsmen move quickly, rushing forward through the foothills to the west of the outpost in an attempt to avoid incoming Thunderfire and plasma cannon fire. Mechanized Veterans rapidly deploy, moving with all haste to engage Jericho’s plasma cannon contingent lurking outside the outpost. The Veterans are quickly withered though by Squad Jericho, the plasma cannoneer blasting away at full tilt to dangerously close minimum distances in a successful last ditch effort to break the experienced shocktroopers’ thrust.

Chimera and Veterans barrel down on an unfazed Squad Jericho, the horde behind them...

Chimera and Veterans barrel down on an unfazed Squad Jericho, the horde behind them...

Shielded behind the Chimera and heroic lead of the Veteran squad, dozens of troopers run in their tracks. Officers bray commands and drive their men on at full speed but, alas, the foothills hinder their mobility too much, leaving them moving forward at agonizing speed, too slow to breach the outer outpost defenses.

Meanwhile, mortar and autocannon crews in the rear fight furiously to pin down Harbinger’s Sternguard overwatching the outpost, and clear a safe path for their comrades bravely, foolishly rushing up through the Kingbreakers’ primary field of fire to assault the bunker. Their work is undone however as the mortar crews are cut to ribbons by bolter and chainsword as the flanking Scolirus reaches their position, and the autocannon teams are forced to evacuate their position by the precise, unperturbed sniping of the Stearnguard. Unsupported by any suppressive fire, the main assaulting group is left exposed in the center field and is decimated by Thunderfire Cannon shelling. As Squad Titus sweeps in to pick off the survivors of the shelling, the outpost is all but secured from the sudden, maniacal foot assault.

Guardsmen stand firm in the face of the Kingbreakers' oncoming fury!

Guardsmen stand firm in the face of the Kingbreakers' oncoming fury!

Morter crews pound the Kingbreakers, inhibiting all movement!

Morter crews pound the Kingbreakers, inhibiting all movement!

Results

Battle 1: Kiril’s IG successful held off the Kingbreakers’ attack. The Marines suffered many casualties, and were not in place to contest the bunker at the endgame.

Battle 2: The Kingbreakers kept the IG at distance, gutting their lead forces and leaving no one in position to charge the outpost in time.

Angholan and his men stand proud in the defense of the outpost!

Angholan, Harbinger, and their men stand proud in the defense of the outpost!

Notes

This was a great battle. I had not previously played against someone very comfortable with the new IG codex, and it was a lot of fun. The army feels very different to fight than many others. It has a soft underbelly, at least as soft as the Tau, with men going down rapidly. However, it has a distinct horde quality and puts up a fiercesome amount of firepower, even without many vehicles. A lasgun may not seem like much, but when a dozen or two of them are shooting two or three shots each at a group of Marines, odds say someone’s going to take some wounds. It was also really neat watching the orders fly around and really change the action of the force. Kiril made heavy use of Run, Run, Run!, Take It Down!, and especially First Rank, Fire! Second Rank, Fire!, all of which worked to great effect.

I don’t think I played the first game very well, splitting up my forces too much and not having clear goals. Instead of trying to sweep the sides and take out the supporting units, I should have just rushed right onto the bunker and parked a couple squads on it. That way I’d at least be contesting it, and putting him back on his heels instead of waiting for me.

The Combat Patrol rules also really hurt my style of play. Without my Drop Pods I was at a total loss, and relatively unfamiliar with the Rhinos and Razorbacks as more than portable bunkers and fire points. At several key points I forget to pop smoke and other similar things. How to use these is something I’ll have to think about before the Combat Patrol tournament really starts up. That said, one neat thing in the second game was having Titus rush out in a Razorback to clobber some units, then popping back in to drive over and quickly block another incoming squad. You can’t do that in a Drop Pod! At least, you know, without an AdMech lifter or something… …

Similarly, I’ll have to think about how to use the Sternguard in this context, if at all. I think without the Alpha Assault aspect of them in Drop Pods, they loss a lot of oomph. That said, their variety of shots was still useful in parking them down as a mini-gunline around the objective. That fit very much in with the fluff in the codex and worked reasonably well, though it’s not how I usually use them.

The Thunderfire Cannon again had mixed results, though it certainly killed a lot more models than in previous games. I think I would gladly trade two, maybe even three of its four shots for it to use a large template rather than the small. Making it a barrage weapon and/or giving it indirect fire would also be a huge boon and make it slightly less tepid. The range is a big plus, even on the shorter table, and it It did kill a fair bit of things, but I’m still iffy on it. Not enough to drop it completely, but more than enough to make me really question it against the power armor I am sure to face in the tournament.

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde...

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde...

One other interesting aspect of the game were the IG’s mortar teams, of which Kiril had 3. These didn’t really kill a ton of guys, but they kept a lot of units pinned down. Although useful, the Sternguard were severely crippled for much of the second game by being pinned by mortar hits. I’ve never rolled so many failed Leadership checks in my life—and it really hurt—but I’ve never had to roll so many before either. Probably because of my frustration it was actually really neat to watch; it’s exactly the sort of role you can really envision real mortars playing (or, at least, real movie mortars…).

All in all, two great games. Between the orders, mortars, and general fragility but massed firepower, the IG really seemed a lot more like a real army as portrayed in a movie than the Marines and most other armies do. Definitely really fun to play against, and I’m only more tempted now to start up my own group of Cadians…

More photos of this battle are in my Flickr set!

Kingbreakers’ Color Scheme

kingbreakers-iconHaving just finished a squad of Tactical Marines and some painting notes to go with them, I thought I’d post my basic color arrangement so that I have it archived for future reference. That seems like a good, simple practice to really help consistently painting an army over time. I will confess that I do have one half squad of Marines in my army that don’t quite match the others because I wasn’t paying attention and straight up forgot to switch to my usual color for the shoulders and arms…

My Kingbreakers army originated with an inkling of a chapter of Marines more or less founded out of a heavily wooded planet, Forestway. This was actually inspired by a great painting a former roommate had hanging in our kitchen of a dark, overgrown forest and a vague, shadowy path through the woods. To go along with that foundation fluff notion, I wanted a color scheme that had several colors—the Marines are good for patterns and big color blocks—but was somewhat muted, with heavy earthy tones. After playing around with some of the online Marine painting tools, I eventually came up with this draft in GW’s tool, which is apparently not online anymore:

kingbreakers-color-schemeSome of the colors have shifted a little bit as I’ve used different paints, tried some inks, started using more washes, etc., but in general I remain very happy with this basic arrangement and a few variants for HQs, Veterans, and so on. The following is the full rundown on my basic paint outline, roughly in the order I usually follow. Unless noted otherwise, these are GW paints and colors. My core colors however are from P3 mostly due to happenstance; I used to frequent a Privateer-dominated store and just wound up getting them from there one day when I was ready to start.

  • Legs: P3 Hammerfall Khaki
  • Arms & shoulders: P3 Ordic Olive
  • Body & pack: P3 Exile Blue
  • Gun muzzles, clips, leg and knee joints, tubes, some helmet grills: Boltgun Metal
  • Shoulder trim: Mechrite Red
  • Chest plate, stomach power coils, weapon badge, helmet: Dwarf Bronze (2 coats)
  • Belts, pouches, holsters: Scorched Brown
  • Highlight/edge belts, pouches, holsters: Snakebite Leather
  • Gun body: Chaos Black
  • Should Insignia: Skull White
  • Purity seals and parchments:
    • Wax—Mechrite Red
    • Paper—Dheneb Stone or Bleached Bone
    • Paper highlight—Skull White
    • Writing—Chaos Black or Scorched Brown
  • Highlight chest plate, weapon badge, helmet: Burnished Gold
  • Eye base: Mechrite Red
  • Drybrush gun body: Shadow Grey
  • Body and pack second coat: P3 Exile Blue
  • Shoulders and arms second coat: P3 Ordic Olive
  • Legs second coat: P3 Hammerfall Khaki
  • Highlight/edge pack and chest: Midnight Blue, Enchanted Blue
  • Highlight legs: Bleached Bone or Dheneb Stone (bring out edges, joints, etc)
  • Wash legs: Gryphonne Sepia
  • Wash body and pack: Asurmen Blue
  • Backpack details: Boltgun Metal (important to do after pack wash)
  • Wash chest plate, weapon badges, guns, blades, helmets, backpack details: Badab Black
  • Iris of eyes: Blood Red (important to do after washing helmet)
  • Apply shoulder decals
  • Wash shoulders, arms: Thraka Green

Most of my marines have Kingbreakers icon shoulder decals, shown in the top right of this post. Without any clear inspiration, another foundational idea for my chapter that developed at some point is that one of their first missions involved dethroning—and in the process obliterating—a heretic king and his dominion. From that came the “Kingbreakers” moniker and the icon. I whipped up the latter in Illustrator based on some artwork I had made previously and printed it out on decal paper. The latter is somewhat of a hassle to acquire and not particularly cheap (it’s the shipping that kills), but worth it. The effect of that custom iconography on the look of my units is great, really boosting the uniqueness and ownership. I use MicroSol and MicroSet to apply them. A good writeup on working with custom decals is online at BoLS.

At the moment my least favorite process is painting the arms. For some reason they’re just always a hassle and the most fiddly bit. Looking to improve in the future, I need to move around some of my highlights and do more after the washes to bring the colors back out. I could also stand to put in more details, even just with some Boltgun Metal, of the arm panels, joints, etc., which I tend to skip.

However, long story short, that is how I do up my Kingbreakers, little by little!

Reinforcements for Sergeant Titus' Tactical 2 wait for their base flock to dry before leaping into the fray!

Reinforcements for Sergeant Titus' Tactical 2 wait for their base flock to dry before leaping into the fray!