So, I've amassed a ton more old RT-era Space Marines, including a bunch in the "variant" armour marks (mainly MKII-MKIV) and since the Titan and superheavies are finished, it's time to start painting Marines for the big Horus Heresy mega-game.
But what Legion to do? The truth is, in the ~25 years I've been playing 40K, while I've always had one or more Space Marine armies, the only First Founding/"Legion" army I've ever had is beaky Space Wolves back in the early '90s. Since then it's been Black Templars, Deathwing and latterly, Howling Griffons.
My own view of "Legions" is that it's probably OK to play successor chapters in 30K, because with tens of thousands of Marines in a Legion, they've probably broken themselves down into smaller units anyway. These smaller units - whether you call them corps, regiments, tercios, maniples or whatever - presumably have their own identity, heraldry and history as part of the larger Legion. Hence, the 49th Imperial Fists Tercio (the "Black Templars") or the 66th Maniple of the Blood Angels (the "Blood Drinkers"). This would also give some continuity from Legion to Chapters of subsequent Foundings. "Okay, you guys in the 66th Maniple are now going to form your own Chapter..." "Great, turns out we already have a name and symbol picked out!"
In any case, as I said, I wanted to paint some Marines for the big Heresy game. Some Chapter I've never done before. Since I always liked the Blood Drinkers since the days of the old Compendium (the picture below of the Blood Drinker Marines lounging around their Rhinos - so cool), I've settled on Blood Angels/Drinkers as the focus of my new army.
This guy painted up very quickly (as you can likely tell). Primed black, basecoat of Khorne Red, highlight Khorne Red mixed with Blood Red up to pure Blood Red, Red Ink wash (that turned the model very dark), Nuln Oil wash to pick out some shading, back up to Blood Red again. Hoses, weapon and backpack are Leadbelcher washed with Nuln Oil. For the next test I might skip the Red Ink and see how that goes.
I really love the work the guys have done in weathering their Heresy Marines with sponge chipping, and I tried it a bit on this model, but ended up reversing it. Somehow it doesn't seem to fit the sculpting style of the old RT models. I used some powder instead and the effect is very subtle, but characterful I think.
So this is the first model of a new army - I have several dozen more metal models and probably 50+ RTB-01 plastic Marines, plus a couple Rhinos and even an old metal Landspeeder. What do you guys think?
The Fawcett Avenue Conscripts are a group of table-top wargamers who get together on Thursday nights to enjoy some gaming, some beer and a few chuckles courtesy of our hobby.
Showing posts with label Rogue Trader. Show all posts
Showing posts with label Rogue Trader. Show all posts
Wednesday, March 4, 2015
Tuesday, February 3, 2015
Raid on the Titan Yards - Horus Heresy Rogue Trader Battle Report
To celebrate the completion of our two Reaver Battle Titans, Conscript Greg and I decided to stage a Rogue Trader game with the titans as featured players. No, we didn't troll old White Dwarfs for Reaver stats or anything like that - we fully recognized that these are not models you want to play with in RT; they're much better used as scenery or objectives. So Greg devised a scenario to take place on Isstvaan III, with loyalist Space Marines (ironically, from the Sons of Horus legion) and Solar Auxilia raiding a rebel-held Titan Yard, with the objective of destroying the Titans housed there for repair.
The loyalists were armed with a mobile Void-bomb vehicle - represented on the tabletop by a 1/48 Goliath from WWII. Their goal was to get it as close as possible to the Titans before detonating it, hopefully catching the colossal god-machines with their void-shields down. The traitor World Eater Marines defending the Titan yard had to stop this from happening.
A great opportunity to use some massive terrain pieces - the styro-crete walls, Imperial Bastion, Aegis Defence Line and Skyshield LED pad were all deployed. Plus of course the Titans!
The view from the loyalist table edge.
Traitor squads can be seen deployed at top right behind the Aegis lines.
Traitors deployed their Volkite Caliver support squad in high cover.
"Hark! Followers of the false Emperor doth approach! Let us terminate their miserable existence with extreme prejudice!"
Loyalists advance in typical cowardly fashion, with cannon fodder meatshield well to the forefront. Weaklings!!!
As the Solar Auxilia advanced, the traitors started to swing the gate...
Loyalist Marines hiding behind cover. Their cowardice will not save them from the final reckoning with the followers of Warmaster Horus!!
Some of the Volkite dudes got picked off. Their faith was lacking...
Loyalist bolter fire finally began to tell on the ranks of the Solar Auxilia as they failed their morale check and fled.
Later, the Solar Auxilia would need to rally. Conscript Indo was trash talking from the Warmaster's side... "they'll never be able to rally. May as well just take them off!" The dice were rolled and...
Later, the Solar Auxilia would need to rally. Conscript Indo was trash talking from the Warmaster's side... "they'll never be able to rally. May as well just take them off!" The dice were rolled and...
| "Should've listened to Indo!" |
With the Solar Auxilia on a permanent vacation, the remaining loyalist Marines pushed forward on their futile suicide mission...
He charges in and close combat is joined! The air crackles with power as the two giants trade mighty blows. Faces are punched mercilessly as the follower of the false Emperor and the heroic servant of Mankind's Last Hope, the valiant Warmaster, strive mightily in combat. Nearby, a Techmarine nervously adjusts some dials...
This is the last known pict-transmission received from Titan Maintenance Facility Omega Seven on Isstvaan III. The Adeptus Mechanicus adjuncts to the Collegia Titanicus had of course evacuated the facility, but from their vantage in low orbit they recorded wave radiation consistent with detonation of an Armageddon-Class Void Device.
Dice were rolled to randomize the radius of obliteration and the roll was sufficient to destroy Ferrum Mori and damage the other Titan. Of course the loyalist Marines were reduced to their component atoms in the process as well, but that's how things go in the Horus Heresy. And these are early days yet!
The game was great fun and looked good too. Greg's 30K models are awesome and the Solar Auxilia look fantastic. Thanks for bringing them out to play!
Dice were rolled to randomize the radius of obliteration and the roll was sufficient to destroy Ferrum Mori and damage the other Titan. Of course the loyalist Marines were reduced to their component atoms in the process as well, but that's how things go in the Horus Heresy. And these are early days yet!
The game was great fun and looked good too. Greg's 30K models are awesome and the Solar Auxilia look fantastic. Thanks for bringing them out to play!
Thursday, February 27, 2014
You(erl) Make The Call - Rogue Trader Battle Report
| Orks defend their captured Imperial astropathic tower |
On February 20th we resumed our casual 40k Rogue Trader campaign set during the Ork invasion of Rynn's World, a plot derived from the original "Warhammer 40,000 - Rogue Trader" rule book. We kicked this off back in the spring of 2012, at the time of the 25th Anniversary of Warhammer 40k. To recap...
- Pedro Cantor and the Crimson Fist survivors barely escape the "Battle at the Farm".
- Cantor and his Marines try to break through the Ork lines around New Rynn City ; he barely staggers through into the Imperial lines, a moral victory for the Orks.
- Cantor rests up in the medical bays, and is pleased to find a number of additional survivors from the Chapter are present in the New Rynn City garrison, together with Imperial Army and militia units.
- While Cantor is getting his various super-organs treated in hospital, the Orks make a major push against the lines - the Imperials hold them off.
The next chapter in the story would involve a call for help. The New Rynn City garrison is strong enough to hold the defences, but not strong enough to push the Orks off of Rynn's world. The planetary governor's astropath, Yerl, is located among the survivors, found healing in the medical bays along with Cantor. To make a astropathic distress call, he needs to get back to his designated astropath facility - which happens to be behind the Ork lines.
| Dallas' boyz await the Marine attack |
| Love these old RT-era Orks! |
The Imperial force was substantial - two squads of Marines, a Predator and a dreadnought. The Marines were accompanied by a Medic (mostly to protect Yerl) and a Librarian, and led by a kick-ass officer represented on the table by the RT anniversary figure. Indo and Byron took the Imperial side.
| The guys listen to me blab on about the rules - they are thankfully very patient fellows |
For their part, the Orks were not sure what the Imperials were up to, but figured it was not good. They noted the breakout towards the building behind their lines, the building with weird psyker vibes. A small garrison of two squads of boyz and a Killa Kan was in place to try and hold the Imperials back. A Wartrack, more boyz squads, and a squad of armoured boyz and a looted Rhino would be the reserve force. The Orks also had a weird boy. Jim and Dallas took command of the Orks.
| Marine column approaches |
We played pretty close the main Rogue Trader rules for this game - including the Compendium-era vehicle rules (although we ignored the "TRR" - the turning radius - to this day I don't understand how that one actually works). With these older rules, the Rhinos were tough - like, really, really, really tough. And also very fast. So the Marines rolled up and got down to work.
| Dallas' Killa Kan sets off to deal with Indo's Marine squad |
| Byron's Marines deploy from their impervious Rhino |
Byron formed his squad with black-powder-era precision out of his Rhino and began a steady march to the "facility". They took quite a lot of fire as Jim's defenders and Ork reinforcements tried to engage them, and many Marines fell, but at this point my "scenario design", such as it was, hit a pretty big pothole.
| Predator and Dreadnought covering the Marine action |
| Indo's squad is noticeably smaller after the visit from the Killa Kan |
The Marine Commander was a killing machine! Following fire weapons allowed you to keep shooting as long as you hit and caused a wound, and there were other targets within 4" of the original one. Well, with a BS of '6', this guy almost never missed, and the plasma gun is killer, so it almost always caused a wound. This guy was scything down whole Ork squads. Thematically, this matches well with the fluff (especially as the model in question was inspired by the Crimson Fist commander on the cover of the original rule book!). But it was not fun for the Ork players (although the Marine players found it fantastic, of course).
| Byron's Marines unleash the flamer on Jim's Ork boyz |
| Burn baby burn! The Rhino is poised to run down any survivors... |
| Ork squad cut to ribbons by the Marine Commander and his following-fire Plasma Gun - ouch |
| A second Killa Kan tries to hurry into the action |
| Dallas' damaged Kan is going bonkers, firing the flamer on the nearest target - his own boyz! |
Finally the Marine Commander was out of control...need to be more careful with his weapons next time, or perhaps have some sort of cap on "following fire" - he was a one-man army!
| Collisions galore! One Rhino hits the Ork Kan, the other collides with the fence. |
A big thank you to Dallas for hosting, and to Dallas, Jim, Indo and Byron for their patience and light-hearted spirit with all the Rogue Trader craziness. It was a fun game, I'm looking forward to the next chapter!
Labels:
25-28mm,
AAR,
Crimson Fists,
GW,
Orks,
Rogue Trader,
Rynn's World
Wednesday, February 5, 2014
Crimson Fist "Beakie" Tactical Squad and Rhino
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| Crimson Fist tactical squad and a new ride |
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| Mix of RT-era metals and RTB-01 plastics |
The squad is a mix of metal RT-era sculpts and good old, classic, RTB-01 plastics. It was really, really fun to build them and paint them. A great nostalgia exercise. Boy I wish I had another few boxes of those things. When I think of all the plastic ones I ruined when I first started out...
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| That melta gunner looks serious |
The Chapter symbols are all freehand painting, which is why they look a little all over the place. The decals do not work at all on these old figures - they are too big, and too fiddly to cut. So freehand scratching it is!
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| Who would mess with that Sergeant? |
The officer has "Terminator Honours", a power fist and a bolt pistol. I generally dislike Space Marine figures without helmets (you have power armour - WEAR IT), but it's a cool figure, and he has his helmet handy - I like that they at least thought to sculpt it on to the model's gear.
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| Multi-melta gunner is second from the right - love that figure |
The special weapon figures are two more RT-era favourites. Both the melta and multi-melta gunners look like they mean business.
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| These guys would actually fit in the newer Rhino! |
I have been using plastic vehicle kits from the contemporary GW range for both the Crimson Fists (as well as my Rogue Trader guardsmen). The old models are expensive and hard to find, but I have to admit I really prefer the newer models - they are really, really sharp. Plus they look more in scale!
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| Rhino has a bit of weathering to show some time in the field |
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| Helpful symbol adorns the top access hatches |
Pedro Cantor's original command of 15 survivors has now expanded to a 40-man detachment - three tactical squads and one devastator squad, as well as some affiliated command models, a Predator and even a fancy company commander. Sadly this squad represents the final reserves of my hoard of Rogue Trader era marines, originally acquired for the Rogue Trader Anniversary Project.
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| Techmarine near the beginnings of a Crimson Fist armoured column |
Tuesday, February 4, 2014
Crimson Fist Command Elements - Rogue Trader
Continuing with the Rogue Trader-themed entries to Curt's Analogue Hobbies Painting Challenge here are some Crimson Fist command elements. There is a Chaplain, a Medic, a Librarian, some comms guys, at Techmarine and an Astropath. These guys will help the Crimson Fist Commander run his Company.
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| The Chaplain encourages you to have faith, or get a smack in the head |
Up first is the Chaplain - back in the time when GW was much more selective
with skulls (now found on every surface), the Chaplain was the
exception. Chaplains are meant to bring spiritual comfort and
guidance to the soldiers. A Space Marine chaplain, on the other hand, is a grim spectre of
death, with skull everything - helmet, shoulder plates, etc. If this is
what gives comfort to Space Marines, no wonder they are stuck in so many
pointless last stands. And of course the Chaplain is a kick-ass
fighter, hammering the Emperor's enemies with his arcane weapons and
motivating the battle brothers around him.
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| Obamacare in the 41st millennium is mostly the "Emperor's Mercy"... |
Up next, the
Medic, another role distorted in the grim darkness of the far future. Although the Marine Medic can sometimes
treat wounded battle brothers, mostly he goes around the battlefield
putting the wounded ones out of their misery with an "Emperor's Mercy"
- essentially a bolt to the head! He then recovers genetic material so a new Marine can
be created. Ah - the Emperor's circle of life…
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| I like the bling on the old RT Librarian - note the "Force Sword", ready to smite those who are asking for it... |
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| He has some kind of inspirational script on his shoulder pad, and a scroll on the back hip. |
The
(very spooky) Librarian. I find it very telling that in the Warhammer 40,000 setting, the
gathering, storing and organizing of knowledge (something we take much
too for granted these days) is an activity that is regarded as mystic,
arcane, dangerous and even grounds for suspicion. Only the rare trusted
psychics - who weren't fed to the Emperor, and were tough enough to
become Space Marines - carry out these duties in the Space Marine
Chapter. And, as with the Chaplain, it's no staff function - this
fellow can kick ass with his funky "force sword", psychic powers, and
guns.
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| "After I finished blessing the brake pads, we found another problem..." |
The Techmarine. Mechanics today are already suspicious and somewhat arcane; in the Warhammer
40,000 setting, who knows how weird they would be? This fellow mends the
vehicles of his Company with a mix of prayer and a huge wrench-spanner
thingy…these old Rogue Trader-era Techmarines are the best!
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| The guy on the left is reviewing orders on his Chapter Approved iPad, while the one on the right bellows orders into his bluetooth headset... |
There
are two command-type models, one with a communicator and the other with
some kind of data slate. I put an antenna in the one fellow, and see
these two guys as either crew for an emplaced weapon, or maybe an
artillery spotting team.
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| "I don't get outside much..." |
The Astropath - this figure, "Yerl"
from the old Citadel range, is based on an image from the Rogue Trader
rulebook. Astropaths are the 4G-LTE wireless communication devices of
the 41st millennium, passing messages back and forth through the warp
and allowing the Imperium of Man to (mostly) stay in touch across the
vast distances of the galaxy. The Astropath lives a crummy,
weird-genes-and-odd-looks, who-said-you-could-leave-your-chamber life in
Warhammer 40,000, so I painted his skin tone to match. This figure will
be a good objective marker or model for Rogue Trader games.
Stay tuned for more Crimson Fists - a mix of golden oldies and contemporaries...
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