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  1. I haven't seen it posted in the forum anywhere else, although some people seem to know of the company already, so I decided to setup a thread, since the range of miniatures from Wargames Atlantic seems to be expanding quite fast. Here is their shop: https://wargamesatlantic.com/ They have a mix of historical, fantasy and Sci-Fi ranges, which for the most part seem to be roughly compatible, as I have seen conversions using a mix of historical figures with Sci-Fi ones, for example. It is all hard plastic, the sprues have lots of spare parts and the kits are quite cheap, especially if bought in the multi-box deals they provide. They currently ship from the UK, the US and Australia (company is based in the US and production is done in China). Retailers that stock them are still quite few, but the number is increasing regularly and at least in Europe they ship rather fast, if you buy directly from their shop. Their sci-fi range is called Death Fields and could prove of interest to AM/IG, GSC and potentially Mechanicus, depending on what they add next. Nothing for aliens or SM at the moment, but there are plenty of alternatives for those anyway. Examples of their kits: https://wargamesatlantic.com/collections/demo-collection/products/raumjager-infantry-box-set?variant=20081465983074 https://wargamesatlantic.com/collections/demo-collection/products/les-grognards?variant=31187238944866 They seem very active on their social media pages and regularly gather feedback and show what is coming next, for example dwarvish guards: And fantasy/Sci-Fi spiders: Both the spiders and the dwarves should be released sometime in August.
  2. Hello, fellow Guardsmen! This will be a place for me to gather ideas and ask advice for my latest Death Korps of Krieg force and will help to keep me motivated with the marathon that is building a Guard army! I intend on building a large army with all the elements you'd expect from an army from the planet of Krieg. So lots of Artillery and mass infantry backed up by the Deathriders (probably the main draw to the faction!) I'm an enthusiastic painter and have made a small order to get me started! I have 5 Engineers, an Infantry squad, HQ with Marshal and a Deathrider Squadron Commander (pictured below) I'll be building and painting these over the next few weeks while I decide what's next. Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Next up will be some Engineers, thanks for looking.
  3. A rather timely pre-order has gone up today, the Frag Launcher. http://anvilindustry.co.uk/The-Armoury/Heavy-Weapons/frag-launcher-grenade-cannon-heavy-weapon http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/Frag Launcher/FragCannonRender-400x400.jpg Will be shipping next Friday. Probably of interest to those bemoaning the awkwardness of acquiring multiples of a new Deathwatch weapon. They may also interest those of our 30k brethren who you use Destroyers and fancy some Rad missile launchers without going the Forgeworld route. They've also added a Quake Gun to the Exo-Lord armoury and a quake attachement to the modular, magnetisable Lance Carbine: http://anvilindustry.co.uk/The-Armoury/Specialist-and-Energy-Weapons/quake-cannon http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/quake/newton-eg-800x800.jpg http://anvilindustry.co.uk/The-Armoury/Specialist-and-Energy-Weapons/Lance-Carbine http://anvilindustry.co.uk/image/cache/catalog/Anvil/Weapons/lance-carbine/lance-carbine-sprue-3q-800x800.jpg The regiments range has also had a bunch of modular heavy weapons released. Far too many to start dropping pictures of, but the following are incuded - Tesla Cannon, Heavy Grenade Launcher, Autocannon, Phase Cannon and Mortar alongside a range of tripods, gun carriages and gun shields. http://anvilindustry.co.uk/Regiments/regiments-heavy-support-weapons
  4. Original thread start from here. First posts are copy-pasted as regard 40k content, the rest will be running updates. Welcome! This is the log where I'll post anything which I've converted and/or painted for others. Most of my hobby work is not done for my own armies, but rather for my brother's and our friends' collections. It's a great way to experience modelling and painting all miniatures in Warhammer without buying them. Background might be added later on as my friends work that out. This update is however not about something as lethal as cats. It's about something pathetic in comparison, namely a Maulerfiend conversion I've been working on-and-off with for a Skaven-collecting friend of mine. It's based on a sketch he drew. My buddy magnetized a rectangular base so that it could be used as a K'daai Destroyer. He was so eager about the conversion that he managed to sneak it past other projects in my queue... Still, the sculpting was surprisingly quick work and was over before you knew it. Couldn't have done it so fast three years ago: And here's the painted version, alongside his brother. Not painted by me (though the Squats in the foreground are): The CSM-collecting friend, let's call him J.A.B, inspected the newer starter kit Chaos Space Marine lord and Khârn, as well as the new Primaris Marines and probably a few older Space Marine character sculpts. He concluded that hip armour looks good and solves the silly look achieved by the thin thighs of plastic Space Marine legs. Some weeks ago, he visited his parents, brought a gaggle of heretical Marines and asked me to make hip armour on them. Quicksculpted, without time-consuming rivets, difficult spikes or suchlike. He was content, and after returning home to his study town he sent down Berzerkers to receive like treatment, and a FW Necron centipede which needed replacement antennae. I've tinkered with them since they arrived yesterday. Below are the results. Note "KIL KIL KIL" on the knife Berzerker's segmented plates. Also see his painted Lord of Change. http://i.imgur.com/6BKPi38.jpg WIP for my brother's little power armoured collection. Grey Knight legs and helmets and Sanguinary Guard shoulder pads and torsos. Hip plates added to remedy thin thighs syndrome. Cloaks from Anvil Industry to be added later: A Dark Eldar turned into an Eldar Fire Dragon converted for my brother. He thoroughly checked the Dark Eldar sprues back when they were new, and meticulously came up with ways to turn all manner of DE weaponry into Eldar Aspect Warriors with a little converting. More to come: Converted Slaaneshi Daemonprince for a friend: My friend told me to axe the @$$ and instead go for a lean Daemon Prince of Arrogance look, not Lust. As per his instructions, there is now also shin armour plates with images of Elf torture: What else? I also added two lone flowing pteruges dangling from its belt. I'll show you the painted end result whenever he finish this creation: Kill Team A mate of ours has moved back home after years of studying abroad, while a friend of my brother have returned to the hobby after a long break. Combine this with the recently released Kill Team, and we've got a hobby frenzy cooking with making characters, goons and terrain for a mash-up campaign between Kill Team and RPGs. Here is the first harvest of quick-sculpting and conversions, soon back to commercial sculpts. Kastellan Ironstrider, a mate's cyborg: Badoom! Broadbeard, a loudmouth one-Dwarf illegal radio station sending live from his heists and battles. My character: Gnorke Radfizzle, a Gnome sharpshooter with rad weapons, for my brother's friend: The gang so far: Gnorke Radfizzle's car: The friend who has written all the rules and organizes the whole effort has had me convert a gaggle of goons. Here's psyker Spikeskull: And Badoom! Broadbeard's hateful rival, Adman: And finally Gnorke Radfizzle painted by said friend (I had nothing to do with painting). My brother's mate is in for a treat! I've painted nothing of the Kill Team stuff, only converted it. All painted by Johan von Elak, for your display here. Badoom! Broadbeard: During most of our Kill Team-RPG games we've actually had music playing to represent both the immediate sonic barrage emitted by Broadbeard's loudspekers, and the music he transmits across hacked radio channels (with comments of media moguls jumping from windows as their enterprises gets destroyed by Broadbeard's escapades). He obviously also report live from the field, and is the lousiest sneak, at skulking up on enemies, you've ever encountered. Clearly, the audio-disturbed mister Broadbeard has ruined many lives through his noisome adventures. Which leads us to...
  5. Hi all So, finally getting round to consistently painting again (or trying to) after c.15 years out of the hobby. I’ve been lingering again for the past few years and dabbling, which includes foolishly amassing rather large collections of various of the old imperial guard armies. I now have 100+ of each Vostroyans, Steel Legion and Kasrkin. I love all three armies and think they’re all so characterful and brilliant in their own way. Whilst I love some of the new models, nothing quite has the character of these guys, for me. I had a small Vostroyan army back in the day and I held onto the models. I’ve tried to recreate a similar paint job as I did back then, albeit with no idea what my recipes were and with completely different paints. The goal with these is quick and dirty - I know myself, if I don’t get a decent number of these guys done in a short period and to a consistent standard I’ll get frustrated/bored and stop. So just looking for tabletop standard with these guys for now to get my mojo back and then might treat myself to a painting project or too. Would also be nice to have a playable army, in case the world ever gets back to normal and I ever find time/someone to play with! Anyway, that’s the intro. I’ll get some photos uploaded (once I figure how to upload), and also try and figure out the best and easiest way to get some good shots. Thanks for reading! Lorr.
  6. Intro. Hobby; Painting; Game-play; Rules; All things Imperial Guard/Astra Militarum (IG/AM) - especially Death Korps of Krieg (DKK) GOALS: #1 Goal: Getting an IG/AM army and display board up to standard (as best I can do) is goal #1. A. Get it built and Painted. B. Get Better at Painting. C. Make the effort, try new things, push my skills. #2 Goal: Second, I'd like to work on my game-play on the tabletop with Guard. A. Tournament prep. B. Better Mindset. C. Play more games. D. Learn better from the games I do play. (e.g. avoid leaps based on anecdotes - 'the basilisk killed 3 dreadnoughts this game, I need more basilisks') Reasoning/Understandings: It seems to me that others will not only be different in their approach, but directly opposite in several instances. I share this now as a starting point of discussion, not the last word on truth. Regular; Methodical; Stable. Based on past experience, motivation and discipline ebbs and flows, and it takes way more time than scheduled for me to complete anything. Regularity is needed because starting several months in advance is the only hope I have of showing up prepared - instead of my usual showing up last minute and cramming to get a substandard army done, which is usually very disappointing. Striving to achieve is far better than just showing up. Continuing along with a specific mental picture (bad and good) is also helpful to stay on a charted course, as opposed to starting and not finishing dozens of projects. Working towards completion and goals adds legitimacy and satisfaction, where chasing somebody else's new projects and wins is a more hollow path leading to burn out. mandating an hour a day can fall apart can collapse once real life hits. 15 minutes can and often is enough to breath life into a project - one step at a time. Mindset; Orientation. It's fun to win some games. And, realistically it's hard to keep any hobby motivation while getting crushed game after game. While there are lots of very thoughtful, professional, and in-depth articles written these days at various blogs and websites, they almost all carry a rather large blind-spot--the middle and bottom half tables. There are tons of armies that don't make the weekly 'what's broken in 40k' round of podcasts and youtube channels. Let's set some realistic (uncommodified) goals and make some honest appraisals. In 9th we know DKK are not good, but it's not helpful for that to be a crutch. That'll spiral out into, 'lets just not play.' It's a hobby, let's enjoy it. I've got to be accountable as a general. And, at the same time, if winning was the only goal, I should be playing 2x per week at least, and all 2000pts would have to be on the table to change out at a moment's errata or FAQ. I think I start to get comfortable with an opponent army around 10 games. I don't have the time, inclination, or hobby group with a free trade pool of models, to chase after most other armies codex creep. And, if I can get 3x games a month in, that'll have to do (hopefully I get more in). That said, within the limits of goal #1, I'm ok with using custom or other regiment rules, as even the codex itself specifically allows the player to decide regimental traits. And, I'm ok with taking allies, though even that has limited rules appeal in 9th edition. Battle #1 post COVID - Harlequins Fun game and a close loss to Harlequins. Wow they move fast. Fusion pistols are very good. I don't think it'd have been close if I didn't get first turn. The harlequins themselves are like little Tasmanian devils--it only takes a few of them to just obliterate units. Bullgryns did not do well at all. Death riders points increase really hurt as I removed their commander to fit in points. Without the orders their movement wasn't stellar. The malcador infernus was comically bad, though always fun to have on the table. I suppose I could put it in reserves to keep it away from my units when it explodes. The Medusas look cool, I guess. -1 to hit really adds up on units that don't get bonuses. Overall, hugely rusty on the rules. It's been a year. Woof. Having trouble remembering secondaries, terrain, army rules, etc. The brain has limited bandwidth--only so much real estate is available at a time, and using too much depletes capacity. This highlights how necessary practice games are to me playing well. I could play Manticores instead of Medusas, but i lose a lot of DKK flavor... I did see a cool taurox - manticore conversion recently. The Tank Commanders have good output, but the smaller table size seems to make deployment even more difficult than in 8th. I'm thinking more and more about scout sentinels, or Gaunt's ghosts to get into no-man's land quicker.
  7. So I'm getting back into the game, last played 4th edition, and couldn't look at my crappy paint job that wasn't even half finished. So I gave everything a new coat of primer and started afresh. The basic game plan is to have a deep blue be the base color of the armor and a medium grey for the fabrics and accents whatever. Then a deep purple for the veterans and commanders to mark them out as nobility. The tanks I think are going to stay blue, but well see if they need to stand out more in the future. I'm debating whether to have the metals be mostly copper instead of steel since the copper color looks great with the blue, but then it kinda looks a little too much like wanna-be Night Lords. Well see, it probably wont matter much but for the tanks since the infantry don't have much metal. My goal is before the end of the month to solidify the color scheme of the guardsmen and to finish the 4 tanks and the sentinel. Long term is to keep motivated. As it sits besides the tanks I've got 60 troopers, 20 veterans, 18 heavy weapon teams, and probably another dozen odd and end officers and such. So a lot to get through and this will be a good way to keep on top of it and to keep basic overhead of the Russ's. I'll get the detail shots as I start doing more than a base coat. Side of my tank commander. Front of the tank commander Sentinel Base coats of blue and metal So happy with day one progress. Got everything primed, all tanks, heavy weapons teams, and infantry. Easy part done. Mostly focused on getting all of the colors on my tank commander to make sure I liked how they all fit together. I'm pretty happy with it. The blue holds for me as a realistic color to be regal without being too showy as an unrealistic target. I don't think I'm going to add purple accents to the tanks, it'd wind up being too much color. Still going to pick the Vet Infantry and Officers in it to help stand em out for game play ease. Now old me would probably give it a once over again for accents like cables and call it, but I want to step it up. So plan for the tank commander is to go over him to cover up and errant brush strokes with the deep blue, then mixing in a small bit of white and doing a highlight on the hard edges of the front and turret of the tank. After that hit the sharp edges of the metal with a light titanium. Then pick out the cables and stuff in red and green to help em pop out a little. Tomorrow is game day so I doubt ill get anything painted since it'll all be on the board, but by the end of the week I want to get the rest of the tanks to at least where the commander is today. Then I'm starting to get past my experience. I want to use a wash after that to help pick out the deeper details again in the cracks of the plates, hinges, tracks, ect. I need some advice on that. I have some matte medium, flow aid, and splatter medium to be able to add and want some advice on ratios for an ink or wash. I'm getting comfortable using it to think out my paints to keep the detail, but have exactly zero experience with washes. I also am not sure if I should be using a deep brown or black to base it on. Black makes sense to me, and nuln oil from gw looks like it to me. But on some of the others I've seen chestnut brown, or like red-brown. whats he best way to tell which I should use? or maybe paint up an extra hull piece and see?
  8. Instructions for replicating the hats seen here, sculpted for a friend's Astro-Ungarian Imperial Army force in Warhammer 40'000.
  9. https://www.warhammer-community.com/wp-content/uploads/2022/04/lBLlqvrttJVgyfhC.pdf This is just sooo good! Can’t believe the exploding 6’s rule. Infantry builds will be loving it. Also our indirect fire has remained unscathed! I’m a very happy Kriegsman!
  10. Dataslate: Planetary Information Dump, Civilized Moon Verliaus Verliaus appears to be solely dedicated to it's academies and as such has built what terrain features had not already formed naturally. A terrestrial moon famous for its deep valleys and gorges and its meadows of luminescent flowers. There are no distinguishable continents, and all the moon's rivers flow into a single ocean in the western hemisphere. On the opposite side of the moon to the ocean is vast, unbroken desert. The most successful creatures on the planet are large burrowing arthropods. Orbiting Tarakon is the Civilized Moon of Veralius, whose surface is studded with the many edifices and colleges concerning the academia of war. The people of Veralius have long been tied to Tarakon for which they orbit, and they too have taken upon many aspects of the Wyrm. They have sought to embody its natural keen intellect and wisdom, as well as its merciless ability to slay all those who offend its honor. To this end, Veralius has long been a source of additional warriors for House Fáscha, separate from the House and its traditions, but highly valued nevertheless as cunning scouts and keen warriors with which to defend against the dark predators slinking form the void. With the arrival of the Imperium, Veralius built across its landscape renowned colleges and institutions of war, its peoples immersing themselves in the arts of battle and the warrior ethos of the Wyrm. The Adminsitratum quickly built Schola Facilities up from these war colleges, again separate from the peoples of Tarakon, but drawing upon their hard-earned wisdom. Soon Veralius became a major School facility in the region, producing many fine officers, beauracrats, sororities, commissars, and storm troopers gathered from the orphaned scions of the Imperium. Yet still the Veralius war colleges produced their own soldiers with their own proud lineage and killing edge. These warriors became known as the Veralian Lunar Venatorii. Each a warrior-born, trained from childhood by the warrior colleges, with the ethos of the Wyrm and a love for the Emperor becoming their creed. Mjorn did not fall to noticed these proud and capable warriors, and again seized the opportunity. From Mjorn, the lunar Venatorii would be given the best of wargear, and outfitted with war machines to full enable them to act as keen scouts and relentless hunters as instilled upon them by their long cavalry traditions. Yet instead of the horses native to Veralius, these mounts would be of metal and smoke and fire, and mount mighty weapons of death. Mjorn would also instill in them an appreciation for the technological theatre of war, and soon the War Colleges taught selected students to act as the Vox-Adepts, masters at manipulating vox systems to help allies and to hinder the foe. After all, a foe that is blind, deaf, and unable to speak is much easier to hunt and slay. Mjorn would frequently also send Transmechanics, either at the request of the Munitorum or of their own volition to aid the Signals and Communications companies of the Venatorii, bringing their own secret and arcane knowledge of communications systems to occlude the senses of the foe and to improve their own. The Lunar Venatorii would swiftly begin sending troops to aid the forces of Mjorn and House Fáscha in exploring the fringes and the wilderness, although plenty of capable and determined warriors were left for the Munitorum’s tithes. Those that were tithed were raised to form the Veralian Lunar Venatorii Cavalry Regiments, where their honed skills, warrior ethos, top-notch equipment, and knack for reconnaissance and vox-warfare would make them highly capable, and much sought after, forces in the eyes of the Munitorum’s General’s Staff. The War Colleges of Veralius do not just produce the able warriors of the Venatorii, however, from prestigious schools also come forth elite pilots. These pilots serve to protect Veralius from attack, and are also prized support for Mjorn’s Explorator Fleets. The Administratum is also keen to capitalize on this resource, and these pilots are selected and raised as Aeronautica Imperialis Wings, flying their aircraft to defend the Imperium. The local Munitorum prizes these elite air wings greatly, and it is not unusual for the Munitorum to take advantage of pairing them in theatre with the Lunar Venatorii, whether it is to be seconded to regiments to create Air Cavalry Regiments, or to fly independently to offer close air support. Where the Warriors and Pilots of the Veralius War Colleges bought make war, the foe is sure to fall.
  11. The Cogger Hive Guard are the Astra Militarum regiments that hail from the industrial hive world of Cogger. Primarily recruited from the planet's factory workers that fail to uphold their industrial quotes or from the most incorrigible hive gangers, these recruits are rounded up by the hive cities local Adeptus Arbites and forced to undergo neural-conditioning. After being "programmed" with the necessary knowledge and skills needed, they are inducted into the ranks of the Cogger Hive Guard. Cogger Hive Guard The PDF of the Hive World Cogger are made from those factory workers that don’t meet quota or particularly troublesome Gangers arrested by the Arbites, they then go through a variation of mind wipe and are implanted with new memories and training and are used to protect the great Hive Cities. The most promising of these mind-wiped PDF are formed into the regiments of the Cogger Hive Guard. Cogger Hive Guardsmen undergo a variation of mind wiping known as Neural Programming provided by Mjorn Techpriests that is for the mass use of training their soldiers. A subject endures multiple sessions in a Neural Programming tank where they were "programmed" with knowledge and skills needed for the desired occupation. Cogger Hive Guard commanders preferred "obedient" over "improvisational" and use of Neural Programmed soldiers possessing little or no initiative a fodder for the grinding wheels of the Imperial wars. These Cogger Hive Guard are known for the Line Infantry, Armored, and Mechanized Infantry Regiments they produce from the foundries and factories of the Hives on the planet Cogger. Cogger also produces a small number of Penal Legions of those that resist Neural Programming but fill up the over flowing prisons of the Arbites. Those workers who commit minor offenses are given neural programming to quickly render them combat capable and to ensure obedience, at the cost of some of their memories, prior skills, personality, and initiative. They are led by non-programmed officers drawn from the nobility that runs the massive Factorum-Cities. These soldiers form the PDF of Cogger, which are under the direct command of the Planetary Governor, as well as forming the bulk of forces seconded to the Imperium as part of Cogger's Tithe, in the form of Cogger Hive Guard Mechanized Regiments. The second kind of regiment is the Cogger Hive Guard Armored Regiment. Using the Leman Russ Exterminator as it's primary vehicle, it is one of the most common Leman Russ variants, and although it surrenders the ability to effectively combat enemy armour, it is an extremely effective anti-infantry vehicle. The Leman Russ Exterminator is capable of laying down a withering hail of fire. The Exterminator's Autocannon shells can tear through a lightly armoured chassis as easily as they rip through flesh and bone. Though lacking the long range of some other tank variants, the Leman Russ Exterminator is capable of devastating whole ranks of enemy infantry before they have reached the Astra Militarum lines. The final kind of regiment that is produced is more of a way to get rid of the worst scum of the hives. These individuals are those that resist Neural Programming but are the worst kinds of criminals and heretics the Hives produce. Coming from the various prison facilities that each hive has for those that cross the nobility, the Cogger Hive Penal Legions are massed light Infantry given explosive collars and shock cuffs, are transported as mine sweeper support for the regiments in which Cogger Hives pride themselves on. Also those who have committed greater crimes, rather than taking up space in prisons, are subjected to far more intense levels of neural programming, completely washing away their former selves until the subject is barely more than a servitor. These programmed criminals are then sent to the Legiones Penatante for use as cannon fodder. Regimental Recruitment & Training A significant proportion of the Cogger Hive Guard was manned by "culturally challenged" individuals who had undergone neural programming via brain surgery, implants such as aggression inhibitors, and programming tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "programming" were not unknown. In any case, volunteers are few. Recruits and conscripts considered too scrawny or weak for the Cogger Guard are given steroid and stimulant treatments in order to increase their muscle mass. Criminal recruits were given no R&R time. Regimental Combat Doctrine The Cogger Hive Guard Mechanized Infantry is the Militarum Regimentum of the Astra Militarum that fights as mechanized infantry alongside Chimera and Chimerax armoured personnel carriers in defense of the strategically-located Imperial Hive World of Cogger and its surrounding star systems. Cogger, located in the Segmentum Ultima, is a planet blighted and poisoned by millennia of heavy industrial output, though it is also a major manufacturing centre of Autocannons. In addition, Guardsman from Cogger make fine assault troops for fighting in urban and hive city environments as well as heavy industrial zones, chemical sumps, and other such toxic regions. Their equipment and experience with such acrid environments make them invaluable for trudging through all sorts of polluted or otherwise noxious wastelands, from underhives filled with the toxic residue of ancient atomic generators to ruin-filled swamps rife with hallucinogenic flora, quicksand, and near-invisible pockets of lethal gas.
  12. Hello, battle brothers! I hear the call of the God-Emperor and joined the Imperial Guard! I decided on the Imperial Guard because I think the ideia of ordinary people facing the biggest threats in the 41st millennium incredible. Also, besides that if we were at that time I would certainly be one of them and not an officer or space marine. To my first army I choose a homebrew regiment to start my army, the "Sons of Cadia" [thanks Sanctus Reach for the name] Lore: After the controversial events of the supposed fall of Cadia [Cadia Stands! The Inquisitor keeps on alert], the survivors of the old world spread across the Imperium. However, the example of Cadia and its inhabitants remains a model of honor and power of the God-Emperor and humanity. Therefore, Cadia remains, and the men and women who for some reason were not at the time of the arch-enemy's troop's disaster must keep Cadia's legacy alice. We are the Sons of Cadia and we always stand! Battle-cry: For Cadia and his Sons! Colours: Green and Black Fatigues: Green (more dark than 8th regiment) Flak Armour: Black (as a sign of mourning and respect for the fallen comrades) Emblem: Winged circle meaning the bless of the God-Emperor Crossed Lasguns meaning our weapon and meaning of fight But I can't decid the colours, first (white) or second (green). What you think? On the side, attached, are some images to ilustrate my ideia. C&C are welcome, also tips. The first enlisted: Commissar Dallas
  13. The Arali Siege Sappers are the Astra Militarum regiments that hail from the industrial trade world of Arali. Primarily recruited from the planet's Trade Guild Families who operate as the Regiment's officers while various gangs and travelers are rounded up to make up the foot troops. Arali Siege Homeworld A lifeless planet with an economy centered around gambling. Aside from a few uranium mines, gambling is the only industry on the planet, and with few resources and a poisonous atmosphere, loose gaming laws are the only reason this backwater colony exists. A small rocky planet with a toxic atmosphere of 83% carbon dioxide, 10% oxygen, and 6% nitrogen. The planet is famed for the many terraces that look as though they have been 'carved' into rock faces. An extensive network of caves also exists. While many people insist that these structures are not natural and must have been made by intelligent lifeforms, there is no actual evidence of this. In fact there is no evidence of life ever having existed on the planet besides these strange rock formations. When a nearby inhabited planet suffered a catastrophe, the caves were sealed off from the atmosphere and converted to serve as an emergency refugee camp. Many of the survivors still live there today, having converted the caves and tunnels into a vast underground city. Regimental Recruitment & Training The harsh Arali Siege homeworld conditioned the Arali psychology for toughness just as it did the body. Arali have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing". Most Arali trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility. The Arali live with a generally violent and short-sighted attitude of personal gain. Their version of cooperation is reflected in one of their sayings: "Seek the enemy of your enemy, and you will find a friend." Regimental Combat Doctrine Traditional Arali tactics are built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support. To a Arali Commanders, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few Arali casualties. Arali military doctrine has a different take on what "scouting and reconnaissance" means. While other Regiments scouts prefer stealth and discretion in carrying out their tasks, Arali Seige scouts instead opt to deal psychological warfare when they find the enemy by way of occasional harassment or intentionally exaggerating their numbers. The reasoning is that it is a lot easier to count enemy numbers when some of them get blown up. Arali are known as siege sapper specialists. Methodical planning for finding a stronghold's weakness is premier for Arali Siege success for when found all sorts of further weakening such a point is applied before directing a brutal but swift taking of a point, breaking sieges. Notable Arali Siege Lt. Inoke Arterius: An extremely short-tempered and proud young man who always likes to think he is the strongest fighter in a situation, constantly challenging most people he comes across and wanting others to respect and praise him for his skill. Sergeant Eden Williams: Following her family's tradition, Eden enlisted in the Imperial Guard after high school and was assigned to the Recruit Training Depot. During training, then Private Williams was certified proficient with the standard-issue lasgun and light to heavy-weight combat suits. She also completed certification in zero-gravity combat aboard the Orbital Platform in geosynchronous orbit. For Hostile Environment Assault Training, she was awarded a commendation for her bold assault technique in a field exercise simulating an attack on defense emplacements.
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