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  1. Howdy y'all, I decided to start a small force of Chaos Daemons, picked up a few start collecting boxes (2 of Nurgle, 1 of Khorne) while those are still available, as well as a Beast of Nurgle and figured I'd start painting some stuff up before the Daemon codex comes out. Right now, I'm focusing on Nurgle and Khorne daemons kind of to pair at least thematically with the Death Guard and hopefully the upcoming World Eaters. One question I do have is for when making the larger blobs of Plaguebearers/Bloodletters, do you normally take a banner and instrument per 10, or just one throughout the squad? To start us off, I've just finished a Herald of Nurgle from one start collecting box, as well as the Beast of Nurgle that I picked up Some more images http://i.imgur.com/9kRy23f.jpg
  2. 12 August, 2022 Eager to collect as much loot as possible, greenskins have launched an all-out attack on the Cruentes' position in the industrial outskirts of Hive Prime. Our sources tell us that these greenskins call themselves the Death Skulls. This pleases Khorne. Leading the initial defence is Thrax Gorechosen, the Exalted Champion. He is accompanied by the Berzerker squads led by Validon and Dreior, as well as the Helbrute Xarian the Bloody Idiot and Bardûl the Wretched Fool. Lord Kratus is on standby on his flagship, The Eternal Warrior, ready to reinforce if needed. For Agendas, I chose Eye of the Gods to kill enemy characters, and Cull the Hordes because why not. Wary of the enemy's brutish firepower, the Cruentes deploy defensively, hoping to bait the greenskins into a foolhardy charge. With a reverberating Waaaagh!, the Orks fling themselves forwards, led by their Warboss. We are told that this huge brute is not, in fact, the leader of the group, despite their size and aggressiveness. This confuses Khorne. The greenskins with a penchant for pyrotechnics open up on poor Bardûl, who suffers terrible burns and flees the battlefield in mindless panic. Great, it'll take days to find him again... A couple of the greenskins open up on Xarian as well, who - on Kratus's order from orbit - launches a barrage of obscuring smoke. Regardless, one lucky shot does get through and succeeds in causing some significant damage. Grinning with glee, the actual enemy boss - an apparent field mechanic with a very fancy array of weapons - orders a hail of rockets from his large vehicle at Rhino II, knowing that the Cruentes have wasted their chance to screen it with smoke. Many of the shots go wide, but enough punch through the Rhino to disable it. Two Berzerkers are killed in the barrage. Gunning the engine of their truck, the burners hurtle towards Xarian, staggering him with their heavy ram. Despite this, Xarian catches his balance and stops the flimsy vehicle in its tracks, bringing his huge hammer down to wreck the truck's engine. The greenskins pile out, three getting tangled in the wreckage. Here is where Thrax's arrogance began my downfall. Not wanting to commit all his Berzerkers to a single charge, he order them to remain embarked while he and Xarian charged the greenskins in front of them. The Rhino accelerated in first, distracting the pyromaniacs for long enough for the pair to charge unimpeded. Meanwhile, Dreior's Berzerkers threw themselves at the greenskins in the midfield. In a spray of gore, the brutes were dismembered one by one by the frenzied Berzerkers... ...who then piled into the dimunitive greenskin slaves, only for one of the lucky gits to somehow club one of the (unwounded!) Berzerkers to death! Despite the success against the enemies in the midfield (ignoring that one ignoble casualty), Thrax's and Xarian's charge didn't go so well. The Warboss, Grog, dispatches the Helbrute with apparent ease and claims several useful mechanical components for himself. Thrax sweeps aside three greenskins with Gorefather (only a single 6 to wound - with rerolls - and my opponent passed a lot of Waaagh invulnerable saves). Things go from bad to worse: the flamer Orks pass their Morale check with insane bravery and fall back, the rocket-armed Orks blast apart the second Rhino with ease, killing three (!!) more Berzerkers, and Warboss Grog dispatches Thrax without breaking a sweat. The Berzerkers manage to inflict a bunch of wounds on the Warboss (that Fury of Khorne stratagem is gold), but a -1 to wound and a 1+ save makes him very, very difficult to hurt. Over the next turn, Grog would proceed to butcher the rest of the Berzerkers. Meanwhile, Kevdak the mechanic commander blitzes most of the Berzerkers in the middle. The rest were subsequently minced by their monstrous truck. Sensing that things weren't really going well, Kratus decides that now is a great time to finally teleport in. Failing his charge (even with a reroll), he's left facing the guns of every remaining greenskin. It's at this point that my opponent throws me a bone: Kevdak (or "Big Kev") howls a challenge to the Chaos Lord. No Ork is to raise their weapon to impede the challenge. (To be clear: it wasn't just for my benefit. My opponent wanted to force a leadership challenge between Grog and Kevdak.) In a familiar display of luck, Kratus's armour holds against the flurry of blows from the greenskin warlord, but barely. Finally, in my own turn, and with one wound remaining, Kratus cuts apart his opponent's armour to expose the greenskin inside. However, seeing his demise written on the wall, Big Kev unleashes all remaining firepower from his massive armour, with just one shot finding a chink in Kratus's armour. With that, the last World Eater falls. Result: 8-62 Loss Ultimately, this game was lost in my first turn, when I overestimated how much work my Helbrute and Exalted Champion would do. I think I had the right plan to hold one unit of Berzerkers back, but instead of spreading my charge out, I should've thrown the disembarked Berzerkers at the enemies in my backfield. I think they should've had a good chance to kill the Burnas and Warboss on the charge, when accompanied by the Helbrute and Champion. Ah well, lesson learnt. Xarian suffered an Angered Machine Spirit, so cannot benefit from stratagems. On the plus side, Kratus earned two Personal Glory points for killing the enemy warlord, and increased in rank. Khorne saw him fit to bless him with a Scorpion Tail for +1 Attack. Kratus's Personal Glory: 3 -> 4Khorne's Dark God Glory: 6 -> 5Cruentes' Warfleet Glory: 7 -> 7
  3. 5 August, 2022 Kratus once again lead a small Combat Patrol against the Death Guard, this time accompanied by his lieutenant, Thrax, Dreior's Berzerkers, and a small mob of Cultists. The mission was to punch through the enemy line to cause as much havoc as possible. For my Agenda, I chose to initiate yet another Blasphemous Ritual to earn some more Glory for Khorne. Unfortunately, I had been painting Kratus's model and completely forgot to bring him along, so a random Terminator will have to be his stand-in. This was my opponent's third ever game of 40k, so it was going to be another relaxed game with minimal pressure. Just throw some dice and have fun! In this mission, my opponent had to deploy his entire army first, and was forced to split it into three parts. I took advantage of this, by putting the bullet catchers highly valuable Cultists in the middle, backed by my Chaos Lord. My main push would be on the left flank, where the Berzerkers and the Exalted Champion Thrax would be able to overwhelm the flank and sweep around to the middle. I won first turn, and moved everything up the field. The Cultists began an Action in the middle of the board to raise some mighty skull piles for Khorne. I was going to use Apoplectic Frenzy on the Berzerkers to yeet them up the field for a first turn charge, but decided against it at the last minute. My opponent was only new to the game, and I didn't want that to be how he found out about such an ability. I told him what I could have done, and against his protestations I continued simply moving the Berzerkers. In his turn, he shuffled some Plague Marines on both flanks to get some shooting off, and left his Blight Hauler in the middle. When all was said and done, a few Berzerkers were slain and most of the Cultists were killed. I forget how many exactly (and didn't take a photo), but I think there were only 1-2 cultists left - but it was enough to keep their Action going. Khorne was evidently pleased with their sacrifice, as the action succeeded and I gained a Dark God Glory point (and a bunch of XP on the Cultists). In my turn, Thrax killed a couple of Plague Marines, continuing his trend of being completely incapable of rolling 6s to wound for Gorefather, even with rerolls. Thankfully, Berzerkers were more than enough to finish the rest. Meanwhile, Kratus bounced off the Blight Hauler. We both dealt just a few wounds to each other - I always forget how tough these damn things are! My opponent continued to string out his Plague Marines on the right and finished off the Cultists. While the Lord of Contagion swept around to take care of Kratus. Unfortunately, Kratus's knack for surviving against the odds abandoned him and he fell to the Manreaper. In my third turn, I declared the centre objective to be the Alpha objective, since I planned to move there anyway. The Berzerkers and Thrax moved up to wrestle the Blight Hauler off the objective...but I foolishly left my squishy Exalted Champion standing directly in front of the Lord of Contagion. This is a theme you'll see me repeat a lot! Wisely, my opponent charged the Champion and Berzerkers, killing the Champion. In return, the Berzerkers carved chunks off the character's armour, reducing him to just a single wound. In my own turn, the Lord of Contagion slew two more Berzerkers, and shrugged off their attacks. At this point, I was slightly ahead on points. Had my opponent just stayed in combat, there was a good chance I could finish the Lord and just hold the Alpha objective until the end of the game, maybe also shuffle over and add to the cultists' pile of skulls. So, weighing his options, my opponent initiated a Hail Mary charge with his last Plague Marines - and he made it. The sons of Mortarion finished the last of my Berzerkers to claim the objective. Result: 25-45 Loss Unfortunately, Kratus gained some wounds that would not heal after the battle, gaining the Deep Scars battle scar (cannot perform Actions, cannot Heroically Intervene). The Cultists also gained a scar, but I ended up just deleting them from my list to make room for other units. Despite losing, I still rolled well for my Chaos Points. Kratus lost a little glory for dying so ingloriously, but Khorne was pleased with the sacrifices and I made sure to keep my Warfleet in Favour. Kratus's Personal Glory: 4 -> 3Khorne's Dark God Glory: 4 -> 6Cruentes' Warfleet Glory: 7 -> 7
  4. With the Blogs feature unlocked, I have decided to move my previous efforts from the World Eaters subforum to my own little corner of the B&C. Here I plan to catalogue my force's trials and tribulations as we carve our way through our group's own sub-sector of space. War Zone Lalor is entirely a homebrew setting, with the background having been produced over three separate Crusade campaigns that our group has played over the past couple of years. Background The Great Rift It has been at least twelve, gruelling years since the Cicatrix Maledictum, the Great Rift, ripped the galaxy in half. With it, the Imperium was split in twain, designated the Imperium Sanctus and Imperium Nihilus. The Imperium Nihilus, severed from the light of the Astronomican of Terra, has endured a fate unknown. Even the Imperium Sanctus, under the studious protection of Lord Guilliman, is still beset on all fronts by every enemy imaginable. Previous Engagements in War Zone Lalor The Lalor Sub-sector lies within the Imperium Sanctus, in the Galactic North of the Ultima Sector. With the Realm of Ultramar secured by the Indomitus Crusade, elements of the Imperial liberators have been dispatched to the outlying sub-sectors. War for the Twins Breaking through the unstable warp routes to reach the Lalor sub-sector, the Imperial crusaders established a base of operations in the administrative heart of the region, the Geminid binary system. It was not long before the system became the target of a terrible invasion of heretics and xenos. Initially caught in defensive actions all over the system, the Imperial forces enacted a desperate last-minute gambit: a simultaneous trap for an enemy ambush and a counter-ambush crushed the invaders against all odds. With the enemy falling back in disarray, the forces of the Imperium consolidated their hold on their new garrison. Darkness of Rutil Before the dust could settle on the Geminid War, internal conflict arose within the forces of the Emperor. A wave of malaise and suspicion spread through the populace and soldiery, all the way from the bottom to the top. What should have been a great, celebrated victory was instead met with depression and anxiety through all facets of society. Several Imperial commanders separately noticed a psychic anomaly centred in the neighbouring Rutil system. With suspicion rife between the sub-factions of the Imperium, no one communicated this discovery to each other, as they each believed they alone could be trusted to investigate it. Sending small forces to the Rutil system, the Imperial forces each discovered that the warp surrounding the system was eerily quiet. Navigators, unable to detect warp currents, were driven mad. On the primary world of the system, small forces of Necrons, World Eater heretics, and renegade mining colonists were discovered. In the conflict that followed, it was discovered that some kind of warp-dampening technology employed by the enigmatic Necrons was causing the warp to fall dangerously quiet, while the Heretic Astartes were building massive monuments to reignite the empyrean once more. The conflicting effects were causing the unrest in surrounding systems. Setting aside all suspicion and paranoia, the Imperial forces joined for a joint push against the heretics and xenos, however they were successful only in demolishing the fell monuments of Chaos. The battle with the Necrons merely awoke more of the dangerous xenos, who completed the employment of their strange technology. The Imperials were forced to withdraw. The warp-borne malady was cured, though travel through the system was no longer reliable, and so it was quarantined. A Strange Servant With the strange warp-madness subsiding, Imperial forces recommenced the campaign to liberate the whole sub-sector. Responding to several calls for military aid, an Ultramarines strike force discovered a Rogue Trader lost in the void. Their vessel had been crippled and separated from the hulk it was using to transport vast amounts of material wealth. The hulk was known as The Most Dignified Servant and carried trade goods, relics and materiel. The Imperials decided that this materiel would be a great help to the war effort, and so agreed to assist the Rogue Trader in exchange for their materiel contribution. Locating this vast hulk, the Imperials boarded but immediately noticed that not all was as it was laid out by the strange trader. Relics and trade goods were loaded throughout the hulk, however the vessel was certainly not in full control by the trader. Clearly, very little effort had been taken to ensure that the vessel was sanctified, and it had become overrun by Daemons of Chaos, Death Guard heretics and Necrons. The Imperials found themselves surrounded and cut off in numerous sectors of the vessel, and only through the heroic efforts of the Deathwing were the rest of the Space Marines able to escape to safety. This was not before time, for as the last of the Deathwing withdrew, the Servant lurched into the warp, aiming directly for a nearby warp rift. It speared through the rift, opening a corridor to a previously isolated system. The Asturus System The *Servant's* departure left an opening to the Asturas system, which had been thought lost to the warp after the opening of the Great Rift. Dispatching a force from their base of operations in the Geminid system, the Imperials moved in to the Asturias system to assess the tactical situation. They found that the system's most populous world, the hive moon Janus, to be besieged by heretics and xenos over the whole planetoid. The majority of the world's populace resided in two hive cities, with smaller settlements scattered across the surface. Hive Primus was already in heretic control, flying banners featuring the tri-lobe of Nurgle and the skull rune of Khorne, however the fate of Hive Secundus was unknown. No military movements were detected in Secundus, and no vox traffic was coming from the city. Other settlements and fortified positions were barely holding out, some with only a PDF company or two fighting protracted campaigns against heretics, mutants and greenskins.
  5. From the album: World Eaters Taskforce Ygethddon

    close up of the dark apostle
  6. From the album: World Eaters Taskforce Ygethddon

    That lovely guy with the burning chaos icon will be my dark apostle/blood priest
  7. From the album: World Eaters Taskforce Ygethddon

    Shoulder pad 3D printed by my evil twin brother
  8. From the album: World Eaters Taskforce Ygethddon

    Molten Skin effect blood thirster
  9. From the album: World Eaters Taskforce Ygethddon

    Close up on the first Berzerkers build by combining the Chaos Marine kit with AoS blood warriors
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