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Nielfheim Planetary Guard- The 2SSF and the 172AD-WIP


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Got the last 4 kasrkin today, apparently they came in monday, but the stupid post office didn't leave a slip. Anyway here they are after unboxing, they are now primed, and drying.

 

As soon as they dry I'll be getting to work, and they shouldn't take long, I might hit their backpacks with an overbrush of brown this time, to kinda show that they were painted at one point...

 

Anyway pics!

 

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The pictures don't show it, but they're all based now.

 

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I also did some work on the great coats on my 2 Colonels the Regiment Commander has the bolt pistol, and the Brigade Commnader has the Plasma:

 

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So, I have a minor bit of fluff housekeeping to do.

 

Slight retcon, Nieflheim's rediscovery pushed to M38, so as to give them 3,000 more years of doing their own thing.

 

As for their resources, they have a planetary defense fleet, which tithes to the Imperium, but keeps enough strength to protect the world from invasion. The Brigade is the Parent Formation for all infantry units that come from Nieflheim, and their table of organization and equipment is billeted for 3 regimental combat teams, which only reflects their current homeworld strength. When an RCT departs to do battle elsewhere in the Imperium, a new RCT is raised to replace it. When units return home they are absorbed into the new unit that replaced them. This allows each regiment to maintain a lineage, as well as increasing the veteran corps, and increasing the size and experience of the unit as a whole. 

 

While the Inquisition and High Lords of Terra would undoubtedly see this as a threat, there isn't much they can do as it would take nothing short of a full Crusade in order to force Neiflheim's full compliance with imperial doctrine. Which would be a waste of manpower given the world obeys the tithe, and is nominally loyal. 

 

Nieflheim's rich resources make it a constant target for raids, and for some reason chaos wants it, as there have been several chaos incursions and the occasional cult (which are usually the result of offworlders). 

I did some small rules editing for my homebrew rules, essentially I took the base militarum tempestus codex and added the vendetta squadron as a fast attack choice and added the heavy weapons squad as a troops choice. 

I'm going to expand a little on what kind of place Nieflheim is, as I've been doing some research on imperial worlds, and architecture in general, and  thought it might be fun to describe a bit more about the urban centers of the world and a bit more of it's history.

 

The residents of Nieflheim's cities live in what could loosely be called hives. The cities themselves are essentially monolithic city structures, very similar in purpose to a hive. The manufacturing is done on the lowest levels most of which are below ground, and powered by means long forgotten to the Imperium at large, and only those who maintain these powerful mechanisms truly understand how they work, and only on Nieflheim can the knowledge and equipment be found to manufacture more. Unlike hive cities these massive structures are much smaller given the geographical constraints placed upon them. Additionally these megastructures sit amidst the ruins of ancient cities, long ago overtaken by the wilds. 

 

During the age of strife the cities of Nieflheim were bombed from orbit and many hundreds of thousands of lives were lost. It was decided that the essential city residents (such as workers, merchants, and governing officials) would be moved into more defensible hyperstructures, while those who were not moved further away from the cities, forming small, more self sufficient communities. The soils around the new Hives (if you can call them that, the populations rarely climb into the millions) were unworkable, due to the large slabs of damaged roadways and crumbling buildings, so the small communities set up outside the cities. These mega structures are open to the air, and all levels of the city are accessible, The common problems seen in most Imperial hives do not exist here, as crime is almost non-existant (not because people are nice, the majority of the population is made up of highly trained killers, most of whom are armed at any given time, and crime is often met with immediate, and deadly force from the intended victim), though it is common to see menial labor performed by chain gangs (road works, construction projects, trash clean up, parks maintenance and the like). 

 

The ruined cities surrounding the hives serve as training grounds for the Military forces on the world, as well as being historically significant to the Nielflung. The people of Nieflung prize their world, and take care to ensure that their impact on the world is minimal, because the wilds are significant to their culture. When the opportunities arise, families often venture out into the wilds, where the children learn to fight, hunt, and survive off the land. There is no aristocracy present on Nieflheim, though there are differences between the rich and poor, the disparity is not as great, as everyone receives what is needed to survive, as everyone serves the community, either through Military service, or some other public service (restricted to the disabled, if you can fight, you serve, if you cannot you serve in other ways). 

 

I'm trying not to make this place seem like a communist dream, because that's not how I envision it. I'm also trying not to make it sound like a utopia, because it's far from perfect, Crime rates in the cities, towns, and villages are low, but there are those that can't handle the way the society lives.

 

There are marauders, who occasionally fall in with offworlders bringing teachings of the dark gods, others come upon the knowledge themselves through arcane practices and accident. They are responsible for the acts of violence that the military forces of Nieflheim sharpen themselves against.

I'm in the process of building my new valkyrie, and I"m actually going to take my time with this one, I intend to paint the interior and the gunners, though I won't be doing the cockpit, since the transparency frosted up (I don't know how you're supposed to avoid that, super glue and plastic glue both do it). I suppose I could hit it with a touch of Isopropyl and detach the canopy and re glue it. 

 

Right now the Valk is in it's main component groups awaiting my final thoughts, and for the weather outside to clear up, it's far too humid to prime (it rained most of the day. 

Well, I was unable to get the canopy back off, So I went ahead with the original plan. I'll be painting the glass opaque. Still though I'll be painting the Cargo compartment, probably at a later date, I'll not be gluing the top on it so I'll be able to get at the guts to paint them. 

Here is my Valkyrie, complete (save the crew compartment, but that'll come later. 

 

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I muted the weathering a bit for this one, still have some of the undercoat showing through (green this time) ties some new stuff with my shades, using less and letting it dry a bit so I could get the streaks.

 

This Is a newer bird for the CAB so not quite as weathered.

While I'm not in love with opaque glass in general, I can appreciate it as a workaround for the troublesome GW clear plastic. You did a great job finding the right shade for the glass anyway, so I think it works out! happy.png

Yeah, I don't care for it either, but it's easier, and it gets the models painted and on the tabletop, and no matter how hard I try the glass always frosts up on me, or I end up getting superglue fingerprints on it, or something just goes horribly awry. so I'm ok with it. I did however follow your suggestion and leave the wings as separate pieces and will be using that to my advantage for storage (as soon as I get some new foam for my 720 case). 

Oh man, just waiting for that sale!  I need a ton of foam for my AdMech projects as they're just sitting on my fold-out table at the moment.

 

Totally right there with you on the problems getting the clear plastic to stay clean.  My trick was to do all the painting for the canopy on its own.  I actually used brush-on primer to paint the struts and layered them with a detail brush.  When I glued the canopy into place, I used a rubber-tipped clamp to hold it in place.  I got a very minimum of smudging on the plastic and was able to buff this out with a bit of simple green on a toothbrush.

 

So yes, it's a pain in the butt.  If I ever do another Vendetta, there's no way I'm doing this again!  By the by, I'm pretty sure the custom cut Vendetta/Valkyrie tray from BF is specifically designed for the wings to be detached, but I've been wrong before.

They have 2 different trays, 1 is for a valk with wings attached and has space for 4 tanks, another is for 1 valk, wings on, and 2 tanks and 2 HWS, and then the third I saw was the 2 valk with detached wings.

 

I'm going to just go to my FLGS and get the trays (next month probably), I'll get the pluck foam so I can custom make them to fit all the stuff I want, and so I can use 3 inch foam (which will work fine) and I can use 4 inch foam for my knight and sentinels and chimeras. 

I have 40 chaos cultists on the way for making my "penal legion" conscripts. They look suitably like the dregs of society, with cobbled together equipment suitable for an ill equipped unit of bullet sponges.

 

This is growing beyond the scope of my original concept, but the core of Stormtroopers remains constant, which it is the Stormtroopers and Vets that make up the 2SSF, the Guardsmen are attached from a different unit (The 172nd infantry regiment's 2nd battalion).

 

/edit/

 

So, doing a bit of book keeping, the Core of this force, the vets and stormtroopers, are the 2SSF, evidenced by their heavier armor, while the 172nd Armored Division's 172nd Dragoon Regiment provides the Platoon Guardsmen. The Penal Regiment "Forlorn Hope" provides the conscripts.

 

The Penal Regiment only provides basic equipment to the convicts that will be sent in ahead of the main force, some form of clothing and something resembling a weapon. 

Actually I was going to leave the chaosy bit on them, as it makes them look sufficiently crazed, as my penal legion is made up of all the Psychos and murderers and rapists and other violent undesirables. Non-violent criminals are so few and usually see 1-2 years hard labor in a prison and get a reduction in rank to guardsmen and go back to their regiment (since everyone serves, and everyone must contribute).

 

Besides their job is to soak up bullets and beat the crap out of stuff, who cares if they turned to chaos? If they do anything but run forward at the enemy the commissar with just shoot them to make an example. And they all act up the commissar will just turn to their parent platoon and order them to kill the convicts and move on. 

 

They've got 2 choices when they get selected for the penal legion, Die now, or fight and stay your execution for an unspecified time. They all seem to choose to have more time living (even though they might actually die sooner than their scheduled execution date)

 

Nieflheim has a planetary execution day, where upon the condemned are executed, publicly, by hanging from the neck until dead. 

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