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So every edition I kind of remix and make sure my IG is legal. With this I also add to it new units and models depending on what I’ve gotten over the years and ideas I’ve had to finally work on with time.

 

The current expansion is introducing felinids into the mix as I found a nice set of heads/tails for the army and access to a 3d printer. So a large portion of new  infantry to this point will be felinid in some respect.

 

Lore wise it gets a little heretical. One of the Tech Magos that runs my admech/Knights force decided to try and copy the DKoK Vitae Womb process, but with her own abhuman genes. Rumor has it she is working to create enough for a functioning colony, but those are only rumors. Well kind of, basically the new abhuman population wants (or needs) to be proven useful to the sector lords and nothing is better than a disposable army you can send Ministorium as a tithe instead of your own populace. So basically I’m going to slowly ‘phase out’ the human guard for the felinids as they take up the mantle of tithe troops. 

 

Models/parts are from an alternate regiment I found called the Winterguard. After getting a few dozen prints via etsy, the original artist started selling the STLs so here we are. In this blog I’m going to do my best to document games and new recruitments into my guard force.

 

Important Persona (Named characters)

 

Major Vladilena Ezdeath (Lord Solar)
Human commander and veteran of several conflicts, she was tasked with watching over and commanding the newly formed Felinid force and help with their integration into the Confederation of Teradox’s armed forces.  (WIP version)

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Captain Turmoil (primary HQ)
Felinid commander, one of the most veteran of those serving in Teradox’s forces. She is currently leading the front line company for the 386th.  I plan to make another PF weidling felinid commander from the Kreig command kit once I get my hands on it to use when I play at GW, otherwise I use the model shown below.  

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Hardu-11 (Turmoil bodyguard unit, Orgyn BG)
(Writer’s note: I’m note too sure what I want to do with this guy just yet. I’m still deciding if the Ambot based Orgyn BG are AI controlled robots or heavy armour clad catboys.)

 

Genetor Ilmurinen Role: Tech Preist - Biomechanical - Primary overseer of the Vitae Womb project, code name Project Behneko 

 

For reports that I’m hopefully going to add here I figured a renaming of the units would give a little flavor


Amur units - DKoK
Náshdóíłbái - catachan (not sure if I’ll ever do these honestly)
Caitian - Cadian

 

Current projects:
Enclosed Basilisk: So pieced this together, used a heavy bolt rifle as the heavy bolter analog. I don’t have the crew done yet as I want something special and have to piece together and print  a few STL files to get my crew models.

 

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Heavy Artillery: I forgot to spray the gun/mount/base when I did my last primer run. I’m replacing the Krieg models with cadians. For this one I have the loader, trigger girl and a guard for the base. Next one I’m thinking of doing a loader, spotter, and mechanic trio. I did build the heavy siege gun, quad launcher and missile battery so I can swap them IF i wanted to, but the heavy siege gun is my goto. 

 

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Hydra Flak Tank: This one is nearly done, just have to fix the gun (popped off during test assembly) paint the gunner and finish the oil coat.

 

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Some battlefield and unit pictures
 



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Current 1K force (Caitian run as Amur til models are replaced)

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Amur squad

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Captain Turmoil and her command squad (Platoon command version)

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Primarus Psyker

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  • 2 weeks later...

Solid work. Love the converted and kitbashed models. Always envisioned the Felinids to be like FFXIV's Miqo'te myself, so seeing them with the little ear sections in their hats is a joy.

14 minutes ago, The Pounder said:

Great work @Focslain!

 

Loving your Lord Solar proxy can’t wait to see it painted!

Funny about that, she kind of is. I do want to add more hair to her just to drive home the reference, but she's been done, just kept forgetting to get a good pict of her.

 

8 hours ago, Commissar Greif said:

Always envisioned the Felinids to be like FFXIV's Miqo'te myself, so seeing them with the little ear sections in their hats is a joy.

Same, just glad that the artist that made the models I'm using decided to update his head/tail file with helmeted versions, for free. Now I just need to get my buddy to print the file and I'll have a nice set for more.

So I have been working on this force. Things are slow cause I need some modeling supplies that I keep forgetting to grab and I'm still waiting on the head prints. 

 

Next project is going to be about 30 Amur (DkoK), which I need about 20 more heads printed for. Will get to work on the first 10 this weekend. Also plan to get test models for the Death Riders and Rough Riders done up. 

 

So for what is now done. Finished the Hydra

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Got the enclosed Basilisk pretty much done. Only the crew is left, but that I need to sculpt/assemble them. But it's battle ready if I need it. Top plate is removable for now until the crew is done.

 

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Finished the Artillary Team as well.

 

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Lastly for picts, here is my painted Lord Solar before I add her hair extensions this weekend and some extra Caitians (cadians) to fill out the 20 man squad I was building and just intermixing older human models in to fill out the gaps. 

 

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So now that the app has the new codex in it. I updated my lists, plus some mods from prior. Below is my planned main 1k and 2k lists. I'm also going to look into a Bridgehead Scion list, but I need to dig out my Scions and see what I have first. 

 

386th Core 1k

 

 


386th core (1000 points)

 

Astra Militarum

Incursion (1000 points)

Combined Arms


 

CHARACTERS

 

Krieg Command Squad (65 points)

  • 1x Lord Commissar

    • Warlord

    • 1x Laspistol

      1x Power fist

  • 1x Veteran Guardsman

    • 1x Plasma pistol

      1x Power weapon

  • 1x Veteran Guardsman

    • 1x Alchemyk Counteragents

      1x Close combat weapon

      1x Laspistol

      1x Servo-scribes

  • 1x Veteran Guardsman

    • 1x Close combat weapon

      1x Lasgun

      1x Master Vox

  • 1x Veteran Guardsman

    • 1x Close combat weapon

      1x Lasgun

      1x Regimental Standard

  • 1x Veteran Guardsman

    • 1x Close combat weapon

      1x Meltagun

 

Leman Russ Commander (235 points)

  • 1x Armoured tracks

    2x Heavy bolter

    1x Heavy stubber

    1x Hunter-killer missile

    1x Lascannon

    1x Leman Russ battle cannon

 

Ogryn Bodyguard (40 points)

  • 1x Close combat weapon

    1x Huge knife

    1x Ripper gun

 

Tech-Priest Enginseer (45 points)

  • 1x Enginseer axe

    1x Mechanicus pistol

    1x Servo-arm


 

BATTLELINE

 

Death Korps of Krieg (130 points)

  • 2x Death Korps Watchmaster

    • 2x Plasma pistol

      2x Power weapon

  • 18x Death Korps Trooper

    • 18x Close combat weapon

      2x Death Korps Medi-pack

      2x Grenade launcher

      12x Lasgun

      2x Long-las

      2x Plasma gun

      

 

Death Korps of Krieg (65 points) (Krieg Command Squad attached)

  • 1x Death Korps Watchmaster

    • 1x Plasma pistol

      1x Power weapon

  • 9x Death Korps Trooper

    • 9x Close combat weapon

      1x Death Korps Medi-pack

      1x Grenade launcher

      7x Lasgun

      1x Long-las

      1x Plasma gun

     


 

OTHER DATASHEETS

 

Field Ordnance Battery (100 points)

  • 2x Ordnance Team

    • 2x Battery close combat weapons

      2x Bombast field gun

      2x Lasgun

      2x Laspistol

 

Leman Russ Battle Tank (175 points)

  • 1x Armoured tracks

    2x Heavy bolter

    1x Heavy stubber

    1x Hunter-killer missile

    1x Lascannon

    1x Leman Russ battle cannon

 

Leman Russ Vanquisher (145 points)

  • 1x Armoured tracks

    2x Heavy bolter

    1x Heavy stubber

    1x Hunter-killer missile

    1x Lascannon

    1x Vanquisher battle cannon
 

 

 

386th CIC group 2k

 

 


386th CIC group (1995 points)

Astra Militarum
Strike Force (2000 points)
Combined Arms


CHARACTERS

Krieg Command Squad (80 points)
  • 1x Lord Commissar
    • 1x Laspistol
      1x Power fist
    • Enhancement: Reactive Command
  • 1x Veteran Guardsman
    • 1x Plasma pistol
      1x Power weapon
  • 1x Veteran Guardsman
    • 1x Alchemyk Counteragents
      1x Close combat weapon
      1x Laspistol
      1x Servo-scribes
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Plasma gun

 

Leman Russ Commander (235 points)
  • 1x Armoured tracks
    1x Demolisher battle cannon
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    2x Multi-melta

 

Lord Solar Leontus (150 points)
  • Warlord
  • 1x Conquest
    1x Konstantin’s hooves
    1x Sol’s Righteous Gaze

 

Primaris Psyker (60 points)
  • 1x Force weapon
    1x Laspistol
    1x Psychic Maelstrom

 

Rogal Dorn Commander (265 points)
  • 1x Armoured tracks
    1x Coaxial autocannon
    1x Heavy stubber
    2x Meltagun
    2x Multi-melta
    1x Oppressor cannon
    1x Pulveriser cannon

 

Tech-Priest Enginseer (45 points)
  • 1x Enginseer axe
    1x Mechanicus pistol
    1x Servo-arm

 

Tech-Priest Enginseer (45 points)
  • 1x Enginseer axe
    1x Mechanicus pistol
    1x Servo-arm


BATTLELINE

Death Korps of Krieg (130 points)
  • 2x Death Korps Watchmaster
    • 2x Plasma pistol
      2x Power weapon
  • 18x Death Korps Trooper
    • 18x Close combat weapon
      2x Death Korps Medi-pack
      2x Grenade launcher
      12x Lasgun
      2x Long-las
      2x Plasma gun
      

 

Death Korps of Krieg (130 points) (Primaris Psyker attached)
  • 2x Death Korps Watchmaster
    • 2x Plasma pistol
      2x Power weapon
  • 18x Death Korps Trooper
    • 18x Close combat weapon
      2x Death Korps Medi-pack
      2x Grenade launcher
      12x Lasgun
      2x Long-las
      2x Plasma gun
      

Death Korps of Krieg (65 points) (Lord Solar and Krieg Command Squad attached)
  • 1x Death Korps Watchmaster
    • 1x Plasma pistol
      1x Power weapon
  • 9x Death Korps Trooper
    • 9x Close combat weapon
      1x Death Korps Medi-pack
      1x Grenade launcher
      6x Lasgun
      1x Long-las
      1x Plasma gun


OTHER DATASHEETS

Artillery Team (95 points)
  • 1x Crew close combat weapons
    1x Lasgun
    1x Siege cannon

 

Field Ordnance Battery (100 points)
  • 2x Ordnance Team
    • 2x Battery close combat weapons
      2x Bombast field gun
      2x Lasgun
      2x Laspistol

 

Field Ordnance Battery (100 points)
  • 2x Ordnance Team
    • 2x Battery close combat weapons
      2x Bombast field gun
      2x Lasgun
      2x Laspistol

 

Leman Russ Battle Tank (175 points)
  • 1x Armoured tracks
    3x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Leman Russ battle cannon

 

Leman Russ Battle Tank (175 points)
  • 1x Armoured tracks
    3x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Leman Russ battle cannon

 

Leman Russ Vanquisher (145 points)
  • 1x Armoured tracks
    2x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    1x Vanquisher battle cannon
 
 

 

 

Thanks for reading.

 

Edited by Focslain

I’m liking the use of the Solar Auxilia for your Guard!

 

I’m planning on using their Russes for the 3rd.

 

Good job on the Artillery and the Lord Solar (apologies for not remembering her name)

@The Pounder I have a friend that is using all SA tanks for his guard. I just liked the enclosed design for this one.  Also I have a decent sized tank company already. 

 

Speaking of that I should start on the RDTC soonish. Just have to figure if I want to add it to the current company, or start a felinid crewed one (I still have 2 russes in box for later as well)

  • 4 weeks later...

Wanted to give a little update. 

 

Sorry for the poor pict, but I wanted to show some progress. Nearly finished 10 kriegs and 6 cadians, plus working on a fortification a buddy tossed me.

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I do need to take stock of what I have infantry wise so I can fill in the gaps and make whole squads better. At least on the cadian and later the scion sections. The krieg are easy since they were just started. 

 

Hopefully I can get a game in this weekend. With the points update I had to drop the FOBs in the 1K list, replacing it with the Artillery Team (heavy siege gun) and like to see how that works. It has fewer shots/hits, but will hit way harder. Will report in once I get to test it out.
 

So should have a game against orks this weekend. While I could arm for them, I’m going for a more general list. Did make a few changes to my old 1K. 

 


386th core (1000 points)

Astra Militarum
Incursion (1000 points)
Combined Arms

 

CHARACTERS

Krieg Command Squad (80 points)
  • 1x Lord Commissar
    • Warlord
    • 1x Laspistol
      1x Power fist
    • Enhancement: Grand Strategist
  • 1x Veteran Guardsman
    • 1x Plasma pistol
      1x Power weapon
  • 1x Veteran Guardsman
    • 1x Alchemyk Counteragents
      1x Close combat weapon
      1x Laspistol
      1x Servo-scribes
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard
  • 1x Veteran Guardsman
    • 1x Close combat weapon
      1x Grenade launcher

 

Rogal Dorn Commander (265 points)
  • 1x Armoured tracks
    1x Castigator gatling cannon
    1x Coaxial autocannon
    2x Heavy bolter
    3x Heavy stubber
    1x Oppressor cannon

 

Tech-Priest Enginseer (45 points)
  • 1x Enginseer axe
    1x Mechanicus pistol
    1x Servo-arm

 

BATTLELINE

Death Korps of Krieg (65 points) - (Command squad attached)
  • 1x Death Korps Watchmaster
    • 1x Plasma pistol
      1x Power weapon
  • 9x Death Korps Trooper
    • 9x Close combat weapon
      1x Death Korps Medi-pack
      1x Grenade launcher
      7x Lasgun
      1x Plasma gun
      1x Vox-caster

 

Death Korps of Krieg (130 points)
  • 2x Death Korps Watchmaster
    • 2x Plasma pistol
      2x Power weapon
  • 18x Death Korps Trooper
    • 18x Close combat weapon
      2x Death Korps Medi-pack
      14x Lasgun
      2x Long-las
      2x Plasma gun
      1x Vox-caster

 

OTHER DATASHEETS

 

Artillery Team (95 points)
  • 1x Crew close combat weapons
    1x Heavy siege gun
    1x Lasgun

 

Leman Russ Battle Tank (175 points)
  • 1x Armoured tracks
    3x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Leman Russ battle cannon

 

Leman Russ Vanquisher (145 points)
  • 1x Armoured tracks
    2x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    1x Vanquisher battle cannon

 

Exported with App Version: v1.29.1 (74), Data Version: v581

 

So dropped the ogryn and upgraded the TC to a dorn TC. This also gave me the room that if I wanted to keep the FOB I could, but opted to make the swap to the artillery team and added general strategist so I could order both the team and the main kreig unit while leaving the the skull for an emergency self order if needed.

 

Also noticed I did have too many special weapons in the squads as my brain was still on the index sheet. Fixed that and going for a plasma/long-lasx2 for the large squad and the smaller unit with the command squad is going to have plasma/GL with a second GL in the command squad itself. Since I’m running Combined Arms the GL can work in a pinch for fragging DSers with OW and just going straight to lethals. 

 

Change in the tank will add some firepower, at least this time I’m keeping my anti-infantry build to see how it works and I still have to build/paint the AT hull variant. 

Will grab some flesh paint as well, seems my lighter tones dried out, and get these girls finally done. Next up will be the other dorn while I wait for my heads to come in. My friend’s printer broke while doing my head order. 

 

Going to be looking into a base and display for a trio of Earthshaker emplacements i got on the cheap years ago. As well as getting more fortifactions done as I’m taking the guard as my force formthe next Extralife megabattle at my FLGS. Plan is to make an artillery base that will hit the other board. If I can find a sub-commander I’ll include the Imperial Navy element as well to give the Order side some air cover. 

 

Fitting all the tanks, infantry and defenses is going to be a test as I’m only going to have a 4’x4’ space to work with, but I have an old board piece of that size so will map it out later. 
 

So that was a quick one. We managed to get in two turns before he gave, which with his dice was the right call. He was using the More Dakka detachment that just dropped. I was surprised when I saw his list and figured this might be short. I don’t remember what enhancements he took, but his list is included below. Taking as many grots as boyz was a choice.

 


Orks
Incursion (980/1000 points)
More Dakka!

 

CHARACTERS

Big Mek (70 points)
  • 1x Kustom mega-blasta
    1x Power klaw

Mek (45 points)
  • 1x Close combat weapon
    1x Kustom mega-slugga

Weirdboy (65 points)
  • 1x Weirdboy staff
    1x ’Eadbanger

Zodgrod Wortsnagga (80 points)
  • Warlord
  • 1x Da Grabzappa
    1x Squigstoppa


BATTLELINE

Boyz (160 points)
  • 19x Boy
    • 19x Close combat weapon
      2x Rokkit launcha
      17x Shoota
  • 1x Boss Nob
    • 1x Close combat weapon
      1x Kombi-weapon

Boyz (160 points)
  • 19x Boy
    • 19x Close combat weapon
      2x Rokkit launcha
      17x Shoota
  • 1x Boss Nob
    • 1x Close combat weapon
      1x Kombi-weapon

 

OTHER DATASHEETS

Deff Dread (120 points)
  • 4x Dread klaw
    1x Stompy feet

Deff Dread (120 points)
  • 4x Skorcha
    1x Stompy feet

Gretchin (40 points)
  • 10x Gretchin
    • 10x Close combat weapon
      10x Grot blasta
  • 1x Runtherd
    • 1x Runtherd tools
      1x Slugga

Gretchin (40 points)
  • 10x Gretchin
    • 10x Close combat weapon
      10x Grot blasta
  • 1x Runtherd
    • 1x Runtherd tools
      1x Slugga

Gretchin (80 points)
  • 20x Gretchin
    • 20x Close combat weapon
      20x Grot blasta
  • 2x Runtherd
    • 2x Runtherd tools
      2x Slugga

Exported with App Version: v1.29.1 (74), Data Version: v581

 

Mission was Lynchpin, Fog of War, Tipping Point. I had my trio of tanks on one flank, the artillery team hidden behind a large ruin and the kreigs taking up the center. Orks had the large squad of grots on the flank against the tanks, supported by a smaller squad. The dreads were in the center, boyz were on the far flank and center with a grot squad on his home objective. I got first turn, but his large grot squad had scout and he moved forward onto a close objective.

 

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My secondaries were Extend Battlelines and Cleanse. Orders went out (Take aim to the Dorn, vanquisher and artillery, take cover on the kriegs) and I started moving, Dorn and vanquisher rolled up the street, Dorn just in range of the middle objective, LRV got up enough to see the pair of dreads. Kreigs all advance from center to the far flank through the ruins. LRBT stayed and held the home objective. He had clear line to the large grot squad, which he opened up on and killed more than half the unit. LRV took his shot at the melee dread, popping it like a pimple. Dorn dropped another grot squad to half with stubber fire and dropped the center boys unit to almost a third due to some lucky HB rolling. Artie took a shot at the flamer dread, but failed to wound it. Completed Extended and tossed Cleanse.

 

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He got No Prisoners and Containment for his secondaries. He managed to fail the break check on Zodgrod and the boyz. Moving he checked the flamer dread and was just out of range with a normal move to tag my kriegmen, so he advanced it down the center to get in closer. The large boyz squad advancing down the side and the grots by the tanks converged on the Dorn.    The weirdboy in the injured boyz unit tried to use Da’jump and instead of sending the squad into my deployment zone he sent three boyz into the warp. Grot shooting didn’t dent the dorn, but some decent rokkit shots injured seven kreigsmen. Zodgrod managed to charge the dorn and smacks it for two wounds. He tosses Containment and passes the turn. 

 

I get Assassinate and Defend Stronghold, same orders as last turn. The kreigmens hold position cause four flamers overwatching is not something I want to deal with, medics get three back up. LRBT and LRV swap places so the LRV has a bead on the last dread. This time it takes both the main gun and the lascannon to take the beast down. The artillery and kreigs focus fire on the large boyz squad, only killing about a third. The LRBT finishes off the one boyz squad while the dorn wipes out the remaining grots with a little split fire. That nets me Assassination and there is not really anything that can take my home objective now. Zodgrog manages to score two more wounds on the dorn in melee. 

 

Orks gain Defend stronghold as well. He basically just moved his remaining boys closer to the kreig and opened up, wiping the entire unit in a blaze of dakka. To which I call for Reinforcements. At that point he gives. With only a partial boyz unit and a grot unit left and my force pretty much unmolested. 

 

20250322_160237.thumb.jpg.b7b9c35d0cc96cf435e72bc9ae973f0f.jpg

 

Looking back, if I dropped the enhancement to take the FOB, this would have been over sooner as a pair of bomblast into the boyz would have been devastating. For now I’m going to retire the ogryn as the firepower I can get without him is well worth it.
 

  • 6 months later...

Bit of an update, I have been working on this army in the background but life has been odd of late. So haven’t gotten many picts. I’m going to be adding two more tanks, mostly cause these were on the docket for a bit and FLGS has a modified CtA thing going on next month as we are doing our own Orktober events and one part involves painting up vehicles. Sooo good thing I held off on these right? Adding a Rogel Dorn and a Deathstrike, which happens to be my second Deathstrike. 

 

20250916_203117.jpg.1ffd14ecd95a9fd76431397a39470468.jpg20250916_203138.jpg.468eafe7d963cbf72991c3f4fb891c00.jpg


Now while I was planning on building an artillery park for the Extralife Megabattle, the EO changed how the megabattle is going to be done and it would not be good of me to take up an entire table myself. As a final event for Orktober he wants to do a landing invasion via Battle of Gela with the Imperium and it’s allies as the Axis and the Orks and their helpers as the Allies. Which seems fitting all things considering. Anyway…. 

 

I volunteered to make the defenses, which are going to be some bunkers, gang stronghold walls and a fortress of vengeance as the center piece. I’ll be bringing the airforce and most of the artillery I was planning for this event anyway as the EO gave me about the same amount of space for setup (a 4ftx4ft area) in the middle of two tables. So will need to get another Artillery Team done as well. 

 

I did get some of the deathriders pieced together with the usual head/tail addition that I was doing for my krieg. Not sure what I’m going to do for Dreir just yet, I’m most likely going to replace the rider with something else, just not sure what yet.

 

For now I’m going to use the Deathriders as Rough Riders, cause Deathriders are not too good without Drier and even then their meh. I was planning on finding a calvary leg set that I could attach to some cadian torsoes and use my felinid heads and have them riding ferasian wolves since the horse has the same basic stat as the wolves, for some reason. (example show in pict)

 

20250926_074654.thumb.jpg.9c9adb2f91b390ae31e351ed08e5a4bb.jpg

 

Anyway while waiting the artist that makes the felinid parts I use just went and made wolf calvary for his winterguard to ride. Now while I’d like to keep this force usable in GW stores. This is just too easy a pull and much cheaper. I was thinking of keeping them close to my general felinids, but Rough Riders are from their own regiment anyway so might as well do the same here. If I want to use RR at GW I’ll just use the DR models and call them RR.    

 

Also pieced together the krieg weapon teams with flamers cause why not?

 

20250926_075018.thumb.jpg.90f677baf7f6b51fe488ee29f0e61eaa.jpg

 

On that note, another discussion in the forums got me thinking about a combined arms force. Something of a quickish recon force supported by knight armigars instead of the bulkier Russes. 

 


Force recon (990 points)

Astra Militarum
Incursion (1000 points)

 

Recon Element

CHARACTERS

 

Cadian Castellan (80 points)
  • Warlord
  • 1x Laspistol
    1x Power fist
  • Enhancement: Guerrilla Honours

 

Cadian Command Squad (70 points)
  • 1x Cadian Commander
    • 1x Laspistol
      1x Power fist
    • Enhancement: Survival Gear
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Grenade launcher
      1x Laspistol
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Medi-pack
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard

 

BATTLELINE

 

Cadian Shock Troops x2 (240 points)
  • 2x Shock Trooper Sergeant
    • 2x Close combat weapon
      2x Sergeant’s autogun
  • 18x Shock Trooper
    • 18x Close combat weapon
      2x Grenade launcher
      14x Lasgun
      2x Plasma gun
      1x Vox-caster

 

OTHER DATASHEETS

 

Attilan Rough Riders (60 points)
  • 1x Rough Rider Sergeant
    • 1x Hunting lance
      1x Lasgun
      1x Laspistol
      1x Steed’s hooves
  • 4x Rough Rider
    • 4x Hunting lance
      4x Lasgun
      4x Laspistol
      4x Steed’s hooves

 

Kasrkin (110 points)
  • 1x Kasrkin Sergeant
    • 1x Hot-shot laspistol
      1x Power weapon
  • 9x Kasrkin
    • 9x Close combat weapon
      3x Hot-shot lasgun
      1x Hot-shot laspistol
      1x Hot-shot marksman rifle
      2x Hot-shot volley gun
      1x Melta Mine
      2x Plasma gun
      1x Vox-caster

 

ALLIED UNITS

 

Armiger Helverin (140 points)
  • 2x Armiger autocannon
    1x Armoured feet
    1x Questoris heavy stubber

 

Armiger Moirax (150 points)
  • 1x Armoured feet
    1x Lightning lock
    1x Rad cleanser
    1x Siege claw

 

Armiger Warglaive (140 points)
  • 1x Meltagun
    1x Reaper chain-cleaver
    1x Thermal spear

 

Though I could replace the Cadian Castellan with another command squad, I’d lose an order but could spread the orders better and have two blocks for them as opposed to one. Something to think on and allows me to use some knights on the side and even possibly paint up a new squad just for this type of support role.  
 

  • 1 month later...

So the Orktober magabattle was a hit, if long. I didn’t get as much done as I wanted, but the EO gave me props for doing what I did. As a defender I was allotted 1000 points to bring which was some guard and tanks, plus since I had the rules I was rolling for the fortifications.  Amazingly with the support of several Imperial players, we managed to survive five turns of orky assault. Not sure if the points were even, but everyone had at least one unit still survive to the end. Personally only lost a field artillery, Krieg command squad and a Leman Russ. For the Fortifications they really weren’t attacked, the Firestorm Redoubt was destroyed, but the Fortress was mostly unscathed. In the end I managed to drop 15 ork units, complete my secret mission and walked away with a squad of grots as a door prize. Was fun.

 

The EO took a video flyby of the start, we had a few more people drop in as the event went on. Link to an album of mine and any other picts i could find of the battle here

 

Managed to finish at least one vehicle, the Dorn. I lost the top hatch to the Deathstrike so didn’t count it as completed for the event, I’ll get picts posted later. 
 

On 2/20/2025 at 11:14 PM, The Pounder said:

I’m liking the use of the Solar Auxilia for your Guard!

 

I’m planning on using their Russes for the 3rd.

 

Good job on the Artillery and the Lord Solar (apologies for not remembering her name)

Yea. Based on the backstory of my Cult...uh...PDF, I enjoy using the HH stuff for my guard also. Gives it a little more of a personalised feel. 

On 11/8/2025 at 1:47 PM, Tallarn Commander said:

Looks like ya'all had a great time! That's a lot of Orks!

These bouts are a blast as it allows me to field things I general don't get the chance to. In this case the fortifications. I'll be back to them later. I have another set of terrain to paint for an event next month. 

 

I was greatly surprised I survived as long as I did, but that's ork shooting for you. Once a few units got into melee they starting wrecking but that wasn't until round 3/4. Also I did do a lot of kill stealing during that event.

 

 

  • 2 weeks later...

So I got in a game over the weekend. Small 1K bout versus a newish Necron player. I modified the recon list, dropping the castellan and enhancements to add in another cadian command squad and a commissar. Also due to not being able to find the models, swapped the gear of three sgts to laspistol/chainsword. Need to find those other tommygun sgts I know I did. Full list in spoiler:



Force recon (1000 points)

 

Astra Militarum
Incursion (1000 points)
Recon Element

 

CHARACTERS

Cadian Command Squad x2 (140 points)
  • 1x Cadian Commander
    • 1x Laspistol
      1x Power fist
    • Enhancement: Survival Gear
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Grenade launcher
      1x Laspistol
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Medi-pack
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard

 

Commissar  (30 pts)
    1x Power Weapon
    1x Plasma Pistol

 

BATTLELINE

Cadian Shock Troops x2 (240 points)
  • 2x Shock Trooper Sergeant
    • 2x Close combat weapon
      2x Sergeant’s autogun
  • 18x Shock Trooper
    • 18x Close combat weapon
      2x Grenade launcher
      14x Lasgun
      2x Plasma gun
      1x Vox-caster

 

OTHER DATASHEETS

Attilan Rough Riders (60 points)
  • 1x Rough Rider Sergeant
    • 1x Hunting lance
      1x Lasgun
      1x Laspistol
      1x Steed’s hooves
  • 4x Rough Rider
    • 4x Hunting lance
      4x Lasgun
      4x Laspistol
      4x Steed’s hooves

 

Kasrkin (110 points)
  • 1x Kasrkin Sergeant
    • 1x Hot-shot laspistol
      1x Power weapon
  • 9x Kasrkin
    • 9x Close combat weapon
      3x Hot-shot lasgun
      1x Hot-shot laspistol
      1x Hot-shot marksman rifle
      2x Hot-shot volley gun
      1x Melta Mine
      2x Plasma gun
      1x Vox-caster

 

ALLIED UNITS

Armiger Helverin (140 points)
  • 2x Armiger autocannon
    1x Armoured feet
    1x Questoris heavy stubber

 

Armiger Moirax (150 points)
  • 1x Armoured feet
    1x Lightning lock
    1x Rad cleanser
    1x Siege claw

 

Armiger Warglaive (140 points)
  • 1x Meltagun
    1x Reaper chain-cleaver
    1x Thermal spear

 

Necrons was a Cnoptric Crypt with the new KT models, twin Doomsday Stalkers, block of warriors lead by a technomancer, squad of Skorpekh Destoryers lead by a Lord and a scarab swarm to fill points. 

 

Mission was simple, Purge the Foe on Dawn of War setup. Terrain was a large church (sealed building) just off center, ruins and forests scattered about. He deployed his two stalkers on either side of the church, one on his home objective, the other above the flank objective. Warrior block was placed on the left flank with the scarabs, Skorpekh and the geomancer to the right. I had both cadian squads and the moriax on the right with the karskins, RR and the other two armigars on the left.

 

20251122_145756.thumb.jpg.f2fb735c95cc34fb8aea097e466cfbf1.jpg20251122_145805.thumb.jpg.2f46f54ed505f7ddc61045f5de66508a.jpg

 

Got first turn, scouted the karskins up to the left objective while the Geomancer moved forward along the right flank. I pushed most of the army forward. The cadian squad with the commissar took both the center and right objectives, Karskins and RR tapped the left objective. I had drawn Sabotage and recover assets, so held the other cadian squad back to do the recovery, RR did the mid-field action. Karskins started sabotaging the center church. Shooting was light, he used a lone op strat on one of the doomstalkers so the armigars focused what they had on the warriors, dropping half a dozen. Moriax fired at the Geomancer’s group and dropped a pair of the macrocytes following him. Got the assets and he took his turn. He pulled poorly on secondaries, Engage on all fronts and assassination. He closed in his flanks, the doomstalkers staying put. One fired off at the forward cadian squad, vaporizing a few. The other took shots at the warglaive and managed to get a shot thru. Warriors took to trying to drop the karskins but only dropped one. He wasn’t about to charge the geomancer into my moriax and nothing else was close but the scarabs for a long bomb charge that he failed. The karskins finished their mission and my opponent discarded engage. 

 

Next up I got Bring it Down and Cull the horde, both targets in sight for them. Got full for objectives (controlled all but his) and orders were easy, take aim for the cadians, first rank/second rank for the karskins and Fix bayonets for the RRs. Mid-feild cadian squad closed ranks towards the right objective, the other squad moved up to link up. Moriax pulled back behind a line of cadians. Knowing the Skorpekh, I did not want to be charged. They were just in range of my rad cleanser. RRs moved almost point blank to the doomstlalker, warglaive got into position to assault the warrior block. Helverin moved to support the karskins. RRs shot a scarab on their way, the armigars fired their main guns on the doomstalker but failed to do any damage. Secondaies against the warriors did better. Karskins put their volley into the warriors and dropped a few more. On the other flank, all fire went into the Skorpekh and managed to down one and wound another. RR charged the doomstalker and obliterated it, so much so it exploded, taking one horse with it and wounding another. The warglaive charged into the warriors and dropped nearly half the remaining unit. Bring it down secured.

 

20251122_161347.thumb.jpg.cd7c8b685d46a67dc946431d829a64b8.jpg

 

Opponent drew display of might, regen’d some warriors and got enough to bring the lost scoptek back with a wound. They then moved to assault the cadian line, the geomancer moving slightly to the side. After seeing what the RRs did the other doomstalker, the other one focused on the RR and vaporized them. Few shots from the lord and geomancer killed a few guardsmen. He then assaulted the front cadian squad with the destroyers and managed a combined charge with the geomancer to the moriax and the other cadian unit. Scarbs jumped on the karskins. The moriax fired OW on the destroyers and managed to redrop the one that came back, not that it helped that much. Skorpekh started by blendering the cadian unit, wiping them to a man. I activated counter offensive and the other cadian unit almost manage to take out the geomancer, taking out the macrocytes to free up the moriax. Karskins lost two to the scarbs and took out a swarm in return. Geomancer killed a guardsmen, the warrior unit didn’t do anything but the spyders attached to the technomancer got a wound on the warglaive, who then nearly wiped out the warriors. Wiping out the cadian unit got him assassination (commissar plus command squad), plus he killed more than I did. He dropped might. 

 

20251122_161734.thumb.jpg.824b5145c6356e1cdb529bf048846f09.jpg

 

Game was still pretty close. Drew assassination, did fixed bayonets cause was going to be in combat. Helverin moved into to get a firing solution on the doomstalker and took three wounds for it’s trouble via OW. Moriax laid into the Skorpekh but failed to kill any and the helverin only managed to get one round thru the doomstalker’s shields. The warglaive managed to melt only a single warrior, pistols did nothing for the guardsmen. Moriax charged into the destroyers and only manged one kill, the lord nearly killing it in the return. Cadian officer managed to take down the geomancer with her powerfist. The karskins lost one to a scarab detonation, but none to the swarm and killed the last one. The warglaive finally killed the last of the warriors and wounded a spyder which wounded the armigar in return. He drew Area denial and Bring it down. He took his shot at the helverin, but only managed to get another shot thru my shields. Back to melee the moriax struck first and true and crushed the remaining scorpekh and the crush the lord only just. The warglaive mange to finish the technomancer and his spyders after taking a wound and he called the game at that point. Score called at 48-39. 

 

He was 9 pts behind after all said and done. But with only the doomstalker on his home objective left I more of my army intact I gave him Bring it Down since it was a good chance he kill one of the armigars when i moved (most likely the moriax), but I had all the other objectives and the lead. 

 

So overall not bad. Some crap rolls form the armigars didn’t help, but the RRs did their job beautifully, hopefully next time i use this force they will get more then one charge off. I also didn’t use any of the detachment strats. Something I’d like to do later.

 

On the modeling front, I sprayed a unit of death riders to stand in for my rough riders during the game. Going to spray the rest and the krieg HW teams later so I have stuff to paint over the winter. I do need to do some house cleaning to get all my guardsmen in line. They got moved around since I used them for the 100 man vs a gorilla event a few months ago.

 

Also found out that GW did a CP for the Tempetus based around their old Getting Started box. A box I have two of right now. So once I see how many Tempetus I have, need 20 plus command squad, I’ll fill that in though going to piece together a turox with the missile rank since that is what is in the CP

 

Also I own you guys picts of what I have finished so far.
 

  • 1 month later...
1 hour ago, Tallarn Commander said:

Thank you for the fun batrep! Both armies and the terrain look wonderful.

 

Thanks, hopefully I'll get more in as I work on the guard between the CP magazine kits I'm getting. 

 

Next project is to mag all the infantry so i can transport them in the new(ish) case I have.

  • 5 weeks later...

Bit of an update.

 

Started work on the death riders in between working on the CPs I’m building. 

 

20260130_075537.thumb.jpg.4944a9fa3991810a21a1d36b5206b320.jpg

 

I ordered some more heads so I can get to work on the Tempestus CP since I just need a squad to finish it. Here’s the half track Turox I built for it. Just have to add the storm bolter and once the weather warms up I’ll spray it. 

 

20260130_075645.thumb.jpg.0c667429746258dc241cb1a2e099195e.jpg

 

I might be dropping some battle reports soon as FLGS has started a 500 worlds campaign and I was drafted (yes, drafted) into the Reclaimers side, specifically my guard and tau. Since this campaign is on the south side of the rift the 386th is technically not involved, but will be using all my old human guard units/models, at least as much as I can. So this will be interesting as it does restrict what I can use. Not by much, but no krieg units at least. Will try and keep you all appraised on the goings on once the turn is done.
 

Tales of the Vanguast Front (Week 1)

 

Got in three games over this week. Two defensive and one attack, Two of them with the guard and one with the Tau.

 

I built a base defense list for both factions at 1K to keep the games quick and light so if possible I could do multiple games in a day. Later I’ll look into larger games, but the theme will be using at least 25% of the list on fortifications. My 1K list is more towards a third, list in spoiler below:

 

 


+ FACTION KEYWORD: Imperium - Astra Militarum
+ DETACHMENT: Grizzled Company (Ruthless Discipline)
+ TOTAL ARMY POINTS: 990pts
+
+ WARLORD: Char1: Cadian Command Squad
+ ENHANCEMENT: Spec Ops Veteran (on Char2: Commissar)
+ NUMBER OF UNITS: 10

Char1: 5x Cadian Command Squad (65 pts)
• 4x Cadian Veteran Guardsman
    1 with Close combat weapon, Grenade launcher, Laspistol
    1 with Master vox, Close combat weapon, Lasgun
    1 with Medi-pack, Close combat weapon, Lasgun
    1 with Close combat weapon, Lasgun, Regimental standard
• 1x Cadian Commander: Warlord, Power fist, Laspistol
Char2: 1x Commissar (45 pts): Bolt pistol, Power weapon
Enhancement: Spec Ops Veteran (+15 pts)
Char3: 1x Tech-Priest Enginseer (45 pts): Enginseer Axe, Mechanicus pistol, Servo-arm

20x Cadian Shock Troops (120 pts)
• 18x Shock Trooper
    13 with Close combat weapon, Lasgun
    1 with Vox-caster, Close combat weapon, Lasgun
    2 with Close combat weapon, Grenade launcher
    2 with Close combat weapon, Plasma gun
• 2x Shock Trooper Sergeant: 2 with Close combat weapon, Sergeant's autogun
20x Cadian Shock Troops (120 pts)
• 18x Shock Trooper
    13 with Close combat weapon, Lasgun
    1 with Vox-caster, Close combat weapon, Lasgun
    2 with Close combat weapon, Grenade launcher
    2 with Close combat weapon, Plasma gun
• 2x Shock Trooper Sergeant: 2 with Close combat weapon, Sergeant's autogun

1x Aegis Defence Line (145 pts): 
3x Cadian Heavy Weapons Squad (65 pts): 3 with Autocannon, Laspistol, Weapons team close combat weapons
2x Field Ordnance Battery (110 pts): 2 with Battery close combat weapons, Bombast field gun, Lasgun, Laspistol
1x Hydra (95 pts): Armoured tracks, Hydra autocannon, Hunter-killer missile, Heavy bolter
1x Wall of Martyrs Bunker [Legends] (180 pts): Icarus lascannon

 

For the first game I was defending against Orks. Using the 1K list above I was facing,

 

GharzGulla Thraka
20 boys with slugga and choppas and 2x rackit launchpad
2x 10 grot squads with runtherder
2x Breaker Boys squads in Trukks
3 ork Meganobz unit with all killsaws.

 

Mission was Planetary Bombardment, defender has to stop the attacker from destroying three objectives. One was on his deployment zone edge, the other two in no-man’s land. They have to control the objective for a number of turns before it’s removed. Deployment zones is a reverse of Crucible of Battle. Attacker gets to infiltrate three units as well as go first. 

 

20260131_142221.thumb.jpg.309bd91d5317109af0fd4387298a2dfc.jpg20260131_142236.thumb.jpg.e99899268f9ca13153d43d5b6e59a895.jpg

 

This meant I had to get out of the defense line, but oh well. He placed a grot squad on the objective lining his deployment zone, then infiltrated the other to take the objective closest to me and the meganobz to take the other in no-man’s land. The trukks were on the flanks while Gharz and his boys were just back from center. I had the HW team in the bunker, the cadian squad with a command squad manning the aegis line. The commissar lead a cadian squad a bit forward to take on the meganobz, with the Hydra behind the bunker with it’s enginseer attendant. Attacker got first turn so the trukks roared forward. The one up by the grot flank didn’t have a sight line or the range to hit anything. The other fired on the commissiar’s unit but missed as is orky shooting. Ghraz’s group shifted towards the bunker and commissar unit. 

 

Took this chance to move forward, The command lead squad leapt over the wall and into the ruins as much as they could. Prepping for a rapid fire volley, the commassiar squad moved forward and took shots at the trukk, damaging it but not destroying it. The command squad had better luck. Not only destroying the vehicle, but not all the passengers got out either. They also almost wiped out the grot unit to a greenskin. The Hydra and bunker focused fire on the meganobz, but between the cover and their ‘eavy amour none of them fell. The bomblasts launched into the target rich boyz unit, killing three, something they did manage to do every round, slowly whittling down the squad.

 

The commissar managed to hold the breaker boys off for two full turns before being wiped out. While doing this the bunker, HW team and hydra took out the trukk and got the breakers down to just a few boyz. The HW team and Hydra made their way along the aegis line to help give cover fire to the command unit. 

 

The Command unit was the MVP, not only did they take two of the objectives, but manage to blunt the breaker charge and Ghraz’s boyz charge with some fine overwatch shooting. When the breaker boyz moved to near point blank charge range the cadians overwatched and between some luck and the extra re-rolls from Grizzled managed to drop them to just two boyz. They lost a few men, but pulled back an move, move, moved to the other objective. The last breaker dropped by the hydra heavy bolter. The grots didn’t manage to hurt the cadians and didn’t charge either.

 

20260131_143008.thumb.jpg.3593de0d954cbc4b6e835fb860d3884e.jpg

 

This gave me a round to consolidate and wipe the squad before they could destroy the objective. While this was all happening Ghraz was doing a circle in the center of his deployment zone and headed for the command unit. Only making it to charge range in the final round and the boyz kept Ghraz from getting into combat. A few more boyz fell to overwatch and even one to melee. The cadians then fell back just enough to give the HW team, FOB and Hydra the ability to fire on the dwindling horde. After all was done, only Ghraz remained of his squad and the game was over.

 

20260131_155943.thumb.jpg.c7b34ad7ab47c4faa3dbaa8a85ae2d20.jpg

 

The meganobz never left their post at the objective, they managed to destroy it in round 3, but the Wauugh was called turn 2. So they were way out of position from the action. Score ended up being 60-30 for the guard.

 

I lucked out hard in this with the OWs, that unit was getting 6+ hits and just as much wounds with the good stuff. Ghraz getting confused was also a boon and he would have wiped which ever squad he actually got to grips with. 

 

Second game was a Seize Power Base versus a Word Bearer player. Deployment is Dawn of War with the no-man land objectives being placed by the defender. In this case the Word Bearer player. They were set mostly along the center line, so not really different.  He got to choose the theater, which he took Xenoflora and rolled predatory plants. Basically Desperate Escape tests for falling back, -1 on test if battle-shocked. So once we got into combat, we were not really leaving. 

 

I used my Force Recon list with Armigar support

 


Force recon (1000 points)

Astra Militarum
Incursion (1000 points)
Recon Element

CHARACTERS

Cadian Command Squad (65 points)
  • 1x Cadian Commander
    • Warlord
    • 1x Laspistol
      1x Power fist
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Grenade launcher
      1x Laspistol
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Medi-pack
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard

Cadian Command Squad (65 points)
  • 1x Cadian Commander
    • 1x Laspistol
      1x Power fist
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Grenade launcher
      1x Laspistol
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Master Vox
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Medi-pack
  • 1x Cadian Veteran Guardsman
    • 1x Close combat weapon
      1x Lasgun
      1x Regimental Standard

Commissar (30 points)
  • 1x Plasma pistol
    1x Power weapon


BATTLELINE

Cadian Shock Troops (120 points)
  • 2x Shock Trooper Sergeant
    • 2x Close combat weapon
      2x Sergeant’s autogun
  • 18x Shock Trooper
    • 18x Close combat weapon
      2x Grenade launcher
      14x Lasgun
      2x Plasma gun
      1x Vox-caster

Cadian Shock Troops (120 points)
  • 2x Shock Trooper Sergeant
    • 2x Close combat weapon
      2x Sergeant’s autogun
  • 18x Shock Trooper
    • 18x Close combat weapon
      2x Grenade launcher
      14x Lasgun
      2x Plasma gun
      1x Vox-caster

OTHER DATASHEETS

Attilan Rough Riders (60 points)
  • 1x Rough Rider Sergeant
    • 1x Hunting lance
      1x Lasgun
      1x Laspistol
      1x Power sabre
      1x Steed’s hooves
  • 4x Rough Rider
    • 4x Hunting lance
      4x Lasgun
      4x Laspistol
      4x Steed’s hooves

Kasrkin (110 points)
  • 1x Kasrkin Sergeant
    • 1x Plasma pistol
      1x Power weapon
  • 9x Kasrkin
    • 9x Close combat weapon
      3x Hot-shot lasgun
      1x Hot-shot laspistol
      1x Hot-shot marksman rifle
      2x Hot-shot volley gun
      1x Melta Mine
      2x Plasma gun
      1x Vox-caster


ALLIED UNITS

Armiger Helverin (140 points)
  • 2x Armiger autocannon
    1x Armoured feet
    1x Questoris heavy stubber

Armiger Moirax (150 points)
  • 1x Armoured feet
    1x Lightning lock
    1x Rad cleanser
    1x Siege claw

Armiger Warglaive (140 points)
  • 1x Meltagun
    1x Reaper chain-cleaver
    1x Thermal spear

 

He had the following:

 


Word Bearers (1000 points)

Chaos Space Marines
Strike Force (2000 points)
Pactbound Zealots

CHARACTERS

Chaos Lord (90 points)
  • Mark of Chaos: Nurgle
  • 1x Daemon hammer
    1x Plasma pistol

Dark Apostle (65 points)
  • Mark of Chaos: Chaos Undivided
  • 1x Dark Apostle
    • Warlord
    • 1x Accursed crozius
      1x Bolt pistol
  • 2x Dark Disciple
    • 2x Close combat weapon

Heretic Astartes Daemon Prince (180 points)
  • Daemonic Allegiance: Khorne
  • 1x Hellforged weapons
    1x Infernal cannon
  • Enhancement: Talisman of Burning Blood

Master of Executions (80 points)
  • Mark of Chaos: Khorne
  • 1x Axe of dismemberment
    1x Bolt pistol

Master of Possession (60 points)
  • Mark of Chaos: Tzeentch
  • 1x Bolt pistol
    1x Rite of Possession
    1x Staff of possession

BATTLELINE

Legionaries (90 points)
  • Mark of Chaos: Nurgle
  • 1x Aspiring Champion
    • 1x Boltgun
      1x Close combat weapon
      1x Heavy melee weapon
  • 4x Legionary
    • 4x Bolt pistol
      3x Boltgun
      1x Chaos Icon
      4x Close combat weapon
      1x Havoc autocannon

OTHER DATASHEETS

Accursed Cultists (195 points)
  • Mark of Chaos: Chaos Undivided
  • 10x Mutant
    • 10x Blasphemous appendages
  • 6x Torment
    • 6x Hideous mutations

Possessed (240 points)
  • Mark of Chaos: Tzeentch
  • 1x Possessed Champion
    • 1x Chaos Icon
      1x Hideous mutations
  • 9x Possessed
    • 9x Hideous mutations

 

For this mission he got to infiltrate three units and I got to give Scout 6” to three units. He infiltrated the cultist, possessed, and daemon prince. I scouted the rough riders for better flak run and a cadian squad on the other flank by the possessed. Facing the cultist and prince was the rough riders, a cadian squad with command and both the helverin and moriax. Kaskrins scouted up the center. Facing the possessed was the warglaive, cadian squad with command and commissar. Since attacker got first turn I continued to move up. I opted for first rank, second rank on all three units, commissar giving the kaskins duty and honor. Moriax and the warglaive moved into position to assault their targets with the rough riders getting almost behind the cultist/prince. 

 

20260201_151450.thumb.jpg.185bb54087c2486cb7fc1ae3f2169d9d.jpg

 

Took my shots and did ok. Focused fire from the warglaive, karskins, and cadian unit killed four of the possessed even with them getting stealth. I fired the the cadians into the cultist to lure them in, maybe into the moriax nearby. But I had the rough riders too close and they ended up being the target and were swept up. The moriax failed to wound the daemon prince in shooting as did the helverin. The moriax and warglaive charged in, the moriax managed to do a decent amount of wounds to prince, but was nearly killed for it’s troubles. The warglaive was not so either. Only killing one possessed and being dropped to near half in the process, but it did costy him his dev wounds ability. I lucked out in that my opponent did his retaliation strikes out of order and swung first with the possessed. This gave my rough riders at least one round to attack. They managed to take out the last of the mutants before the torments ripped them apart. 

 

In his turn he moved up the legionnaires towards the center objective that was held by the karkins and open fire, only managing to kill one.  The master of execution moved in to assist the prince. He managed to finish off the moriax, the possessed regenerated one of their numbers only have it dropped again by the warglaive before he was taken out by them. The legionaries charged into the karskins, losing one to OW. They took the charge and lost three of their numbers but dropped another traitor. 

 

Now engaged I went defensive with the karskins, with Take Cover and Fix Bayonets. Cadians by the possessed shifted to take the possessed objective and Take Aim incase of them stealthing again. Since he forgot about the cultists, but I didn’t First rank, Second rank. He stealthed the possessed which meant I only managed to drop a single one and wounding another. The cadians managed to take out all but one tormented, the helverin got an autocannon round thru the prince’s armour, nearly finishing it. 

 

Rest of the game was a melee, the torment got into the cadains, killed a few and got wiped by the brave guardsmen. The executioner moved past the cadains to take the helverin and died to a stomp and autocannon round. The prince healed one turn, failed the charge to support the cultist charge. Coming in the next turn getting dropped to a single wound again and dying to a tank shock from the helverin.

 

20260201_170641.thumb.jpg.88407a97053d16cb961d9e445bc1f4f3.jpg

20260201_170636.thumb.jpg.ccde89da582fa9db7b0046c6591bbb0b.jpg

The karskins managed to take out the legionnaires and wound the lord before he killed them. The possessed wiped out the cadian unit by precisioning shot the commissar and I failed the battleshock so couldn’t Take Cover which was saving my hide for several rounds of combat. The helvervin lead the cadians to hold two of the three objectives at game end. The helverin having finished off the lord in my last shooting turn.  

 

20260201_170638.thumb.jpg.9164ebd11d2a29397c913ed85d2d1704.jpg

 

It was a close game and a hard won victory paid in blood. 

 

In hindsight this only happened cause he forgot about the cultist for a turn. Also I had an armoured company list, but I doubt it would have done better. 

 

I’ll include the most recent map via a link. After the first round we have a three way tie, not surprising. My guard are on the defensive this round with Tau going on the offensive. Since I’ve been having trouble going on the details of the battles I might try a narrative overview style on the week to week that take part in. 
 

Edited by Focslain

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