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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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  • 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.

  On 2/18/2025 at 2:24 PM, The Pounder said:

Great work @Focslain!

 

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

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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.

 

  On 2/18/2025 at 5:57 AM, 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.

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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

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386th CIC group 2k

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Thanks for reading.

 

Edited by Focslain

@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. 

 

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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.

 

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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. 

 

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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.
 

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