Wednesday, 11 September 2024

Into the Maelstrom

When Matt suggested a game of 2nd edition 40k, I saw it as an opportunity for my nascent Astral Claws/Tyrant's Legion army to hit the table in anger for the first time.

They would be facing Matt's Squats in what most likely is a pre-Badab War incursion into the Maelstrom to drive out undesirable enclaves, such as Squat prospectors operating without Imperial (or more pertinently, Lugft Huron's) sanction.


My Astral Claws featured all the models I'd painted so far tooled up to the nines to reach 1000 points:

Captain - Power Sword, Combi-Plasma, Bionic Eye, Displacer Field, Melta Bomb
Company Standard - Chainsword, Bolt Pistol, Krak Grenade, Banner of Macragge Badab
Tactical Squad - Flamer, Missile Launcher, Krak Grenades
Tactical Squad - Flamer, Heavy Bolter, Krak Grenades




Matt's Squats were a more varied bunch as he has been working on them longer and had more to choose from.

Warlord with Plasma Gun
Battle Standard Bearer in Squat Exo-Armour
Engineseer Guildmaster with Servo Arm
Ancestor Lord with Power Sword
Attack Squad with Bolt Pistols and Power Axes
Thunderer Squad with Plasma Gums
Thunderer Squad with 2 Lasguns, 2 Heavy Bolters and Missile Launcher 
3 Heavy Weapons Bikes with Multi-Meltas




Matt drew the mission Take & Hold, meaning that he woul have to move into the centre if the board, whereas I pulled the Assassins mission. This meant that unless Matt advanced his Warlord into harms way, the lack of speed in my army meant I would have very little chance of achieving my mission and would have to focus on stopping Matt achieve his.

Mat deployed with his squads and characters directly facing his objective with his Bikes on the flank, clearly aiming to move around my lines and cause all kinds of problems.


Somewhat predictably I split my force into combat squads. Two squads faced the main Squat force whilst one was positioned to intercept to inevitable flank attack.

One of my combat squads, the one with the missile launcher, was delayed by Matts cunning use of a strategy card 

Astral Claws Turn 1


Without the range to hurt the Squats, most of my line advanced whilst the delayed missile launcher squad finally arrived.


Only the heavy bolter could fire and it spat shells at the Thunderer squad with the heavy weapons and felled three of them.

Astral Claws 1 - Squats 0

Squat Turn 1


As the Heavy Weapons Bikes whizzed over the hill I remembered that templates were a thing in 2nd edition 40k and realised that I should probably have spread out my flank guards.


Meanwhile, the remaining Squat squads and assorted characters advanced towards the centre of the table, hugging as much cover as was possible.


Sure enough, the multi-meltas opened up and obliterated my combat squad in a devastating salvo.

That could have gone better...

Astral Claws 1 - Squats 2

Astral Claws Turn 2


Fortunately for me I had the Reinforcements strategy card and so my destroyed unit was able to come immediately back onto the board and take aim at the bikes.


Desultory fire spattered towards the Squats in cover but failed to inflict significant damage barring the Captain, whose Combi-Plasma opened up and fried the Squat Standard Bearer, despite it wearing Exo-Armour 


Bolter fire managed to kill one of the bikers, causing the bike to veer out of control and into some rocks. The gunner still lived, however, meaning that he bike was salvageable.

Astral Claws 2 - Squats 2

Squat Turn 2


Multi-meltas roared again, but the shots went wide and only two marines were killed. The gunner of the out of control bike managed to clamber into the driver's seat and head back towards the action.


Plasma gunners in the ruins failed to make an impact on the power armoured Marines.


Meanwhile, the Squat Warlord lurked behind a ruined temple, risking the occasional pot shot. Without any means to get to him, this subject cowardice meant that my objective would remain totally out of reach for the rest of the game.

Astral Claws 2 - Squats 2

Astral Claws Turn 3

With the battle half over, I was aware that I would need to do something about the cluster of Squats heading for their objective in the centre. If they captured it, victory would surely be theirs.


Therefore I launched an all out attack. The Company Standard's squad ran into the open and hurled frag grenades into the ruins where the plasma team were lurking. The resulting explosions killed all but one of them.


In typical fashion, a fumbled attack saw a grenade detonate in a Marine's hand. Fortunately, power armour saved all caught in the blast.

Grenades also flew out towards the Squat Attack squad nearest the objective, killing two of them as well.


The missile launcher squad turned their fire onto the bikes, killing another driver, causing a second bike to veer out of control.

Astral Claws 3 - Squats 2

Squat Turn 3

The out of control bike crashed into the cargo crate, but the remaining two bikes headed directly for the missile launcher squad aiming to get behind the Astral Claws for the final turn.


However, the remaining multi-meltas shit wide and the twin-linked bolters only managed to kill a single Marine.


Meanwhile, shots rang out across the battlefield as the Squats poured fire into the attacking Marines in an attempt to clear the objective.

When the smoke cleared, both squads had been reduced to half strength, but the Astral Claws were still a threat to the objective.

Astral Claws 3 - Squats 4

Astral Claws Turn 4

I had two goals. Firstly, I needed to get enough Marines close enough to the objective to deny it to Matt, and I needed to kill enough models to win the day.


My remaining troops rushed forward, the closest forgoing the opportunity to shoot in order to get in range of denying the objective. However, enough shots did hit home to reduce the Squat Attack squad to a single Space Dwarf.

Bolter fire dost put towards the bikes, killing the two drivers of the damaged vehicles, and sending them out of control again, but worryingly leaving one fully operational.

I'd made my final play and now had to hope that Matt couldn't manage to kill two Marines and claim his objective.

Astral Claws 5 - Squats 4

Squat Turn 4

In a totally unsurprising move, the Living Ancestor and the last member of the Attack Squad charged the Marines contesting the objective whilst a crew less bike passed behind them to no effect.


Meanwhile, the remaining bike bore down on the remnants of the missile launcher squad and unleashed all of its weapons at them.


The multi-melta struck home and ripped through. The Marines in a devastating display of firepower. A single Marine emerged from the conflagration only to be gunned down by the bikes twin-linked bolters.


This blow swung the battle in the Squats' direction and now the outcome depended on the vicious close combat taking place around the objective.


In an attempt to behead my force Matt opened fire on the Captain only to have the shots saved by his displacer field which then propelled him directly into combat with the Living Ancestor.

Blades flashed and one Marine was cut down before the two champions came to a stalemate. In an attempt to tip the balance, the Ancestor parried and handed victory to the Captain.

His power sword whipped out but only managed to score a single wound, leaving the ancient Squat injured, but still standing.

Astral Claws 5 - Squats 6

A close end to a close game which ultimately could have gone either way. It was a reminder the 2nd edition is loads of fun, and in my opinion especially so when it's not being dominated by psychic powers. I do think the tables will turn in my favour when I have more to play with than just Tactical Squads.

The narrow loss also fits the background of of the Badab War as it exactly the kind of situation that would cause the Astral Claws to petition for more aid in pacifying the Maelstrom and build their frustrations when their petitions are ignored.


Observant readers will have noted the two new arrivals in the form of the Captain and the Company Standard. 


These two were completed whilst I was on holiday and I did something I've never done before and took a small tin of paints with me to keep myself occupied in down time on our cruise, making them the most marine Marines I've ever painted.


The exact format of the Badab War project which is being done by Arbitor Ian's YouTube channel still hasn't been formally outlined but I believe it will focus on building escalating forces for Kill Team, Combat Patrol, Boarding Actions and then finally 40k 10th edition.

Therefore my choices of miniature are being dictated by those parameters and also the Tyrant's Legion list in Imperial Armour: The Badab War.. 


As I'm intending to use Chaos rules for my forces, mainly because they offer a wider range of firstborn profiles these days, but also because they also off Lugft Huron himself, my 'Captain' is destined to serve as an Aspiring Champion in both Kill Team and Combat Patrol, in fact his Combi-Plasma and Power Sword (Accursed Blade) handily matches up with profiles present in both those games.


His iconography doesn't scream Astral Claws, but it does tally with the fact that the chapter's action were driven by a desire to loyally serve the Emperor, but this fanatics devotion ultimately drove them into the arms of Chaos.

I've not finished his base as I'm trying to come up with an optional base system that potentially allows him to also serve as a Chaos Lord later on.

Similarly, this chap will serve as an Icon Bearer in my pseudo-Chaos force. I like the idea that the icon itself is the Maelstrom Warders symbol, as it was dedicated service to this duty that ultimately corrupted the Astral Claws.

My progress numbers have taken another hit as I received another batch of miniatures from old collections which had turned up when they friend that had the previously moved house. 

On the up side, this helped me to resist subscribing to the new Combat Patrol magazine.

Acquired: -16
Painted: 318
Lead Mountain: 719

Sunday, 8 September 2024

"You bring great evil here."

After the disaster that was passing through Moria, and despite objections from Boromir and Gimli, the Fellowship now head for respite in the the Golden Wood.

However, they are pursued by Goblins seeking vengeance for those that had fallen, and as the sun goes down, Legolas hears wolves howling in the hills around them.

The hunt is on.


And so we return to the Quest of the Ringbearer at last, and a depleted Fellowship desperately trying to reach the safety of Lothlorien before they are caught and surrounded by Goblins and Wargs.

Short on Wounds along with Might and Fate points, and hampered by the slow pace of the Hobbits, I wasn't too optimistic about my chances here. Especially as Matt would have Wargs appearing each turn, sometimes ahead of me.

My one chance was to keep moving and hope that Haldir's Elves would come to my aid in time.


I opted to cluster the Fellowship for mutual support and put the Hobbits in front as I'd have to move at the pace of the slowest. I also chose to head down the centre and avoid the sides of the table for fear of suddenly arriving Wargs.

In retrospect I could have gained a little ground on the Goblins by starting on a flank as they were limited to a single crossing point on the river and the speed of the Wargs meant they covered ground quickly anyway.


The Goblins massed to cross the river, but attempts to shoot were foiled by the Fellowship getting initiative (as they always do in the first turn and moving out of range.


Therefore the Goblin Archers joined the surge of bodies crossing the river as the Fellowship moved forwards as fast as they could.

I kept Aragorn, Boromir and Gimli behind the Hobbits as a barrier; Frodo escaping was a prerequisite for victory. However, Legolas was sent ahead to get help as with any Might or Fate points and with only a single Wound to his name, he wouldn't last long in a fight.


The first Wargs appeared, but as I had initiative, they came on behind the Goblins.


Realising that the Goblins would make up ground and gaining initiative would see them reach the Fellowship much more quickly than I'd like, Boromir launched himself into the leading elements of the enemy, trusting that the Horn of Gondor could allow him to slow down the pursuit.


Gimli followed suit. His high Fight and Defence characteristics making him ideal for the role of speed bump...or so I thought...


Meanwhile, Legolas made good time and triggered the arrival of Haldir's Elves quickly and arrows began flying into the oncoming horde to limited effect.


Half the Wood Elves maintained their fire whilst Haldir led a group to support Aragorn who was using his free Might point on turns that the Goblins won initiative to Heroic Move the Hobbits to safety.

However, the speed of the Wargs and the sheer numbers involved had allowed the enemy to surge past Boromir and Gimli, who were hacking their way through and Goblins the could reach.


To complicate matters, several Wargs had appeared on the flank of the Fellowship and we're racing to intercept Legolas' escape.


Then disaster struck as a surrounded Gimli fumbled his Fight roll and was brought down in a storm of blades.

Meanwhile, the Goblins swarmed into the Wood Elves and began bringing them down. Goblins were dying, but they could afford the losses.


More Wargs arrived from the eaves of the Golden Wood (ignore the riders) and Legolas' fate was sealed as well.


The tide of evil washed over the Fellowship whilst Aragorn and the Wood Elves struggled to hold it at bay. Frodo and Sam hacked their way clear of Warg and Goblin alike, whilst Merry and Pippin bravely ran interference 


However, the Hobbits' legs were too short and the Elves numbers too few to allow the Ringbearer to make a meaningful escape as even Aragorn fell to the onslaught.

Too many members of the Fellowship had fallen, and as darkness fell the Goblins cried out in victory.

Fortunately, in a edit suite in New Zealand, Peter Jackson looked at the footage of this battle and decided that the run time was already too long, and so as this scene wasn't in the books, it would end up on the cutting room floor.

(In case you weren't aware, there is actually a deleted battle scene shot for the movie which didn't even make it into the extended edition.)

More importantly, I wouldn't have to explain how the Fellowship survived this one as with everyone actually surviving the battle and Lothlorien being a rest point, I could happily move on to the next scenario with the party at full strength and all their wounds and points restored.

Which is just as well, as the next stop is Amon Hen and the breaking of the Fellowship.

Wednesday, 14 August 2024

"Where the warg howls...

 ...there also the Orc prowls."

That little proverb comes from The Fellowship of the Ring when the Fellowship are making haste to cross the Misty Mountains whilst pursued by the howling of wolves.

It's this pursuit that is one of the factors that drives the company into the Mines of Moria and leads to Gandalf's confrontation with the Balrog.

Anyway, I've painted so Warg Riders.


I've been procrastinating on getting these six models painted for some time, and it's led to a significant hiatus in my Quest of the Ringbearer campaign, as I needed more Warhammer for the next scenario, where I'll be studiously ignoring the riders.

However, I'm fully aware that I will also be needing a crap-ton of Warg Riders when Aragorn, Gimli and Legolas reach Rohan.


I've gone for a very quick and dirty approach to these models for a couple of reasons.

Firstly, I wanted to get them done, secondly I wanted them to match my existing Warg Riders and thirdly they are not especially nice miniatures. They particularly don't hold up well against the original metal sculpts.


I used much the same method as I have previously: paint colours, dowse in Agrax Earthshade. However, I did start the Wargs from a base of Basilicanum Grey contrast paint, which I haven't used before.

I have to say that it's a contrast paint I like, and I can see quite a lot of uses for in the future.

Other than that, there's not much else to say. There has been recent news that the Middle Earth Strategy Battle Game is getting a new edition in the not too distant future (and perhaps a less awkward name).

This might have some tie in to the upcoming War of the Rohirrim animated film, which at least opens up a new direction for the game. Hopefully the rules won't change too much.

This does mean that I might need to scoop up some of the campaign books I've been putting off buying for a long while, specifically The Scouring of the Shire.

I'm not sure I'll invest in a new edition, as I have the rules and miniatures I need and tend to only really play Matt (and occasionally Pete) and the current rules work perfectly fine.

I shall, however, keep an open mind.

Acquired: -70
Painted: 316
Lead Mountain: 667

Friday, 9 August 2024

We Are Legion

One of the many ways the the Tyrant of Badab broke with Imperial edicts was that he increased the size of his chapter to at least three times the standard strength of just 1000 Marines.

In order to replicate this rapid mass production of Marines, having no stores of gene-seed squirrelled away, I took to eBay and snapped up a cheap lot.

These are the Tactical Marines from the 40k fourth edition starter set, The Battle of Macragge, and appropriately, they had already been painted with enthusiasm as Ultramarines, and so needed stripping.

I normally strip miniatures with Dettol, which works fine on metal models, but is less than great with plastic. Therefore, I decided to invest in a tub of Biostrip 20, which I'd heard good things about.

I then proceeded to make a bit of a pig's ears if using the stuff (I used water to rinse them, which was a bad idea) and ended up with clumps of melted paint tucked away all over the models.

I then tried again (after faffing about trying to pick out the clumps with a needle) and made a better fist of things, although in the process neglected to clean up some mould lines.

I'm not totally happy with that part of the process, but at least I learned a few things.

However, I'm happy with the painting process, which I've now nailed down as a production line that's not too onerous for mass producing an army.

I followed the exact same process as for the first unit I painted, with the only change being that I've left the shoulder pads gloss varnished after doing the transfers as I feel this works better with the metallic armour.

According to the official Tyrant's Legion army list from the Imperial Armour: The Badab War book, each Legion Cohort (which is what they call a Tactical Squad) allows me to add heavy units from the main Space Marine list to the army, giving me some flexibility.

Despite this, I'm not sure I'm going to do any more Legion Cohorts for the time being. Firstly, I should probably include at least one HQ units to make the army playable, and then I want to include some more interesting units.

Acquired: -70
Painted: 310
Lead Mountain: 673

Sunday, 4 August 2024

Law & Order

"In the criminal justice system, the people are represented by two separate yet equally important groups: the police, who investigate crime; and the district attorneys, who prosecute the offenders. These are their stories."

Well, not quite.

In Patriot City, in the world of Freedom Force, Law and Order are not separate, but rather are two faces of the same hero.


An honest cop and a lawyer who was blinded by a mob hit, Law and Order were hit with Energy X whilst in witness protection and were fused so that only one of them can be active at a time.

In my play through of the original game, I've fought alongside Order as an NPC in one of the scenarios involving the gangster Pinstripe, and the two are available to recruit, but I've not gotten around to spending my prestige points on them yet.

These models are again from the Kitbash Games Glory Guard Kickstarter and are sold under the names Truth and Justice.

Law


Mild-mannered Sarah (no last name) was blinded in a mob hit on the Judge she worked for, and later almost killed in witness protection.

As Law, despite wielding a blade with deadly accuracy, she is primarily a protective hero, able to heal, shield and remove conditions for her ally.


Painting wise, yellow and white was never going to be a walk in the park, but I'm quite happy with how she turned out. I had several goes at the white, using washes, drybrushing and contrast paint until I got to a place I was happy with.

Conversely, the Averland Sunset I used for the yellow was a bit watery and ended up working quite well over a Grey Seer undercoat. A happy little accident.

All in all I'm really happy with how she came out. I didn't do the scales on her to nic because I'm not a masochist and they are also represented on her belt buckle.

Order


Officer Samson had been tipped off by corrupt cops to leave Sarah to her fate, but stayed to protect her despite his misgiving. 

As Order he is a classic 'brick' superhero, a heavy hitter with massive strength and toughness, but prone to flying into a berserk rage.


Although quite straightforward, I'm less pleased with my painting of Order. It might be to do with the darker palette, or it could be because of all the models from the set, this had most work to do on mould lines and filling bubbles.

I ended up finding him a bit of a chore. His skin is Mournfang Brown washed in Nuln Oil, whilst the tunic is highlighted Kantor Blue.

I probably need to put more work in to make the details pop, but I found the sculpt a bit of a paint to work around.

He's fine, but my least favourite to paint so far.


With Law and Order finished, I've now completed all of the heroes I own from the original game and have now put together almost the entire team. I still have a couple of characters from the sequel, Freedom Force Vs the 3rd Reich, along with an alternate version of Alche-Miss.

The notable characters I'm missing are El Diablo, Man-O-War and Bullet l, who are actually some of the characters that I use most when playing and I'm keen to include them. Finally there are the optional recruits of Blackbird, Iron Ox and Super Collider, who I'm less fussed about.


When I started this project, I never really thought that I'd get more than a handful of the team done given how specific the brief was. However, the fact that I now can field several different team lineups is largely due to Kitbash Games.

I also have several villainous groups to put against the heroes of Patriot City: Nuclear Winter's frozen forces; Pinstripe's gang of goons; Shadow's dark minions; and dinosaurs propelled through time.

I'm going to wait until I've played it before moving on to characters from Freedom Force Vs the 3rd Reich, however, I might put a bit of effort into the villains that I haven't yet put together: Mr Mechanical, Pan, Deja Vu and the Dominion.

In other news, I've picked up another couple of units for my Badab War project, and so I've gone backwards on the progress. I'm thinking that I might need some honest conversations about whether I'm going to keep some of the backlog that I don't look like getting to.

Acquired: -70
Painted: 300
Lead Mountain: 683