Championing Slaanesh

It has been a… minute… since my last Slaanesh post, which definitely wasn’t followed by a tire screeching drift into stealing genes, but with the launch of Emperor’s Children as their own faction in 40k coincides with the Chaos element of Hachette’s Combat Patrol magazine arriving, I think it’s about time to get back to the good old family values of She Who Thirsts.

Hopefully more to follow if I can stay on target and figure out how to do this blogging thing!

A Contrasting Experiment

Recently I’ve decided to do some experimentation with the (relatively) new citadel contrast paints for my Tyranid army: Hive Fleet Sloth. My main aim is to save some time, especially on the droves of gaunts I have to paint and/or build. Here I’m going to give a brief summary of my experience so far, and how they compare to my “classic” paint scheme. I’ll do another article (at some point) about the specifics of my scheme.

My original contrast experiments showed good potential for time saving without much loss of detail or quality, in fact if anything gaining both due to not burning out painting many troops. I decide I would replace my yellow and green with contrast paints as they take the most time to paint but are not generally detailed or fiddly. The above picture shows an old scheme hormogaunt on the left and various trial models in the centre/on the right.

I was very happy with my yellow swap. I’ve replaced Averland Sunset (spray on base coat, 1x plus touch ups), Yriel Yellow (all-over layer, 2x plus touch ups), and Casandora Yellow (all-over heavy shade, 1x), with Wraithbone (spray on base coat, 1x plus touch ups) and Iyanden Yellow (all-over layer, 1x plus touch ups), in addition I can just slap it on thick straight out the pot so it’s much quicker to do 1 layer and doesn’t waste paint drying on a pallete/the pot lid. For my basic infantry it looks great, and for the monsters and bigger ones I can always add a few highlights.

The green I was less pleased with, not because I disliked the contrast side of it – it was just darker than I was expecting. A quick change solved that and now it’s close enough that it’s hard to tell the difference – except under the very washed out yellow lights at my local gaming club! Now I’ve replaced Averland Sunset (spray on base coat, 1x), Waaagh! Flesh (base coat, 1x plus touch ups), Moot Green (all-over layer, 2x plus touch ups), and Biel-Tan Green (all-over heavy shade, 2x), with Wraithbone (spray on base coat, 1x plus touch ups) and Warp Lightning (all-over layer, 1x plus touch ups). As with the yellow on some of the bigger surfaces it needs a bit of extra highlighting and/or shading but generally I’m very pleased.

The picture shows a Genestealer at roughly the same stage of both methods (contrast on left). I think it works well for Tyranids because of their biological side, I’m not certain that I would be as keen to use it on races that use a lot of technology for their armour and vehicles. I’ve also found that it works better on smaller/more textured areas – the carapace on a monster needs 2 coats of Warp Lightning and sometimes another layer of shade on top to bring it all together. Overall I’d say that the contrast paints are a great tool to have but aren’t suited for everything. I don’t use them for my orange details for example, because I want a strong, solid colour. They definitely speed up the first couple of steps of painting though!

Pathfinders Axe

Warhammer 40k Conquest: Issue 4

The Poxwalkers continued to shamble through the storm of Bolter fire, supported by the armoured bulk of Chaos Space Marines. The Intercessors under Brother Dalamon and the Reivers of Squad Vance stand united, and brace themselves for the coming battle.

The third mission introduces the Poxwalkers as much needed reinforcements for the Chaos side, and the concept of squad warfare. This game, the Black Legion manage to get the first turn and move up, firing at the Reivers with their Plague Marines, wounding one. The Poxwalkers don’t make their charge, and the turn passes to the Space Marines. The Reivers move towards the Plague Marines, hoping to deny their shooting, while the Intercessors take firing positions against the oncoming Poxwalker horde.

After an appalling shooting phase, the Reivers declare a charge while the Intercessors hold, hoping their overwatch might prove more deadly. The Plague Marine with Blight Launcher finishes off the wounded Reiver with overwatch, before the remaining two strike vengeance upon the traitorous dogs, taking down two of their foes. The Plague Champion hits back, wounding another Reiver.

The Poxwalkers divert, charging in behind the Reivers to support their champion, but failing to do any wounds, Repugnus strikes again with his devastating Power Fist, finishing off the wounded Reiver. The last Reiver, outnumbered, strikes at the Plague Champion but the tainted armour of the Chaos Space Marine deflect his blows.

The Intercessors, unable to fire upon the enemy, charge into the Poxwalkers to lend their weight of numbers to the ongoing fight. The Reiver strikes again at Repugnus, and this time his blow strikes true, felling the Black Legionmaire. The Poxwalkers try to take vengeance for their fallen master, wounding the Reiver once, but are wiped out over the next few turns, the Crimson Fist suffering no further casualties in return.

The first wave was defeated, but turned out to have been a diversionary attack. The Black Legion, veterans of ten thousand years of war against the Imperium, had sent another force to cut power to the defensive bulkheads, allowing them to roam freely within the ship. The Crimson Fists rush to defend the unexpected battleground, but the Plasma Fusion Cells have already been removed from the system…

The replay mission this time has two static objectives, one in each player’s deployment zone, and introduces the concept of Victory Points. The Crimson Fists surprisingly advance off their home objective, hoping to take down the Plague Marines with Bolter fire, but are unsuccessful. The Reivers shoot down a Poxwalker, but fail to charge. The Black Legion respond by shooting the Reivers and charging the Poxwalkers into the Intercessors. Impressive overwatch is negated by Disgustingly Resilient saves, but the Poxwalkers are nearly wiped out in combat without even wounding the Intercessors.

As the Intercessors finish off the Poxwalkers, the Reivers charge the Chaos Marines, but lose one of their number to a Plague knife. The combat drags on, until the Intercessors join, hoping their weight of numbers will help sway the balance, and though they kill a Plague Marine, another Reiver is brought low. The combat continues right up until the last turn, when the Crimson Fists are finally able to kill the Plague Champion and consolidate onto the Black Legion home objective, dragging a 5-0 victory from the jaws of a 1-1 draw.

Brother Dagor pulled his combat blade from the gurgling corpse of the final Death Guard, and ran over to the Plasma Cell, slamming it back into position and locking it in place. Behind him, his Intercessor brethren similarly secured its twin, but the battle had been long fought, and without power to the bulkheads and security portals who knows what horrors had bypassed the carefully constructed kill zones and defensive emplacements. The Lieutenant must be informed immediately

Warhammer 40k Conquest: Issue 3

The Reivers of Squad Vance stalked through the shadows, their Phobos armour artificially dampening the sound of their footfalls. A small force of Black Legion had bypassed the main defensive line, and the newly arrived Vanguard Space Marines had been tasked with hunting them down before they could wreak havoc in the less defended areas of the ship.

Up ahead, the Reivers spotted their foe, ransacking containers of wargear. Righteous anger suffused the Loyalists at the sight of the corrupted foes defiling blessed munitions, and they let loose an amplified Battle Cry as they charged the surprised Plague Marines.

The second mission introduces Reivers and the Assault phase. The first playthrough seemed to start very strong for the Chaos forces, managing to wound the advancing Reivers with the Blight Launcher and Plasma Gun respectively, however this is where their good fortune ended. All of the Reivers made it to combat on the following turn, their Heavy Bolt Pistols having proven ineffective, but the three attacks from their combat knives were more than up to the task, taking down the Plague Sergeant Repugnus and one of the Plague Marines in a single round.

The Plague Marine with Blight Launcher proved slightly more resilient, but his return attacks with his Plague Knife that turn and next were wasted, and once the rest of the Reivers charged in on their next turn his fate was sealed.

The interlopers dealt with, the Reivers tracked their trail back to the hull breach they had crawled through, finding a Dreadclaw Drop Pod clamped to the outside of the ship. Armed with Melta Charges, they advance to destroy the foul machine even as more Black Legion disembark.

The replay requires the Crimson Fists to reach one of the Plague Marine deployment zones before six game turns have elapsed. All electing to advance this game, to close the distance more swiftly, there was no fire from the Reivers. The Black Legion, hoping to intercept the Reivers before they reach the breach, move up and open fire. Unfortunately for the Chaos forces, their shooting this game is far less effective than it had been in the last; not only do they fail to wound any of the oncoming Space Marines, but Repugnus’ Plasma Gun explodes, removing him from the game!
The remaining Chaos Space Marines charge the Reivers, though the Blight Launcher manages to fail his 6” charge as well, but outnumbered, there seems little the Black Legion can do to slow the Vanguard combat specialists.

On turn 2, the Reivers move up, the uncontested one advancing but not yet able to reach his objective. The Plague Marines’ armour seems tougher this time round, and the Reivers are unable to strike any down, but with no damage dealt by the Plague Marines both sides are locked in combat until the deadlock is broken. (falling back has not been introduced yet) Despite one of the Space Marines being wounded by a Plague Knife, the third Reiver reaches his objective in the following turn and secures victory once again for the Crimson Fists.

Unable to bypass the defensive line, the Chaos forces must instead now try to break it. To support their Legionnaires, they release the once-mortal crew of their ship, infected and corrupted wretches, to overwhelm the Crimson Fists in an overwhelming tide of disease.

Warhammer 40,000 Conquest: Issues 1-2

Just ignore the faction symbols at the bottom

I’m finally getting round to starting my hopefully regular updates on this blog. Having recently moved to the Isle of Man (just missing pathfindersaxe) means I’m without most of my vast collection, bitz boxes and hobby supplies, not to mention my Dad’s wonderful terrain collection, so I really had to think about what to bring with me to do, or rather, I didn’t as I was already planning to do this series and the move provided me with the perfect opportunity to stop getting distracted and get on with it.

The series in question is a playthrough of the scenarios in the Conquest magazines, which fulfills the combined criteria of slowly building up my Primaris Crimson Fists forces, as well as letting me write some story fluff to justify the battles. It does have the unfortunate side effect of forcing me to paint Chaos forces, which I don’t choose to collect but seem to have a lot of regardless, and I’ve decided to paint them up as Black Legion, both not to step on Bree’s Iron toes, and also because I like the idea of a force drawn from all the Traitor Legions united under one banner.

I’ve always enjoyed narrative scenarios slowly introducing the rules and building up forces, whether it’s Deagostini’s Strategy Battle Games in Middle-Earth magazines, the Battle for Macragge and the accompanying book the Battle Rages On. I think it’s a combination of nostalgia for those heady early days of the hobby; where a green cloth and some cardboard ruins formed an incredibly realistic battlefield for the Elves and Orcs to fight over, and the appeal that games like Battle Companies and Kill Team hold, building up the numbers of your force and getting well acquainted with each model or unit.

Excellent books, almost makes me want to collect some Tyranids…

That’s enough of an introduction though. I have been having some camera troubles, so apologies for the image quality, and I’ve not been able to get any close ups of models or conversions yet so those will probably get updated at a later date.

Tutorial Mission 1 – Boarded

The Sceptre of Terra slid silently through the cold void away from the war-torn planet of Vigilus. The War of Nightmares was over, and though Lord Calgar had ordered several strike forces of Adeptus Astartes to remain on the planet to deter further invasions until the world could be refortified by the Imperial Fists, the Crimson Fists 5th Company was not among the garrison force. Lord Kantor had instead dispatched them to the world of Sangua Terra, the other side of the Nachmund Gauntlet, to reinforce the defenders there.

With explosive immediacy, the silent journey was punctuated by blossoming explosions. A dark dagger shape, corpulent and distended, slipped from the impossible non-colours of the Great Rift, plunging towards the Imperial Navy craft. Lance batteries opened in reply, but the attacker seemed to ignore the wounds inflicted by the macro-weapons. The two ships moved closer, slowly and inevitably, until at last the smaller, faster ship was alongside the Sceptre. Even then it moved closer, firing living boarding hooks and extending flesh-coated docking tubes.

Aboard the Sceptre, the Crimson Fists had been stationed throughout the ship in preparation for such an attack, but not knowing where the invaders would strike the company was spread out widely along the kilometers-long craft. Those that encountered the foe first must hold out long enough for the scattered forces to converge and drive the enemy back.

The first scenario pits three Plague Marines against three Intercessors. I’m using the replay rules for weapons as it is far from my first game. Unfortunately this scenario is slow and frustrating.  The Space Marines moved towards the Plague Marines to get within the 12” needed to use their Rapid Fire Bolters in this mission, but the small numbers of dice being rolled by both sides and the fact that both sides are relatively tough meant that it took till turn 6 for the first model to be removed. The game reinforced in particular to me how frustrating Disgustingly Resilient is, as it meant that a third of the wounds you manage to get through the T5 and 3+ armour are simple ignored. The Black Legion were unlucky not to wound with the Blight Launcher before it was removed, as it is the only weapon in this mission able to reduce saves.

Eventually, on turn 17, the final Plague Marine was slain by the surviving Intercessors. Movement had very little to do with this scenario beyond the early turns, with the terrain too easy to get around when the forces were close together, the Chaos forces were unable to move quickly enough to protect their better weapons or get outside of 12”.

Brother Dalamon kicked the disgusting corpse of the Plague Marine away from the access hatch, and turned the handle. The metal here was beginning to rust and warp, though it had been pristine mere hours ago. Only purity of faith and purpose would stop the corrupting influence of Chaos before it took hold on the ship.

He and his brothers descended to the next level, the wide cargo area that had been given over to the Marines for use as a combat exercise area. In the semi-darkness of the emergency lights, he saw a prone form, his auto-senses identified it as Veteran Sergeant Perez, the unaugmented marine who had been assigned to help train and indoctrinate the newer Primaris Marines in the history and combat doctrines of the Chapter. To Dalamon’s surprise, the old veteran still lived, despite wounds that should kill any normal Space Marine without Cawl’s augmentations.

Impressed, Brother Dalamon signalled for his squadmates to cover him. As he advanced to recover the Sergeant’s prone form, he sensed movement from the other side of the chamber as shots rang out against his MkX plate.

In the mission replay, there is an objective marker the forces must pick up and hold on their deployment points. This time round, movement played a much greater part in the game. The first turn, one of the Intercessors advanced and claimed the objective, but then against all odds the Plague Marines were able to wound him twice, killing him!

The following turn another Intercessor advanced onto the objective, claiming it, and this time in their attempt to kill him the Plague Marine sergeant Repugnus blew himself up with his Plasma Gun!

The rest of their fire ineffective, the Intercessor advanced again the following turn, putting a container between himself and the Plague Marines, meaning they could no longer reach him to stop the Crimson Fists from recovering the objective.

Though initial casualties had been incurred, they were much lower than projected. Veteran Sergeant Perez was recovering in the ship’s Apothecarion, and though fighting was erupting along the lower decks, the Black Legion Plague Marines had moved too slowly to establish a proper foothold on the ship, underestimating the tenacity of the Crimson Fists as so many had before them. The battle however was far from over, the docking tubes convulsing as more Chaos forces surged into the Sceptre of Terra’s chambers and accessways.

Tournament Report

So I recently went to a local 2 day, 40 player GT with my Deathwatch/Imperial Soup list. I really enjoyed the weekend and managed to achieve and exceed pretty much all of my (reasonable) goals. First I’ll break down my army choices a bit, then I’ll give a quick overview of each game and finally I’ll give an overall reflection on my experience.

Imperium, Assemble!

Deathwatch

2 squads of veterans with mainly storm bolters and shields, with a few assorted combat weapons. These guys output 36 shots at close range, staying close to the watch master they reroll all misses, combined with Hellfire shells (2+ to wound against non-vehicles) and mission tactics (reroll 1s to wound against a specific battlefield role). The watch master also has the Tome of Ectoclades to allow close units to have a choice of 2 mission tactics. The third squad of veterans combat squads, the bikes can charge to clear a squad off an objective or be held at the back in order to make a last minute rush. Jump Pack Captain and Librarian can counter charge or dive in to snipe enemy characters /vehicles.

Astra Militarum

The guardsmen do two things: hold objectives (particularly as ITC engineers) and give command points. The mortars target enemy light infantry on objectives or take the last wound off a bigger target.

Knight

Sir Ector does a different two things: draw fire and lay enemy vehicles low.

Sir Ector dominates any battlefield.

Game 1 – Chaos Knights, Daemons and Thousand Sons.

A few demon princes, ahriman, 3 Knights, and a bare minimum of brimstone horrors, played by last year’s champion. Not an ideal start to the tournament but then I seized the initiative! It was great until Sir Ector fluffed all his shooting and managed to only get 1 shot through on a single Knight. The game only went downhill from there…

Death Hex was my bane, taking down the knight, then a squad of veterans each turn negating the storm shields. There were a few big mistakes I made in terms of placement etc. that I tried to rectify in the following games, and I was tabled turn 4.

Final Score 9-38 = 0-20 Tournament Points

Major Loss

Nowhere is safe from the mortars! Unless it’s more than 48″ away…

Game 2 – Iron Hands

On the one hand there was only 1 leviathan and no repulsors. On the other hand there were 3 storm talons and a LOT of snipers. Turn 1 I lost almost all of my army on the board apart from 12 guardsmen and the knight (the storm shield veterans and watch master were teleporting in).

As the game progressed I managed to claw my way back in to the game but it was too little too late. Sir Ector tallied up all 3 storm talons, 6 aggressors, and (eventually) the leviathan, Ferros and his lieutenant and captain buddies. The veterans only managed to kill a squad of intercessors and some scouts, and in the end I failed to hold the objectives or live. This time I managed to last to turn 5 but not to the end and was once again tabled. Technically I did slightly better…

Final Score 11-39 = 0-20 Tournament Points

Major Loss

We can hide from the planes in here! What’s a thuderfir…

Game 3 – Chaos Knights and Deamons.

Hmmm… This didn’t go so well last time but now there’s a Tyrant instead of a third ‘normal’ Knight. Surely it can’t go worse right? Right. I learnt from my mistakes and used the range on Sir Ector. I used the threat of the knight and deep striking veterans to keep the enemy largely in their own deployment zone, too scared to come out and play.

Whilst the Guardsmen hid on objectives out of line of sight, desperately trying not to be killed by his rocket pods the knight took on his chaos rivals one by one and bested them all, in large part thanks to the amazing 1cp questor mechanics strat to operate as if on full wounds for a turn. The veterans slogged through the plague bearers and drew fire from the enemy Knights and psyker before hiding when almost dead to avoid giving up kill points. I held at least three objectives the whole game whilst my opponent had only one or two and in the end it made the difference.

Final Score 28-20 = 14-6 Tournament Points

Close Victory

Durability and shot output are kings here

Game 4 – Genestealer Cult

Here it was, the classic Deathwatch match up. Purging the filthy Xenos scum from the battlefield in a very un-pc way. I made an early mistake with deployment – it was end game objectives but I deployed on to both objectives at opposite ends of my deployment resulting in a strung-out line of veterans and Guardsmen. What I should have done was castle up into one corner (my original deployment strategy) which would have prevented what happened in the following movement phase.

He went first and his 3 vulture gunships charged into my back field using the large gaps I had left, in an attempt to make sure I could screen against his deep striking cultists on the next turn, and took out both squads of engineers and my mortars straight off the bat, denying me 4 itc points and my none line of sight shooting. The game was very even from that point, with almost all of the cult deepstriking (very confusingly) into their own deployment to foil the Deathwatch ‘reaper’ objective of slaughtering their heinous followers. It was an incredibly tactical back and forward game that came down to whether the game continued to turn 6 – which would have given a 6 point swing in my favour. Unfortunately the game ended at turn 5 and the tricksy cultists managed to sneak away with the objectives before they could be properly purged.

Final Score 13-19 = 7-13 Tournament Points

Minor Loss

A gift from the cult… Probably won’t be using that for anything important

Game 5 – Alpha Legion, Thousand Sons, and Khorne Deamons.

Final game and I was 1-3. In theory this should be my most even match up. It was also the third time I’d faced chaos over the weekend, but with a very different list: still ahriman and a few deamon princes, but now with 2 Lord discordants, skulltaker, 60 bloodletters, 60 cultists, and a sorcerer. I deployed slightly further forward than was strictly necessary, I went first and Sir Ector blew up one Lord discordant with the first shot of the game, creating such a terrible backlash that almost all of his army took mortal wounds in a truly impressive explosion.

Throughout the game the mortars slowly blasted away at his objective holders. His 2nd, damaged, Lord discordant almost managed a turn 1 charge until Sir Ector demonstrated that he still had it in for him by successfully over watching and removing him too from the battlefield. Turn two I pulled back and deployed my Guardsmen to cover my backfield, ensuring that the bloodletters had to deep strike in front of my veterans and their storm bolters and shields. Many cultists were removed. His turn two in came the khorne-ates. A good handful died to overwatch and most of the rest failed to make it to combat. The squad that did were made short work of by the veterans, who were impressive in combat – Shock Assault really proved it’s worth.

My remaining forces consolidated and pushed forwards. The Librarian perilsed for the second turn in a row and detonated in my own assault line, seriously injuring the watch captain and almost eliminating an injured squad of veterans. The captain and remaining veterans charged in to the dmon prince’s but were interrupted and defeated. Despite fighting twice the captain only managed a single 3 damage wound, leaving all his characters (apart from skulltaker) on 1 or 2 wounds. They charged Sir Ector whom they defeated but not before he could detonate his plasma cores, evaporating all the remaining enemy forces bar Ahriman on 2 wounds and a single squad of cultists holding a backfield objective. At this point we theorised the remaining turns and concluded that I would achieve an unassailable lead with the end game objectives and my remaining fire power.

Final score 36-15 = 20-0 Tournament Points

Major Victory

Xenos, deamons – same difference

Summary

There is a strong similarity between the way that demons and Xenos play, giving the veterans good targets in several games. The guardsmen were a little hit and miss, but generally did their job (providing cp, holding objectives) very well. My Deathwatch characters were a little underwhelming, the watch master was great for his auras and definitely worth it, but the watch captain and Librarian struggled to make it to combat or otherwise impact the game in a meaningful way. Sir Ector struggled at first but soon proved his worth in taking out enemy vehicles and titans, at least roughly making his points back in 3 or 4 games.

The three amigos – not as useful as they look

Tactically I made a few mistakes in each game, mainly in deployment priorities and sometimes with ITC secondary objectives. But that’s how we learn so I’ll have to try not to do them again!

Final Tournament Points: 41/100 = 27th place of 40 players

Not sure when my next tournament will be, but I’m developing a new list concept to deal with the changing meta / to not paint anymore black armour. Here’s a sneak peak to finish…

Time to try some contrast…

The Nightwitches are reinforced!

Heading the call to arms of her sisters Ekaterina ‘Malyutka’ Petlyuk rushes to the front in her Ridgerunner, Malyutka.

Unable to ride a bike like her sistren she has taken to riding a gentler but even deadlier steed.

Her heavy mining laser and heavy stubbers will pierce the heart of the oppressors, just as her flare launcher protects her and her sistren from retaliation!

“Together we are strong.” – Aleksandra Zaryanova

The Nightwitches ride on!

After fever dreams of an emperor from beyond the stars granting me eternal freedom I have taken to raising a force to join with the great revolution against the oppressors!

Decended from Valhallan Penal troops posted to the holiday planet of Planeta de la Canarias as punishment the Nightwitches are a would-be infamous biker gang from the main Hive-canoe Teidi, and as part of the Deadlock Conclave have taken up arms in the revolution across the stars!

Soon they will be joined by their loyal Ridgerunner, and together they will reclaim the materials needed for the means of production with mining laser and power hammer!

“Silent through the night, the Witches join the fight!” – Leader Serafima Amosova’s motto

Competitive Soup?

My current hobby project is building a competitive Deathwatch/Imperial Soup list. I went to my first 40k tournament in January and caught the competitive bug having only won the last of my 3 matches, and then only by the skin of my teeth!

HFS in action, losing my first ever tournament game.

Since then I have been trying to improve my game but have struggled to find opponents locally (I currently live on the Isle of Man). In about a month I’m moving back to the UK though so I’m hoping to get more involved again. As such I’ve been trying to build up my competitive list with the hope of joining a local club and attending a tournament or two in the next few months.

In January I took my Tyranids – Hive Fleet Sloth (HFS – normally count as Hive Fleet Gorgon). I got a little sick of painting gaunts though so decided my next project would be my Deathwatch – Watch Fortress Camelot (WFC).

A few of the fully painted veterans of WFC.

I’ve been using a fluffier pure Deathwatch list in games with friends but decided that for a competitive list I needed some longer range anti-vehicle firepower (rather than as many thunder hammers and frag cannons as I can cram into a Corvus). I was experimenting with using my old Leman Russes when GW released their recent detachment boxes and a certain Crimson Fist offered to split the Knights detachment with me, so a week or so of building and magnetising later…

Say hello to my little friend…

Though not quite as fear inspiring as they were, I still think a Castellan (probably combined with a loyal 32 cp battery) is going to be my best shout going forward. As long as it can soak up a turn or two of shooting, and give back as good, I’ll be happy. If not maybe I’ll have to go back to those Leman Russes…

It wouldn’t be a Deathwatch list without the veterans though so they’ve been getting some reinforcements as well.

Yes those are storm bolters and shields.

For the latest updates on WFC as it progresses follow this blog and/or my hobby Instagram account: @pathfinders_axe

“Amongst a hundred men, there may be none fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be one fit for the Deathwatch.”

—Watch Captain Brand

Oh dear, oh dear, oh dear…

I had intended to try and put updates up on something like a weekly basis, but shortly after I put the site up, Games Workshop announced the “Biggest Warhammer Game Ever,” and I foolishly decided that I wanted to attend.
However, when I bought my ticket and looked at the requirements, I realised I needed 200 painted models. I did not have 200 painted models. So most all of my hobby time in the past few months has been frantically preparing and painting additional Crimson Fists Space Marines in an effort to reach that lofty goal. I am still around 30 off, and would like to go back and tidy up a lot of stuff, but with 15 days to go I’m now fairly confidend I’ll actually get done what needs to be done.

These are the things I’d still like to do if I’ve got time
– Give the entire army a light wash of Nuln Oil. I’ve found a heavy wash rather ruins the large flat areas, the trouble is I need to experiment a bit till I’m happy, which means more time.
– add small patches of Astrogranite to the bases of all the models. I’m personally quite happy with my basing, which is just Mournfang Brown on the top, Abbaddon Black on the rim. I’ve found it doesn’t look out of place on many battlefields, blending fairly well with grass, desert, wasteland and red soil. I do know however, that a lot of events require the bases to be textured (they already are!) and painted, so I hope small rocky areas will satisfy this requirement without causing the bases to look out of place on the many battlefronts they fight upon.
– Finish painting the 3rd and 4th Company Banners. As it stands, I am unsure of whether I will take these Ancients, as their banners both need quite a bit of additional work done. If I can finish the rest of the models in plenty of time, I will probably focus on getting at least one of these to a standard (puns!) I’m happy with.
– Paint a couple of Drop Pods. Currently, my entire Crimson Fists painted army is made up of infantry alone. That’s not to say I don’t have vehicles, I’ve got enough Rhino and Razorback transports for an entire Battle Company, a pair of partially assembled Stormravens, 3 unbuild Land Raiders and a Terminus Ultra that needs some work done, and the aforementioned Drop Pods. That’s not even mentioning Dreadnoughts! I was just starting to use more vehicles towards the end of 7th Edition, and especially now that I’ve got painted models can’t bring myself to field Crimson Fists that aren’t painted. Infantry is obviously quicker to paint, which is why I’ve not done any vehicles whilst on a deadline, but if I can get these done then my Assault Squads without Jump Packs don’t have to slog it on foot all the way across the Battlefield, but can drop down with their airborne brethren.

Once the Apocalypse is over, I’ll put a proper rundown of my Crimson Fists on the site, but in the meantime I’ll leave you with this…

“I haven’t lost an arm, brother. It’s right over there.”

Alessio Cortez, Crimson Fists 4th Company Captain, after having his arm ripped off by an Ork Warboss