Monday, June 10, 2019

Strike on Ragnarok


+++Priority Transmission+++

Adeptus Mechanicus 

Somnium Stars Campaign game, June 08. 


Mission: Disruptive Signals

Deployment: Hammer and Anvil
First Turn: Waaagh Grekmawg
Terrain Layout


Deployment Overview. The Orks deployed first on the line, and the Space Marines hunkered in cover to maximize the distance between them while leaving enough room to retreat once the melee began.


The Granite Fists form a defensive line against the green tide. Hellblasters and a Dreadnought secure each flank. The characters and Aggressors screened in the midfield by Intercessors.


Waaaaagh Grekmawg prepares to swarm da 'ard 'umies. The Boyz get riled up, and the Nob Bikers prepare to rush the left side of the board.





The secret MVP of the Ork list: Kannons line up behind Boss Klampkrusha and some boyz.


The right flank of the Astartes deploy to tempt the Ork No Bikers in to a charge by placing the company's banner atop objective 5.


Warboss Grekmawg prepares to lead da boyz in to the fray with a gang of Biker Nobz at tip of the spear.


Dem boyz is muckin' about!


More muckin!


The Orks advance at full speed.  A block of 40 boyz Da Jumps to the center of the board despite a Perils of the Warp, and the Nob Bikers and Grekmawg charge up the left flank and open fire on the Hellblasters. The first of the Granite Fists fall as Kannon fire rains down on the Aggressors.


The grey line holds the bikers back, but only just. Paragons of Dorn return fire from the Hellblasters picks off one bike and wounds another before the Orks can fully engage in melee.


In the midfield, the giant block of Boyz piles in and gets to work on the Intercessors, hoping to consolidate in to the Aggressor squad and prevent them from firing.


 The Nobz hidden in the mob wipe out one Intercessor squad, but the second squad holds. Lucky Maelstrom draws to claim uncontested objectives put the Orks in an early lead.


In the bottom of turn 1, the Intercessors fall back to clear the line of fire for the big guns on both sides.



The remaining Granite Fists unleash a withering hailstorm of fire that completely wipes out the 40-man unit, resorting to sniper fire to kill the last ork and deny objective 4. On the right flank, the Hellblasters fell more bikes before Venerable Evato charges and kills the remaining Nobz with his power fist.


At the top of turn two the Orks continue their relentless attack. The second block of Boyz Da Jumps back in front of the Aggressor gun line, but fail their charge and miss the opportunity to bog down the marines in close combat. The Kannons thunder and Evato falls on the right flank, as well as a third Aggressor.


Gunning his Wartrike's engines to charge through the wreckage of the Dreadnought, Grekmawg's advance is halted when Field Commander Fanok sacrifices himself to keep the boss from reaching the remaining Hellblasters. The Lieutenant does not survive the attack, and Grekmawg piles in to the intercessors who once again hold the line.


The barrels of their bolters already glowing red hot, the Aggressors unleash another punishing barrage of fire and the second mob of Orks is eradicated. With the chaff cleared, both Warbosses are targeted by the big guns. Klampkrusha's Mega-Armor is slagged to inoperability by the Hellblasters, and he howls in rage as he cedes the field. Venerable Beltok avenges his brother as his plasma cannon ignites the fuel tank on Grekmawg's wartrike, sending the Warboss flying in to the distance and out of the fight. 
While the bulk of the army has been destroyed, the Orks are still in the lead from strong Maelstrom draws. Gretchin move in to position to claim 2 additional objectives. The Kannons destroy the remaining Aggressors and Venerable Beltok's shell is rendered inoperable. The superior range of the Ork artillery and lack of achievable objectives forces the Granite Fists to advance through the open killing field.


The grots do their best to slow the advancing heroes and claim objectives as the Kannons continue to inflict casualties on the Hellblasters. The center and right of the Marine line is reduced to four lone operatives: two sole survivors of the Intercessor squads, one Hellblaster, and the Bearer Kazal. They move to cover three objectives, and between them clean up one of the two remaining grots to secure objective 4 and score three cards in one turn.


The final Maelstrom draw leaves the orks with no opportunity to score while the Granite Fists squeak ahead. The game ends with two Kannons and a Big Mek and eight Space Marines left on the board.
Victory for the Imperium!
+++ 

The act that signaled the real end for any fight was, in Brother Terhon's experience, when he cycled the plasma incinerator's furnace down from its maximum setting. Today the weapon had run hot indeed, spitting atomic death at a mob of whooping Ork bikers that had rode full throttle through the rubble-choked streets. Their bikes and the massive trike their leader rode had plowed in to the building were riddled with puncture marks from bolters and plasma shots. Ancillary fires ignited during the shootout sparked spare fuel canisters in the wreckage. Tangled with the wheels and piping of the Warboss' trike was the bulky form of Venerable Evato's combat sarcophagus, its weapons ripped from their housing and one leg blown off at the knee. Evato's angry rumble over the vox at being unable to close on the xenos artillery confirmed his survival, and Terhon could see other ceramite-clad shapes move in the debris field. 


The ork attack had been swift and brutal, and only the discipline and sacrifice of his Intercessor brethren had allowed the Granite Fist gun line to drive the greenskins away and secure the cogitator repositories. From the next block over, the staccatto roar of sustained bolter fire had been deafening even through the building that separated Terhon from the rest of his force. Crimson and amber status runes showed that the point-blank fighting had been costly for both sides. Artillery fire still boomed in the distance, but the cogitator bank in this building had been saved and Terhon was under orders to ensure it remained secure. He would have to trust his brothers could deal with the primitive hard-shelling guns. Between the tremendous bangs of large-caliber fire, Terhon could hear the piggish sound of orks in full retreat, or whatever passed for it among their simple intellect.

In the ruins ahead he caught a glimpse of Bearer Kazal impaling a squirming gretchin using the haft of the company's bannerpole. Kazal offered him a curt nod before firing a bolt shell in to the skull of another squirming greenskin. With an irritatingly pleasant chime, Terhon's tactical display declared his immediate vicinity free of xenos activity. After performing one additional visual confirmation that he was clear of the fight, he ejected the core of the plasma incinerator to vent in the open air. Steam hissed from the weapon, and he gently offered a prayer of thanks to its machine spirit before stowing it and tending to his wounded comrades.


+++


A very fun game and a good practice matchup for both of us. A few highlights to note in gameplay:



  • The big Ork mob did not fight twice at the end of turn 1, missing their chance to potentially consolidate in to the Aggressors if they'd managed to fully wipe out both Intercessor squads between the two combats. This would have definitely swung the game.
  • I did not apply the +1 to hit from the Crimson Fists chapter trait rules during the first round of shooting and didn't use the +1 to hit ork Strategem on my Aggressors when I used Bolter Drill, causing me to allocate much more fire to the 40-ork mob than was necessary to kill it. Notably this meant my Eliminators were not shooting at a Weirdboy, who then Da Jumped another mob of boyz the following turn.
  • The second Ork mob failed their charge, as one die was re-rolled to the same result. Hank realized later that the other die could have been re-rolled via CP to potentially still make the charge, though it was 1/6 for him to do so at that point.
  • When I retreated from Grekmawg's bike, I did not fall back far enough and he Heroically Intervened back in the fight phase. This was a painful lesson, but well-learned.
  • Splitting the Hellblaster squad down from a full ten is probably a bad idea if I have the firepower advantage; the Paragons of Dorn strategem can be used in the first shooting phase before anyone can possibly be in base combat with them. With only two Hellblasters left once the Nob Bikers had finished shooting, a lot of firepower was lost and using the strategem didn't feel great.
  • Field Commander once again paid dividends, giving me a very powerful reroll bubble on both flanks.
  • Dreadnoughts are glass cannons, but I did forget that I ran them as Venerable and didn't utilize 6+ FNP that might have caused them to hold on a little longer. Flat 3 damage in close combat is very, very strong despite their low attack count and hilariously low wound count. If nothing else they provide a good target for anti-tank guns to draw fire away from Aggressors and Hellblasters.
  • The list I ran has almost no firepower beyond 30", and despite very effectively killing all the Orks I nearly lost the game as I was completely unable to do anything about the Kannons protected by a Big Mek and a KFF. I think this is a general shortcoming of Primaris, so I am not sure that I need to solve this in the list phase. This is definitely one of the reasons Leviathans are in vogue.
  • I was stretched incredibly thin on objective-taking by the end of the game, and only some small dice variance kept me from having only character models and Eliminators by the end. 15 Intercessors at 1500 points isn't quite enough to comfortably screen out everything I had, and stay alive to claim objectives in the back half of the game. At 2000 points I definitely want at one 10-man Intercessor squad at the front of my army to screen the Aggressors, and make a Bad Choice of a unit to fire at thanks to Paragons of Dorn.
  • After embarrassingly whiffing with every one of his bolter shots in turns 1 and 2, Bearer Kazal rallied to claim VP from 3 Maelstrom cards in turn 5 to seal the game. Despite that heroism, I think this is probably the model I cut to get more bodies. The extra shots from Hellblasters cooking themselves feels good when it happens, but the radius is "models within", meaning you must castle with high density to get the best value. I'm not sure that it's worth almost another 5 Intercessors.
  • I'm sold on Eliminators - even if the mathematical average is slightly above 2 wounds per turn for the trio shooting at weirdboyz, the versatility of their ammo kit means you can always find something to do with them.

Thursday, March 7, 2019

Haldor Granitepelt

Duncan did a Haldor Icepelt video that's remarkably close to what I should be doing. Saving the link for my future efficacy.

https://www.youtube.com/watch?v=kJXzJ_FsG_g

Wednesday, February 13, 2019

Painting Notes

Badly overdue. I pulled a Paul Murphy.

Grey Power Armor
  • Base: Mechanicum Standard Grey 
  • Layer: Dawnstone 
  • Highlight: Administratum Grey 
  • Corner highlight: Ulthalan Grey
Grey Power Armor, Air variation
  • Vallejo Air 71.052 Anthracite
  • AK Air AK11885 Aggressor
  • Vallejo Air 71.050 Light Grey
Blue Power Armor (Pauldrons)
  • Base: Kantor Blue
  • Recess Wash: Agrax
  • Layer: None
  • Highlight: Hoeth Blue
Aquilla
  • Base: Averland Sunset
  • Highlight: Yriel Yellow
  • Wash Agrax Gloss
Bolter Metallics
  • Base: Leadbelcher
  • Wash: Nuln Oil
  • Highlight: Necron Compound
Blue-Black (Bolter Casings etc)
  • Base: Abaddon Black
  • Highlight: Dark Reaper
  • Corner Highlight: Thunderhawk Blue
Purity Seal Parchment
  • Base: Baneblade Brown
  • Layer: Karak Stone
  • Wash: Agrax
  • Dry: Terminatus Stone
Squad Marking / Chapter Insignia Trim (Center is chapter colors)
  • Rakarth Flesh
  • Abaddon Black (recessed areas)
  • Agrax Earthshade
  • Screaming Skull
  • Praexti White OR Highlight: Ulthuan Grey
6th company Pauldron Rim/Knee Upper Plate
  • Castellax Bronze
  • Highlight Canoptek Alloy
Tabards
  • Zandri Dust
  • Agrax
  • Karak Stone
  • Thar Brown (Scale75)
  • Mojave White (Scale75) edge highlight
Pouches
  • Base: Thonida Brown (was Dryad Bark)
  • Highlight: Gothor Brown
  • Wash: Agrax Gloss
Skin
  • Bugman's Glow
  • Kislev Flesh
  • Rakarth Flesh
  • Reikland Fleshshade
Skulls
  • Rakarth Flesh
  • Screaming Skull
  • Highlight: Ulthuan Grey
Accent Reds (Aggressor weapon feed, purity seal wax)
  • Mephiston Red
  • Evil Sunz Scarlet
  • Agrax
Accent Copper
  • Retributor Armor
  • Nuln Oil
  • Sigmarite or Necron Compound
Accent Dull Gold
  • Decayed Metal
  • Viking Gold
  • Wash Reikland Fleshshade
  • Re-Highlight Viking Gold

Cloaks
  • VMC Dark Red
  • Mephiston Red
  • Carroburg Crimson
  • Evil Sunz Scarlet
Plasma Coils & Power Weapons
  • Incubi Darkness
  • Warpstone Glow
  • Moot Green
  • Ceramite White
  • No wash
Ruins
  •  Prime with Zandri Dust spray. Drybrush with Ushabti Bone. Wash with Agrax Earthshade. Light drybrush with Screaming Skull.
Hard Soil Bases
  • Rhinox Hide
  • Doombull Brown
  • Baneblade Brown
  • Karak Stone or Terminatus Stone if you're feeling saucy

Asphalt/Concrete
  • Base: Corvus Black
  • Drybrush: Stormvermin Fur
  • Dry: Baneblade Brown
  • Spot wash with Nuln Oil, Agrax, Coelia Greenshade
Apothecary White
  • Prime white
  • 71.338 Russian AF Grey base spray
  • 71.119 White Grey midtone spray
Finishing Touches
  1. Gloss Varnish
  2. Transfers
  3. Chipping
  4. Re-seal Gloss
  5. Oil wash
  6. Matte Varnish (Vallejo Mecha Ultra Matte)

2018 Army Showcase

Army showcase, end of 2018.

Primaris Captain

Primaris Lieutenants

Gamesday 2005 Captain (used as a Lieuteant)

Primaris Ancient

Dreadnought

Dreadnought

Dreadnought

Aggressors

Intercessors

Intercessors

Inceptors

Hellblasters

Predator

Monday, July 23, 2018

Intercessor Squad


Pleased as punch to post that the Dark Imperium boxed set Intercessors are done to tabletop standard.

If for some reason you care about the individual models in less than perfect photos, you're in luck.











Next up: getting the green the Lieutenant's power sword and Hellblaster plasma coil colors just right.



Tuesday, June 12, 2018

+Inquisitorial Report 2329113.M41+

+ARCHIVE+
+2329113.M41+
+CLASSIFICATION: MU-GRADE+
+PERSONAL NOTES: INQUISITOR [REDACTED]
+REF: GRANITE FISTS, ADEPTUS ASTARTES+
+BEGIN ARCHIVE+

Per the instruction of my superior, High Inquisitor [REDACTED] of the Ordo Hereticus, I have completed an evaluation of the Granite Fists chapter of the Adeptus Astartes, based in the Velatorus system containing a notable forge world of the same name, following the integration of Cawl's Primaris gene-seed in to their ranks. My factual findings are as follows, with an addendum of speculation.

Summary: As is usually the case when investigating an Adeptus Astartes chapter, compliance to my requests was provided to the letter in the most minimal format imaginable. If there are any secrets here, I judge them to be well-hidden but benign enough to avoid short-term concern from the Inquisition. While this reclusive behavior comes as no surprise, for purposes of later conjecture I will note that I unusually encountered the most difficulty from the Master of the Forge and his Mechanicum-sworn staff.

As Imperial records suggest, I do not believe Belisarius Cawl did not personally visit this system, nor did he directly provide this chapter with Primaris reinforcements. The secrets of Primaris gene-seed were delivered by [REDACTED] of the Adeptus Mechanicus, and has primarily seen use in newer recruits rather than attempting to implant the new organs in their veteran cadre. There is wisdom in this choice, as the Granite Fists suffered a great many losses during the attempted coup of the forge world Velatorus during the communications blackout caused during the Cicatrix Maledictum rupture - see addendum regarding Granite Fists crusades.

I have nothing out of the ordinary to note regarding the spiritual health of the chapter. As most other chapters allegedly descended from Imperial Fists gene-seed {REF: [REDACTED] FOUNDING M33}, they see the return of Guilliman as an omen of great significance rather than a new manifestation of the Emperor as some chapters do. Hope that Dorn will someday return has swollen within their ranks and they fight with renewed determination that should they attract the attention of a Primarch, no fault will be found. Likewise, their geneseed displays no decay from the last 800 years of stability reports and their adherence to revised Codex Astartes discipline is within acceptable variance.

My visit to the chapter's Armory was the only segment of my journey which I feel I must note as unusual. I have seen fortress-monasteries who felt their armory was at full strength with what the Granite Fists consider to be their "reserve" force. Dozens of seemingly pristine Rhino-chassis vehicles armed in all manner of STC formats appeared ready for immediate deployment, as well as a handful sporting Heresy-era armaments. More Land Raiders than many chapters can muster even for great battle rested in their repair bays, their machine-spirits waiting to be awaken for battle. Tragically, the casualty rate in the defense of Velatorus has swollen the ranks of their Dreadnoughts, though I observed these are mostly stock chassis rather than the Primaris Redemptor-pattern approved for mass production. Given the adoption rate of Primaris among their infantry, I was surprised at the lack of vehicles that Cawl has recently unleashed on the Imperium. When I pressed further, the Master of the Forge provided an unsatisfying answer about the STC formats arriving some decades later than the Primaris gene-secrets and the machine-spirits of the Velatorus manufactorums stubbornly rejecting Cawl's designs.

My overall conclusion is that there is no reason for the Ordos to spend any more of our limited resources scrutinizing this chapter. They appear to be without risk of falling to heresy or gene-seed mutation. However, I include the following notes for future investigations as I suspect some motivations of the chapter have been carefully omitted in the data they have presented to me.

Prompted by my visit to the overflowing armory and the uncooperative nature of the chapter's Techmarines, I instructed my archivists to analyze just how the chapter was able to maintain so many vehicles at a time when the Imperium's resources are stretched thinner than ever. The answer is not entirely surprising: the chapter receives a regular tithe from Velatorus. What is surprising is that this tithe appears to consist almost entirely of the very best vehicles and equipment the forge world produces, even by the demanding standards of the Adeptus Astartes. It is customary for the Adeptus Mechanicus to perform some amount of field-testing prior to delivering their product to the intended recipients, and the equipment provided to the Granite Fists is second to none by the ratings earned during these trials. Reports from Astra Militarum commanders and other Adeptus Astartes deployed alongside the Granite Fists frequently include notes on how the machine-spirits of the chapter's vehicles performed well above typical effectiveness.

Research conducted by my staff during the travel time to and from the Velatorus system suggests that the Granite Fists were founded in M33 and stationed in this system specifically as a safeguard against the forge world falling out of Imperial compliance. This time period roughly corresponds to the Fourth Black Crusade, as well as an uncharacteristic blackout in all Imperial archives for the entire Velatorus system for a period of approximately 78 years. It would be easy to lay blame at the Despoiler's feet for this outage, but I do not believe the Black Legion ever darkened Velatorus. Imperial records have been so thoroughly scrubbed from all imaginable sources that I find it more likely that a high-ranking member of the Adeptus Mechanicus turned their back on the Emperor and attempted to claim Velatorus as their own. This theory is corroborated by further study of logistical shipment reports before and after M33 which indicate a significant change in the kinds of finished goods that Velatorus exports to other systems. The damage incurred by even a minor and brief civil war involving the Adeptus Mechanicus would have permanently destroyed some irreplaceable manufactorums, and indeed some technologies vanish entirely from Velatorus' manifests by M34.

The chapter's own record of deeds as well as Imperial documentation indicate that Great Enemy has sought to claim Velatorus eighteen times since the Granite Fists were established, and have been rebuffed each time. Careful analysis of defense station pict-logs revealed that the same ship has appeared as part of the fleet in fourteen of these attacks, despite being confirmed as destroyed on three separate occasions by the Imperial navy. The ship in question bears a profane, inverted Mechanicum skull with a third eye. I have never seen this iconography elsewhere in all my service to the Emperor and my team was unable to find a suitable cross-reference. The mysterious ship was present in the most recent assault on Velatorus, during which the Granite Fists suffered particularly grievous losses. Documentation of this conflict is incomplete, but as near as I have been able to tell a shockingly high number warriors of the chapter sold their lives dearly to safeguard crucial manufactorum facilities on the planet's surface. The strength of the invading force is unclear, but for so many Adeptus Astartes to have fallen, it must have been a muster of ghastly magnitude.

With regards to the chapter's historical battle record, most of the documented combat actions of the Granite Fists are within an expected sphere of influence around the Velatorus system. There are occasional reports of the chapter's warriors appearing in conflicts all across the galaxy far beyond the distance such a chapter would typically defend. While it is not unheard of for the sons of Dorn to undertake great crusades for glory and honor, but in my experience these voyages often further the secret agendas of the chapter. The campaigns we were able to verify do not seem to correlate to other major galactic conflicts, but my data-archaeologists were able to find evidence of unusual Mechanicum distress calls within 20 years and 100 AU of all confirmed accounts.

These data points lead me to believe that not only do the Granite Fists know who the traitor of Velatorus was, they believe he or she is still alive. I cannot prove it, but I would wager a fortune that this Dark Mechanicum overlord is the central figure behind the continued attacks on Velatorus, seeking to reclaim the forge world that slipped through their fingers in M33. The fact that they have eluded capture for this long undoubtedly chafes at the honor of the chapter. The death or capture of this individual would avenge the deaths of countless Granite Fists who have perished in the defense of Velatorus over the millennia, and I suspect the chapter will not rest until their vengeance is satisfied.


Wednesday, February 7, 2018

Order of Operations

For tabletop quality, here's the process I went for. Everything is over a black primer coat.
  1. Mechanicum Standard Grey basecoat entire model
  2. Dawnstone wetbrush
    • Care needs to be taken that this isn't just a basecoat layer - recessed areas should be slightly darker
  3. Averland Sunset - chest emblem
  4. Kantor Blue - shoulder pauldron fill
  5. Leadbelcher metallic details
  6. Blood Red purity seal wax
  7. Baneblade Brown purity seal parchment & skulls
  8. Agrax Earthshade armor recesses, purity seals, skulls
  9. Nuln Oil any Leadbelcher'd areas
  10. Touchup Dawnstone
  11. Abaddon Black bolter casing touch-up
  12. Drybrush hard edges
    1. Over Dawnstone: Longbeard Grey
    2. over Kantor Blue: Hoeth Blue
    3. Metallic: Necron Compound
  13. Seal with matte varnish
Faces: 
  1. Rakarth Flesh base
  2. Kislev Flesh layer
  3. Reikland Flesh wash

Bases are Sector Imperialis.
  1. Rhino Hide earth areas
  2. Baneblade Brown (maybe Karak Stone) earthy areas
    • Not super impressed with the color here, may warrant some iteration. Maybe Karak Stone?
  3. Terminatus Stone drybrush earthy areas
  4. Agrax wash earth areas
  5. Leadbelcher metallic areas
  6. Nuln Oil metallic areas
  7. Ryza Rust metallics

Additional future work for these if I want to bring the standard up further:
  1. There's no detail on the bolt pistol holster or grip.
  2. I didn't do any edge highlighting along the pauldrons or bolter casting - the bolter casing probably has some good payoff.
  3. Touch up the base edges to unify the black tone
I didn't drill out the bolter barrel either yet, don't @ me
edit: standard bolter barrel is 0.8mm bit size