Thursday, July 22, 2010

Chaos Guard - more Ogryn and other gribblies



After working out with the first few how the arms positioned and how to make the guns the rest of the Ogryn fell together pretty easily.






Bear trap and shoota on the guy on the left.  I don't think you want these guys catching you, but if the trap closes over your head you probably won't have to worry anyways.  Big honking sword on the middle one - ever since the Ironguts first came out, I wanted one with the big honking sword and chainmail veil, so here he is!  Hasan chop! I may add a gun to his base, or just assume it's already run out of ammo and has been discarded.  Simple sword and gun on the one on the right.



Last group of three.  Another simple sword and gun, big choppa and gun, and gun with buzzsaw arm.  The saw is a nob arm attached with a greenstuff shoulder.  Ever since I saw that in the nob kit I knew I wanted it on an Ogryn.




Side view.













4 o'clock view.  Guy on the right has a whip from the Gretchin kit.  Whether he uses it to motivate prisoners or drag them into the buzzsaw is anybody's guess.  My guess is that dragging one into the buzzsaw would do a good job of motivating the rest.






I made the weapon change to the Minotaur, and was pretty happy with the new one.  Not entirely satisfied with the pose though, so I pried the hand off and repositioned the buzzy monstrosity to a more dynamic angle, and also added an extra meathook to the front for just a little bit of extra ickiness and to cover a bit of boring flat space.







So that's the Ogryn squad complete, barring any fiddling or extra bits I may slap on if inspiration strikes.




I also knocked out turning a couple of shotguns into pump-action flamers for the cultist platoon command squad.  Originally I planned on more gargoyle heads, but they looked too wide for the shotguns, and the Cadian flamers also have two barrels that lined up nicely with the shotguns.  A round bit of sprue serves as a fuel cannister.

Chaos Guard - First 3 Ogryn

Here are the first three Ogryn, with weapons and some stuff added.  This guy has one of those Ogre cesti and a Chaos heavy bolter as ripper gun. 

View from other side, with marauder shield on the back.

Next up is one of the guys with a defiler mask and blob head.  Ripper gun is an Ork shoota.  I originally was going to use guns more like big shootas or heavy stubbers, but they ended up looking too long.  A regular shoota looked too small, so I added the gargoyle head on the end and a little extra "stock" on the back to make it a little bigger.






Other view, with backup weapon/scalping knife on the back from the berzerker sprues and a maruader horsemen shield.









Drum-fed shoota, and big choppa.  Again, shoota has had some extra treatment to make it a little bigger.



Other views, showing side view of sawaxe and grenades on the back.  Hands are from the nobz too.
I have a feeling that these guys are going to draw a lot of fire.








  

Wednesday, July 21, 2010

Chaos Guard - Bullish about the Grim Future Redux

 I wasn't entirely happy with the axe the minotaur (which will be the squad leader for my Chaos Ogyrn) had, so I did some chopping and fiddling.

Here's what he had originally:


And here he is now:


Bottom taken from an Ork Nob, top from a Killa Kan.  Maybe directly, this guy looks like he might be tough enough to do it!

Another view:


You'll see more examples in future posts (and indeed have already seen many examples in this army) but this demonstrates one of the advantages of building multiple armies - extensive bits and bobs left over.  While a number of the things I bought directly for this army (like the Mino and the Ogres themselves), a lot of the extra parts come from stuff I already had.  I know not everyone has the capacity to do it directly, but see what you can do when you combine with other local gamers - trade that Ork player those extra bolters and jump packs for him to make some fancy shootas and storm boyz, and get his extra choppas and leftover dread parts for those Chaos marines you've been planning. 


Chaos Guard - WIP Chaos Ogryn






 A WIP shot of the Chaos Ogryn, who will be led by the minotaur seen earlier.  Three have Irongut heads, the other six have Defiler masks.  The masks are appropriately sized, but at least for me didn't fit over the regular Ogre heads even with some trimming, so I just went with some globs of greenstuff instead. 

Tuesday, July 20, 2010

The Riddle of Comedy Gold

Thanks to Tower of Heroes for finding this YouTube gem. 

Conan the Musical


The same guy apparently has more, checking them out now...

Monday, July 19, 2010

The Scouring of Beati Prime part 2 - Missions

Part 2 of what I'd come up with as an outline for a prospective 40K campaign. Part 1 with the mission tree can be found in the previous post



The Scouring of Beati Prime

Aided by an uprising of local cults, the hordes of Chaos have descended upon Beati Prime, taking key strategic positions and routing the local PDF and Arbites. Their position is not yet secure however, and a nearby contingent of Adeptus Astartes is re-routed to deal with the heretics…

Note: Where there is no Draw option specified in the mission, use Kill Points as tiebreaker if it is an objective mission, and Victory Points as tiebreaker for KP missions or if second tiebreaker is needed. If even VP are tied, play mission again.

Mission 1

Descent of Angels The night sky lit up with the meteoric descent of drop pods and the flare of Thunderhawk engines as the heretics scrambled into position.

“Surprise Attack” from Battle Missions (p68) with the addition of Night Fight for the entire battle. Marine player is the attacker. Use of drop pods and other deepstriking units encouraged, to represent the Marine’s initial assault on the Chaos forces. City Terrain.

Chaos Victory – proceed to 2A
Imperial Victory – proceed to 2B

Mission 2A

Storm the Barricades The initial assault did not break the back of the heretics, and the Marines find themselves surrounded. The traitors will find the Astartes a tough nut to crack however…

“Trench Warfare” from Battle Missions (p46). The Chaos player takes the “Imperial Guard” role. City Terrain.

Chaos Victory – proceed to 3A
Imperial Victory – proceed to 3C

Mission 2B

BreakoutTheir initial landings secured, the Space Marines strike out.

“Vanguard” from Battle Missions (p.66). City Terrain.


Chaos Victory – proceed to 3C
Imperial Victory – proceed to 3B


Mission 3A

ExfiltrationTheir battle lines compromised, the Astartes attempt to slip through the encircling forces in order to regroup at another location.

Kill Team basic rules, with the following changes: no Specialists, and use 400pts instead of 200. Instead of table quarters, Chaos player sets up on one half of the table, then marine player enters turn 1 from the opposite table edge. Marine goal is to exit the far table edge. City Terrain.

Once all marine units have exited or are killed, total up the VP value of the models that exited.

Exited:
251-400 – Imperial Victory, proceed to 3C
150-250 – Draw, proceed to 4C
0-149 – Chaos Victory, proceed to 4A

Mission 3B

Combat Sweep With the traitor line opened, the Imperials move to shatter their strength, striking at concentrations in the wastelands.

“Annihilation” mission from Rule Book, Dawn of War deployment. Marine player may choose to setup first/go first or setup second/go second. Desert/wasteland terrain.

Chaos Victory – proceed to 3C
Draw – proceed to 4D
Imperial Victory – proceed to 4B

Mission 3C

Street Fight – Both sides jockey for advantage as the gutters run red with blood.

“Seize Ground” mission from Rule Book, Pitched Battle Deployment. Use the full five objectives. City Terrain.

Chaos controls 3-5 more objectives – major victory, proceed to 3A
Chaos controls 1-2 more objectives – minor victory, proceed to 4C
Draw – refight 3C again.
Imperial controls 1-2 more objectives – minor victory, proceed to 4D
Imperial controls 3-5 more objectives – major victory, proceed to 3B


Mission 4A

Closing the RingWith the Astartes contained, the Chaos forces bring up the big guns.

“Prepared Assault” from Battle Missions (p42). Chaos player in Imperial Guard role. City Terrain.

Imperial Victory – proceed to 4C
Draw – proceed to 5C
Chaos Victory – proceed to 5A

Mission 4B

Witch Hunt With the Chaos reinforcements cut off, the Marines pick up warp fluctuations in the jungle and move in to pull the sorcerous teeth from the serpent.

“Annihilation” mission from Rule Book, Pitched Battle deployment. Psyker units on both sides count as 3KP, other units count as 1KP each. Forest/jungle terrain.

The Chaos player must take at least two psyker units (Primaris Psykers and/or Psyker Battle Squads). The Marine player does not have to take any, though they may want the protection a Psychic Hood offers!

The Imperial player may also include Witch Hunter Allies if desired, or may even elect to play an entire Witch Hunter army if desired and available.

Imperial Victory – proceed to 5B
Draw – proceed to 5F
Chaos Victory – proceed to 4D

Mission 4C

RegroupReeling from setbacks, the Marines attempt to perform an orderly regrouping to allow for a resumption of the offensive.

“Fighting Withdrawal” from Battle Missions (p78), with the Marines taking on the Tau role. City Terrain.

Chaos Victory – proceed to 5C
Draw – proceed to 5D
Imperial Victory – proceed to 3C


Mission 4D

Burn the Heretic! Whether the fires were started by Chaos sabotage or Imperial incendiary bombardments, the effect upon the city was the same.

“Annihilation” mission from Rule Book, Spearhead deployment. Use “Slash and Burn” rules from Battle Missions p.14. (Burning) City Terrain.

Imperial Victory – proceed to 5F
Draw – proceed to 5E
Chaos Victory – proceed to 3C

Mission 5A

Last Stand The planet is lost to the foul traitors. The remaining marines have holed up in the ruined Arbites precincthouse awaiting extraction. The heretics do not wish their guests to leave.

“All-Round Defence” mission from Battle Missions (p.70). Marines as defender. City Terrain.

Chaos Victory – Total Chaos Victory for Campaign
Imperial Victory – Major Chaos Victory for Campaign

Mission 5B

Rat’s NestDriven from the city, the heretics hole up in an ancient fortress deep in the jungle. The Marines move in to help with the “housewarming”.

“All-Round Defence” mission from Battle Missions (p.70). Chaos as defender. Jungle terrain with central ruins.

Imperial Victory – Total Imperial Victory for Campaign
Chaos Victory – Major Imperial Victory for Campaign

Mission 5C

Hounds of Hell Traitor Marines answer the call for aid from the heretics, eager to engage their “brothers” in battle. The loyalists are just as eager and throw all they have into the fray.

“Black Crusade” mission from Battle Missions (p. 12). The Chaos player should use a Chaos Space Marine force. City terrain.

Chaos Victory – Major Chaos Victory for Campaign
Imperial Victory – Minor Chaos Victory for Campaign

Mission 5D

Stop the RitualTheir mortal forces proving insufficient for a knockout blow, the heretics sought more direct aid from the warp, performing vile rituals deep in the wastelands…

“Stop the Ritual” mission from Codex: Daemon Hunters. Desert/Wasteland terrain.

Chaos Victory – Minor Chaos Victory for Campaign
Imperial Victory – Draw for Campaign

Mission 5E

To the Spaceport! The Marines proving impossible to dislodge, the heretics sought to flee with whatever forces they could to fight another day. While the spaceport itself was still in traitor hands, it had been surrounded by the Marines. To escape, the heretics must break through a ring of Astartes…

“Ambush” mission from Battle Missions (p.50). Marines take on the Necron role.  Desert/Wastelands terrain. 

Chaos Victory – Draw for Campaign
Imperial Victory – Minor Imperial Victory for Campaign

Mission 5F

Purge the UncleanIn a last push, the Astartes attempt to drive the Chaos forces fully into the wastelands.

“Implacable Advance” mission from Battle Missions (p.54). The Marines play the Necron role. Desert/Wastelands terrain.

Chaos Victory – Minor Imperial Victory for Campaign
Imperial Victory – Major Imperial Victory for Campaign







The Scouring of Beati Prime - prospective 40K campaign

 


My Horus Heresy opponent and I were talking about starting up a 40K campaign down the road, and I got inspired.  What a great way to fully break in my Chaos Guard, and it would help motivate me further to get them table-ready.  I'd play the Chaos Guard in the campaign, and he would bring his Blood Angels, Black Templars, or maybe both.

This is the prototype; as I tinker and with feedback from him the flowchart and the missions may change, but I wanted to go ahead and share.  I really like the flowchart - provides for both the possibility of a quick end, but also the chance to loop back around, allowing a player with early setbacks a chance to struggle back to total victory as long as the campaign hasn't reached the last row.  "CV" stands for Chaos Victory, "IV" for Imperial Victory.  The outcome of the last mission (the 5A->5F choices) determines the victor/level of victory, running from Total Chaos Victory if Chaos wins 5A on the left all the way to Total Imperial Victory if the Imperials win 5B all the way on the right.

I'll put up the mission details next.


Saturday, July 17, 2010

For Your Consideration - Check these blogs out!

You can see them in my blogroll, but wanted to point out a few places that have caught my eye fairly recently that in case you've missed could stand another look:

Musings of a Smurf - check out the Bad Moon battlewagon he's just finished up! Hopefully this project will be the start of more regular updates.

Ulthwe on the Table - project log about, well, getting an Ulthwe army on the table. Nicely done jetseer council; see this army develop from the ground up!


Psychosis PC's The Madhouse Workshop
- Probably no stranger to those who've prowled the Painting and Modeling sections of various fora over the years, but a surprisingly low number of followers given his talent.

Chris' Miniatuares Woes - zombie and post-apocalyptic enthusiast with a dark, subdued painting style well suited to the subjects!

Faeit 212 - our "competitive gamer" entry for the day, with lots of articles on topics similar to things you'll find on those more famous sites, but with the amazing capacity to include editing, a point, and the ability to discuss a miniatures wargame without excessive drama or profanity.

Las Tierras del Norte - Spanish painter currently working on some cool "exploradores lobo" - aka Space Wolf Scouts.

The Astral Wolves - Get in on the ground floor here folks! If the Blood Angels he's starting are half as cool as the Chaos guys he's already put up, it'll be a great army to see take shape.











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