AllScars 2014 Tournament Rnd 4 – v’s Eldar

Posted in 40k with tags , , , , , , on July 20, 2014 by Mik Calow

BLYesterday was the 4th round of the All Scars 2014 Tournament (held as usual down at Tabletop Tyrants) and I was facing the Eldar host of Alasdhair.

I had decided to try something different (again) and worked up a Chaos “Gun Line” formation using a primary and secondary Combined Arms Detachment force.

Chaos Space Marines: Supplement – Black Legion (2013) v1 (Combined Arms Detachment) Selections:

HQ (130pts)

  • Warpsmith (130pts) Champion of Chaos, Independent Character, Master of Mechanisms, Shatter Defences, Aura of dark glory, Bolt Pistol, Power Axe, Veterans of the Long War

Troops (128pts)

  • Chaos Cultists (64pts) Champion of Chaos,9x Autogun, Champion’s upgrade, Heavy stubber, 10x Squad models (champion included)
  • Chaos Cultists (64pts) Champion of Chaos,9x Autogun, Champion’s upgrade, Heavy stubber, 10x Squad models (champion included)

Fast Attack (170pts)

  • Heldrake (170pts) Daemon, Daemonforge, It Will Not Die, Meteroric Descent, Hades Autocannon

Heavy Support (600pts)

  • Chaos Vindicator (150pts) Daemonic Possession, Siege Shield, Warpflame gargoyles
  • Defiler (225pts) Daemon, Daemonforge, Fleet, It Will Not Die, Daemonic possession, Power Scourge, Reaper Autocannon, Warpflame gargoyles
  • Defiler (225pts) Daemon, Daemonforge, Fleet, It Will Not Die, Daemonic possession, Power Scourge, Reaper Autocannon, Warpflame gargoyles

Chaos Space Marines: Supplement – Black Legion (2013) v1 (Combined Arms Detachment) Selections:

HQ (120pts)

  • Sorcerer (120pts) Champion of Chaos, Independent Character, Psyker,Last Memory of Yuranthos, Sigil of corruption, Veterans of the Long War, Power Armour, Bolt Pistol, Force Weapon

Troops (560pts)

  • Chaos Space Marines (280pts) Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Plasma Gun, Veteran of the long war, Aspiring Champion, Champion of Chaos, Bolt Pistol, Combi-bolter, Melta Bombs, Power Weapon
    • Chaos Rhino, Repair, Combi-bolter, Extra Armour, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles
  • Chaos Space Marines (280pts) Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Plasma Gun, Veteran of the long war, Aspiring Champion,Champion of Chaos, Bolt Pistol, Combi-bolter, Melta Bombs, Power Weapon
    • Chaos Rhino,Repair,Combi-bolter, Extra Armour, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

Heavy Support (188pts)

  • Havocs (188pts) 4x Havoc, Icon of Flame, 4x Lascannon, Mark of Tzeentch, Veteran of the long war,Aspiring Champion, Bolt Pistol, Combi-bolter

Fortifications and Stronghold Assault (2013) v2 (Fortification Detachment) Selections:

Fortification (100pts)

  • Aegis Defense Line (100pts) Gun Emplacement with Quad-gun

It was only as I was reading through my list and packing my models on the morning of the game that I realised I had given the Havocs the icon of flame but the only weapons it would affect were their bolt pistols and combi-bolter – doh!

I won the roll for choice of table end and also for choice of going first which I decided to take. We both agreed that we didn’t want night-fighting (so under the new 7th ed rules if the players agree it’s ignored) and I deployed first.

deploymentThe sneaky eldar stole the initiative and the wave serpents and fire prism opened up taking an instant dislike to one of my defilers, reducing it to a single hull point in the first salvo.

In my round the warpsmith failed to repair the defiler, my shooting was abysmal and the defiler failed to regenerate a hull point too.

round 2Round 2 and the eldar vehicles advanced a little further, reducing the damaged defiler to a wreck and starting on the other one and my havocs.

My heldrake didn’t turn up from reserve and despite some of the shots from the bigger guns immobilising the fire prism and shaking one of the wave serpents the rest was typically poor. One of the cultist heavy stubbers lined a shot at the dark reapers but it turned out he hadn’t actually loaded any ammo.

round 3Round three and the eldar had reached my lines, unloading a squad of wraithguard which summarily destroyed the marines closest to it. They also managed to destroy the vindicator as one of the wave serpents could now line up in its weaker side armour.

My heldrake arrived and to Alasdhair’s relief he discovered I had given it the autocannon rather than the baleflamer. With the lack of enemy flyers the vector strikes were reduced in their effectiveness but still took a hull point off the wave serpent before having some ineffectual shooting of the autocannon. I decide to move the remaining defiler around cover to try and engage approaching troops with a rhino following, though not before a cheeky shot to wreck the second wave serpent and make the fire dragons within resort to foot slogging.

round 3bMaking the fire dragons disembark early may not have been the best idea as the eldar psykers used guide and they unleashed fusion guns at my drake, reducing it to a single hull point and destroying its only weapon. The wraithguard marched onwards and destroyed my warpsmith and several nearby cultists.

The remaining trio of cultists were clearly mad, and opened up their autoguns on the eldar battle-suits – and actually killed one. Their joy was short-lived as the next round they were obliterated in turn.

round 4The fire dragons proceeded to claim the objective in the ruins and melt my rhino to steaming slag, while their former transport hopped over to the rear of my lines and finished off my last defiler. The wraithguard advanced over the broken forms of the cultists.

The heldrake continued to fly over the eldar units, vector striking proving more useless than ever as I continued to roll 1′s. The remaining rhino drove over the wreck of the defiler (becoming a rhino-filer briefly) and continued to use its havoc launcher to batter the approaching guardians, reducing their numbers and setting them ablaze. This caused the survivors to turn tail.

My sorcerer and remaining marine squad hopped over the aegis and clambered onto the nearby shrine in an effort to get a better firing position, which resulted in the sorcerer getting shot down – his sole contribution to the game being activated his force weapon once!

Soul blaze continued to burn one or two eldar but not enough to cause them to worry, the heldrake (having failed to regenerate any hull points) was soon shot down to crash in a position where it didn’t worry anyone. The second cultist unit scrabbled over the wreck of the vindicator and fired at the wraithguard, taking another one out but inevitably were shredded in the following round.

In what would become the final round the eldar moved to secure two of the objectives, and my remaining marines began moving back towards their Aegis.

Alasdhair had scored Slay the Warlord, First Blood and Linebreaker to get a 5-0 win and with the tournament points this became 34-3. Despite the result this was a cracking game and if my dice had been even moderately behaved could have been a lot closer.

The powers that be have updated the standings and heading in to the final round I find myself level with Alasdhair and John S on 39 points, my final game is against the tyranid horde of Christian who’s sitting in third place overall with four wins under his belt. No pressure then ;-)

D&DEnc 18 – Dead in Thay – Session 10

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , on July 18, 2014 by Mik Calow

news_20140310_1So on our penultimate session of the season we were very thin on the ground down at Tabletop Tyrants. But as people had put themselves out to come down we ran with reduced numbers anyway and had a blast.

The heroes had already planned to head from the Seclusion Crypt to the Temple of Fortune. Appearing through the black gate they recognised the halfling Curran from Daggerford and set about freeing him from the wizard, flesh golem and wight in the room.

By the end of the fight they had captured the wizard (he had a broken arm and was manacled and gagged), destroyed the wight and forced the golem to be ordered to stand down (prior to gagging the wizard).

Between them they disable the dias and rescued Curran then as they had taken quite a beating returned to the gatehouse and the seclusion crypt to rest up once again before returning to the room and heading to the next chamber – The Temple of Savagery.

They focussed their attacks on the particularly sneery Red Wizardess, taking her out reasonably easily before the Dread warriors assaulted them. The particular effect of the room didn’t have a major issue with such a small party but I could see it providing major amusement with a large group especially if they clump together.

Once they defeated the warriors they freed the trapped Chosen, realising the female figure was a wight (and undead Rilsa Rael from Baldur’s Gate) as she spat curses of Bhaal at them and attacked. They knocked her unconscious before taking her back to the gatehouse too.

When they arrived they were told that Kelson and Jekk had led a force to the Abyssal Prison to free Shalindra, and that was where we left it, ready to head into the finale next week with hopefully a few more bodies. Unfortunately it’s that time of the year, good weather, the holiday period, combined with a couple of our regulars starting new jobs and another pair being off on their well-deserved honeymoon.

We’re planning on taking a short break before starting the new season in August and using the finalised rule set.

D&DEnc 18 – Dead in Thay – Session 9

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , , on July 11, 2014 by Mik Calow

news_20140310_1Just one table again this week down at Tabletop Tyrants, though this time I was back in the DM seat and as his group were unavailable Vipin joined us with his half-elf barbarian.

Adam’s ranger rejoined the others in the corridor between the Pale Garden and the Dreaming Garden, and once he convinced them to use one of the remove curse scrolls they had acquired and had his voice restored, he was able to relay the findings from the other group regarding the draining of the Chosen and the need to disrupt the process.

The group advanced into the Dreaming Garden to see a red wizard lounging on his literal garden furniture with two armoured figures before him and a group of shabbily robed figures around them. A couple of them noticed a black winged shape drop the lifeless form of a slave to the floor before flying up to the ceiling.

As the shabby robed figures shuffled forward the party skirted clockwise around the room but were pulled up a little short as Patrick and Heather suddenly fell asleep due to the soporific musk of the flowers in the room. Adam and Vipin picked them up and continued on until one of the armoured figures blocked their path demanding they explain their presence. They realised the red wizard was speaking through the obviously undead figure.

When they tried to say they were bringing sacrifices to the Undying Laboratory the wizard said the sacrifices could be left here, for his pet. At this point the black creature dropped from the ceiling behind the heroes. Vipin (still carrying a sleeping Patrick) leapt over one of the flowerbeds, dumped patrick on the floor and threw a bottle of Alchemists Fire at the wizard, igniting him and some his topiary furniture. Oliver blasted a fireball to add to the conflagration before being engaged by the undead warrior. Adam faced off with the black creature.

During the fight both Patrick and Heather eventually woke up and joined their allies, but despite having 2 rangers, a druid and the multiclassed cleric/bard/druid/mage no-one could actually identify the black creature correctly – not even when it spat a stream of acid over Adam.

The shambling figures joined the fray, revealed as zombies, along with the  other undead warrior and the heroes, despite having dealt with the red wizard (he failed his saves against the fiery attacks and died the next round), were soon hard pressed and had to use a lot of their healing magic before they finally won out.

The fight between Vipin and the wight was particularly funny as it quickly devolved into a series of innuendo’s regards Vipin being a dungeon trying to grasp Mt Grey’s weapon before thrusting it back into him – Adam joining the fight with the comment of “I’ll help finish him off” was met with more hilarity.

Eventually the battered and bruised heroes were able to gather their loot, though as most had been on the wizard or in his topiary furniture I decided to see if it had survived the fiery doom that claimed the former owner. They lost out on the scrolls but everything else survived, along with the two undead warriors weapons (a +1 battleaxe, and a longsword that while held could detect living beings within 30 foot even if hidden or invisible). Gathering their gear the ran through to the Undying Laboratory and used the gate to return to the Seclusion Crypt and rest up, planning on heading to the Temples of Turmoil next session.

The only dampener on the session was when we realised that Oliver’s multiclass caster’s spells were incorrect due to a confusion on level 3 spells not being available at character level 3. But after the session we went through build to clarify it and the pc’s now have the opportunity to level up to 8th level so they can make any necessary alterations.

D&DEnc 18 – Dead in Thay – Session 8

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , , , , , on July 3, 2014 by Mik Calow

news_20140310_1This week down at Tabletop Tyrants we only had the one table as my group couldn’t make it for various reasons (work, illness, etc) so I had the opportunity to sit in on Vipin’s game as a player.

I decided to run a tiefling spellcaster that I had used in another game and after a discussion with Vipin we decided I was working in the room the party were about to enter alongside the Red Wizard there, but I was a member of the Resistance.

The room in question was the one with the nutcase wizard imbuing oozes with intelligence. Vipin described her as looking similar to Emma Thompson’s character from Harry Potter (Professor Trelawny) and the name stuck for the rest of the encounter.

Once the heroes entered the wights attacked and I tried to gain mental control of the wizard but failed. During the fight a gelatinous cube emerged close to the monk who had a strange obsession with wanting to be engulfed so as to fight from the inside, well he got his wish.

The half-orc fighter concentrated bowfire on the wizard while the elf ranger traded blows with a wight. I skipped over the troughs of ichor to get to the wizard but failed to land a blow, only to have a ochre jelly crawl out behind me and attack, to which I responded with a reaction that fried it to ash.

The wights used Misty Step to retreat and use their ranged attacks on the party as a small black pudding slithered out. I managed to finally drop the nutty wizard as the ranger danced over and sliced the monk free.

As I was still in my robes as a Red Wizard I commanded the wights to return to their duties and get the oozes back under control (backed up by a good persuasion roll) and they grudgingly did while we searched through the wizards private chamber.

After that we retreated back to the Gatehouse for short rest before using one of the glyph keys to enter the Temple of Nature.

Here we found another Red Wizard and wight, with an orc suspended in a golden glow on a dias behind them. The wizard challenged why we were there and I quickly said we had brought another chosen (gesturing to the half-orc) adding “let me show you what she can do” as Hannah prepared to charge in.

Thankfully I just beat her on the initiative roll and blasted off a Fireball, both the wizard and wight survived (though barely) but the orc in the glow wasnt so lucky.

The wizard managed to rush past all of us and escape but the wight was brought down by our ranger. Approaching the dias it had an aura that threw the monk backwards but the rest of us made it and realised it was being used to siphon the divine energy from the Chosen for the phylacteries. Between us we disrupted the magical effect, the restraining pillars and the carved runes. During this we realised that it was using the black gates to channel the energy and after a couple of attempts we were able to disable the gate.

Gathering our belongings we headed out of the north door…..

Wow that was great fun. Thankfully my character didn’t overshadow the regular pc’s. As Richard and Hannah are going to miss for a couple of weeks (due to getting married this weekend and going on honeymoon – congrats again guys) it will probably just be my table (if enough bodies are available) and we have agreed that my character has returned to the gatehouse to pass on the findings about the chosen while Adam’s ranger will rejoin the other party to do the same.

With the release of the Basic D&D rules pdf now on wizards.com we have agreed to stick with the playtest packet we have been using until the end of this season (only 5 weeks left).

It’s all heading for a climactic season/playtest finale :-)

I feel the power of the warp overtaking me..

Posted in 40k with tags , , , , , , on June 30, 2014 by Mik Calow

BLWith the switch over to 7th edition I have decided to fully embrace the psychic phase of our game of toy soldiers.

I’ve already got my pair of sorcerer’s in power armour on foot, and now I have my converted sorcerer on his bike.

However I still had a model I got for Christmas sat in its pack doing nothing – a sorcerer in terminator armour (I actually have 3 of these, the new one, an old one and another gained in trade that needs stripping – which I am passing on to another player from the club).

 

Digging through the bits box I still had the sorcerer arm holding staff from the plastic chaos lord terminator kit so decided to use it on this model.

BL-term-sorcererAs it comes with two options of arms I’ll be using the remaining combi-weapon and force sword arms on the older body.

This would give me 5 sorcerers plus Ahriman, not a bad selection to work with – for now.

While I was dipping in to my collection of terminators I felt the urge to paint one of my older minis.

I chose one of the very old models I had rebased on a 40mm one, armed with combi-melta and power sword that was already base sprayed and my usual colour scheme of Leadbelcher/Screaming Bell/Mephiston Red. I added a little blue-grey to the original slotta-base as all that black needed breaking up and I had done similar on my original infantry bases.

BL-termie-2 BL-termie-3 BL-termie-4 BL-termie-1

This brings the army totals up to 4 needing assembling, 149 unpainted, 40 need stripping, 96 base painted, and 36 painted.

Still a way to go.

AllScars 2014 Tournament Rnd 3 – v’s Space Wolves PMC

Posted in 40k with tags , , , , , , , , on June 29, 2014 by Mik Calow

BLSo game day arrived and I headed down to Tabletop Tyrants to face Jon’s Space Wolves PMC force.

We rolled off to choose table ends, which I won and decided to take the window end. Rolling for  who would deploy first I won again and decided to let Jon deploy first.

CAM00948His force set up mostly as far forward as they could, with his Long Fangs in one ruin and a grey hunter unit with dreadnought support in the opposite – both also contained objectives. He had a landspeeder and his wolf lords unit (armed with plasma pistols) held in reserve.

CAM00949My forces set up further back. One unit of marines in the three-tier ruin, the other in the centre crater, both their Rhinos sat close by. My predator and vindicator sat with one rhino while my cultists took point in another crater. My two bike units (one led by the lord the other by the sorcerer) were also hanging back. In reserve was my heldrake.

CAM00950The opening round didn’t have much effect other than Jon thinning the ranks of my cultists and advancing his thunderwolves into nearer cover. His dreadnought took out one of the rhino’s but his expected joy at taking its passengers out disappeared as he realised it was empty. My response was to move my remaining vehicles and bikes up. The vindicator clipped the thunderwolves taking one out and setting the remainder ablaze (Jon was quickly going to grow to hate Soul Blaze), amazingly the unit failed its morale check and retreated. My sorcerer managed to Enfeeble his blood claw bikers making it a little easier to begin shooting them up which also resulted in Soul Blaze (this unit remained on fire all game!).

CAM00952Jon’s reserves were both available, his Lord and unit using outflank to come on behind my sorcerer but he tried to deep strike the landspeeder behind my predator, only to scatter off the table. Rolling on the mishap chart he got a unit destroyed – oops. The Lords unit ignored the sorcerer to unload a volley at my lords unit scoring seven plasma gun hits. Thanks to the Look Out Sir rule his unit sold their corrupted souls in order to save him. His burning bikers charged forward into both my sorcerers unit and the remaining cultists, where the sorcerer challenged the wolf priest.

In my turn the heldrake failed to come on. In the psychic phase I managed to empower my force staff and set off a Sunburst which killed a member of the wolf lords unit and (you guessed it) set them on fire. My lord took his bike round the ruin and after firing into them charged in to challenge the wolf lord in combat.

CAM00953 Despite being reduced to one wound the chaos sorcerer continues battling the blood claw bikers, the cultists having already fled. (reduced to four men they needed double-ones to rally, the dice rolled and came up a one and a five, rolling to see how far they ran and don’t you just know it – double-ones!).

CAM00954The wolf lord managed to reduce my Lord to one wound before I finally decided to use the Hand of Darkness and tear him apart, causing his remaining retinue to retreat towards my sorcerer.

CAM00955Two of Jon’s Grey Hunter units swarm the central objective, too juicy a target for my heldrake to pass up having already tasted blood as it vector struck the thunderwolves. Belching its Baleflamer it managed to take out members from both units – and set both on fire (by now Jon was really loathing the phrase Soul Blaze). His units tried to take the heldrake out but only managed to reduce it to its last hull point.

CAM00956Before my lord can move up and assist the sorcerer against the blood claws, Jon’s Long Fangs take him out with krak missiles. In the combat phase the bikers finally destroy the stubborn sorcerer.

CAM00957Jon moves on to finally destroy my vindicator and then assaults the predator with his remaining thunderwolf and thunder hammer armed lone wolf.

My heldrake flew on to try and burn the pesky Long Fangs in retribution for the loss of the warlord but the pesky wolf guard leading the unit was protected by his storm shield. The last thunderwolf finally fell to fire from the marine squad in the ruin but the lone wolf still destroyed the predator.

CAM00958The lone wolf prepares to charge the marines, easily surviving the overwatch fire before being challenged by the aspiring champion, who promptly got smushed under the thunder hammer.

CAM00959CAM00960CAM00961CAM00962Jon’s forces controlled four of the objectives and despite the heldrake vector striking his predator and causing it to explode this meant I was out of position to belch flame on the unit occupying the ruins. The demonic beast’s luck finally ran out as the dreadnought took advantage of the objective being a skyfire nexus and shot it out of the sky.

The game ran for the full seven turns with Jon finally destroying my last marines in combat with his lone wolf and claiming the fifth objective.

Final score was 8-1 in victory points which translated to 36-3 Tournament points in Jon’s favour, but as usual I had really enjoyed the game so a loss wasn’t too bad.

In hindsight perhaps I should have chosen to go first and set up closer to get my bike units in combat with the Grey Hunters earlier but with Space Wolves having counter strike I don’t think it would have made a major difference.

Next round (in three weeks time) sees me taking on Alasdhair’s eldar. This will take some serious thought on my list but as I still the chance to change twice in the final two rounds I can field a different force each time.

 

On the eve of battle

Posted in 40k with tags , , , , , , , , on June 27, 2014 by Mik Calow

BLTomorrow sees the All Scars descend once again upon Tabletop Tyrants for the third round of our 2014 club tournament.

We have now officially changed over to the new 7e rules and as the tournament allows us to change our forces up to three times each I have chosen to do so.

+++ All Scars 2014 Tourn rnd 3 (1996pts) +++
+++ Chaos Space Marines 7th Ed (Black Legion) Roster (Primary Detachment)) +++

+ HQ + (475pts)

* Lord Clay Morrow – Chaos Lord (240pts) (Champion of Chaos, Fearless, Independent Character)
Aura of dark glory, Bike, Gift of mutation, Mark of Tzeentch, Melta bombs, Skull of Kerngar, The Hand of Darkness, Veterans of the Long War, Power Armour, Bolt Pistol, Power Maul

* Unsa the ravager – Sorcerer (235pts) (Champion of Chaos, Independent Character, Psyker)
2x Additional Mastery Level, Bike, Gift of mutation, Last Memory of Yuranthos, Mark of Tzeentch, Melta bombs, Sigil of corruption, Spell familiar, Veterans of the Long War, Power Armour, Bolt Pistol, Force Weapon

+ Troops + (692pts)

* The prospects – Chaos Cultists (118pts) (Champion of Chaos)
18x Autogun, Champion’s upgrade, 2x Heavy stubber, 20x Squad models (champion included)

* Squad Tiggs – Chaos Space Marines (287pts)
Autocannon, 9x Chaos Space Marine, Icon of flame, Mark of Tzeentch, Meltagun, Veteran of the long war
* Tiggs – Aspiring Champion (Champion of Chaos)
Bolt Pistol, Combi-melta, Power Maul
* Chaos Rhino (Repair)
Combi-bolter, Dirge caster, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

* Squad Chibbs – Chaos Space Marines (287pts)
Autocannon, 9x Chaos Space Marine, Icon of flame, Mark of Tzeentch, Meltagun, Veteran of the long war
* Chibbs – Aspiring Champion (Champion of Chaos)
Bolt Pistol, Combi-melta, Power Maul
* Chaos Rhino (Repair)
Combi-bolter, Dirge caster, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

+ Fast Attack + (540pts)

* Squad Jaxx – Chaos Bikers (185pts)
4x Chaos Biker, Icon of Flame, Mark of Tzeentch, 2x Meltagun, Veteran of the Long War
* Jaxxon – Chaos Biker Champion (Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Maul

* Squad Opie – Chaos Bikers (185pts)
4x Chaos Biker, Icon of Flame, Mark of Tzeentch, 2x Meltagun, Veteran of the Long War
* Opie – Chaos Biker Champion (Champion of Chaos)
Bolt Pistol, Melta Bombs, Power Maul

* Pyrate – Heldrake (170pts) (Daemon, Daemonforge, It Will Not Die, Meteoric Descent)
Baleflamer

+ Heavy Support + (289pts)

* The Mower – Chaos Predator (132pts)
Autocannon, Dirge Caster, Dozer blade, Extra armor, Havoc launcher, Heavy Bolters, Warpflame gargoyles

* The demolisher – Chaos Vindicator (157pts)
Extra Armour, Havoc Launcher, Siege Shield, Warpflame gargoyles

I will be facing one of my favourite opponents, Jon, with his Space Wolves PMC. Now, my track record against Jon is 0-2 so far so I’m hoping to turn it around this time.

Unlike the previous rounds I will have several unpainted models as the weather prevented me from getting out and spraying more up, so I decided to make a couple of extra conversions to represent my Icon bearers. I had one for my khorne beserkers and the “medieval” chaos marine unit, and Gary is kindly going to paint me a chapter banner using a modified imperial banner I got off ebay.

icon bearers

I used a trio of the reclaimed/stripped models already in my collection along with some Man-o-war masts that were sat in my bits box. I may be tempted to top these with some of the left over shields from the medieval marines (fantasy chaos warriors fitted with 40k weapons and backpacks), but for this battle I’ll leave them as bare poles. My only concern is the sections of the poles breaking off, hopefully my foam trays in the Squire case will protect them sufficiently.

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