A Green Christmas II: This Time It’s Farcical! Epic Space Marine Battle Report

Seasons greetings all! It’s becoming increasingly clear that with the onset of age, the passage of time speeds up to frankly alarming proportions. I’d swear blind that not five minutes ago Dan & I were raising a glass after a cracking game of the GW classic Space Marine (where the Redeemers Space Marine Chapter fought a valiant action against the villainous Ork hordes of Waaaagh-Bozzhog), and then I check the calendar and discover it’s actually a YEAR.

I know. Shocking. And HIGH time we remedied things.

Back in January, my Redeemers got themselves all tidied up and based, and organised into a 4000pt force and not long afterwards I got busy with the hot glue, cardboard and drinking straws and turned a piece of Christmas present packaging into a majestic Leviathan superheavy command vehicle for the Hazzard 1977th Imperial Guard regiment..

As it stands, said Leviathan is the the sole Epic scale member of the 1977th, so it would be the Redeemers going to bat again with a token measure of Guard support.. The list looked like this:

Special Cards:

Medic – 50pts

Warlord Titan – Rocket Launcher, Laser Blaster, Chainfist, Quake Cannon – 900pts

Imperial Guard Leviathan – 350pts

Company Cards:

Space Marine Veteran Company – 850pts

Space Marine Devastator Company – 1000pts

Land Raider Company – 600pts

Support Cards:

Whirlwind Detachment  – 150 pts

Terminator Detachment – 300pts

Scout Detachment – 150pts

Grand total – 4350 pts

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The Redeemers Strike Force 01
Now, as some of you may recall, we screwed the maths up a little last time out, so we were determined that this time we were going to get things right, so army cards were checked, double checked and checked again for good measure – this time before the beers came out. For WAAAGH-BOZZHOG, Dan was able to bring out all three of his painted up Ork clans, plus the mighty Slasher that had wrought so much carnage last time out:

Special Card:

Slasher Gargant (Snapper, Chainfist, Observation Turret) – 600 pts

Clans:

Goff clan w/ Gutrippa, Bonecruncha, 2 Lungbursta squadrons & Skullhamma Battle Fortress – 1200pts

Evil Sunz clan w/ Gobsmashas, Mekboy Dragster, Bowelburna, Spleenrippa & Nobz Warbikes – 1150pts

Bad Moon clan w/ 2 Weirdboy Battletowers, 2 Braincrusha squadrons, Squig Katapults – 1400pts

Grand Total – 4350pts. And this time we’re sure.

Terrain:

We rolled up a health mix of terrain, including several towns – too many, in fact for the buildings we had supplied in the box so we broke out some of the home made sci-fi terrain we made earlier on in the year (which never made the blog- might have to remedy that) to fill in the gaps. This worked out quite nicely – the Orks would be rushing to loot the vast giga-storehouses of Hazzard’s finest export moonshine, certainly a mission which would require the Redeemer’s immediate attention!

For what seems like the first time in living memory, Dan won the deployment roll off and opted for the southern table edge with a greater concentration of objectives, leaving the Redeemers slightly on the back foot – but not to worry, the Emperor’s finest would save the day and ensure that Imperial liquor cabinets would not run dry on this most festive of occasions! First to 50 Victory Points would be the winner…

Imperial Deployment & Plan

Bugger, I wanted that side! Right, never mind, a Marine is nothing if not adaptable.. looking at the terrain and bearing in mind the experience of the previous game, my rough plan was to get the Leviathan, Devastators, Warlord and Whirlwinds into position and firing as quickly as possible to whittle down the Ork numbers and counterattack with the Veterans and Terminators when the time was right. Scouts would sit on the backfield objective and protect the Whirlwinds while the Land Raiders would act as a fire brigade.

To this end, I placed the armour and the Leviathan covering the open ground on the right flank, Devastators would advance to capture objectives 2 and 3 and plaster fire into the oncoming hordes. I debated what to do with my Veterans and Terminators and eventually decided on something audacious – Veterans would charge forward onto Objective 6 and use that either to springboard an assault or pull back in a fighting retreat onto the Devastator’s guns, while the Terminators would ambush any unwary stragglers. With this rough plan in mind, the Redeemers and the PDF crew of the Leviathan finished their final weapons checks and turned to face the enemy..

Ork Deployment & Plan:

Haha, for once the dice gods favour me! Right, my basic strategy with this army was three pronged – Evil Sunz would loop around and charge in, pinning the main enemy unit in close combat, before pulling out and leaving the central column of heavier but slower moving Goffs to finish them off. Meanwhile the Bad Moons and the Slasher wold provide covering fire and if any close combat targets of opportunity presented themselves, the Slasher would take care of them. Following this, Bad Moons deployed onto the hill with orders to advance onto objective 7 and 5, while the Goffs would charge “hey diddle diddle, straight up the middle” with the intent of pulverising any Imperial unit foolish enough to stand in our way, and the Evil Sunz would secure Objectives 2 and 3. From there – we’d see what happened..

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The armies deploy..
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Bad Moons hold the Ork backfield objectives and provide covering fire with the Slasher in support
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Goffs mass in the centre, Skullhamma to the fore
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Evil Sunz prepare a flanking charge

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Redeemers Veterans and Terminators, with the Medic, realising they’ve massively misjudged deployment..
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Imperial centre – Whirlwinds prepare to rain fire on the greenskins, Scouts ready to move up to secure objective 8 and protect the artillery while the Warlord gets set to stride into the fray!
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Imperial right flank – Land Raiders and Leviathan anchor the flank while the Devastators prepare to secure objectives 2 and 3
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The view from the Imperial lines… ulp!

Turn 1:

The Imperials won the initiative and forced the Orks to move first. This was somewhat intimdating as the Bad Moons and Slasher grabbed three objectives on the Ork right, while the Evil Sunz floored their throttles and hurtled toward the towering peaks of Objective 3, and the Goffs bellowed a mighty WAAAAAAGH, charging through the buildings in the centre towards the hated humiez!

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Evil Sunz deploy forwards, capturing objectives 1 and 2 and contesting 3
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The Goffs emerge from the Ork centre..
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Bad Moons roll forward onto Objective 7 to lay down covering fire
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A sea of red and green…
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Land Raiders swing out to spring the trap – but will it be enough?
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The Leviathan picks it’s targets…
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Veteran Company take a gamble and charge forward to capture Objective 6 with Terminators in support
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Devastators scale the hill to capture Objective 3
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Whirlwinds bring the pain to the Bad Moons, destroying infantry and Braincrushas
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Leviathan adds it’s Doomsday Cannon to the fray
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Why I hate ball rounds: Pt 1- Before…
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Pt. 2: After…
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Pt. 3 – Dan reminds me that I have – had – a Medic in there, giving everyone a 5+ save
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Imperial firepower pounds the Bad Moons
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The Devastators ready themselves for Orkish assault
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In the open ground in front of Objective 2, Imperial Land Raiders engage the Orks
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And in the End Phase, these two muster up vital Orky psychic energy to unleash the next turn…

Turn 2:

The turn began with a mighty WAAAAGH and the roar of greenskin V8s as the Orks won the initiative and opted to move first. A wave of red and green engulfed the Devastators on the commanding heights of Objective 3 – hunkered down on First Fire orders, the Marines grimly zeroed their sights, waiting until they saw reds of their enemies’ eyes..

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Evil Sunz swamp the Devastators on Objective 3
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Goffs thunder forward toward the Imperial centre
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Forging ahead, the Skullhamma plows into one of the Terminator detachment’s Land Raiders.
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Bad Moons and Slasher lay down covering fire
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Imperial artillery lays into the Goffs, felling ten stands of infantry – the boyz push on regardless!
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The Warlord turns his laser blaster on the Bad Moons, killing some unwary boyz while the Goff Nobz take down his remaining Void Shields
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Evil Sunz assault into murderous fire from the Devastators
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They steam in hard, but the Devastators still hold the hill!
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Meanwhile, the Skullhamma demolishes a Land Raider in the woods..
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..before the Terminator infantry (on advance orders) destroy it in turn. That’s what you get for messing with a man’s ride.
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At the end of Turn 2, the marines hold 5 objectives, the Orks 3 – Imperial fire has detroyed the Skullhamma and broken the Evil Sunz, who are forced to fall back, but the Veteran Company is almost entirely wiped out. So the score stands Orks 24 VPs, Imperials 38!

Turn 3: 

The initiative stayed with the Orks for this one, who opted to move first. The Evil Sunz assault had been a costly failure, but with unexpected good fortune on the other flank – wiping out an entire company of valuable Redeemer veterans – would we be able to refocus and redeploy to take advantage?

 

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Evil Sunz fall back to regroup and rally on Objective 1
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Belly gun reloaded, the Slasher fires another lethal ball round – direct hit, straight to the plasma reactor! The Warlord erupts in a pillar of nuclear fire
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Hunkered down on first fire orders, Bad Moon Weirdboy towers lash the Redeemers, finishing iff the Veterans in the ruins and killing a couple of Devastators – it’s not over yet!
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The Imperial right flank, buttressed by the Leviathan, grinds forward, wiping out the Evil Sunz survivors and reclaiming Objective 1
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As Turn 3 comes to a close, the destruction of the Warlord and the proximity of the Goffs in the gulley to Objective 3 has flipped things around again – Orks now lead 37 to 28!

Turn 4:

With the Warlord down, the Imperial left flank was reduced to a few stands of Terminators, but equally the Ork left had crumbled and the Bad Moons had taken heavy casualties to the point where they were perilously close to breaking – even at this stage, it was anyone’s game!

The Orks won the initiative and opted for a bold, aggressive strategy..

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The Slasher barrels forward to destroy the few remaining vehicles of the Veteran Company and capture Objective 6
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Goffs close assault the Whirlwainds and the Scouts charged with protecting them (note the large smoking crater where once had stood a Warlord Titan…
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Goff Gutrippas against Whirlwinds – not a chance
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Scouts fight valiantly but are overwhelmed and outnumbered
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With the Imperial forces out of position, the charge of the Goffs and the Slasher has pushed the Orks up to 46 VPs, but the Goffs suffer just enough casualties to break them, putting the Imperials on 45…

Turn 5:

The Imperial side won the initiative and opted to go first – with the remaining Orks running wild, only an equally aggressive strategy could pull things back!

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Land Raiders burst through onto Objective 4, laying into the remaining Bad Moons
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The remaining Scouts fall to Goff Nobz and armour, and the Orks capture Objective 8
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Imperial fire cripples the Bad Moons, finally breaking them…
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And as the Devastators recapture Objective 3, it’s all over! 59 VPs to the Marines, 46 to the Orks.

Conclusion:

What a game! Right until the end it could have gone either way, especially after the Warlord disintegrated (as he seems wont to do every game).. and the ballsy charge of the Goffs and the Slasher almost swung it. Had the Evil Sunz assault gone better it would have been all over for the Marines, but Dan admitted to getting to unfocused, trying to capture Objective 2 as well as carry the assault. A bit more concentration of force would have enveloped the Devastators and most likely annihilated them. And what the hell was I thinking putting my entire Veteran company in the warehouse?? I may as well have left them at home!

The Goffs are a weird bunch, clumping infantry and tanks together means something very hard hitting but at the same time hard to position right, and it was only really Turn 4 when they were in position to do something significant – and by then they’d suffered enough casualties to have broken. Dan’s going to try mounting them in Battlewagons next time… ulp.

Most Valued Player for Dan was undoubtedly the Slasher, 600 pts but chewed it’s way through 1850 pts of Marines and Titan – nearly half my force! For me, I was impressed by the Leviathan, it’s long range cannon let me put the hurt on the Bad Moons from the opposite end of the table, and in the end that helped push us over the line.

So while we mourn our Veteran brethren and Warlord (and Scouts.. and Whirlwinds.. and Dan managed to kill a stand of Terminators to break them too..) the Leviathan leads a battered taskforce of Land Raiders and Devastators to secure the remaining precious stocks of Luna Luceat liquor. The Imperial Festive Season must go on!

Happy New Year everyone, stay thrifty into 2018!

 

 

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Armies On Parade! – The Hazzard 1977th Astra Militarum

Ever wondered how you can have a fully fieldable 1000pt force of Astra Militarum Imperial Guard, let’s dispense with the rebranding – for less than a tenner?

Wonder no more, my comrades in thrift.

This post represents the culmination of a project which began with a haul of toy soldiers from eBay back in 2012, continued with the realisation that here was the core of a usable Guard force for 40k in 1/72, gained further momentum after an accidental alcohol infused eBay purchase a few weeks back, survived a vehicle build process that was hexed from the start and is now ready to take the field!

Step forward the unsung guardians of the hive world of Hazzard, deep in the galactic South and home of the Redeemers chapter of Space Marines – this list is 2nd Ed codex compliant and I think represents a well balanced and pretty fluffy force that should be fun to play when our nemeses hit the table!

The list:

HQ:

Captain Aenus B. Dodge – Carapace Armour, Boltgun, Power Sword

Lieutenant Roscoe Coltrance – Laspistol, Chainsword

Guardsman – Meltagun

Guardsman – Meltagun, comm link

2 Guardsmen – Plasma Gun

Primaris Psyker Master Jesse Lee Vaughan – sword

Commissar Vance Pyle – Laspistol, Power Sword

Line:

 Squad Alfonso (Infantry):

Sergeant – Plasma Pistol, Laspistol

2 Guardsmen – Grenade Launcher, Frag & Krak grenades

7 Guardsmen – Lasgun

 Squad Beauregard (Veteran Infantry – Freedom Fighters Upgrade)

Sergeant – Laspistol, Sword

9 Guardsman – Lasgun

 Squad Cletus  – (Heavy Weapons)

1 team – Heavy Bolter

1 team – Lascannon

1 team – Missile Launcher

Armour Support:

Leman Russ MBT  (The General)

Chimera APC (The Dixie)

Total cost – 1000 pts

 

Pics, you say? Very well:

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HQ – left to right: Guardsman with meltagun, Guardsmen with plasma gun, Primaris Psyker, Captain, guardsman with meltagun and comm link
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More HQ – left to right, Captain, guardsman with meltagun and comm link, Commissar, and because I got confused, Squad Beauregard’s sergeant!
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Squad Cletus – missile launcher team
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Squad Cletus – Heavy Bolter team
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Squad Cletus – Lascannon team

Squad Alfonso

Squad Beauregard

Armour contingent – The General and The Dixie

The boys deployed in a combat zone.

 

Infantry are Airfix 1/76 “Modern US” soldiers with greenstuff conversions while the armour contingent was built with cardboard and other household junk.

Of course, now they need someone to fight, and I have assurances that once end of term test marking, Christmas shopping and present wrapping is out of the way, Da Skooderia will be showing up to put them to the test – roll on 2018!]

Meantime, happy and thrifty wargaming everyone, have a great Christmas and we’ll see you soon!

 

Cheaphammer 40k! Scratchbuilt Imperial Armour in 1/72

Want to do 40k on the ultra-cheap? Step this way good sir & madam..

So, as some of you may be aware, recently we accidentally picked up a copy of 40k 2nd Edition in pretty usable condition, and along with knackered old copies of the mid ’90s codexes found in the loft we’ve been busy making both Da Skooderia and the Hazzard 1977th PDF into codex compliant forces. In both cases, this has necessitated a fair old bit of reorganisation, and in the case if the gallant PDF, some armour – in the shape of the trusty Imperial stalwarts, the Chimera and the Leman Russ!

Now, as is well documented, we use 1/72 (aka 20mm) as our mainstay scale, as the stuff looks good and is insanely cheap compared to the more popular 28mm, and also provides for a (slightly) bigger and more flexible battlefield. So even if we could afford the GW kits, they wouldn’t scale – what to do.. enter the noble craft of Paperhammer!

Some of you will be familiar with the incredible wealth of talent that is on offer from paper model designers like Eli Patoroch (and if you’re not, blogs like this are a great way to pique your interest), and both of these models began life as his templates, scaled back to 66% (GW is more or less 1/48 scale, 48 is 2/3 of 72, 2/3 is near as dammit 66%). In the case of the Chimera, it was a pretty straightforward build, but the Russ? Man, someone put a hex on that thing from the get go..

Some pics:

The Chimera – basic template build, with IDE cables for tracks and a hunk of sprue for the turret multilaser. I used a split pin through the turret base to attach it to the top of the hull, then built the turret around that. As you can see, one or two mistakes where edges didn’t quite line up – a little green stuff around the edges helped with that.

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Detail added – large rivets from 1/16″ hole puncher, smaller ones from dobs of PVA glue applied with a cocktail stick. Primed with cheap £1 grey spray primer
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My attempt at “underpainting” – prewash with black ink to enhance detail. Not sure it made any real difference in the end though..
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Basecoated with Crafter’s Choice tan (to match the infantry colour scheme). I followed the hallowed wisdom of GW’s Duncan Rhodes – “two thin coats are better than one thick coat”.
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Thin wash of Vallejo Brown Ink applied to bring out the detail, followed by a drybrush of tan paint and then another, lighter drybrush of tan mixed with white.
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Digital camouflage patterns (because I hate myself) – these are Vallejo Russian Green
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Matching the infantry, more digital camo blocks added with Burnt Umber and black craft paint

Shown here with an infantryman for scale.

Finally, weathering applied, including drybrushed mud and heavy black sponge chipping, and varnished.

Now to the Leman Russ – this build threw up considerably more issues:

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Basic turret and hull

Rivets added courtesy of PVA and hole punch once again, cannons and exhaust stacks a misture of drinking straws and cocktail sticks, chopped IDE cables for tracks… and this was where things first started to go awry – I wanted the sponson mounted lascannons to move, so I built the sponsons independently, then glued the small drinking straw (lascannon) to a larger diameter one placed inside the sponson, allowing them to move. The left hand one cooperated – the right hand one absolutely would not. I tried tacky glue, superglue, caulk, No More Nails, plastic glue, even greenstuff – eventually I had to wedge the bastard in there and coat it with superglue, so unfortunately this particular Russ has a slight manufacturing defect. There were also a few problems with the template – this was more sophisticated than the Chimera, and unfortunately when I shrank it.. I also shrank the instructions. So a fair few bits had to be scratchbuilt and guessed at.

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Basecoated with the same tan as the Chimera – for some reason the paint reacted very badly with the primer, and also with the hot glue that held on the tracks.. to the point where I had to lever the damn thing off the modelling mat when I came down the next morning as the tracks had detached from the body and stuck themselves to the mat!

Same digital camo pattern as the Chimera – but hell, there’s only two vehicles in the force so far, and it does look good…

 

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Washing, drybrushing, weathering, metallics – all complete, I take it out to the shed for varnishing and look what happened! My varnish turned into spray snow! Turns out temperature (VERY cold) and failure to shake the can enough where the culprits…
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Repainted, reweathered, revarnished and ready to lay waste to the Emperor’s enemies.. as long as they’re in 1/72 scale of course..

So as you can see, it took a while, and my Russ is owed some SERIOUS tabletop karma to make up for it’s difficult start in life! I’ll be doing a full Armies on Parade when the rest of the force is ready to roll, in the meantime (despite a few cockups), I’m quite proud of these two, and for all the issues I had building them it seems the build was no more difficult than your average Forge World kit..

If you haven’t tried Paperhamer, I thoroughly recommend it – obviously you want the real GW kit to do it properly, but as stand ins, proxies, units to try out before splashing the cash – there’s a huge amount of satisfaction to be had in cobbling something out of nothing.

Stay thrifty out there, see you soon!