Showing posts with label IG. Show all posts
Showing posts with label IG. Show all posts

Monday, September 19, 2016

From the Archives: 6th Assault Grenadiers Routs Ork Horde!


I was messing around with the way back machine, and found this battle report from my old Multiply.com site. It's a fiercely fought battle between my 6th Brandenburgers and Orks, sometime in 2010 (that's Fifth Ed right?).

I had a good read, and thought you might enjoy it too. I do remember the battle - it was super bloody involving 2 horde armies, and out of hundreds on each side, only handfuls remain:

Captain Tillman lowered his binoculars and calmly issued the final orders for his men to make ready for combat. He did not need any visual aid to know that the ork horde is upon them and will contact in a matter of minutes. His scouts had counted some 110 greenskins, including a whole mob on their noisy bikes and the contraption the xenos call trukks. Against this, his 3rd company arrayed 108 men in 3 platoons, including Commissars Busso and Kastner lending their unshakeable faith to 1st and 2nd platoons respectively. The two Leman Russ Demolishers, Basilisk and Manticore from divisional support were also a welcome boost. The three ancient relics that he had been ordered to retrieve must not fall into xenos hands. His assault grenadiers have no choice but to defeat the xenos and cleanse the field of them.

The position he had chosen was strong, with nearly all his force concentrated on the right flank. The assault grenadiers of 1st and 2nd platoons massed to the fore of his position, anchored against some ancient ruins, with the Demolishers holding the extreme right. The ruins themselves were occupied by 3rd platoon, lascannons at the ready. The missile launchers of 2nd platoon’s heavy weapons squad were occupying a small hill to the left of the main position, somewhat unsupported but with an excellent field of fire. Tillman sited his Manticore in the extreme right behind the safety of the ruins, and the Basilisk in the extreme left of the field in an attempt to bait the xenos into splitting their forces.


The oncoming greenskins spread the breadth of the battlefield, slugga boyz blanketing the field from left to right. Behind and to the left of the wooded ruins was a sizeable mob of nob bikers, and to the right of the same wooded ruins was the rattling trukk, belching thick brownish black smoke. The ground started to shake amidst the deep rumble of massed xenos iron-shod boots. Breathing a quick prayer of faith, Tillman bellowed into his micro-bead, “Here they come! Steady Brandenburgers! For the Emperor!”

Like a surging tide, the orks bounded forward towards the Imperial line. On the left flank, the bikers gunned their engines and sped straight towards the Basilisk at breakneck speed. On the other flank, the trukk did much the same, bumping across country at dangerous velocity, then swinging ninety-degrees into a skidding stop. Led by a bellowing warboss, the huge frames of ork nobs poured out of the vehicle with unnatural agility and charged straight into 1st and 2nd platoons. Tillman couldn’t help but sneer at the xenos’ audacity of ten of their number taking on more than 60 of the Emperor’s finest in hand-to-hand combat. The greenskins’ fearsome great weapons and power-klaws cut many of his men down, but the Brandenburgers gave back as well as they got, and seriously bloodied all but the xenos’ medic, who somehow escaped injury.

To the right of the melee, a huge mob of 30 slugga boyz stormed straight towards 3rd platoon’s position. Seizing the moment, Lieutenant Trierenberg’s 2nd platoon command squad and the 20 men of 3rd platoon advanced into rapid-fire range. Trierenberg shouted “First rank fire! Second rank fire!” and they opened fire in disciplined rapid-firing volleys, shredding the greenskins into ribbons. Tillman saw this, and ordered Sergeant Windmann’s Demolishers and Lieutenant Weigel, OC 3rd platoon to join in the enfilade, and immediately the deafening boom of the tanks’ fearsome demolisher cannons and ripping roar of their heavy bolters joined in the cacophony of death.

Only seven orks emerged from the dust of the explosions, and they threw themselves straight into Trierenberg and his squad, easily cutting them down with choppas and blunt objects. The orks’ leader went straight for the Demolishers, miraculously doing them no harm despite his snapping power-klaws (auto-hit, four 1’s to pen). This was the only chance this mob got and they were subsequently wiped out by massed lasgun volleys from 3rd platoon.


The melee between the ork warboss’ nob retinue and 1st and 2nd platoons was not going well for the xenos. While many good Brandenburgers were killed, the weight of numbers began to tell, and one by one the nobs were being skewered by bayonet, saber, power weapon and power fist. The ork leader had no choice and called his Waaarrghhh! Bellowing at the top of their corrupted xenos lungs, the massed orks picked up their already fast momentum and poured forwards with renewed vigor. A fresh slugga boyz mob piled into the on-going melee, thankfully not doing too much damage, while the mass of orks from the left rushed forwards towards the main fight.

The nob bikers broke off from their interception course with the Basilisk and swung towards the right flank at full speed, impatiently intent on getting into the thick of the swirling melee. Tillman spotted this and ordered all available guns on them. The Manticore fired first, its rocket arcing in a low trajectory before its multiple warheads landed amidst the nob bikers in three great explosions of fire and dust. The Basilisk rolled steadily forwards, its tremendous Earthshaker cannon barking and throwing hi-ex death into the middle of the nob bikers. Sergeant Windmann gave an order into his microbead, and as one his Demolisher squadron lurched forwards and swung left to bring weapons to bear on the nob bikers, huge cannon belching fire and the resulting explosions scattering the nob bikers further. 2nd platoon’s heavy weapons squad joined in the mayhem and loosed deadly krak missiles into the bikers, the missile contrails snaking menacingly into the bikers’ positions.


Out of the smoke and fire of the Imperials’ concentrated firepower, three surviving bikers led by the biker warboss roared straight into the melee. They were too late to save their nob kin, who were mercilessly cut down by the intrepid Brandenburg assault grenadiers, the trukk warboss being last to go down. The relieving slugga boyz mob were themselves having a difficult time holding down their supposedly-puny human opponents in the close-combat and many orks were slain, though the human infantry’s numbers were thinned down to only a handful. But the fury of the surviving bikers’ charge was enough to tip the balance, and as the assault grenadiers’ numbers dwindled, 1st platoon ceased to exist. Commissar Busso was swinging his power-axe in silent fury, his fine commissar uniform and cap slick with xenos blood, and was about to turn to face a nob biker when a large-caliber big shoota shell slammed into his face at point-blank range. Two meters away, Commissar Kastner’s crackling powerfist had just smashed into the chest of a xenos warrior, lodging deep into the creature, but before he could remove his weapon from the body a nob powerklaw cut him in two. The three remaining survivors of 2nd platoon had no choice but to fall back, successfully eluding the blood-crazed orks.

The so far unblooded ork slugga boyz from the left flank finally arrived at the sharp end of the battle. With unbridled ferocity, the mob bounded across open ground and up the small hill where 2nd platoon’s heavy weapons squad were sited. The squad could only turn and let loose a single volley before the xenos horde was upon them. The fight was completely one-sided, and in a matter of seconds the xenos warriors were shrieking their foul language in celebration as some of their warriors swung captured Imperial missile launchers in the air, precariously balancing stacks of krak missiles on top of each other in a mad show of glee.

Captain Tillman witnessed the destruction of his 1st and 2nd platoons with a cold calm, without any hint of surprise or alarm. He had been silently keeping tabs of the battle, and so far the losses were about even in terms of the sheer number of warriors slain on each side. But he had the tactical advantage of reserves, in the form of 3rd platoon, and mobile fire support from his tanks. He waited until the retreating remnants of 2nd platoon was in shouting distance before projecting his voice across the field, “Sergeant Reichelt! Get back in the fight!” The grizzled veteran sergeant simply nodded and held up his hand to halt his squad’s retreat, and they turned around to face the enemy once again, weapons at the ready.


The handful of surviving orks and nob bikers from the huge melee that had cut down 1st and 2nd platoons would need to be dealt with decisively. Captain Tillman ordered 3rd platoon to fix bayonets and advance, and gave the order for disciplined ranked las-fire. He himself shouldered his ancient lasgun, took aim and steadily squeezed the trigger, felling a xenos warrior. Sergeant Windmann’s Demolishers were called to the fore, rolling forwards with the impudence only unchallenged Imperial armor could ever show. Once again, the great demolisher cannons spoke and fiery orange explosions blossomed amidst the nob bikers, incinerating one of them. Sadly, the blast was so close to Sergeant Reichelt’s survivors that it caught his meltagunner full in the chest, and the unlucky guardsman fell in a smoldering heap. The Basilisk, still advancing towards the enemy lines, lent its high explosive weight into the fire, obliterating even more xenos.

By the time the dust settled, only the bike warboss remained standing, and even then was badly injured. He roared out in anger and frustration and gunned his bike towards the Manticore, one of the many objects of his hatred. The hapless Manticore crew could only fire their last missile, whose warheads impacted amidst the remaining slugga boyz mob with fearsome effectiveness. That was to be their last act, and within moments the crazed warboss was upon the warmachine, its oversized powerklaws slicing the Imperial armor like so much cardboard and paper, and the proud machine soon caught fire and ceased to function.

The loss mattered not to Tillman, and with his characteristic calculative calm, ordered 3rd platoon forwards in an all-out rush for the nearest ancient relic. “Move! Move! Move!” he demanded, and the mass of Imperial manhood ran forwards as fast as their tired legs would carry them. Tillman and his command squad led the advance, the company banner flying proudly amidst the smoke of battle. He ordered Lieutenant Weigel’s platoon command squad to focus fire on the remaining xenos warboss, and the combined lasgun, lascannon and plasma rifle fire easily put the beast down.

There remained only the matter of the 25 or so orks from the last surviving slugga boyz mob. The Basilisk advanced steadily towards another of the ancient relics, even as its Earthshaker spat flame, sending a hi-ex shell into the middle of the mob and scattering many xenos limbs high into the air. Windmann’s Demolishers, untiring, advanced relentlessly from the right to close the trap as they too opened fire sending fearsome demolisher shells and a hail of large-caliber heavy bolter shells into the xenos.


The beleaguered orks milled around aimlessly and finally spread out in order to lay claim to two of the ancient relics, but in so doing denied themselves of much of the available cover. Captain Tillman was not impressed, and even as he pressed his 3rd platoon forwards and claimed an ancient relic, he ordered the Basilisk to advance at full speed straight into the xenos in order to scatter their grubby hands away from the Emperor’s ancient relic. Windmann’s merciless Demolishers once again came into their own, the booming demolisher cannons and roaring heavy bolters pouring great plumes of death amidst the xenos. As the mayhem subsided, only five orks remained standing, and after a moment of bewilderment at their violent fate the xenos warriors turned and ran off the field.

Imperium Victor! Ave Imperator!


Thursday, October 23, 2014

Leman Russ #1 Finally Done!


Finally got the first Denerair Leman Russ done. Had some trouble with this one, as I tried a lot of stuff with the model, and accidentally damaged it. While I like the current version of rhe Leman Russ for many reasons (awesome fit, all weapon options included, etc), the turret really doesn't fit into the Denerair WW1-ish look. It's too ... contemporary/modern/slick.


So I spent almost 2 weeks experimenting with turrets. I considered getting an alternative turret online. Then I thought that a circular turret might work, so I hunted high and low for a suitable base material. But after trying all kinds of different stuff, I couldn't find one that's the right size and right material. Then I remembered that my Leman Punisher was kit-bashed using the Punisher cannon bit from the Demolisher kit and an old Leman Russ turret, without the stowage bin.


Just happens that I do have a few spare ol'-skool Leman Russ turrets. Off went the stowage bin and battle cannon, in went the Exterminator cannon bit, and voila!


The rest of the assembly is pretty standard. I moved the exhaust pipes to the top of the rear deck, and used the handle bits as a ladder for maintenance crew to use to access the engine and fuel cap. The paint scheme is standard Denerair armored vehicle livery, which I described in my previous post.


Anyways, now the first one is done, the other 2 should be easier - I hope. Next up will be 2nd squad of 1st platoon. But I'll be doing some maintenance work on some of my Eldar models first. I finally got around to building an Eldar list for 7th Ed (I'd been using an old list, which stll kicks ass, such is the state of the Eldar ...), and I need to retrofit scatter lasers and shuriken cannons on my 2 Wave Serpents. Those 14-year old kit-bashed Serpents are long overdue for a clean-up and overhaul, and this is the perfect excuse for that. The only other model I need to convert/add for the new Eldar list is an Autarch with fusion gun. Should be a nice distraction.




Thursday, October 9, 2014

Wyvern #1 done!


Finally finished the first Wyvern for my Highlanders. Again, it didn't take too long to paint, but I did spend a lot of time deciding and trying out the conversion, and then again more time on the paint scheme and the paints to use for weathering. But I'm pretty happy with how it turned out.


For the base colors, I again used Battlefront's Great War painting guide, and using mainly Vallejo paints, was able to base paint the vehicle pretty fast. Then it was time to figure out the details. In the end, this is what I used:

1. Vallejo Brown Violet - hull, helmet
2. Vallejo Beige Brown - wooden crates
3. Citadel Abaddon Black - all the black stuff, black wash
4. Citadel Leadbelcher - metal stuff, gun barrels, tracks, chipped paint
5. Citadel White Scar - markings
6. Citadel Mechrite Red - markings (by mistake)
7. Citadel Blood Red - markings
8. Citadel Bestial Brown - rust
9. Citadel  XV88 - leather bindings
10. Citadel Nuln Oil - wash on helmet
11. Citadel Agrax Nightshade - wash on metal bits
12. Vallejo German Grey - chipped paint
13. Citadel Fang - mud
14. Citadel Fenris Grey - mud highlight
15. Vallejo Grey Green - hull highlight
16. Vallejo English Uniform - heavy bolter tarp


There were a few experiments and trial and error - stuff that I imagined in my head, and then tried out on the model. Thankfully, most of it worked out ok for me - the rebuilt turret with the clustered barrels (instead of the chopped-off Hydra turret), the hand-painted stripes (I first used Mechrite Red - it's too dark. The straight up red of Blood Red works better), omitting the railings in the fighting compartment, the grey mud instead of brown, etc.


I still haven't decided what the crew will look like. Most likely they'll be wearing kilts, with one guy holding binoculars and observing the fall of shot as the mortar ranges in, and the other guy checking coordinates. But we'll leave that for later for now.

Next up will be 2nd squad, 1st platoon. That's 10 guys - 8 riflemen, flamer and sergeant. Looking forward to getting that done and see the army build up.

Keep them dice rolling!



Thursday, October 2, 2014

Straken Survives Crash! And Some Denerair Updates

 
Last Friday's games vs the vile xenos of Synide's Craftworld Kai were amazing fun. Painful for my forces, but fun anyways.


His 1850pt army list:
Vile Eldar xenos scum:
Autarch on jetbike, with fusion gun, lance and the funky mask
Spiritseer
5 Wraithguard w wraithcannon
Wave Serpent with holofields, twin scatter lasers, shuriken cannon
5 Wraithguard w the flamer things
Wave Serpent with holofields, twin scatter lasers, shuriken cannon
Crimson Hunter w Exarch
Hemlock
3 Hornets
Night Spinner
Night Spinner


The Emperor's Indomitable II Catachan, Air Mobile Detachment:
Colonel Straken, with 3 plasma gunners and a Medic
Padre Peters (rides with Straken)
Major Winters, with 3 riflemen and standard bearer
1st Assault squad - demolitions, heavy flamer, 2 meltaguns
2nd Assault squad - demolitions, heavy flamer, 2 meltaguns
3rd squad - autocannon, 2 meltaguns, vet sgt w meltabombs
4th squad - autocannon, sniper, 2 plasma guns, vet sgt w meltabombs
5th squad - autocannon, sniper, 2 plasma guns, vet sgt w meltabombs
Valkyrie Squadron - 2 Valks with missile pods
Vendetta Squadron - 2 aircraft
Vendetta Squadron - 2 aircraft


Synide, the poor thing, had never played a Maelstrom mission before, so I got him to try it out. We played mission no.3. Safe to say it was so much fun, he actually bought the mission cards that night.


I won't go thru a blow by blow of the game, but one thing's for sure - Eldar armies like this one are alongside the Tau for armies that the AirCav just cannot handle. While Straken's troopers fought valiantly, they didn't stand a chance. Xenos withering firepower very quickly tore down the Vendettas and Valkyrie, and amidst my backdrop music of Ride The Valkyrie and assorted late-60s rock, the Catachans' brave fight could not stop the xenos from absolute victory. Only 1 Catachan survived - the Veteran Sergeant Hobbs of 2nd Assault Squad.


The most amazing moment of the game had to be when Straken's Vendetta was shot down by the Crimson Hunter, sending the mighty gunship down in flames, and crashing with a thunderous blast, killing all onboard - except for Straken. Emerging from the fiery twisted wreck, the incensed Colonel charged the nearest xenos tank and brought it crashing down (the plan was for the surviving Vendetta squadron to kill the Wave Serpent, and Straken then would charge the Spiritseer and Wraithguard inside - but the Serpent survived the lascannons with 1 hull-point remaining).


We played a second game, with the same xenos army taking on Ahriman and my Thousand Sons. This game was much closer, the xenos winning 13-11. I hadn't played the Thousand Sons in awhile, and it was pretty refreshing to play Chaos after weeks of siding with the Imperium.


A quick update on my Denerair Highland regiment project. I started on the first Wyvern, and you can see some of the progress below. I really don't like the original kit because it looks too much like a Hydra without the long autocannon barrels (which it is). So I swapped the barrel mountings left to right, and the result is something that I like much better than the original kit. I've added some stowage, and the vehicle is ready for painting - hopefully tomorrow.

Keep them dice rolling.





Thursday, September 25, 2014

1st Denerair Highlanders - 1st Squad Done!


Finally got first squad done for my Denerair Highlanders. It was fun painting these guys up, and it really didn't take that long - just had to find the time to sit and paint.

I'm happy with these guys, and they were assembled rather straight up. The next squad's sergeant will have some arm swaps to get different poses. And the challenge is to find enough bayonets for everyone. The kind people of the 6th Brandenbergers have agreed to donate their bayonets (snip, snip, paint, paint), but I still need to shave off the bayonet hilts from their sheathes before I glue them onto the guys' belts.



But next up will be a Denerair-pattern Wyvern. Denarair-pattern Wyverns were not officially sanctioned war machines from any forgeworld. Rather, they were all battlefield modifications of the Griffon self-propelled heavy mortar. The Denerair Highlanders were never issued with Wyverns, but that didn't stop the hardy mountainmen from fashioning their own versions, which were rather effective on the battlefield.


The agri-world Denerair itself is of little consequence with only 5 million inhabitants, emerging in Imperial records only because of the ravages of the Gothic War, due to its location in the Bhein Morr Subsector of the Gothic Sector. The agri-world did not have a military tithe, but has for thousands of years maintained a militia made up of its onlhy warrior class - mountain tribesmen known as Highlandsmen, or more popularly, Highlanders. Over time, the militia gained formal organization, funding and equipment along the lines of the Imperial Guard.


Durng the Gothic War, the Denerair Highland Militia fought off the predations of Chaos with such ferocity and stoicism that Imperial Guard commanders in the sector found it fit to equip them with and train them in heavy war machines and artillery. In the aftermath of the war, the Militia was renamed the Denerair Imperial Guard, and today fields around 98,000 men organized in 8 infantry, 3 artillery, 3 armored, 3 support, 1 engineer, 1 signals and 1 air defence regiments, plus an additional 8 reserve regiments. While Denerair itself still has no military tithe requirement, about a third of its regiments voluntarily serve off-world in many Imperial Guard armies, and are often found in the thickest and bloodiest of battlefields. On the battlefield, the Highland Regiments march fearlessly into battle with bayonets fixed and the sounds of their holy bagpipes filling the air, driving fear into the enemies of the Imperium.







Thursday, September 4, 2014

Highlander Test Model


Finally finished the first test model. It was actually pretty fast to paint, and that is one of the requirements for modeling the infantry for this army - it must be quick AND look good. This is why I settled with the simple conversion for the gun, by just snipping off the magazine, and making sure all guns have fixed bayonets. It was my first time using Nulm Oil, and I think I went overboard with that.

The pallete:

  • English Uniform - shirt & kilt
  • Brown Olive - helmet, armor, water bottle (this will also be used for flamers & vox)
  • Green Ochre - webbing, gas mask, ammo pouches (nothing green about green ochre, I discovered)
  • Chocolate Brown - boots, bayonet sheath
  • Beige Brown - rifle
  • Dark Flesh - wood grain on rifle
  • Gunmetal Grey/Leadbelcher - metal parts on rifle, bayonet, metal parts on gas mask, buttons, bits of barbed wire on base (I used Gunmetal Grey on the rifle, but switched to Leadbelcher for the bayonet and other stuff, which I find works better for 28mm models. I'll be using Leadbelcher moving forward)
  • Burnished Gold - aquila on chest, belt buckle, badge on kilt, winged skull on rifle
  • XV-88 - highlight for leather parts
  • Agrax Nightshade - shading for rifle
  • Nuln Oil - shading for everything else
  • The Fang - first layer drybrush on base
  • Fenrisian Grey - second layer drybrush on base
  • White Scar - final layer drybrush on base
  • Bestial Brown - base rim



Anyways, I'm happy with it so far, and your thoughts on this would be great. I do have 90 infantry to paint, so keeping it simple and quick is a priority. In the meantime, I'll start batch painting by squad the base English Uniform and Brown Olive colors, as those are pretty much confirmed.

Keep them dice rolling ...


Saturday, August 30, 2014

IG Victorious! Traitors Cleansed!

 
 
In yet another marathon hobby and gaming session, I managed to put in a couple of games, assemble a couple of test figures for my next IG army, have dinner with the guys, and watched some amazing games being played. By the time I got home, I was completely exhausted.

The big game for the evening was my Brandenberg IG fighting off a Khorne army in a Cleanse and Control maelstrom mission. It was the first time ever that my army deployed 2 Hellhounds, and I was really excited to try out my new old toy, freshly painted the night before. I'll share just a brief overview of the game, as my opponent agreed to do a batrep, and I love his batreps.

The Khorne army looked fearsome, with a Lord mounted on steed and with all kinds of wargear, 3 favoured Berzerker squads, a Land Raider, 2 Rhinos, a Heldrake (thankfully with the Hades autocannon), 3 deep-striking Helbrutes with multimeltas and a guest appearance by a Mastery Level 3 Nurgle Daemon Prince. I had my favorite infantry force of 108 men, supported by 4 Leman Russ (1 Exterminator, 1 Executioner, 2 Plain Jane Russes), 2 Hellhounds and a Vendetta.

From the get-go, it did not look good for the Brandenbergers. I had deployed defensively, being overly-concerned about his deep-striking Helbrutes. The problem is, most of the objectives were either in no-man's land or in enemy territory. Either way, it was going to be quite a hike for my troopers. And Khorne got first turn.


The first couple of turns didn't do anything to boost my confidence, as my shooting was ineffective (it took almost the entire army to wiped out a pack of daemon beasts, though I did get First Blood), and both my assault platoons on my flanks were charged by the enemy - left flank by a squad of Berzerkers, right flank by the Khorne Lord himself. To add to the tactical errors I had made, the dice were not cooperating either. I would roll low to hit and to wound, but when in Turn 3 I wanted to sacrifice my conscripts by making the Priest accept the Khorne Lord's challenge, the Priest actually made all his invul saves!

But he must have known something was afoot, as suddenly fortune made a 180 flip. The Khorne Lord, having slain my Priest in my turn, was mocked by his fickle gods and was turned into a Spawn (which is much easier to kill). At the same time, over on the other flank, the other Priest (who also spoiled my plans by refusing to die at the right time), killed the Khorne champion in a challenge. Then everything started going the IG way - the Vendetta blowing up his Land Raider in a single volley, my 2 Hellhounds freely ranging on the battlefield to claim objectives (the Hellhounds' speed contributed more to the victory then their shooting actually), the late arrival of the Helbrutes, which gave me time to prepare for them, and they landed into more or less ambush positions.

The IG finally won 9-7. It helped that I got First Blood (the whole army gets credit for this one), Slay the Warlord (the Exterminator got this one) and LineBreaker (Hellhound, of course). And as I mentioned above, the Hellhounds managed to rush around and throught the enemy lines to score objectives. Of the 6 Maelstrom Objectives the army scored, 3 were done by the Hellhounds. The battle was really bloody and losses were heavy, with a 70% casualty rate amongts my infantry. No vehicles were lost. The Khorne army survived the battle with only an immobilized Helbrute, the Heldrake, the Daemon Prince and 4 Berzerkers left standing.


Before that game, I managed to play another game with my Alaitoc Windriders Eldar army against an Imperial Knights force. I just realized now that it was the first time I played my Eldar in 7th ed, and the first time I've ever played against Imperial Knights. I was obviously intimidated, facing off against 3 mini-titans that were supported by a platoon of IG infantry, IG command squad, stormtroopers and a Vendetta. But the Eldar are super-deadly, and nearly wiped out the mon-keigh army, leaving only a single Knight alive at the end of the game, for minimal losses. I was quite amazed, actually.

And my next IG project, the 2nd Denerair Highland Regiment, started with the assembly of the very first figures, one of which shown below. I'll be doing a test paint job soon, hopefully in time for the next update.

In the meantime, keep rollng them dice ...



Thursday, August 28, 2014

Never too HOT.


Just finished my mini-restoration project to save this once dilapitaded gem of a model. Of course, I didn't think to take a before-and-after thing, but I managed to scrounge up a very grainy old file pic from the original Spunkybass Place site.
 

I got this fearsome flame tank from the original owner some years back, along with a bunch of Russes. They were formerly soldiering in a little-known Imperial Guard regiment called the Sovetskii Corporate Guard. The Sovetskii Corporate Guard fought alongside my Brandenbergers in many a campaign back during the fierce wars in and around the Balau Sector.

After a few bloody battles in the current edition with the current codex, I just felt that the Hellhound has actually increased in its awesomeness, and just wished I had more than one. Which of course, I did. I had been putting off restoration work on the old Hellhound because there was really quite a bit to do - it was missing reactive armor bits, the tracks were all over the place and had to be stripped and completely redone, and of course, there was the messy bit of stripping and repainting it.


Of course, like most projects, what had been put off for years was actually achieved in a couple of nights. It took a bit of thought to figure out how I painted my other Hellhound (which was done in 2000), but I managed to more or less match the paint-job. A couple of dry decal numbers from the awesome Archer Fine Transfers range finished it.

Hellhound #8 proudly joins the original #7 in their batllefield role of cleansing heretics, xenos and traitors in support of my Assault Platoons. Now all I need to do is to field them against the next vic... um ... awesome great cool opponent.

Keep them dice rolling ...