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Wednesday, February 22, 2023

Back of Beyond Campaign - Winter 1918

This past week was the Winter 1918 turn where all armies retreated to winter quarters, taxed their populations, gathered resources and recruited replacements. 

At the end of the week, armies redeployed for spring campaigning. 

Location of all armies at the beginning of Spring 1919


Current status of all armies...

ORANGE

  • Commander of the Field Army: Lieutenant General Sir Percy Arbuthnot-Worcester-Gruntfuttock-Smythe
  • Faction: Western Interventionists
  • Army: 14th Allied Eastern Expeditionary Army
  • Base of Operations: Canadar 
  • Other Cities: Canuckand, Molsensk, Stlojia
  • Resource Points: 4
  • Field Army:
  • 3rd Battalion, Winnipeg Grenadiers (15)
  • 5th Battalion, Cape Breton Highlanders  (15)
  • 2nd Battalion, Regina Rifles - Heavy Infantry Battalion (15)
  • 105th Canadian Fusiliers - Heavy Infantry Battalion (15)
  • 8th Battalion, Canadian Mounted Rifles - Cavalry (15)
  • 37th Field Artillery (15)


YELLOW

  • Commander of the Field Army: Hedwig Markus von Eggenberg, Margrave of Grosswardein
  • Faction: Tsarist
  • Army: East Asia Cavalry Division 
  • Base of Operations: Gura
  • Other Cities:  Driutsek 
  • Resource Points: 0
  • Field Army:
  • 1st Battalion, 337th Infantry Regiment (Heavy) (8)
  • 2nd Battalion, 337th Infantry Regiment (6)
  • 1st Battalion, 369th Infantry Regiment (6)
  • 2nd Battalion, 369th Infantry Regiment (5)
  • Mongolian Cavalry (10)
  • 38th Hussars Cavalry (15)



GREEN

  • Commander of the Field Army: Altan Baatar Kahn
  • Faction: Warlord Chinese
  • Army: The Red Horde
  • Base of Operations: Lung-Hu
  • Other Cities: Wurumchi, Sui-Pei, Bashkent 
  • Field Army:
  • Heavy Infantry Battalion (15)
  • Heavy Infantry Battalion (15)
  • Infantry Battalion (15)
  • Infantry Battalion (15)
  • Cavalry (15)
  • Artillery (15)


LIGHT BLUE

  • Commander of the Field Army: Win-Cao Lo-Fat, The Most Illustrious Beacon of Celestial Light and Commander of the Arm of Earthly Might
  • Faction: Warlord Chinese
  • Army: The Illustrious Arm of the Nine Illuminated Terrestrial Immortals 
  • Base of Operations: Wei-Li
  • Other Cities: Ching-Ho, Ulaan-Goom, Holopchi
  • Resource Points: 2
  • Field Army:
  • 1st Heavy Infantry Battalion (15)
  • 2nd Heavy Infantry Battalion (15) 
  • 3rd Infantry Battalion (15)
  • 4th Infantry Battalion (15)
  • Cavalry Regiment (15)
  • Artillery Regiment (15)


DARK BLUE

  • Commander of the Field Army: Kombrig Mahat Mikhan
  • Faction: Bolshevik
  • Army: Ist Guard Regiment, Ipatiev House
  • Base of Operations: Kubassa
  • Other Cities: Kropotkand, Pyrohy, 
  • Resource Points: 0
  • Field Army:
  • 1st Infantry Battalion (Heavy )(15)
  • 2nd Infantry Battalion (12)
  • 3rd Infantry Battalion (15)
  • 4th Infantry Battalion (11)
  • 5th Cavalry Regiment (10)
  • 6th Artillery Regiment (15)


PURPLE

  • Commander of the Field Army: Baron Yevgeny Lytton
  • Faction: Tsarist
  • Army: Gvardiya Belykh Koroley (Guard of the White King’s)
  • Base of Operations: Bakunin
  • Other Cities: Engelsk
  • Resource Points: 0
  • Field Army:
  • 1st Battalion, 437th Infantry Regiment (Heavy) (15)
  • 2nd Battalion, 437th Infantry Regiment (6)
  • 1st Battalion, 231st Infantry Regiment (9)
  • 2nd Battalion, 231st Infantry Regiment (6)
  • 32nd Cossack Cavalry Regiment (15)
  • 245th Artillery Regiment(15)


RED (of course) 

  • Commander of the Field Army: Commissar-General Lev (Leon) Davidovitch Runstein
  • Faction: Bolshevik
  • Army: Первый Бабушка Армейский корпус (Ist Babushka Army Corps)
  • Base of Operations: Baboushka
  • Other Cities: Borschka, Vlodkask
  • Resource Points: 0
  • Field Army:
  • 1st Transuralian Peoples Infantry Battalion (Heavy)  (11)
  • 2nd Transuralian Peoples Battalion (13)
  • 3rd Transuralian Peoples Battalion (13)
  • 4th Transuralian Peoples Battalion (14)
  • 1st Babushka Cavalry Regiment (11)
  • 1st Borschka Artillery Regiment (13)

Monday, February 13, 2023

Orcs Revisited

As with the Dwarves, earlier this month, I've been rebasing and reorganizing the Orc collection... well... ONE of the orc collections. This is collection that is mostly metal miniatures, from a wild mix of manufacturers, and mostly painted with orange skin. 

(the OTHER collection of Orcs is a mix of metal and plastic Orc miniatures from Citadel Miniatures/Games workshop and painted with green skin)

Some time ago, when I was painting (or, in some cases, RE-PAINTING) these for use with Hordes of the Things, I decided I was tired of painting orcs with green skin and, partially inspired by the orcs on the cover of Keep on the Borderlands and partly by the orcs in Peter Jackson's Lord of the Rings series, I stopped painting them green and started painting them a mix of reddish-orangish-brownish colours, before finally settling on Orange.

Many of these were previously based for Hordes of the Things and were rebased individually to use with... well... OTHER GAMES!? Largely I am organizing them for Dragon Rampant, but they could totally be used for Song of Blades and Heroes or Rangers of Shadowdeep, or Frostgrave or any number of assorted Fantasy Role-Playing Games or other skirmishy games. 


PAINTED

Here's what I have painted so far:

For a Dragon Rampant army, I could currently field them as 

  • Heavy Rider - 4 points
  • Heavy Rider - 4 points
  • Heavy Rider - 4 points
  • Light Missile - 4 points
  • Scout - 2 points
  • Offensive Heavy Foot - 6 points

Total: 24 Points - Ready to go! 

Orc warlord and his closest cronies - Heavy Riders. 

These, and the others below, are from Old Glory miniatures. I like the idea of having a Orc Hordes of the Things army that was primarily MOUNTED. I think I ended up with eight of twelve elements being mounted...? I wanted them to be analagous to Mongols or Huns - fast moving raiders (or conquerers!?) that could sweep across the lands (and battlfields) sowing death and destruction in their wake!

The Dragon Rampant force won't have nearly the same proportion or mounted Orcs... but not an insignificant amount! 

I can't recall if I counted them as Riders or Beasts in Hordes of the Things, I think it suggested that Orc wolf-riders could be classified as Beasts - as they move through rough terrain without slowing down...? Which made me wonder if these should have been classified as Lesser Warbeasts in Dragon Rampant. After thinking on it, I decided to go with Heavy Riders... for now... 

More Orc Heavy Riders 

STILL More Orc Heavy Riders 

Currently being fielded as Scouts, I do have 6-7 more, which could fill out a full unit of Light Missile... or... just be a second unit of Scouts

These little goblins are some of the oldest miniatures I still have. They were part of my first miniature ARMY. I'd had individual miniatures or heroes and assorted monsters for role-playing games, but the first ARMY I build was orcs and goblins and mostly made of Ral Partha miniatures. These were originally painted green. They were stripped and repainted when I rebased them to make a unit of Bow for the Hordes of the Things army. 

For a very brief time, these may have been a first unit built for AD&D Battlesystem, but I couldn't find anyone to play with and were never actually used with the game. Eventually I met guys that were starting to build armies for Warhammer Fantasy Battle (4th Edition). No one cared about using Citadel miniatures then. We just build our armies with whatever we could get our mittens on - which was, for the most part, Ral Partha and RAFM minaitures (and a few older Citadel miniature, produced under license in Canada)

Light Missile - Mostly Celtos miniatures, but there are a few repainted Ral Partha Orc archers mixed in there because I didn't have enough of the Celtos minis... I suppose at some point I could order a few more from Brigade Models in the UK (as they still produce the old Celtos minis!) 

(There are actually thirteen here, so one - or two - of the Ral Partha Orc archers will likely join a different unit, when others get painted) 

Offensive Heavy Foot. 

Some of the first Citadel Orcs I owned - "pre-slotta" 

Not a full unit - These are more Celtos orcs I think they were originally part of a Warband element in the Hordes of the things army. I have seven more I've started to finish off a unit of twelve. Then I have enough of these for THREE MORE units!? I think I'll classify them as Belicose Foot. 

An Orc catapult from RAFM. I thought I COULD use it as a Heavy Missile (Single Model Unit)... Maybe add some fantastical rules to make them a bit more brittle (less survivable in melee (like FEARFUL -2 points; -1 to all Courage and Rally tests?)

Orc Casualty/Broken markers - made from some spare Mantic Orcs that Finnegan had. 

I think this was a "pre-slotta" Citadel female orc (produced under license by Rafm). I had a few of these that I used as Orc Cheerleaders for my Blood Bowl team at one point. 

At one point I made Army Markers to move about a map when playing Hordes of the Things campaigns. This was the one for the Orcs. 


Still TO DO

All (well... MOST) of the stuff I still have to do for this army. 

The spare Celtos Orcs I need to finish up the unit above. 

THREE MORE units of Celtos Orcs that I could use as Bellicose Foot. 

More of the Ral Partha goblin archers. They could be added to the six above to make a unit of 12 Light Missile... or just make up a second unit of scouts...? 

There is one extra here... it might be added to the unit of Celtos Goblin archers to free up another of the Ral Partha orc archers to add to the four below to make a unit of... scouts!?

six little goblins from Harlequin miniautres (or was it Heartbreaker...? One of those GW knock-offs that started with an 'H')... They would be used as Scouts. 

MORE Goblin Archers (later Ral Partha/Iron Wind Metals, I think...?)

Four more Ral Partha Orc archers. as noted above, I could free up two of the ones currently in the unit of painted goblins archers to add to these to make a unit of Scouts.

An assortment of odd and extra goblins and orcs from a variety of manufacturers that I could, someday, use as RAvenous Hordes (they're fairly low on the priority list....)

More odd, assorted Orcs that don't really fit into any particular units for Dragon Rampant. 

Orc and Goblin Sizards/Shamen. I think they're all from Black Tree Design...? Two are on flagstone bases as I though I might make an Orc and Goblin warband for Frostgrave...? 

Still more stuff that I haven't even based or primed... 

Not sure what I'll ever do with those gigantic orc archers!? I have enough goblins for THREE units of Light Missile. How would I differentiate these from the Goblins!? 


So... I have a viable army that could be used to start a campaign, and LOTS of others I could finish up to expand that army! 


OTHER STUFF

Other stuff that is Orc and Goblin related, but not really part of the above force.... 

Drawer full of assorted Ogres and Trolls. These have been nominally associated with the above Orc and Goblin collection for years. Some of them were previously based for Hordes of the Things and included in the Orc army.... Really, though, I have LOADS of Orcs and Goblins, and there are enough of these that I could really make an entire Dragon Rampant warband/army of just these!? 

One of the OTHER Collections of Orcs (or... ORRUKS, as they are now known) - these are the aforementioned mix of metal and plastic orcs from Citadel Miniatures/Games Workshop that I'm painting with green skin. There are three different Warhammer Underworlds warbands in here. I figure I could use some as WarCry warbands... but there is almost enough to field as a Dragon Rampant warband. 

The Brutes of Morgok's Krushas could be a reduced model unit of Elite Foot. 

The 'Ard Boys of Ironskull's Boyz could be a reduced model unit of Offensive Heavy Foot (4 models = 3strength Points per model) 

and then I have enough assorted other older GW/Citadel orcs (which are considerably smaller than the Ard Boyz and Brutes - but still much bigger than most of the other orcs in the collection above) that could be two more units of Offensive Heavy Foot.

And that would be 24 Points! 

MORE GW/Citadel green guys- Goblins, Trolls and Ogres. Goblins are no longer associated with Orcs in Games Workshop armies. Gloomspite Gitz are a mix of Goblins and Toggoths (trolls) and are completely separate from the Orruk Wartribes.

Also in the drawer are Ogres (also a separate faction - Ogor Mawtribes). 

There are two different Warhammer Underworlds warbands here, and a few things I thought I could cobble together for Warcry Warbands. Not really enough here to make a separate Dragon Rampant army - though they could be extras in an army of the Green Orcs above. 

A unit in the works that would be in the drawer above, but it's been in an 'on deck' box near the workbench for some time. They are all old GW/Citadel goblin miniatures. MOST of them are pre-slotta goblin MUTANTS from back when goblins were (sometimes?) the minions of Chaos!

Sunday, February 12, 2023

Back of Beyond Campaign - Autumn 1918

 As the war ground on into the autumn, some armies became weary of the constant campaigning. Others seemed invigorated by the cooling winds and fought on desperate to hold on to their gains - or steal vital ground from others. 

Movements for the Autumn of 1918


The Battle of Kroptkand

No sooner than Ist Guard Regiment, Ipatiev House, returned to Kroptkand they began preparing to march on Engelsk again. They had only just left the city when the scouts ahead of the column, returned to report the counter-revolutionaries were advancing their way! 

Kombrig Mahat Mikhan ordered the first two battalions to block the road and maneuvered the rest of the army into a flanking position. 

When the Guard of the White King realized the predicament they were in, they decided to push through in hopes of rushing forward to seize the town while it was unoccupied by the Bolsheviks! 

The 32nd Cossack Cavalry Regiment succeeded in galloping past the Bolsheviks, but the infantry following on floundered under heavy fire from the bolsheviks. 

The engagement bogged down into a firefight that no one had the will to keep up, weary as they were from months of campaigning. 

The Tsarist Infantry gave up the field, but the Tsarist guns remained to cover their retreat - and deal as much damage to the Bolsheviks before leaving. 

As the Bolsheviks were bearing down on their position, the Tsarist 245th Artillery Regiment hitched up to their limbers and galloped off as quick as they could. 


The Siege of Borschka

The Canadians of the 14th Allied Eastern Expeditionary Army continued their march to the north and west and ended up at Borschka. The commander claimed to come to stabilize the region and investigate claims of include seizure and deprivation of property, assault, and murder against foreign interests in the region. 

The Bolshevik garrison at Borschka were having none of these meddling foreigners and sent the delegation send into the town packing. When Lieutenant General Sir Percy Arbuthnot-Worcester-Gruntfuttock-Smythe sent the 3rd Battalion, Winnipeg Grenadiers in to show they meant business, the Bosheviks fired on them from the walls of the city and the Grenadiers were turned back. 

The 14th Allied Eastern Expeditionary Army enveloped the town, digging nice, neat trenches all around and settled in for a siege! After about a month of skirmishes, pot-shots and sporadic bombardment. The winter winds began sweeping in from the north and with it came snow. The troops were miserable and spirits quickly sinking. To make matters worse, a bout of influenza tore through the ranks of the already understrength Highanders. 

Eventually it was decided the force would have to give up the siege and retreat to winter quarters at Canuckand. 


The Siege of Holopchi

The Chinese continued their siege of Holopchi well into Autumn. 

In late September the Chinese attempted an assault of the cities walls. Under cover of darkness, a small group scaled the walls, over-powered the guards and flung the gates open for two battalions of infantry that had snuck into position right under the noses of the weary sentries. 

The Chinese quickly overwhelmed the small garrison and seized control of the town!


The state of things at the end of Autumn 1918

Both Chinese and the Western Interventionists expanded their sphere of influence, The Bolsheviks remained remained, more or less, the same. Both Tsarists lost territory. It will be interesting to see where this goes in 1919 as both Bolsheviks now have others nipping at their territory... 


ORANGE

  • Commander of the Field Army: Lieutenant General Sir Percy Arbuthnot-Worcester-Gruntfuttock-Smythe
  • Faction: Western Interventionists
  • Army: 14th Allied Eastern Expeditionary Army
  • Base of Operations: Canadar 
  • Other Cities: Canuckand, Molsensk, Stlojia
  • Field Army:
  • 3rd Battalion, Winnipeg Grenadiers (8)
  • 5th Battalion, Cape Breton Highlanders  (3)
  • 2nd Battalion, Regina Rifles  (11)
  • 105th Canadian Fusiliers - Heavy Infantry Battalion (12)
  • 8th Battalion, Canadian Mounted Rifles - Cavalry (11)
  • 37th Field Artillery (14)


YELLOW

  • Commander of the Field Army: Hedwig Markus von Eggenberg, Margrave of Grosswardein
  • Faction: Tsarist
  • Army: East Asia Cavalry Division 
  • Base of Operations: Gura
  • Other Cities:  Driutsek 
  • Field Army:
  • 1st Battalion, 337th Infantry Regiment (Heavy) (8)
  • 2nd Battalion, 337th Infantry Regiment (6)
  • 1st Battalion, 369th Infantry Regiment (6)
  • 2nd Battalion, 369th Infantry Regiment (5)
  • Mongolian Cavalry (1)
  • 38th Hussars Cavalry (4)


GREEN

  • Commander of the Field Army: Altan Baatar Kahn
  • Faction: Warlord Chinese
  • Army: The Red Horde
  • Base of Operations: Lung-Hu
  • Other Cities: Wurumchi, Sui-Pei, Bashkent 
  • Field Army:
  • Heavy Infantry Battalion (12)
  • Infantry Battalion (13)
  • Infantry Battalion (7)
  • Infantry Battalion (11)
  • Cavalry (2)
  • Artillery (12)


LIGHT BLUE

  • Commander of the Field Army: Win-Cao Lo-Fat, The Most Illustrious Beacon of Celestial Light and Commander of the Arm of Earthly Might
  • Faction: Warlord Chinese
  • Army: The Illustrious Arm of the Nine Illuminated Terrestrial Immortals 
  • Base of Operations: Wei-Li
  • Other Cities: Ching-Ho, Ulaan-Goom, Holopchi
  • Field Army:
  • 1st Heavy Infantry Battalion (7)
  • 2nd Infantry Battalion (11)
  • 3rd Infantry Battalion (10)
  • 4th Infantry Battalion (11)
  • Cavalry Regiment (10)
  • Artillery Regiment (8)


DARK BLUE

  • Commander of the Field Army: Kombrig Mahat Mikhan
  • Faction: Bolshevik
  • Army: Ist Guard Regiment, Ipatiev House
  • Base of Operations: Kubassa
  • Other Cities: Kropotkand, Pyrohy, 
  • Field Army:
  • 1st Infantry Battalion (Heavy )(11)
  • 2nd Infantry Battalion (8)
  • 3rd Infantry Battalion (5)
  • 4th Infantry Battalion (8)
  • 5th Cavalry Regiment (10)
  • 6th Artillery Regiment (6)


PURPLE

  • Commander of the Field Army: Baron Yevgeny Lytton
  • Faction: Tsarist
  • Army: Gvardiya Belykh Koroley (Guard of the White King’s)
  • Base of Operations: Bakunin
  • Other Cities: Engelsk
  • Field Army:
  • 1st Battalion, 437th Infantry Regiment (Heavy) (8)
  • 2nd Battalion, 437th Infantry Regiment (6)
  • 1st Battalion, 231st Infantry Regiment (5)
  • 2nd Battalion, 231st Infantry Regiment (6)
  • 32nd Cossack Cavalry Regiment (10)
  • 245th Artillery Regiment(11)


RED (of course) 

  • Commander of the Field Army: Commissar-General Lev (Leon) Davidovitch Runstein
  • Faction: Bolshevik
  • Army: Первый Бабушка Армейский корпус (Ist Babushka Army Corps)
  • Base of Operations: Baboushka
  • Other Cities: Borschka, Vlodkask
  • Field Army:
  • 1st Transuralian Peoples Infantry Battalion (Heavy)  (4)
  • 2nd Transuralian Peoples Battalion (8)
  • 3rd Transuralian Peoples Battalion (8)
  • 4th Transuralian Peoples Battalion (10)
  • 1st Babushka Cavalry Regiment (5)
  • 1st Borschka Artillery Regiment (10)


Wednesday, February 8, 2023

Taking Stock of the Astra Militarum

 So... I did a thing... AGAIN....

I picked up the new 9th Edition Astra Militarum Codex. 

Am I going to be playing 40K again soon? I don't know... but I do always like to be prepared! And the Astra Militarum are one of the largest collections of minis I own. 

I went a little overboard with 40K in 8th edition. I ended up with SEVEN Codexes!? (Astra Militarum, Grey Knights, Imperial Knights, Chaos Knights, Chaos Space Marines, Chaos Daemons, Drukhari - plus the T'au, Genestealer Cult, Ork, Eldar, and Harlequin ones the kids got!? ). So far I've only picked up Aeldari and Cadian codexes and NONE of the fluff books - The Arks of Omen books look interesting... but I bought SO MANY of the Psychic Awakening books and never made much use of them and they're pretty easy to find for, like, $5-10, now... so... I'll just wait. 

Maybe if there's an Emperor's Children book, but I have a feeling that won't be for another year (and, possibly, another edition!?). Haven't even picked up the Chaos Space Marine book - which is the only other force I kind of think about working on, from time to time... 

There have been some not insignificant changes to the Astra Militarum. Some are great. Some... less so... Some have made it a little more challenging to field certain forces of Astra Militarum that I have. 

Special Weapon Squads, Wyrdvane Psykers, Veterans, Platoon Commanders, Company Commanders, Lord Commissars, and Conscripts are all just gone... Well... there are still Platoon Commanders, but they've been included in the Platoon Command Squad - which is now a Headquarters option (Yay!). 

Other stuff that used to be Elite options are no longer so. Regimental Advisors - Master of Ordinance, Officer of the Fleet, Astropaths - are all options that can be added to Platoon Command Squads instead of being individual Elite options. There are SO MANY things that used to be Elites, but are no longer, that in some of my Guard forces I might actually have a hard time coming up with Elites to field to fill that slot in a Brigade Detachment!? 

Commissars are still Elites, but you CAN field one that doesn't fill an Elite slot for every Command Squad you have (I won't ever be using that option, as in many forces Commissars are the ONLY Elites I have now and they NEED to fill those Elite slots!). Commissars also issue their own orders (like officers), which makes them far more useful! 

The [Regiment] keyword is gone. You can include stuff from any regiment in a detachment and not lose whatever Regimental Doctrine you pick. 

In addition to Ursula Creed (daughter of Lord Castellan Urarkar Creed) there are a Cadian Castellan (which KIND OF replaces the old generic Company Commander) - a higher order of officer than the one in the Platoon Command squad... I just do not get WHY they called it a "Cadian" Castellan and not just a generic "Castellan" or "Commandant" or "Company Commander" or whatever... In game terms it would be a perfect thing to represent the old Captain Al'rahem (Legengary Tallarn Commander - which I have a few of!?)... but... it's called CADIAN Castellan!? 

There are a few weirdly named things like that: CADIAN Shock Troops (why not just call them "Shock Troops"?), ATTILAN Roughriders (why not just Roughriders!?), etc... I suppose it doesn't REALLY matter, because they can all be put in a unit together... but it kind of bothers me, because there are a few units I'll probably end up using that.. well... won't be "right"!? 

I have Tallarn Roughriders... Original Games Workshop models. I brought them out to a tournament as part of a force made up entirely of Tallarn models - just after 8th edition was released and Roughriders were in the brand new Index. Everyone kept calling them Attilan Roughriders and I had to correct them and point out, NO, they are actually TALLARN Roughriders - look at the freaking models!? Now if I were to show up at an even with them, people will still call them Attilan Roughriders... and they'll be right... because that's what they unit is called ATTILAN Roughriders!? 

I know, I know... it's a stupid hang-up... but there it is... 

The deal with Cadian Shock Troops is that they're just like your bog standard Infantry Squad except that they can't have a Heavy Weapons team, but instead can have two special weapons. Because Special Weapon Squads are no longer a thing, I'll probably fold a lot of the ones I previously had into "Cadian Shock Troops" units... except that they're Tallarn or Valhallan or Catachan miniatures... 

Oh, and there are actually "CATACHAN Jungle Fighter" squads!? They're a LITTLE like the Cadian Shock Troops, in that they don't have Heavy Weapons Teams and can have two Special Weapons... except that those special weapons can only be Flamers. But they do score extra hits on sixes when fighting Melee... Why not just call the "Assault Squads"!? 

The veterans in Platoon Command Squads no longer have a Ballistic Skill of 3+. But the medi-pack in the Command Squad is AMAZING, though (every time a model in the squad would lost a wound a roll of 5+ means it doesn't!?)!! So way more incentive to put in a medic and leave the Heavy Weapons teams in the Heavy Weapons Squads. Regimental Standards now have an aura ability that every Astra Militarum Core unit within 6" re-rolls 1s when making any attacks (instead of the +1 Leadership they use to confer)! Guess I'll be painting some of those up now! 

Vanquisher cannons on Leman Russ tanks now have a 14 strength and deal d3+6 damage!? Which now makes them worth taking! Previously they had been the same strength as a regular Battle Cannon... they dealt more damage, but made only one attack. As the Astra Militarum isn't known for it's amazing Ballistic Skill I feel like it's always better to have MORE ATTACKS as at least you'll hit with SOME of them and do SOME damage! That extra strength and damage is suddenly worth the risk (of missing) to deal some serious damage to heavily armoured opponents! Though Turret Weapons in Leman Russ tanks now get a +1 to hit, so... even more worth it! 

Kasrkin are back... which is weird to me... because the Tempestus Scions that kind of replaced them a couple editions ago are still in the book... and they're pretty much THE SAME!? I honestly thought the Scions were a generic form of Kasrkins and they'd disappeared from the previous codexes as part of a move towards more generic troops - no need to rules for Specialist Cadian troopers since Cadia has been... y'know...  DESTROYED and everything...? 

I know... I know... CADIA STANDS!!! 

Sentinels now have a 12" move! It was SO IRRITATING that the Reconnaissance unit of armoured detachments moves SLOWER than the actual tanks they were supposed to be probing ahead of!?  

I'm sure there are more things, but these are a few of the key things affecting the forces that I have! 

These are not particularly useful any more... Wyrdvane Psykers. This is the only deletion that affected me in any way - not that I ever got around to painting these. I picked them up because they looked fun, but I don't think they were particularly effective units and these never really went with either the Tallarn or Guaiacan (Catachan) models of the main forces I was working on at the time. Not sure what I'll do with them now...? Maybe pass them off as Primaris Psykers for some of the forces that done HAVE dedicated Primaris Psykers (Valhallans and Tallarn?) 

So... of course I dragged out ALL THE ASTRA MILITARUM and took stock of what I had and how it could potentially be organized and what needed to be done to complete forces. 

Here's what I've got...


CADIAN

I did a bit of a stock taking of these before (when I first heard the new Codex was coming - and heard a few of the rumours about the coming changes):

40K - CADIA STANDS!!!

I had been regretting the decision to rebase the Officers on 32mm bases when I heard they are no longer separate characters and are part of a Command Squad... But upon reading the actual rules, they ARE still considered "Character" models, so...not so regretful. 

Regimental Standards are so WORTH IT now - previously they only gave +1 leadership to any units within 6"... Now they give every unit within 6" the ability to re-roll any 1s rolled in any attack!? There is no longer stats for Colour Sergeant Kell - but I might just paint him up to include as a regimental Standard for one of the Command Squads! I have two other standard bearers I can paint up to include in the other two Command Squads (not that I'll likely ever use ALL THREE command squads)

(oh, and my Cadian medics can now have a Laspistol AND a Chainsword - as many of those old models are armed with! Previously, you could only have one of Lasgun or Laspistol or Chainsword) 

There are not stats for Lord Castellan Creed anymore... but there are stats for Castellans and I could paint up Creed to use as one of those (or just use him as a stand in for his daughter, Ursula Creed, who IS a character in the new book!?) 

So the force could be fielded as a Battalion Detachment and look like:

Headquarters (2-3)

  • CREED! (using old model in place of new one) - 4PR
  • Platoon Command Squad - 4PR
  • (+ Astropath added to Command Squad +2PR)
  • Primaris Psyker - 3 PR

Troops (3-6) 

  • Cadian Shock Troops - 4PR
  • Cadian Shock Troops - 4PR
  • Cadian Shock Troops - 4PR
  • Cadian Shock Troops - 4PR

Elites (0-6)

  • Commissar - 3PR
  • Commissar - 3PR
  • Kasrkin - 5PR

Fast Attack (0-3)

Heavy Support (0-3)

  • Heavy Weapon Squad - 3PR
Total: 43 Power Rating

I have other Regimental Attachés... but they're not particularly useful. Master of Ordinance buffs artillery and Officer of the Fleet buffs anything flying, and this force has none of either... The Astropath is now just a Psyker (with less wounds and attacks than the Primaris Psyker, but has a special Psyker Ability that can potentially generate a command point)

The only things I need to paint to complete this are the Kasrkin, Creed, the Standard Bearers and the Primaris Psyker - 15 models. So I imagine I will be working on those in the next week or so, just to have a COMPLETE FORCE!!!

If I were to start a Crusade Campaign with these (as there are SO MANY Crusade options in the book) I might begin with a Patrol Detachment that looks like:

Headquarters (1-2)

  • Platoon Command Squad - 4PR
  • (+ Astropath added to Command Squad +2PR)

Troops (1-3) 

  • Cadian Shock Troops - 4PR
  • Cadian Shock Troops - 4PR

Elites (0-2)

  • Commissar - 3PR
  • Kasrkin - 5PR

Fast Attack (0-2)

Heavy Support (0-2)

  • Heavy Weapon Squad - 3PR
Total: 25 Power Rating

Regimental Preachers are still a thing, and I have a few of those that could be added in... along with some Inquisition troops which (I think) can be added to any Imperial detachment without losing a Regimental ability... or maybe its just an Inquiditor that can do that...? anyway, a few more things I could add in to bring it up to 50... 


VALHALLAN 

Next to none of this is done, but it's also a relatively small force (if just considering the infantry) so, could be knocked off before taking on some of the larger ones... 

I have:

  • 3x Platoon Command 
  • 1x Commandant ("Cadian" Commandant... but not Cadian... uggggh...) 
  • 6x Infantry Squad
  • 4x Heavy Weapon Squad
  • 2x Commissars 
  • assorted extras

With these, I should be able to put together a battalion detachment:

Headquarters (2-3)

  • Castellan - 3 PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR

Troops (3-6) 

  • Shock Troops - 4PR
  • Shock Troops - 4PR
  • Shock Troops - 4PR
  • Shock Troops - 4PR
  • Shock Troops - 4PR
  • Shock Troops - 4PR

Elites (0-6)

  • Commissar - 3PR
  • Commissar - 3PR

Fast Attack (0-3)

Heavy Support (0-3)

  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
Total Power Rating: 53

I have a few other things - from an assortment of other manufacturers - that I thought I might use with the Valhallans. The AA-tank could be a stand-in for a Hydra, the other...? Maybe an Armageddon Pattern Medusa - self-propelled mortar/bombard. 

The Aerosan - vehicles on skis, propelled by giant propellers - one (the transport version) I thought might be a stand-in for a Taurox, the other two (reconnaissance) could be stand-ins for Sentinels.

The KV-2s would be stand-ins for Leman Russ tanks (I have extra barrels to replace the ones that came with the tanks). In Epic there was an Imperial Guard tank that looks a lot like a KV-2 called the Ragnarok - which is what I was going to call these... but I'll just use the Leman Russ stats. 

The BA-64s I thought could also be used as stand-ins for Sentinels.. 

If (when?) I ever got these all assembled and converted and painted, I'd be able to field a Brigade Detachment... 

Valhallan Brigade Detachment

Headquarters (3-5)

  • Castellan - 3 PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Tank Commander (KV-2)- 10PR

Troops (6-12) 

  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR

Elites (3-8)

  • Commissar - 3PR
  • Commissar - 3PR
  • Regimental Enginseer - 2PR

Fast Attack (3-5)

  • Sentinel (BA-64 - 2) - 6PR
  • Sentinel (Aerosan - 3) - 9PR

Heavy Support (3-5)

  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Leman Russ Tank Troop (KV-2 - 2) - 18PR
  • Wyvern or Hydra (1) - 6PR

Total Power Rating: 105 

THIS version of the force seems like it's a long way off, though (with all the assembling, converting, and painting of all the vehicles)... Maybe a retirement army...? 

  

GUAIACAN COMMANDOES 

Another Force that is almost entirely painted... but needing to be rebased. This will probably be the second priority after the Cadians... unless I get fixated on the Valhallan Infantry...? Once I finish up a few more minis to fill out a few infantry squads (absorbing Special Weapons troopers that haven't been moved into Platoon Command Squads) 

Here's what I should be able to field:

Guaiacan Brigade Detachment

Headquarters (3-5)

  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Primaris Psyker - 3PR

Troops (6-12) 

  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • ("Cadian") Shock Troops - 4PR
  • ("Cadian") Shock Troops - 4PR

Elites (3-8)

  • Commissar - 3PR
  • Commissar - 3PR
  • Sly Marbo - 3PR
  • Ratlings - 2PR
  • Ratlings - 2PR
  • Ogryn - 4PR

Fast Attack (3-5)

  • Sentinel (1) - 3PR
  • Sentinel (1) - 3PR
  • Sentinel (1) - 3PR

Heavy Support (3-5)

  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR

Total Power Rating: 97


Tallarn Infantry

(and finished armour - basically whatever I could field NOW!) 

The Tallarn are the LARGEST force I have, by far. I could potentially field multiple detachments of Infantry and Armour (once they're all done)

Most of this needs rebasing... but what I have could ALMOST be fielded as a Brigade... I'd need one more elite - Another Commissar? Maybe a Ministorum Preacher or a Mechanicus Enginseer (I used to have the problem of TOO MANY ELITES and not enough slots!?) 

This is what I can field RIGHT NOW, fully painted (with an Enginseer or Preacher slipped in to fill an Elite slot!):

Tallarn Brigade Detachment

Headquarters (3-5)

  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Platoon Command Squad - 4PR
  • Tank Commander - 10PR

Troops (6-12) 

  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR
  • Infantry Squad - 4PR

Elites (3-8)

  • Commissar - 3PR
  • Commissar - 3PR
  • Enginseer? Preacher? - 2PR

Fast Attack (3-5)

  • Roughriders (5)
  • Roughriders (5)
  • Sentinel (1)

Heavy Support (3-5)

  • Heavy Weapon Squad - 3PR
  • Heavy Weapon Squad - 3PR
  • Leman Russ Tank Troop (3) - 27PR
  • Leman Russ Tank (1) - 9PR

Total Power Rating: 117

(the Shadowsword would have to be in a separate Auxiliary Super-Heavy Detachment - and would add another 26 Power Rating - for a total of 141!?)

Really, I could not ever paint another Tallarn and I'd be FINE! 

But, y'know... just in case I ever had the opportunity to play some APOCALYPSE level games again... 


Tallarn Infantry TO DO

Still lots TO DO!

  • ("Cadian") Castellan (Captain Al'rahem) - 3PR
  • +2 more Platoon Command Squads - @4PR=9PR
  • +8x Infantry Squads - @3PR=24PR
  • +4x ("Attilan") Roughriders (5) - @5PR=20PR
  • +10x Heavy Weapon Squads  - @3PR =30PR
  • +6x Sentinels @3PR=18PR

I could potentially add up to another 104 Power Rating to the Tallarn force!? 

There is zero chance I will ever need all of these Heavy Weapon Teams/Squads... There are 32 Heavy Weapon teams making up 10 Squads - with a few left over (7x Heavy Bolters, 3x Mortars, 10x Autocannons, 12x Lascannons!?) - in addition to the two squads of Mortars I already have painted!? 


Tallarn Armour TO DO

Well this is ALL of it, really - painted and still-to-do. Initially, I planned on only having a couple tanks to attach to the Tallarn infantry as heavy support... but as I started acquiring more - through used lots that local dudes were selling off (dirt cheap!). I kind of amassed enough to field it as a purely armoured/mechanized  force!? 

I thought I might steal some of the to-be-painted Tallarn Infantry away to make a fully-mechanized force of sorts. It could be fielded as a spearhead Detachement... or Maybe a Battalion Detachment...? 

Tallarn Spearhead Detachment

Headquarters (1-2)

  • Tank Commander - 10PR
  • Tank Commander - 10PR

Troops (0-3)

  • Infantry Squad - 3PR
  • Infantry Squad - 3PR
  • Infantry Squad - 3PR

Elites (0-2)

  • Commissar - 3PR
  • Commissar - 3PR

Fast Attack (0-2)

  • Sentinels (3) - 9PR
  • Sentinels (3) - 9PR 

Heavy Support (3-6) 

  • Leman Russ Troop (3) - 27PR
  • Leman Russ Troop (3) - 27PR 
  • Leman Russ Troop (3) - 27PR 
  • Basilisk - 7PR
  • Basilisk - 7PR
  • Manticore - 7PR

Transport 

  • Chimera - 5PR
  • Chimera - 5PR
  • Chimera - 5PR

Total Power Rating: 170!? Sweet Jiminy!? 

OR

Tallarn Mechanized Battalion Detachment

Headquarters (2-3)

  • Tank Commander - 10PR
  • Tank Commander - 10PR
  • Platoon Command Squad - 4PR

Troops (3-6)

  • Infantry Squad - 3PR
  • Infantry Squad - 3PR
  • Infantry Squad - 3PR

Elites (0-6)

  • Commissar - 3PR

Fast Attack (0-3)

  • Sentinels (3) - 9PR 
  • Sentinels (3) - 9PR 

Heavy Support (0-3) 

  • Leman Russ Troop (3) - 27PR
  • Leman Russ Troop (3) - 27PR
  • Leman Russ Troop (3) - 27PR 

Transport (1 per Infantry)

  • Chimera - 5PR
  • Chimera - 5PR
  • Chimera - 5PR
  • Chimera - 5PR
Total Power Rating: 155

There are also "Tank Ace" skills I could potentially add up to 5 tanks at 2PR each...

These mechanized forces, like the Valhallans, are probably a LONG way off...  

I also have these two Valkyries. One I bought new, the other I got in a used lot. Not really meant to be part of any particular force. I had thought I'd do them in a generic Aeronautica Imperialis grey so they could be used with any force... But now I'm thinking I could do them in a green camo top and attach them to the Guaiacan Commandoes (I had previously thought I might use the original one in Kill Team as an objective - "Get-to-da-choppa!" extraction point, kind of thing!) 

Every so often, I get crazy, megalomaniac ideas of doing an entirely AIRMOBILE force - Infantry all mounted up in Valkyries and supported by other gunships and ground attack aircraft... but I don't think it can even be done in regular 40K anymore - as there are no Airwing Detachments and a max of 2 fliers in any other Detachments... (Also, it would be CrAzY expensive - Valkyries are now $100CAD, and the cheapest Forge World flyer is the Vulture gunship at  $150!?) 

Maybe I'll just have to get some Aeronautica Imperialis stuff painted and pick up a flight of Valkyries (and any enemy force I'd need) for that and have the air approach be "off-camera" and played out with Aeronautica Imperialis

And then there's the drawer FULL of assorted extra Astra Militarum stuff that aren't really part of any of the above forces. Most are earmarked for Kill Teams. I have Necromundan and Antari Rifles Kill teams that I'd started plus some Tempestus Scions that I got with the previous edition of Kill Team... then I got a MORE Scions and three or four more squads in a used lot I picked up... Almost enough scions to put together a patrol Detachment. 

I could probably convert the spares to other Kill Teams, and sell them off...? 

Or make a Mash-Up Regiment Detachment with squads from piles of different regiments that have all been 


WHEW!!! That was a LOT. 

Seems kind of daft, when I get it all out and take note of it all...