Showing posts with label Tallarn Roughriders. Show all posts
Showing posts with label Tallarn Roughriders. Show all posts

Monday, February 19, 2024

Warhammer 40K - Tallarn Task Force

Because I haven't taken one in a while (and I've added things recently) here is the ENTIRE TALLARN TASK FORCE (so far)!!

The force comprises elements of 382nd Tallarn (Desert Raider) Regiment, the 451st Tallarn Tank Regiment, the 178th Tallarn Artillery Regiment and the 17th Super Heavy Regiment (and are supported by elements of the Departmento Munitorum and the Adeptus Mechanicus. 

Here's what the force looks like on paper (currently):

  • Captain Alhazred (as Cadian Castellan) (1 model) 45points
  • Platoon Command Squad (5 models) 60 pts
  • Platoon Command Squad (5 models) 60 pts
  • Platoon Command Squad (5 models) 60 pts
  • Commissar (1 model) 30 pts
  • Commissar (1 model) 30 pts
  • Primaris Psyker (1 model) 60 pts
  • Primaris Psyker (1 model) 60 pts
  • Regimental Preacher (1 model) 35 pts
  • Regimental Enginseer (1 model) 45 pts
  • Regimental Enginseer (1 model) 45 pts
  • Regimental Enginseer (1 model) 45 pts
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (18 models) 120 pts
  • Infantry Squad (18 models) 120 pts
  • Infantry Squad (18 models) 120 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Basilisk (1 model) 135 pts
  • Basilisk (1 model) 135 pts
  • Manticore (1 model) 180 pts
  • Manticore (1 model) 180 pts
  • Tank Commander (1 model - Battle Cannon) 205 pts
  • Tank Commander (1 model - Demolisher Cannon) 205 pts
  • Leman Russ Battle Tank (1 model) 180 pts
  • Leman Russ Punisher (1 model) 160 pts
  • Leman Russ Vanquisher (1 model)155 pts
  • Taurox (1 model) 65 pts
  • Shadowsword (1 model) 440 pts

Total: 3665 points


And then here is what I still have to assemble and/or paint... 

  • 2x Commandant (1) 
  • 2x Command Squad (5) 
  • Primaris Psyker (1)
  • 6x Infantry Squad (10)
  • 3x Heavy Weapons Squad (Lascannon) (3) 
  • 3x Heavy Weapons Squad (Autocannon) (3) 
  • 2x Heavy Weapons Squad (Heavy Bolter) (3) 
  • 4x Scout Sentinels (1) 
  • 1x Armoured Sentinel (1) 
  • 12x Roughriders (1x unit of 10, plus two extras) 
  • 4x Chimera
  • 8x Assorted Leman Russ Tanks 

I didn't figure out the points for all of these as a lot of them wouldn't currently be allowed in the current edition... 

I'll have to spend some time figuring out which Leman Russ variants I'd use. Originally, I thought I'd have three platoons of three Leman Russ Battle tanks and then use the leftovers as Tank Commanders and specialist tanks... but Tank platoons aren't a thing anymore and you can only have three of any one data card that isn't battleline... and tanks are not battleline... So among the 13 that I have three can be Tank Commanders (which could have a Battle Cannon) and three can be Leman Russ Battle Tanks (with battle cannons) and the remaining seven have to be different variants... at least in the 10th edition rules... 

Mind you... I coudl just stick with the original rules because WHEN AM I EVER GOING TO FIELD THIRTEEN TANKS (other than in Apocalypse... and those will have different force construction rules!)

Likewise, all those Heavy Weapons Squads are entirely useless as I can have a maximum of three... and the three Mortar Squads currently fill that role... 

I am three roughriders shy of being able to field three full units of 10... Do I want to spend $30-50 each to buy those off of ebay... or do I sell a few of the ones I have and just live with two units of ten and one unit of five... (If ever I got painting the others I have, I'd probably break down and buy the extras... as absurd as that may seem...) 

I also got this guy - an old Warhammer Fantasy character from the land of Araby... I thought maybe I could use him as a Death Rider Squadron Commander (as key words like "Death Korps" and "Tallarn" are largely useless now...? OR I coudl mount him on a 100mm base on top of a pile of rubble and call him a stand in for a Lord Solar ...? OR I could just give him a camouflage smok and add him to one of the existing Roughrider squads and then I'd only need TWO MORE!? 

Also not pictured in either of the large photos above are these minis I have set aside for use in Kill Team. They're mostly done, but I have a few that I started to convert to make into a number of the specialists that are available to an Astra Militarum Veteran 

What's even MORE ridiculous is this isn't even the ONLY Imperial Guard/Astra Militarum army I have... I mean, this is the LARGEST ONE, by far... but still... I also have Catachans (that I use as Guaiacan Commandoes - a regiment of my own devising) - which are mostly done... and Valhallans (which are mostly unpainted) and a small contingent of Cadians... Oh, and then a enough other plastic models set aside to form a half-dozen MORE Kill Teams for Necromunda, the 11th Antari Rifle, Tempestus Scions, and the new Kasrkin Kill Team... 

EVEN MORE RIDICULOUS... is the fact that there are a few things I'd still like to get for the Tallarn. Aside from the Roughriders, I thought i would be fun to have a few more Super-Heavy Tanks. Like maybe a Baneblade and a Stormlord (or two) to make a Super Heavy Company. The two Stormlonds each carry an entire PLATOON of infantry with Vulcan Mega-Bolters on the front... I think they would be insane... but it would only be useful for Apocalypse... and how often to I play that!? 

I do have a game report for the weekend's tournament in the works... but this seemed easier and quicker to finish up... and so i did... 

Wednesday, January 31, 2024

Work-in-Progress Wednesday (31 January 2024)

 Here, once again, is the state of my workbench... 

The usual mess of 40K Tallarn self-propelled artillery and Warhammer Underworlds warbands... and the odd other figure... 

Nearly done the Basilisks (the big guns).. might finish off later today...? Hopefully finish up the Manticores (Multile-Rocket Launcher) by Friday...?

Two Warhammer Underworlds warbands closest to being finishes are Grinkrak's Looncourt and Blackpowder's Bucaneers...? I've done a bit of work on Hexbane's Hunters and the Skaven... but what I'd REALLY like to work on next is Ephilum's Pandemonium! 

What's everyone else working on!? 

Thursday, December 21, 2023

40K10E - Exercise WOLF HAMMER

 4.979.018.M42

Before embarking on the voidships that would take them to the Xoxigar System, the Tallarn Task Group participated in a series of Military Excercises amongst themselves, and also with a detachment of Space Wolves who happened to be in the system. 

Armed with non-lethal paint-marking ammunition and blunted melee weapons the forces met at a remote desert ruin with orders to seize and hold a number of objective areas. 

I played my first game of Warhammer 40,000 (10th Edition) this week. My friend Orion had, a week earlier, been looking for a partner for an upcoming tournament in February... and I'd been feeling like it had been a long time since I played 40K... and i like playing with Orion... and volunteering to be her partner would mean I get to play a few games over that weekend in February and IDEALLY A FEW PRACTICE GAMES BEFOREHAND!?!? So this was the first of those practice games... Orion is bringing Space Wolves and I'm bringing a detachment of my Tallarn Imperial Guard, so we played with those. 

For the tournament, we are toying with the idea that Orion will bring a detachment very similar to the one played in this game. I'm going to finish painting up a bunch of self-propelled artillery I have (Manticores and Basilisks) and bring those (along with a few Scout Sentinels and all the mortar-armed Heavy Weapons Teams I have and sit back and provide artillery support while the Space Wolves to their CHARGE UP AND WRECK SHIT thing... 

Now, I don't have the Basilisks and Manticores painted yet... and that would be a terrible force to play on it's own.. so I just rolled out with a mix of Infantry, Cavalry (because I thought it would be funny to have a bit of a cavalry battle with the Thunderwolf Cavalry!), the three Heavy Weapon Squads and a tank.... 

I don't remember what the scenario was, exactly... there were objective markers in the middle and one in each players deployment zone. Points were scored for holding objectives at certain times... other objectives were determined by drawing cards each turn... it was a lot to keep track of! 

(I always think it's a bit silly when Imperial Forces fight each other... sure... one of them could have been "corrupted" or just mistaken as enemy by overzealoused combatants... regardless, I suggested this could be a training exercise and we went with that...) 

All set up and ready to go! 

My force consisted of a Tank Commander in a Leman Russ Punisher, front and center, flanked by two squads of Tallarn Roughriders (there was a third squad of roughriders that I kept in strategic reserve... but it turns out I probably didn't need to do that...). Beyond the roughriders on either side were VERY LARGE squads of Infantry (Guard can be taken in squads of 10 or 20 now... and so I had two squads of twenty - each with a Platoon Command Squad attached, making the unit 25!).

 Behind all of them were three Heavy Weapons Squads (armed with Mortars) and Castellan (they're called Cadian Castellan in the rules which SUPER ANNOYS ME - why not just call it a Castellan - or Captain, for that matter?! Are ALL guard commander by Cadian commanders now!?) 

In the centre across from me was a large unit of Thunderwolf Cavalry with a Wold Lord and some other Character attached - all armed with Thunder Hammers and Storm Shields . There were Terminators (with lightning claws) and a Librarian in terminator army facing my right flank, and some Primaris Reavers facing my left flank along with some special character with ALL THE SPECIAL RULES!? 

(or... maybe it was just the Wolf Lord with the Thunder Hammer and the rest had some other sort of nasty melee weapons...?) 

The Space Wolves went first and on that first round, Orion drew a secondary objective card that scored bonus points for taking out monsterous creatures or tanks... so the tank had to go! During the movement phase the Thunderwolf Pack came tearing across the table... 

And in the Charge Phase piled right into the tank - AND the roughriders!? I spend one command point to do some overwatch fire... I dont recall it doing anything particularly useful... 

The Wolflord himself took out the tank...!? 

The Tank Commander had a special rule - Death Befitting An Officer - that says when the model is destroyed, one D6 is rolled and on a 2+, before removing it can shoot as if it were the Shooting phase and as if it had its full wounds remaining.

Of course, I rolled a one... 

Then they piled into the Infantry squad (platoon?) on my right. 

The Infantry contacted in the pile-in move, piled in themselves and attacked... with little success... I think they were overwhelmed at the sight of the Wolflord and were too busy asking for autographs and selfies to remember they were supposed to be fighting a mock battle... 

On my turn, the ROughriders fell back... and then charged back in... 

At SOME point during round one... either during the Wolves initial charge or during this counter charge... I did actually take out two of the Thunderwolf Cavalry... and I THINK it was roughriders that did so, with their Melta-tip-armed lances... I think... 

And that was the ONLY damage I did to this unit all game... 

The roughriders were wiped out...

Also on my turn, the engaged Infantry squad fell back from the Thunderwolves... and could not do anything else that turn. The other Infantry Squad advanced on - and seized - the objective marker on their flank! The three Heavy Weapons Squads all fired their mortars... which I don't think did a damned thing against all these ridiculously armoured marines...?!  

During the consolidation move, after wiping out the roughriders, the Thunderwolf Cavalry surrounded the Mortar Squad and Castellan that were holding 

On the Wolves second round, the Primaris Inceptors arrived! (and the character with ALL THE RULES) moved up on the Tallarn Squad that had seized the objective! 

The Primaris Inceptors opened fire and knocked out almost HALF of the Infantry Squad!? 

Over on the other flank, the Terminators charged the other Infantry Squad! 

And the Thunderwolf Cavalry overran the Castellan and Heavy Weapons Squad in the middle (after throwing grenades at the Heavy Weapons Squad on my right flank - nearly wiping them out!?) 

The Reavers (Hounds of Morkai?) and the Characters with ALL THE RULES charged the Infantry Squad and sent even more of them back to the dead and injured area... 

the terminators took out EVERYONE except the Lieutenant and the two sergeants in the Infantry squad that they attacked (that's 22 infantry from this squad... in ONE turn...) 

One my turn, I brought back one of the Roughrider Squads... The Astra Militarum now have a Strategem called REINFORCEMENTS! which allows you to spend two command points whenever one of the regular units with the REGIMENT key word to moved them into the Strategic Reserve instead of the dead pile... The charged in on the right flank and - briefly - seized THAT objective... 

This was "success" was very short-lived as the Terminators just turned around, on their next turn (Round Three), and charged them and sent them back to the reserves before they could even claim any victory points for holding it... but don't worry... THEY'LL BE BACK!!!

The Thunderwolf Cavalry rode down the remains of the infantry platoon and Heavy Weapon Squad as well... 

And the last few Guard on the left flank were finished off the rest of the other Infantry Squad...

Because I'd already spent two command points to put the roughriders back in reserve, I wasn't able to do so with either of the Infantry Squads... had I been a bit more with it, I probabably would have let the Roughriders go and called in one of the infantry units - and brought them right back in to contest this objective on the left again... alas... 

On MY Third round I brought on the Roughriders I initially put in strategic reserve AND brought back the ones that were taken out by the Terminators... 

The ones at the Wolves rear charged and overran the small group of allied Voidsmen that were holding the objective in the Wolves rear... 

This "success" was also short-lived as the Primaris Inceptors just pivoted slightly and opened up with their non-lethal paint-marking ammunition covering the roughriders from head to hoof in vibrant blue paint and sent them back to the reserves... how they will EVER be able to clean all that paint out is anybody's guess... 

The Thunderwolf Cavalry had also come charging back across the field... but were clearly not needed!!

On my end of the Fourth Round... I brought MORE Roughriders back on... seizing the objective in MY Deployment Zone

The other Roughriders tried to charge the Hounds of Morkai... but three were splattered with paint rounds from the Primaris Inceptors who fired overwatch as they moved up... 

The three remainind charged the Hounds... and.. did nothing but get sent back to the reserves... 

on the final round the Thunderwolf cavalry wheeled about and charged back towards the Roughrider... 

...and sent them galloping back to the reserves!!

Also in the final round the Character with ALL THE RULES tried to take out the remaining Heavy Weapons Squad, that has been firing away every turn and... just not hitting anything... 

They DID manage to take out the Character! (by finally using the GRENADES! Stratagem, that Orion had been using all game!? I will have to remember to use that every damned turn... as it was FAR MORE EFFECTIVE than ANY of my regular fire?!

Orion sent me along this report of the game which tallied up all the victory points... 

Yeah... 98- 26... and ten of those points were just for having a fully-painted force... and another seven was because I drew the Assassin and No Prisoners secondary objectives in the final round and happened to take out that Character... 

It was a fun game - largely because Orion is a riot to play games against (and a very patient instructor!). I like what's going on in 10th edition, so far... It all seems very streamlined and simplified which makes for fairly fast play - or what I imagine will be fast play, once I remember all my own damned stats and special rules.. (there aren't THAT many!?). I imagine once more codexes get released, there will be more and more special rules to keep track of... 

The game is really about scoring objectives and I didn't LOVE the constant changing of objectives every turn with the cards... but that's largely because I was trying to keep track of so many things, each time I drew a card and tried to read it, I felt like I recognized all the words on the cards a "definitely English" but could take no meaning from any of them... or those that I could, it was clear there was NO POSSIBILITY of MY force being able to DO any of those things... 

I feel like the guard MAYBE had possibilities... if it were in the hands of someone who actually KNEW all the special rules and knew what to DO with them. Hopefully we'll get some more games in SOON. And, now that I've PLAYED it, I'll be able to re-read the rules and have a better understanding of it (I had read the rules in advance... but often when I do that, my brain does not retain much of it or understand its meaning until I've actually PLAYED a game and re-read them!!) 

Friday, March 17, 2023

40K - 5th Company, 382nd Tallarn (Desert Raider) Regiment

Having finished up those Roughriders, I now have enough units to field and entirely non-mechanized Brigade Detachment of Tallarn infantry - foot and hooves only - no tanks, no other vehicles, not even a scout sentinel!  

Here, then is all the (non-mechanized) Tallarn in one place... 

5th Company, 382nd Tallarn (Desert Raider) Regiment

Over the weekend I was hoping to take pics of individual units and redo the 40K - 382nd Tallarn (Desert Raider) Regiment page

Here's what this force looks like in game terms... 

Tallarn Infantry Brigade Detachment

HQ 

  • Company Commander (As Cadian Castellan with Plasma Pistol and Claw of the Desert Tiger) - 3PR - 55 points
  • Platoon Command Squad - 4PR - 75 points
  • Platoon Command Squad - 4PR - 75 points
  • Platoon Command Squad - 4PR - 75 points
  • +Astropath - 2PR - 40 points
  • Primaris Psyker - 3PR - 60 points

Troops 

  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad (+Plasma Pistol) - 3PR - 70 points
  • Infantry Squad - 3PR - 65 points

Elites 

  • Commissar - 3PR - 40 points
  • Commissar (+Power Sword) - 3PR - 45 points
  • Regimental Preacher - 2PR - 40

Fast Attack 

  • Tallarn Roughriders (as Atillan Roughriders) (5) - 5PR - 100 points
  • Tallarn Roughriders (as Atillan Roughriders) (5) - 5PR - 100 points
  • Tallarn Roughriders (as Atillan Roughriders) (5) - 5PR - 100 points

Heavy Support 

  • Heavy Weapon Squad - 3PR - 55 points
  • Heavy Weapon Squad - 3PR - 55 points
  • Heavy Weapon Squad - 3PR - 55 points

Total Power Rating: 79

Total Points: 1595 


What to do to bring it to 2000? 

Well, I DO have a lot of Armour that I could add... Y'know, if for some reason TOMORROW I needed to play with a 2000 point brigade detachment (or just a 2000 point/100 Power army - could be a Brigade detachment PLUS an Auxiliary Super Heavy Detachment - to bring out the Shadowsword). Or even if I decided I need to play a 2000 point game BEFORE I get around to finishing the rest of the foot infantry and such. 

ALL of this would be 157 Power Rating (a little over 3000 points - i can't be arsed to bean-count up the exact point as all the different weapons on the tanks still add up differently...) 


But I do ALSO have a lot more regular foot infantry, heavy weapon teams and Roughriders! 

Foot/Hoof stuff still to paint.

I have enough infantry to possibly do three more infantry squads for THIS detachment - making three platoons of four squads AND  three more infantry squads that could be part of a mechanized unit (likely a Spearhead Detachment for all my armour). 

And SO MANY Heavy Weapons teams... so many... I'm not sure what I'll EVER do with them all? Maybe swap out the mortars from time to time...? I could swap them into the Platoon Command Squads...?

Ideally I'd like to increase ALL Roughrider Units to 10. That alone would bring it to 1895 points - The problem is  I don't have 15 more Tallarn Roughriders to do that - I only have about 12.5 (13, but one in missing a horse!?). A brief look at ebay suggests I'll be paying over $100 to finish up that third unit... So maybe increase TWO of those units to 10 (or just add two more units of five? I'm not sure what works better...) 

I could add Astropaths (using old Wyrdvane Psykers) to other two Platoon Command Squads…? That seems a little silly… 

MOAR Commissars!?

Or maybe an Ogryn Bodyguard for the Castellan…? (this seems like a fun option) 

Or just add three more Infantry Squads...? 

Lots of options, for when I get around to painting more. When will I paint MORE!? I don't know. I'm really torn right now. Part of me wants to keep the momentum rolling and see if I COULD finish up 2000 points worth of Tallarn infantry and cavalry. If possible, if I could carry on and finish up ALL the Tallarn vehicles (I have another EIGHT Leman Russ tanks, two Basilisks, two Manticores and three Chimeras to paint!?)

On the other hand... I have a LOT Of other things I'd like to paint up... I have less than a dozen miniature to paint for ALL of the Guaiacan Commandoes to be completely finished. Same goes for the Cadians. It would seem prudent to go for the low-hanging fruit and completely finishing THOSE forces off, before tackling the rest of the Tallarn... 

And then there are ALL THE OTHER MINIATURES... even amongst the 40K options of Things To Do, there are piles of Kill Teams I'd love to finish up (because that actually seems like a game I'm more likely to PLAY!?). There are all the Warhammer Underworlds warbands... There are a bunch of Fantasy armies I'd like to finish up for Dragon Rampant... the English Civil War campaign is still on my radar and there are units to complete for that... 

Guess we'll have to wait and see... 

Finally, a little aside... 

Years ago, when I started painting these Tallarn, for once in my life I did something smart - I actually made a little made a little diagram of a Tallarn soldier and noted the colours I'd used. MOST are Vallejo paints, except the "Terrain Khaki" I use on the camo smock which is a Reaper Bones colour. 

Originally it was just on a scrap of paper, but I have since pasted it into a little hardcover sketch book where I TRY to remember to make notes of paints I'm using for other figures (or planning to use) on assorted other minis. 

40K - Tallarn Roughriders

Roughriders are back! (Technically they are "Attilan" Roughriders in the new codex - because those are the only ones GW is currently producing - which annoys me to no end... but I've complained about that enough, I'll shut up now...), so it seemed time to finish up a few of these old Tallarn Roughriders I've had sitting in a drawer for... well... a while... 

I just needed to finish up four of these to complete three "Squads" of five, making up the Fast Attack element of an entirely unmechanized Battalion Detachment! 

Four new Tallarn Roughriders. 

All the Tallarn Roughriders - in addition to painting up four more, they've all been rebased and had rifle buckets added (from Victoria Miniatures!) 

I do have a few more. Definitely enough to make two full squads of ten... but not QUITE enough to make a third... A brief look at eBay suggests it might cost me $100+ to try and finish up the third! Yikes! 

I do also have this old Suliman the Saracen model (from Warhammer Fantasy Battles 5th edition - so, a GW model) which I thought I could convert...? We shall see. I guess I should only worry about if if I actually get the first ten done and start seriously considering completing a third unit of ten. 

Friday, March 10, 2023

40K - MORE Assorted Tallarn

 As promised, here are the assorted Tallarn Missile Teams, Special Weapons gunner and an officer that I needed to finish up a few units

The latest batch. I've also finished three more Missile Launcher teams, but I need to finish up their bases, so I'll be posting them later (individual miniatres I do the basing gravel when I attatch them to the base and thus when they're done painting... theyre DONE and just need any grass or shrubs I want to add - teams, on the other hand - are temporarily attached to separate bases for painting and once the painting is done I attach them to their permanent bases and THEN to the base gravelling and painting...)  

Tallarn officer for a Platoon Command Squad

A pair of Psykers from the Adeptus Astra Telepathica - the miniatures are old Wyrdvane Psykers, which aren't a thing any more, so I thought I might use one as a Primaris Psyker and the other could be an Astropath...? Initially I thought I'd make the one with the shades the Astropath (as they have their eyes burned out in the process of becoming an Astropath)... but then decided, having eyes burned out, they'd have no particular need of shades out in the desert... and also the one with shades looks like he's actively blasting someone (more of a Primaris Psyker thing) and the other is holding his head trying to focus and concentrate on... something... which seems, to me, like something an Astropath would be doing. 

An assortment of Special Weapon Gunners (four Plasma, two Grenade Launcher). The ones in black head-coverings are destined for Platoon Command Squads and the others to regular Infantry Squads. 

Up next are the Missile Teams and possibly a unit of five Roughriders - which will finish up the last things I need for a completely non-mechanized Brigade Detachment! 

(Before I get to that, there might be an update to the Back of Beyond Campaign!) 

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...