Showing posts with label Crimson Blades. Show all posts
Showing posts with label Crimson Blades. Show all posts

Painting Space Marines: A Change in Philosophy

Periodically I go through each of my armies, repainting the whole army and upping the quality, and I must say, my Space Marines are past due for theirs. As a matter of fact, the army really does need a bit of an overhaul.

One problem I'm facing at the moment, is that I'm more into Fantasy, with 40k coming up a lot further down the list, hence why I post a lot more frequently on my Warhammer fantasy site, Last Chance War. Having said that I have been giving a little bit of thought to colour schemes for my own Space Marine Chapter: The Crimson Blades.

Historically I always painted them Blood Red then gave them a gloss varnish (apart from some black shoulder pads and gold bits). This of course violates my number two rule when it comes to painting: ALWAYS USE AT LEAST TWO SHADES OF EACH COLOURS - PREFERABLY THREE.

I've been wanting to dull down my marines and make them look a bit more real and professional, without changing the basic colour scheme. I'm not turning cartwheels over the red gold and black but I'm a bit nostalgic about it and they ARE called the Crimson Blades.

Check these out.


Apart from being annoyingly blurred, you'll see the one on the left is painted using my old method. Now this isn't an old miniature I just carried on using my slightly amateurish method with my marines even after I'd graduated to better things with other armies.

The on on the right is from my Dinosaur Space Marine army. Same principles really but at least I made a bit of effort on the weathering. My old style base (which doesn't match the war board completes the picture to tell us something needs to be done.

These two guys are prototypes of my more recent aspirations.


They aren't finished but you'll see I'm using a range of reds to get the look I'm going for... which I feel I haven't quite mastered yet. What I want to achieve is to have a pretty extreme overhead lighting effect, with the upper levels red and the lower parts very much in shadow.

The one on the left was done with the whole thing getting a dark red coat to start. The right one still has l=plenty of black in the lower areas.

It's one of these funny things where I'm really not sure. Neither model is getting me excited and without the excitement I tend not to get on with anything.

I think I'm going to need to think longer.

But watch this space. Things have to move forward sometime...

Spotlight On... The Triceranoughts!

Background
With the majority of their armoured support devastated beyond repair, the Crimson Blades solution was to turn to the indigenous xenoforms on the planet where they became stranded, but this new biological “armoured” division proved the equal of any technology that had come before.
Used both for spearheading heavy assault actions and as beasts of burden, the Triceranoughts excel at the role they play in allowing the Deinosus company to maintain such a potent mobile force. Carrying everything from heavy armament to the concentrated liquid gruel used to sustain the marines in the field, the Triceranoughts prove invaluable, especially with the Cortex Units drilled into their brains to control them while accelerating their natural aggression.

Making the Models
The Triceranoughts were made from the same basic Triceratops toys as the Triceratank. Then I strapped on as many spare parts, barrels, lights and rolled up sleeping bags as I could. The goal here was create the idea of a support unit that spends long periods in the field and I wanted to explore the question of what Space Marines might eat in those circumstances.
As with the Triceratank (and the rest of the army), I wanted the Triceranoughts to be heavily weathered and battle damaged and used a drill to make shell wounds in their armoured front plates.
They have the same assault armour on their legs as my Tyrannosaur has as well as the razor wire, to act as a deterrent.

Game Rules
In the game, they count as Chaos Space marine Dreadnoughts. The rules there match up well with their capabilities and also have the Crazed element to symbolise their out of control nature.

Tactics
It’s difficult to talk much about tactics here because in almost every game, the Triceranoughts have ended up getting immobilised far from the enemy. They are designed to be close assault units and need to get into combat as quickly as possible to avoid getting shot up. Because they look so threatening however, they tend to draw a lot of fire.

Spotlight On... The Triceratank!

Background
Utilising xenos biofroms to fill weaknesses in their diminished strength, the Crimson Blade Deinosus Battle Company cane equally be referred to as Dino-Marines!
The Crimson Blades are principally a close assault force and as such they ran the risk of being vulnerable to overwhelming armoured opposition. Fully aware of this, Captain Felix Wulf saw to it that the weakness was immediately addressed, both in the specialised equipment handed out to the Hunter squads but also by strapping the bulk of a wrecked Predator Annihilator onto the back of one of his xenoforms.
The Triceratank (as it is affectionately known) is the perfect precision tank-hunting tool, able to lay down an overwhelming field of needle-sharp heavy las-blasts exactly where it is needed.
As long as it is alive and its weapons still functioning, the Chapter has nothing to fear from heavily armoured opposition.
Making the Model
The Triceratops was a particularly nice toy that I started off with and to that I strapped on the turret, top and sponsons of a Space Marine Predator Annihilator tank. Wanting to match the battle-worn look of the rest of the company I added heavy weathering and battle damage.

Game Rules
In the game, the Triceratank uses the rules for a Space Marine Predator Annihilator.
Tactics  
With three lascannons, the Triceratank is there to take out vehicles. The rest of the army does contain some meltaguns and Dreadnoughts capable of tackling tanks but this is the specialist item right here. If there aren’t any tanks to shoot it can feel a little redundant but it’s just as good at taking out heavy infantry (like Terminators).

Spotlight On... Golgotha, Space Marine Alpha Level Psyker


A while ago I wrote a little blog about my Space Marine Alpha Level Psyker, Goliath... Well now it's time to meet his brother, Golgotha.


Like his brother, Golgotha is a member of my Crimson Blades Space Marine Chapter who developed incredible psychic powers and wound up being put in suspended animation until recent events required him to be resurrected.

 

He possesses incredible psychic might, far in excess of a Space Marine Librarian. Here we see him using the strength of his mind to lift balls of magma up from far underground before hurling them forward to explosive effect.
 
 
As I mentioned in my previous article, although both Psykers make nice display pieces, they function in the game as Baneblade Super Heavy Tanks - the armour representing psychic force fields and the weapons representing psychic blasts.

 


The large fireballs are made from ping pong balls, painted with a ripple effect from dark red up to orange and then yellow. The base is made from a mixture of gravel, sand, all-purpose powdered filler and PVA glue.


The smaller fireballs were made from little polystyrene balls I got from Hobbycraft. The smoke trail is made by a piece of stiff wire with clump foliage (basically tree foliage) glued onto it. I bought from a railway model shop. This was then dry brushed a few shades of grey.


Golgotha is actually standing on a levitated rock - it isn't that easy to tell.


I was going all out with this model because I was hoping to get a look-in at the Best Army award at a Tempus Fugitives event at Warhammer World. I didn't win.



But I did get nominated.


It's a pool of water at the front of the base. The idea is that bubbling steam is surrounding another magma ball being brought up from below. I like it (although the steam - made from clump foliage - doesn't look quite as I would have liked). Unfortunately three out of four people asked aren't sure what that part's supposed to be.


For Golgotha himself, I wanted a different look from his bare-chested brother - more regal and Librarian-like. He's made from various Dark Angels parts and was quite parts-expensive.

The rock he's standing on, by the way, is made from insulation foam.

I'm interested to hear any comments if you have any views...

Another Failure

Necrons vs Deinosus Crimson Blades | Rob v Tim | 40k | 51 | 108.997.M41


In the far Chillward regions of Kaltirey, the Necrons continued their implacable march Scorchward. They had passed now outside the vicinity of any Guard outposts and moved now through the deep snow fields, blasted by blizzards but moving ever onward nonetheless.
But ahead of them, silhouetted figures moved in the snowstorm. The Necrons slowed, narrowing their visual detection units. Suddenly explosive shells streamed out of the white mist, hammering into their lines and the Deinosus Space Marines ran forward, Triceranoughts bellowing in fury as their cortex units flooded their systems with rage inducing hormones.
The Necrons showed no fear or surprise. They had defeated this opponent before after a series of tactical validations. They calculated only a 17% chance of significant loss now.

The Bladelords and Hunters ran forward, opening fire with bolters, plasmaguns and meltaguns, bringing down the lead Necrons, but scuttling fast round their flank came a gigantic insectile Tomb Stalker. It didn’t slow as it parted the ranks of the Bladelors, ignoring their bolt and plasma shots, ripping them apart one by one.
The Necron ranks opened for a moment and floating forward came the sinister form of the Necron C’tan: the Deceiver. The marines ran forward led by Felix Wulf and engaged him but they lacked the strength to harm him at all! Methodically, the Deceiver started to crush them, one after another. Realising the situation was untenable, Felix Wulf ordered his squad sergeant to activate his homing beacon.
The air started to crackle and spark, the godlike Deceiver pausing momentarily as it crushed the larynx on one of the marines. Then the sergeant transmatted up to the orbiting Black Scabbard and the Mammoth landed hard in its place. The great hairy beat trumpeted and crashed into the C’tan, knocking him back and Felix grinned. “Take that you bastard!”
But even the mammoth barely had sufficient strength to wound the Deceiver while every return blow tore chunks out of its flesh. It wasn’t going to work!
And meanwhile, the Necron warriors continued to march implacably forward.

"You will leave this battlefield immediately you hairy brute!"
A team of Raptor Riders pulled ahead of the Space Marine line, engaging a unit of Immortals. Their powerful weapons and the strength of the raptors’ jaws proved to be a dangerous combination, but any victory was insufficient. Both Triceranoughts were crippled now; the aggressive strength of the Deinosus battle group was diminishing to the critical level.

There was nothing now for it but to call a withdrawal.  
Captain Woolf put the withdrawal code out across the com and slipped out of the reach of the deceiver’s swinging fists as it ripped the Mammoth into its constituent parts.
The battle was over; and once again the Space Marines of the Deinosus battle Company had failed to halt the Necron advance.

Spotlight On... The Mammoth

Background
The Mammoth is an integral part of the Crimson Blade’s Deinosus Battle Company – a company of loyalist Space Marines utilising dinosaurs in battle.
Controlled by a Cortex Unit drilled into its skull that goads its aggression up to deadly levels, the Mammoth remains in orbit aboard the Black Scabbard Battle Barge until its Priority Insertion Point is ascertained by one of the veteran squad commanders on the ground.
Once this is determined, the squad commander activates his homer unit and teleports up to the waiting Battle Barge, trading spatial coordinates with the huge and very angry creature that now finds itself in the thick of the fighting.
The Mammoth’s primary role is to function as a line breaker, devastating resistance at the strongest point of the enemy battle line.

Making the Model
The Mammoth is basically a toy mammoth, though a particularly nice one, but I made several changes to bring him in line with my vision for the army. The Cortex Unit drilled into his brain that controls him is made from the bottom half of the teleport homer that comes with the Space Marine Terminator boxed set. To enhance his defence and attack capabilities in assault he has been given armoured shin guards made from thick card bent round and dry brushed Tin Bitz and Dwarf Bronze. I wrapped a bit of razor wire round there to deter enemy attacks.
The seargeant model below has the top half of the teleport homer attached to his back. It's deactivated and black here as he's still on the field but when the reserve roll is made, this would light up (in my imagination) as he was transported up to the Black Scabbard. 

Game Rules
In game, I use the rules for a Summoned Greater Demon for the Mammoth. The whole army uses Chaos Space Marine rules but these represent quite nicely what he can do. The idea is that in the early game the squad leaders are assessing where the best place for him to be is. Then, when the reserve roll is made, they swap places with him and suddenly there’s a huge monstrous creature in the thick of the fighting.

Tactics
The crucial thing here is choosing which squad champion to swap the Mammoth with. Getting the Mammoth into combat and keeping him three will stop him getting blasted and help him do as much damage as possible. He isn’t undefeatable but he is good, however I don’t hesitate to throw and squad in to support him if need be.
He’s scary for the opponent more than anything and the psychological edge that can give wins battles.

An Amusing Story
At a campaign weekend at Warhammer World I wanted to surprise my opponent so when I made my reserve roll I smashed my Mammoth down hard on the table making a resounding clap.
This did indeed surprise my opponent.
It also reverberated across the table, knocking over half the models in both armies.
Suffice to say, my apologies kind of ruined the triumphant moment.

SPOTLIGHT ON... The Covert Obliterator

Background
Part of my Space marine Deinosus army, the Covert Obliterator is a medium dispersal scout unit comprised of a bipedal xenoform mounted with a stable firing platform, manned by a single Hunter. The platform is equipped with a wide range of heavy and special weaponry capable of dealing with any target that presents itself. Each weapon is mounted on an easy-access rail so that the Hunter can switch between them as the need arises.
Ranging ahead of the rest of the army, the Covert Obliterator scouts out enemy positions and troop movements, communicating details back to his direct command.
Once a suitable ambush strike point is established, the Covert Obliterator goes to ground, maintaining camouflage until needed. The unit is equipped for lone field status for long periods and will wait until it is tactically advantageous to reveal itself.
Game Rules
The idea here was to have a Space Marine dinosaur model to function in the game as a Chaos Space Marine Obliterator. An Obliterator deep strikes, represented here by the Covert Obliterator lying in ambush until the time is right to strike. And they can change their bodies to produce one of a wide variety of special and heavy weapons. The idea here was to give him a rack of different weapons that he can swing up into position as the need arises. When he’s done with one it drops back down out of position.

Making the Model
This model was a work of love that used up such a large stock from my bitz box that although I’d love to make a couple more I am reluctant to. Maybe one day I will.
He has armour plates made from thick cardboard bent over. The bracket holding the Hunter model in place is part of an Imperial Guard dozer blade. The wires and tubes were real wire from an electrical shop. There’s also an Imperial Guard radio and a petrol can (most likely filled with gruel).

Tactics
A lone deep striking Obliterator is always a tricky model to use well. There’s a propensity with deep strikers to land close to the enemy but this is sometimes a bad idea, especially for this model.
Like with the Raptor Riders, the thing is to hold him back while assessing where he is needed most. Here’s the best tip: Decide what your priority targets are then deep strike him so that he is close to maximum range on his required weapon. That way, hopefully, you can shoot what you need to shoot while limiting return fire.

Spotlight On... Raptor Riders

Background

Raptor Riders are members of the Crimson Blade’s Deinosus Battle Company – a company of loyalist marines utilising dinosaurs in the attack.

The Raptor Riders of the Crimson Blades are highly experienced scouts and close combat specialists but their principle role is that of a fast response unit.

Raptor Riders are principally held behind Marine lines as Captain Wulf assesses the enemy strength and points of attack. With the strong points established, the Raptor Riders dart forward to meet the enemy where they are most needed.

Equipped both for hand to hand wetwork and anti-tank precision melta-strikes, the Riders are fully prepared to turn the tide of battle at the critical point.


Making the Models

The models were made from Dark Elf cold ones with Tactical Space Marine bodies. All that was required was to bend the legs out a little to get them to fit on – no tricky sculpting beyond that. A knife slit in the crotch (sounds painful) helped to bend them out. I based them on round Terminator bases as cavalry looks a lot nicer that way.

Game Rules

The Deinosus Battle Company is based around the rules for Chaos Space Marines. This is a good technique for creating a new army. The models can be as whacky as you like as long as they are based on points and stats of existing models.

Raptor Riders count as Chaos Space Marine Bikers.


Tactics

The Raptors are equipped with two meltaguns, both for taking out vehicles and knocking out heavy infantry. Having two meltaguns gives an almost guaranteed destroyed result as long as targets fall within range. The power sword and plasma pistol of the veteran sergeant are also very handy to take out armoured opponents in close combat.

It’s always tempting with “bikers” to send them rushing forward. I DON’T do that with these guys. I hold them back behind my lines and send them in to where they are needed after the bolts start flying. That way the enemy doesn’t prioritise this expensive but good unit. Also the enemy vehicles are given time to move into melta range while my guys are still alive.

By holding them back and applying them carefully, this unit can be very very successful.

Postponed Alliance

Orks & Chaos v Crimson Blades | Tim v Gill | Space Crusade | 44 | 099.997.M41

Elsewhere in Escavar, close to the Castle of Mourning, secret base of the Good People, stood a massive warehouse complex. It was here that Nob’Rod of the Shaggin’ Dogz and Archmage Übel met to discuss an alliance. Security forces from both factions filled the warehouse as they sat down to discuss terms.

Lord Übel had instigated the meeting. The Orks were a destestable race but until his power base was consolidated they would prove a useful distraction if aimed in the correct directions. For his part, Nob’Rod was more hesitant. The Ork perspective didn’t require the security of an alliance as long as there was killing to be had but he was open to hear what terms the Chaos Space Marines had on offer.

Before the details could in any way be finalised however, the outer doors of the warehouse were breached in three places simultaneously. At each entry point, a Crimson Blades infiltration squad took ground, eliminating all resistance.

News of the attack immediately went to the conference chamber and the negotiation broke. “We’ll finish this later,” whispered Übel.



“We’ll see,” snarled Nod’Rod, strapping himself into his mega armour and charging out the door.

Each faction split off, forming a pincer and moving down through the building toward the approaching marines but nothing could prevent the infiltration squads cutting their through everything sent down to meet them.

Archmage Übel confronted one of the squads with his Thousand Son space marines trying to clear a path but each one was cut down and he was forced to withdraw, wounded, abandoning the alliance... for now.

Nob’Rod didn’t fare much better. Marines were eliminated by the waves of Orks and Gretchin he sent in but it was clear he was at risk from a closing fist. Like the Chaos Sorcerer he withdrew rather than risk a fight he could not hope to win, but the sign of weakness was noted by his boyz.

Perhaps this was a sign that the Shaggin’ Dogz required new leadership.


Race for the Gate

Tyranids & Crimson Blades v Dark Eilte & Pernicious Host | Tim v Peter | 40k | 55 | 133.997.M41

Erasmus Bachmann grinned. The Pernicious Gate was within his grasp at last and this time nothing was going to stop him.
The jungle gave way under the tracks of his Predator and Land Raider as he strode alongside the monstrous Daemon Prince Bel’Akor. Drawn perhaps to the psychic reverberations of the Pernicious Gate, the Tyranids lurked close by it, not infesting the jungle at every step as they had on previous expeditions. This was going to be too easy, especially with the secret power Erasmus commanded.

He threw up his arms and scorched the air with the brazen syllables that spewed forth from his mouth and suddenly reality curled and tore as dozens of daemons poured out from the warp into the jungle. Muscular Bloodletters charged through the underbrush in front of gargantuan scuttling Soul Grinders, massive daemon engines on metallic crab claws, and in response the Tyranids came forward to meet them.
A huge Broodlord led the assault at the head of a swarm of Genestealers, bringing down two hulking Bloodcrushers of Khorne before the mighty beasts could react. The daemonic horde was led by a huge Bloodthirster that leapt into the air on pinioned wings and crashed into the Tyranid Hive Tyrant, ripping it limb from limb with a mighty war. Skarbrand, an even taller Bloodthirster, this one wingless, ripped into a unit of Tyranid Warriors and quickly dismembered them with its mighty metallic claws.

Meanwhile, the advancing Dark Elite took long range pot-shots with their vehicle-mounted heavy weapons, gravely wounding the larger monstrous creatures. The Bloodthirster landed next to a mighty Carnifex and ripped that apart too before it could strike back. There was still a long way to travel through the jungle but the resistance was crumbling. With the support from the daemons, the Pernicious Gate would be theirs!
Then there was an energy spike and suddenly sections of foliage caught fire as three squads of Space Marine Terminators materialised near to the Pernicious Gate.
The Crimson Blade had been monitoring the Chaos Space Marines since their assault on the Fortress Bastion in Escavar and they and quickly realised the intention of this mission. Stopping the Chaos forces taking the gate was absolutely critical and they had committed their most valuable asset to stop them.
It was an impossible situation. With only limited space to land, the Terminators had been forced to teleport in deep in the infested area for fear of being enfiladed by the Dark Elite. Now they had to fight the Daemons and the erstwhile “allies,” the Tyranids.
Bachmann commanded the Daemons to devour them but he quickly realised the mistake he’d made in deploying so far from his objective and gave the order to accelerate. The transport vehicles went into overdrive, pushing through the dense terrain as the Crimson Blades let fly with Storm Bolters, Assault Cannons and Cyclone Missile Launchers.
The Daemons were falling and although every faction fought a war on two fronts, the Tactical Dreadnoughts were simply too tough to be taken down. The last of the Daemons were taken down and shortly afterwards the remaining Tyranids were picked off as well.
Bachmann gave the order to halt and roared in frustration. There was simply no more time to recapture the Pernicious Gate and more Space Marine drop ships were coming down from the cloud cover to consolidate their prize. He had risked everything to take this potent weapon under his control and he had failed again. All he could do now was withdraw.
Chaplain Kato and Captain Knot watched the vehicles of the Dark Elite circle and pull away from them from the raised dais of the Pernicious Gate.

“Should we go after them?” asked Kato.
“No,” replied Captain Knot. “We’ve got what we came for. They did the hard work, clearing the jungle of Tyranids; we reap the rewards. That’s a good enough day for me.”
“Well,” said Kato, looking up at the sizzling stone of the Pernicious Gate. “The question now, is what are we going to do with it? If we can open it then we gain the power to control a vast swarm of daemonic creatures.”
Kato narrowed his eyes and looked into the dark pits of his friend’s skull mast. “Tempting, isn’t it?”

Mission Briefing: Race for the Gate

Erasmus Bachmann stood in front of the tactical console on the bridge of the Litany of Jeopardy. Before him towered the being known to him as Bel' Akor - millennia ago and light years distant known as the Butcher of Ere k'or [1V]
"You WILL activate the Portal. It is requested by the Master"
Bachman had to use much of his tremendous willpower not to cower before the Daemon Prince. Each syllable hit him like a concussion grenade. He had actually flinched when the monstrous creature had first spoken. "I have insufficient forces, great one. Those accursed Tyranids have taken too many of my troops."
Bel' Akor drew his brass axe; as big as Bachmann himself; gently across the edge of the console, creating multi-coloured sparks of psychic energy. "It is not a request Sorcerer, your very existence depends on it!"
A small bead of sweat formed on the Chaos Sorcerer's brow and rolled slowly down his face. If the Comms officer sitting silently nearby had not lost the use of his eyes he would have seen the droplet bounce gently on the plasteel floor and then scuttle away on three pairs of tiny, newly sprouted legs.
"We must wait, there are other ships arriving in this system, I ..."
"Prepare to teleport NOW! Bring whatever of your forces remain" The Daemon turned away sharply with blurring speed and proceeded towards the exit.
Backmann hesitated, then barked the order to his Comms "Prepare for Planet-Drop immediately" He joined Bel' Akor at the turbo-lift. A single tear formed in Eramus's eye and rolled slowly down his cheek, finally falling from his chin to the deck.
If the Comms officer had retained his eyes....


Lord Ubel of the Good People has finally accepted that the only hope of taking the second Pernicious Gate is to dedicate a massive amount of resources to it, whatever the risk. The Dark Elite under his command have failed to break through the hordes of Tyranids twice now but their sacrifices have pinpointed the gate’s exact location. Now they will go in a third and final time but this time the daemons will go with them; dozens of slavering Bloodletters of Khorne: the fruits of the last Pernicious gate they captured.

However other shrouded eyes are watching the activities of the Chaos Space Marines and are preparing to take action. If the Dark Elite take possession of the second Pernicious Gate then the balance of power will shift in their favour. That cannot be allowed to happen.

Board Layout

  • The board is covered in woods and jungle. At one end if the Pernicious Gate, placed close to the centre and near to the edge.

Deployment and First Turn
  • The Tyranids are deployed first. All Tyranids must be deployed within 24” of the short board edge nearest the Pernicious Gate.
  • They have 1,500 points worth of models available.
  • The Dark Elite are deployed second. They may be deployed anywhere on the board more than 24” from the edge of the Pernicious Gate.
  • They have 3,000 points worth of models available: 1,500 Chaos Space marines and 1,500 Daemons of Khorne.
  • The Daemons deploy using Deep Strike as normal.
  • The Space Marine Terminators of the Crimson Blades First Company arrive as Reserves via Deep Strike anywhere on the board or moving on from any board edge more than 36” from the Pernicious Gate.
  • They have 1,500 points worth of models available.

Turn Sequence and Allies

  • The Chaos Space marines move first in this mission.
  • The Tyranids and Space Marines are allied in so much as they both have the same objective: Stop the Chaos Space Marines. The controlling player moves both in his turn.
  • Crimson Blades will only attack Tyranids if they are assaulted, even if ignoring them is tantamount to suicide.
  • The Tyranids will target the closest non-Tyranid unit.

Game Length
  • The game lasts for six turns or until the time limit is reached.
  • If an even number of player turns have been played half an hour before the time limit is reached the game will end without a new game turn being started.
Victory Conditions
  • Victory is determined by who controls the portal of the Pernicious Gate at the end of the game.
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