EPIC28

Playing EPIC in 28mm.
Showing posts with label Overview. Show all posts
Showing posts with label Overview. Show all posts

Tuesday, 21 September 2021

Agents of the Inquisition 11 - the Devos IV delegation

 

This is a form of love letter to Neverness.  In a manly, wholesome, Chapter Approved sort of way.  You may be aware that he has recently done a month of gently encouraging other bloggers to make and paint an inquisitor.  There are some really good ones there.  

What you can see here is 25% of the strength of the Inquisitorial strength of the Conclave of Dinterra Minor.  As detailed elsewhere, the conclave voted to send a substantial delegation to Devos IV to oversee the conduct of the war.  

 As Inso used to say 'Click the Pic !' 

Their agreed signifier here is black hat or hood.  Their leader, in the way that leaders do, is currently deviating from this previously agreed protocol, but she would argue that is her prerogative...

There are twelve inquisitors there, with their collective entourages, most of which are entirely appropriate (in terms of the scale and scope of and inquisitorial entourage). 

You can see the Inquisitor in the gold terminator armour who has positioned himself dead centre of the scene, albeit behind the Lady Inquistrix who is actually in charge.  His name is Hallas Blingnor and as you can see, rather than a normal inquisitorial retinue, he has brought seventyish Black Templars instead.  That's the type of guy he is.  

Some of these minis have been seen before, some not so.  I'll do a couple of posts with some of the more interesting characters in. 

Wednesday, 23 August 2017

The full parade

Flufftastically, what you are looking at here is the command detachment of 902 Div (XVII Korps) including an armoured squadron and mechanised company of DKK 19 Armd Regt, a company from 262 Line Regt, An armoured squadron from 22 ASL, a company from the Valhallan (Kado) 540th Regt and a lot of smaller detachments drawn from other 902 Div units to provide local security for the Div HQ. 


Additionally, there is, for as yet unexplored reasons, a detachment from 901 Div, armoured and mechanised subunits and company from 2/24 Cadian and 1/2 Corbanian.


So here it all is in it's glory.  The darker table had gravel mixed in to the paint when it was painted.  For years I have been chipping and plucking the 'effin' gravel off.  It's a job that needs some serious attention so that I can repaint it to better match the other two tables.  Homogeneity will be achieved one day.


And with hindsight, the Valhallan mobbed up blob should have been arrayed across the table between the Cadians and the DKK - it would have given a visual continuity across the deployment.  Also the actual command team(s) are bunched up next to the Crassus.  We should have split these up and displayed them in their actual teams and with the additional vehicles - most of which are still in their boxes, unbuilt.  But what we did do took us hours, we were tired and it was the first time we'd done this.  Lessons for next time !

Wednesday, 2 March 2016

17 Korps Recce Assets


17 Korps protects itself by deploying elements from its constituent formation’s recce units in a screen; pickets when stationary and outriders when moving.   Not all of each recce unit is used like this; SOPs are to detach sub units on a rotating basis.  This rotation is to both rest sub units who have been some time ‘at the sharp end’ as well as ensuring that skills are practiced and experience – exposure to the Devos IV Operational environment, reaches those important ‘first contact’ sub units.

Recce of objectives in 17 Korps is normally done by a ‘Wide Patrol’; ususally a platoon sized detachment, often with elements from more than one parent unit.  These Wide Patrols have to be self-sufficient, sometimes for more than a month, ranging ahead with a degree of independence of action not usual for the Imperial Guard. 

Wide Patrols can be resupplied and replenished by the Imperial Navy.  Additionally, should one of these recce elements end up in a fight it can’t win, they can be covered by air and their withdrawl safeguarded.  This level of cooperation requires and is facilitated by a Forward Area Controlled (FAC) provided by the Imperial Navy’s close orbit command.    These individuals, with the equipments they carry, can contact standing Combat Air Patrols, Imperial Guard Drop Regiments and the Navy’s Close Orbit Command.

But in the final analysis, the highest value STAR information is provided by skilled infantrymen conducting close target reconnaissance, on foot, on their belt buckles, in the dark, penetrating the target’s defences and withdrawing with the vital information which will make future operations a success.  

902 Div

5th Saranian Light Infantry


337 Death Rider Squadron (Det from 11th DKK Uhlan Regt)

 








Recce Tp (Det from 19th DKK Armd Regt)



903 Div
Cadian 144th Long Range Recce Regt; Wolverine & Tauros





905 Div

22 Rough Rider Coy (Det from Mordian 7th Iron Guard)


Humm, you can see the Mordian 7th Iron Guard at the right of the picture, but it doesn't look like the rough riders are in the picture.  I'll have to get one done.


What this post is intended to do is primarily to inform and entertain you but also to spur me to dig out the DKK Salamanders and actually finish them.  

Tuesday, 10 February 2015

Missing Stuff

So, Marshall Argos has asked about the org and det of 72AG; whether we are talking about my collection or the Devos IV fluff is by the by; my collection being a small slice of some of the units present.

Anyway, yes: 72 AG has three Corps, XVII Korps, XVIII Corps and XXXVIII Corps.

Various units within XVII Korps, 72AG (Klestor Sub Sector Command)
Each of these is organised into five Divisions:  Each Division being between 4000 and 10000 men; so either one Regiment (ie the Corbainian 1st) plus attachments to round it out to an all arms force) or five(ish) Battalion sized bits of different regiments under a Divisional Commander.

Now I do have this tabulated in excel.  However, this will change through the campaign as Divisions are re-organised; ie the Corbainian 1st being rendered hors de combat - they will be rouled out (roulement being the attachment and detachment of units from formations) to either be broken up and used as Battle Casualty Replacements (BCRs) or used as a cadre about which the unit will be re-built.

I do plan on presenting this as an org chart with the usual symbols.  Col Scipio is good at this, so I'll ask him to give me a hand.  This will give a picture of the organisation down to unit level.

The Inquisitorial conclave and Black Templar mission are not included in this as they are not part of 72AG. (more about these this year as well) The Warp Runners detachment technically is a part of the Army (I can explain this, should anyone be interested), but is not actually under 4* General Zukhov's command - which is why it does not show up on the org chart.

Hammer Company, 3/99 ("Bloodcoats") AIR, 4 BCT 'Scorpions', 1 (Benq) Div, Devos IV PDF
Similarly, the Separatist PDF is worked out as well; the PDF consists of four Divisions, three of which are four BCT (Brigade Combat Team) roughly equal to a 72AG Division, but perhaps slightly smaller.  The BCTs are rounded out with a PDF Air Force Brigade and a Combat Supply Brigade. So this can be charted as well.

The PLA equals the Separatist PDF plus any partisans, mutant hordes or other visitors (which might include Skulltakers, Beserkers of Skallathrax, Emperor's Children sub factions, 'The Cleaved' and/or summoned or randomly manifesting deamons).
'Belligera Rex' formerly of the War Griffons, Now used by the Skulltakers.

I do have a map of Devos IV, but it is a schematic of the planet in a sort of Mercator Projection.  I have other maps in my head which I will try to get out and onto the e-page at some point.

To go back to 72AG.  Doubtless many of you are aware that some other blogger's iggies have been bleeding for the emperor on the dung covered steppes of Devos IV; elements of the Palladian Guard and Mordian 7th form 905 Div.  Elements of Cadian 24th and 127th form 901 Div.  It goes on...

Generally bloggers have reacted well to me randomly wiping out bits of their army in the Emperor's name.  If you have an IG army, do keep an eye out for the odd mention here or there.  If you hit the 'background' label and go back far enough you'll find narratives on some of the formations and biopics of some of the people.  If you back far enough, you'll find a point where 72AG is three Divisions each of five Brigades.  Retcon ahoy !

Of all of the things mentioned in the Devos IV blog so far, one thing I have not done is assign actual dates to events.  This has been quite deliberate.  DKK 19 Armd Regt did not go to Taros (IA3), it came to Devos IV.  The Chief of Staff of XXXVIII Corps was Col Winterborne's predecessor as CO of Prea 4 Mech  Regt. The Fantoma 313 Drop Regt were part of XXXVIII Corps, but before BG82 was formed, possibly before Marshall Argos was born.

So all of this needs sorting out as well.  Some of the posts in this blog are not in chronological order, you will have noticed.  What I have to do here is find a likely date and then stick it in as the start of the campaign.  So if I do ever PM you asking something that seems a little odd ('Its made up Zzzzzz, write what you like.' I hear some people saying), it just the pedant in me wanting to tie all the details nicely together.

If you have an intimate grasp of the chronology of the late M40, have a burning urge to see your iggies die in droves on the dusty prairies and smashed up cities, or want to know more (or add something in) then do PM me or leave a comment; Just to be clear here - 72AG as three Corps does stamp out the PDF all the way to Xyphonica - the arithmetic of war is pretty clear in this regard.  What they find defending the ruins you can pretty well guess at, it's red and purple and not a sunset.

The next couple of weeks have a few more character/background posts lined up - giving a little more depth, but still no organogram or timeline.  Soz.






Friday, 16 January 2015

Over stretch

72AGs overarching plan was based on continued resistance by the PLA (the PDF and all other separatist forces) as a homogenous unit.  This is what 4* General Zukhov would have done[1] and despite the best efforts of his staff, is therefore what 72AG’s plan was designed for.

In the event, the sly and despicable Danny Bloodcoat did not do what 4*General Zukhov expected; he detached fully one third of his fighting power to menace the Imperial southern flank, necessitating the splitting of forces and a vastly increased theatre of operations. 

3* General Mantoufel (72AGs Chief of Staff) believes that `XVII Korps got lucky when they breached the Cudlip Line defences;  The spare time caused by facing the PDF Division to the south[2] had allowed to the PLA to prepare a defence in depth.  Of course both sides were painfully aware that anything that the PLA does can only be a delaying action.  However, each successful delaying action gave the PLA’s masters, the separatist government, more time to further their own machinations, be they securing off world reinforcements or a negotiated settlement.

1* General Pallumgovski made his name committing 904 Div (the valuable Corbanian 1st Regt[3]) to the schwerpunkt that had been identified at the extreme edge of his TAOR.  A cynic might offer that it was only the timely intervention by the Legio Atorium’s warhounds that prevented a disaster, arriving as they did at the very tipping point of the engagement.  However, it is possibly fair to say that Pallumgovski’s unauthorised assault would have succeeded regardless, as the adjoining 902Div would have taken up the gauntlet and pressed home the scant advantage[4].

What came next was a steady advance eastwards across plains more used to Grox herders than tank battles.  Actually tank battles were few and far between; here the PLA’s tactic was to fight from a strong point in strength sufficient to blunt the local advance.  And then to disperse, leave the area and re-group for more of the same at a later date.  If the advancing elements of 72AG wanted to catch the separatists, they had to be fast.

Separatist strongholds were almost always near an underground bunker, positioned decades or possibly even a century or more ago.   The contained welfare facilities for the defenders, self-heating rations, fuel and ammunition as well as limited medical supplies and a connection to a well buried hard wired vox network.   Occasionally, some of these bunkers would actually include replacement heavy weapons, vehicles and artillery.  It was known before any part of 72AG even stepped foot on the planet that the PDF had another 100% quota of main battle tanks in hidden underground storage – their most valued resource was the trained crew, rather than the tank itself.

As they advanced, XVII Korps and XVIII Corps would alternate being the lead element, within each Corps, Divisions were rotated according to suitability and disposition; remaining fighting strength and whether or not they had seen ‘hard going’ or not.  Time was spent resting and retraining[5] during the advance.

On occasion, the PLA might leave units of up to company strength in ‘stay behind’ positions – some of these underground establishments.  The Imperial invaders would be allowed to pass overhead and at some pre-determined point the separatists would emerge.  Sometimes this would be as an ambush; bursting out of cover in the Imperial rear echelons and causing quite a bit of local consternation before being (eventually) gunned down in a blaze of glory. 

At other times the separatists would steal out of hiding and disperse, to poison water sources, burn supplies, steal munitions to make more booby traps with, even just removing or mis-directing markers positioned by the departmento following the advance to ensure that supplies and reinforcements got to the right place at the right time.   Increasingly, formations were having to dedicate a portion of their own strength to watch over their own supply chain.

The biggest problem with supplying the forward elements of the army was that the supply chain plan had been drawn up at the same time as 4* General Zukhov’s campaign plan; as this was based on the notion that the PLA would stand and fight until neutralised, it did not allow for the rapid advance and exploitation that 72AG was suddenly (and unexpectedly) able to achieve.   According to the initial plan, by the time of the Gionvuar massacre, in terms of domination of the ground, the advance was 147 days ahead of schedule. 

Of course 4* General Zukhov’s plan assumed that the PLA would have ceased to be a fighting force by this time, having stood its ground and been pummelled by 72AG.  Of course it had done nothing of the sort and left Imperial forces slapping bitter stings and punching at shadows.  Coupled with the monotony of the Acre landscape and absence of apparent civilisation[6], the morale of 72AG was slowly being leached away into the grey-brown prairie.

What was needed was time to regroup and allow the supply chain to catch up.  Railways carrying the army’s requirements were being laid across the continent, a testimony to the DM Engineering Corps ability to re-prioritise and renew efforts to cope with the changing requirements.  It was of course, appreciated that the PLA would use this time to improve their own positions, however, it was also acknowledged that this might give the army something to attack; to shrug off the apathy and banish the ennui of the prairie.

The planned hiatus, Operation RESTORE would allow the formations to re-brigade, the supply line to catch up, possibly for XXXVIII Corps to become ready for front line deployment.  Morale would be restored and the campaign for Western Benq would be renewed with vigour. 




[1] Vostroyan dogma dictates amassing fighting power into concentrations to effectively win battles through attrition. Whilst sufficient for some situations, this did not offer the best solution for either the defending separatists or the invading Imperial forces.
[2] The PDF’s 2nd “Hunter” Division – 4 BCTs, an Aviation Bde and Support Bde.
[3] The Corbanian 1st were a specialised Urban Assault regt, supported by many and varied equally well equipped and well drilled attachments.  These were to be XVII Korps spearhead into Xyphonica.  However, the frontal assault over open ground against well prepared defences was not something that their aptitude, equipment or training could help them with.  XVII Korps would need another plan for Xyphonica.
[4] Pallumgovski was immediately decorated for commanding so clear and decisive a victory.  He was promoted and on his way to Cadia within a week.
[5] The retraining by now is getting units used to working in new formations, alongside others they have not operated alongside before, rather than combat training, although major attacks are still rehearsed in detail where circumstances permit.
[6] Advancing from one pitiful hamlet to another, with names like ‘Urineton’ ‘Tannery’ and ‘Slaughter’ did little to inspire soldiers.  Difficulties with supply, sabotage and occasional frustratingly brief contact with the enemy were found to be very wearing. 

Tuesday, 2 September 2014

Is there a plan for when we've won ?

The aftermath of the war is something that Comptroller Bellormus has considered.  One of the war aims of the Devos IV Campaign is to preserve, as far as reasonably practicable, the food producing capability of the planet. 

The loyalist continent of Acer had seen some pro separatist riots before hostilities broke out, but the agitators have all been interred by the secret police.  There were a few sporadic air raids, but these amounted to little more than harassment.  There were a series of localised fights and interventions at the North Eastern seaport of Bruboxvillie, which whilst serious in themselves, posed no real threat to the success of the campaign.

The population of Acer remains largely intact, indeed, has raised three regiments for the Imperial Guard.  The Imperial census for Devos IV estimated a population of approaching twenty millions.  Comptroller Bellormus’ reckoning made it more like eight millions.

Food production in the seas around Acer continues largely unaffected by the war, manufacturing and processing on Acer remains the focus of the remaining population.  What has suffered is the herding culture and cattle towns (abattoirs and freeze drying plants) as the Imperial Guard pursues a scorched earth policy in its advance across the rebellious continent of Benq.  Along with the stated aim of destruction of the historical planetary capital, this has caused Comptroller Bellormus to exclude what survivors there might possibly be from his calculations.

With the sanction, endorsement, backing and instruction of the Ordo Hereticus, upon whose behalf this war of liberation was launched, Comptroller Bellormus has suggested that in answer to overcrowding on a hive world, a number of persons be displaced in order to ease the congestion; these people could be sent to Devos IV to assist re-building the population with Emperor fearing loyal citizens, perhaps even with a long term view to restoring the population to its census level.
He briefly flirted with the idea of suggesting that the lift fleet might do some of the fetching and carrying, but in truth, the military capability was already committed.

The Governor of Palladia immediately saw an opportunity.  He might not be able to export any of the population of Edethor – doubtless they were too well known as a rebellious, fractious mob.  But he could make some space; financial incentives to all parties, some bigger than others, would, in the medium and long term, be compensated for through taxation.  And a social restructure in a Hive Cluster would be an excuse a reason to restructure the tax system.  And so the Danter Hive cluster lost fourteen and a half million souls[1] in the space of a fortnight.  These people were loaded up into the fleet of a rogue trader consortium, contractually arranged for the very purpose. 

Effectively then refugees within their own Imperium, these fourteen and a half million hive worlders would be delivered in just eighteen months to a world that needed them, but was in no way ready for them.  And quite frankly, they were in no way ready for it.  There would be a programme of training and indoctrination during the voyage, but being part financed by the Ecclesiasty, it was devotional in tone and content, not of practical value.

Such are the vagaries of the Warp that Comptroller Bellormus would never receive the astropathic message informing him of these events.  The message was eventually received by the Devos XII astropath station six standard years after Comptroller Bellormus' death many light years away on Hydraphur; but that would be decades into the future. When the immigrants arrived, it was a bit of surprise.  The Imperial Navy intercepted the fleet at the edge of the system and signalled Imperial High Command.  Effectively, there were then two weeks, whilst the fleet transited real space, to prepare for their arrival.

Fortunately by that time, the war was all but over.  And as a food producer with established supply routes and good space faring connections, the resulting humanitarian plight was a shadow of what it could have been; The departmento had already created infrastructure and supply chains dirtside that would cope with the influx and by keeping control of how many were migrated, at what rate and to which locations, the first migrants were already net contributors before half of them had set foot on their new world.  It took three years before the last of the consortium fleet left the Devos system. 




[1] Out of 2.1 Billion across six hives.  It might not seem much, but would allow the Hive rulers enough wriggle room in terms of socio-economic policy changes to stave off a major block war for another decade and a half.

Monday, 21 December 2009

Ravenor and the consequences of contemplation on the Devos IV campaign.

I did wonder about my =I= list. WH without battle sisters. I was thinking that IST were more fluffy, despite the fact that the Adpeta Sororitas were more capable. I was quite happy building my list around a Lady Inquistrix and another Inquistrix (ie her interrogatrix) and their respective retinues. Certainly not the sort of thing to win a competitive battle, but characterful and multi talented enough to be worth fielding in a themed game against some heretics and a bunch of witches.

And of course there are the repentia, death cult assassins and zealots. All good stuff.

Having now read Mr Abnett's Ravenor omnibus I am if anything more content with my =I= list. It fits the Devos IV campaign well. Lady Josephine will be the glue that holds the Imperial forces together. Without her firm direction, I'm sure the DKK would be tempted to make no discrimination between the Loyal (to the emperor) 2nd PDF Regt and the Loyal (to their homeworld) 13th Mech Regt and 99th PDF Regt.

That could provide an interesting possibility. Perhaps the Imperial side has to spend points on having either the Lady Inquisitrix or her Interrogatrix in their force - to keep them in the campaign. If the rebels kill or capture both of them, then the Imperial side is gripped with interia as the commanders of the various forces disagree. I like this idea, but it is a little un military. I'm quite sure that the Departmento Munitorium would make sure that there was a definate command structure in place before even launching their planning phase. I might be able to weave it in as a one game idea somewhere:

There would be a composite force made up of elements of most if not all of the IG/PDF consituant units. And the Interrogatrix would be the glue holding them all together. If the rebel player somehow nutralises the Interrogatrix, the IG player must make an immediate moral check for each force element to represent the units prediliction to follow its own agenda once the imperative of the =I= is removed.

All of a sudden I can see snipers becoming important. Snipers to hunt independant characters and snipers to hunt the other side's snipers (at the minute the Cadian 144th have two special weapon squads of snipers. The 13th Mech have two individuals). I can see that an increase in snipers is on the cards.

So back to Dan Abnett's work - I might be tempted to try Eisenhorn and/or the Gaunt's Ghosts books. I've been through Gunheads, Ice guard, Eldar prophecy and Dark Millenium. All OK. And Sandy Michell's Cain is a hoot. I liked that so much I bought a copy for a chrimbo prezzie for someone.

Tuesday, 1 December 2009

escalation tactics

Just in case you are paying attention; The three posts of escalation army lists, whilst thrown together based on the available models and what I hope to be able to finish before the weather turns nice again, are built around some tactical principals based on their fluff.

Share and enjoy -

The Bloodcoats list is two firebases; one of nine mortars and one of nine auto cannons. This force is designed to sit still and ensure that by the time their opponent reaches their lines, there is nothing left of them. Additionally, there are enough infantry squads to provide both blubblewrap for the heavy weapons and also a manoeuvre force. The rouge (primaries) psyker is just a bit of fun.

Set the mortar teams up near your own table edge behind cover. Set the auto cannon up somewhere in your own deployment zone with clear fields of fire. The bubble wrap squads (and perhaps one platoon command squad) need to be near to the heavy weapons to get in the way of infiltrators or other assault troops. The majority of the infantry squads, led by their commanders should set off for any distant objectives and hope for the best.

The Tigers have gone for manoeuvre assets; there are two tanks and full squadron of sentinels. If the multilaser sentinel can keep other threats away from the sentinels for long enough, then they should be able to get into flamer range. There are scoring infantry there, but not a huge amount. One idea might be to move the tanks slowly down the middle of the board, with the sentinels hiding behind them as a counter attacking or sudden blow type force.

The Disciples of (Xyphon) Chaux Na Mrr’see infiltrate to near as they can get to an objective. The tanks advance up in support, with the rest of the force making best use of cover (including the tanks themselves) to protect their advance.

The Emperor’s Children, if they get painted in time, can dominate the centre of the board; the lash prince can feed enemy units to the defiler. The Predators and noise marines have enough firepower to keep the daemon price and the defiler safe.

If they do well enough the defiler and daemon prince can just rampage through the enemy lines whilst the predators stand off in support.

The 2nd Regt force is peppered with enough anti tank to take on a mechanised enemy. Their line up also includes a laser destroyer. They are led by a Lord Commissar to make sure that no one runs away (or that anyone who does so does not get very far) and a pskyer battle squad.

Each platoon has a healthy fire base and just enough squads to provide bubble wrap. With the laser destroyer as chief bullet catcher, they should be able to hold a line.

The Kado (Valhallan) force is based around well equipped platoons, one with an anti tank detachment from the Armageddon Steel Legion and the force as a whole is supported by a Legion armoured anti tank sentinel detachment.

Their strength is in platoons of four squads. Possibly enough to press home an assault against the right foe; certainly a lot of firepower at rapid firing range.

The Inquistorial force contains a number of reasonable Close Combat units, a light infantry platoon and of course the inquitrix’s team itself. Witches beware.

The Inquisitorial Storm Troopers could be deployed either to buff up the infantry platoon or to provide a little ranged capability to the Inquisitorial squads. The infantry platoon’s sniper detachment needs to pin enemy assets prior to assault by either the death cult assassins or the Sisters Repentia.

The Bel Tain Sacred Guard force should be deployed as a fire base of reapers and rangers. The rest come on from reserve in a bunch and charge up one flank. As reserves are rolled for one unit at a time they will have to wait until there enough of them are there to make it worth advancing. Get the wraithlords on the table, in cover and start shooting. When the assault force is there, the Avengers are there to shoot anything before the seer council and wraithlords hit it.

The Elui strike force is designed to fly about in their tanks, 24” for the 4+ cover save and deliver the hard hitting contents to bring max pressure to bear on one enemy flank. The scorpions should precede the armour by attacking from their infiltrated position. The whole force should hit one side of the enemy line, leaving the rangers to cover them from a distance.

The Kabal’s HQ Raider is equipped with a torture amp to enable it to tank shock into the enemy. The Dracon, Incubi master and incubi should then be able to tie down one flank on their own. The ravager must stand off and shoot at opposing armour. The other raiders shoot tanks with their dark lances and then deposit 30 DE warriors 5 ½ “ away from the opposition. Shoot and charge.

Wednesday, 18 November 2009

Escalation army lists.

A lot of this (fortunately) is already painted. There are bits that are not - including the entire Emperor's Children list. So they'll wait until last - I'd want the others finished rather than jeopardising a list because I'd been painting the CSMs.

I'll post up three sets of lists over the coming days; the PLA, the Eldar interlopers and the forces of the Imperium. Just to whet the appetites of dos generales.

There will also be a few themed games. The capture (or not) of Maj Gen Marcus Firth III by the PLA. The rescue of Dracite Taple by the Kabal. And the stuggle for the Frabovoki Promethium terminal. Frabovoki is a single industry town (unsurprisingly). It's also the nexus of communication routes between Xyphonica and the western coast. So success here may well see either the forces of the Imperium fighting to retain their hold on Benq or the PLA beaten back across the plains to Xyphonica.

Tuesday, 10 November 2009

Wotsit all about (Alfie ?)

OK: The whole Devos IV idea was for the four of us ol' drinking buddies to have a huge apoc fight. We all thought it would be fun and light releif from the FRPG.

However, I, as the supplier of the armies and so on, have found it a huge task and its taken over a year to get to where I (we) now are.

So what this means is that this weekend coming we have a series of patrol clashes. Six 400 point armies. So that's thirty games before we even have to fight someone we've fought before. Only two of these armies have vehciles (DE Raiders and the Tigers[Devos 13th] have a pair of scout sentinals).

Admiral Drax's blog today includes a link to here: http://goingoncampaign.blogspot.com/ which provoked the following random thoughts which had been coalsecing somewhere out there and have now made it to cogniscense.

The games, assuming we continue, will have to follow an escalation pattern as I manage to paint up more of each army. So it's sort of evolving already into a campaign. These patrol clashes will just be patrol clashes at the onset of hostilities on Devos IV. The next set of games, somewhere between 1000 and 1500 points, hopefully, will feature things like the Shrine of St Joesphine and the Pormethium refinary (seize the ground), an ambush of the IG supply column (running the gauntlet) and so on. Hopefully this will generate enough buy-in from the participants to lead to the next round (or two) of the escalation campaign; even if its only grudge matches.

Eventually we will get the apoc game when the IG try to liberate Marcus Firth and the Eldar go after Chaux Na.

Friday, 16 October 2009

Phase 1 of MY project is complete(ish)

This co-incides with the likely end in the foreseeable future with my premanent residence in Kent. So last night I did a little Dark Angel Green overbrushing/dryrushing on the incubi and then sorted out and tidied up the workspace.

For the last six months or so I have spend about ten hours a week (my thanks to Radcliff and McConie for the company) gluing and painting zillions of little men and vehicles together. There is still a lot of painting and final trim type stuff to do, however at least now I have the six 400 point armies.

I've packed a huge box half full of chaos tank and vehicle accessory sprues, IG vehicle sprues, sentinal, land speeder and tank track sprues. All of these have been plundered once but still have enough on to be worth keeping. Then filled the rest of the box up with unmade models. A load of DKK Grenadiers, half a dozen of the new little boxes of Cadians and the FW bits to make them into veterans/renegades. And a load of metal minis that I havn't done yet either.

So I put all of the Chimera fleet together in one crate and the DE vehicles in another. I have about half a dozen Chimera boxes with heavy weapons teams in them and over tall models like Ogryn and standard bearers.

I put the paints in the paint box and the tools in the tool box. I still have left over a load of Eldar Vehicles and handfull of IG ones, including the Inquisition's 1/35th Stryker, another Ravager and a few more DE bits. So there'll be another big box of stuff to be packed next week to go back to the garage at home.

It's time to begin shipping all this stuff home again. I'll keep some in the cabin whilst I'm on this borrowed time, but really need to get the volume down to a level where it will all fit in one medium sized box - because I suspect that when I am not required full time down here, there won't be much notice, and I want to be able to seamlessly move my hobby stuff from the cabin to the garage with no fuss (they are 118 miles apart).

Saturday, 19 September 2009

getting somehere

I bought a subscription to Army Builder 3.2. I've made up 400 point lists for:

Devos IV loyalist PDF
Valhallans
Bel Tain
Dark Eldar
Bloodcoats
Tigers
Emperor's Children

So now all I have to do is base and paint these before 14 Nov 09. Some are already done. More to do, though. At least I now have a goal and am not just faced with a vast pile of work. The only vehicles I have to do are two scout sentinals for the Tigers and three Raiders for the DE. The DKK's eighteen Chimera can wait for another day.

Thursday, 13 August 2009

For your benefit, Millima.

I thought this might help:

IG - Imperial Guard
DE - Dark Edlar (no no no! Dark Eldar - ed)
SM - Spaze Mhureen
AC - Auto Cannon
LC - Laser Cannon
HB - Heavy Bolter
TL - Twin Linked - this proves improved performance in the game mechanics.
LR - Land Raider (the MBT of the SM)
LRBT - The vanillia Leman Russ (the MBT of the IG)
LRD - A Leman Russ Demolisher. Quite obviously an AVRE
LRV - Leman Russ Vanquisher - an MBT with an adequate ranged main weapon
LRA - Leman Russ Anihilator - mounts TL LC instead of a 'battle cannon'.
HH - Hell Hound. A Chimera with a flame thrower of epic proportions
CH - Chaos Hound - a canine from hell. Not a "hell hound", 'cause that is a tank QED.
Chimera - the IFV of the IG
RR - Rough Riders - cavalry
CC - Close Combat
DKK - Death Korps of Krieg - a flavour of IG
IST - Imperial Storm Troopers - another flavour of IG
Vostroyan First born - another flavour of IG
Valhallan Ice Warriors - another flavour of IG
Cadians - GWs 'default' flavour IG
ASL - Ammegedon Steel Legion - another flavour of IG
Devos IV - Our campaign world. Made up by me
Devos 99th Infantry Regt - Rebels. "the Blood Coats".
Devos 13th Mech Regt - Rebels. "the Tigers".
PDF - Planetary Defence Force.
ScC - Shuriken Cannon (an Eldar weapon)
BL - Bright Lance (an Eldar weapon)
StC - Star Cannon (an Eldar weapon)
SL - Scatter Laser (an Eldar weapon)
DL - Darl Lance (a DE weapon) (no no no ! Dark Lance)
Raider - DE transport
Ravager - DE tank
Talos - DE terror-machine
Falcon - Eldar tank
(Wave) Serpent - Eldar transport
(Fire) Prism - Eldar tank with FO huge laser.

Wednesday, 12 August 2009

Adulterating fortykay

There are units that I've built which are non-codex. There are some with IA rules and some for which I'm relying on the Eye of Terror Codex. And some which I just thought would be cool, specifically the Emperor's Children Land Speeders. So I had buy the Spaze Mhurine codex just to include them, but it's a game with my friends and like Jervis keeps saying; it's our game (well, mine at the moment, so I get to define reality for everyone else).

So as the games progress, we'll be following the codex and RAW. But we'll have a bit of fun with our mini substitution, even if we'd not be allowed to use them elsewhere; ie the PP Cephelax and drudges make good Heamonculi and grotesques. I really like the infinity models and so may make up an IG platoon or two from those.

WD when I used to buy it and the Rouge Trader book (from when citadel produced only an extremely limited number of SF minis) contained advice to players on getting minis from other manufacturers to use in the games. The WD article that proceeded 'Eavy Metal was a review of the market, not just a citadel advert. I can see how insisting on GW only product in GW shops and events could be protecting their market share. I suppose with their target market (pre-pubescent boys) that works. Us older (and wiser [!?]) folk will just do what we want anyway, QED.


So the Heretics and Renegades are backed up by a Dark Ages Firestorm warband, which fits with their idiom nicely. The loyalist Catachans are Scotia Grendal Void 1.1 Veridians and shadowforge marine special ops.

My DKK are fronted by three Panther Vanquishers;































So there it is

Monday, 10 August 2009

Devos IV Background Information

The Devos Campaign

The Terrain


Devos IV

Devos IV is an important Agri-world in the obscura sector. There was an important imperial shrine in the city of Xyphonica and a generally well regarded PDF of 80000 personnel. Devos IV has itself, within living memory, raised two IG regiments (one now defunct and one deployed in support of the Cadian Gate).

Seven hundred years ago the then capital city (San Cantor [pop 18.4M] was occupied by WAAAGH Burkhatt. San Cantor, the only hive complex in the system, was purged from orbit. This unprecedented (within this system) use of atomics within the Devos System is believed to have triggered the amount of Eldar traffic that was observed in system in the two centuries afterwards.

The Imperial response to the WAAAGH included a regiment of Adeptus Mechanicus Skittari from the Forge World of Ryza. The remnants of this force still exist on Devos IV and they and their equipment are an increasingly uncommon sight, but are still present in some numbers.

The planet was controlled by Governor Marcus Firth III (a former IG General) with the support of the Ecclesiasty. One of the Ecclesiastical agents was obviously seduced by the ruinous powers and has overthrown the planetary government and seized the capital.

The army of Chaux Na Mrr’see is in rebellion. The Imperium has despatched its nearest forces to crush the rebellion before the cultists begin to attract allies from outside of the system.

Benq

So far, the cultists have seized the continent of Benq. Benq is 80750 km2 There are two major cities, Xyphonica [pop 4.7M] the main city of Sommerlund and Slough [pop 2.2M] the main city of Magnamund. Xyphonica is a religious centre, this is where the Imperial Church has been cruelly overthrown and the cultists are basing themselves. Slough is a largely automated industrial mega complex on the edge of the 20400km2 ash wastes from the last WAAAGH to pass this way. The Ash Wastes themselves, locally known as the Gnaaglund, contain the ruins of San Cantor, once home to 18.4M imperial citizens.

Acer

The continent of Acer [120000km2) remains loyal. The starport is situated on the Allain peninsula to the west of the continent. The Allainlund region, generally taken to include the Allain Penninsula, includes mining and heavy industry stretching eastwards across Acer to the littoral boundary. There are three large cities: Riba [pop 7.4M] which is an industrial base only 400km from the starport. Dana [pop 2.2M] an important nexus for travel and commerce on the west coast, just across the straights from Benq. Charnport [pop 2.2M], where the starport is, on the Allain Penninsula, this city is the commercial hub of the entire system, as well as being the centre for both the mineral extraction and sea farming industries.

The southern extent of Acer, known as Helgedad, is largely agricultural and includes a vast heavily forested belt and the mountainous polar regions south of there.

The Sea

The oceans of Devos IV are arguably the most important part of its ecology. Certainly, the mostly calm seas are festooned with a vast number of floating algae farms that produce powdered and freeze dried foods for the rest of the Obscura Sector as well as the IG. The cleanliness of the oceans is important to all on Devos IV.

Devos VIII

Devos VIII is a gas giant. The Imperial Navy regularly stops in at the orbiting refineries to refuel. The presence of the easily maintained fuel stop here is vital for interstellar trade in this sector.

Devos XII

Devos XII is no larger than a small moon. It does have an atmosphere, but the terrain is too harsh and the weather too violent to allow the imperium to practice agriculture thereon. Plants do grow on Devos XII, but extremely thickly and only to height of 4 or 5 meters. It is known to have a population of feral Eldar. It’s orbit leaves it diametrically opposed to the main shipping lanes the run in and out of the system via the gas giant.

The Eldar name for this moon is Daziarn.

Devos XXIV

Devos XXIV is a cold barren moon. There are part buried ruins of previous civilisations thereon. There is an astropath station there to ensure that incoming traffic takes the correct route through the asteroid belts to reach the gas giant at Devos VIII and then Devos IV itself.

The sides:

The Rebels

The army of Chaux Na Mrr’see is growing in size. It remains popular and does not yet have the reputation for wanton destruction that follows most chaos cultist uprisings. Significantly, the PDF Headquarters was at Xyphonica. Most of the Devos PDF has now gone over to the rebellion. They are being supplied out of Slough.

Certain sections of scavvy society and mutants from the Ash Wastes are known to have joined the army of Chaux Na Mrr’see. Unconfirmed reports have been received of deamons accompanying rebel troops.

The Imperium

The Imperial Guard is able to land men and material without hindrance at the starport. However, there are problems with sabotage as imperial forces are perceived as invaders whereas the army of Chaux Na Mrr’see is largely comprised of local persons. This issue will have to wait, however, until after the army of Chaux Na Mrr’see has been defeated. Then the population of Devos IV will have to pay the price for their treachery. Restoration of Marcus Firth III, if viable, would provide a government of unity that was popular with the people and would also bring the planet back into the Emperor’s grace.

The enormous amount of effort is being expended to remove the army of Chaux Na Mrr’see with the minimum of collateral damage is due to Devos IV itself is an important agricultural world that feeds three nearby systems.

Small numbers of loyalist Devos IV PDF and the survivors of the first IG units thrown into action as a stop-gap have regrouped in the Buroklammern region to the NW of Dana. Problems are envisaged where PDF units on either side will be reluctant to engage each other with any true effectiveness.

The Feral Eldar

The dwindling population of Feral Eldar on Devos XII maintain a Webway node. They would like to be left in peace and as such allow both the Craftworld and Dark Eldar to transit the Webway and access the Gates on Devos IV. If pushed, they will join any fight against the forces of Chaos (the Great Enemy).

Craftworld Eldar

If alerted to the presence of the army of Chaux Na Mrr’see, the Craftworld Eldar will set out to ensure that the scions of the Great Enemy are destroyed.

The Feral Eldar (so called “Exodites”) have trading links to the xenophobic barbarians of the Bel Tain craftworld and the thrice damned witchery of the Ulthwë craftworld.

Dark Eldar

If alerted to conflict in the Devos system, the Cabal of the broken/venomous/bloodied claw/blade/tea spoon will come after slaves and plunder. They couldn’t give a stuff about the army of Chaux Na Mrr’see or anything other than their own profit.

Orcs

Any Orcs are survivors or descendants of WAAAGH Burkhatt. As far as they are concerned, the WAAAGH is still on. They could possibly be pursauded to act as mercenaries for one side or the other.