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Over the sky and far away: Officers of the Kessarine

Greetings my lovely bunker dwellers! I promised last time that I'd be back with more tales of the Kessarine 4th Armoured Brigade. Today it's the turn of the officer corps of C-company to be in the spotlight, and because they're the real story makers of the Kessarine we're going to be getting into some more lore courtesy of the opinions of the fine and upstanding Commissar Dravland . I'll split each bit of the post into two sections, one painting and modelling and the other lore. To make it nice and easy to find the bits you want I'll do Dravland's thoughts in itallics.  Given that there is no option to just have an individual non-Cadian officer any more (and with some daftness on thou shalt not duplicate weapons [heavy sigh and eyeroll]) I needed to work up some command squads. Fortunately, as mentioned last time, Anvil Industries provided some useful bits and a trawl of the bits sites gave me some nice medic and vox bits, behold: I love that Cadian master
Recent posts

Invictor Dreadnought?

 Stupid Tom, doesn't he know it’s a warsuit not a dreadnought?  No shit Inquisitor Obiwan Sherlock Cluseau.  But Warhammer is all about making it yours, so I made it mine. Why Ok, so, first up, in my mind there is a difference between a Walker, and a Mech.  So for the sake of today’s article I’m going to define a walker as a vehicle with legs, but those legs are basically autonomous and the pilot just pushed the joystick to whatever to “go forwards” and the vehicle automatically makes the legs do whatever they need to do to achieve that.  The Imperial Guard Sentinel is a classic Walker, but also maybe the Aeldari War Walker and the Mechanicus Ironstrider.  Think of it kind of like riding a horse, you have the reins and give directions, but the horse decides where to put its feet. On the other hand, a Mech is, for my purposes at least, a machine that allows a person to directly control a large mechanical body.  This can be via control machinery that reads the pilots limb movements a

Exitus stage left

It's been a minute since I had a good old hobby hangout. Just sitting around a table with a few friends, talking and painting the afternoon away. It's a very civilised way to spend time.* Being in between projects, I cast about for something to do that I could both start and finish in one day; particularly something that I might not otherwise get around to. And then I remembered: I've got that Warhammer Plus Vindicare Assassin sitting primed in the cabinet. What's his name... Googles ... ah yes, Operative Umbral-Six. I'd only built him to see if his pose still worked when he's removed from his giant hero rock statue. The thing is, once a mini has been started, it takes up space in my brain until it's finished. And I built this spandexy boy over eighteen months ago. I couldn't imagine using him regularly, so he'd never made it to the front of the painting queue. As single afternoon projects go, he's perfect. Not over-detailed, not too many differ

Pride of Kessarine! (includes Victoria Miniatures Imperial Guard review)

After too long an absence dear bunker dwellers, I return and bring with me the proud sons and daughters of fair Kessarine! Way back in October I introduced my latest venture with the first warriors from the sands. Well, since then I've not been idle... I've just not been blogging. So today we'll meet the rest of C-Company and soon their officer corps with a bit more delicious Kessarine lore. These three squads bring C-Company to five squads split across its two platoons. In the fullness of time there'll be a sixth squad to fill up the battleline thing and to have two platoons of 30 which will feel nicely satisfying. We also see the first non-missile launcher amongst their number, a relic of lost lamented veteran squad accuracy. But it does mean it's an excellent opportunity to talk heavy weapons because if you want to use third party minis you're going to have to figure those out. Lets start with the easiest, the mortars are an easy squad to make. Just use lasg

New Scouts Who Dis?

As I said in my article about the new “Assault Intercessors with Jump Packs” , “Back before all this Primaris stuff brought the tacti-cool Phobos with it, the Raven Guard were all about two things, Scouts and Assault Marines.”  When GW announced the Primaris version of both of these at the same time, I got quite excited.  The fact that GW were painting them in Raven Guard colours on the box really wasn’t helping my chill. Puberty finally hits Billy Birdman. New scale comparison. Specific rules for Raven Guard have varied, but certainly at one point I could have Assault Marines as Troops (when such things mattered) as long as I had at least one unit of Scouts.  It has always been a core part of their lore that they use a lot of Scouts, both because their numbers are perpetually low (insert your choice of reasoning here) and because, for a long time Scouts were the only stealth troops available in Marine armies.  Certainly in my Firstborn army I went hard on Scouts.  All done I had 36 Sc

Double Guard mini Narrative

The thin green line faced off against the endless red hoard in this mini narrative campaign.  As with any great Imperial Guard tale it involved big tanks grinding and horrendous casualties.  

Melia's Reach: the players' journal

Nothing speaks to the flexibility of tabletop wargames like mixing in a spot of roleplay and strategic map shenanigans. Having finally gotten to do so as a player rather than as the GM I can confirm that while your mileage may vary, it is, for me, the tits. Four days of having my cake, eating it, and finding another cake in the cupboard. I cannot take you to this magical realm, but this post might just offer a glimpse of it. Perhaps you can find your own way there. Or you might think bloody hell, I'd rather just play a competitive round robin and keep life simple. And hey, look, maybe methodone's your thing. Before I go any further I should probably offer some context. What we did Essentially a weekend-long roleplay campaign (think D&D etc) but where the encounters are fought with 40K armies rather than a band of adventurers. Tom was the GM, Drew and I were the players. It's not a format that lends itself to more than two players without also having more than one GM.