Showing posts with label combat patrol. Show all posts
Showing posts with label combat patrol. Show all posts

Wednesday, September 30, 2026

Hobby: Salamanders Combat Patrol

 


In keeping with the theme of small thematic armies or warbands, I present here my small force of Salamanders Space Marines.  This force was made from leftover 'firstborn' Space Marine models donated by Grey Mountain Gaming club members and a few models from my own collection that were made to create different factions of Marines for people to use in the club's different narratives and games days.  I'm pretty fond of this force. It reminds me of the type of army you might have seen in Codex: Armageddon or a White Dwarf from the early 2000's. It's probably the attack bike and combat squad that does it.  From a composition and development standpoint, I wanted to give some of the flavor of the Salamanders as a chapter (ie., flame weapons) and construct the force as a small rapid reaction unit or rapid incursion strike force.  I picture them being in Vahland Sector to pursue the traitors of the Centurions of Innocence [LINK] a former Successor chapter of the Salamanders turned traitor, and of course helping to contain the many flashpoints in Vahland that threaten to destabilize Southern Ultramar and the Charadon Sector.


Captain Nehr Fal'yn is the esteemed leader of this strike force. As evidenced by the fact he has traded in his helmet for a glowy sword, the mark of any true hero of the Imperium. I've never been a fan of the lore that Salamanders have black skin and red eyes. My first introduction to the chapter portrayed them with African skin tones, and I've always preferred that to the more sci-fi approach. 


The force was really rapidly painted using Vallejo's Intermediate Green thinned down for use in an airbrush.  Which made short work of the force and applied a nice even green across the full force. I added in small flame details here and there, and I had a small amount of Salamanders shoulder pads and upgrades from Forge World which were donated to the club by one of its members.  

All in all, the force is appealing to me, and its always a great feeling to have a painted force on the table. I've got a few posts queued up to show you these guys on the field working to keep Vahland Sector safe from the Mutant, Xenos and Heretic very soon. So stay tuned! 

Thank you for reading! 

-Your Favorite Madman-



Monday, September 28, 2026

Hobby: Necron Combat Patrol

 


Some time ago now, I completed a small combat patrol of Necrons for what I've been terming the 'Galthadra Dynasty'.  A lesser branch of the wider Nihilak Dynasty, the Galthadran Necrons hail from the Belt of Calces in the heart of the Vahland Sector. Their awakening has caused some issues of late for the Imperium, and for several other lesser Xenos races that call the core of Vahland sector home


I wanted to go for a different scheme than I had seen on Necrons, while still keeping on theme for them being a spooky undead force.  I settled on a rusty brown, with accents of yellow, white and brassy gold. To give the impression of a worn and weathered robot but while maintaining some of the pomp and heraldic grandeur that I think of when I think about the Necrons


Originally the force was intended to fight against the Sages of Enmity [LINK] as an introduction for an ex to Warhammer 40,000 back in 9th edition.  That obviously did not come to fruition as you can probably guess that didn't end of working out. But I still got plenty of games in of 9th and 10th. 


The wider club's collection of Necrons, which is now in the many thousands of point's is largely painted in Nihlak Codex compliant colors. But this brown little unit still remains.

This sort of mismatch doesn't bother me to much, I've always enjoyed the history that tabletop games that can communicate. I've met so many people through this hobby and my collection of miniatures reflects the changing interests, styles of moments of my life. I think that's really special.  So even though the Brown Crons represent a painful moment of personal seperation and loss in my life, painting them helped me to find resolution with that breakup.

One of the reasons this blog is still going is after all because I'm a bit of a nostalgic person that likes to wax poetic and talk about life and toy soldiers.


I hope you enjoyed! 

-Your Favorite Madman-



Sunday, June 28, 2026

Jornath [Woodcutters Due 4]: A Pecheur Morning





The men of 2 Platoon, 56th Lumberman's Guildmuster are fighting a desperate holding action against a large scale counter attack by Ork Warbands on the extreme right of the Imperial's offensive operation into the Usamiljen mountains. This offensive coordinated with the Mechanicus' own push out of Prima Jama in the western portion of the continent is seeking to split Ork armies in the mountainous region in half, making them easier for Astartes and the Imperial Guard to bring to battle and destroy. However, fighting at the cities of Usamilplatz and Saltzkhost have ground to a standstill and efforts by the Guard and other formations to join the two axis of attack through the Hamlis Valley have also been rebuffed by massed Ork firepower. Now a combined Ork attack, swinging wide to the east of Saltzkhost has hit a soft point in the Imperial rear, pushing a green regiment of Jornathii men to their absolute limit, they are working hard to coordinate with their scattered platoons and join with any reinforcements to hand as they attempt to prevent the Imperial's southern axis of attack from being surrounded. Now we will see The Woodcutter's Due... 

It is now late morning, and the growing forces around Lt. Hoffens and Brother Klethos are responding to the call for aid from a unit of Precpian 
Air Cavalry, the paratroopers were dropped in the evening to assist in styming the Ork attack but, as with the 56th's own communications, they have become scattered and are struggling to coordinate their movements amid a dynamic battlefield and signifigant comms failures.

 Precpia, is a wealthy island off Manfredi-At-Prima's south eastern coast, and supplies elite regiments of drop troopers to the planet's tithe. There is a term for recruits in the airborne who miss their mark on training drops and either find themselves in the ocean or clinging to the islands cliffs 'Pecheur' or "fisherman".  To Sgt. Pinochet, this was certainly a 'Pecheur' sort of morning, he and his squad had been engaged in exchanges of fire for several hours throughout the night and early morning, the PDF they had rallied with had all been killed around 2am in a particularly nasty Ork attack on the now reduced farmhouse they had been sheltering within. The heavy bolter with the PDF had likewise been rendered useless during this attack, with the barrel's all melted through with overuse. Now, the Orks were coming through the barley fields again, and he wasn't sure how well they could keep the greenskins at bay...

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This game was originally played 6 years ago in June of 2020, and was done in coordination with a live chat where participants would vote on the actions of the Imperial characters.  I am using a modified version of Mordhiem as the basis for these pseudo-solo games. The chat log has now since been lost, but I will do my best here to endeavour to recount the action as I remember it. 



From one of the ruined farm buildings, the Precpians open fire on the approaching Ork Boyz


The greenskins duck to avoid the hellgun fire and slowly traverse the other farm building


Some of the advancing greenskins are laid low by the practiced aim of the Precpians, returning loose shots with Slugga's at the other building. 


A particularly ambitious Ork boy, hurls a stikkbomb into the farmhouse ruin, which detonates between two of the Precpians, but resulting in no injuries. 


The first of the Ork warrior's makes it to within charge distance, and the Precpian fire and withdrawal through the collapsed rubble of the house, buying distance from the encroaching barbarians.



Some of the boyz, regain their composure for the fight in the opposite farm building, recovering from being knocked down on approach and sending a hail of (inaccurate) slugga fire down range to support their more ambitious fellows. 


Sgt Pinochet and his men continue their slow withdrawal through the building as the orks clamour inside, eager to sink Choppa's into 'umie flesh. 


Sgt Pinochet fires his laspistol from amoungst the fallen ceiling beams of the house, revving his chain bayonet for the incoming close combat.


Finally getting their dander up, the remaining Ork boyz break cover and charge the opposite house, eager to get stuck in


Battle is finally joined, as the first Ork boy batters past the ceiling beams to hack at Sgt. Pinochet, while to his right, the other Ork boy inside the house is knocked down by a snap shot from one of the Precpians. 


Yet more Orks arrive from the fields, drawn from the din of battle. But they are not alone, Lt. Hoffens, Brother Klethos, and their survivors from 2 Platoon enter the fray, eager to intervene in the Imperiums' favor. 


The zip-crack of las fire arcs across the farm ruins as the battle enters a new creshendo of violence. The bellowing hoots and snarls of the Ork's cuts through the disciplined volley's of las fire, supporting their piggish utterances with stuccato bursts of slugga and shoota fire. 


Brother Klethos leads the relief force, fat ork rounds pinging off his ceramite plate as his bolter answers in holy retribution. 


Seeing the arriving relief, Sgt Pinochet orders his men to regain their positions at the house's wall, knocking aside his opponent, only to be struck by an errant slugga round and knocked prone amid the rubble. 


Guardsmen are knocked down, but the advance does not falter as 2 Platoon closes with the Precpians. 


The orks' who had been crossing, now find themselves caught between the Precpians and 2 Platoon, spending precious seconds to decide where to charge.


The orks attain the other structure once more and continue pouring fire into anything that moves, as their choppa armed comrades look for a way to approach that isn't filled with las and bolter fire. 


The Precpians continue to move to regain their positions, dispatching the two Orks within the house. Picking himself up, Sgt. Pinochet is again smashed to the ground by another Ork Boy who climbed over the wall of the building's exterior. The foul beast giving him a toothy grin as he raises his choppa....



2 Platoon is bogged down on their advance, several knocked down results and a constant rush of Boyz has made getting to the Precpian's somewhat difficult. 


Eager for a scrap, the Orks charge as one, hoping to take advantage of the disorganized Imperials.  The Precpians start to withdrawal to the north of the house, and are knocked down from Ork shoota fire, pinned in place as the horde closes in for the kill. 


Pinochet is taken out of action by the Orks, but as he is a hero rolls on the permanent injuries chart getting a 63, meaning he is now 'hardened' and ignores fear in the future. The Precpian meltagunner see's off the Ork boy who wounded him and carries the Sgt slowly north, as more and more Orks enter the farmhouse. 


The Precpian Specialist holds his ground as the other paratrooper is hacked to pieces by the Orks, and Sgt. Pinochet lays bloody and unconcious behind him. Precpia shall not be found wanting today, and he levels his weapon at the Orks' ready for the end. 


The Ork charge slams home into 2 Platoon, holding back their advance towards the Precpian postions


Two Guildsmen break off and get angles into the farmhouse as Brother Klethos grapples with the Ork Boys with the rest of 2 Platoon. The lone Precpian, dragging Sgt Pinochet, blasts the nearest ork with his melta and continues to withdraw back to friendly lines.


Las shots cut into the Orks, as the battlefield starts to clear. 


Brother Klethos, losing is knocked down by the weight of the Ork attacks after slaying one of the two boyz. The remaining Imperial's dog pile on the Ork boy, spearing it with bayonet from all sides. It howls and snarls as it is brought down with a flurry of frantic stabs. 


The Precpian's have been saved (at least some of them), All across the area the sounds of battle resonate, but for the Men of 2 Platoon, and their now Precpian allies, there is a stillness. 

The Precpian specialists inform Lt. Hoffens and Brother Klethos of the strategic position as he understood it on deployment last night. A force of several thousand Orks from Klurgz Krumpin' Korp, Bazhammaz Speed Freakz and Da Furst Wagon Korp has rolled around the eastern portion of Saltzkhost, skipping the men of the 1st Usamiljen Fusiliers and looking to roll up into the 56th Guildmuster and the more open land to the east of the city. 2 Platoon, at the vanguard of the push towards Breznasobor has taken a beating. But the effort to take the village is still a priority, pushing into the Orks, and rallying the rest of the Guildmuster will be pivotal to halting the ork advance and breaking their cohesion. 


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A decision to have the men of 2 Platoon split up and look for equipment and better positions is made by the live chat. Breaking off a fire team under Brother Klethos to raid a nearby Ork camp for anything of use.




Thank you for reading! 

-Your Favorite Madman-















Tuesday, August 29, 2023

Jornath: The Hamlis Valley (Part 1 of 3)




 .23 Months since the Fall of Usamilplatz. 



In the wake of the 334th Idrian Irregulars defeat at Wilset 542, an Orkish Warband under Big Mek Bazzgazer Deffzappa had moved into the smoldering remnants of the shattered Imperial Guard Regiments' Forward Operations Base and set about turning it into a not inconsiderable installation of their own. Immediate concerns by Imperial Northern Theatre commanders were of a rapid envelopment of extreme right flank units engaged in the Mechanicus-led effort to Liberate the major city of Usamilplatz. This however did not immediately develop, with the greenskins under Deffzappa seemingly contenting themselves with erecting an ever more imposing facade in the Hamlis Valley on the bones of W542.  

While Hamlis and the tertiary highway that ran through it sat very close to Imperial areas of operations in Saltzkhost with the 1st Usamiljain Fusiliers and the town of Korsnokrat and the primary axis of advance by Mechanicus pledge forces into Usamilplatz. It was deemed not worth the expenditure of resources at present to attempt a recapture movement into the valley, PDF forces supporting the 1st Usamiljain Fusiliers were struggling to achieve successes and hold the southeastern blocking position into Saltzkhost [LINK] and the advance into Usamilplatz had utterly ground to a halt against major alien resistance. Forces simply could not be spared for movement into Hamlis. 

The disruption caused by the seizure of W542 and the Hamlis should not be understated, however, resupply and reinforcement for Cohort units in the Usamilplatz offensive's right, now needed to follow the primary C14 highway northwest, and then cut through contested or in some places fully ork controlled zones to access them. The moment action became truly necessary however, was on the morning of the 12th of Meginward (Thyrissian Chronosect Adjusted Calendar TCAC) when a mixture of directed artillery and long-ranged laser weapons fire assailed Imperial forces in both Saltzkhost and in Korsnokrat, demonstrating a sophisticated level of coordination for the Orks but also opening up a real long-range strategic threat that 1AG at least had not yet encountered in the mountains. 

Given the nature of the threat, and the fact of their prior involvement at W542, the Sons of Medusa agreed to divert a strike team from their operations in the east of Kula Hive and aid in managing the foundling Orkoid artillery installation. 

This strike however, would not be successful, while many scores of Orkish warriors were slain under bolter and assault cannon fire, a brutal charge by Big Mek Bazzgazer Deffzappa and his Mega Armored retinue was enough to dissuade the Astartes from continuing further into the developing Orky Fort without additional brethren to avoid unnecessary losses.  While some of the alien's big guns were disabled, and many dozens of orks killed, the Sons of Medusa had merely bought the Imperial Guard and PDF time to prepare a larger effort to uproot the wretched scraphold and safeguard imperial operations.


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This game was played in Early November of 2020, in 8th Edition. I apologize that I do not now (8.29.23) recall the exact specifics beyond its relevance to the wider narrative of Jornath. But my opponent was Chris, and If I recall we are playing 500 points



My Orkish Brutes under Bazzgazer Deffzappa


Chris' Proud Sons of Medusa



Deployment


Pre-Deployment




The Boyz, led by a Waaaghh banner swarm from their huts and pound down the dirt mountain paths to engage the beakies!


But the Emperor's fury cannot be denied and the Orks are massacred by Imperial ranged fire. 


following behind, the Big Mek (a warboss in this game) and his Meganobz slam into the Dreadnaught and Terminator Chaplain, tearing the cold metallic loadstone from Chris' battleline. 


With the Ork warlord and elite bodyguard in amongst their lines and only a Techmarine and intercessors to sway the results, the Asartes withdrew from the field, dragging their injured Chaplain, who no doubt was intoning many litanies of hatred for the Greenskins from the field. 


Thanks for Reading, and stay tuned as the situation in the Hamlis Valley develops! 

Your Favorite Madman