An Occurrence at Tau Zeta Mythic

Santa Cruz Sector: Mythic Games, November 17, 2017

We played the domination variant of Only War, where each side received victory points from turn to turn for controlling objectives. The Tau consisted of a single 41 power point patrol detachment, which faced a 40 point Tyranid battalion.

“Several years after Jormungandr’s apparent defeat, reports begin to drift in … telling of Tyranids bursting forth from the earth, overrunning defences and killing at will.”

Codex Tyranids

The eerie quiet of an apparently abandoned Tau moon base.

Outgoing transmissions cease from a research base (and listening outpost) on the edge of Tau/Imperial space.  Oddly garbled reports from supply vessels inbound to the Zeta system only obfuscate the situation.  An small, highly elite reconnaissance team is dispatched from the nearest Tau military base.

Breacher squad defends a transport.

Our investigating soldiers find the base completely abandoned with no signs of a struggle.  After combing through much of the complex, they come upon a wild-eyed scientist cowering behind a wall of boxes in a supply closet.  Her confused tale is one of their equipment detecting mysterious tremors beneath the base; gradual disappearances, hideous scuttling noises, and glimpses of lurkers in the darkness.

The commander decides to gather what data and salient equipment they can, return to base, and let the earth caste people figure it all out.

That’s when three kinds of hell breaks loose with enormous, four-armed monstrosities erupting from multifarious hiding places and leaping to the attack.  Their coordination and tactics bespoke not simple beasts but instead a sinister intelligence….

The mystery of all those tremors solved!

The recon team beats a hasty retreat with the earth caste civilian (as represented in-game by an ethereal) and what precious data they can recover in tow.  Despite a growing tide of clawed horrors erupting from every building, tunneling up out of the earth … seemingly everywhere at once, the heroic sacrifice of more than one pathfinder squad as well as the intervention of their heavier crisis elements allow the Tau to board the last available lander.

The lander blasts off into space with hormagaunts and termagaunts hanging all over the hull, trying to chew their way through hatches and view ports.  More of the creatures die horribly as they attempt to clog the ship’s flaring exhaust nozzles with their burning bodies.

From space, Tau Zeta Mythic appears as a hideous ball of worms — writhing, consuming everything, even each other in their feeding frenzy.    The Tau commander hoped the information he bore would count in the balance for more than the loss of the moon. Though there were many questions yet to answer, one thing was obvious:  this was nothing to do with the humans.

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Three Poxwalkers and a Friend

I recently finished poxwalkers seven through nine of the regulation twenty.  I broke with the tradition of working on identical pairs and included the guy in the center, who doesn’t seem to know which end of a rifle to point at the enemy.  Let’s hope he did better in life than in unlife.  I imagine not or he wouldn’t be in this present fine fix! *

I am continuing with the idea of doing ten green ones wearing orange and ten red ones wearing yellow.  The somewhat turquoise bits are a mixture of Nurgle’s Rot and Nihilakh Oxide.  The white is the ubiquitous Nurgle’s Rot watered down with Skull White to a curdled milk texture.  Otherwise more of what I’ve been doing with slight experiments and variations far too cunning and subtle for my cell phone camera or my CPC photography skills.  Fortunately the Ruinous Powers know all and see all! **

The poxwalkers’ smile is contagious; even the skeletal snake thingie looks happy.

I found the skeletal miniature in a game store bits box. It had never been painted, but looked pretty old and I thought it was neat so I decided it was a worthy addition to my forces, daemonic and otherwise.  I did a little poking around online and couldn’t find my skeletal worthy anywhere.  If anyone knows anything about the production details, I’d appreciate any information you can kindly provide.

The tentacles evoke an earthworm vibe for me.  Yummy!

I have some other stuff done, that I haven’t taken pictures of yet. Still working on the mate to the poxwalker holding his rifle backwareds, and I’m one plaguebearer away from having a unit of ten, and I’ve slipped some cultists into the daemon queue for variety. After all today’s cultists are tomorrow’s poxwalkers and plaguebearers, aren’t they not?

Hope everyone had a nice holiday.

++ Thought for the Day:  Those who Hate most love Nurgle Best. ++


* John, you can’t say we didn’t give you fair Nurgle Warning this time because here is it. Enjoy your morning tea!
** “Ruinous” so far as the lapdogs of a corpse emperor holding impotent sway over a dying empire of ignorance are concerned, and rightfully so, at least according to the skeletal snake, who has proven to be very talkative. The plaguebearers have taken to calling him The New Guy or Frasier, though I’m not sure why so far as the latter nickname goes. They won’t tell me as it seems to be some sort of inside joke. Nurgle daemons love their inside jokes!

Three More Plaguebearers

So I’ve made some more progress on my plaguebearers.  These are four through six of the ten daemon mob I’m working on.

I originally was trying an experiment out with Nuln Oil Gloss with Rhinoceros Guy here, but it went awry so I ended up slathering a bunch of blood on his torso and calling it a day.  Perhaps one too many bolter rounds in the heart?

In any case it doesn’t seem to be slowing him down too much. Same bleeding plaguebearer from the back. Scout snipers won’t have too much trouble tracking him!

This was my first go at one of the mob, who has a nurgling companion, though I think ‘tormentor’ might be a better word.  The intestine the sprite is pulling on didn’t quite match up to the daemon so I made another overlapping intestine out of green stuff.  Seemed like it worked out ok.

Not too much to say about this guy other than when I thought of the children’s book Horton Hears a Who when I first started painting him.  (Probably the trunk.)  I gave him the Orange Pox, which is just an orange dry brush on the warts and some rust washes.  I favor his yellow toenails though I’m not sure why yet.

Views from the back of Horton and the guy getting his intestines played with.  Rhino Guy seems like what he is seeing, which is kind of nice.  For next time perhaps a couple more pox walkers and either the plaguebearer with the fly head, or an old metal model I found in a store bits box.

I’m also working one of the worthy pink horrors, who has been soldiering along for quite a long time now with its fellows in an shameless unpainted state.  I imagine it has quite tired of the jibes and taunts from the fully painted brimstone and blue horrors.  It ain’t easy being a daemon.

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… and two more poxwalkers

I finished up two more poxwalkers, numbers five and six of the requisite twenty-strong mob from the boxed set.  I continued with the idea of having two general schemes:  the green ones with orange clothes and the reddish ones with yellow clothes.  That way I could use them as two units as well as one big mob.  In a bigger mob, they have a little variation makes them look a little less like they are in lockstep, but still somewhat unified.

One little trick I tried this time was using Vallejo rust wash around some of the open sores on the red-colored poxwalker.  I noticed that the areas I applied it to looked more inflamed without being bloody.  (Shows up better in person, as is often the case with my cell phone pictures.)  I haven’t tried the technique on the green ones yet, but perhaps I will if I remember.

For next time I’m hoping for another Nurgle trio since I have poxwalker seven all done except for the base, and number eight is about half done. The plaguebearers are no problem. They paint up much more quickly since they don’t wear clothes or carry much around other than swords and the burden of their self-imposed accountancy of Nurgle’s Gifts throughout the universe. I imagine the musician and the standard-bearer will take some more effort though, once I turn my brush in their direction.

I’ve also added a small project to my queue painting up some old metal models I found in a game store bits box.  I scrounged almost enough for a little warband of sorts. Hoping to do some green stuff work on one of them this weekend.

Bucking for Herald

So I finished up my third plaguebearer the other day.  The first thing that struck me were the three beady eyes.  “How cute!” I exclaimed.  That was when I noticed the face grinning up at me out of her stomach.  That’s when I knew I was talking to no ordinary plaguebearer, assuming there is such a thing.

She has a lot going on.  Originally I did the belly face with some dark shades, but changed my mind a few times and decided I wanted it to stand out from a distance.  So I settled on yellow with a healthy dose of slime, especially around the mouth.

I’m also rather pleased with how the yellow puddle on the base and on her lower torso came out.  I mixed wood glue with a bit of bright yellow paint, Italian seasoning, ground ginger, and some of my husband’s dandruff.  Sealed it with varnish as a preservative and so she wouldn’t make my whole army smell like a plate of spaghetti with ginger.

I call this stuff going on with her arm Emerald Pox.  I’m using it on some other plaguebearers and in the spirit of such entities I am keeping a catalog of diseases so I want to mention how I did it here.  Too often I do something, want to do it again later on, and have the reinvent the wheel because I’ve forgotten.

Started out with a wash of Biel-Tan Green, heavier where the concentrations of pustules are greater.  Then I picked out each boil with Moot Green.  Simple, and pretty too.  I’m inclined to make a gift of this disease to my other lovelies and who knows, if I get ambitious maybe some cultists or lucky guardsmen.

Here, on the left leg we have a nicely developing case of Black Bloat.  I only vaguely remember how I did this one.  I think I started out with Nuln Oil, then a modest amount of Leviathan Purple.  I also used a small amount of Asurmen Blue, and finally carefully applied some Nuln Oil Gloss around the folds.  I used the older washes instead of their new counterparts because they were at hand and I’m trying to use them up.

I think that I might have gone a little overboard.  She is quite busy, that’s for sure.  I tried to resist but I couldn’t and finished off with the final touch being the much desired and arcane Mark of Ann.  With everything she has going on with the coveted Mark as well, I think the Kromlech “Morbid Spawn” languishing miserably in my paint queue might be in trouble because this young lady is apparently bucking for herald!

Happy Samhain all!

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The History of the Imperium: Tanks of Old Terra

I particularly enjoyed this “history lesson” from the latest issue of The Regimental Standard.  Informative and inspirational!

“… the Tyger is probably named after an animal of Old Earth, in this case, large, nine-legged insectoids from the Yndonesian Bloc, bred as beasts of war.”

As one of my friends and regular opponents likes to say, “Seems legit to me!”

IG bullet point graphic

 

The Regimental Standard

Attention Guardsman! The Imperium, and indeed the Astra Militarum, has a long, grand history, an unbroken line of memory from the distant days of Terra to the modern era.

While the study of history beyond great Imperial battles and the names of Imperial saints can, for simpler minds, raise heretical questions, we here at the Regimental Standard are committed to keeping you informed. Today, we look at the older predecessors of the Leman Russ in the first of our exciting History of the Imperium series.

We’ve enlisted Tech-Priest Kappa-Nu AX77446 to share some of the Adeptus Mechanicus’ valuable insights into the history of tank warfare.


Kappa-Nu AX77446: Greetings, Guardsmen. While many of you will never know the joys of replacing one’s body with an invulnerable augmetic shell, some of you may get to experience the next best thing – serving worshipfully in the belly of one of…

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Ancient Battles: Orks vs. CSM’s

Alameda Sector, Fremont System: August 2013

This is an old battle report I had misplaced, when the website I originally posted it on lost a bunch of data.  I duly forgot about the report, but ran across it recently so I thought I would give it a new home here, even though I’ve gotten away from posting long-winded battle reports.  Anyway, reporting on a four year old game seems apt somehow, given the state of archives in the 41st Millennium.

We played 6th edition, which was current at the time.  One thousand points of Orks versus Nurgle Chaos Space Marines.  The mission was the Eternal War mission Big Guns Never Tire with Vanguard Strike deployment.

My forces were led by Warboss Hungry and his band of cybork nobz in a battlewagon.  They were backed up by two squads of boyz in trukks, a handful of gretchin, and a dakkajet.

The opposition was led by the self-style Sluglord Scabidemius with the mighty Typhus as his trusty lieutenant.  The rank and file were two squads of plague marines, though they could apparently only scrape up a single rhino between them, a bunch of zombie cultists, and three obliterators.

Orks versus Nurgle Marines Board Set Up August 2013

The early going with space marines coming onto the scene.

TURN ONE: Hungry’s plan was to run his battlewagon up the middle while sweeping both trukks on the left flank to obliterate the obliterators. They were scoring in this scenario, as well as being a prime target, and camped on a back objective, obviously poised to deliver turn after turn of heavy long range fire.

First order of business was snake eyes on the dangerous terrain test for the shoota boyz trukk. (I had reinforced rams on all my vehicles allowing re-rolls.) So the trukk moved maybe 6″ and threw an axle trying to motor through a crater. Not a good start for the master plan but nevermind. The choppa boyz’ trukk was more durable and roared up within striking distance of the marines’ sole heavy support.

The battlewagon skirted the edge of the forest at cruising speed. The driver then pivoted with the idea of presenting the vehicle’s heavy front armor to the enemy. This brought the back end of the half track into the forest. No problem. Another dangerous terrain test and another set of snakes eyes. Two ork vehicles immobilized before the marines had fired a shot.  Nice!

The obliterators fired their mutated lascannons at the battlewagon to no effect.  Plague marines led by Typhus legged it toward the ruin containing objective B, while the other squad, in their rhino, headed north of the ruin apparently toward objective C. Zombies staggered up the middle toward the now stricken battlewagon.

obliterators versus choppa boyz August 2013

Nurgle Obliterators versus Ork Boyz

TURN TWO: Gretchin reinforcements skulked in from the south-east. Their plan was to avoid fighting, use the ruin with the nearby immobilized trukk for cover and make a mad dash for objective D if needed. Otherwise they would hunker down and hope they didn’t draw unwanted any attention.

Hungry’s last working trukk careened over several boulders and knocked over a tree, while choppa boyz piled out dodging lascannon overwatch fire, each other.  They mostly succeeded in not getting run over by their own slightly insane (by ork standards) driver. Luck was with them and all 12 got stuck in. The marines won the first round taking out several boyz though the klaw-armed nob did get a piece of one marine. Being nurgle obliterators they were of course dead tough.

The shoota boyz piled out of their immobilized trukk. The nob sergeant led his troops in and near the south-east ruin. His idea was to support the choppa boyz if necessary or take objectives later in the battle. Hungry and his nobz stayed put in their wagon, which bounced a kannon shell off the side of the plague rhino.

Typhus and his marines lumbered up middle of the battlefield. It appeared their plan was to use zombies as a screen and take out the battlewagon. The plague marines got close enough to discover that objective B was a skyfire nexus. Uh oh.

Meanwhile the chaos rhino hooked to the south and drove up right next to objective C. The obliterators won the fight for objective A again, reducing ork numbers just below fearless at the cost of losing one of their trio to a well-timed axe between the eyes.

Plague marines take objective August 2013

Plague Marines secure an objective.

TURN THREE: Hungry called in air support in the form of an up-gunned MIG-15. The plane came in low out of the twin suns and in a hail of lead murdered several of Typhus’ plague marines. The marines responded with accurate bolter and meltagun fire, courtesy of the skyfire nexus. The ork pilot jinked away from a melta shot that would have ended any hope of making ace.

Hungry radioed an order to his shoota boyz. The shoota sergeant barked a command and his boyz hustled through the ruin toward objective D. The plan was now to hold this objective and skirmish with the marines holding objective C. If necessary, the orks would advance and try to contest C with the gretchin coming out of their defensive positions to secure D.

The nobz decided the zombies were close enough now so they jumped out of their half track and charged with a Waaagh! (Declared that earlier to get the eighteen shots for the MIG-15.) They ended up massacring 12 or 14 of the zombies with barely a scratch in return. Ouch. Naturally Hungry opted to let his painboy take on the zombie champion while he “kept an eye on the bigger picture.”

Meanwhile it was a tie back at the hand-to-hand (or choppa to horribly mutating power fist) fighting between the orks and obliterators.

Toward end of game orks versus nurgle marines August 2013

Every vehicle in the battle was immobilized by treacherous terrain!

TURN FOUR: The ork pilot pitched his MIG sideways, dipping a wing low to the ground in an effort to decapitate the meltagun-wielding plague marine, not to mention navigate between two ruins without losing too many vital bits of his airplane. Once through, he hit the afterburner, rocketed between the two ruins and bugged out. He’d had enough of skyfire nexuses and meltaguns for one day. The nobz finished off the few remaining zombies and moved toward Typhus and the remnants of his squad. It isn’t every day one gets First Blood killing for 21 zombies in close combat!

The choppa boy nob finally managed to wade his way to the front and “showed dem how itz be dun” and finished off the obliterators. A bit of luck in winning that fight. The boyz consolidated around their trukk.

Typhus cast weapon virus on the nobz, which made all of their weapons have the “get’s hot” rule. The squad then moved up and charged. Despite going through difficult terrain and losing their front marine to an overwatch combi-skorcha (talk about get’s hot!) the marine charge was successful.

Hungry answered the inevitable challenge from Typhus by bodily picking up his hapless painboy and hurling him at the hulking terminator, who duly crushed the painboy as one would a gnat. The marines won the combat but not by much. The chaos gods decided to give mighty Typhus a boon such that all of his attacks were now poisoned. Wait, what?!

Marines on objective C continued to skirmish with the shoota orks. Their rhino moved forward in an effort to shield the squad from battlewagon kannon fire and to take bolter shots against the immobilized wagon’s rear armor. Naturally the rhino lost its drive axle trying to move into the forest and was immobilized.  They bailed out of their rhino in practiced advance and assault pattern, Vomitus, taking objective C. One astartes dropped to a knee, took aim and put a bolter round right between the eyes of the lead ork on objective D.  Good shooting, soldier!

Hungry versus the nobz

Warboss Hungry heads for the hills!

TURN FIVE: Choppa boyz danced around objective D, then went about the serious business of decorating their trukk with obliterator body parts. Ignoring all of this, the driver spun his trukk around in place so his gunner could shoot at Typhus. What with the boyz jumping up and down on top of the trukk and rocking it side to side, not to mention the trukk being about five feet up a sentient, chaos-warped tree, instead of doing a 180 in place it did a 90, right over onto its side. Yep, I rolled snake eyes for the dangerous terrain test for the third time in the game!

Gretchin low crawled, with some prompting from a hungry squighound, through holes in the ruin toward objective D, just in case the skirmishing went badly for their larger cousins.

Back to the main event at the center of the battle. With nowhere to run Typhus challenged the warboss once again. This time Hungry ordered his nobz into a phalanx-like formation and stood at the rear ready to power klaw anyone who ran or brought up how challenges worked. One nob was brave (or desperate) enough to cite something on page 64 about Hungry “not getting to use his leadership” and got his head scissored off for his trouble.

Typhus, with nothing to slow him down killed four nobs with his scythe o’ diseased doom. The nobz finally had enough and ran in all directions, figuring Hungry couldn’t have off all their heads while dodging the clumsy but jovially insane nurgle terminator lord. One nob did put the final plague marine escort out of his misery as a sort of courtesy before running for it though.

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There the battle ended with Hungry having executed his overall strategic plan, despite malfunctioning vehicles and running screaming into the sunset followed by a tireless yet irate Typhus who was heard to scream, “Where are you going you stupid ork? All I want to do is kill you a little!”

Naturally Hungry had the sole remaining nob murdered after the battle for reasons too obvious to go into here.  Disappointed space marines accounted for the rest.

Orks: Two Objectives + Linebreaker + First Blood + HS Kill = 9
CSM: One Objective + Linebreaker + Warlord (was running at the end of game) = 5
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