TSHFT Open ramblings and 40k model photos!

Whatup, ya’ll! I had a blast at the first TSHFT Open (although it was not too different from a standard TSHFT, just more players and a different location). The missions were pretty standard and I loved the format, combining battle points with book missions in an elegant way. I know more and more people now that I have been in the Pacific Northwest tourny scene for a few years, so it was fun to see familiar faces and meet new people. I did quite well with my imperial guard and zombie mashup list. If not for a few dumb mistakes on my part in game 5 I would probably have won Best Overall Class B, but hats off to my opponent for eking out the win and not letting me whine my way into overtime. By game 5 as usual I was exhausted and getting loopy, and despite lots of success at killing I ran out of time and wasn’t prepared for game’s end. It takes a lot of time to setup so many models, especially when I did not organize my force into squads between rounds. In the future I will likely bring a more compact list and perhaps a nicer display board with specific sections for each squad so I can have more games finish on time naturally. Also the more familiar with 6th everyone gets, the smoother the experience will be, so I am optimistic.

maulerfiendwent 3 and 2 this time, much better than my last few outings. I have a better feel for 6th now and brought a stronger list, and I was glad my army was prepared for flyers this time around. In a nutshell my list was Typhus, 70 zombies and dragon for allies, 2 vendettas, 2 hydras, 4 griffons, and 2 platoons with mortars led by a Psyker for my main. The Psyker did nothing and Typhus mostly just died, but the rest of the army did well. Three flyers, artillery, and over 100 bodies is tough to handle in 6th.

As time goes on I have started caring more about the Overall title and less about best painted, so this time around I took a list designed to win games rather than using my best models. This involved some last minute work and one of my Vendettas looked rushed, and being such a prominent model it hurt my paint score and votes. I am used to scoring higher but we had a new dedicated paint judge and stricter standards this time around, and since my army was not 100% polished the score was fair, albeit disappointing. The paint judge was Wes from Stiff Neck studios, who does some excellent work as a commission painter and has a good eye for hobby work. I may even sub-contract with him at some point, or do freelance work. I am much more interested in doing characters, monsters, or other single figures as opposed to whole armies, since I still have a lot of my own models to finish.

I may have a writeup at some point with some mini battle reports. As a highlight I was able to beat AbusePuppy in a close fought turn 4 victory, although it was anyone’s game if we went longer.

A few weeks ago I took some model photos with my new camera, posted below. I like it much better than my last camera and my wife’s camera, but still have some ways to go before I have mastered using it. I want to build a dedicated light box or something so I get a consistent background. Now that the photos are coming out better it will encourage me to blog more frequently, my goal is at least one post a month. In the meantime I post on Ordo Fanaticus forums quite frequently, so feel free to PM me or chat on the posts.

Comments are always welcome.

One question, do you guys prefer a gallery format or plain list for model images?

mauler2 Kugath forgefiend dragon grey knights2 dca Mass production

Codex LATD 5, updated and fixed again : )



Ok thanks everyone for bearing with me.  Here’s the latest version, V5:


“Patch notes” are back!

I am doing generally doing Codex: LATD edits as fast as I can and I haven’t been pausing long enough for proper review. Thank you to the community for helping me get rid of some of the glitches.

I rewrote the allies rules again, these are more well thought out than previous incarnations. They are more lenient, allowing you to take an extra unit per 500 pts. than before. I also added HQs from Codex Daemons and Fabius Bile.

I did not want to give access to Lash of Submission outside of a Apoc type scenario, as it is potentially unbalancing. Likewise many of the HQs from CSM and IG just did not belong, but Greater Daemons and heralds do. Pavane of Slaanesh or whatevere is not nearly as problematic as Lash IMO.

Plague Zombies were too weak, I restored them to T4 and as a present gave them Warp-Spawned. This is a fun little rule shared by Chaos Spawn and a few other units that lets you add one model to the squad for every enemy unit wiped out in melee with a WarpSpawned unit.

Traitors now have Trucks as dedicated transports as they were meant to.

I am also being nice and allowing them an extra bonus:
The Traitors may take a Traitor Truck as a dedicated transport using the entry in the fast attack section. When purchased this way, the Truck will not count against the limit on vehicles imposed by the Scavengers rule.

This should help appease the mech minded masses. Since traitors can upgrade to infiltrate I worry about this being too powerful.


Here’s Abuse Puppy responding and my notes:

[quote=”AbusePuppy”]Daemonic Summoning:
The split between Lesser Daemons and Codex: Daemons stuff seems really weird and awkward. Why include both? I would suggest just giving them the Lesser Daemons from the Daemon book and leave it at that.

[color=#0000FF]If including both will be a problem I’ll ditch the generic daemons instead.[/color]

This seems… needless as well. Just include the obvious units from the parent codex and don’t worry about minor stuff. It’s very simple to paste in a line like “Imperial Guard Psyker Battle Squad: See Codex: IG for cost and details,” and it raises fewer questions.

[color=#0000FF]I did the lists in previous editions, I may go back to it. The alliance wording got cleaned up in the meantime and is posted on my blog.[/color]

Just give them the Daemon rule. You don’t have to attach the same text to it as the Daemon rule in that codex.

[color=#0000FF]Good point, but then I want them to deploy normally and not deep-strike. It’s partly an artifact of the past but I have been moving Daemonkin towards invulnerable saves. I can address this in another part of the rules[/color]

This is sort of an awkward ability. Does it really need to be an army special rule? Eh, I guess it’s fine.

[color=#0000FF]I will look at the wording[/color]

Spawn Movement
So you roll on a chart in order to see how you move randomly. 😐 No. Either have them move 3d6 in the direction of a scatter die (you choose in case of a Hit) or move 2d6 in a direction of your choice. Random movement and mediocre statlines (yes, I know you updated them) are already very punishing.

[color=#0000FF]After much tinkering that seems like a worthwhile solution. I’ll ditch the chart, it is too slow and clunky.[/color]

Why does Curse of the Machine Spirit have a 20″ range? Everything in the game is multiples of 6″ these days.

[color=#0000FF]Idiosyncracy I guess. 24″ it is.[/color]

Prescience… basically just doesn’t work. Don’t make abilities like this.


Psychic powers are never continuous. Abilities that work continuously without need for a psychic test are just abilities, not psychic powers (like the Doom of Malan’tai’s Spirit Leech, etc), even if they are psychic-themed.

Fear is… very oddly worded. Why not just give it two shooting profiles, one that causes Pinning and one that causes a Morale check?


Apsiring Champion
Rending and Poison should probably be the same cost. Rending isn’t actually that scary.

[color=#0000FF]Yeah lately I have been lowering the cost on rending where I see it but I need to do a more thorough points cost standardization at some point.[/color]

Standard Power Fist cost for S4 models is 25pts, not 20pts. Not sure if that was intentional.

Wolf guard pay 20.  The LATD army gets bumps in CC ability to balance for deficiency in other areas.[/color]

Don’t call wings/bikes/steeds Transports. Transport has a meaning within the game.

[color=#0000FF]Good point.
Exalted Champion
Is Powerful Allies intended to make ANY CSM unit you take scoring? Keep in mind that will include tanks, Dreads, dedicated transports, etc.
[color=#0000FF]Already fixed[/color]
You should probably specify where the 5++ save he has comes from.
[color=#0000FF]I will

Why does he have Furious Charge and Relentless?

[color=#0000FF]FC already removed, Relentless was an artifact[/color]

Renegade Psyker
Needs the Psyker rule, as it stands he can’t use his powers. Also needs a Mastry level. Do you mean Psyker Battle Squads in his entry? It’s generally better not to have characters actually change the unit entry of their optional troops.


Big Mutants
You don’t need to list the upgrade character’s gear separately unless it’s different. Should probably say “one SQUAD MEMBER may be upgraded…” rather than “one character.” The Boss has a listing for options, but no options there. As a rule, avoid “up to three members of the squad” listings in favor of “one member per XX in the squad,” as the latter gives an actual reason to take larger squads.


Chaos Spawn
What does the Mindless special rule do? What does Warp-Spawned do?
special rules marked with * are either army wide rules that are at the beginning, I currently do not have a bestiary so they are there. I need to make this more clear somehow.[/color]

Combat Drug Addicts
Not all Fearless units need to be Leadership 10; this is a good situation for where a lower value would make sense. Give them either “pair of close combat weapons” or Pistol+CCW, listing CCW twice looks like a misprint. Again, Rending and Poison should be the same cost. Why do they have grenades? Are a bunch of strung-out addicts really that prepared? A4 for 10pts is a pretty good deal, especially with S4 on the charge; probably not overpowered, but worth considering. 8-24 is a very strange unit size, why not make it something even (5-30, 10-20, etc)?

[color=#0000FF]Updated. As for the unit size, blood for the blood god.[/color]

T4 on a 6pt model is fairly significant, especially with A3; that means a random mutant is as tough as a Space Marine or Ork (both of which are supposed to be far beyond human) and with a fury even beyond that of any but the mightiest of exemplars of men. Again, this is probably not overpowered, it just strikes me as mechanically a bit odd.

[color=#0000FF]Codex Eye of Terror had them at 4 toughness. I figure that if a guardsmen with 2 baseball bats counts as 2 attacks, than adding a tentacle arm or claws should take it to 3. I had a shittier mutant choice called rabble but I [color=#BF0000]EXTERMINATUS[/color] [/color]

Plague Zombies
6pt FNP models are enough of a bargain that the Plaguemaster seems like pretty much an auto-include. Presumably they aren’t scoring without him, I guess due to Mindless?

[color=#0000FF]These were already supposed to be at 7, I am moving them to 8 now that their profile is better than it was with the higher toughness Should I go back to 3 and a lower cost? There should be a horde element to them.[/color]

It seems odd that you can have two guys carrying one Plasma Gun and then one guy carrying another. Also, as before, it’s probably better to have the special weapons be an “one per X guys” option. (The heavy team is fine as a one per squad.)

[color=#0000FF]Cleaned up a little[/color]

Traitor Truck
Kinda a lame name. Commandeered Vehicle? Scavanged Vehicle? I dunno. Again, repeat listing of gear make it look like it might be a misprint; just have it as “two front-mounted heavy stubbers.” Smoke Launchers and Searchlight as standard gear seem odd for what appears to be a shoddy, run-down wannabe tank.

[color=#0000FF]Good points and I like the name. I stripped all wargear options for now except for weapons, I will add something custom later down the road.[/color]

Giant Chaos Spawn
Aspiring Champions seem to be able to join these and other Spawn. Is that intentional? You can probably drop their price a bit, as it stands they’re basically Carnifexes (which are bad.)


Traitor HW Teams
Are Dominators and Weapon Teams the same price? It doesn’t say. If it’s 12pts per weapon team, they are definitely undercosted- remember, an IG HWT is 60pts for three teams and are a perfectly fine deal. Being able to get Stealth/Infiltrate/Tank Hunters (which is the correct USR name, not Tankbusters) adds significantly to their utility and more than makes up for not being scoring.

I can do a more full review and evaluation of the codex another time, perhaps.[/quote]

[color=#0000FF]Cool, thanks.. posting V5 on my blog now, at BOK.[/color]




Here’s a paste of the allies rules, I would like to condense them for elegance at some point but I needed to expand to be comprehensive.


A Lost and The Damned army may select allies from other Codexes.  These will occupy the same force organization chart and have all the same options as the original entry.

You may take a certain number of allies depending on the size of the game:

1,000+ points    1 ally
1,500+ points    2 allies
2,000+ points    3 allies
2,500+ points    4 allies

These may be selected from:

Codex: Imperial  Guard
Codex: Chaos Space Marines
Codex: Daemons

There are a few exceptions:

No HQ choices or Platoons are allowed from Codex: Imperial  Guard
No HQ choices are allowed from Codex: Chaos Space Marines
Vehicle squadrons must be a single vehicle only

Allied units will not count as scoring unless a Codex Lost and the Damned HQ choice specifically says they will.

Dedicated transports costing under 100 points purchased with a unit do not count as an additional ally choice.

Units from Forgeworld books and “homebrew” Codexes may be included only with opponent permission.

Some Lost and the Damned H.Q. Choices will open up additional ally choices, detailed in the character’s army list entries.

For narrative campaigns or special scenarios, feel free to work out with your opponent your own rules for allies.

Codex: Lost and the Damned Fandex v4

Here’s the codex with some intended fixes that got overlooked. Please use this version going forward. I should have taken a closer look before posting the other day.

Codex_Lost_and_The_Damned_ChaosGerbil_v4 (PDF)

I still need to create the photo gallery of both WIP and painted LATD models.

For now here are some older pics:


An extreme Imperial Guard list: Gotta love commissars

This extreme list clocks in at 10 scoring units, depending on how you organize  it can be anywhere from 8-14 scoring units. This beast has 144 infantry, most of which are stubborn, LD 9 or 10, with commissar rerolls. It has a lot of firepower even though the infantry platoons are geared for close combat.

Now I want to work in Straken but I am not sure what to cut out yet to fit him in. The Lord Commissar led conscripts horde might look like an obvious choice to cut, but it would be quite the lol factor unit. Besides, I want to filed a mutant swarm.

The idea behind this list is to outlast the enemy in a war of attrition. It should excel in capture and control objective games, in Killpoiunt games it is better to make your blobs huge 40 men squads.

This list doesn’t specialize in shooting or assaults but it should be able to perform in both roles. It’s main strength is durability, relying on cover saves and bodies with awesome leadership (stubborn 9/10 + sacrifice rerolls)  In assaults there are massed power weapons and massed ablative wounds to deal with, a deadly speedbump. Let me know what you think.


2000 Pts – Imperial Guard Roster

1 Lord Commissar @ 90 pts (Melta Bombs; Power Fist)
1 Infantry Platoon @ 770 pts
4 Platoon Command Squad (Flamer x4)
1 Platoon Commander
1 Chimera (Heavy Flamer)
7 Infantry Squad (Meltagun x1; Commissar)
1 Heavy Weapons Team
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1; Commissar)
1 Heavy Weapons Team
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1)
1 Heavy Weapons Team
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1)
1 Heavy Weapons Team
1 Sergeant (Melta Bombs; Power Weapon)
3 Heavy Weapons Squad (Lascannon x3)
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

1 Infantry Platoon @ 675 pts
4 Platoon Command Squad (Flamer x4)
1 Platoon Commander
1 Chimera (Heavy Flamer)
7 Infantry Squad (Meltagun x1; Commissar)
1 Heavy Weapons Team
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1; Commissar)
1 Heavy Weapons Team
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1)
1 Heavy Weapons Team
1 Sergeant (Melta Bombs; Power Weapon)
7 Infantry Squad (Meltagun x1)
1 Heavy Weapons Team
1 Sergeant (Melta Bombs; Power Weapon)
40 Conscripts Squad

1 Manticore Rocket Launcher @ 160 pts

1 Hydra Flak Tank Battery @ 150 pts
1 Hydra Flak Tank
1 Hydra Flak Tank

1 Ordnance Battery @ 155 pts
1 Medusa (Medusa w/Bastion-breacher Shells; Enclosed Crew Compartment)

Validation Report:
d-1. Formatting: Competition Output; c-1. File Version: 1.16 For Bug Reports/www.ab40k.org; 1. Guard Regiments: Imperial Guard (5th); b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Total Roster Cost: 2000

Created with Army Builder – Try it for free at http://www.wolflair.com

I’m Back! Model Photos, TSHFT, plus a rant!

I’m baaaaaaaaaaaaaaaaaaaaaack!

I apologize for the long delay. Between a job as an admin, a weekly RPG, a fiance and dog, my painting and converting, and a ton of video games and TV, I just didn’t have the energy. I also ran out of the higher quality photos that my friend Rory took.  Honestly it is kind of a chore to edit every photo and still not have them come out the way I want, but I will keep at it. My model photography skills are slowly improving, although my camera is till mediocre. As of now my job is over and I am going back to school, so I’ll try my best to blog more. Look for posts about once or twice a month. Also, if you have requests I will pay attention to them. I am still planning to do a Lost and The Damned codex update within the next few weeks or months.

TSHFT Tournament

Tshft was a blast, although I had no team this time around. I was requested to bring orks by the organizer Zen, and so I brought ’em. I didn’t finish all of my orks to the standard I wanted but I still managed to get all 50 painting points. At the last minute I decided that I wanted to include madboyz models, and instead of doing touchups on my boyz I spent one night upgrading the old pewter torsos with new plastic arms and other bits, and a night or two trying to speed-paint them to a decent standard. I knew I didn’t deserve best appearance this year, especially considering the winner’s spectacular Black Legion Chaos Marine army. I hope “the man from Idaho” return s next September so I can see how my best painted force stacks up in the minds of the public. My pirate landship battlewagon and freebootaz were well received, and I got some other life sustaining compliments. Now that I have been to several of these events I know more and more people so I was comfortable. Honestly my terrain collection saved the day, I supplied about half of the terrain for the event and I plan to bring even more next time.

After my defeats last TSHFT I was categorized in the “B”  bracket. To my surprise I took best overall for the wonderful veteran noob category, at the same time putting me back in the “A” bracket.I hadn’t played 40k since the last TSHFT so I knew things would be rough, but my boyz seldom let me down. Warboss Gorzag was slain every game on Day 1, so I brought in a Death Skull boss to replace him Day 2, and his lucky blue face turned my dice around.

Game one was a draw against castled Necrons, although since my battlewagon should have actually been destroyed instead of immobilized, I could have lost. I repaired the damage and went on to fuck up both monoliths with my deffrolla. The real problem was the Deceiver, I really had no answer to him. For some insane reason I charged him with my Nobz, only to have him float over to some shoota boyz camping on the center objective. It was still a really fun game and my opponent was quite accommodating.

Game two was short and bitter, I conceded after two or three turns of absolutely devastating tau shooting. My opponent was fine but I didn’t get to do much.

Game 3: A swarm of black templar terminators! Assault cannons and power fists all over the place! Thanks to some badly thought out objective placement, stolen initiative, and mistakes on my part, I lost game three after killing over 30 terminators midfield while 4 squads of 5 tacticals clustered on 2 board edge objectives. If I had managed to get my shoota boyz just a little close to one of my home objectives I could have tied. Really my biggest mistake was not placing my objectives close together. I did not like how the scenario allowed you to place objectives on the back board edge, but them’s the breaks.

I won game four against a risky Tyranid list that was nothing but a walking tyrant without guards, two Trygons, and a horde of vanilla and Ymgarl genestealers. The mission helped me out as both sides had to reserve half their force and roll for which half came on. My Lootas and Lobbas were untouched the whole game and shot quite well, I only lost one mob of boyz, the grot screen, a trukk, and random casualties here and there.

My last game was a win against a younger dark eldar player, who probably should have played more aggressively. My Lootas saved the day again taking out ravagers and raiders at vital times. Lilith was kicking my ass in assaults but I managed to trap her and her grenadeless blood brides with my kanz, killing her the last turn for an extra 3 battle points. The battlewagon was awesome again, I deffrollered a Raider, repaired some damage, then later went on to contest an objective last turn. We had to call it after turn 4  which was to my a dvantage, but I probably could have won a longer game the way things were going.

I was pleasantly surprised to win best in category with a 2 /2/ 1 record. At first Zen announced me as Best General in B and handed my a SM dreadnought prize, which I was happy about since my Tzeentch forces need a dread or two. He then took it back and gave me tons of orks, an amusing prize since I have around 10,000 points worth of the green fuckers! I will put them to good use though, I still need to populate my stompa after all.

List overview (not exact) (2000 points)

All basic nobs had a PK and a Bosspole. I don’t care what TKE and Stelek think, bosspoles are way too useful to leave out.

PK Warboss


Battlewagon with Deffrolla, grot riggers, 2 big shootas

7  fully equipped Nobz inna trukk

2 x 20 Shoota Boyz

20 or so Slugga boyz (Madboyz on foot)

18 Slugga boyz (Freebootaz in BW)

14 grots

3 x 10 Lootas

3 Killa Kanz with rokkits

3 Big gunz (Lobbas, 2 ammo runts, runtherd)

RANT: Ok so you’re sick of grey hunters… get over it!

I see a variant of the following all too often:
“Oh geez, more of the same. A bunch of troops in transports, supported by optimal fast attack, elite and heavy support choices. What a boring netlist.” Um, what? That’s how lists are built. You have a codex and a force org chart, and need to win missions… so what is the problem with trying to make the best list you can within your restrictions? The above quote is admittedly straw mannish but it’s better than calling out individuals.

Guess what… the Space Wolf codex has but three scoring troops choices, and one requires a special character. Grey Hunters are one of the most versatile troop choices in the game, and possibly the most points efficient. Frankly, Blood Claws suck by comparison, with the possible exception of a bunch in a Land Raider… but even then, Logan enabled Wolf Guard are better. So you’re bored by Grey Hunters? Ok, then don’t bring along Ork Boyz, Tactical Marines, Dire Avengers, Genestealers, IG Vets, Necron Warriors, Plaguebearers, or any other common troop choice. I mean really, what do people expect to see from a list?

I am all for creativity, but this can be easily expressed through conversions, painting, army back story, objectives, strategy, etc. I am not one to mock people for taking unusual or subpar units because I recognize that there is more to the hobby than optimized list building. In exchange, how about the fluffier than thou segment please relent from bashing on actually good lists just because they have seen similar combinations before. Marines in Rhinos, IG in Chimeras, Eldar in Wave Serpents… yeah, that is how those forces deploy for battle in most of the fluff and most gaming tables.. Please stop thinking you are clever and original just because you don’t like someone else’s army list. Should everyone stop playing Space Wolves and Imperial Guard because they are strong and popular choices? It’s really just another kind of elitism. Honestly there is nothing wrong with someone trying out flavor of the month forces, a lot of players get excited over whatever the newest book is. Let them.

I can field Orks, Tyranids, Chaos Marines, Daemons, actual Space Wolves, Thousand Sons “count as”  Space Wolves, traitor Imperial Guard, and even some badly painted OOP Eldar. Yay me. What will I take to the next tournament? Umm, how about whatever I feel like? It will probably be my Tzeentch Wolves or Traitor Guard, two forces I have a passion for and have poured countless hours into modeling and painting. they have back stories, conversions, the works. If someone wants to tell me my army is boring or cheesy because of the codex I pick I will just have to laugh.

What will it take to satisfy the haters? An army of nothing but Coteaz and dozens of Jokaero? Let me proxy with my mutants and we’ll try it out.

PROJECTS! And more photos!

As usual I am all ADHD about my hobby and don’t focus on one army for too long. I have been converting and painting models all over the map… Right now on my desk alone I have vehicle turrets, chaos spawn riding flying discs, servitors, orks, space wolves, mutants, and various chaos marines. There’s also a bunch of clutter, tools, paints, etc. Time to clean up I guess.

Besides all the painted minis in progress, and the old ones in need of touchups, I have over one hundred models ready to be primed. Besides the 8th edition set Skaven, they are almost all converted. For example I have about 6 unpainted daemon prince projects in various states of completion. As much as I would love to dive into Grey Knights or Dark Eldar my backlogged model collection and lack of money will simply not allow it. This is what happens when you are simultaneously excited for like five different factions. I should really get organized and finish up some specific pieces so I can get them photographed before Rory moves away.

I will try to get more pics up before the month ends, stay tuned. As always, comments are welcome, even snarky ones!





MOAR PHOTOS!!! Warbosses, Tzeentch Chaos Marines, Traitor Guard, Space Wolves

I’ve decided not to let perfectionism hold me back. Here’s a bunch of model pics for you, from my desktop.

Not everything is 100% finished, but holding back photos on account of that just doesn’t seem right. Here’s some work I recently finished or am currently working on:

Evil Sunz Warboss
Bad Moon Cybork Warboss

The Elect of Tzeentch

Traitor Chimera


Rogue Psykers under construction

Daemon Prince of Slaanesh

Space Wolves Wolf Guard
Space Wolf Lone Wolves
Space Wolf Lord

Pictures galore! Tervigon, Mycetic Spores, Chaos vehicles, mutants, bio terrain

Hey folks, I finally got around to posting some pictures. The photography is challenging and eventually I’ll get my friend to take some higher quality shots.

Mutants led by a Word Bearer chaplain

Tervigon! I call this critter “Baby Mama.” My Tyranids are from a Hive Ship that splintered off from Hive Fleet Kraken. This Tervigon was made with a Carnifex kit and some extra talons, foam clay to form the abdomen, and grey stuff for the abdomen veins and carapace extension. The base was foamcore. It was a challenge to get the legs to pose right and stay in place while gluing, but I had better success cutting small slits in the foamcore for the legs to rest in while the beast dried.


Mycetic spores, unpainted… foam clay tentacles and toy rock plastic shell… the one in back is a megabloks egg.

Tyrannofex in progress, made from foam clay, wire, grey stuff and a carnifex head

Some unpainted terrain made from foam clay, expansive foam sealant, beer caps and random stuff

Partially painted terrain, mostly sefl-expanding foam, clear plastic shells and fake grapes

Tzeentch Rhino and Predator, almost finished

In progress Flawless Host Slaanesh Land Raider

Revisiting My Traitor Imperial Guard



The Necromundan 23rd were pawns of the Word Bearers. After suffering great losses to the dangers found within the Eye of Terror they were in need of organized support and protection. The Word Bearers are always in need of cult followers and they eagerly swept in on the imperiled souls of the 23rd. Through mass hypnosis and brainwashing, they co-opted the teachings of The Brotherhood of the Yellow Eye, subtly replacing their doctrines with Word Bearers dogma. The 23rd were ordered from the eye into the Cadian warzone, sent to conduct raids and steal supplies from targets of opportunity. Occasionally a Word Bearers order would come through the comms channel. Some of the orders were entirely religious or nonsensical in nature, and these commands were either ignored or misinterpreted.

( At the TSHFT tournament… )

Auguries revealed this disturbing lack of faith. The mad divinations of the Word Bearers led them to commit a mass slaughter of their own foot soldiers, as a sacrifice to the Chaos Pantheon. This display of senseless violence showed the grunts who was really in charge, especially as the Word Bearers’ vehicle hulls were protected by some kind of  luck field, the dark blessing of the Ruinous Powers.

Company Commander and cult messiah Vezz Dragasta trembled in his human leather boots as he witnessed his tanks crippled and men slaughtered by crimson soaked, Daemon possessed fiends. The blood of the slain was indistuinguishable from the deep crimson of the Word Bearer’s cracked armor. Dragasta knew his doom was approaching, for  his sins of showing too much independence and not enough results (not to mention his habit of abandoning his men to die). The cowardly, self-preserving craven dog Lt. Dragasta was captured by his own mutants, and re-educated by Word Bearers Confessor Techmarines. The procedures used to renew his faith also removed some of his brain’s higher functions, and it is rumored that parts of Dragasta’s preserved brain were turned into a servo skull. After some further brain surgery and removal of his cybernetic dermal plating, he was demoted to Platoon Commander. For new leadership of the 23rd, a casting of the runes in a pile of burning victims would reveal a more pure vessel of Chaos undivided to lead the force.  When the orange and purple fire was extinguished with blood collected from the battle, and the ashes scattered by a summoned daemon, the runes revealed the sacred name of a Word Bearers champion, Krekk Donan’glish.

(During games, Krekk Donan’glish will be playing the part of Colonel Straken.)

Build Notes

My army, it is a-changin’.

I tried going with the times and using mech (lots of vehicles, and your troops in transports) and trying lists similar to those posted on YTTH. The list I ended up taking to the TSHFT tournament was somewhat optimized, but lost too much character. I realize I was practically playing a “net list” and losing originality. I decided to put some color back into my list and try some new combinations, in the process taking it to 2000 points.

Since I placed right in the middle at the last two tournaments I have been to, I am confident that my playing skill and list building are competent. I’m no longer going to field boring armies because someone on the internet said that some units were great and some suck. I believe that some units in 40k are overcosted/undercosted but I do not believe that we should only play optimized lists. YTTH has taught me some good lessons but there is more to list building than fielding the best. Generalship is usually more important to winning than army list. I will improve as a player by actually playing the game, no matter what force I bring.

I want an army more representative of the diversity found in chaos, and less spam… unit spam is boring. Even with dropping two spamvets in chimeras I still have 6 scoring units, 7 if I don’t combine squads. If one mounted vet squad joins the fun midfield and one sneaks on as a reserve, I think I will have enough troops to claim 2-3 objectives even after being shot up.  Freeing up two Chimeras lets my Company Command Squad actually do something, and also allows me to field protected rogue psykers to kill people with mind bullets and scare opponents with the “heebie jeebies.” Also, guard armies will be assaulted and I intend to have some real counter attackers this time… “Straken” and his cronies, plus drunken cavalry on mutated steeds. I don’t have the points in this build to add Nork or a Priest to my CCS but it should still whip a mule’s ass. It is already almost 300 points and a Chimera can only take so many shots, so a 400-500 point unit just won’t be worth the risk.

This new IG list tries to use only currently painted models, which limited me to four chimeras. The Manticore I will have to convert from my converted basilisk (which used a “green army man” tank for the tracks). I’ll build it using magnets so I can preserve either build. For everything else, I’ll just have to finish up some detailing on models that didn’t get as much attention as they should have.

I still want this list to win games, and I think it can. In fact, it will be more balanced than my last list with some genuine assault elements. If I was building this list completely “in character” I would include some Big Mutants (Ogyrns) but they are just so expensive per model that I have no room for their inefficiency.

If anyone knows of some ][ Witch Hunter or Daemonhunter allies that are both effective and a good proxy for Lost and the Damned units, please let me know. For example Arco-flagellants are cool but way too expensive in points, but a squad of Sisters as Word Bearers is tempting. I might drop the lascannon team and free up about 100 points, which could also be turned into objective flooding infantry grunts.

Tactics and formations

The platoon combined infantry squad will be a bubble wrap to protect my valuable ordnance vehicles and weapon teams, this segment of the army will be Cohort Despair. My Delaque ganger Commissar is getting a power sword to better fend off assaults. The squads will be getting mortars instead of pricey lascannons so I won’t be so tempted to stand and shoot with them, and after all they are an anti-infantry unit. If need be the infantry squad can run forward for objectives late game, if the weapon teams are intact on the base objective.

Cohort Bloodrend I will have Champion Krekk (Straken) and squad mounted in a chimera, with the devil dog, and the banewolf racing nearby. The demolisher will support this group by racing forward to a good firing spot turn 1, (possibly going 12″ and then popping smoke) and then unleashing. Yellow-bellied Platoon Commander Dragasta will hide in reserve most games, then make a mad dash for an objective if he doesn’t run away first.

Cohort Illumination will be the veterans of the force, the traitor cavalry, two units of chimelta vets, and the rogue psykers.  Depending on the mission and the foe, they will either support Bloodrend in the main push or be held in reserve.  The reserve units can respond to threats such as vehicles or attack bikes in my deployment zone, or act as surviving mobile objective grabbers. The rogue psykers will most likely deploy with the rest of the army but they will be the “wildcard” unit.

The Necromundan 23rd  –  Traitor Imperial Guard  –  2000 Pts – 5th Edition

Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Company Command Squad (8#, 290 pts)
Company Command Squad 4 HQ 3 4 3 3 1 3 1 7 4+ 290
Infantry; Frag Grenades; Close Combat Weapon (x4); Lasgun (x2); Carapace Armour; Medi-pack; Flamer (x2); Colonel ‘Iron Hand’ Straken; Bodyguard; Bodyguard; Chimera
Colonel ‘Iron Hand’ Straken 1 5 4 6 4 3 3 3/4 9 3+/5(i) [95]
Infantry (Unique); Flak Armour; Frag Grenades; Refractor Field; Close Combat Weapon; Plasma Pistol; Shotgun; Cold Steel and Courage; Gung-ho; Man of Adamantium; Senior Officer
Bodyguard 1 4 4 3 3 1 3 2/3 7 4+ [15]
Infantry; Frag Grenades; Close Combat Weapon; Laspistol; Carapace Armour; Look out – Arghh!
Bodyguard 1 4 4 3 3 1 3 2/3 7 4+ [15]
Infantry; Frag Grenades; Close Combat Weapon; Laspistol; Carapace Armour; Look out – Arghh!
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Veteran Squad (11#, 155 pts)
Veteran Squad 9 Troops 3 4 3 3 1 3 1 7 5+ 155
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3); Chimera
Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Veteran Squad (11#, 155 pts)
Veteran Squad 9 Troops 3 4 3 3 1 3 1 7 5+ 155
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon (x9); Lasgun (x6); Meltagun (x3); Chimera
Veteran Sergeant 1 3 4 3 3 1 3 2/3 8 5+ [7]
Infantry; Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Troops: Infantry Platoon (32#, 375 pts)
Infantry Platoon 1 Grp: Troops 375
Heavy Weapons Squad; Heavy Weapons Squad
Platoon Command Squad 4 3 3 3 3 1 3 1 7 5+ [40]
Infantry; Flak Armour; Frag Grenades; Close Combat Weapon (x4); Lasgun (x2); Grenade Launcher (x1); Flamer (x1)
Platoon Commander 1 4 4 3 3 1 3 2/3 8 5+ [6]
Infantry; Junior Officer; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon; Junior Officer
Infantry Squad 7 3 3 3 3 1 3 1 7 5+ [100]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x7); Heavy Weapons Team; Commissar
Heavy Weapons Team 1 3 3 3 3 2 3 2 7 5+ [5]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x1); Flak Armour; Lasgun (x1); Mortar (x1)
Commissar 1 4 4 3 3 1 3 2 9 5+ [45]
Infantry; Summary Execution; Flak Armour; Frag Grenades; Power Weapon; Stubborn
Sergeant 1 3 3 3 3 1 3 2/3 8 5+ [5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
Infantry Squad 7 3 3 3 3 1 3 1 7 5+ [55]
Infantry; Combined Squad; Frag Grenades; Close Combat Weapon (x7); Flak Armour; Lasgun (x7); Heavy Weapons Team
Heavy Weapons Team 1 3 3 3 3 2 3 2 7 5+ [5]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x1); Flak Armour; Lasgun (x1); Mortar (x1)
Sergeant 1 3 3 3 3 1 3 2/3 8 5+ [5]
Infantry; Combined Squad; Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon
Heavy Weapons Squad 3 3 3 3 3 2 3 2 7 5+ [105]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x3); Flak Armour; Lasgun (x3); Lascannon (x3)
Heavy Weapons Squad 3 3 3 3 3 2 3 2 7 5+ [75]
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Frag Grenades; Close Combat Weapon (x3); Flak Armour; Lasgun (x3); Autocannon (x3)
Elite: Psyker Battle Squad (10#, 155 pts)
Psyker Battle Squad 8 Elite 2 3 2 3 1 3 1/2 9 5+ 155
Infantry; Psyker (Santioned Psykers Only); Psychic Choir; Ultimate Sanction; Flak Armour; Close Combat Weapon (x8); Laspistol (x8); Chimera; Soulstorm; Weaken Resolve
Overseer 1 3 3 3 3 1 3 2/3 9 5+ [20]
Infantry; Psychic Choir; Ultimate Sanction; Flak Armour; Close Combat Weapon; Laspistol
Chimera 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [55]
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer
Fast Attack: Hellhound Squadron (1#, 135 pts)
Hellhound Squadron 1 Grp: Fast 135
Vehicle (Tank, Fast); Devil Dog
Devil Dog 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [135]
Vehicle (Tank, Fast); Melta Cannon; Multi-Melta
Fast Attack: Hellhound Squadron (1#, 145 pts)
Hellhound Squadron 1 Grp: Fast 145
Vehicle (Tank, Fast); Bane Wolf
Bane Wolf 1 Grp: BS: 3 FA: 12 SA: 12 RA: 10 [145]
Vehicle (Tank, Fast); Chem Cannon; Multi-Melta
Fast Attack: Rough Rider Squad (10#, 105 pts)
Rough Rider Squad 9 Fast 3 3 3 3 1 3 1 7 5+ 105
Cavalry; Flak Armour; Frag Grenades; Krak Grenades; Hunting Lance (x9); Laspistol (x9)
Rough Rider Sergeant 1 3 3 3 3 1 3 2 8 5+ [15]
Cavalry; Flak Armour; Frag Grenades; Krak Grenades; Hunting Lance; Laspistol (x1)
Heavy Support: Leman Russ Squadron (1#, 185 pts)
Leman Russ Squadron 1 Grp: Heavy 185
Leman Russ Demolisher
Leman Russ Demolisher 1 Grp: BS: 3 FA: 14 SA: 13 RA: 11 [185]
Vehicle (Tank); Lumbering Behemoth; Demolisher Siege Cannon; Searchlight; Smoke Launchers; Heavy Flamer; Heavy Bolter Sponsons (x2)
Heavy Support: Ordnance Battery (1#, 140 pts)
Ordnance Battery 1 Grp: Heavy 140
Medusa 1 Grp: BS: 3 FA: 12 SA: 10 RA: 10 [140]
Vehicle (Tank, open-topped); Searchlight; Smoke Launchers; Medusa w/Bastion-breacher Shells; Heavy Flamer
Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
Manticore Rocket Launcher 1 Grp: Heavy BS: 3 FA: 12 SA: 10 RA: 10 160
Vehicle (Tank); Limited Ammunition; Storm Eagle Rockets; Searchlight; Smoke Launchers; Heavy Flamer
Total Cost: 2000