Caught up in the wave of recent Primaris releases, Alan has added some of the new Vanguard units to his Rout…
Seeing the Shadowspear release was a real thrill, GW are knocking it out of the park at the moment with amazing sculpts and seem to have upped their game in relation to social media.
I managed to pick up two boxes of Shadowspear for the Rout and have utilised the infiltrators, eliminators, suppressors, wolf guard battle leader, wolf lord and rune priest. The sculpts are amazing, really detailed models although somewhat limited with the monopose and repeats within the packs. Mine will be painted as part of my Space Wolf Primaris army, the Vlka Gungnir or in low Gothic ‘the Wolf Spear’ and part of the NÍDHÖGG Great Company.
Led by Wolf Lord Sigurd Fraegr, known throughout the Rout as the ‘NÍDHÖGG’, in low Gothic translated as “dreaded striker.” Feared for his ability to strike without notice or warning causing chaos and destruction amongst the enemy. His Great Company is utilised when a finer touch is needed. They are the spear tip, striking at high value assets, enemy commanders, logistical lines before the rest of the Rout arrive.
Wolf Lord Sigurd Fraegr was created using the primaris captain in phobus armour, a head swap with a KF studios skull helm and a space wolf belt. A forge world cataphractii chain axe was swapped in for the pointing figure, as every space wolf needs an axe!
Wolf Lord Sigurd Fraegr
My favourite model in Shadowspear is the librarian in phobus armour, or in the case of the Vlka Gungnir he is Torrvald Tostig the Rune priest! I found on eBay the most amazingly painted head with tribal tattoos on a deathwatch veteran body, managed to win the auction and have been looking for a suitable body worthy of the head – and here it finally is! The rest of the model was ‘wolfed up’ with an icon and neck charm from the space wolf primaris upgrade set.
Torrrvald Tostig
The primaris lieutenant was turned into a wolf guard battle leader. The head was again swapped out for a Kf studios skull helmet and an axe from the space wolf upgrade sprue swapped in. I then attempted a first – green stuff-ing a pelt. For a first attempt I’m quite pleased and will try and utilise these through my army.
The infiltrator pack is a lovely kit. It does have a few duplicates, however the models were simple to kit-bash. Heads swapped out with space wolf upgrade sprue from the Grey Hunter kit as well as wolf tail charms and belts used. The pack leader was given a Forge World grey slayer head and axe to separate him out. It’s a gamble arming him with an axe – which at the moment will be his close combat weapon – but hopefully as with the Intercessors, the pack leaders will be able to take a power weapon when the multipose separate kits come out.
Infiltrator pack.
The eliminators are stunning sculpts and fit nicely into the space wolf fluff wise, veteran scouts. ‘Pack Volsung’ Grizzled veterans of centuries of war in the Allfathers name. Ulrik Volsung directing his pack brothers to deal death from. Using knowledge and experience gleaned throughout the Sea of Stars, their steady aim and rate of fire assists the young pups on the battlefield.’ To fit them in with my existing army, Forge World grey slayer heads were used along with wolf tails and icons.
Pack Volsung
The suppressors I left until last, horror stories abound of the stands with not only these but also primaris inceptor set. I resolved then to ditch the stands and mount them on the base, hopefully I will have no problems with modelling for advantage! Again a Forge World grey slayer head was used to denote the pack leader. The right pauldron will be marked with blood claw markings of yellow and red, in my fluff they are brash recruits with an interest in big guns!
Only the infiltrators have seen the battlefield as yet, they did a fantastic job of preventing deep striking genestealers! I’m looking forward to getting the rest on the table soon and finding how they work alongside my current forces. ‘Fenrys Hjolda’!
Nice one Alan, looking forward to seeing how the Wolf Spear perform on the table!
We have a special article for you all today – George is sharing with us how he begun on his journey to start an Imperial Cult!
When the new Genestealer Cults models were announced I became very conflicted. I had always loved the aesthetic of the GSC, particularly their rugged civilian vehicles, but had always been put off by their fluff. As a loyal son of the Imperium, I wasn’t about to join a dark cult obsessively trying to advance the wellbeing of a distant star god, where success would mean that I was consumed by the mindless beast that I had truly been serving.
Before I think too much about that last sentence and get a visit from the Inquisition, I should get back to my story.
My resolve was greatly tested at the Vigilus open day, when I was able to see the Attilan Jackals first hand. They were exceptional models that looked to have a vast amount of conversion potential. I vowed that, even though I wouldn’t be doing a GSC army, I would buy some Jackals for conversion into Astra Militarum Rough Riders. Problem solved, I thought.
And then this happened:
The Achilles Ridgerunner. Everything I had always loved about the GSC aesthetic in a sleek, fast, menacing vehicle. I knew I had to build and paint at least one of these, but how to fit them into my armies? I toyed with the idea of an Astra Militarum Tauros (an idea I have shelved but definitely not dismissed) but then a stray thought crossed my mind. As I gazed at the Ridgerunner I thought to myself: “That almost looks like a 40k police car.”
And there it was. The solution. I could return to one of my first Warhammer loves and attempt to build an Adeptus Arbites themed GSC army.
After the initial glow wore off (about 4 minutes) I realised that this left me with a number of problems.
Is there a sensible and fluffy reason why the Arbites would be ambushing everyone?
How can I differentiate between ‘GSC’ Arbites and ‘Brood Brothers’ Arbites?
Can I work out how to get all of the units I wanted out of sensible Arbites based conversions?
What about Purestrains?
Fortunately, the happy confluence of the new GSC Magos model and another of my favourite models that I have never found a place for in any of my armies gave me the answer to the first three of those questions.
I have always loved the Wood Elves, and the Wildwood Rangers kit has always sat at the back of my mind (and, I must admit, my cupboard) as a possible basis for kitbashing. But who, in the 41st millennium, would wear ridiculous capes, like intimidating hoods and have a penchant for wielding massive axes?
And there was the answer. The Inquisition. Another of my favourite parts of the 41st Millennium, thanks in great part to the excellent novels of Dan Abnett. I had always wanted to explore the Inquisition further, and they are an excellent vehicle for conversions as each Inquisitor has a wide latitude for idiosyncrasies. I decided that my Inquisitor would have a penchant for cloaks and axes.
The fluff of my army then began to write itself. One of the roles of the Adeptus Arbites is to defend the authority of the Imperium against its own forces if any local governor or Planetary Defence Force should decide to challenge the power of the Emperor. Many Inquisitors have the same role, including the Ordo Hereticus and the less well known Ordo Militum, who are tasked with overseeing the Imperium’s diverse armed forces. Should a planet rebel or begin to fall under enemy control, the Adeptus Arbites and the forces of the Inquisition might well be the last servants of the Emperor to remain loyal and keep fighting against impossible odds. Likewise, an Inquisitor might be willing to adopt unconventional fighting methods, using their own followers and the local knowledge of the Arbites to lay traps and ambushes, fighting an asymmetric war against the invaders.
And that is how the forces of self-declared Grand Inquisitor Deza and Arbitrator Metus, co-ordinator of the Capital District came to be, at least in theory. How the models for each conversion were picked and how they were then constructed and painted is a story for another day (or two, or possibly even three).
And question four? I’ll let you know if I come up with a definitive answer, although I do have a cunning plan involving [REDACTED].
Nice one George! Looking forward to seeing what you do with your culty boys – George will be sharing with us the next stage in his journey very soon!
Alan has another of his battle reports for us today, with his Rout facing off against the Tyranid horde! See how he fares…
The Valhalla System, Oathed in fealty to the Allfather, the Wolf King and the Vl legion since the days of the Great Crusade. Vital industrial worlds for the supply of arms and munitions to the Chapter cut off from the light of Holy Terra. Threatened on all sides by the spawn of laughing gods.
A desperate garbled distress signal is received by the light cruiser ‘Morkaii’s Axe’, from the Imperial Governor of Valhalla.
Defenceless, weak, dammed, alone.
The silent null of the approach of the tyrannids. Ragankok nears.
The Sons of Russ appear, the lords of winter and war, the executioners, the fury and savagery of a storm, the vengeance of a galaxy wronged, the Allfathers most loyal sons.
This is the grim darkness of the 41st millennium, there is only war in the Allfather’s Domains!
Dawn of War set up with six objectives placed as per the mission ‘the Scouring’. Units are placed alternatively with the player who placed their last unit first getting the first turn, which ensured the wolves would be going first unless the initiative was ceased.
Long fangs take up position on what turns out to be the superior objective.
Blood claw pack and ferensian wolves screen the centre.
The Vlka Gungnir took defensive positions covering the back field, trying to give the long fangs and hellblasters good fire arcs. Two combat packs of infiltrators are utilised to deny any Deep striking Tyranid charges.
The Vlka Gungnir prepare to face the red tide.
The tyranids set up with a large castle as a right hook with lots of units ready to deep strike held in reserve. With the superior objective held by my long fangs and the inferior objective in the tyranids deployment zone, the wolves expected a hard fight against the lightning quick Hive Fleet Kraken.
Turn one, assets of the vlka gungnir advance, the repulsor slaying a horde of gaunts to claim first blood. Ferensian wolves screen the repulsor as the blood claws sprint into the central ruins.
The Hive Fleet prepare to devour the Vlka Gungnir! Deep striking xenos beasts of all descriptions appear with the flying Hove Tyrant and Trygon popping up as a left hook. Genestealers advance through the centre, and the remaining termagaunt brood supported by a carnifex advancing as a right hook.
Tyranid psychic and shooting turns thinned out a hellblasters pack and the ferisian wolf screen is almost obliterated! The mighty repulsor ‘Wrath of Fenris’ takes some serious punishment, but the Vlka Gungnir stand firm.
Turn two sees the long fangs frag missile the termagaunt brood down to the last few, and the repulsor obliterates the carnifex in a hail of fire. The Vlka Gungnir are feeling confident about holding the left flank and the superior objective with it.
The blood claw pack holding the centre with wolf priest Baldur the Grim fail their charges into the genestealer brood. They prepare to face their wrath and that of the Broodlord next turn. The surviving hellblasters supporting the right flank succumbe to overcharging plasma attempting to slay the trygon.
Tyranid turn two sees the genestealers charge into the bloodclaws.
The hive tyrant sweeps across the battlefield, attempting to down the Storm Hawk ‘Gungnir ‘
Safe from overwatch the Broodlord made a mighty charge into the bloodclaws only for Baldur the Grim to heroically intervene!
The Broodlord strikes first, severely wounding Baldur the Grim – however, the wolves interrupt the combat phase and fight the genestealers with the bloodclaws who in a savage frenzy slew them all!
Turn three for the Wolves saw the blood claws consolidate on the center field objective and rune priest Leif Stormbreaker charging into the Broodlord, smiting the Gould beast before summoning ‘Fury of the Wolf Spirits’ granting six additional attacks with ‘Freki and Geri’. Baldur the Grim is felled before Leif slays the Broodlord in epic combat. The storm hawk Gungnir manages to slay the hive tyrant in a hail of fire ensuring victory for the Vlka Gungnir!
A savage battle sees victory for the Vlka Gungnir, 7-5 on victory points, my opponent shaking hands after seeing his Hive Tyrant, Brood lord and genestealer brood slain. It was a close run match however, and the interruption of combat by the bloodclaws probably swung it for the Vlka Gungnir. I have no doubt they would have been slain to a man by the genestealers if they didn’t fight first.
Alan’s Post Battle Reflection
List wise it was the first time using some units, the repulsor ‘Wrath of Fenris’ was excellent on its debut, slaying a termagaunt brood for first blood and popping a carnifex to blunt the tyranid right hook. I need to utilise its transport capability better as it is a large points sink.
I have struggled with pure primaris lists so have commenced primaris sizing space wolf specific units such as the bloodclaws seen today. This provides cheaper troop choices for list building and helped with getting more bodies on the table. They did an excellent job against the genestealers and claimed the center objective. The Space Wolf chapter tactic allowing +1 to hit when charging or being charged allowed for an awful lot of hits and I would name them the MVP unit.
On the other side of the scale is probably my hellblaster packs, they are expensive points wise and with only one damage unless overcharging didn’t provide the firepower to threaten the tyranid big beasts. I will be working on primaris sized long fang packs in the near future to provide more options in that slot.
Brilliant battle report Alan, that was a close one! Looks like the Wrath of Fenris really put the work in, good floaty tank!
Eliot has been dabbling in the Middle Earth SBG universe and has started a Mordor army – check out his orcs below!
When it comes to geek franchises, I have a natural affinity to naughtyness and tend to side with the big baddies. For Star Wars it’s Vader. In DC it’s the Joker. In 40K it’s… well it’s everyone. In Lord of the Rings, for me it’s always been about the Witch King.
I was a big fan of the Lord of the Rings miniature range when I was young, and I had been looking for an excuse to paint up some tasty models. So when I saw the Pellenor Fields box-set announced with some of my favourite models of all time included – the Fell Beast and the Mordor Troll – it was a no brainer purchase.
I started this journey with a whole bunch of Morannon Orcs – I ended up with 40 in total! I wanted my Mordor force to be super elite, and these black gate bad boys are tough.
One thing about the Morannon kit is that there are only actually 12 poses… So I grabbed my green stuff and clippers and converted the heck out of these orcs. I ended up making sure each model was unique, re-enforcing this through painting. I did 4 different skin tones in this kit, really wanting to show the variety in orcs who are here to defend the Black Gate.
I also saw these chaps as an opportunity to try some free hand painting on shields. I trawled through the Return of the King footage looking for glimpses of the orcs, and then just went ham with the Orc Skulls.
My favourite model in this unit is actually a metal banner bearer from the magazine that I picked up super cheap online. I had loads of fun painting the banner.
Now so far I have actually only painted 20 of these dudes, so I have 20 more ready, but I’m breaking it up with some troll painting. Hopefully I will have some more LOTR minis to show in the near future!
Stay tuned for some more army and Model spotlights in the near future!
Each month, a bunch of Geckos pledge to complete a certain amount of miniature painting – with varying success rates (its all beautiful though). So we are a bit late, but here are a selection of our completed painting pledges for March.
Matty’s Orlock Gang, ‘The Death Metal Killers’ Karim’s Haarken Worldclaimer George’s Imperial Cult Rough RiderJosh P’s Armigers, House CenaAlan’s Wolf Priest, ‘Baldur the Grim’ Eliot’s Dark Angels Redemptor, ‘Eskeiel the Loyal’ Josh H’s Knights, House Cantata – Allegro, Piccolo, Capriccio, Galliard and Andante Rex (IG @warhipster)
The April pledges are already well underway, let see how the Geckos get on with painting this month.
Today Karim is sharing with us his first part of his Abaddon series: Cometh the Despoiler. Karim is a long time Black Legion player and has much to share: enjoy.
An in-depth look at Abaddon the Despoiler
When the time came for my first, purpose written contribution to the blog, I knew it would be some exploration of Chaos Marines. And who better to focus on than Abaddon himself? Since his appearance on the front cover of the first Chaos Space Marine codex, Abaddon has been a central character to the forces of Chaos. I intend this to be a four part series, that will delve into Abaddon – both on the tabletop, on your painting tray, and his portrayal in the lore & art of the 41st Millenium. We’re going to start with Abaddon on the tabletop; how he plays, and how to get the best out of him.
PART 1: DARK TACTICS
Abaddon has always been fantastic on the tabletop, and 8th edition is no different. A good showing from him in the initial Chaos Codex release has recently been bolstered by Vigilus Ablaze. If you’re playing competitive Black Legion, and not taking this guy, you’re probably doing something wrong…
Let’s dive into why he’s so good.
My take on the Despoiler of Worlds
The Statline
Abaddon is a beat stick. 6 attacks at WS 2+, STR 10, AP -4 and D3 damage with his Talon is nothing to be sniffed at. It’ll make a dent in anything you throw him against, and that’s not even including the additional D6, S6, AP -3, Flat 3 damage attacks he deals with Drach’nyen. He’ll cut through most units short of a Knight, and that’s not counting his potential to be buffed.
Even the Talon of Horus’s shooting is a little more respectable now, given the beta ‘Bolter Discipline’ rule. Four STR 4, AP-1, D3 damage shots is ok at cutting through chaff, useful at clipping wounds off light vehicles, and good at killing primaris equivalents, where the multi damage really shines.
In Vigilus Ablaze, Abaddon gained 1 Strength, and 1 Wound. The additional Strength is very useful, as it means that:
a.) He wounds T8 targets on 3s with the Talon
b.) He wounds T5 targets on 2s with the Talon
c.) He wounds T5 targets on 3s with Drach’nyen
These changes, whilst seemingly small, are very useful. They increase the number of wounds he can deal against a host of targets (Bullgryns, Knights, Repulsors), meaning it’s easier to get more utility from his close combat ability.
Even if you do charge Abaddon into close combat against an unwise target, he’ll probably still stick around for a few combat phases. His 2+/4++ save, 8 wounds and T5 means that most light attacks will bounce off him. Even heavier attacks are negated somewhat, by his fantastic ‘Dark Destiny’ rule – which halves all incoming damage. This means that a lascannon can only do a maximum of 3 damage to him – which makes heavy weapons fire, and strong close combat attacks a good deal less terrifying. There are some effective ways of boosting his survivability, which we’ll get onto later.
A shortfall of Abaddon’s statline is his mobility. Whilst his 6” is better than most warriors in terminator armour, he’s likely to spend a long time footslogging up the board – which makes him susceptible to small arms sniper fire. T5 will mostly protect him from most snipers short of a Vindicare, but even a few wounds off the Warmaster can be unhelpful. Given the Black Legion’s ability to advance and fire, you should be consistently advancing him; at least till he makes into charge range.
You DO have alternative methods of delivering him. Obliterators and Terminators make for a devastating deep strike attack to accompany him, and a Land Raider can still carry him across the battlefield – despite his upsized model. The problem with these options (alongside Dreadclaws, Termite Drills, etc) is that you’re failing to use some of his most powerful abilities: his aura.
The Auras
Abaddon has two fantastic auras. The first is ‘Lord of the Black Legion’; the second, ‘Mark of Chaos Ascendant’. If you choose to make him your Warlord, you’ll have to use his Warlord Trait ‘First Amongst Traitors’.
Lord of the Black Legion has recently been buffed. Whilst its previous iteration allowed for friendly Black Legion units within 6” to reroll missed hits, you now have the option to reroll all hits.. This is good in most situations, and excellent in others. Outside of Sicarans and Deredos, Chaos didn’t really have an answer to some competitive mainstays – namely Aeldari fliers. Whilst you’ll still struggle to take out Alaitoc flyers with Lightning Fast Reflexes, Abaddon enabling havocs, hellbrutes and Obliterators to reroll missed hits regardless of modifiers means you pose a significantly greater threat.
The Mark of Chaos Ascendant makes all Heretic Astartes units within 12” immune to morale. In an edition where morale serves as the bane of massed infantry, this ability is fantastic. Smaller squads of Black Legion units won’t benefit from this massively, as even your bog-standard Black Legion Chaos Space Marine is already Leadership 9, due to the Legion’s Trait ‘Black Crusaders’ (LD10 if they pay 5 points for an Icon of Vengeance). This ability shines when using large squads of infantry. Seeing Abaddon surrounded by over 100 cultists is a familiar site for those who frequent tournaments, and they make the most use of this aura. It’s also worth noting that unlike Lord of the Black Legion, this ability affects ALL Heretic Astartes units, regardless of Legion. This, coupled with the new Red Corsairs stratagem could make for some nasty combos. 20 Chaos Marines in cover can be deceptively difficult to shift. If you throw fearless into the mix, along with their 3CP ability to return to the board at full strength, it’s not unimaginable to see the humble Chaos Space Marine seeing a little more usage.
Abaddon’s last aura ability is First Amongst Traitors; which allows Death to the False Emperor to trigger on a 5+ for Black Legion units within 6”. This makes him especially powerful against Imperial Armies if he is your Warlord, which he probably will be – given that it nets you an extra 2CP!
The Playstyle(s)
Because Abaddon has great, force-multiplying rules, alongside a fearsome statline, there are various, legitimate ways to run him in a competitive setting. I’ll suggest a few ways of doing so here.
The Lost and the Damned
This is the most frequently seen way of running the Despoiler. It involves a cultist horde moving up the board slightly ahead of Abaddon. This helps maximise the efficiency of his Mark of Chaos Ascendant rule, as well as Lord of the Black Legion rule – 90 cultists rerolling hits is nothing to be sniffed it – especially if Veterans of the Long War (for shooting), or Soultearer Portent (for melee) is involved.
Whilst this has been a mainstay of Chaos play for a while, I do think there’s something to say about complementary units. You’d want to play a few sorcerers around Abaddon, to further increase the survivability of the cultists (through Delightful Agonies and Miasma of Pestilence), and a new Dark Apostle or two with Benedictions of Darkness, and Illusory Supplication. Furthermore, given that Havocs can now move and shoot, the idea of a rear-guard of havocs with Reaper Chaincannons supporting the cultist horde as it moves up (whilst rerolling all hits!) is very tempting…
The Nuclear bomb
This tactic pivots on Abaddon’s ability to allow surrounding units to reroll all failed hits. It involves Abaddon, and two squads of 3 obliterators. With a little help from our friend Endless Cacophony, you’re looking at a whopping 72 with an average profile of S8, AP-2, D2. To hit modifiers aside, with Abaddon’s reroll, you’re looking at 80 hits. The quality and quantity of fire is enough to level most targets.
It’s tempting to overindex on this strike, but given that this combo contains almost 1000 points, you’d be unable to put more units in reserve (unless your game is over 2000 points). If you did want to support this strike, you’d likely want to move up a Master of Possession, as the Malefic Discipline is great for obliterators. A normal sorcerer could also help out with a cast of prescience, and using the ‘Devastation Battery’ detachment, coupled with Field Commander would also allow them to reroll 1s to wound vs Vehicles.
It’s worth noting that if killing chaff is your goal with these guys, a squad of 10 terminators with chain axes, combi bolters, and Mark of Slaanesh would likely be more cost efficient.
The Death-Star
Abaddon faces down @sonoffenris‘s Baldur the Grim. Spoilers: things don’t end well for the Wolf Priest.
8th Edition heavily favours synergies. This combo focuses on buffing Abaddon to god-like potential. This requires 3(!) Sorcerers, an Exalted Champion, Veterans of the Long War and Abaddon. You can also utilise a Dark Apostle with Soultearer Portent, if you’re afraid your opponent is likely to use Agents of Vect on your VOTLW attempt. It relies on stacking various psychic buffs on Abaddon, riffing on the fact that he has the KHORNE, SLAANESH, NURGLE and TZEENTCH keywords.
Firstly, cast Diabolic Strength on Abaddon, and Miasma of Pestilence (+2 Strength, + 1 attack, -1 to hit). Next, cast Weaver of Fates on him (+1 invulnerable). Lastly, cast Delightful Agonies (5+ FNP). Finally, if you’re against an Imperial Player, cast Prescience (+1 to hit). This vastly increases his survivability, all but ensuring your ability to fight twice with him. To prove this, let’s run some numbers against the sturdiest of targets; a PAIR of Knight Gallants.
If Abaddon charges 2 Knight Gallants, he will strike with the Talon of Horus first – hitting on 2s, rerolling 1s – with 7 strength 14 attacks. Prescience, plus First Amongst Traitors means DTTFE is triggering on a 4+ – netting him an additional 3 attacks, hitting on 2s, rerolling 1s. Add Diabolic Strength and VOTLW to that, and you have 11 hits on the Gallant, wounding it on 2s, rerolling 1s thanks to the Exalted Champion. The -4 means that the Gallant will get no save, hitting the Gallant for 22 damage. Drach’Nyen would then trigger, with an average of 5 more attacks thanks to Prescience & DTTFE – wounding on 3s, rerolling fails. The Gallant would get a 6+ save against this – but around 3 wounds are likely to get through, for a flat 9 damage – for 31 in total, with 7 wounds to spare!
The Gallant’s buddy then activates – his best chance at downing Abaddon is his Reaper Chainsword. He’s -1 to hit thanks to Miasma of Pestilence, so hits on 3s for 3.33.. hits. Wounding on 2s, he’ll put out 2.78 successful wounds. With a 3+ invulnerable, the Gallant will get through 0.93 wounds on him – let’s call it 1. Out of the 6 damage this wound would deal, Abaddon will half – due to his Dark Destiny ability. Finally, Delightful Agonies will negate 1 of those wounds, meaning only 2 wounds would get through, taking Abaddon down to 6 wounds remaining (which you could heal back with the Grandfather’s Blessings, if you feel inclined!). You can then activate Fury of Khorne for 3CP, allow Abaddon to attack again – killing the second Gallant. This is obviously a very hypothetical situation; a good player will screen out his Knights effectively. But I hope it serves to illustrate just how nasty he can be, and how much damage he can absorb. Not bad for 240 points!
Note that this isn’t meant to be an exhaustive list of all the ways to run him. There are plenty of ways to do so that I don’t cover here. Why not run him with Berserkers, making great use of First Among Traitors, and reenacting the attack on the Citadel of the Kromarch? Or how about running him alongside multiple Forge World dreadnoughts and Daemon Engines, utilising the Noctilith Crown and the Lord of the Black Legion ability to form a formidable gunline? Abaddon is fantastic, and there is a variety of ways to play him – I look forward to seeing new combos and ideas utilising him, as the new Chaos Codex sees more playtime.
Very interesting Karim, looking forward to the next piece on the big naughty man himself! Let’s see how many loyal souls are temped by those very scary tactics.
Today, Matt, Alan and Joe are sharing with us two of the armies taking part in Matts upcoming Migale Dominus System campaign – Alan’s Space wolves and Joesphs White Scars. Each player has written a short bit of background on their armies!
Planning the Migale Dominus Campaign
In the coming months, a war that rages on a planet known as Draco Minus will reach a crescendo. Its warriors fighting hard through Hab Blocks, Agri Forges, and vital Mechanicum facilities. The world is a pipeline to the rest of the system, responsible for the production of sustenance and the filtration of clean water for the human populations on Komodius and Tiliqua. However that all now hangs in the balance. The forces of the Mechanicum from Forgeworld Ferromort, aided by the might of the Astartes chapters: The Vlka Gungnir (A Space wolf successor) and the White Scars. They seek to defend against the might of the Black Legion and the infection that is the Death Guard.
5 House Gecko generals will duel it out using a modified version of the ‘Urban Conquest’ campaign system. Tales of Heroism and courage under fire, stories of destruction and pitiless slaughter are sure to come. Below is an introduction into the forces that fight on Draco Minus. Today we look at the two Astartes chapters. Stay Tuned for more campaign episodes!
They are the Vlka Gungnir, or ‘Wolf Spear’ in High Gothic. Taken as youths from the death world Fenris and held in stasis on Mars for 10 thousand years before being unleashed at the launch of Jarl Gulliman’s Indomitus Crusade. They are oathed with the role of the Rout since the AllFather and Wolf King stalked the stars, to do what others will not, to enact the Allfather’s Sanction. As the Eye spews forth the Allfather’s traitorous sons, the Sanction is never more needed.
‘Jarl Gunvor Gunvorsson’, known as ‘the Headtaker of Scardiburg’ leads the packs of the Vlka Gungnir as Jarl. He answers to none but the Great Wolf of Fenris, the organisation of the Vlka Gungnir is as in the Wolf King’s days, a savage alliance of kings. Clad in Gravis armour and armed with his mighty two handed blade ‘Gram’, death and destruction are all that he leaves in his wake. The Allfather’s Sanction falling on heretic and xenos alike. His implacable advance masking the speed ‘Gram’ is wielded.
Jarl Gunvor Gunvorsson
‘Packs Hafgufa, Ulfhedner and Torvigsson’Intercessor Packs. Natives of the death world of Fenris. Brought into the decimated Rout to bring the Allfather’s Sanction across the Sea of Stars. Led by Thorgrim Hafgufa, Fraeger Ulfhedner and Torvig Torvigsson respectively, these Intercessor Packs utilises bolt and blade in fealty to Jarl Gunvor.
Members of Pack Torvigsson fighting alongside Rune Priest
‘Uhtred the Broken’ Einjar of Jarl Gunvor, left on the red snow with his thread cut before the iron weavers found and remade him. Guarding the Sector Imperialis on Yorvik VII from the waaaaagh of Boss Big Toof, his pack fought the Orks for a day and a night before stemming the green tide. Left broken, his surviving pack mates dragged him to the Wolf Priests. Remade in iron, he continues to slay in the name of the Allfather, sentenced to a half-life of suffering and pain interned in a mighty leviathan dreadnought. A chassis of ancient providence, the leviathan pattern dreadnought was created in limited numbers in the latter days of the Great Crusade, developed in secret on Terra, away from the pervasive oculars of the Mechanicum. Its massive frame incorporates hybridised technologies, some dating back into the dim past of humanity. Towering over later Imperial walker patterns, this heavily armoured dreadnought is savagely powerful.
‘Uhtred the Broken’
‘Pack Mjölnir’– aggressors tasked with defending or seizing the most important objectives, the Saga of Pack Mjölnir is long and glorious. Trusted with suits of rare and mighty Mark X armour they stride across the battlefield reaping a heavy toll with overwhelming firepower before crushing any survivors with their fists.
‘Huginn’ is the Stormhawk piloted by the Ironpriest, Bjorn Brokk. Seconded to the Ultramarines in an attempt to further the bonds between the Chapters with his trusted Stormfang fighter, he fought valiantly alongside his battle brothers against the tyranids reaping a tally of kills before being dragged from the skies by a hive tyrant. Clambering from his cockpit just as the foul beast landed to finish the job, Brokk slayed the tyrant with a mighty blow of his axe. Returning to the fray in a Stormhawk, the Ironpriest helped the Ultramarines to drive off the xenos scum. Granted the Stormhawk as his, he named it Huginn and returned to the Vlka Gungnir. Fighting for his Jarl, Brokk continues to slay in the name of the Allfather, adding kill marks and victories to the hide of Gungnir. Eyes on the mighty craft driving off the maleficarum of the enemy.
‘The Scargills’ – Hellblaster Pack. ‘Henrik Henriksson’ is the alpha. The name of the pack, a reference to the scars carried by the members earned over the centuries of war amongst the stars. Long fangs armed with heavy plasma incinerators and clad in mark x armour, they are tasked with taking out valuable targets in the enemy’s ranks. Their keen senses honed over centuries of war are they are masters of stealth and cunning to get into position before obliterating enemy command structures in a hail of plasma.
The White Scars
The White Scars Battlegroup sent to Draco Minus
“Tell it to me again?” inquired the Khan.
“Mi-Ga-Le” replied Batu. “Me-Gaul-Eh” monkeyed the Khan. Batu shook his head. “You are close enough Khagan,” he said with an easy smile, “but if you wish to impress our new allies, I recommend that you improve upon your high gothic.”
Primaris Khan Ruoxuan
The Khan narrowed his eyes as he looked out if the viewport, “My speech…good enough.” Snorting as he replied high gothic, “the beautiful death of the enemy is a language all will speak however” he continued in Chogorian, “from lowly creature to glorious Khan. And this is what they shall see Batu.” He placed a hand on his mentor’s shoulder, looking at him in a cocksure manner. The old warrior looked down to the deck, his wise eyes studying the silent hell below. The words of the Khan washed over him like a chill tide, he wasn’t ready, not yet.
The Scars lead the charge alongside their battle brothers the Vlka Gungnir.
This primaris-whelp that laid his hand on his shoulder in reassurance had no real experience to back his assertions, and this worried Batu greatly. The Seer looked back at his tutee with a warm expression, moving the hand from his shoulder. “Ruoxuan, you are a beautiful poet, but I fear you have spent too long slumbering, pondering the sharpness of the pen rather than that of the blade.” Ruoxuan let his master move his hand away, his pride wounded. He had proved himself on the Chogorian fields many times since his awakening, slaying countless daemon trying to relive his astranged gene-brothers. He was chosen as Khagan of the second company on the merit of these deeds alone, why must his mentor doubt him? In frustration he looked Batu in the eyes to speak, then paused. The amber iris’s that stared back betrayed a wisdom that made Ruoxuan feel like a child. He snorted again in displeasure at his hubris and said, “I believe you are right, Laoshi.”
Primaris Ancient and 2 Primaris Lt’s stand watch for Scars
Awesome, thanks Alan, Joseph and Matt – looking forward to seeing what happens in this campaign. Stay tuned for more info on their opposition soon!