Tag: Tau

Neo-Normandy Commando Raid 1: Capture the Town

Neo-Normandy Commando Raid 1: Capture the Town

This is the third game of our “Invasion of Planet No’ohrm Ha’an D” series of battles, the first of the commando raids to simulate drop troops of the Aeldari striking Tau emplacements on the eve before the battle. The prior fluff is here: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ and my site has recaps of the prior air missions. The rules for the Commando Raids can be found here: https://the-dark-muse.com/2023/02/13/assault-on-neo-normandy-missions-2-commando-raids/. Enjoy.

Warlock Baranyl stood on the deck of the Saim Hann command ship, watching the monitors scroll with image captures. Coordinating an attack across two different Craftworlds was a lot of work, and adding in the unpredictable and highly irregular forces of some Drukhari brethren was all the more of a nightmare. Her role was to speak to the ship’s spirit stones that processed battle information and enhanced command-and-control. And the “wraiths” were… unruly… given the strange bedfellows.

The morning would see the ground assault committed in full, landing on a beachside city to extract the Aeldari artifacts that brought the combined assault to this planet in the first place. Tonight was a series of coordinated commando raids to capture some of the nearby villages and destroy some of the heaviest of mech-suits in their motor pools so that forces the next day were divided in response, allowing the assault to slip in and disgorge the troops needed at the site of the main battle.

The Tau ground forces had posted picket lines of sentries around their facilities, and while their heavier units were at the ready there was still some element of surprise. The Tau scouts, so graceless and clunky in their shod footsteps, were all keyed into displays on the system as they patrolled the grounds. Even the stealthiest amongst this young race were like lowing bovine on the plains with the noise they made compared to the silently approaching Aeldari. A number of sentries were eliminated by the fast-moving Drukhari on their skyboards, which opened the window to then bring the drop forces screaming down via Wave Serpents and Venoms alike.

The Craftworld forces were tasked with capturing a hamlet where a number of the larger battlesuits were waiting in reserve. Meanwhile the Drukhari dove into the main Tau infantry and smaller battlesuit forces with abandon. Baranyl watched the feeds and saw the moments where Drukhari were taking pleasure in the torment they inflicted upon the Tau soldiers. A sudden flash, deep within her, rose for but a brief moment. Like a whisper from She Who Thirsts, a memory of what her people had locked away and retreated from all those ages ago. Baranyl shook her head in disgust. The sooner these forces were split the better.

As the Aeldari forces started to reach their target markers Baranyl was pulled out of those dark thoughts. She could feel the various threads of motion all captured in the spirit matrix of her ship, feeding back all the impressions across the battlefield. Her concern focused on the heavier battlesuits, as those would be the ones most jeopardizing their forces in the morning. A contingent of Wraithguard with Wraithcannon unloaded on one of the larger suits, and while a pure hurricane of missile shots and large laser blasts were returned, the Tau suit caught the worst of the exchange as chunks of its superstructure were displaced with the blasts.

Chancing a look back toward the feeds from the Drukhari command net, Baranyl observed that they had deployed numerous winged jump troops they referred to as “Scourges”. At first glance they seemed like the noble Swooping Hawks aspect warriors with their wings, but she quickly realized that those were grafted, living tissue wings. Whether birds or bats, the warriors had mutilated their own bodies to provide them with that mobility on the battlefield. She shuddered in renewed disgust.

The battle was close amidst the barracks sector, where the Drukhari and Tau were near-even in exchanging destruction with each others’ forces. The Drukhari way of war was elegant but cruel, and they chanced far too much at seeing the destruction in the eyes of their prey up close. On her Craftworld monitors she saw much more orderly advance: Falcon grav tanks landing aspect warriors into cover to slowly make their way forward with suppressing fire. She honed in on a bright spot: a unit of Fire Dragons had downed one of the big suits, but was pinned down into cover and losing members from the ranged fire response of the enemies.

A screen started flashing as another Tau priority target was engaged. Baranyl flashed to that screen in time to see another monstrosity–some twisted Drukhari construct–tear into the Tau battlesuit from behind. She could see the flesh of the thing’s neck and arms, but otherwise it was mechanical. It floated on a repulsor motor like a distended marsh suckerfly, full up on blood from some woeful host. Finally it tore free the reactor from the back of the suit, and with a “whoomp” the Tau weapon of war imploded. Chunks hung limply from the Drukhari creature itself, critically damaged in the explosion. Baranyl wished its demise, unsure if because of revulsion or pity for whatever vestige of life remained inside the cruelly-fashioned thing.

Alerts started to sound, as in both drop sites the Tau commanders were taking a toll on Aeldari forces. Some of the most capable warriors on the Tau side were engaging with precision and destructive armaments, landing devastating damage onto the Aeldari forces. One feed caught a Tau commander surging forward on jet propulsion, his missile pods blasting into the terrain where the remaining Fire Dragons were hunkered. While the commander inflicted damage, the loss of all of the larger suits started to be felt and Baranyl responded to the tactical command from the fleet “target complete: withdraw to safe engagement range” by passing it through the varied units via the matrices.

The Drukhari drop site was an utter mess, with both sides in near ruin. The Drukhari commander himself, Archon Yraleath, had insisted on being part of this raid–even tho he was also planning on joining the central invasion in the morning. Despite all the losses around him, he launched into battle with one of the Tau Commanders. From Baranyl’s vantage point it was almost like he was toying with the commander: his blade struck key points numerous times but was always turned in a way to not pierce the armor. What is he up to? she wondered. Why are his strikes so cautious and hesitant? Why is he not slicing them down? She made a note to raise this to her own commander. As the Tau suit blazed away with its firepower despite the close proximity, the Archon was a bit slow and caught a plasma blast that seared away a section of armor on his chest. He immediately sprang backward in a rush, darting back between the obstructions of the battlefield to safety. He’s hearty and capable even injured, so why the hesitance in the fight?

The Aeldari drop site had been thoroughly scoured of heavy troops, and captured by their forces. The Drukhari site much more closely fought–one town building barely controlled by a few straggling troops while the Tau Commander sheltered in the structure that dominated the other side of town. As close to a draw as possible. It was clear the Drukhari needed the Aeldari to pull of this raid in every way, and that applied even to the ground-level combat it seemed. So why did Archon Yraleath hold back so in his assault? What was his game?

Baranyl filed those thoughts to mention to her commander soon, and turned her attention to the other set of commando missions about to unfurl: strikes on the very heaviest Tau weapons of war. She hoped all this was worth the destruction, that the artifacts recovered would lead toward the path of wholeness and peace. Not in the moment surely, but in generations. She could hope.

Painting Progress

I’ve been toying with some Ynnari plans for my Aeldari forces lately, so finished up a group of Aeldari Rangers with Saim Hann colors (that of course match my Drukhari color scheme).

I’ve also been working on some Battletech miniatures recently, as the new models coming out for that game are finally not hideous enough that I’m willing to give it a go with my friends. I always enjoyed the crunchy style games with the hit locations, so I’m kind of keen to get into it more. I decided on Clan Jade Falcon mostly because of the cartoon show from back in the day, hah. The colors are a bit John Deere, but I dig them. I started with a base of Elementals, a Mongrel, and the iconic Clans Timber Wolf.

So yeah, a fair amount of painting progress completed. More fun ahead as well!

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 143 PL

Aeronautica Imperialis Aeldari: 373 points

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Elementals (x1)

Assault on Neo-Normandy Missions (2) – Commando Raids

Assault on Neo-Normandy Missions (2) – Commando Raids

The air war is done, and now it’s on to the Commando Raids in our continued set of linked games at our local LGS, Drawbridge Games in Pittsburgh, PA. As before (https://the-dark-muse.com/2023/01/11/assault-neo-normandy-missions-1-strategic-air-war/), I wanted to provide the rules for what we’re doing in the missions in advance of our actual games. The Command Raids will be two missions, representing airborne forces dropping to capture a key location and to sabotage a gun emplacement. They’re meant to represent the Saint-Mère Eglise and Pegasus Bridge drops during the Normandy invasion in World War II–just with Warhammer 40k factions continuing their battles (Aeldari as the Allies, T’au Empire as the Axis).

Commando Raids and Sentries Rules

These sentries rules were directly adapted from the battlefield rules released along Moon Base Klaisus set for Warhammer 40k 8th edition (https://www.games-workshop.com/resources/PDF/Downloads/40K_Moon_Base_Klaisus_CB.pdf)

For a mission with Sentries, the Defender includes an additional unit beyond the PL of the game they’re playing. This unit should normally have the Troops Battlefield Role, contain up to 10 models, and have a Power Rating of 10 or less. In this scenario, note that the options can include Fast Attack—Drones or Pathfinders are valid choices for sentries as well as Fire Warriors, Breachers, or Kroot when T’au are the defenders.

The “Sentry turns” exist prior to the start of the game, where the Attacker’s Units are moving (and potentially shooting or charging) and the Defender’s sentries are on patrol and moving around the board. The Defender’s other forces are “encamped” and do not move until the alarm is sounded.

Each Sentry model moves and acts as a separate, individual unit throughout the battle. At the start of each of the Defender’s Movement phases, both players roll a dice for each Sentry model, in an order chosen by the Defender. The player who rolled the highest can move the model the distance indicated on their dice in any direction (a Sentry cannot Advance as part of this move). If the rolls are tied, the Sentry does not move.

At the start of the game, all is quiet and the alarm has yet to be sounded, but it is raised if any of the following occur:

  • A model from the Attacker’s army fires a non-silenced ranged weapon. Silenced ranged weapons are weapons that can ignore the “Look Out Sir” rule (e.g. Sniper Rifles). If the Attacker’s army fires any silenced ranged weapons, the alarm is raised if they hit but fail to kill their target with that shooting attack (as the target certainly feels the shots!)—and if targeting units with multiple models, the alarm is raised if any of the models in the targeted unit survive.
  • A model from the Attacking player’s army attacks a Sentry or a non-Sentry unit in the Fight phase but fails to kill them (in the latter case, the entire non-Sentry unit would need to be killed in the single fight phase). Note that the Defender’s models cannot fire Overwatch during the “Sentry Turns” phase of the game.
  • A model from the Attacking player’s army is spotted by a Sentry. An enemy unit is spotted if it is within a certain range of any Sentry at the end of any Movement phase (whether or not that unit is visible to the Sentry). The spotting range depends upon the Power Level of the Attacker’s unit, as detailed below:
Power Level*Spotted Within
5 or less3”
6-106”
11-199”
20 or more12”
*Note that vehicles and anything deemed “loud” (e.g. all Ork units that aren’t Kommandos or Gretchin) double their PL for purposes of this chart.

When the alarm is sounded, the Sentry Turns end and the game begins with turn one. If the alarm is raised during the Attacker’s turn, their turn ends after the action that raised the alarm has been completed. It is now the Defender’s turn one. If the alarm is raised during the Defender’s turn, then the Attacker and Defender roll off, the higher roll being the first turn of the regular game. In either case, the Sentries are now under full control of the Defender. The sentries must move in the movement phase toward regaining coherency, and when they’re in coherency those elements “form up” and remain a unit for the rest of the game. They otherwise act independently (shooting and charging) until they “form up” in a movement phase or other movement on the board. The Defender’s units that were “encamped” now are fully active and participate normally.

Mission One: Capture the Town

The Attackers are conducting a night raid to capture a critically-placed town. Their goal is to disrupt the enemy reserves and keep them from massing at the nearby beaches the following morning where the full invasion will be taking place.

The Defender’s deployment zone should include two notable buildings that form the center of the “town”. These serve as the objectives of the battle. Sentries can be placed anywhere within 18” of the Defender’s board edge, and need not be in the deployment zone (can be closer to the board edges). The Defender deploys their army and sentries entirely before the Attacker deploys. See the deployment zone chart below for the layout for the mission.

At the end of the game (5 normal turns), the Attacker wins if they hold more buildings than the Defender—holding both buildings or holding one while the Defender does not hold the other. If both hold one building, it’s a tie. Any other result is a win for the Defender. “Holding” a building requires that a unit be inside the building’s board footprint, and that no enemy unit be inside that footprint.

Mission Two: Spike the Big Guns

The Attackers are conducting a night raid to disable one of the massive artillery weapons of the Defenders—in this case a titanic battlesuit waiting in a drydock staging area. The goal is to destroy the towering battlesuit so the Defenders cannot use its long-ranged capabilities to bombard their landing forces the following morning of the full invasion.

The Defender’s deployment zone has a single additional model added to the game—a Lord of War Battlesuit such as a Ta’unar or Stormsurge (if adapting to other forces use something similar), which counts as the “Big Gun” objective and should be in the center of the battlefield. Sentries are maintaining a close perimeter to the Big Gun, so they must deploy within 3” of the Defender’s deployment zone. The Defender deploys their army and sentries entirely before the Attacker deploys. See the deployment zone chart below for the layout of the mission.

The Big Gun model is inactive for the battle, and the Defender’s forces should not include an equivalent or larger model. This model is not “active” in the battle, and a piece of terrain should be set up next to it to represent the suit being still connected to staging rigging. The staging rigging means the suit cannot be disabled at range (fueled defensive shielding or otherwise encased safely). Instead, the Attackers must destroy it with the demo charges that they have brought for the purpose. A Ta’unar Big Gun has 30 wounds, while a Stormsurge Big Gun has 22 wounds. Attacking infantry units can begin an action in their shooting phase instead of shooting (unless they have a special rule to shoot and do actions) as long as they did not advance that turn and are in base-contact with the Big Gun to “Plant Explosives”. The action concludes at the end of their turn as long as they do not Charge in the charge phase or are not engaged in the Fight phase. At that point, count the number of infantry models that conducted the Plant Explosives action and record it. Defender’s infantry models on their turn have an action as well, called “Clear Explosives”. Their action has the same restrictions as “Plant Explosives”. Again, at the end of their turn count the number of models who completed the action. At the start of each Attacker’s Command Phases (and once more at the very end of the game) the Attacker rolls a number of d6’s equal to the count of Attacking models who successfully completed the Plant Explosives action, counting all dice of 3+. The Defender rolls a number of d6’s equal to the count of Defenders who successfully completed the Clear Explosives Action, counting all dice of 5+. Subtract the Defender’s successes from the Attacker’s successes, and then apply the remaining number of Attacker successes as wounds to the Big Gun. The mission ends after 5 turns. If the Big Gun is destroyed at or before that timing, the Attacker wins. Any other result is a Defender victory.

Campaign Outcomes

Capture the Town: This affects the response time for the Defenders’ reinforcements. If the Attackers win, then any Defender reinforcements suffer penalty on their reserve rolls for the invasion missions (cumulative with the penalty for the Strategic Bombing mission from the Aeronautica game if that was an Attacker win).  

Spike the Big Guns: This affects the quality of the barrage against the Attackers’ large landing ships, leading to slower deployment of the flotilla of landing craft. If the Defenders win this mission, then the Deployment zone for the Attackers on sea landing missions is only 12” rather than 18”.

Painting Progress

More progress on the Drukhari, this time finishing up five Incubi. I’ve been needing to get squads of these together for my force, as they’re quite effective in the game. I’d been fiddling with the paint scheme, but finally found what I wanted. I think they turned out quite well. Setting them amidst the rest of the force makes them certainly stand out, but they still keep the same core colors (just in a different pattern), so I think they click nicely.

I also added yet another unit of five Wracks to my force. That makes a total of 25 Wracks–two squads of ten and one of five, which should make for a really good foundation of warriors for my force.

Next up I’m adding a whole set of models to my Wych Cult for the Commando Drop Missions, so stay tuned for those. I’m also painting up a set of ship-board battle terrain that I’ll leave at my local gaming store (it’s the basic set from GW for Into the Darkness kill team boarding actions, with a bit of an Orky mod to it). I’ve also got a plot for an Aeldari Outcasts/Corsairs/Exodite ship and/or base that is in my long-term plans for my own gaming table which I’ll do up at some point.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 129 PL

Aeronautica Imperialis Aeldari: 373 points

Nightwing Ground Attack

Nightwing Ground Attack

This is the second game of our “Invasion of Planet No’ohrm Ha’an D” series of battles, the second of the Aeronautica Imperialis missions that we’re doing to set the stage. The prior fluff is here: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ and the recap of the first mission is here: https://the-dark-muse.com/2023/01/24/air-caste-in-retreat/. Plus the rules for running the Aeornautica Imperialis portion of the battles are here: https://the-dark-muse.com/2023/01/11/assault-neo-normandy-missions-1-strategic-air-war/. Enjoy!

Ezruin leaned in on the stick of the Nightwing fighter jet as it slipped near straight down to the surface of the planet below. He wanted to test the craft out a bit more in atmospheric flight, as he was not as familiar with the craft as some others. Archon Yraleath had connections somewhere on the Saim -Hann Craftworld, and had either bought, bartered, or pilfered thirteen Asuryani craft to form his own squadron of attack planes. Yraleath had dealt them out to his Dracons and Trueborn as gifts. And like all gifts from the Archon, these were double-bladed. Certainly their Craftworld cousins’ technology was excellent, and made for a sleek sky-borne force, and a handsome prize for each of Yraleath’s lieutenants. But at the same time none of them were expert pilots themselves, and Ezruin noted that the pair of Voidraven Bombers that the Archon used to supplement his raiding parties at times were nowhere to be seen amidst the attack. Was this yet another chance to potentially cull the various subordinates within the Kabal? If so, then Yraleath was foolish–as the more skilled would be more likely to survive. But then again, it may be a matter of setting them up in comparison to the well-trained Craftworlders whose blue jets and bombers had joined in the attack. A chance for Yraleath to berate the lack of skill of a Dracon by speaking well of a kin’s craft that beat them to the punch? Ezruin pulled back on the stick at the near last moment, his plane leveling out and barreling along the smoky ground. The distraction of these things would cost him. Focus on the mission.

Ezruin’s Nightwing had been fitted with underslung missile launchers, and served as a sort of torpedo bomber in design. Ride in low over the ground and loose missiles into the varied industrial and command-and-control targets that they had identified. Yraleath had some sort of network of scouts that had provided him information on critical targets of T’au logistics in advance. Ezruin hadn’t seen any Mandrakes slinking around the ship nor in the court of late, so he wondered if this was more collaboration with their Craftworld kin. Before the spread of the Ynnari into the streets and courts of Commorragh connections to the kin had been infrequent and often violent. Yraleath was no Corsair, but a proper Drukhari Archon, so these connections were unseemly to a Trueborn like Ezruin.

The Aeldari planes drew together into a wide formation, screaming toward the set of targets on the horizon. Their instructions were clear: destroy the critical infrastructure, down T’au planes where possible but if the foe hangs at range use defensive maneuvering and elevation changes to keep the defensive force chasing shadows. A trio of three Phoenix bombers raced ahead followed by a swarming cluster of the Craftworlders. Ezruin immediately noticed the difference–the Drukhari were all skilled, certainly. But they were not dedicated to the craft of flight in the way of their kin, not by a long shot. While his Kabal’s red planes flew in straight, swooping arcs, the blue planes of the Craftworld tore into all manner of complicated flight pathing, weaving in and out of each others’ way like some complicated ballet. Ezruin was impressed, will be more impressed if they could weave the death of their foes equally well.

In an instant, the battle was engaged in full, with planes from both sides criss-crossing each other amidst the complete dogfight. Ezruin kept his plane low, seeing the T’au anti-aircraft weapons spooling lines of flak fire thru the smoke. T’au fightercraft wove through the Aeldari forces, dropping plane after plane once they got closer. The thicket of fire was intense, but Ezruin finally loosed his two loads of missiles onto a T’au supply depot. The blossoming explosions caught some manner of ammunition depot inside, and the thing went off like a fireball–causing the hazy smoke of the sky to flash orange and nearly blind Ezruin.

Within just minutes the signal was relayed that all targets were hit and confirmed, and that flyers should return to their bays on the waiting Void Stalker starships that had puled back to low orbit after discharging them. Ezruin pulled the Nightwing sharply along a river canyon, low enough that the treeline obscured his progress. This was all part of the invasion plan, but the good part would be next. Fightercraft battles were fine, but the exhilaration of combat in person is where he would truly find some release. He could feel the dark whispers at the back of his mind, the pull on his soul. Soon enough, T’au blood would quiet them… at least for a stretch. The T’au at the actual beachhead should be suitably isolated thanks to this attack–their reserves delayed. While the Craftworlders wanted to get the world back as a whole, Ezruin knew that Archon Yraleath was not the sort to stick around for a protracted campaign. What he wanted and why remained to be seen.

Painting Progress

So much painting, so little time. I added three new Nightwings to my Aeronautica force for the game. You can’t see it really clearly in the pics below, but they have missile launchers so they’re suited for the ground attack role (which is why I went sweptwing extended, and a “torpedo run” angle pointing more downward than my other planes.

This was the last Aeronautica event (as our current plans stand, at least), so I also put some energy into painting regular Drukhari forces for the next stages of our Neo-Normandy invasion (as well as for some boarding action fun coming up at our outstanding local game store, Drawbridge Games).

That meant adding even more Drukhari Wracks to my forces. Tried to batch paint them in greater numbers, but working on groups of five ultimately became what I could tolerate. Did five (above) with an Acothyst bearing a Mindphase Gauntlet and a Stinger Pistol plus one model with a Liquifier Gun. Then another five to round them out to ten, with another Liquifier Gun. Again, I remain pleased with how these models look when they’re finished. Having now finished up 20 total of them they’re getting to be a sizeable addition to the force.

I also wanted to finally add some Incubi to my army. They’re such cool models, and great in the game. They took some thinking on how I would paint them, so I’m sharing the test model I did up below. I wanted to ensure they were mostly in black armor, and that there was enough red to tie them to the others. I saw some professionally painted models that did white in part that I really liked, so I gave it a go myself.

Overall I’m pretty pleased, and the full squad of five is next up in my painting queue. This is good as a start, because I’m also likely to be dabbling in a bit of Craftworlds Aeldari as I go forward, so working out the balance of aspect shrines with my own army overall colors will be a long term goal. Incubi are technically aspect warriors themselves, which is cool. So more ahead!

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 122 PL

Aeronautica Imperialis Aeldari: 373 points

Air Caste in Retreat

Air Caste in Retreat

This is the first game of our “Invasion of Planet No’ohrm Ha’an D” series of battles. The prior fluff is here: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ and the rules for the mission are here: https://the-dark-muse.com/2023/01/11/assault-neo-normandy-missions-1-strategic-air-war/. Next game will be a second Aeronautica Imperialis mission–a bombing run against strategic infrastructure.

Kor’Vre Vior’la Ires had been the Navigator and Weapons Operator on his Tiger Shark AX-1-0 for three years. Seconded by the Air Caste to the No’ohrm Ha’an system for system defense, Ires’ combat wing had been stationed on the fourth planet in the system for quite some time. The system itself had strategic expansion import, and there were a few times that the wing had been deployed in full combat status. Most recently an Ork Rok fortress drifted into the system outskirts, and disgorged that race’s motley forces across the sixth and seventh planets of the system. Ires’ plane had downed three Ork Stompas as they raged across the chemical fields of one of the planets, saving countless T’au lives from their cruel guns. With his pilot Kor’El Diaron dodging the thicket of flak fire they monstrosities kicked out, Ires could focus on using the paired railguns of their plane to demolish the Orks’ heaviest of equipment.

The fourth planet was a good spot for a base, as the planet was itself a delightfully relaxing place. Covered in natural vegetation and the ivory and limestone constructions of some past civilization made it smooth for them to all settle down and into the pace of life there. Even amidst military drill, the atmosphere of calm and comfort filled the planet. Apparently the only predator species on the planet were occasional feral gyrinxes, which made the basic animal life of the place calm. Ires was watching a few birds alight on a tree outside the ivory structure where he had made his home outside the barracks, when the peace was shattered. The warning sirens went off–shrill in the warm air. “Scramble” Ires recognized immediately, and without even grabbing his personal pack he dashed fast as he could across the smooth courtyards and garden terraces to reach the airfield the Earth Caste had carved from the greenery.

As Ires settled into his navigator’s seat in the plane, he was already asking Diaron what she knew of the threat.

“Came out of nowhere. A fleet of Aeldari ships sporting all sorts of make and marking apparently. More than just pirates and raiders tho. This is an invasion force.”

Ires’ computer was spitting out threats, both in the space above the planet and the atmosphere of the planet itself. Seems like the fourth planet was the focus–the board was lit up with enemy fighter craft streaking in formation across the skies. They seemed to be targeting the two main air bases, and already the pair of Gal’leath class Battleships from the Merchant Fleet in high orbit were broadcasting distress calls. Had the capital weapons of the Aeldari stricken their main system ships? How did the Water Caste not warn them of potential attack?

Diaron guided their Tiger Shark into formation with the swarming Barracudas and other Tiger Sharks. If the capital ships were crippled, it was a good thing that they had taken the time to build terrestrial bases for some of the air forces perhaps. Maybe the Water Caste were more prepared than they expected.

Drone-captured video feeds of the enemy attack wing registered on their instruments. “At least three different color schemes amongst the Aeldari planes,” he said to Diaron over the comms. “Three Craftworlds?”

“Perhaps,” she replied. “Or perhaps just raiders? Though this is a big force for raiders.”

Ires had never faced Aeldari in actual combat before, only in computer-run simulations. He was prepared for them to have both perfect formations and then break into individual… flourishes… of pursuit when the battle enemy was reached. He was not ready for how flawless their ability to fly really was in person. Even the computer simulations could not capture the daring-ness of their maneuvers, so perfectly executed. Diaron could fly circles around Ork and Imperial fighters, even in their large Tiger Shark bomber. But she might as well be flying a bulk air tractor compared to the Aeldari’s grace and precision.

At least they had firepower volume, Ires thought. The railguns were actually not so effective against the swarming lighter craft, but Ires’ smaller armaments and turrets started to take their toll in sheer mass of fire. The Aeldari were perfection, but delicate perfection. It was all about closing fields of movement. Ires watched a foe plane snake through six columns of fire from four different T’au vessels. Even the slightest gap in fire would be used by the Aeldari to escape. Ires programmed the targeting solutions to closer bursts–waves of fire that hopefully formed a wall. The few Aeldari planes that had been dropped took only a couple of hits to down at most.

Ires managed to down a Phoenix class bomber (according to the ident computer, that was the designation), and proudly broadcast the basis of his firing solutions to the wing’s gunners at large. However, in that moment he noted just how many planes had been lost. The Aeldari first strike had eliminated too many ships, taking out as many of the Barracuda fighters as they could manage first–then turning on the slower Tiger Sharks. Diaron had already gotten the call, and was snaking their way out of the conflict space. They and a sole Barracuda managed to get free and shake pursuit. While the Aeldari had taken losses, it wasn’t as dramatic as what the T’au wing had suffered.

Diaron guided the Tiger Shark up out of the atmosphere, and toward the fifth and sixth planets in system–engaging the gravitic drive to make further distance from the spot of conflict at rapid pace. There were ample ground assets on the fourth planet, and the dense hedgerows of the the green countryside would make for slow going for a conventional invasion force. The T’au might have time to regroup, and with time could surely outnumber the Aeldari. The question was whether the remnants of their fighter wing, the other fighter wing, and the remaining space fleet could protect the skies or not. In the short term, the Aeldari would have the advantage. The air war had begun to be theirs, and if they would start with strategic air attacks or a full-on assault, only time would tell. Ires found himself thinking about his pack, back on the ancient terrace where he had been bunking. Was the design Aeldari? Or some other lost race? Either way, he had lost friends and his dwellings, at least for the moment with the latter. He began writing up a more nuanced firing solution to share with the wing’s Kor’O when they could reach contact. The Aeldari would go no further if he could prevent it.

Painting Progress

I painted up yet more Aeronautica Imperialis planes for this game. Two more Phoenix bombers joined the ranks, both with Starcannons to serve as close firing attack craft.

For longer range, I built and painted a delightful Forgeworld model: the Vampire Hunter. It’s a great looking plane, and I love the look of it (please Forgeworld… re-release this one in 40k scale for us). It’s rules in the game are underwhelming. Sort of a long-range heavy damage plane. Not awful, but my Phoenixes and Nightwings did way more work during the battle than the Vampire.

Finally, I’ve also been working on my 40k Drukhari forces. Added another 5 Wracks to my completed pile, which was fun. I’ve got more of these on the docket as well, as I want to flesh out some big squads of bodies for the invasion scenarios. Needs to be those masses of soldiers unloading off of Raiders onto the beach to assault the T’au lines. And Wracks will be part of that.

All told a lot of painting done! Yet more to go. Much more.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 116 PL

Aeronautica Imperialis Aeldari: 295 points

Assault on Neo-Normandy Missions (1) – Strategic Air War

Assault on Neo-Normandy Missions (1) – Strategic Air War

As I indicated in my prior post, a few of us at my LGS (the outstanding Drawbridge Games, in Pittsburgh, PA, USA) are doing a Warhammer 40k re-fight of the Normandy invasion in WWII as a series of linked campaign games. The story set-up for the entire invasion can be found in this post: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ We’re doing the missions as Tau as defenders, with Aeldari (both Drukhari and Asuyani) as attackers. I’ll have a blog post about how each of the battles fares as we play them, but I also wanted to set up the parameters of the various games that we’re playing so that if others were inclined to do their own Normandy-themed campaign they could. There are four phases of the campaign, which include multiple games within each phase. The four phases are: the Strategic Air War, the Airborne Landings, the D-Day Coastal Landings, and the Consolidated Invasion. We’ll be using a modified version of the Planet Strike rules from Games Workshop to guide these, where we’ll fight every battle but they result in consequences for further battles down the line, from rules modifications, bonus units, or just different missions based on results. Huge kudos to my friend Ryan for putting together the core of these rules for the set of games and having the idea for it in the first place.

Phase One: Strategic Air War

This phase of the invasion involves the dogfight squadron battles to establish air supremacy, followed by an attempt by the attackers to strategically bomb the supply lines of the defenders in the lead-up to the invasion. We’ll play this out with two sequential games of Aeronautica Imperialis.

Game One: Air Supremacy

The attackers are seeking to gain air superiority by tackling the defender air assets directly. This game played as a standard Aeronautica Imperials dogfight with two equal sides. Points for enemy flyers eliminated are used to calculate margin of victory.

For our game, we’re having a whopping 500 points vs 500 points (or more!) battle, with the mighty Tau Tiger Sharks and Barracudas being struck by swarming Aeldari Nightwing Fighters and Phoenix Bombers. We use the optional damage rules, as tailspins, smoking hits, and on-board fires make for a much more amusing game overall.

For outcomes, a victory by the defenders slows the ability of the attackers to completely own the skies on landing day. However, they still have the strategic advantage at this point of the war in the air, so there’s no bonus conferred for a defender win. If the attackers win, however, the leave the skies of the shores undefended while the defenders’ air force withdraws to protect more inland targets. That awards the attackers the following ability for the D-Day Coastal Landing missions in Phase Three.

Tactical Bombing Run: Once per game in the D-Day Coastal Landings battles, the attackers can call in air support to soften up a visible-by-air hard target and/or defensive position of the defenders. During their Command Phase of any term, the attackers can nominate a single enemy unit or fortification, and roll a d6. On the score of a 3 or better, the bomb hits on-target. They get a +1 to the roll if the target is a Titanic Vehicle (in this game, that’s the KX139 Ta’unar Supremacy Suit or the KV128 Stormsurge), and a +2 to the roll if the target is a Fortification. If they target an infantry unit, then instead there is a -2 to the roll. On a successful 3+ hit, the target takes 2d3 mortal wounds. On the result of a modified 6, all units within 3″ of the target take 1d3 mortal wounds. If the target is a fortification, on a hit the fortification takes 2d6 mortal wounds rather than 2d3, and units inside take 1d3 mortal wounds. This also can explode on a modified roll of 6 as above (as ammo stockpiles or critical machinery detonate).

Game Two: Strategic Bombing

The attackers are preparing for the coming invasion by bombing roads, bridges, railways, and landing pads to deny options from the defender in preparation for the looming coastal assault. This game is played as a modified Aeronautica Imperialis bombing mission, where the defender has three bomb-able ground targets that can yield points to the attacking forces. Each has 5 structure points, and yields 5 victory points for each structure destroyed plus a bonus 5 if destroyed completely. Two of the targets have defenses that can return fire as normal until destroyed.

Again, we’re hoping to have 500+ points of planes per side in our fighting of the battle, which makes for a pretty epic air combat, and again use the optional damage rules as well for the game.

For outcomes, again the defenders are trying to just hold on and keep their defenses intact. A win for them ensures that their reserve forces and materiel are un-interrupted. However, a win for the attackers in this mission will disrupt the reserves of the defenders. They gain the following bonus during the D-Day Coastal Landings phase of the battle:

Delayed Reserves: The Defender in this scenario suffers a -1 to all reserve rolls using the Planetstrike Mission Rules reserve charts.

Once the Strategic Air War phase of the invasion finishes these two missions, it moves on to the second phase: Airborne Landings (which will be the next rules post on this site).

Painting Update

Air Force and Airborne units both are things I’ve added to my painted pile. I had four Aeronautica Aeldari planes done, so I added two Phoenix Bombers and a Nightwing to increase the force (and I have more to finish).

And while it’s looking a bit ahead, I also finished up a unit of Scourges to help flesh out the Airborne troops of my force for that phase of the invasion. I’m super-pleased with the Hawk Wing paint scheme on these, which matches the first unit of Scourges that I painted up with Haywire Blasters.

All-in-all a good amount of painting progress to get ready for the Assault on Neo-Normandy invasion missions that we have ahead these next few months.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 113 PL total, 5 PL in 2023

Aeronautica Imperialis Aeldari: 198 points, 86 points in 2023

The Invasion of Planet No’ohrm-Ha’an D

The Invasion of Planet No’ohrm-Ha’an D

FYI. This is the draft version of the fluff background for a set of games that I’ll be playing with some friends, pitting Tau vs Aeldari in a linked campaign that does a 40k version of the Invasion of Normandy from World War II. Changes will be made as the narrative solidifies.

“Ah, good kin. So glad you could join me. Your seer-sight did steer you right, I assure you.”

The Warlock exchanged a bemused glance with her Autarch at the words uttered by their host. To call them “kin” was near-insult, and the Warlock’s visions were clouded with all manner of warning signs. Even finding this eddy of the Webway with their own small craft, and docking with this entirely suspect Voidship left them near-convinced this was a bad plan from the start. This was a Drukhari ship, and their host an Archon named Yraleath.

“I assure you… relax” Archon Yraleath continued, attuned to their discomfort. “As you well know, this is about mutual gain for your Craftworld and my Kabal both. Our ancestors draw from the same source, and that bloodline shares roots long hidden, but now found.”

Yraleath swept his hand to a large drawing easel that floated just above the deck on a grav-suspensor platform, which contained an elaborate set of sketches. Unfurled star charts and a few open tomes were also on the easel. Flecks of paint and ink, and worryingly perhaps other substances given some of the jars that littered what seemed to be the Archon’s study, were everywhere. But the core of the sketch was clear: an elaborate tree housing a gem, beside what were clearly hand-inked battle plans.

“The Peridot of Isamena,” Yraleath said, his hand gingerly patting the canvas painting. That name provoked another glance between the two Craftworld visitors, this time more of surprise. “Ah, yes. You recall Isamena’s name at but a mention. She who wove the stones and the earth, one of the engineers who helped grow your very Craftworld.” The Autarch gave a clear nod of confirmation, and the Archon continued. “Isamena was not only a traveler on your home amidst the stars. Her lover, a Corsair named Ynakara, may be less known to you. Ynakara walked many paths, including the streets of Commorragh. And their children walked with Ynakara, and their descendants number many amidst our Kabal. One of your great architects and engineers, but also our greatest of grand-mothers. After a fashion.”

“When she grew weary after so many years, Isamena left your Craftworld, as you well know. What I have discovered is that Ynakara helped her find a place to settle. And there she worked on growing her most wondrous and massive creation… beyond your lovely Craftworld, of course.” There was only the slightest hint of jeer in the phrase, and both Warlock and Autarch let it wash away. “The Peridot of Isamena, a gem gradually woven up from the earth amidst the cluster of a Juniper tree in the direct center of her garden, a garden woven to cover an entire planet. All those natural lines, all that energy, all converging in a single point. A most auspicious rock.”

“Thru much research and investigatory… hmm… raids, I’ll say, I’ve located the planet where our shared ancestor made her retreat. And as far as I can tell, the world-garden is still very much intact. Her touch is everywhere, in every tree and stone. With all energy centered in the Peridot. And all the more surprising, it yet stands despite the current… occupants.” Yraleath pointed toward the star charts. “What is the phrase that pertinacious Farseer of Ulthwé uses for them? Striplings? Those young striplings of space, the T’au, are the ones who hold the planet now. At least they are not the barbarian Mon-keigh of Terra, who would tear it all down in an instant if they knew one of ours had a hand in it. But the T’au have a muse of beauty at times, so I do believe they would preserve another species’ garden for its own sake. At least not unduly plow her woven creations into the soil out of xenophobic spite.”

“There are reasons you would seek Isamena’s creation, and reasons my Kabal would be interested in mounting a raid there as well,” he continued. At this the Warlock knew there was more unsaid in the Archon’s offer, but chose not to push on it. However, she did resolve to report the suspicion back to the Seer Council upon return. “It will take more than a usual sort of raid, of course, as the stripling T’au have quite a force on this world. The nearest Webway access leaves a system to traverse. The T’au refer to the system as No’ohrm-Ha’an, and the fourth planet, designation “D”, is the one where Isamena’s lost garden lies. We’ll need to arrive in force in the system, and mount a full invasion to root the… bovine in battlesuits… out of the city where our prize lies. That will take your armory of ships and the fabled Wraith Host of your halls. I need your military might for a proper invasion of the beach-side coast if we’re going to be free of the T’au. You need my forces, our speed, and my most brilliant battle plans to make it all a success, not to mention my help in finding the center of the garden when we get there.” Yet another glance was exchanged between the Warlock and Autarch at the strange self-serving confidence of their strange host.

Yraleath rolled up the canvas pages and drawn diagrams and carefully tied them with a length of reddish twine of some sort. He handed them to the Autarch. The Warlock took a look closer, and saw that the twine was likely a length of dried and cured intestines, and knowing the Drukhari, it would be those of a sentient creature surely. She would have to inform her Prince of that fact, but perhaps at a moment when he did not bear it in his hands in front of their host. As surely the reaction would be one of disgust, and care to avoid seeming even slightly rude was needed here.

“Think it over, my kin.” The last words of Yraleath echoed in their minds they exited his study and started to walk the halls of his vessel back to their own craft.

“This would cost so many lives,” the Autarch muttered. “The operation he sketched looked immense at first glance–a full air war, multiple insertions of raiding elements by drop craft the night before, then a mechanized shock assault across water onto a fortified beachhead. Those T’au may be a young race, but their guns are formidable.” Their Craftworld had encountered the T’au on occasion, and even their temporary emplacements and air defenses loomed as deadly both their minds.

“You’ll bring this to the Seer Council,” he continued. “Look to the skeins of fate, as you do. If this is true–and I don’t trust our ‘kin’ entirely on that even–but if true, we must act on it. I can awaken the Wraiths and stoke the forges of Vaul. We can bring such destruction to the skies and shores of the T’au that they will be forced to leave the planet, to withdraw back to their other holdings. At least long enough for us to transplant what we can of the garden of Isamena back to a spot where we can tend it. And see if her soul resides in the Peridot, as having her wisdom and guidance once again would be of great help in these troubled times.”

The Warlock sighed as she took her seat when finally back in their own craft. Isamena had chosen to retreat from the Craftworld when she grew weary. Now they were on the precipice of bringing not only fire and death to the planet of her refuge, but perhaps to bring her dormant spirit into service once more. That alone gave her pause. But to leave such wonders in the hands of the T’au Empire, to not have them within the halls of the Craftworld, that too must be considered. The Warlock mused to herself whether the seer-sight would “steer them right” indeed. No’ohrm-Ha’an D? A vision of darkness and haze over beaches littered with Aeldari bodies crowded her sight as their ship took off and slipped back into the cold stark void of space.

Drawbridge Gulf Expansion (2)

Drawbridge Gulf Expansion (2)

So I’ve provided my update about Night Lords and about Necrons, now time for the update about my other army I’ve been fiddling with: The Tau Empire. Amidst the different plans of Covid-time (which included a whole lot of army swapping and a healthy dose of retail therapy that added to the pile of grey plastic shame), one of the aims that surfaced was doing some Tau in conjunction with other players in my area (check it out here: https://circleofinclemency.com/2021/01/19/drawbridge-gulf-expansion-1/). Some progress was made, though all three of us drifted to different projects as well (Ryan to Sisters of Battle and Colton to Custodes).

But I definitely don’t want to let the Tau flame die as I go forward, honestly feeling like they are sitting well as a balance to my Night Lords Circle of Inclemency force. Might have to plot out a Circle of Inclemency backstory amidst the Tau as well!

So I’ve gotten back to painting them, which included rebasing the entire force to my preferred lava bases. I think I’m more inclined toward Necrons at the moment, but still made some progress so wanted to update. I added a bunch more Stealth to my force, as they paint up so quickly. All told I did up 12 additional Stealth Suits, two Ghostkeels (with their drones), and two sets of two Gun Drones.

First set, front were already painted added the back three (all in stealth tech camo–which is why it was easy to add them!)
Again, the back row three were added.
Drones! Drones! Drones!
I didn’t get a static shot of my Ghostkeels and the other unit of 6 stealth, but had this one from the game. You can see the first Ghostkeel I had painted in the foreground (on the building). The one with the Cyclic Ion Raker is amidst the group of models toward the back left of the picture, and the other with a Fusion Demolisher (complete with “experimental upgrade” modeling) is below the building (you can just see it’s base and a stealth drone). The six all-stealth-field stealth team are also back behind the foreground on the left.
AX3 Razorshark Strike Fighter – Added to the Tau pile of completed models just to get it done.

Played a fun game (see above) against Chaos Knights, managed to squeak out the win after much destruction on both sides. And then got in a game against Custodes with my Tau that I just lost. As usual, Tau are fun but their lack of melee just really holds them back. Only one phase of the game just isn’t ideal. Also took them for a spin with the new Kill Team rules, also against Custodes. There too, the lack of any melee presence just left me going “ehhhh”.

Miniature Painting Goals 2021 – Totals so Far

40k Power Points Painted 278/365

Marvel Crisis Protocol Miniatures Painted 10/12

Necrons, Nurgle, MCP, and Tau 2021

So I have been definitely slacking on my posting to this site, but at least 2021 has been a turn-around in my painting and hobby progress. As things moved toward vaccine and gaming in person, I’ve found a huge drive to get things painted and going for hobby connections again. To keep things simple and short, I’ve swerved away from some of the Tau I was working on at the start of the year, and I’ve been building Necrons (while still keeping my larger Chaos forces of Death Guard and Nurgle+Khorne deamons in view). We’ve started the Beyond the Veil crusade at my local gaming store Drawbridge Games, which has been a great motivator for painting. I’ve already gone beyond 50 Power Level in what I have painted for the army, and have more in my to-do pile waiting.

This post will recap all the painting progress so far in 2021, and get things back on track for more regular updates.

I’m going to just write out the big list of what I’ve done thus far, and I’ll include some photos of what I’ve done (as much as I can find).

Tau: Broadside with Missiles (5), Five Firewarriors (2), Five Pathfinders (3), Cadre Fireblade (3)

Necrons: Royal Warden (4), Canoptek Reanimator (6), Canoptek Reanimator (6), C’tan Deceiver (18), 6 Scarab Swarms (4), Triarch Stalker with Heat Ray (7), Triarch Stalker with Twin Gauss (7), Overlord (6), 10 Warriors (6), 10 Immortals with Tesla (8), and 10 Flayed Ones (6)

Marvel Crisis Protocol: Green Goblin, Toad, Black Dwarf

Tau Broadside
Alternate Female Tau Cadre Fireblade
Necron Force: Initial Awakening
Necron Overlord
Alternative C’tan Deceiver (Hastur from Cthulhu Death May Die)
Necron Immortals
Necron Flayed Ones
Marvel Crisis Protocol Toad
Marvel Crisis Protocol Black Dwarf
Marvel Crisis Protocol Green Goblin

So what is happening with my hobby aims going forward? After that huge dump of pictures (hah)? Well I’m still hoping to hit 365 points of painted Warhammer 40k models. Trying to be okay with mixing progress toward two different armies (Chaos and Necrons) rather than just painting the one to exclusion of all others. I’m also definitely going to build a board that I can use for both Marvel Crisis Protocol and for Necromunda (exploring a mix of the latter using some Cthulhu Death May Die and DUST 47 models)–a Morlock Sewer Tunnels build. And the over-arching goal is to do a really huge Invasion of Terra event at Drawbridge in the early Fall (I’ll likely be one of the Chaos warlords for that endeavor). While I’ve got a lot of work lined up for the summer with new roles, I’m also really going to take time to put hobby progress in. So stay tuned for more tailored updates–hoping to get back to telling the tales of my battles, particularly the Necrons and Chaos Crusades I mess with. Tau might be more on the back-burner, but I’ll certainly hang on to them. Well, likely will hang on to them. Maybe. It wouldn’t be me if an army was in danger of being sold off hah.

These guys are not gone by a long shot with the presence of Necrons and Tau… Just biding their time.

Miniature Painting Goals 2021 – Totals so Far

40k Power Points Painted 91/365

Marvel Crisis Protocol Models Painted 3/12

Drawbridge Gulf Expansion (1)

Drawbridge Gulf Expansion (1)

It’s 2021, and the pandemic continues having an effect on painting motivation. I (along with my friends Colton and Ryan) am trying a new mode of getting hobby progress going. We’re all working on our own Tau forces, with the idea of a larger Tau vs. something narrative game when we can start gaming in person again this year. Thus: the Drawbridge Gulf Expansion. I hope others enjoy joining us on our painting and hobby journey!

++++++++++Incoming Data Network Connection++++++++++++

Greetings T’au settlers and their Gue’vesa assistants, as well as the native Gue’la, Tarellians, and Laer Refugees of the Drawbridge Gulf cluster of planets. Although the region of space that the trio of planets you share is relatively distant from other celestial bodies, know that you all are within the comforting embrace of the Greater Good. We’ve already connected with some of you, and know that others will soon learn of what our Empire brings in good fortune and prosperity.

It has come to the attention of our Water Caste that the Drawbridge Gulf is likely to be a site of conflict, as a number of species have taken an interest in the particular advantages of your important location. As such, the two Cadres that have been dispatched to the planet Trzy are to be supplemented. For your convenience, pictoral records of the cadre assets that already exist planetside is provided below. These assets are there to protect you, and assist in defending against those that would remove you from the protection of the Greater Good.

In addition, further reinforcements to those Cadres, as well as a third Cadre, are already on their way to the Planet Trzy, as well as her sister planets in the cluster: the massive Planet Jeden, the fractured remains of Planet Dra, and the further orbiting Planetoid Cztery. As these supporting Cadre elements are updated–they are currently being mustered and their wargear is in production–we will indicate their arrival.

Cadre Or’es Kau’ui forms the central response team in the Drawbridge gulf, and as such their present strong numbers will be bolstered in ways that can no doubt bring more joy and plenty to you, the varied races inhabiting the Drawbridge Gulf.

This new Cadre, still classified, is a highly experimental heavy-response Cadre. Know that every missile they bear is primed to strike only those who would delay or circumvent the Greater Good that you–as residents of these planets–now are party to.

Further Cadre operations will be revealed forward, but have no doubt that these Tau assets are here for you. Those of you on the Planet Trzy can approach the local Gue’vesa recruitment offices to learn more about the opportunities offered. And those of you receiving this message who have not yet been connected to us, know that you are welcome too. Soon enough our Manta dropships will be reaching your planets as well, and automated flyer distribution drones will distribute more of the good news of the Tau empire.

++++++++++End Data Network Connection++++++++++++

Painting and Painting

Painting and Painting

So much over the past couple of months in terms of painting, I wanted to give just the dump update of that. While some of it was for my Chaos forces, a lot was new Tau models to bring into my force (and finishing up two older ones that needed the finishing touches to be complete). Plus I also managed a Marvel Crisis Protocol character in September! Huzzah.

I’m still hoping to make my painting threat for the year: 366 points of 40k painted, and 25 Marvel Crisis Protocol figures. Will be a busy end of the year, but I’m hopeful. Looks like in-person gaming might finally be coming back too, which with safety precaution I’m optimistic about. And will certainly drive the painting progress.

Tau Additions

A whole lot of stuff to add in. While I finished up some characters, I’m most pleased with my Stealth Teams and Ghostkeel and their cloaking technology. It’s fun to paint them as if they’re using it, and phasing thru it in fun ways. I’ve got another two Ghostkeels and at least one more set of Stealth Suits ahead of me too.

Side view really shows the cloaking technology best on the Ghostkeel.

Front View is much more bland, as it should be technically. “Nothing to see here”. Hah.

A similar look for my Stealth Suits, and added a pair of Shield Drones to them. I’ll want to beef up these squads as I go forward, but good to have the leader of each of them with the Markerlight already ready.

Here’s a close-up of one of the Stealth Suits. It’s definitely fun to figure out where to put the cloaking technology line, and the blue looks really good I think.

Also added a Commander in XV85 armor (had been in progress for a long time, finally got finished up).

And Shas’o R’alai as well. Had him for even longer, just needing to finish some highlights to make him really work.

Finally added some Smart Missile Turrets so that my Fire Warriors could choose more hidden spots and still have something to add to fights.

I am definitely going to change up my drones, likely give them bases that look like others (so I can magnetize them). But this was a really big start to getting a much more sizable Tau force added to what I had already completed. See here for more Tau goodness: https://chalkboardwar.com/2020/09/09/a-return-is-greater-good/

Chaos Forces

My combined Nurgle and Khorne Chaos Lord in Terminator Armor has been posted here already in my fluff for that combined crusade. But he also should be counted toward my painting progress so here he is again.

Also finished up a Chaos Knight Tyrant. This model was a ton of fun to paint, and I really enjoyed working on it. Was quite pleased with how it came together. Will be a while before I field it no doubt, but still good to get done.

Marvel Crisis Protocol

Black Widow in an alternate color scheme of my own devising. I don’t plan on using her in the game, so she was an odd stumbling block for completion. Been sitting on my paint table since literally February. Glad she’s done. On to the Green Goblin!

2020 Painting Challenge Progress

168/366 Warhammer 40k Power Points Painted

15/25 Marvel Crisis Protocol Models Painted