Starting from the Black undercoat and using the limited palate I have decided on in other posts.
I hope to do a pattern close to a Tesler tower with sparks climbing cross ways up the length of the blade towards the tip. The edges will be bright but brightest where the sparks hit the edge.
This is the same method some folks used to use on Gemstones, comming up from black to light.
1) Start with Spacewolves Grey and line those points and edges where the power sparks will be brightest. Include the cross ways sparks.
2) Thin Blood Red to watery. Add it in many thin layers concentrating on the areas around the Spacewolves grey area. I am seeking a 'Gausian Blur' look. Continue at least until the Spacewolves Grey lines cannot be discerned.
3) Thin Sunburst Yellow to watery. Mix a little of this with the watery Blood Red to get an orange. Using this, add highlights on the powersparks and edges where the sparks hit the edge.
4) Mix a little of more of the Thin Sunburst Yellow with the watery Blood Red to get a brighter orange. Using this, add smaller highlights on the powersparks and edges where the sparks hit the edge. This is where I stopped.
The H'rus Incident Game 3
Posted by CommissarHarris in Biel Tan, Campaign ideas, Death Korps, Hrus Incident, Imperial Guard, IX Company, Tau
All over the planet Tau Firewarriors scrambled from their barracks to defend thier installations from the Eldar Exodites, with whom they had been friends for so long. As they now understood it, their Human trade partner had been attacked without reason in the wilds. Worse still, the Eldar had tracked the happless human back to the Trade Enclave in the principal city, and made a brutal thrust into the heart of the city to get at him. Many Tau of all castes had died. Now they must be vigilent, defending their posts long enough for the Ethereals to organise the defence.
The attack, when it came, was not from the direction of the wilds as they expected, but from the city behind them.
As the Sword of Vashar fought pitched battles with Exorcists Marines in the streets of the Trade Enclave, the IX Company, 291st Death Korps had emerged from the hold of the bulk trader the Inquisitor had arrived in.
Before the rest of the Division could land the Tau orbital defense ordinatus needed to be put out of action. Marines may be able to weather the storm of fire from the Defensive batteries, but the Divisions landing craft could not.
Wasting no time, Colonel Paulus sent strike teams into the surrounding plains to seek and destroy Tau orbital defence facitlities.
The first contact with the Tau occured when elements of IX Company met the Tau in a valley leading up to a command bunker of the planetary defence batteries on the outskirts of the Principle city. A IX Company column of Grenadiers in Chimeras, stumbled into a Tau patrol. After the inital shock, who knew the Humans had such forces on the Planet, the suprised Tau quickly recovered their composture. Imperial chimeras fell easy prey to the Tau guns and before long the valley was littered with burning vehicles.
The Secret was now out, word flashed around the Fire-warrior command net, not only were the Eldar Exodites turning against them, but the very Humans they were trying to protect had stabbed them in the back. Before long the stiuation for the Tau of H'Rus was to be come much worse.
9031st Imperial Guard Division
Posted by CommissarHarris in Death Korps, Hrus Incident, Imperial Guard
Initially formed as a re-enforcement for the Damocles Crusade, the division participated briefly in that campaign until, like many other units of the crusade, it was withdrawn to counter the more pressing threat posed by Hive Fleet Behemoths thrust into the Eastern Fringe.
Composition:
Imperial Guard
95th Imperial Rifles
291st Death Korps of Krieg
CCCLII Vostroyan First Born
CXXI Spartan Penal Legion
Space Marines
Exorcists, III Company
Sororitas
Ark Angelis
291st Death Korps Panzer Grenadiers
Posted by CommissarHarris in Background, Death Korps, Imperial Guard
Background
Before the Fall:
The world known as Krieg, in the Segmentum Tempestus, is shrouded in rumor and dark myth, much of its dreadful history has been obscured and lost. The wilderness of ruined cities that span this blasted poison choked world, point to krieg once having been a thriving hive-world, a trading and manufacturing center populated by billions upon billions. The rulers of this world - the council of Autocrats, bloated with wealth and corrupt with indolence, petty vendetta and vice became increasingly insular and debauched. The Autocrats' paranoia over outside threat that could shatter their dictorial rule caused them to plough vast resources into strengthening the defenses of their hive cities, building private armies and further surrounding their world with an d ring of steel. Worse, the Autocrats grew to resent the Administratum on 'their' world and in particular the heavy tithes levied on them on them by the Departmento Munitorium taking resources they proclaimed were vital to their own defense. The citizens of Krieg were sadly ignorant of these slowly spiraling events and terrible ruin the misrule of their leaders was about to be brought down on them.
The Revolt:
For Krieg, the end came in the year 433.M40 when the High Autocrat of Krieg largest hive, the council chairman and the de-facto planetary governor, (a man so hated that his name has been purged from all records), declared a planetary wide martial law and seceded his world from the Imperium. Civil war had come suddenly and violently on Krieg. Much of the world had been quickly capulated to the rebel's power. After the rebel's initial attacks only hive Ferrograd remained under loyalist control, because the 83rd Krieg imperial guard regiment, under the command of Colonel Jurten, was in the final stages of being mustered at Ferrograd
In response to the revolt, Colonel Jurten moved quickly to take control of the hive city from its vacillating rulers in a military coup. With the veteran Colonel at its helm, Ferrograd rapidly became the rallying point for the remaining loyalist factions.
But the situations for the loyalist was dire; the rebel forces had numbered in millions and Ferrograd was soon cut off and besieged. To make matters worse, the loyalists were on their own; the planetary defenses were under the traitors, control, and strong enough that a full scale fleet action would be required to breach them. Jurten had been informed in no uncertain terms that a fleet powerful enough to invade Krieg was simple not available. Colonel Jurten's orders were to resist with all means at his disposal, to engage the enemy, to punish their treachery and emerge victorious - whatever the cost. So faced with the horrific odds stacked against him, Jurten came to the fateful decision that the world Krieg would belong to the Emperor, or it would belong to no one...
Deep below Hive Ferrograd was a secret Adeptus Mechanicus storage facility, and Colonel Jurten with his loyal Adeptus Mechanicus ally, Archmagos Greel, moved to unlock the facility and unleash the forbidden ancient weapons within. Whilst outside the siege ground on, within Ferrograd's walls the defenders laboured a desperate plan.
The Purging:
On the feast of the Emperors Ascension Jurten unleashed his long planned counter-attack. Scores of long range missiles roared forth from the heart of Ferrograd. The traitors helplessly watched their augers as
Jurten's rockets arced high into the planet's stratosphere before detonating in blooms of blinding light, and unleashing tonnes of lethal isotopes which blanketed the entire world in deadly fallout. For days the atmosphere became a sea of nuclear fire. Under Jurtens attack the planet's eco-system failed. The air was poisoned and Kriegs climate collapsed into storms that spanned continents. The raging fires blocked out the sun and a nuclear winter engulfed Krieg. As a results untold billions died. Those that did not perish took to thier fallout shelters and began a new subterranean existence. To future generations who would live terrible consequences of the atomic attack, Jurten's plan would come to be known as the 'purging'. Krieg might have been wrecked, but the purging evened up the odds. The loyalist had been well prepared for the attack, and the traitors would suffer terribly. But the civil war would go on...
Krieg's nightmare had only just begun. To the Imperial authorities Krieg was a prize no longer worth saving, its fate a red mark in the ledgers of the Administratum. Krieg became a man-made death-world trapped in the freezing grip of a radioactive nuclear winter. The war between the secessionist and loyalist developed into devolved into a pitiless bloody war of attrition across a planet where every inch of ground grew to be littered with trench work, rusting razor wire and shell craters, in a deadly landscape where drifting fallout ash shrouded the numberless bones of the unburied dead.
It is doubtful that the full truth of those long and terrible centuries of the civil war will ever be known. Jurten finally perished, how, it is not recorded, but the descendants of those that followed him but the descendants of those that followed him lived on, and became as fearless as they were callous. War was all they would ever know, men were raised from birth to fight. The men that advanced great-coated and vapor-masked through the rad wasteland blasted cities became known as the Death Korps. They existed only to endure a hellish planetary surface, in order to do their duty and to kill in the Emperor's name. Through fifteen generations of terrible bloody attrition, the loyalist slowly re-took their blasted world in the name of the Emperor, trench-by-trench and tunnel-by-tunnel with bayonet, brutality and when needed atomic fire. After more than 500 years of the most nightmarish warfare imaginable and an incalculable price paid in human life and suffering Krieg belong to the Death Korps.
Recruitment:
Krieg Korps men are grown not bred. This is how Krieg maintains its output of human fodder for the Emperor's endless wars. Each Korps man is vat grown and implanted with enough experience to function at a basic human level. They emerge from the vats a the mental age of approximately eleven years of age but a physical age of Sixteen years. Newly emerged Korpsmen are organised into companies of siblings by batch called a sibco and begin rudimentary training almost immediately.
Equipment:
Organisation:
The organization of the 291st is quite standard for Imperial Guard regiments. The smallest official unit of organisation is the squad of 9 troopers lead by a Wachtmeister or a Feldwebel. The squad will almost always include at least one Weapons specialist, a senior korpsman entrusted with the squads special weapon. The squad is often unofficially broken into two fire-teams of 5 with the Wachtmeister leading one and the weapons specialist leading the other. In addition the Squad can sometimes include a two heavy weapons specialists, in which case the heavy weapon equipment and ammunition is distrubuted amongst the korpsmen making up the squad.
Two to five infantry Squads are grouped to form a Zug (Platoon), lead by a Command team of 5 which includes a Zugfuhrer(Platoon leader), normally a Leutnant. Three to Nine Zugen are grouped under a headquarters Zug to form a Kompanie (Company). A Kompanie is normally lead by a Hauptman or Feldwachtmeister, but can often be lead by the senior Leutnant of the attached Zug where no more senior officers are available. Attached to the Kompanie HQ Zug is all of the companies support and specialist assets. These assets can vary widely Kompanie to Kompanie given the Kompanie'e role and current mission. The 291st has 32 Kompanies of its establishment 40 companies giving the regiment approxmately 3000 fighting Korpsmen and 6000 support personel.
The 32 Kompanies are grouped under the Regimental HQ commanded by an Major. Attached to the Regimental HQ are the regimental support; armoured; cavalry; artillery and specialist assets. Like the Kompanie support assets these will vary according the regiments current mission with assets either attached for missions to Kompanies throughout the regiment or in reserve under the command of the Major.
The 291st also has attached as part of its establishment strength a Divisional HQ company led by a General-Oberst. This special unit is intended to provide the special skills needed command to multi regimental groupings of Imperial Guard.
Doctrines:
- Motorised Infantry
- Grenadiers
- Iron Discipline
- Hardened Fighters
- Special Weapons Squads
Notable Figures:
Gen. Steiner - H'Rus Incident
Col. Paulus - H'Rus Incident
Major Kurtz - Malvairn Rearguard, Praxedes IV
Hauptmann Alder
Commissar Nero - Down town Videghese Praxedes IV
Korpsman Drusus Keppler-A5031-7 - Counter attack at Vidighese, Praxedes IV
Command Rank Structure:
General | Brigade/Divisison | |
Colonel | Regiment/ Brigade | |
Major | Company | |
Hauptman | Company | |
Leutnant | Platoon | |
Ensign | ||
Vet. Watchmaster | Platoon/Squad | |
Watchmaster | Squad | |
Corporal | Section | |
Guardsman |
Timeline:
433.M40 The Autarch of Krieg seceeded from the Imperium and Renounced His Fealty to the Golden Throne.
949.M40 the 500 Year Civil War on Krieg comes to an end.
741.M41 9031st Imperial Guard division is formed as a reinforcement for the Damocles crusade against the Tau. The 291st Death Korps Panzer Grenadiers are included on the roster
742.M41 Damocles crusade comes to an end. The Division is initialy retasked to assisst in holding worlds from the thrust of Hive Fleet Behemoth. During a lay over for refit, the division was requisitioned by +++ PURITY SEAL++++, to take part in the H'rus incident, A punitive expition against an outlying Tau colony
743.M41 9031st Imperial Guard division arrives on Ixus V to take part in the forlorn defence of that world against a Hive Fleet Behemoth tendril.
745.M41 Hive Fleet Behemoth is destroyed ending the first tyrannic war.
745.M41 At the beginning of the year the 9031st Imperial Guard division is finally transfered to the Damoclese Crusade 10th Army operating on Praxedes Qunitus. The division loaded quickly, translating through the warp to arrive on the surface of Praxedes IV 6 Imperial months later. The Damoclese Crusade itself had been over for three years. Operations had continued on the surface of this world at the behest of the Administratum.
058.747.M41 Tau H'Rus Sept launch a counter offensive, recapturing the outer suburbs of the town of Vidighese on Praxedes Qunitus.
071.747.M41 Inconclusive Fighting continues in and around down town Vidighese on Praxedes Quintus between the 291st Death Korps of Krieg regiment and the H'Rus Sept.
093.747.M41 Tau finally break the Imperial line in the town of Vidighese. A Company of the CCCLLI Vostroyan broke under sustained Tau assault. With the Tau in positions overlooking the main highway into the city from the south, the Imperial position became untenable and the withdrawal began, with the 291st Death Korps of Krieg regiment covering the retreat.
109.747.M41 Imperial forces around Vedighese fell back to wards the next defense line based around the defensible feature known as the Malvairn heights. At the foot hills the 291st Death Korps of Krieg regiment turned at bay and utterly smashed the Tau vanguard in hot pursuit. Imperial forces had lost 15 km of line and the town of Vedighese had fallen, but the line was re-established
903.M41 19th Founding of the 291st Death Korps of Kreig as an Infantry Regiment
912.M41 The regiment is pulled out of the line on Lausanne and rotated to garrison duty on the Troika Magnifica, a civilised world where the Munitorium could rest and refit the regiment back to full book strength.
934.M41 When the nation of Demezines on the third continent of Troika Magnifica revolts, the 287th Krieg Panzer Grenadiers Move swiftly to counter the traitors.
925.M41 Tau expansionst policies in the Damocles Gulf have mean't almost continuous low level conflict with the Imperium of Man. The regiment is posted to the Damocles Gulf Ready reaction force, Posted to Feyda Arakeen to counter Tau raids; Then rapidly pulled out and retasked to bolster PDF forces on the agriworld of Lausanne hard pressed by Tau sponsored rebels.
The H'rus Incident Game 2
Posted by CommissarHarris in Biel Tan, Campaign ideas, Death Korps, Eldar, Hrus Incident, Imperial Guard
The Eldar persuit was close, but Inquisitor Mateus had made it back to the Trading Enclave. Despairing that the Artifact Might Leave the surface of their world, the Eldar launched a vigorous assault into the Human trade enclave deep in the heart of the Tau settlement.
The Tau caught unawares put up no resistance to the first eldar thrust, and soon the Eldar were ranging unchecked through the Trade Enclave.
Mateus, with all avenues cut off, played his trump card. En-route to the world of H'rus, the Inquisitors ship had run across the 9031st Imperial Guard Division, redeploying from the Damocles Crusade en route to counter Hive Fleet Behemoths thrust into the Eastern Fringe. Using his Rossette, Inquisitor Mateus had diverted the fleet carrying the division, and it was now he chose to reveal a part of it. On his order the Strike Cruiser of the third company of the Exorcists, the Lux Imperator, dropped out of the warp to deliver its payload of Marines directly onto the Enclave.
With the Eldar roaming freely through the ruins of the Imperial Quarter of the City, it wasnt long before the two hosts met.
The Feircest fighting took place around Hab Block XVI. Eldar and Marine forces clashed head on in and around the ruined hab block.
An Eldar force patroling the perimeter wall met an Exorcist force using breaching charges on the Enclave wall to enter the city. With the bulk of their troops caught still dispersing from the recently created Breach the Marines had little time to react to the Eldar counter attack.
Swift footed as ever most of the eldar managed to avoid the bolter and lascannons aimed at them with the Marines only managing to bring down an Eldar Falcon, forcing the Dire Avengers to tumble in dissaray from their flaming transport.
Eldar scattered everywhere as marine firepower ranged down on them, Some running into assault while others took up firing positions in the surrounding buildings. Eldar return fire was withering, with many of the brothers caught out on the street, still clearing the breach, the Eldar inflicted heavy causalties.
Further into the enclave, the fire was less effective. Marine Jump troops and Terminators ranging ahead of the main party at the breach swung around to meet the Eldar and sweep them from their buildings before they could get settled.
Assault Marines Swept out of the buildings into the street. The first Eldar to die were the Bikers , swept from their rides by Bolter and chainsword. The Terminators tramping through the ruins of the Hab Block beyond them sent supporting fire streaming over their heads into the Eldar Guardians sheltering in the building opposite.
The Assault Marines made short work of the Jet bikes and swept on to the guardians position.
Over on the street the Eldar rush struck the Marine Line Fire Dragons leapt from their Falcon and opened up on a nearby Devastator Squad. Playing their Fusion Blasters over the Marines, they took a heavy toll. Marines, their flesh superheated in seconds exploded inside their ceramite armour.
The remainder of the Squad along with the rest of their Brothers on the Street remained fixated on the approaching Banshees and Dire avengers. The Bansees charged a Marine Tactical squad, their power weapons accounting for many Brothers. Unfortunately their charge had been shattered by Bolter and Plasma fire as they had run up the street. Too few of their number had arrived at the point of impact to have a decisive effect. The Marine counter assault finished the job, killing or incapacitating the last of the Banshees.
Over in the tangled ruins of the Hab, the Assault Squad paused briefly to spin their chain blades clean and jetted over the heads of the Guardians, landing on the shattered tiles behind them. Guardians caught by surprise by the maneauver were systematically butchered. It was over almost before it had begun, Guardian corpses lay dismembered, scattered all around their erstwhile shelter.
As Soon as the fire-Dragons were reported on the field, Brother Captain Vorenus, leading the Terminators determined that the The Fire Dragons could not be allowed to live. Ordering his squad to punch its way out of the Hab block the Terminators stepped out onto the veranda on the flank of the Fire dragons on the Street. Storm Bolter fire echoed down the street, almost drowned out by the ripping sound of the Assault Cannon carried by Brother Nosferus. Fire Dragons came appart under the onslaught, leaving none standing.
All down the street knots of Marines and Eldar swirled in melee killing each other with wild abandon.
But the balance was tipping, fewer and fewer Eldar stood to carry on the fight.
High above it all, ancient Marius emerged from the lift on the roof of the Hab Block and maneauvered his Dreadnought Sarcophagus to the edge of the building. From this position He was able to range on any target on the field.
Eldar Dark Reapers in the building opposite franically fired up at Ancient Marius trying to dislodge him from his perch. Missles flew wide or bounced from his ceramite shell.
He chose the remaining Eldar heavy jet bike, shattering it with a well placed Las cannon shot. Its Death pyre signaled the end of the Eldar will to fight. They tumbled back down the road in headlong flight.
The Exorcists had won the victory but at a heavy cost. Many Battle Brothers had fallen in taking the breach.
The H'rus Incident Game 1
Posted by CommissarHarris in Biel Tan, Campaign ideas, Death Korps, Eldar, Hrus Incident, Imperial Guard
GAME 1
500 Point Game. Eldar Anihilation, Imperial Capture the Flag, ended in an Imperial Victory.
Biel Tan forces were still only beginning to gather on the H'rus. Not enough of the Warhost had arrived to lauch a an overwhelming strike on the Inquisitor. But if the Eldar were to stop the Artifact falling into the hand of the Imperium, time was running out. The Eldar knew however that a small force applied at the right moment can have a far greater effect than a larger force applied too late or too early. The Fates were read and the Time judged
as just after the Imperials killed their Tau Hosts.
Cresting the brow of the Hill overlooking the temple the Host began firing before the body of the last Tau Water Case fell to the ground.
Inquisitor Mateus, looked up from the Ruins and saw the Eldar warhost comming over the hill. Immediately seeing the danger he grabbed the artifact and ran for his Personal Scout Rhino. Swinging up onto the Footplate, Inquisitor Mateus voxed a warning to his bodyguard. They were to hold back the Eldar, at all costs.
In the forrest surrounding the ruins men of the 291st Death Korps of Krieg, dropped their disuises and readied their weapons. The Inquisitor had ordered and the Korps would follow his orders to the letter. The Xenos would not pass and would be made to pay a high price for their presumption.
IX Company 1st Platoon HQ Squad were the first to engage the enemy, opening Fire on the advancing Eldar bikes from the trees, brining two of them crashing down with Melta and Plasma Fire. Eldar retaliation was swift and brutal. Shuriken fire stripped leaves and bark from the the sheltering trees. Within seconds almost everyone in the command section was down, wounded or killed. Only Specialist Korpsman Kurgen was unharmed.
With nothing left to loose He rushed from the trees firing his Melta as he came, and charged the Monstrous Eldar Revenant construct. The Eldar Wriath Lord seeming slightly confused by the suicidal Human, barely paused in his stride as he cut the Korpsman in two.
The Eldar continued their headling rush at the Imperials. But they could see already it was too late. The Inquisitor escaped with his retinue, still cluthing the Artifact.
They had thrown the Dice in a gamble and lost. Now the War would have to continue. Many More would have to die before it was over.
The Eldar Host swept passed the Death Korps Lines still in the Trees and set off in pursuit of Inquisitor Mateus.
The H'rus Incident Campaign
Posted by CommissarHarris in Biel Tan, Campaign ideas, Death Korps, Eldar, Hrus Incident, Imperial Guard
Coreward of the Andronicus Sector, On the Edge of the Damoclese Gulf, the Tau empire settled a world in 646.M41. This world was unusual in that it had a substantial population of Eldar Exodites. The Eldar lived largely peacefully alongside the newcommers, keeping to themselves. choosing to remain largely hidden in the vast wilderness of H'rus.
One hundred years after the Tau settled the world, a Rouge trader by the name of Sinja Crafts re dicsovered the world for the empire and against the Laws of the Imperiaum began a regular trade with the Tau on the world, Shipping bulk minerals in exchange for Technology and artifacts for the bored rich of the Imperium. When the trade inevidably came to the attention of the Emperors Inquisition, Inquisitor Mateus, seeking an Artifact he knew to be on the surface of the planet, decided to use the trade station as a cover to steal the Artifact. Under the cover of a routine trade deligation Inquisitor Mateus asked to be allowed to travel to the interior. Members of the Tau Water caste arranged the expidition and the Inquisitor was duely given a tour of an Ancient Ruin. The Farseers of the Exodites of H'rus, reading the skiens of the Warp were fully aware of the purpose of the Inquisitor, and his interest in the Ancient Artifact from the downfall. Deeply disturbed by the possibility the Inquisitor might recover the artifact for the Imperium, they moved to protect the site.
At a signal from the Inquisitor the disguise maintained by his body guard was dropped a dozen Tau were executed before anything more than a single garbled message could get out.
GAME 1
500 Point Game. Eldar Anihilation, Imperial Capture the Flag, ended in an Imperial Victory.
Biel Tan forces were still only beginning to gather on the H'rus. Not enough of the Warhost had arrived to lauch a an overwhelming strike on the Inquisitor. But if the Eldar were to stop the Artifact falling into the hand of the Imperium, time was running out. The Eldar knew however that a small force applied at the right moment can have a far greater effect than a larger force applied too late or too early. The Fates were read and the Time judged as just after the Imperials killed their Tau Hosts.
Swinging up onto the footplate of his Scout Rhino, Inquisitor Mateus voxed a warning to his bodyguard. They were to hold back the Eldar, at all costs. In the forrest surrounding the ruins where the Artifact had lain, men of the 291st Death Korps of Krieg, dropped their disuises and readied their weapons. The men of Krieg spend their lives freely slowing the Eldar advance while the Inquisitor fled.
Game 2
2000 Point Game. Eldar vs. Marines, Anihilation, ended in an Imperial Victory.
The Eldar persuit was close, but Inquisitor Mateus had made it back to the Trading Enclave. Despairing that the Artifact Might Leave the surface of their world, the Eldar launched a vigorous assault into the Human trade enclave deep in the heard of the Tau settlement.
The Tau caught unawares put up no resistance to the first eldar thrust, and soon the Eldar were ranging unchecked through the Trade Enclave. Mateus, with all avenues cut off, played his trump card. En-route to the world of H'rus, the Inquisitors ship had run across the 9031st Imperial Guard Division, redeploying from the Damocles Crusade en route to counter Hive Fleet Behemoths thrust into the Eastern Fringe.
Using his Rossette Inquisitor Mateus had diverted the fleet carrying the division, and it was now he chose to reveal a part of it. On his Order the Strike Cruiser of the third company of the Exorcists dropped out of the warp to deliver its payload of Marines directly onto the Enclave
Game 3
750 Point Game. Tau vs Imperial, Anihilation, ended in an Tau Victory.
All over the planet Tau Firewarriors scrambled from their barracks to defend thier installations from the Eldar Exodites, with whom they had been friends for so long. As they now understood it, their trade partner had been attacked in the wilds. Worse still, the Eldar had tracked the happless human back to the trade enclave in the principal city, and made a brutal thrust into the heart of the city to get at him. Many Tau of all castes had died. Now they must be vigilent, defending their posts long enough for the Ethereals to organise the defence.
The attack, when it came, was not from the direction of the wilds as they expected, but from the city behind them. As the Eldar fought pitched battles with Marines in the streets of the Trade Enclave, the 291st Death Korps had emerged from the hold of the bulk trader the Inquisitor had arrived in and assaulted the command bunker of the planetary defence batteries on the outskirts of the principle city.
The Secret was now out, word flashed around the Fire-warrior command net, not only were the Eldar Exodites turning against them, but the very Humans they were trying to protect had stabbed them in the back. Before long the stiuation for the Tau of H'Rus was to be come much worse.
Game 4
1000 point Game. Tau vs Eldar, Anihilation Draw.
Out on the plains, beyond the outskirts of the city, the Tau fire caste had formed defensive line. Thousands of firewarriors stood ready to repell their once peacfull neighbours. Word had not yet reached the front of the Imperials treachery and little did the Tau know they were about to sell their lives for a Lie.
The first Eldar Stike came directly east of the Principle city when a Tau tripwire patrol stumbled against the sharp edge of the Swordwind and the first cut and the city was blunted, but a great cost. The patrol was cut to peuices and fell back in dissarray. But they had served their purpose, delaying the Eldar long enough to buy time for the main line to come to readyness.
Game 5
1000 point Game. Tau vs Eldar, Anihilation Eldar Win
The cutting edge of the Biel Tan assault may have been met and slowed, but the full weight of the following Sword Wind, would not be so easily stopped. Eldar and Tau forces clashed decisively just outside the outskirts of Principle City.
Game 6
1000 point Game. Tau vs Eldar, Anihilation Eldar Win.
Tau Face the Hammer blows of the Biel Tan Sword Wind.
Game 7
1000 point Game. Tau vs 291st Panzer Grenadiers, Anihilation Imperial Win
Tau face Imperial break out of enclave 1000pts
Game 8
1000 point Game. Eldar vs 291st Panzer Grenadiers, Objectives, Eldar Victory.
Eldar Break Thru the Tau cordon smash into the Trade Enclave for a second time. 291st are thrown at the Eldar to blunt the assault. Eldar brush them aside.
Game 9
1000 point game. Eldar vs Tau. Annihilation, Eldar Win
With the Cordon broken, the Garrison Shas'o decided to go on the offensive, he hoped to pinch off the Eldar advance into the city before the attack could develop. With minimal forces left holding the Line the garrison Shas'o threw a pincer around the Eldar spearhead catching a picket force of Biel Tan in the rolling hills around town.
The two arms of the attack however were mistimed and struck in an uncoordinated fashion. The Eldar soon broke up the attacking Tau forces.
Game 10
2000 Point Game, Eldar vs Tau & Imperial Allied, Draw
General Oberst Steiner was monitoring the situation from his Command bunker. He was becoming increasingly concerned, the Strategium on his staff had estimated that the Tau would hold up the Sword of Vashar for far longer than they had actually managed. The Tau inability to block Biel Tan progress into the Principal City was threatening to disrupt plans to evacuate the artifact.
Steiner chose that moment to demonstrate the unorthodox methods that he would become famous for. He decided to contact the Tau to offer an alliance.
The Tau quickly accepted the offer. There would be no love lost on the Imperials but with the line broken and their forces badly out of position the Ethereal, were desperate and saw no other choice but to ally.
The combined force met the Biel Tan Spear head on the outskirts of the city. The Tau, deployed on the left flank of the
Game 11
1500 Point Game, Tau vs 291st Panzer Grenadiers, Dawn of War Tau Win
With the The Eldar stalled in the outskirts outskits of the city, the allies of convienience soon fell out. Fighing began shortly after Vashar pulled back from the suburbs to reorganise. Tau fired the first shot, and overran the suprised Kriegers after a short and bloody battle.
Game 12
2000 Point Game, Witch Hunter vs Eldar, Dawn of War Imperial Win
The Eldar counter attack took everyone by surprise. They had regrouped much quicker than either the Imperials or the Tau thought possible after the blooddy nose inflicted on them after their assault on the outskirts.
This time the lightning assault over-ran the pickets and thrust towards the Imperial Trade quarter again. Inquisitor Mateus was forced to order the immediate evacuation of the city. Placing his reserves of Sisters of the Ark Angelis in the path of the Biel Tan attack he hoped to buy enough time to load the artifact and escape the world.
Meeting in the streets of the Encalve itself, the Inquisitors forces succeeded in blocking the main thrust of the Swordwind, and the Inquisitor retreated with the Division in good order towards the Enclave Starport and lifted off intact.
Campaign Ends Eldar Victory!
Not all the transports lifted off safely, a few were hit by Eldar and Tau Anti-air batteries and one or two crashed back to the planet. In the confusion, no one noticed that one of them had been the one carrying the artifact until after the fleet were boosting to the Warp transit point. Inquisitor Mateus was enraged by this, and despatched an elite force back to the planet to infiltrate the wilderness and relocate the item. His team would find it or die trying. He had been forced by the downing of the Artifacts transport to play a long game, He would be back....
IX Company, Chimera D2
Posted by CommissarHarris in Chimera, Death Korps, Imperial Guard, IX Company, Tanks
Chimera D2 is a Games Workshop Chimera Kit with Detailing and a Forgeworld Turret.
The Turret is the Autocannon Turret from Forgeworld with some extra detailing:
Bracket for the Pintlemount
Made from a brass Bracket on a 1/38th scale detailing pack for a Panzer mk 4
Turret Stowage
Made from brass rod bent to shape and yet more detailing brass to form the wire basket
The Hull had a little extra detailing as well :
Glacis
Road Wheel and Gas Cap
Rear Hatch
So the finished chimera looks like this:
Front
3/4 Right
Right
3/4 Left Rear
Well they are here at last. GW/Forgeworld have finally released the Death Korps models. Never mind the squeaky clean America-Mom-And-ApplePie image of the Cadians; dont give a thought to the Rambo-esque square jawed over muscled semi-mutant Catachans; forget the muffled hordes of Valhallans; I first saw them in the Armageddon website and fell immediatly in love. I later saw the full body sketch in the third ed C:IG and was even more in love. The death Korps look like what war is. a Hard, gritty,dirty, bloody business. Having waited so long for these MoFo's to come out I am desparate to make a good job of them, I have held off painting partly to see what the rest of the community comes up with; partly to do research; partly to clear the back log of projects off my desk (which I have failed to do) and partly because of real life intruding in my busy painting Schedule.
IX Company, Autocannon I Battery
Posted by CommissarHarris in Artillery, AutoCannon, Death Korps, Fire Support Squad, Imperial Guard, IX Company
IX Company, Bolter I Battery
Posted by CommissarHarris in Artillery, Death Korps, Fire Support Squad, Heavy Bolter, Imperial Guard, IX Company
Imperial Commissariat
Posted by CommissarHarris in Commissar, Death Korps, Imperial Guard, IX Company, Specialists
IX Company, III Platoon
Posted by CommissarHarris in 3rd Platoon, Death Korps, Imperial Guard, IX Company
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