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

Knight Night / Fight Night

Knight Night / Fight Night

[Revised, one year later!]

So this event was first developed back in May 2020, when it seemed like the Pandemic would be done in early summer. How wrong we were on timings of getting back to in-person event gaming. Well, one year later almost to the day it looks like vaccines are wide-spread enough that we can make the event happen. So it’s on for Thursday, June 3rd, 2021.

This will be the first big Thursday night event that we host when we’re feeling it’s safe enough for us to gather and game. But we wanted to announce it now so that people can 1) get their Knight class model if you don’t have one yet (Enrico from Drawbridge has a few, and can order others as sought), and 2) get it painted.

Knight Night / Fight Night will be a royal rumble style event held at Drawbridge Games, where Knights of all shapes and sizes (and also Dreadnoughts and a few other related types) will be able to climb into the ring and try and see who can make it to the end.

Knight Night rules:

All players will be dealt a playing card (deck of 52) that will determine order of entry to the ring (the battlefield), and that order will be recorded and cards returned. The lowest 2 cards (numbers first, with suit order high-to-low in reverse-alpha to break numerical ties, so Spades > Hearts > Diamonds > Clubs, and Aces high) start in the ring. After each round, the next two are added to the ring (making their grand entrances with entrance music). Every round of combat all participants in the ring are dealt a playing card, and play turns will run in that order. The goal is to be the last model standing–knocking all of other competitors “out of the ring”. A few special rules help you do this, and stay in the fight.

“Recover In the Corner” action: Declare at the start of your turn. Roll 1d6 and recover that many wounds. Can move (including advancing) but cannot fire any weapons, charge, or make any melee attacks until the start of its next turn.

“Reroll Chip”: Every player gets one reroll chip. Everyone who put up a promo (posted on the Drawbridge event page, see below) gets a second reroll chip. The player with the best promo (judged by Enrico) gets a third reroll chip. Reroll chips can be exchanged or traded as you wish during the game with other players. They can be spent to reroll any one d6 roll (including the “Out of the Ring” table or the result of a “Recover in the Corner” action). They can also be spent to get rid of the card you’re dealt at any point for turn order, and be dealt a new random card from the deck. Note that no one will have CP’s to keep things simple, this is a sort of replacement for that.

“Out of the Ring” chart: Whenever a model is reduced to 0 wounds, they immediately must roll on the following chart (any model rules that might trigger on “when reduced to zero wounds” such as exploding are ignored). Conceptually a Battle Royale is about throwing your opponent out of the ring and their feet hitting the ground (indicating they’re out). While we don’t have an actual ring to be thrown out of, these are the results when the participants take those devastating finishing attacks.

1 “I’ll get you back”Both feet hit the ground and this model loses. However, they’re not quite ready to accept that. They immediately get a single turn of shooting to try and take an opponent with them (using lowest profile if applicable), and then are removed from the board.
2 “Ouch, he’ll feel that one”Both feet hit the ground and this model loses. It is removed from the board.
3 “Thats a tough break, J.R.”Both feet hit the ground and this model loses. It is removed from the board.
4 “Hanging on the ropes”The Knight hangs on, just barely. It is restored to 1 remaining wound, and cannot be targeted any further this round until it acts or until the start of the next round if it has already acted this round.
5 “Push thru the pain”This model grits its teeth and keeps on fighting. Immediately roll a d6 and restore that many wounds to the model. This model cannot be targeted/damaged any further during the current opponent’s activation.
6 “You just made me angry”This model channels the punishment into newfound strength. Immediately restore the model to the high value remaining wounds on its middle tier on its damage chart (or to 6 wounds if it does not have a damage chart). This model cannot be targeted/damaged any further during the current opponent’s activation.

Painting Requirements: All models participating in Knight Night must be painted to a tabletop standard and based. Part of this hobby is, well, the hobby, so I want to encourage people to paint and get models finished for events. There will be a prize for best painted entrant.

Knight Night options:

Knight Options: Proper Knights have to fight solo in the ring, and players can choose any non-character Knight from the Imperial Knights or Chaos Knights codex with gear allowable from the data sheet (no relics). None of the rules for households or dreadblades or infernal/iconoclast or anything like that will be applied, and no warlord traits or upgrades that aren’t part of that basic entry for the Knight.

Smaller Models: Sometimes Tag Teams participate in the challenge of a Royal Rumble as well, and we want to allow some people who don’t have one of the big Knight-class models for their faction to still participate in the Rumble. So you can field two of the following instead of one Knight. Know that some of these might not be equivalent in points, but hey… jobbers exist for a reason, and the crowd does cheer for underdogs right? Again, no named character versions of these. They both go at the same time on your turn, but can take separate actions (e.g. one can use the “Recover in the Corner” action while the other acts normally).

  • 2 Armigers or War Dogs (type can be mixed)
  • 2 Imperial Dreadnoughts or Chaos Hellbrutes (no Chapter or Legion special rules, Dread types can be mixed)
  • 2 Penitent Engines

When is a Knight not a Knight: We’re not able to allow in every Xenos and Chaos faction, but applications to field other types are allowable if they’re comparable in stature to a Knight (note they may not be comparable in points).

  • Stormsurge
  • Wraithknight
  • Gorkanaut
  • Morkanaut
  • Lord of Skulls

That said, you know you want to field a Chaos Knight. Give in. Paint one up.

What about my special rules?

Instead of the normal faction or chapter or household rules (or warlord or relic or detachment or…), instead you get to pick one of the following Wrestling Roles or Tropes. Everyone knows that what makes good rumbles is the storylines, so pick your role, get your benefits, and cut that promo.

Wrestling Role / TropeIn-Game Ability
BabyfaceStart the battle as a good guy, audience favorite. The crowd’s cheering spurs them on. As such, at the end of each of their activations, rolls a d6. On a 4+ they regain one lost wound. They can make a Heel turn during their activation if they wish (they have to turn on an another Knight while it’s down, or cut a nasty promo, etc.). If they do so, they they get the Heel ability which replaces their Babyface ability for the rest of the game (cannot subsequently change again).
JobbersCan only be taken by a pair from the smaller models list. You cannot win. However, the second of your two models can continue to fight on after being reduced to zero wounds. Jobbers only get removed when the story calls for it, so you can continue playing and wreaking havoc until such time as the field narrows to the exciting final 2, 3, or 4 (depending on round). Enrico will inform you when your Jobber then takes the fall and you’re pulled.
Underdog(s)Gain an extra reroll chip at the start of the game. If taken for a pair from the smaller models list, gain two extra reroll chips.
Evil ForeignerCan only be taken by one of the Xenos options (Eldar, Tau, Orks). You’re playing up your Xenos status in front of the crowd, and they’re booing like crazy. You gain one bonus reroll chip each time you reduce a babyface, an underdog, a Giant, or a Heel to zero wounds for the first time.
HeelYou can spend one of your reroll chips to immediately negate any opponent’s reroll chip usage. They can make a Face turn during their activation if they wish (jump in to help a Knight that is being ganged up on or cut a positive promo, etc.). If they do so, they they get the Babyface ability which replaces their Heel ability for the rest of the game (cannot subsequently change again).
The Mordian ScrewjobOnce, and only once, during the event you can choose the result of any player’s out of the ring roll rather than them rolling. Be careful, the fans can get pretty angry at this one.
Cheap HeatMake sure you insult the city in which you’re fighting. You come out of the gates strong. On your first turn on the table you cannot be targeted until you’ve acted, and you get a +1 to all hit rolls for that first activation of the game.
The GiantCan only be taken by a Knight with carapace mounted weaponry or the Lord of Skulls. You’re a towering presence, which slows you a bit–but you hit hard and are hard to take down. You can apply a +1 to any of your “Out of the Ring” rolls after rolling them. However, you get dealt two cards each round and take the higher to represent your slow speed.
The Ricky MortonYou know your job is to take a beating. So take a beating you shall. You go last in every round, but you get the Feel No Pain (6+) rule.
Garbage WrestlerThe others might fight fair, you brought a chair. Notify the tourney organizers in advance if you’re doing this one. If you have a folding chair (or ladder or table) modeled at the size of your Knight model, you can use them in battle as an additional one-shot weapon. Not gonna reveal yet how devastating the chair is, as we need to see the finished product. But the better it looks, the better it’ll be.
Lucha Libre Tag TeamCan only be taken by a pair from the smaller models list. While you may not be big yourself, you use your acrobatic skills to run circles around the largest foes. Opponent Knights with Carapace weapons (and the Lord of Skulls) suffer a -1 to hit the models in your team, and if you reduce one of those types of models (carapace weapons or Lord of Skulls) to 0 wounds with one of your attacks they get a -2 modifier on their Out of Ring roll. If you have painted your pair with matching Luchador masks on their “heads” (or otherwise a clear luchador theme) you get a bonus reroll chip for the effort too.
 Charlie Brown from Outta Town Okay, so you play Tyranids or Necrons and you’re not allowed at this match. Well, come in a mysterious costume and wrestle under an assumed name. This one is for the converters only: if you do up a Tyranid monstrosity with assimilated Knight parts, a genestealer cult looted Knight, or a Necron creation that matches the look and weaponry of a Knight, then I suppose we would reward your creativity. They must be modeled appropriately (show us pics in advance) to “count” as an Imperial Knight. If so, we’ll let you field with with the rules of an Imperial Knight.

Wait. Promo?

Yes, promo. Players are encouraged to make a promo and share it in advance of the main event. Think of the pilot of the Knights as their manager, and cut a promo about how your Knight is gonna triumph in the event. You can write it on the facebook page by starting the post with [Knight Night Promo] in brackets so we know what it is. Be sure to include a picture of your painted Knight (or tag team or knight equivalent). And if you’re really feeling it, feel free to record a video promo version. Be as creative as you wish. It’s not required, but you do get bonus reroll chips if you try something (and the best gets even more bonus reroll chips). So give it a go!

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:

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

A Return is (Greater) Good

A Return is (Greater) Good

So while I’m totally prepping a 40k combined Death Guard and Chaos Daemons force for Crusades, I also had a flash of wanting to play a slightly different army for a Crusade as well now that 9th edition is starting. And thus, thought it was time to return to my Tau.

I at least have some painted models to show off at the start for once–such as these two civilians (a doctor and a dock worker) that I painted up for story mission involvement. There was the real chance I’d lose the army amid the turbulence of the three years (they even were up for consignment at my local gaming store for a while), but like the patient hunting tactic of kauyon, the Tau have been waiting for their return even when away.

I’ll start with the force I built for Shadow War Armageddon, which was 3 years ago now when I did them. Just a team of Tau Pathfinders:

They have mohawks clearly because we were wishing for Necromunda at the time, saying Shadow War Armageddon felt similar. Hence the decision to do a squad with that motif.

The larger force they were added to is below, just a simple starter patrol that I had developed for some narrative games of 40k with my buddy Rico:

I still really am pleased with how smooth this look is. And I took notes on the paints I used then so I am back to replicating it today and looks the exact same.

These forces were featured in three of my favorite games of 40k I’ve ever played:

First Spark:



And dunno, something just feels good about returning to them. I’ve added a couple more pieces to this army which I’ll share in their own post (retouching and painting a few that were in half progress to being added to this set). And picked up some more, so I can run both the Chaos and the Tau Crusades to my interest.

Rage Virus: A Crusade Begins

Rage Virus: A Crusade Begins

[Summary of personal research notes. Malcolm Blackstone, Ordo Malleus Inquisitor]

At this point I am not sure if Qahr G’azab remembers his own name, let alone whether he understands the fragile tension he seems to represent in the machinations of the Immaterium. I record here what I know of his past and present, in hopes that it lends me strength in purging the galaxy of him and his ills.

From what I can tell, while Qahr G’azab walks among the cursed of the Death Guard, he is not of their Legion. At least not originally. I found records of a Qahr G’azab being elevated from initiate to Legionnaire for the World Eaters, recruited from the human settlement of a distant fringe planet shortly before the World Eaters were recalled to Warmaster Horus’ 63rd fleet for the engagement with the Auretian Technocracy. This was the time when the World Eaters were operating in the fringes. I cannot find out whether Qahr was subject to the technically-prohibited “butcher’s nails” procedure of his Legion at the time. I doubt so due to later moments.

The viral bombing of Istvaan III

The next time the name Qahr G’azab appears is amid two separate estimations of order of battle, both from Istvaan III. Our World Eaters Qahr G’azab is among those dispatched to the surface along with Angron when he defied Horus’ will and went to wipe out those in his Legion that remained loyal to the Emperor (long may their sacrifice be remembered). While records later in the Heresy get muddled, those early actions auto-scribes were still listing battle actions with care–and thus we know of Qahr’s landing on the planet.

Strangely, the other order of battle record is one of a battle brother of the Death Guard, named Gazab, recalled from the surface of Istvaan and listed as having sustained serious damage on the surface. He is listed by the admitting medicae on the Endurance (Mortarion’s flagship) as having been damaged by the detonation of a dud viral ordinance cluster that the Loyalists must have rigged for their side. That matches a story I extracted at no great difficulty from a captured member of the Death Guard, pried from their mind amid agonizing death throes as their body literally ate itself to prevent it from giving me the information I sought.

As best I can piece it together, this Gazab was a battle brother whose unit had been entirely wiped out, and found by other Death Guard forces–his armor steaming and nearly melted away by the converted ordinance blast. At the time, they had thought that the viral agents were defective in the cluster, so he was only exposed to the acidic vapors designed to eat thru armor to allow infection. All that was left of the armor was an insignia of him being a part of the First Company. This Gazab was delirious and insensate from the damage, and thus was put into a medical coma upon arrival at the Endurance, earmarked for return to the First Company. However, that must have been delayed as Typhon led the chase for the Eisenstein.

Gazab in medical stasis on the Endurance

Records get much more spotty after this, and I was reliant upon again those imperfect captured memories from the corrupted. By arrival for the Battle of Terra, I get an account of a Gazab getting refit on Typhus’ (Typhon in his newly-daemonic form) ship and joining the assault on the surface–and distinguishing himself amid his Legion. Remember, at this point the Legion had spent their time becalmed in the Warp and fully given over to Nurgle.

Was this Gazab the same Qahr G’azab who had been a World Eater? I believe so. The white of the World Eaters, melted away, would be close to the neutral of the Death Guard. And without the Butcher’s Nails applied, the medical scans would have shown him as no different than any Legionnaire on the Endurance. He was perhaps still even in medical coma when the diseased factors of the warp infiltrated the Endurance and changed the Legion. And finally as horrid and repulsive as the powers of Nurgle are, his notion of “Grandfather” makes an odd room for family. Could he have awakened burdened with plague, and simply not remembered nor cared to remember his past? At the point of corruption, did the Plague Marines of the Death Guard even care about their record keeping amid a Legion so numerous? Everything I have suggests to me that this warrior started as a World Eater, but due to circumstance found a space amid the Death Guard.

Accounts of him amid the Death Guard that I extracted were of a soldier of the line who preferred using two plague knives shaped almost like butchers’ cleavers in lieu of his bolter for many of the battles. The memories are hazy (again extracted at much difficulty from an untrustworthy source), but they are of a taciturn fighter who waded into combat almost instinctually. Proving his capability with Typhus’ Company, he served amid those gifted with Cataphractii Terminator Armor.

Gazab using axe-like plague knives, conflict unknown

At some point Gazab rose in ability to the point he was elevated to leadership himself in Typhus’ twisted hierarchy of post-Heresy operation. Clearly given his own raiding ship to command, we start to see scattered incursions where he was operating on his own to further the First Company’s endeavors in regions. Notably, the attrition rate of his force was perpetually high due to his style of warfare: adding aggression to the stern methodology of the Death Guard’s implacable advances.

The memories I recovered ended with the most notable ones to our purposes, Gazab’s recent history. He had been working with his Putrifiers and Plague Surgeons to better improve the Poxwalkers that continually had to bolster his forces. While every member of the Death Guard now holds a variety of mixed diseases, the chattel infected by him had a tendency to arise with a particular sort of vigor and thirst for blood. Taking samples from his distended gut, they worked to refine and spread it amongst his command forces. This new sickness they called simply “Rage”.

And that’s where my own trail of Gazab starts. I was dispatched to a planet that I had been to once before, a little industrial world called Cetaro. When I had first been there it was because of a wave of Khornate cults that were using bloodsport rituals that appeased the masses in order to reach daemonic tributes. This second visit was because of reports of a blood pathogen disease that turned those exposed into frothing and gnashing ghoul-like remnants of themselves, bent on passing the disease on to others amid violent attack. Early on it had looked like local officials would be overwhelmed by the spread, but they did well to keep it in check (thanks to massive purges of the potentially infected).

Arriving on Cetaro, I found that it was Gazab (hitherto unknown to me) and his small warband behind these actions. More disturbingly, he was apparently utilizing a base that had missed my first sweep of the planet’s taint–some long-lost industrial workshop that had been one of these makeshift shrines to Khorne. In my forces’ assault on his base, they found Gazab at the heart of that foundry, and in a moment of heavy assault he reached for a weapon that apparently had been left on a dias from before. The combat-servitor scans confirmed that the weapon was an axe, branded with the symbol of Khorne. And once his strange tentacled hand clasped the haft of the axe, the rune started to glow with heat. More worrisome for my purposes, it seemed to trigger a warp event that led to a small number of twisted daemons emerging into the space to join the battle against my forces (all I could recover were servitor recordings and the active data logs). The daemons that poured thru were not just Nurgle daemons in their shambling ways, but also a small number of Khornate daemons with their burning weapons.

Gazab (Chaos Lord of Nurgle… and Khorne?)

The puzzlement of this… this conjunction of rage within Gazab, and his positioning between Nurgle and Khorne, is why I worked to learn what I could of his history. The more I see of it, the more I worry. Gazab needs to be stopped. Whatever he is up to–supporting Typhus’ plans, spreading this viral Rage, and striking with the support of two Chaos Gods–seems destined to be a problem. My hope is that this conflict within him tears him apart and sunders his plans, as Khorne and Nurgle oft compete in their machinations. My dread is that his foundling status, the way that both Khorne and Nurgle are entwined within him, makes him a loci of power for broader daemonic power and cooperation. He must be stopped.

Rage Rising

Rage Rising

Welp. Coronavirus/Covid-19 hit my painting progress hard, and my ability to play games with friends even harder. Amid it I embarked on a new (related?) project with my 40k armies, adding in a Khorne Daemons contingent to my Nurgle force. We’re planning a “Daemon World” event over the Summer (well… was over the summer… now for “when we can game in person again), and I decided that I would be repping team Khorne (as a couple buddies are thinking of going Team Nurgle).

So this is just my painting progress thus far with Khorne forces, no battle reports as of yet. I’m having them match my Nurgle daemons in one sense: the chitin of bugs and the blue of horned protrusions are the same colors with these models as with the Nurgle ones. So any bug-arms (or the little flies) on the Nurgle models are the same scheme as the Khorne models. And of course the same basing style helps tie them together as well.

Chaos Daemons 40k Herald of Khorne Bloodmaster Conversion

This Bloodmaster is the model that started it all. I was looking at the Age of Sigmar effects and the Khorne box had this crazy eye-bleeding skull, and I was like “what if that had a guy floating behind it?”. So I did it up. And I’m especially tickled by the results. I envision that Khorne himself “promoted” this Bloodletter to a Bloodmaster by throwing a massive skull from his throne thru the immaterium onto his head.


I really struggle to stick to my plan of “boys before toys” with Warhammer 40k armies, so tried to get moving on some troops before I got lost in HQ after HQ. These are the first ten Bloodletters I finished. I have 20 more sitting on the painting table now. I’m enjoying doing their swords as lava weapons. 


Daemon Prince with Wings. Navigating the lava weapon on some of the larger characters will be interesting. The other thing I’m working on is Skarbrand, and his weapons are like “alive”, so they probably won’t be lava. But I wanted this guy’s axe to be that way. I’m really liking the way the white symbols of Khorne pop on the various models. 

So progress with painting at least has resumed despite quarantine. And I hope that soon enough some comfort with gaming can return and I can get these angry Khorne models on the table in the summer.

2020 Painting Challenge Progress

96/366 Warhammer 40k Power Points Painted

14/25 Marvel Crisis Protocol Models Painted



Beasts of Nurgle – Chaos Tactica 8th Ed

Beasts of Nurgle – Chaos Tactica 8th Ed

Okay friendly forces of the Grandfather, so you’re thinking about doing some Beast of Nurgle spam in your games of Warhammer 40k? Well, I’ve been tending the garden for a while and I wanted to offer a reasonably(-ish) comprehensive guide to using those delightful Beasties in a game of 40k. This Beast of Nurgle tactica considers: where do they excel, where do they struggle, what are their matchups, and how do you maximize them?

Beast of Nurgle from Realm of Chaos 2 Lost and Damned

What They Bring to the Table

Crack open your codex for the full stat block. I’ll highlight the key elements. You may notice a theme: Beasts are a gamble.

Durable-ish: Beasts have a toughness high enough to make small arms wound them on 5’s and only the most heavy of heavy weapons able to wound them on 2’s. They have an armor save of 5+ and that daemonic invulnerable save of 5+ as well. And then they can ignore wounds with Disgustingly Resilient (also on a 5+). This makes them durable-ish. There are times when mine have shrugged off far too much fire, and other times when they have crumbled. Being streaky at best, it means that they benefit from high numbers in their squad if possible (sometimes useful, sometimes not–see below). Count on them to be durable-ish and I think you’ve got the right of them.

Pillow-ish: d6 attacks is a cruel, cruel mistress, and the fundamental reason these guys area a gamble. Doing 2 wounds and having re-roll all failed wound rolls is good, but with no AP modifier and only an average strength. Keep in mind that 1 out of every 6 times on average your unit of three beasts will roll up and do a whole three total attacks. Sure, the turn where they get 18 looks amazing, but again–it’s streaky. If you count on the average number of attacks, and only hitting on 4+, you’re looking at the reliable point of the swing being about five Strength 4 hits with no save modifier. So keep that in mind. There are ways to boost reliability, strength, and damage, but the lack of save modifier and random attacks keeps things very much dependent upon dice.

Special Rules: Don’t over-estimate the value of these… they’re not so hot. It’s nice that they can heroically intervene, but it takes some critical positioning skill with other units to ensure that it can happen. And the slime trail rule simply isn’t that punishing to an opponent. Some players will stay stuck with you in melee, but honestly it’s hardly a worry to just step out and chance the mortal wound.

Expensive but Flexible: So these guys are expensive in some notions of the word. The kit is costly, and while there are secondary companies that make great alternatives they still come at some cost (I love my trio of Kromlech Snail Beasts pictured below). And more than that, they’re 30 points/2 power points. If you’re playing power points, then they’re a real comparative deficit (30 Plaguebearers for the cost of 6 Beasts). Better in the realm of regular points, where 30 Plaguebearers are roughly 10 Beasts. The advantage of the Beasts is that they can be broken into lots of different size units: one huge mob, each one fielded individually, some combination. I tend to like trios, as that gives me good flexibility–but I have definitely run duos, run solo, and even a big massed unit to try them out. That flexibility of combining or running solo may be their best strength.

Nurgle Beasts of Nurgle Kromlech Alternative Sculpt

Tactics for Gamblers

So you’re ready to commit to the Beasts of Nurgle, and you think that you can make them work in a reasonably competitive game? That means you’re taking a gamble. You need to keep in mind that they’re a gamble, and use them as such. They’re not an end-all, be-all kind of unit. Instead, like any risk you’ve got to manage it well, and reduce the risk where you can. Some of that is synergies, which I’ll cover below. But the most general two risks are that pesky d6 attacks characteristic and the lack of armor modifier.

The random attacks risk has a fair solution: paying the CP to do a command point re-roll. This has its risks as well. There might be some other crucial combat where you need it (e.g. that Daemon Prince wounds on a 2+ and you roll the 1 on the difference-making attack). But for Beasts of Nurgle, being able to re-roll a 1 or a 2 (and sometimes a 3 even) for number of attacks is absolutely huge. This scales the larger the unit is, as it has more and more of an impact the more models there are. For a unit of 3 Beasts, consider the upside of the single command point if you roll a 1 for number of attacks. There’s a 1/6 chance that it’s the same, and a 5/6 chance that you gain between 3 to 15 additional attacks that turn. If I have the CP I will always re-roll the 1 for attacks on a unit of 3 or more Beasts. For 2’s it’s a little more iffy, but I will if I think I can make a difference (armor saves in opposing unit of 4+ or worse). There’s also a time to just sit and be tough for a round, and not loose too much yourself. Against really dedicated melee foes, I do tend to re-roll 2’s and even sometimes 3’s just to get a chance at protecting myself by damaging enough of the enemy. Hence the gamble: you resign yourself to losing the unit and a CP, but if you get lucky and they do blunt the enemy’s return attacks then all the better.

On the other side, the gamble of armor modifier is just something you need to deal with. Your best Beasts targets are low armor save high wound models: something with 4 wounds and a 5+ save is far more appealing to fight than something with 2 wounds and a 2+ save. Try to manage it by choosing what foes you can on the tabletop (not always easy). Know from deployment onward where your rough match-ups are going to be, and steer them to better grounds. And don’t necessarily commit to those really steep climb fights if you don’t have to. Try to find other ways to use your beasts to stop those threats that you’ll have a tough time killing: use your big base size to block their way, or at the very least know when having them not engaged to be a target is the best use of them.

1 40k Death Guard Beast of Nurgle versus Tyranids

Unit Synergies, Strategies, Horticulus Slimux, and Feculent Gnarlmaws

Synergies and Buffs: So there are some other sources in the Daemons Codex that helps out the big blobby slug-puppies of the Grandfather. Some of the basics are just that: basic. Being within 6″ of a Nurgle Daemon prince lets them re-roll 1’s on hit rolls. This is a solid buff for their output, mitigated of course by the gamble that is the number of attacks. Being within 6″ of Loci character also nets additional damage on a wound roll of 6: helpful as you re-roll all wound rolls, and gets Beasts to a respectable 3 wounds on those 6’s. Having a Poxbringer close also ups their Strength. Great Unclean Ones with a Doomsday Bell returning Beasts to the unit certainly gets bang for his buck, all the more so if he can take Fleshy Abundance to heal up any wounds that are lingering. Shriveling Pox certainly helps if you’re at a toughness break point in a given fight: dropping T3 models and T4 models by a -1 both have advantages for the Str 4 Beast of Nurgle. Virulent Blessing could help if your Beasts go after models with lots of wounds, and Miasma of Pestilence always ups survivability, but often I’m putting those on more reliable units than the Beasts. So yes, you can stack up all of these effects on your Beasts of Nurgle and they’ll really have the potential to hit hard. But that’s a LOT of support surrounding the unit, and it’s unrealistic to expect it in every fight. Far too often I find my Beasts got a bit too extended, my buff needs to go elsewhere, and my attacks characteristic generates a poor number. High-reward if you can pull off much of it, but high risk in some ways as well.

Strategies: There are generally better units to deep strike, so skip Denizens of the Warp on these guys unless you’re thinking of a big distraction wound pool (might work on opponents who have never faced Beasts of Nurgle before. Warp Surge can make your Beasts more resilient, but that definitely scales in power with more models in the unit and the more threatening (and thus focused by opponent) you place them. I find I rarely use this one on units of 3 or less Beasts. Locus of Fecundity is also a 2 CP durability booster, but re-rolling 1’s on Disgustingly Resilient tests is marginal at best and generally outshone by Warp Surge. Revolting Regeneration seems like it was written for these guys, but it’s expensive and you need to plan on it (and plan on restoring wounds in the Psychic phase with Fleshy Abundance). The critical strategem you’ll be using on your Beasts of Nurgle is the humble Command Re-Roll as I mentioned above. At any point you’re tempted to spend on the others, remind yourself that it’s two combat phases of less reliability that you’re chancing.

Nurgle Daemons Horticulous Slimux

Horticulux Slimux and his Feculent Gnarlmaws: This gent (and his warty trees) is the most common Beast of Nurgle buddy for making them click. If you’re doing one huge unit, two large units, and pretty much anytime you’re committing to Beasts spam as a strategy, he really is critical. He has two absolutely essential upgrades for making Beasts really shine. First, Beasts within 6″ get to re-roll their charge rolls. This gets them where you want them to be, but keep in mind he’s slow (and if you’re planting trees there are some spacing issues you’ll want to learn). Second, Beasts within 12″ get a +1 to attack rolls. That helps make your attacks more accurate, so as long as you’ve got that multiplying power of the higher roll on number of attacks you’re going to be in good shape. Stack with re-rolling wounds and seeking those 6’s for additional damage (as the slug-master carries the Loci), and they can make a right mess of many opponents. I don’t think he’s absolutely necessary for them, but he is quite effective at running with them. I end up using him to crack armor a lot, as his modifiers are potent, so he’s worth thinking of that way: buffing your Beasts and then providing punch against anything they get hung up upon due to high armor saves.

Nurgle Daemons Feculent Gnarlmaws

The Gnarlmaws are where it’s at with Horticulus Slimux, and there’s a reason I’m always happy to include one or two in a list. The ability to plop one down from Horticulus to allow charges on a turn that the Beasts ran is huge for their mobility. That greatly helps get to foes who are reluctant to engage with my force, which is important when running lots of Beasts. Taking two is generally right in a list if you’re paying for them, I often find that the third is just kind of sitting where the second was. That said they can also be a really bothersome space denial tool against certain models. Yeah, models can get around but no one wants to be near them (due to the wounds they cause to non-Nurgle models) and they take up a lot of space where models simply cannot stand.

Matchmaker Matchmaker

As you might have gathered, a lot depends on what support you’re getting. There’s a sweet spot for Beasts of Nurgle in the “lots of wounds” and “not very good armor” zone. Instead of a detailed tactica for every possible force, I’m going to break it into certain typologies below. Again, this is general rather than specific, but it should give you some sense of where Beasts of Nurgle might be ideal and where they might struggle.

Easy Prey: Anything where there are multi-wound foes with bad armor saves is the real sweet spot for Beasts of Nurgle. They do surprisingly well into Tyranids of most varieties except for utter swarms, and likewise can hurt other daemons just fine. They actually match up decently against Death Guard in a funny sort of way, as multiple wounds still helps get through both Plague Marines’ and Poxwalkers’ Feel No Pain rolls more effectively. Orks are a pretty decent match-up for them as well if you can get the charge rather than the Orks, especially the more elite units of regular Nobz–and they do better against the lighter Ork vehicles than you’d think.

Average Utility: These are the spots where the Beasts might have half of that magic combo: either poor saves or multiple wounds, but not both. For instance, troop-heavy Primaris marines forces are reasonably managed by beasts, as the 2 Wounds each really make work–but the good armor saves limit that. Likewise against ground-pounding Astra Militarum or Genestealer cult, the feeble saves help a great deal, but the random attack number on the  Beasts can really slow you up in the kill count (esp. overkilling the majority of 1 wound models). Tau, footslogging Ad Mech, Sisters of Battle, standard sorts of Space Marines, footslogging Eldar, and Necrons all fit here as well.

Poor Matchup: These are spots where the defenses are just a bit too much for the Beasts, or some other piece of defensive tech slows them down. Mechanized forces tend to fit here, where Beasts can’t reliably knock the foes out of their Chimeras, Rhinos, Devilfish, Wave Serpents, Raiders, Goliaths, and more. It can be a game, but it’s a pretty poor match-up if you’re Beast-heavy as you’ve got to commit to things that are hard to kill to then get at the stuff you actually want to kill. Slaanesh daemons with attacks debuffing also fit in here. It can also be the case when opponents are fielding massed weapons that are great for taking out hard targets. Multi-meltas and Lascannons usually chew thru Beasts of Nurgle pretty fast, so be wary there as well–a huge limit in a meta where people come ready to face Knights.

Misery for the Beasts: Armies with uniformly good saves and hard-to-wound models. Even with the re-roll on wounding, the strong saves mean that it’s a real uphill slog for the Beasts to get anything done. Knights are the clearest example, but Astra Militarum armored companies, Chaos Daemon Engines, and anything else that would be the classic “all vehicles” force are going to just be brutal on the Beasts.

Concluding Thoughts

The TL;DR of this is basically that Beasts are a gambler’s friend in lots of ways. If you’re lucky, they can be good and you can get good match-ups in tournaments. But that’s a huge “if”, and while there are ways to improve their capabilities, there’s also a limit to what they can handle–and a bad draw would just be a rough loss. They also require a bit of cash if you wanted to go Beast-heavy and do all GW figures, so keep that in mind (or hit the casino and hope absurd luck hits you there as well). While the meta remains the “make sure things can take out a Knight” and “I’m fielding my Knight” I think Beasts suffer a significant weakness.

All that said, Beasts of Nurgle are great fun to run en masse in games. Even when they’re being terrible, I do enjoy setting them on the table every time. So that’s worth thinking about as well.

Happy gaming if you choose to use your Beasts, and Grandfather Nurgle bless.


Clevelandis Falls

Clevelandis Falls

The following is a narrative battle report for our mega-battle culmination to the Second War for Futuris Clevelandis. Huge thanks to Ryan for building walls and terrain, and to Rico, Mike, Andy, Colton, and Jeff for painting up great models to join in the battle.

Future Cleveland 1

The time had come. The enemies were at the gates. The Mayor of Futuris Clevelandis stood on the battlements, his electro-monocle showing him the massing forces below, while his trusted aids counseled him on courses of action. While the advisors were solidly Imperial citizens, the Mayor’s slight mutation meant that he was just as uncomfortable with Imperial rule as what the forces of ruinous Chaos would do to his precious city. 

Future Cleveland 2

While defenders prepared their positions, inside the city walls critical infrastructure was being prepared and defended. Even the unemployed buskers of the Mechanicum were given temporary work furloughs to sing songs of praise to the careful machineries. 

Future Cleveland 3

The citizens, like this crone and her two grandchildren, had seen the horrors of war before. They expected difficulty, but had no idea the cruelties that Chaos planned for the invasion. 

Future Cleveland 4

Adeptus Astartes from the Salamanders and Ultramarines chapters manned the massive walls of Futuris Clevelandis, determined to keep them intact and the city center protected. Every unit they could keep from getting to the city was a critical objective spared and civilians defended. 

Future Cleveland 5

When the conglomerated forces of Chaos arrived they did so with a grand howl, spilling from warp rifts and bulk landers alike. Strangely, the Eldar that had been plaguing the system with raids showed up and launched an assault at the walls of Futuris Clevelandis at the same time. The defenders fired down on their numbers, hoping the hail of gunfire would slow the assault. 

Future Cleveland 6

Yet Chaos’ victory in the air battles had left the defenses of the interior of the city open. Deep striking terminators from the Thousand Sons appeared first, and then used their magical loci to enable masses of daemons to surround the Adeptus Mechanicus defenders that occupied the critical infrastructure of the city center. 

Future Cleveland 7

At the walls, the Imperial Guard were the first to the fight, their tanks being placed at the far side of the walls, supporting their troops that occupied external trench works. The daemons were far too close and too numerous, and their great strikes tore through troops and tanks with equal ease. 

Future Cleveland 8

Inside the city, the daemons of Slaanesh enacted their cruel plans: by slaying the souls of the citizens (including the crone and her grandchildren) they increased the blood power of the Daemonic forces. Soporific clouds of Slaanesh’s power began to accumulate within the city corridors thanks to the suffering inflicted on the innocent. The Adeptus Mechanicus fought back in the face of it, and called for help from the Space Marines who manned the walls. 

Future Cleveland 9

A great Helldrake of Chaos launched itself into the lead of the forces of Chaos, but the resolute Salamanders remained undaunted. Their squads of Primaries Inceptors boldly leaped the walls and unleashed plasmatic destruction into the chest of the great beast, felling it in a wave of destruction. 

Future Cleveland 10

Yet it was too late. The Eldar had sent sapper Kill Teams ahead of the mission, and they were able to blow one section of the wall right as the battle reached its climax. The Mayor of Future Cleveland managed to barely escape the destruction, but his aids were not so lucky. The Ultramarines and Salamanders steeled themselves for the incoming assault, even while some units turned to support the city that lay at their backs. The tanks of the Ultramarines were savaged by the Tzeentch daemon prince that reached them thanks to unholy speed, while the battle line troops of both Chapters poured their fire into the Hell Blade fighter that was the first attacker to exploit the gap in the wall. 

Future Cleveland 11

Yet all the defenses at the gate were for naught, as the city center fell to Chaos. The Adeptus Mechanicus put up a heroic fight, but surrounded on all sides and dulled by the strange musks and magical energies of the Slaanesh daemons they could not survive. The Chaos Fire Raptor’s arrival to the city center furthered the wave of destruction, and helped finish off the Space Marine reserves who were dispatched to the city center. While one section of the city remained held by the Imperium forces, three sections fell to Chaos. Back on the battlefield, the wall was broken but manned, but the trench system had been entirely taken by the Chaos forces. The city of Futuris Cleveland was broken, fallen to the ravages of Chaos. Already their rituals began to be enacted, with the goal of turning the entire planet into a daemon planet to harness the dark energy that had always been bound in the crust and core of Clevelandis. 

Future Cleveland 12

The Mayor of Futuris Clevelandis had thought himself finally safe, and that at least his mutation would make him seem appealing to those on the Chaos side–explaining it away to the Imperials had grown increasingly difficult over the centuries. He had dodged the wall collapse as well, and found himself atop an entirely empty battlement. Where had the space marine defenders gone? Then with a blink he realized, the Eldar had been operating with a singular mission the entire time. They had engaged enough Space Marine forces to clear the battlement, then blown the wall to force him to flee that way. As two farceurs on Jetbikes flew in at him, the Mayor felt a sinking sensation. He was far from safe. The Eldar had designs on him. What they were he could not say, but he knew as he surrendered that he was the central goal of their plan all along. 

The game turned out to a great event, and was a really fun time putting it all together. Again huge thanks to all the players who build and painted things to make this go off so well. Stay tuned, as the next steps for Clevelandis and its erstwhile Mayor will be taking place over the summer of 2020 in the DaemonWorld campaign that we’ll be playing at Drawbridge games.

Painting Progress

I didn’t get any of what I hoped to get painted for this event done, but I did manage to finally finish up the last touches on my two units of Nurgling bases. These little scamps have been mostly painted for a while, and just needed the final treatment.

Chaos Daemons 40k Nurglings

Such gross little dudes. 

2020 Painting Challenge Progress

70/366 Warhammer 40k Power Points Painted

14/25 Marvel Crisis Protocol Models Painted