Tuesday, 11 August 2009

Calneage List Update

I just got back from a rather messy weekend at a festival. and get a suprise visit from my friend John, my Ally for the Calneage game, we decided to modify a few things in my force despite my rather cloudy feeling in my head (oh the things i do for this hobby...)

We decided that the Scout Sentinal with Missile Launcher was utterly pointless, there shoulnt be any armour on the table that the autocannons shouldnt be able to sort out, and the armour 10 isnt nearly as useful as the 12 armour on our armoured sentinals (i'm taking 1, and he's taking 2)

so dropping the 45 point walker gave me room for more wargear on my squads. (many Grenade launchers :D:D:D:D:D)

The List Looks like this now

Platoon Command Squad - Power Sword, 2x Grenade Launchers. 50 points

Infantry Squad 1 - Autocannon, Grenade Launcher. 65 points

Infantry Squad 2 - Autocannon, Grenade Launcher. 65 points

Conscripts (20 men). 80 points

Heavy Weapon Team 1 - 3x Heavy Bolters. 75 points

Heavy Weapon Team 2 - 3x Autocannons. 75 points

Armoured Sentinal with Plasma Cannon. 75 points

This comes to 485 points, so i have 15 spare.

i am thinking of using these points for a Missile launcher for the platoon command squad, as the only other things i could spend them on would be a standard, or 3 vox's

the standard will only be a platoon standard, which only gives the squad a +1 to combat results, which isnt very useful.

the vox's would be useless because the only squads i would use the orders on (heavy weapon squads or conscripts) can't take vox's anyway.

so after writing that, ive decided the missile launcher is the best choice (i would prefer an autocannon, but i dont have anymore of those left, and the ones i have yet to build have no bases left as i used them up re-basing other squads)



Monday, 3 August 2009


A new event has popped up in a nearby town. Calneage (in Calne - Wiltshire)

due to this being their first time hosting a tournement, they have gone for a doubles, 500point (per person) Combat Patrol game.

My friend John from DDWG has kindly agreed to be my ally, and we have decided to field Imperial guard armies together. (he has been forwarned that we will be mainly losing if my last tournement is anything to go by.

to give you an idea of how limiting this competition is, i will do a quick summary of the calneage rules

Army Selection

Calneage! will be using the GCN combat patrol force organisation
chart and the following army selection criteria

Minimum of 1 troops choice is compulsory
optional: 1 HQ choice, 2 Elites, 3 more Troops, 1 Heavy Support

· No more than 500 points may be spent on the on a Combat patrol force,
using the Force Organisation for a combat patrol.

· No vehicles with a total armour value greater than 33. Calculated by
adding the Front, Side and Rear armour (only count Side once)

· No Model can have more than 2 wounds, with the exception of units with
the Small Target special rule (although these may no be taken as compulsory
Troop choice)

· No Special Characters may be used.

· No 2+ saves

· No ordnance weapons are allowed

· Each army is limited to the troops specifically permitted by its list and
allies may not be used. Imperial armies may not take Daemon/Witch Hunters or Death Watch

· Any full Codex’s/Army Lists including White Dwarf chapter Approved
articles published at least one month before the tournament will be allowed.
Exceptions to this rule are the Imperial Guard Armoured Company, The Blood
Angels Death Company army and Elysian Drop Troops.

· Daemon and Witch hunters may use inducted Guard units or Allied Space

· Equipment detailed only in Forge World’s Imperial Armour publications may
not be used. Though Troop units may be used ie: Krieg Death Guard, Renegades

· No VDR vehicles or Tyranid monstrous creatures will be allowed.

· You will require two appropriate objective markers in addition army.
These should be mounted on a base no larger than 65mm in diameter.

Modelling criteria
· All models should be painted with a minimum of 3
colours, and bases should
flocked or textured.
· Miniatures should adhere
to the WYSIWYG rules. Weapons and wargear
upgrades should be adequately
· Although painting and modelling will not affect your tournament
points, there
will be an award for the ‘Best Army’.

In Particular I was curious as to how a game without Special Characters, 2+ armour saves, 3+ wounds, Heavy Tanks, and ordinance weapons would play out and how best to exploit that as a guardsman.

in my haste i based a force around a leman russ executioner, thinking, "that will hurt", until i realised (it was a slow day for me) that the armour value of an executioner is WAY too high

so i sat down and set about making my plan, i came up with this:

As many guardsmen as i can field with heavy weapons, blasting the hell out of everything. i think that might work.

also i thought i should chuck in my sentinals to give some mobile fire support and make some nice targets for the enemy to worry about uneccesarily.

Platoon Command Squad

After fiddling about removing wargear from my squads to get them to fit and be legal, i ended up having to remove everything from this squad, so i figured i might as well arm all the guardsmen with chainswords and laspistols to get an extra attack in CC. you will also notice my Company Command model standing in as a platoon commander for this event, this is due entirely to my platoon commander model wielding a bolt pistol, which ruins all my points values by 2 points, hence my (now holstered and therefore interchangeable) laspistol commander model is here.

The Rest of the Patrol
i had to remove the voxes, and the assault weapons from my infantry squads to get their points low enough. also had to change their normal missile launchers for autocannons to save 5 points, but gained an extra shot at str7 (high strength krak missiles are entirely uneccesary in a game without heavy tanks.

my cheapest sentinal (and funnily one of the only vehicles i could field at this small points value)

the armoured plasma sentinal made it in, just because it will kill anything, marines will fear it.

i was adamant that my conscripts should get another game in. they were utterly hilarious in the ATTACK 09 tournement. useless in my first 2 games, but amazing in my third game. i'm going to make sure my commander is within 6" of them and give them FRFSRF at the first opportunity, (when any enemy are within 24"/12")

Well, i'd love to hear what you think of it, and if you can see any massive flaws that could occur.

also, what kind of other forces can be fielded with 500points. for example space marines (about the only other codex i have a good knowledge on) wouldnt be able to field much for 500 points surely, im hoping that with 20 heavy weapons i should be able to whittle them away swiftly from behind my meat shield...

Cheers, TSINI


The Lucky 88th History

The Lucky 88th

The Royal planet of Borlina is just off the Cadian gate, once a thriving hive planet with a high percentage of royal and rich descendants from Terra itself. Now a diseased, war torn hell hole, home to a twisted secret the Inquisition would rather not recount.

The Curse of Borlina

During a Chaos incursion (Blood & Bile of the Rich Invasion 960.M41) Inquisitor Payne ordered the Orbital Bombardment of the entire planet, choosing Viral Bombing as the means of execution of the foul beasts and corrupted Governors.
Unfortunately the Borlina PDFs were also sentenced to death, whilst deeply in conflict with the Chaos forces.
Under pressure from Inquisitor Rayvenn (of the Black Storm), Inquisitor Payne mercifully ordered areas with high concentrations of loyal forces to be bombed with a weaker strain of the virus. Whilst the planet was bombed with Virus 1, a highly corrosive airborne agent which subsides after 1 day. Virus 13 (a Plague like virus with no corrosive element) was deemed legal for use over loyalist troops, who were forewarned, advised to find cover and don gas equipment. Low on supplies, deep in conflict and without gas equipment the lucky 88th miraculously fought off Virus 13 as if it was a bad case of flu.


A nearby Commissariat fleet jumped at the opportunity to put together their own personal force and made planet fall to gather together the pockets of loyal troops into a fighting regiment. This proved quite difficult, requiring the aid of the nearby Space Marine chapters (“Dragon Marines” and “Black Storm”) to seek out loyal forces.

The largest surviving regiment had barricaded themselves in the Master Palace, which impressed the commissariat no end, for it was a disease ridden nightmare, the very palace itself was a Nurgle infested monstrocity.
Having already adopted the name “Lucky 88th” due to the large amount of survivors from the 88th regiment the troops added a Lucky Ace symbol to their armour and vehicles, much to the annoyance of the commissariat who view it as graffiti and unofficial. In return the more senior commissars keep their gas-masks on when in combat to stir anger into the men, making them fight harder for the injustice caused to them. Lower Commissars tend not to test such practises, wary of the men turning on them when cut off from high command.

Recruitment: The Virus Run

Any outsider coming into contact with any surviving member of the Borlina virus attacks must first be inoculated from the infectious version of the virus which can be fatal to weaker immune systems. New Recruits however are not so lucky. Firstly they are put through a year of heavy training wearing gas masks. Graduation into the Lucky 88th is only complete after a gruelling month fighting through the Virus Run, a heavily infected area of the former Borlingrav Palace, now a Bastion of pestilence and disease. The survivors of this infamous death zone gain the respect of the rest of the regiment, except for the veterans who hate all outsiders including the commissariat.