Monday, 17 September 2018

The Court of The Yellow King Awakens

Balto Krudditch pored over the vid reps regarding the now disappeared Death guard force, the battle had been fierce with no clear victor, so with the lack of a visible enemy, all seemed well. His requisitions for a much larger force had been largely overlooked, but his command was back filled to the exact *size it was prior to the followers of Nurgles attack. Scargill had been on high alert since an alien structure had been unearthed some 700 clicks eastwards of here in the town of Kinnock. After some attempts at entering the object were marginally successful the entire central plaza was cordoned off with a strong garrison observing the object which appeared to be dormant. Then a vox command was received for his company to advance 75 clicks northeast to a small settlement of Scousehatton. A rad signal very similar to the one in Kinnock only much stronger had been identified. The entire army was dispatched to Scousehatton, a journey taking approximately 3 hours. What met them entering the small town was a surprise to say the least, what would have been more accurate was a hideous Groxballs of a surprise. A large contingent of Necrons had rounded up the inhabitants and held them in a large tavern in the centre of the settlement. They were currently using the towns main edification gallows as a staging area for the army. As the relief force arrived a booming synthesised voice was heard in archaic Imperial Gothic;
"Insignificant mammalian creatures, Lord Grimdarhk the Somnolent, rightful Lord of this world has come to reclaim his territory. Your presence here is ended. You have one hour to vacate this planet before liquidation begins. Move one micron nearer to the Court of the Yellow King's presence and you will forfeit the hour, he has generously granted you.".
Without a seconds pause commander Krudditch sent out a vox to his troops "No jumped up tinman is going to kick us off our own planet! OPEN FIRE!". And so began the battle of Scousehatton. 

Greetings. Another battle report hoves into view. This time it's my astra militarum vs Stuart's Necrons. Having never played Necrons I wasn't really sure what to expect. looking through my Codex Xenos book I noted they have decent saves, decent stats, decent weapons and arrogance. One thing I did know from reading the codex was their Reanimation Protocols, every casualty can return to battle on a 5+. Of course models removed due to morale won't come back, they have a lot of explaining to do when the Overlord finds them. The secret to dealing with Reanimation Protocols is to wipe out entire units to stop that sort of thing. 

The Armies

The army I selected was exactly the same one I used against Dylan's Death Guard , in actual fact the army list was originally written up to fight Stuart's Necrons but fate had other plans**. A month later than scheduled I arrived at Casa Stuart with a game mat, some scenery and the Scargill PDF led by Balto Krudditch. I haven't got a copy of Stuart's army list and as he was using some Forge World Necron toys my understanding of what he used is somewhat limited. As far as I can remember he took;
A Necron Lord on a Command Barge.
2 Cryptechs
A unit of 8 or 9 Tomb Blades
A unit of around 20ish Necron Warriors
A Tesseract Ark
2 units of 10 Immortals
A Canoptek Tomb Sentenel or Stalker
A Doomsday Ark.
As you may or may not be able to discern, Stuart has a lot of big items. Probably because Lord Grimdarhk decided to show off his scary Necron weaponry to the primitive humans and a lot of his Necron warriors were still in the Land of Nod. Also he has a broken down Monolith in the central plaza of Kinnock that needs a jump start and he hasn't gotten round to it yet.

The Asking What Stuff Does Phase

Otherwise known as the set up and other sundry activities part of the game. I asked Stuart what his stuff did/does***. He explained the Tesseract Ark and Doomsday Ark did horrible anti tank stuff (my Leman Russ wouldn't like that), the Cryptechs did some sort of buffs to reanimation protocols, the Necron Lord would obviously be nails so I didn't question him much about that. The Canoptech lad was some sort of deepstriking chewing up guardsman sort of thing and the Tomb Blades were flying things that had reanimation protocols and a -1 to hit in the shooting phase. I didn't like the sound of that. To be honest there was a lot I didn't like the sound of but I figured that the Tomb Blades were very high on my things to kill list.

Astra Militarum to the left, obnoxious insufferable braggarts to the right. 

Four Objectives can be seen in a semi straight line running along the centre of the battlefield the other two were placed more selfishly nearer our respective deployment zones.

Sergeant Harker squats in a crater in the centre of of the deployment zone allowing two Leman Russ, two infantry squads, a Chimera and a special weapons squad the pleasure of basking in his aura of rerolling ones as they all have the Catachan keyword. Unfortunately his aura isn't able to encompass the rest of my army so the Autocannon heavy weapons squad, Ratlings, Chimera, infantry squad and Tank Commander will have to make do without it. Both Chimeras also contain veterans and other assorted Astra Militarum dignitaries, ready to jump out at a moments notice. The Hellhound lurks out of shot at the bottom of the battlefield.

My initial Tactical Objectives; secure objectives 2, 6  and area denial. both of these were on the wrong side of the battlefield for me.

Objective 1 is firmly in Imperial hands. Unfortunately the higher echelons of Imperial command don't really want it.

Assorted Necrons cower behind the inn in an attempt to avoid righteous Imperial munitions hurtling towards them. Two Arks Doomsday and Tesseract prepare to unleash awful disambiguation beams and things of that nature.

During turn one a VP is scored, Area Denial probably.
During the first turn I attempted to destroy some of the Necron troops, and was pretty successful.As stated before I didn't like the sound of the Tomb Blades so I concentrated fire on them wiping them out with Leman Russ, and sniper fire. Got a few hits from the autocannons on the Doomsday Ark only to have Quantum shielding save it (Stu rolled double 1's). On the east side of the table Imanaged to inflict quite a few casualties on the Necron Warriors and then quite a few of them got back up into the fight. A few fled so they couldn't come back so Stuart had to have a pile of models that might come back due to the accursed Reanimation Protocols and a pile that could not as they had scarpered. Stuart's turn didn't go so well as his highly dangerous Ark tag team failed to inflict significant damage on my Leman Russes. He did wipe out my autocannon heavy weapon team and several Ratlings due to some sort of teleportation device jiggery pokery. By the end of turn one I think I had the moral high ground.

The Veteran squad with the plasmaguns reinforce the place where the Autocannons were while the chimera remains parked perilously close to scratching the paintwork on the side of the building. If the driver does commit the sin of taking off the anointed holy pigment, a week or two cleaning out the latrines will be his punishment.

On the off chance High Command takes a fancy to objectives 3 or 5 a lone sergeant takes 3 (the rest of his squad were vaporized) and the Hellhound takes 5. A Cryptec hides behind some  Necron Warriors, hoping that a Leman Russ some assorted small arms fire and a Hellhound won't be able to remove his shield of underlings.

More Necrons, this time, I think Immortals (which is to me a fairly pointless name as all Necrons are I think) assault the brave defenders of humanity. The unit on the left had some sort of Tesla weapon that turn into 3 hits on the roll of a 6. Very nasty and not at all welcome on behalf of the Ratlings.

After aforementioned Leman Russ, Hellhound and small arms fire the Necron Warriors are gone. That leaves a very exposed Cryptec next to a couple of Arks. The Immortals next to the Necron Lord is also gone. High Command still doesn't want objective three but the sergeant is loath to relinquish it as there is a 12% bonus for any NCOs that successfully defend objectives from xenos equipment of danger level 3 or above.
It was around this time that Quantum Shielding proved strangely ineffective. After weathering autocannon shots and Plasma cannon hits Revs Cantalope in his Demolisher took a shot at the Doomsday Ark. One successful wounding hit later I hoped for a 2 or 3 to start plinking off wounds from it. Fate decided to add some drama to proceedings by making me roll a 6 for damage to mean all Stuart had to do was roll a 1-5 on a d6 to negate the damage. He (or she) must have taken pity on my sour look and made Stuart also roll a 6, making QS worthless.

On this side of the table the strategy of concentrating fire on xenos infantry wipes out the Tesla armed Immortals (who are proven to be fairly mortal, at least for the minute). Another Cryptec fills his metal togs with waste oil and surplus mechanical extrusions. It's at this point that Warlord Grimdarhk says to himself, "Fine, I'll do it myself." his voice although metallic sounds quite a lot like Josh Brolin's.

At the end of my turn I have a happy "I shot all your troops" type feeling. Coupled with a "and by sheer good luck, you barely damaged my tanks" type feeling. By natural progression of narrative, it was a warm and fuzzy Balto Krudditch that wallowed in his good fortune.

The picture below shows Stuart's attempt to ruin the party. An horrible Crypt Caterpillar of Death came out of the ground near the centre of the table and Grimdarhk attempted to redress the balance between tinmen and humanity.
A number of things then gave Stuart the impression (I would imagine anyway) that things weren't going to go his way this turn. Some shooting from the Arks were once again unterrifying to the doughty warriors of the Imperium except for a couple of Ratlings and Guardsmen. Lord Grimdarhk himself moved his Command Barge to charge my veterans and get some VPs for stealing my objective. The Cryptec by the Inn also declared a charge on the lone sergeant in the there. The Tomb Stalker also declared an assault on some guardsmen. There were mixed results. On the pro Necron side the Tomb Sentenel (or Stalker) made it's charge into some startled guardsmen. On the not so pro Necron side the Cryptec failed a charge on the sergeant and took a wound to overwatch into the bargain! The Necron Lord also failed his charge and although he didn't get to smite humans with his big weapon, he did get the satifaction of seeing two guardsmen fry themselves with dodgy plasma guns.

The creepy metal insect thing managed to roll the required 9 on 2d6 to kill and maim poor innocent guardsmen that were minding their own business by the Inn in the middle of the table. Some efficient nipping and biting later the special weapon squad is at half strength. 

A close up of the special weapons squad fighting off the Tomb Sentenel (or Stalker). YTS trainee Terry stands next to the remaining members of his squad trying to remember the correct procedure for bayoneting a large Necron creature under the scrutiny of my Primaris Psyker. 

Lord Grimdarhk stalls his command barge much to the veterans glee. The Ratlings are pretty chuffed about it as well.
With the prospect of another turn of shooting with the Necron Lord as the nearest target to most of my army and Stuart's terrible dice rolling he concedes the game. A wise move as the Necron force was pretty much troopless and my three Leman Russ were still in good shape. Taking six wounds off the Doomsday Ark was an important psychological blow as it proved Fate was taking an interest in the game and was rooting for the good guys. As I have found many times when the dice hate you, winning a game is an uphill struggle.

The final scores on the doors. Featuring my foot at the bottom of the picture.  I must learn to crop this sort of thing out.

Post Match Punditry

Well it was a short game and my first against Necrons. From my point of view, Sergeant Harker is a real bargain at 50 points. If you place him centrally around your important units the rerolling of 1's really makes the Astra Militarum shooting phase more unpleasant for your opponent. I think my decision to target (and luckily wipe out) the Tomb Blades in turn one was pivotal. Had I let them frolick over to my poor squishy guardsmen with their good ballistic skill and similar weapon skill then I may well have been packing up early instead. I did manage get rid of all the Necron troops which is vital with Reanimation Protocols. Stuart took a list of stuff he likes rather than what the Internet says he should take which is always more of a challenge. I was particularly pleased to see a total lack of Monoliths in the army list as I think they would soak up a lot of heavy weapons before they go. He also had some appalling shooting from his Arks which sort of unleveled the playing field somewhat. Talking of unlevel playing fields, Quantum Shielding is a pretty weird thing! It seemed to want to protect his stuff from Autocannons rather than Demolisher cannons, even though it should've worked the other way. Perhaps after their long sleep the QS  machine needs it's settings tweaked.

From the narrative point of view of my ongoing Scargill saga, this was Lord Grimdarhk the Somnolent's first scrap in millennia and it didn't go as planned. Probably caused more by arrogance and a not too thorough equipment servicing plan . I'm sure he will be back to wreak havoc upon the populace of Scargill as they have steadfastly refused to vacate his world. Balto Krudditch remained largely unscathed during the battle and will now have to put in some more requisition forms for replacement troops. If he is lucky he will get more than he wants, but if the penny pinching of the Planetary Governor - Thatcher Magz continues he will only get replacements on a one for one basis. 

*1850 points.
**Either myself or Stuart couldn't play. Fate it seems, is annoying by times.
***As Necrons supposedly can't be  destroyed they will always do this stuff.

Lord Grimdarhk The Somnolent had returned to his palace far below the surface of Scargill. His mood dark. The primitive human force had defeated his own by some miracle and forced him to flee back to the underground city known as Fugue. The reanimation process of his people was ongoing but slow. He had expected to exterminate all resistance in the human settlement and move on to some of the larger dwelling areas to  rid his planet - Torporia of the human infestation. With a large portion of his initial strike force in the workshop undergoing repairs, it seemed the conquest of this planet would be delayed. Enjoy your  time left on this world humans, it will not last much longer..........

Thanks For Reading.

Thursday, 9 August 2018

A Milestone and a Kickstarter

I went down to Co Clare for a couple of days last week and this blog hit over 100,000 views. While I was visiting the Father Ted house people were clicking links and hopefully reading things they enjoyed. After 195 posts (10 are still in the draft stage) my blog has gotten into 6 digits! A big thanks to everyone who reads my entries and an even bigger thanks to those who have subscribed, it means a lot to see people like what I'm doing. 

Wednesday, 8 August 2018

A Disagreement With The Death Guard

Sivar Rotlung, Lord of Contagion looked at the vid viewer screen that showed the settlement of Colebuck situated in the Scroxix hills in Gremthorpe, planet Scargill. The raiding force at his disposal were deployed aboard his ship The Rancid Destroyer ready to transport down. Visions of spreading pestilence and woe upon the sandy soil of Scargill had been frequent in his seldom needed sleep but Sivar was well aware the Father Nurgle spoke to his favoured children through fevered dreams. He knew that great portentous events were in the offing on this prosperous Imperial planet and Nurgle himself wanted a pustulent foothold on the planet. 

"Sergeant Harker, that does not seem to be regulation uniform."
"I know captain, I was at a fancy dress party last night and didn't have time to change."
"Carry on, sergeant!".

Wednesday, 25 July 2018

Battle of The Lords of War

Tanks Vs Daemons

Greetings. A few weeks ago, my gaming group gathered round Stuart to give it death with abandon. My Astra Militarum allied with Billy's Ultramarines to protect the Imperium from the foul depredations of Mortarion most disgusting of Primarchs and an offal cart full of daemons and Death Guard, led by the dynamic duo of Stuart and Dylan. Giving sage advice on the sidelines was Alan. Now, I've found four player games tend to be a bit more confusing and shouty so a lot of the tactical nuances are missed by me and pertinent facts left unsaid. So with that in mind I'll let the pictures tell the story of the short and bloody battle.

Most of my army is in this picture, left to right Hellhound, infantry, mortar squad, commander, another infantry squad, Leman Russ, some Ultramarines, another infantry squad, Tank Commander, more Ultramarines and a Baneblade. 

Rouboute Gulliman and some ratlings make up the rest of the deployed units. Billy kept some characters up in space or something like that. On the other side of the table some Blight Drones, Plaguebearers, Great Unclean One, Chaos Rhino filled with Death Guard, Poxwalkers, Maulerfiend (or some such)and Chaos Predator. There is also a daemon Prince lurking around there and completly out of shot Mortarion, but I suspect he is somewhere between the Plaguebearers and GUO.
Gullimann is basically surrounding himself with expendable troops while giving out rerolls like they are tictacs. The Baneblade is parked sideways on as it wouldn't fit after I had placed nearly everything else. I paid the points for 4 sponsons armed with a lascannon and heavy bolter in each one. This thing has so much dakka it is criminal!

We were playing the scenario where a player (or in this case team) wins when they complete 10 tactical objectives. Our first three all applied to Mortarion so he was a very important target.

Virtually our entire army (those that had range anyway) targeted Ole Morty and barely managed to kill him. First Blood and Kingslayer got us a good headstart in the VP stakes.

Nurglings had appeared on the battlefield and another Rhino I had previously forgotten to mention. Some brave Astra Militarum break out the Daemonic Insect Repellent - Claggonne® and attach it to their bayonets. Sergeant Bloke yells to his men "We're going to need bigger flypaper!".

The majority of the Imperial army stays right where it is with perhaps some Primaris Marines showing off in front of their Primarch. "Dad! look at us! We're the bestest Marines in the whole universe, aren't we dad?".

Some Nurglings get into combat with the Primaris Marines. I don't think a 5+ invulnerable save will save you from Rouboute Gullimann's favourite test tube babies.

Nurgling Attack!

Rather a lot of Plaguebearers get uncomfortably close to the Imperial line. I think Gullimann has rather a cavalier attitude towards Astra Militarum. Probably thinks they like catching horrible diseases in stead of him.

Meanwhile the Blight Drones and Rhino are destroyed by Leman Russ and the Chaos Marines have to footslog their way across the battlefield.

On this side of the table a unit of Marine Scouts that I had completely forgotten about hold an objective. Various servants of the ruinous powers amble over the battlefield to spread all manner of diseases amongst Imperial ranks. Chlamydia is off limits of course as that one belongs to Slaanesh. 

A Daemonic power turned the planet violently on it's axis, or I failed to rotate this picture, you decide. Perhaps the Nurglings assaulting the Hellhound ran into it so hard it shoved the planet 90° temporarily. The Guardsmen in the building are getting whittled away nicely by unwelcome Death Guard pox encrusted bullets.

Reality rights itself in time for the Plaguebearers to assault both Primaris Marines and guardsmen. On the bright side the tanks and Gullimann are perfectly safe. 

A closer view of the fight for objective five.
Sometime around turn two Billy deepstruck two powerful Ultramarine characters to assassinate a Daemon Prince and GUO They were both pretty tasty and Billy's Librarian attempted to cast a psychic power to give them a reroll to his charge plus bonuses in combat. Sadly the power failed and left the Lieutenant up shit creek as he failed his assault and both models were duly trounced by the tag team of pus. Sadly I can find no pictures to support this anecdote but I'm sure it happened and I didn't dream it.

In this picture my claw like hand is about to either a) pick up dice or b)remove casualties 😟.  Also in the picture are two more members of C.L.A.W. - Dylan & Stuart. In the foreground the Slaughterbrute kicks some dung out of SM scouts, it will teach them about the correct use of cover in a battle. 

The final picture taken of the battle. The followers of Nurgle although still advancing are not taking out many imperial assets.
The game was conceded in turn 3 by the forces of farts and snot. In retrospect the first turn was essential. Virtually the entire Imperial army targeted Mortarion killing him. Only just. The Baneblade is an awesome tank, especially with Rouboute Gullimann holding it's hand. One thing I have decided on is not using one again for a while as it is pretty domineering on the battlefield. Had Morty gotten first turn it could well have been the Imperials that quit turn three. There is definitely a massive advantage to going first.

Thanks for reading.

Monday, 16 July 2018

Dramatis Personae II (The Scargill PDF)

After having two battles recently where all my characters performed fairly well (reports incoming) I thought I'd immortalise them before they cark it! So in the hope that they have long and distinguished careers in my own part of hobby heaven, here are some of the important members of the Scargill Planetary Defense Force, Kinnock region.

Tactical Meeting, outside the pub.

Balto Krudditch

Balto Krudditch is a career soldier, never and overly imaginative or charismatic leader, he still has the ability to get a lot out of his troops. He comes from one of the wealthier families on Scargill and has custom made weapons to which he is known to use with considerable skill. He usually goes into battle using his custom powerfist and a family heirloom plasma pistol which has been microengineered to seem nothing more than a lowly stub pistol. Although 'technically' Krudditch hasn't actually fought in hand to hand combat yet, he is sure he is up for the job and will make his father; Gumbah Krudditch proud.

Balto Krudditch

Revs Cantalope

Revs Cantalope is a newly promoted tank commander (so new I haven't converted a model to use for him yet) that has distinguished himself in recent conflicts. His Leman Russ The Painful Reply is a Demolisher variant that has sent many enemies of mankind back to whatever heathen afterlife they believe in. The relatively short range of the Demolisher suits Cantalope's aggressive style of battle. 

Vim Ajax

Vim Ajax is one of the few authorised Primaris Psykers on Scargill. Originally from Scargill's outermost planet : Gruesome Discovery. Ajax was recruited into the sectors capital defense corps once his manifest abilities were discovered. Ajax is usually accompanied by his pet Thoutwyrm, a sanctioned xenos lifeform that augments his mental abilities. These creatures are semi sentient beings that have the ability to siphon off negative mental thoughts and instill feelings of euphoria instead. How or why they are able to do this is still subject to conjecture by xenobiologists, but Thoutwyrms have been utilised in the Scargill Sector for many decades.

Vim Ajax and Zimpy his Thoutwyrm.

Chuck Nimrod

Nimrod is the eccentric commander of the Scargill PDF Gremthorpe protectorate platoon, also known as the Rockworms due to their ability to dig in during battle, taking fewer casualties. Nimrod himself does not fit the image of a typical soldier with a thick beard and the tribal garb of  the hill men of  Scroxix in Gremthorpe. Despite his rustic appearance he is a fearsome warrior and able tactician. He is armed with a plasma pistol and his right arm has a cleverly disguised power field built into the wristband on his left hand that counts as a powerfist.

Chuck Nimrod.

Sergeant Barker

The good 'Sarge' is a large brute of a man. He is a fierce combatant and bears all the characteristics of the Catachan legendary warrior of the similar name. In fact some say Sergeant Barker has styled himself on Sergeant Harker. He is armed with a particularly lethal weapon he has named 'paycheck' and has assembled a group of like-minded soldiers he has dubbed Barker's Beerraisers.

Sergeant Barker

Barker and some of his Beerraisers.
So here are some more models in my collection given names to make them seem more real to me. Hopefully they can help keep Scargill human and make sure filthy xenos don't lay claim to something that humanity may or may not have stolen from another civilization thousands of years ago.

Friday, 29 June 2018

Miniature Wars you may have missed: 40K Space Rangers

Miniature Wars you may have missed: 40K Space Rangers: Space Rangers In the dark mists of time, when the Emperor was challenged he always sent for his most trusted troops, the elite of the eli...

Wednesday, 27 June 2018

A Short Battle Report (that is in fact quite long).

The Orks of Waargh Gitsmasha were moving inexorably towards Scargill but one smaller group (sub)Waargh Tonkwappa and it's ramshackle fleet lost its way due to 'Cheep Navigshunal Gubbinz' and arrived in an unremarkable system with a single habitable planet. Without pause a couple of shuttles were crash landed on the planet's surface to start resupplying the fleet. After shooting up the forest and burning a few trees down, the main Ork force advanced on a large seemingly abandoned human settlement. As the first bikes roared in, seemingly from nowhere, a large force of Aeldari appeared in full battle array. Warboss Tonkwappa bellowed his orders "Roight ladz! Da pansies want a scrap, lets give it to 'em!". 

A Fighter Bommer, Grotz, Stormboyz, Deff Dread, Big Mek and Lootas are in sight, as well as some boyz and bikers. My Guardians, D Cannon and Wave Serpent filled with Asurmen, a Warlock and Dire Avengers lurk in plain view. The Fighter Bommer is a loverly model, nicely painted but I failed to take any more pictures of it for some reason. Next game......

Wednesday, 13 June 2018

Deathworld Flora and Fauna Episode 2; The Miral Catcher & Catachan Mantrap

Welcome To The Jungle!

We've got fun and games. So here I am with another collection of virtually finished foliage for your perusal. Like I said in my previous post, I love the idea of lethal plant life on alien planets. So I got some more inspiration from White Dwarf issue 242. I think I will put up the picture from the magazine then my attempt so you can judge how accurate/inaccurate I am.

Mangrovian Trees

The first non-lethal trees I made were these palm type trees. Simply made with twisted wire, masking tape and surgical bandages they are very easy to make. To make them a bit more 'alien' I tried to elongate the roots that go into the ground, a lot like mangrove trees here on blessed Terra but slightly different.

White Dwarf 242 a Prince of a magazine

At the surgical bandage stage.
Getting leafy. After making these I figure some walking plantlife shouldn't be too difficult. The Day Of The Triffids will come!

Avec Bases.

In all their glory! I sculpted a green grub type thing at the base of the second from left tree with a nifty pipe, tube and tentacle maker from Green Stuff World. I am sure an entire post devoted to the tool is on it's way. Be warned. 

Sergeant Cutter of the Catachan 79th regiment shows newly recruited trooper Terry some wildlife. "See these Mangrovians? Chop here, here and here. Careful no Eyebiter Grubs don't land on yer head, mind".

The second type of tree is made using exactly the same method, only with much longer and broader leaves. I also used the masking tape tree trunk method instead of the bandages. Although this tree is nicely different to the previous ones it is rather impractical as it takes up a lot of room without any great benefit. I also left the roots bare and applied pva to them to give a pretty gnarled look. Painted a fairly luminous green that will be washed with a darker shade to tone it down a bit.

"Now these Crusherleaf trees are a different story, chop here, here and here. While your at it give it a good hard kick to make sure any filthy xenos get dislodged and fall down for a good bayoneting.".

Miral Catcher

The Deathworld of Miral has to my knowledge two dangerous things the Miral Land Shark (just ask commander Stracken about those) and this nasty plant, the Miral Catcher. It has tentacles according to the WD article, Sadly stamen was used in the first entry so an alternative was searched for, inadequately found, so the T word was used even though they're not a fitting plant accessory. Anyway, the Miral Catcher's overly sensitive roots detect prey and it's 'tentacles' lash out trapping it with it's powerful paralyzing stings. Leaving it's victim to death by compost. Anyway My version is in some ways similar to the studio one. Not as good but there is a definite similarity.

The Miral Catcher shares a page with the Venus Mantrap

Miral, jewel of a Deathworld. Mind the Land Sharks.
"So these Miral Catchers are tricky buggers. a few chops should do it, but it's always better to bring a couple of mates with heavy flamers. Just to make sure it won't sting you on the arse. This particular Catcher seems to have very bloody long appendages, someone is bound to trip over it. Better get health and safety down here".

Catachan Mantrap

The 'official' Catachan Mantrap in the magazine is very different to my attempt. It's sensory tendrills are far more discrete than my versions. The jawlike leaves on the one in the studio looks less like eyeless Kermit the frogs, than my one, but I think I captured the ethos of the original. According to the blurb the Catachan Mantrap moves it's leaves around actively seeking prey but GW's version, like mine doesn't show any evidence of how it is achieved. All I will say though, this one is newer! 

Catachan Mantrap and a Sucker Tree.

In the grim darkness of the 41st Millenium there are plants.
"As you well know, Catachan Mantraps are horrible bastards, with all that aggressively seeking it's prey with its jaw-like leaves. Just chop here, here and here and stick a frag grenade up it's hoo ha. That should do it. Careful it doesn't blind you with pollen though. There was that nasty business with that overly curious Butafucco 12th regiment over on Pseudo Earth 9 ". 

So there you have it, some jungle vegetation that my Catachan fighters can frolic through and kill the enemies of mankind. A member of our gaming group suggested a 'Get To The Chopper' scenario where my squad of Catachans try to escape the clutches of an evil Lictor, Predator style. There are also a couple of cool scenario's from the Rogue Trader rulebook involving jungles, dinosaurs and unfortunate Imperial employees trying to get home for Thanksgiving. So as my tables get a little bit more occupied here's to me getting some proper Oldhammer gaming going on!

Thanks For Reading.