The Imperial Guard Tactical Company has received some support detachments in the shape of heavy weapon teams, Ogryns, Ratling snipers and Griffon mortar carriers (using Thudd Gun rules for them as there are no Griffons in 2nd Edition).
The approaches to the city are defended by heavy guns
Ogryns are perfectly suited for street fighting
Ratlings are scouting ahead of the army
Heavy mortars are set to disrupt the enemy advance
Other than the Capitol Imperialis which still needs painting (and new tracks), this is the first company for my Imperial Guard in Epic 40k done. Now I am painting a Goff Klan to face them, and will be switching back and forth between the 6 or so formations I plan for each. With some Space Marines thrown in here and there.
I have expanded my Imperial Guard for Epic 40k into a full blown Tactical Company under 2nd Edition rules, having decided to go back to this iteration. It was the game we played most back in the day as the rules were engaging, armies affordable, figures paintable in a reasonable amount of time and easy to transport.
While 3rd Edition was just awful and killed the system off, it did produce very nice (overpriced) models. Therefore my armies these days consist mostly of figures from that era. Taking closeup shots of 6mm figures is a horrifying experience but I have steeled myself well enough not to attempt to add any more detail or smoother highlighting.
The Imperial Guard defending a city
There are also some abstractions to be made. For example, the missile launcher team comes as a single figure, but I didn’t like the look of having just four models on a base, so the squads effectively end up with eleven troops in them, counting heads. Secondly, there are two command stands for the company, where in 40k an HQ unit would only consist of five soldiers. I have given both a psyker and a commander figure to make them stand out and clearly designate them. Thirdly, instead of Rhino APCs I am using Chimeras. I much prefer the Imperial Guard having its own flavour here, though I am still going to use Rhino rules to keep the points balance of the formation.
The Command HQ of the company with its transport and comms vehicle
Each company gets a free Commissar – the soldiers will rejoice!
An infantry platoon advances
Quantity has a quality all its own
I finished painting the remaining Night Goblins from the Knightmare Miniatures range so my warband is expanded and as complete as it currently can be. Thinking ahead for Saga, I can field three units of warriors, three trolls (I assume there will be some monster/monstrous creature slot), a shaman/wizard and the warlord.
While looking for any release info or beta rules that might be floating around (no luck there), I did come across a fan made project called A Fantastic Saga. Haven’t tried it, but clearly a lot of work has gone into the expanded rules and fantasy races that are available, so definitely worth checking out. Using the Kobaloi list, I could field my Night Goblins as a 6 points force.
Emboldened by their backup, the goblins charge ahead
Whether with flail or axe, goblins just like to bash things
If you can’t afford an axe, a wooden stick with nails does the trick
Knightmare Miniatures recently ran a Kickstarter to expand their mostly Kev Adams sculpted Greenskin Wars range. I used that opportunity to pick up the new Doom Goblins and a few more wolf riders and feral goblins.
Alongside the four goblin warriors that I am still working on, the Doom Goblins received a new leader in the shape of this big bruiser carrying a massive morning star. Might makes right in goblin society, so there wasn’t much discussion regarding his role amongst the expanding tribe.
You wanted to see my resume?
I think Kev Adams is doing some of his best work at the moment with this range so I really need to catch up with my painting. Also still looking forward to Saga Fantasy, although a generic goblin list would probably not do justice to their variety. Thinking about play testing the Doom Goblins as Saxons.
There’s going to be some changes around here
Now let’s crack on!
I finished the cavalry arm of my Tomb Kings army for Warhammer Fantasy Battle by adding a second rank to the spear armed skeleton horsemen.
The Master of Horse still commands his riders in death
The horses are very old sculpts since GW never saw fit to replace them. For the riders, I mixed up parts from the original plastic skeletons with the Tomb Kings releases. As previously mentioned, I added horse blankets made out of tissue paper to give the models a bit more heft and have the riders stand out from their mounts better.
Galopping towards the foe on skeletal steeds
Charge of the bones brigade
For future expansions of the army, I have two units of five horse archers each built and primed but first up is a squadron of chariots.
Riding under the gleaming bronze war banner
While doing a roll call of my various work in progress armies for Warhammer Fantasy Battle I came across a mostly finished herd of Beastmen Gors that required a few updates. I drybrushed the bases brown where they were grey before and repainted the edges in my now standard Gorthor Brown.
Beastmen are a constant threat to hamlets and villages throughout the Empire
I also found that I was one warrior short since I intend to use the previous leader of the herd as a Wargor in the 1,000 points force. Since I had a spare model from the Marauder Miniatures MB09 Beastmen Regiment with a missing double handed club, I converted that figure by giving it an axe and shield from the plastic Citadel Chaos Marauders. About half of the other Gors also received shields from that set, as none of the regiment was equipped with any.
Beastmen use crude but effective weapons and armour
Some of the Beastmen had previously been converted to wielding two hand weapons, while the remaining ones were now given shields from the Ungors plastic set.
Gors wield vicious, heavy blades