Friday, 19 January 2024

The New Cavalry

 We will ride into battle, and this shall be our steed... 


You don't have to catch it, you don't have to feed it


For as long as I can remember, I have always been an enormous, raging, Jet-head. 


It could be genetic - one of my grandfathers flew F4U fighter planes in the pacific during the Second World War, and I believe one of my uncles had a career in the air force. Or it could just be regular cishet boy interests at work. 


Whatever the reason may be, out of all the various forms of machinery that made my brain go Brrrr, the ones that made it Brrrr hardest by far were the aerospace vehicles. Planes, zeppelins, helicopters, spacecraft - if it moved under its own power without touching the ground, chances are I was into it. Like a lot of cishet boys I went through a very long phase of daydreaming about flying fighter jets, and a real fully functioning SU-34 fighter bomber was very high up in my Top 10 Crazy Things To Splurge On If I Ever Became A Billionaire until a couple of years ago when I remembered how vulnerable my eardrums were to rapid pressure changes. And even now that same list still has a fully functioning Krokodil assault gunship in the top 5 since helicopters don't fly high enough to implode my eardrums. 


And my heart always flutters a little when hearing the distinctive Whoooooorrrrrrrrrrrraaaaaaaash of a passing fighter jet. 


Naturally this also meant a key fixture of my childhood was the Supermarionation series Thunderbirds, which was all about thrilling aviation adventures and where the futuristic aerospace vehicles featured were almost more the central characters than the actual characters themselves. I was right in the middle of the 1990s Thunderbirds revival and oh boy did it leave an impression on me. 


So too of course did a whole lot of other science fiction shows featuring all kinds of spectacular flying machines. 


It is little wonder then, that when I ended up discovering Warhammer 40,000 I was immediately sucked into the premiere Jet-head faction of 40k bar none. Between the Hammerhead and Devilfish hover tanks, the Barracuda and Tiger Shark aircraft and the Manta Missile Destroyer, the centrepiece and crown jewel of the Tau model range has always been their awe-inspiring vehicles. 


And from the moment I first saw them showcased on the GW website, I knew I had to get me as many as possible. 


Because of this the history of vehicles in my 40k projects goes back a long way, but today we'll be focusing on the history of my Devilfishes specifically. And that starts with my first one, affectionately known today as 'Old Ginger'. 






Old Ginger was actually the second 40k vehicle I ever got - we'll get to the first one later. I no longer remember exactly how old I was when I got it, but historical evidence would place it as a present for either my 9th or 10th birthday, as I remember I had I Believe In A Thing Called Love by The Darkness stuck in my head that day so it can't have been earlier than 2003. 

In any case, by the time I got around to painting her I had largely moved past my experimental painting stage and had settled back into a primitive facsimile of the T'au sept desert camouflage used by the GW studio army as a standard paint scheme. The major difference, as you may have spotted, being to paint the cockpit vision block green instead of red. My general vision for the scheme was 'just like the GW studio army, but with green windows on the tanks instead of red' for no other reason than that green is my favourite colour, so I wanted the red parts of the vehicles to be green instead. The panels could stay maroon, but the cockpit window had to be green, which was one of the two points of improvement I had for the GW studio scheme (the other being to ditch the bald white helmets on the team leaders). This is the ultimate origin to the green optics used on the commanders of the modernised Tau army. 








Being an attempt to replicate the studio GW Tau scheme, Old Ginger was painted following the guide in Codex: Tau. Of course, being only 9 or 10 and not quite able to fully comprehend how layering and highlighting worked, the results were restricted by my own primitive painting skills, though by the standards of the time it was fairly impressive and I still have a bit of a soft spot for the old girl today. 










Being the first transport model I ever had, this was also my first ever vehicle with an actual interior. As with the gun drones and crisis suit that were contemporaries, I tried to keep glued parts to a minimum and left the engines, top cupola, chin turret and of course the gun drones all unglued and fully articulated. The interior was again extremely crude, just being given a black undercoat and left at that. This was because by this time I had some experience with the Devilfish that was part of the store Tau collection at the local Games Workshop (which was also painted in T'au desert camouflage but naturally to much better accuracy than my own attempts), and that one just had a plain black interior. Since I had no real points of reference or bolts of inspiration, I decided that following suite was the best way to go. 







Being the only Devilfish I owned for some years meant Old Ginger was quickly assigned to transport my nascent Pathfinder team, a role in which she served faithfully for 20 years - including the only two times she ever fired her burst cannon in anger - and due to the timetable and priorities set by the defence ministry is expected to continue serving in that role well into the 2030s at least, albeit strictly in second-line roles among reservist units, popular mobilisation units and border guards. 





The task of transporting Fire Warrior teams was ultimately performed by my next transport, this one. 





This Devilfish was painted when I was a teenager, it would have been around 2007. It belongs to the 2nd Generation of models from my first Tau army, in particular a family of vehicles that represented a massive step up in painting at the time. It may not look like much today, but back when I was around 13-14 just getting the colours in more or less the right places and having mostly distinct panel lines at all was a big achievement. 



Also of note is my first serious attempts at jeweling on the cockpit vision block and the chin turret sensor. Of course at the time I still didn't quite get how layers worked in model painting, so it mostly just ended up being a flat coat of colour with a dot of white in the corner, because the white dot reflection was something that even at an early age I could recognise and fundamentally understand as a key part of the process. 




The colour scheme itself also changed during this time period, because by this time I had gotten my first ever White Dwarf magazine, issue #313 (AU). This issue of course featured a major article on the legendary Tau army of Sebastian Stuart, and was a massive influence on me for many years. This Devilfish was an attempt to take some of my favourite features of Sebastian's colour scheme and mate them to the GW studio scheme so as to blend in with the rest of my models. Most notably the use of a white undercoat and Vermin Brown accent panels on the dorsal spine were both taken directly from Sebastian's colour scheme. On the other hand, the two-tone camouflage is gone here as by this stage I had given up on trying to recreate the iconic Crows' Feet pattern from the GW studio army. 





Of course, Sebastian's Devilfish also featured several conversions, most notably fully articulated side doors...






.... so naturally I HAD to incorporate that improvement into my own transports! 






The process was fairly straightforward in itself - all it really requires is drilling out the bottom hinge joint and sticking a pin through it to turn it from a purely decorative hinge into an actually functioning one. The biggest complication at the time was that I had none of the necessary tools for doing that, so the process was carried out by my father (who did have suitable tools) under my supervision. 





This Devilfish also featured a much more elaborately decorated interior than the first, the better to show off through the now movable side doors. Again this largely followed the lead of Sebastian's transports, with the white interior being a knock-off of his bone cream interiors and some Fire Warrior accessories in imitation of the kit he had stowed inside. There were twists however, with a spare grenade pack on one of the seats substituting for the spare helmet in Seb's because the process of creating a loose Fire Warrior helmet involved sharp cutting tools and filing that was well beyond my resources and skills at the time, and a pulse carbine stowed in the gun rack instead of Seb's stowed pulse rifle because at this stage spare pulse rifle bits were in short supply for me but I had an abundance of spare loose pulse carbines. 




The seats were my own original addition, painted in the same ochre as the hull to try and introduce some colour into what would otherwise be a very monochromatic interior, and topped with Vermin Brown leather upholstery for style and comfort. 





Sebastian's conversion guide called for installing magnets in the side doors to keep them secured when closed, but magnetising models was largely an unknown science to me when I was 13 - 14 or so, and there were no known magnet suppliers near me at any rate, so instead I improvised and simply used wads of blue-tack to keep the doors closed, which in hindsight did not blend into the white threshold nearly as well as I thought it did at the time. 




This machine too was around for the 2-3 games of 5th edition 40k that represent the only time thus far my original Tau were ever used in direct combat, assigned to one of my Fire Warrior teams where it displayed acceptable if not spectacular performance - I no longer remember if it ever did anything truly amazing in any of the games, but it certainly wasn't a complete waste of resources either. 








Now, here's where the plot starts to thicken. At around the time of my Tau army's tabletop debut in 2010, I was working on a sister ship for this Devilfish, which would have completely mechanised my Tau. This model got as far as to have its interior painted and its exterior undercoated.... 






... and never went anywhere after that. 






What happened was that I still wanted the side doors to be articulated, but I still lacked the tools and know-how necessary to pin them on my own, and I no longer wanted to bother my parents about it so I decided to just leave it until I could perform the conversion unassisted. That ended up taking about three years, and by the time I had my own pin vice capable of handling such precision drilling it was 2013 and my hobby focus was dominated by Battlefleet Gothic and Warhammer, leaving the 40k side of things to fall behind. 




This model is entirely unique in that it represents the first and only use of a brand new technology - airbrushing. In 2008 GW released a Citadel brand airbrush modeled in the shape of a 40k hand flamer, and while I wasn't really fully able to appreciate the shout-out I was motivated to get one because the White Dwarf showcasing it happened to use a Tau tank hull as a demonstration model and emphasised how easy it made getting a smooth colour on Tau tanks. And since smooth coverage of the skimmer hulls is the holy grail of Tau painters, I was very intrigued. 





The Citadel Airbrush I ended up getting however proved to be less reliable than advertised. I got through about two or three coats on the front of the model before its inner workings glued themselves shut forever and refused to work, and the whole experience ended up souring me on the whole concept of airbrushing to this day. Fortunately my skills at hand brushing models ended up maturing to a level that made it largely unnecessary. 







While the model's exterior was left on hold until the side doors could be pinned, I did work on the interior in the meantime. By this time I had largely given up on trying to break up the monochrome white and settled for plain white seats - though still with the same Vermin Brown leather upholstery because I value my troops enough to make sure they get whatever small comforts I can give them. There was plans to add stowage too, but they never materialised before the whole project was mothballed. 

On the other hand I did end up putting in some transfers to liven the interior up a little bit. Despite having been a Tau enthusiast for almost a decade by this point, I had very little understanding of the difference between Tau letters and numbers, so at the time I assumed the transfers I was putting on were slogans and information labels like the ones featured in the Tau ship areas in Firewarrior. It was not until much much later that I discovered I had in fact covered the interior rather nonsensically in registration ID numbers. 






The sides of the hull were left unpainted on the outside in anticipation of the hinge brackets being drilled, but I did eventually get to painting the side doors under the reasoning that they were easy enough to manipulate while separate pieces that they could probably be painted and then drilled without too much difficulty. 






And that was how the Devilfish was left for over a decade, languishing in a half-forgotten cache of models, bitz and various hobby supplies while I focused on Tau starships and Wood Elves. It was not until 2018 that I remembered it was there and, seeing a perfect opportunity to give my new rebooted Tau army a 'free' transport vehicle, I resolved to turn it into the first new vehicle for my new Tau with a deep, deep, deep modernisation program. 


The refit work began last year after I had finished the command team for my rebooted Tau. I started by carefully stripping off the outer hull with Simple Green. Normally I am deeply uneasy about paint stripping, being loathe to erase a piece of history and someone else's hard work, but plain undercoat primers are an exception and this was my own painting at any rate, and trying to work with the very thick caked up undercoat my 14 year old self had applied seemed like a bridge too far. 


That said I did determine that the interior was worth salvaging, so I avoided stripping that while carefully taking the paint off the outside by using a system of jury-rigged scaffolding to keep the Devilfish hull suspended above the pool of Simple Green, with just one surface dipping into the liquid at a time. This was largely ineffective at keeping the Simple Green out of the interior, as the troop compartment got flooded through the flight stand hole in the floor and the cupola hole in the roof multiple times, but it was successful at preserving the interior paint job, which was left relatively intact with no serious solvent damage. Though it does even now still have a sharp citric cleaning freshener smell inside...


With the white undercoat taken off, the upgrade work could begin, and this Devilfish, the missing link between my old Tau army and my new one, was REBORN. 











I can only pray I have made Xzibit proud. 

This new Devilfish was unsurprisingly painted up following the exact process outlined in Codex: Tau, with a level of fidelity that my 10 year old self could only dream of. In particular this is the first success I've had in implementing the iconic Crows' Feet camouflage pattern featured on the GW studio tau army's vehicles. 

It wasn't easy of course. The size of the model meant that it was a massive slog to get painted, but crucially it was noticeably much less of a slog than those damned battlesuits. Much of this was due to this model being big and vehicular enough to attack with a tank brush for basecoating, and big and smooth enough to be attacked with a makeup blush brush for highlighting (another tip gleaned from Sebastian Stuart). This meant a lot of rapid progress for a lot of the larger open areas of the model that mostly bogged down around the clusters of greebles scattered over the model - the landing gear in particular were especially troublesome. 

The chin turret was also a major headache due to the friction caused by having such a snug fit. Ideally this piece should really have been painted separately and rigged up to be detachable for both upkeep and to model Weapon Destroyed damage results, but 14 year old me was not that smart. 

The largest problem by far however was clearcoating the beast. Some application of an improperly mixed varnish ended up causing huge swathes of the model's recesses to fog over with this disgusting crusty white residue, which then plagued me for many days as it just would not stay gone, returning paint touchup after paint touchup no matter what I tried. I thought I had solved the problem at last with many many touchups followed by a coat of pure varnish, but even now it seems to be starting to creep back in. It seems that this particular TX-6 is cursed to live an ignominious career as a tyrannical hangar queen. 


But then that's just how the march of technology goes sometimes. 





The rear of the machine shows off one of the many firsts for a 40k vehicle I've painted - a full set of engine glows. These were done using the same rough colour scheme as the engine glows on my Tau ships for Battlefleet Gothic, building up from red to yellow to orange to white in the centre of the thruster. The main difference was in a more detailed range of colour shades to fit the larger scale of Warhammer 40,000 models, as well as a white undercoat to compensate for the colours being drybrushed rather than simply layered. 

The orange engine glows also mark the first decisive action in my WAR AGAINST BLUE GLOWS. They were fine in Firewarrior, and they were OK in District 9, but then after that every single fucking sci fi movie has just put made every glow and explosion electric blue and after 15 years of it I just can't take it anymore. ESPECIALLY with Tau since every last Tau player and artist seems to only ever give Tau stuff blue glows everywhere because of Dawn Of War, and it just feels so lazy and it looks so monotonous and I'm so so tired of seeing them everywhere. 

So in my new Tau army there's not going to be a single blue glow. Anywhere. At all. 

Starting with the engines on this Devilfish. 






The other notable feature on the rear of the Devilfish are the rear-facing sensor clusters at the bottom, which have been painted up in multiple colours as a throwback to the rainbow lights on my older vehicles, with a little uniformity added in - the main lenses are red and green, which is a recurring colour motif throughout the army and taken directly from Codex: Tau and Firewarrior, while the smaller lenses are asymmetrically coloured to add a splash of visual spice. 





The underside showcases what is perhaps the most dramatic new addition over the previous models, a massive increase in firepower from a set of magnetic hardpoints for a full payload of seeker missiles. It was always my plan to eventually equip all the Devilfish of my Tau army with the maximum number of seeker missiles they can carry. This is rooted in my longstanding doctrine of ensuring that every single unit in my armies is equipped with anti-tank capability as well as anti-personnel weaponry, to ensure they can defeat any threat they encounter. And also because as I've mentioned before I had a strict policy of no battlesuits so I needed something to cover the middle ground between pulse guns and railguns. More recently discovering the Soviet army practice of ensuring every single unit had some way of hurting tanks only vindicated this approach. Besides, it's just not a proper infantry combat vehicle without a good anti-tank missile launcher bolted on. 


Much consideration was made to the placement of the seeker missiles, a question that my engineers have wrestled with for decades. At one point over-wing mounts on the top of the prow were considered. So too were a cupola mount, and sticking them on the engine mounts or on the top or underside of the engines themselves. In the end, I settled on a conventional under-wing configuration on the prow, which was simple and made plenty of sense from a design point of view. But this then raised the question of how to fit four seeker missiles under the prow of the Devilfish, which was not a lot of space to fit four big honking cruise missiles. My first plan was to take some inspiration from real life Raketnosets and opt for an interleaved stack of missiles clustered around the central keel in a similar manner to the TU-95K-22 missile carriage. 




But then I discovered that the weapon stations on the tips of the prow wings were actually smaller than I first thought and it was possible to stick a big cruise missile right next to them without getting in the way of any gun drone docked there. This made the overlapping layout unnecessary, provided two missiles were kept right next to the central keel. 

The missiles themselves are taken from the Skyray, because the Hammerhead kits these days come with a Skyray sprue, and since I plan to build more Hammerheads than Skyrays I have a surplus of Skyray seeker missiles, which is great because I need a lot of seeker missiles, and each Skyray sprue gives me six of them which is five more than the lone seeker missile on the Tau vehicle accessory sprue, and Forgeworld no longer sells booster packs of seeker missiles. 

They have been slightly modified with the addition of missile pylons modeled on directly, which in the case of the central two is necessary to give them enough clearance over the central keel, and provides enough area for sticking down a pair of magnetic metal pins so they'll stick to the magnets embedded in the prow. There are also a number of magnetic hardpoints installed around the top of the hull so that the Devilfish can be fitted with specialised mission equipment in the future. 

The other notable feature on the underside is the prominent anti-gravity arrays on the prow, picked out in gold as both a shoutout to my first vehicle model and to tie in with the gold anti-gravity gyros on the infantry and battlesuits. 





Like her predecessor, this new Devilfish also features fully articulated side doors, this time secured with paired sets of magnets. The hinge installation did not go smoothly, as my wonky depth perception and spatial awareness meant the shafts drilled through the hinge pieces were not completely level, making the resulting axis of movement for the door awkward. In the end I had to destroy the hinge brackets in order to save them, with the remains being assimilated into the greenstuff fairings added to accommodate the pins. 








The doors in turn open to a completely refurbished interior. 





The interior itself is mostly the same configuration it was first painted in, just updated to my latest painting standards. The white areas were enhanced by using the same method I once used to improve my first ever Battlefleet Gothic spaceship, and involved something I have only ever used twice including here - ink washes. Like my first Explorer class starship, I applied a liberal wash of very watered down black paint to the whole of the passenger compartment, then went back over it with a drybrush of white. This also conveniently repaired the warping on the areas contaminated with Simple Green. 

From there it was mostly a matter of touching up the buttons with jeweled versions of their original colours - which was not the easiest thing to do as I had to work around several sections of hull that had already been glued in place - as well as the vision blocks, which were painted to reflect the environment beyond them, in other words the inner sides of the vision blocks were painted blue to reflect the sky outside and the outer sides were painted red, marking a return to the red vision blocks used in the GW Studio army which I am happy to settle for, and is a reflection of the red combat lighting inside the Devilfish itself. Speaking of, several casting pits and divots in the ceiling of the passenger compartment were painted up as dome lights, coloured red because they've been switched over to combat lighting. 

The upholstery on the seats was also enhanced with a drybrush of Skraag Brown over Doombull Brown for some extra hard-wearing, stylish and comfortable leather padding - though naturally synthetic this time to avoid needless animal cruelty. 





The interior has also at last been equipped with some stowage, this time not one, not two, but three pulse guns for a complete full gun rack. Moving forward all future transports in the army will be required by regulation to have at least one fully stocked gun rack on board at all times, because I am smart enough not to make any of The Classic Three Mistakes. This also means I will be deploying units as large as possible and avoiding any suspiciously well-paying bounty contracts for a maverick lone-wolf space outlaw with surgically-enhanced night vision. Even if issued by a planet facing imminent invasion from Newcrons. 

Not that the Tau Fire Caste is generally given to the business of bounty hunting in the first place anyway. 

The combination of two pulse rifles and a pulse carbine also indicates this Devilfish as being assigned to transport one of my tactical Fire Warrior teams. 




The new Devilfish also features for the first time a complete set of markings, faithfully applied precisely according to the guide in Codex: Tau and painstakingly copied from the GW studio models using photos from Codex: Tau and White Dwarf #262(US) as reference. Since many of the marking icons used did not exist on the GW Tau decal sheet I had to create my own decals using an inkjet printer. These ultimately proved ineffective on their own, as Microsoft Word's crude graphics editor could not scale down the Tau letters and graphics to a small enough size, and the final printed decals lacked pigment. Instead I ended up printing off a set of circular markings in the right size and using them as templates to freehand over with the desired graphics. The results are a little wonky, but honestly so are the freehand letters on the GW studio examples. 


The crew's personal roundel was chosen to be the same design used on the main GW studio Devilfish, visible in the painting example on the back of the box and Codex: Tau as well as the battle photo on the back cover of the codex. The slogan next to the cockpit was taken from the GW Tau decal sheet and reads "Y'eldi Shi" meaning "Winged Victory" which seemed fitting enough. There were also plans for a second slogan around the edge of one of the side doors, but the curved slogans on the decal sheet proved unable to fit there. 

Similarly after the number Lobba barrages my Fire Warriors have been subjected to I had also planned to freehand "PIN US NOW ASSHOLES!" in actual Tau'sia onto one of the side doors, but even after all my time spent painting tiny Elven runes onto banners my freehanding skills were not able to produce acceptably good looking painted letters to the right size. 





The new Devilfish, Arrow 1, has already seen action and performed well in her tabletop debut. It is expected that she will see much more use this year. 

In the meantime, I now have a modest army featuring a solid core of infantry, jump infantry, assault weapons, and now heavy weapons and vehicle support. It is time, at long last, to close out the beginning of my rebooted Tau army with the most awe-inspiring beautiful centrepiece model GW ever made in plastic...












Thursday, 4 January 2024

Into The Wild

 It is fair to say that these days my enthusiasm for Warhammer is at a low point. While I do still nominally enjoy it, my excitement for Warhammer is on its last legs, having been suffocated by the return of the Tourneycorn Sour Prude math hegemony that did far more damage to the game than GW ever could have. Even the prospects of a few eager 6th-curious folk near me has done little to rekindle my joy or stave off the intrusive thoughts of fire and plastic. 


It's so bad that the 10-year anniversary of my getting into Warhammer came and went without so much as a quick acknowledgement, so drained of excitement have I become. And the press releases surrounding the fan fiction accompanying GW's TOW system have only awoken an ice-hot rage not felt in many long years. 


But it was not always so. Ten years ago Warhammer promised to be the dawn of an exciting new age, a revolution in my tabletop hobby. 


It was, most fittingly, one late summer's afternoon when I went home from university with a Wood Elf Battalion box, and it took all my strength to wait until I got home before tearing off the shrink wrap and poring over the sprues inside. And what a marvel to behold they were! Knife variants! Cloak variants! Special jeweled cloaks for the champions! Banner variants! And best of all, a huge array of beautiful fun little doodads to stick on bases. My first taste of Warhammer models was so amazing it put me right at ease and I completely forgot my crushing intimidation at painting not only beautiful Wood Elf model sculpts, but also banners and tiny elven runes for the first time. 


I immediately set to work preparing the infantry figures that were at the top of the box - conveniently its contents were layered top to bottom in exactly the order I wanted to tackle them in. The box contained a surplus of archer sprues - enough to make eight more than the band of 16 Glade Guard I had planned. Two of the extras were used as the test models I've shown earlier. One was reserved for a particularly special purpose - we'll get to her later. 


But the remaining five became my first ever Warhammer unit, the Wood Wasps. 






This army actually marked the official start of my tradition of always starting with a unit of foot troops where appropriate - because unless it's a game of giant starships or robots infantry are usually going to be the most important cornerstone of the fighting force in question. Unlike later armies however, the starting infantry unit was a band of elite reconnaissance troops, because their composition as loose formation skirmishers made them closer to the Warhammer 40,000 infantry teams I was more familiar with and that made them a more natural stepping stone into Warhammer as I worked up towards ranked units. 


Besides, from the outset I knew I wanted a force of Scouts in the army, because I also always want the best reconnaissance and scouting capabilities I can get. Victory often goes to the side with the best eyes and ears, and being able to identify and track opposing formations and get good intimate knowledge of the local area is always a powerful advantage. In my Tau army that had always been accomplished by a team of Pathfinders, so for Warhammer it was only natural to go for a unit of the best scouting troops available to the best game faction at scouting and reconnaissance - the Wood Elf Scouts. 


It did not take a tactical genius to identify them as the direct Warhammer equivalent to Pathfinders, only making use of great stealth over great speed. Since gas turbine engines, satellite navigation, laser target designators and long-range surveillance space radars weren't things in this setting. successful information gathering would come down to cunning, wit, keen eyes and ears, a good elven cloak for camouflage and the stealth to closely observe the opposing army without them ever knowing it. 


The painting was fairly straightforward, following the step by step instructions for painting Glade Guard outlined in the Wood Elf army book. The process went surprisingly smoothly and I was very pleased with the results. Like the Glade Guard they use the hooded head variants, but the pattern is flipped - where the Glade Guard rank and file have masked hooded heads and the command group have unmasked, here it's the reverse, with the rank and file sporting no face masks to maximise their field of vision while only the champion retains a mask. 


This is also just about the only Warhammer unit I ever made with anything less than the full command options available to it. This was mostly because at the time some vague wording in the army book meant I was not entirely sure if Scouts could in fact take command options of any kind, only learning later that they could (and even then it was years before working out that it made them the ideal delivery vehicle for a Banner of The Zenith). But having just a Champion is enough for a tiny 5-elf scouting party so I'm not too bothered even now. 


It also marked the first real beginnings of the backstory behind the army. 



The Wood Wasps 




The presence of the Wood Wasps is rarely seen in the Meadows Of Heaven, for they spend much of their time outside the domains of that realm. As the principle Scout kindred of the Meadows of Heaven it is the Wood Wasps who man the Outer Sentinels that guard the approaches to Athel Loren, as well as the Inner Sentinels that guard the approaches to the Meadows Of Heaven within the great forest itself. They also frequently range out into the lands beyond Athel Loren to watch, learn and gather news, reporting back to the Wishmaster when they return to keep him and his court up to date with the goings on of the wider world. 

The Wood Wasps were the only Scout kindred in the Meadows Of Heaven to survive Cyanathair's first invasion of the Meadows of Heaven, and remain the secret fifth major warrior kindred to form the bulk of the Meadows of Heaven's fighting force. They are comprised of the Asrai living there possessed of the greatest curiosity and wanderlust among their kind, putting their passions to good use in their role of ranging far and wide and scouting out the enemies of the Wood Elves. 

Each army sent from the Meadows of Heaven is always accompanied by a party of Wood Wasps to range ahead and act as the commanding elf's eyes and ears. Wood Wasps act in small bands of just five Asrai, which keeps their presence as inconspicuous as possible, and the lack of numbers is no hinderance for their main purpose is observation and surveillance rather than direct battle, though they will not hesitate to inflict what havoc they can on the enemy should the opportunity present itself. 

Wood Wasps fight with the Scout Bow as their principle weapon. While this design of longbow lacks the punch and stopping power of the heavier Glade Guard Longbow, it is considerably lighter and more compact, making it less encumbering when moving through dense terrain for extended periods, and it is still precise enough to strike wild game or errant goblins with equal ease. 

For close in fighting Wood Wasps carry the elven daggers common to all warriors of the Meadows of Heaven. Also like most warriors of the Meadows of Heaven Wood Wasps wear Lauralinae cloaks, enchanted to provide concealment amongst undergrowth, keep water out, bring warmth in winter and never wear or tear. Wood Wasps also travel with an array of messenger birds for relaying information back to their friends, including falcons for dangerous trips and owls for night-time communication, crucially important for coordinating the nighttime  manoeuvres that commonly employed by the armies of the Meadows of Heaven. 

But the most important wargear of all for a Wood Wasp is their keen elven senses and their sharp wits. Wood Wasps spend much time studying the world, especially the plants and creatures not only within Athel Loren and the realms surrounding the great forest, but also many many other corners of the world. They keenly study matters of geography, history and culture among as many regions as possible, and this wealth of knowledge, carefully cultivated over many mortal lifetimes, allows them to understand the world such that they might better guide the Asrai of the Meadows Of Heaven with superb precision and insight. 



And that was my first concrete step into Warhammer. Perhaps one day I will touch up the wear and tear on these pioneers, but until then I still remain pretty happy with them. 

And they were in time joined by others....

Sunday, 31 December 2023

A Dark Horse

 Do I start a New Army for the New Year? 


The answer is of course no, not at all. I already started one last year and 2024 is going to be absolutely packed with building up three existing armies already as it is even under ideal circumstances. A fourth one just is not even remotely feasible unless it just happens to fall out of the sky into my lap fully formed and painted and everything. 


But the new year does nonetheless bring with it an unforeseen opportunity. 


If you don't know, Games Workshop is releasing a new game in 2024 called The Old World that re-uses some of the models from Warhammer. Now, the TOW game itself is a total non-starter. I've already seen enough of its rules previewed to know that it will bring me no joy and trying to force myself to like it is only going to end in tears at best and literal actual real gasoline fire at worst. I tried to force myself to enjoy NuGW stuff  for 16 years and it left me emotionally broken. I won't make that same mistake twice. 


My one big dream for The Old World was that it might drain the swamp of tourneycorns and mathletes that's currently killing 6th edition Warhammer all over again, drawing them away with the promise of actual dynamic metas for them to solve and leaving 6th edition Warhammer once again a beautiful virgin paradise to be reclaimed by roleplayers and lore based players in peace. But sadly GW couldn't even get that part right and TOW doesn't even have the good common decency to share compatible base sizes with 6th edition Warhammer, so I still have to watch my favourite fantasy tabletop game die a death all over again as the Sour Prudes continue to optimise all the fun and joy out of it. Again. Forever. 


But a funny thing has happened. For the second time in six years, GW has caught me off guard with a silver lining I never saw coming, which is the starter boxes for this new game they're releasing. These starter boxes appear to be built on the same model as Battlefront's, and contain what appears to be a good amount of the beautiful 2000s era sculpts that I so desperately crave. I was already eyeing up the Bretonnian one as a possible substitute for hunting down 2010 Battalion boxes online, but honestly that one is actually a rather sad let-down. The convenient 12 Knights' worth of sprue is fantastic, but... well... the thing is the box itself is comprised mostly of Peasants, except that it has an idiotic number of peasant models that leaves it infuriatingly just 4 models short of both Men-at-arms and Peasant Bowmen, each, and.. honestly it's Knights that I really need more of, not Peasants (I'll get more than enough of them from any 2010 Battalion boxes and 2003 Army boxes I manage to find), and frankly I'm probably going to be be better served just picking up a couple of individual Bretonnian Knight boxes instead, especially if they get repackaged as 12 models to a box. 


But where things get REALLY interesting is the other starter box GW is releasing, the Tomb Kings one. 


See like the Bretonnian starter box, the Tomb Kings one is comprised mostly of what appears to be beautiful authentic 6th edition Tomb King sculpts. But unlike the Bretonnian starter box, this one actually has sensible model numbers that produce nice even self-contained units. Quite a lot of them, in fact. 


And I have long desired a Tomb Kings army (I have of course long desired pretty much every 6th edition Warhammer army except Chaos Hordes and Ogre Kingdoms, and even then I've recently desired that first one). Like many cis-het boys I went through a somewhat prominent Ancient Egypt phase growing up, although far more important than that was the Rachel Weisz phase I went through during puberty, which irrevocably changed me forever and has left me with a weakness for nubile shy charmingly awkward brunette bookworms ever since. 


But most importantly of all, in 2010 I discovered this band called Nightwish, which had set my soul to music and continues to maintain a direct line to my heart of hearts to this day (well, most of the time at least). And out of all their numbers that I spent 1100 hours listening to in high school, one of the ones I played over and over most was this little banger called Sahara. 






And just like how... pretty much all of Nightwish's other tracks birthed my real interest in traditional Europeanesque fantasy worlds, this gorgeous little song triggered a huge wave of mania over hotter, dryer, palm tree.. ee..er fantasy settings. This mostly resulted in an obsession to one day have a magnificent army of Araby models for Warmaster, but the Tomb King faction for Warhammer was also able to piggy-back on the same fascination and get a sizeable boost of my attention. 


(And I was just in time for the Katy Perry boom, and my Katy Perry phase managed to survive my transition to melodramatic orchestral heavy metal, which didn't hurt either) 


Now, the thing is, my ideal prospective Tomb Kings army looks something like this: 


The Grand Eternal Legion of Kakapophis The Defiant, Most Glorious Eagle King of Hamnuptra 


Colours: Bone whites for Skeletons, Black Marble for Constructs, attire either in traditional studio blue and gold or that green and gold combo from the army book, or very possibly both because I kind of like the idea of this army being an alliance of two different Nehekaran city-kingdoms. 


One of the most ancient dynasties of all Nehekara, the lost kingdom of Hamnuptra was legendary for never being conquered by Settra the Imperishable. Settra is recorded to have launched no less than 13 separate campaigns to bring Hamnuptra to heel, his armies being repulsed every time, until at last the reigning king Kakapophis brought Hamnuptra into the fold amicably after Khemri finally opened diplomatic channels, and negotiated a settlement that was most favourable to Hamnuptra granting great autonomy as a partner kingdom of Khemri. 

The city of Hamnuptra was widely renowned for its spectacular hanging gardens, originally constructed as a gift for queen Khatiperria and said to be the most beautiful sight in all of Nehekara until they were destroyed by Nagash's sorcery. 


Lords 

Glorious King Kakapophis The Defiant: Tomb King with light armour, Blade of Setep, Cloak of The Dunes, Shield of Ptra and Talisman of Protection - 273 pts 


Loyal Liche High Priest: Liche High Priest with Serpent Staff, Neferra's Plaques of Mighty Incantations, Collar of Shapesh and Vambraces of The Sun, mounted on a Skeletal Steed - 352 pts


Wise Liche High Priest: Liche High Priest with Staff of Mastery and Blue Khepra mounted on a Skeletal Steeed - 337 pts


Heroes 

Prince of The Stone Scorpion: Tomb Prince with shield, Scorpion Armour and Biting Blade - 152 pts


Prince Xhibt the Bold: Tomb Prince with spear, light armour and Shield, mounted on a Chariot with Golden Eye of Rah-Nutt and Chariot of Fire - 201 pts 


Honourable Prince: Tomb Prince with Great Weapon, Light Armour, Shield and Amulet of Pha-Stah - 148 pts 


Deadly Prince: Tomb Prince with Light Armour, Shield and The Blade of Mourning - 154 pts 


Scary Prince: Tomb Prince with Flail, Light Armour, Shield and Death Mask of Kharnut - 141 pts


Faithful Icon Bearer: Icon Bearer with Standard of The Sands - 142 pts


Keeper of The Casket: Liche Priest with Golden Ankhra and Casket of Souls - 325 pts


Keeper of The Plagues: Liche Priest with Staff of Ravening, mounted on Skeletal Steed - 168 pts 


Cunning Liche Priest: Liche Priest with Hieratic Jar and Brooch of The Great Desert, mounted on Skeletal Steed - 173 pts 


Humble Liche Priest: Liche Priest with Staff of Sorcery, mounted on Skeletal Steed - 173 pts


Core 

Skeleton Legion: 20 Skeleton Warriors with hand weapons, shields, light armour, Full Command and Standard of The Cursing Word - 230 pts



Skeleton Legion: 20 Skeleton Warriors with hand weapons, shields, light armour and Full Command - 205 pts 



Skeleton Legion: 20 Skeleton Warriors with spears, shields, light armour and Full Command - 225 pts


Skeleton Legion: 20 Skeleton Warriors with spears, shields, light armour and Full Command - 225 pts


Skeleton Legion: 16 Skeleton Warriors with bows, light armour and Full Command - 169 pts


Skeleton Legion: 16 Skeleton Warriors with bows, light armour and Full Command - 169 pts


Skeleton Legion: 16 Skeleton Warriors with bows, light armour and Full Command - 169 pts


Skeleton Legion: 16 Skeleton Warriors with bows, light armour and Full Command - 169 pts


Skeleton Riders: 16 Skeleton Heavy Horsemen with Full Command and Banner of The Undying Legion - 316 pts


Skeleton Riders: 5 Skeleton Light Horsemen with Full Command - 105 pts


Skeleton Riders: 5 Skeleton Light Horsemen with Full Command - 105 pts


Skeleton Riders: 5 Skeleton Light Horsemen with Full Command - 105 pts 


Skeleton Riders: 5 Skeleton Light Horsemen with Full Command - 105 pts 


Skeleton Riders: 5 Skeleton Light Horsemen with Full Command - 105 pts


Ravening Swarms: 5 Tomb Swarm bases - 225 pts


Chariot Squadron: 6 Chariots with Full Command and Icon of The Sacred Eye - 340 pts




Special 

Tomb Guardians: 20 Tomb Guard with Full Command and Mirage Standard - 310 pts


Tomb Guardians: 20 Tomb Guard with Full Command and Icon of Rakaph - 310 pts


Legion of The Gods: 10 Ushabti - 650 pts


Legion of The Gods: 10 Ushabti - 650 pts


Black Vultures: 10 Carrion - 240 pts


Death on Swift Wings: 10 Carrion - 240 pts


The Keeper: Tomb Scorpion - 85 pts


The Sentinel: Tomb Scorpion - 85 pts



Rare

Breaker of Cities: Screaming Skull Catapult with Skulls of The Foe - 110 pts


Breaker of Strongholds: Screaming Skull Catapult with Skulls of The Foe - 110 pts


Breaker of Legions: Bone Giant - 220 pts


The Forbidden One: Bone Giant - 220 pts


Spoils

Captive Damsel: Beautiful wise Librarian with distant Nehekaran ancestry - 300 pts


Minions 

Groveling Thief: Groveling weasley cutthroat of ill repute with talent for getting into the right place at the right time (or the wrong place at the wrong time, depending on your point of view) - 200 pts


Defences 

Scorpion Trap: Cunningly hidden and activated secret chute that leads to pit of deadly venomous scorpions - 100 pts 


Snake Trap: Cunningly hidden and activated secret chute that leads to pit of deadly venomous asps (very dangerous!) - 100 pts 


Mirage: Uncanny trick of the light that renders a stronghold almost invisible from afar - 100 pts 


Sand Trap: Cunningly hidden and activated series of chutes and resevoirs that fill entire stronghold with sand - 100 pts 


Boulder Trap: Cunningly hidden and activated series of guidelines that direct massive boulder to crush intruders - 100 pts 


TOTAL: 10000 pts 


This does put the army at 2000 pts over the regular 8000 point game size for 6th edition Warhammer, but when the entire army can be completely hard-countered by a combination of two Dogs of War options available to everyone except Bretonnians, a few extra points seems like an acceptable handicap. 


Remember when I said I wanted no Skeletons at all in any Vampire Counts army I made? Well this is where all those Skeletons went. The Tomb King army is custom built for hordes of skeletons, and that's exactly what I'm leaning into here, backed up by plenty of giant statue monsters in support because the giant statue monsters are easily the coolest part of the Tomb Kings army alongside the skeleton legions. 


On the other hand, the army includes pretty much no chariots. This is partially because I've just never really found the chariots all that appealing, and they're one of my less favoured Warhammer units in general. But it is also because I am increasingly becoming obsessed with the idea that this particular Tomb King dynasty is in fact older than Settra's, and that they were actually around to see men domesticate horses for the first time ever, and that they did in fact witness the first ever riding and harnessing of horses for war and... 

... concluded that this whole chariot thing was a dead-end fad that would never catch on. 

And then they beat Settra's chariot forces a bunch of times without using any themselves, which seemed to confirm that chariots were in fact a dead-end and a waste of time, so they invested the resources for them into building up great libraries, beautiful hanging gardens and giant statue monsters instead. 

And then they all passed away of various natural causes before they could ever see themselves proven otherwise. 

And then they reawakened thousands of years later and were utterly baffled at why on earth these chariot things were suddenly everywhere in Nehekara now. And what the HELL happened to their hanging gardens! 

The one exception of course being the dynamic Prince Xhibt, a renowned patron of the sciences and lover of all things technological, who took Hamnuptra's experimental chariot force under his wing as a pet project. 


But I digress. 


See, that army list up there.... it's.... not that far off from two of those big Tomb King starter boxes and a few metal models. Well OK a lot of metal models, but two of those starter boxes would provide pretty much all of the core units for it, and when necessary they could even transform into a Vanilla Pumpkin Spice Latte Lahmian army if paired with the modest scattering of Vampire Counts stuff I'm slowly accumulating. 

Especially if I can come into a few extra Skeleton Horsemen sprues. And fleecing off the character models from the starter boxes - which I have no use or taste for - will help subsidise the costs somewhat. 

It would of course require me to figure out a supply of 20mm square bases for all those foot soldiers, but that's not impossible to do. 

And of course the whole thing would only really be an option once I've settled the not insignificant trade deficit I'm raking up. But there is a plan for that. 

So the question is, do I pull the trigger? 


Do I wanna play with magic? And if so, am I really ready for a perfect storm? 


Because if I do, there's no going back...

Thursday, 23 November 2023

Genesis

"And so He called forth in a loud voice 'ARISE ALL YOU WHO WOULD CALL THYSELF MAN, FOR YOUR LORD IS AT HAND'! 

And His words were as fire, and the unbearable brilliance did sear at their flesh unto bone, burning away the sin and wickedness, until they emerged from perdition anew as men of purity!

And His voice was as a glorious brazen trumpet that did sunder the heavens in its clarion blast, and the men lept to their feet anew with their souls fired by righteous purpose! 

And His truth was as a great flail of gold that lashed and scoured the sin from the hearts of men, for all who beheld Him knew at once the blinding majesty of Emperor, and none could deny His bidding without curse of blood and leprosy, and so all the men cried out in praise that Emperor is Lord! 

And so it was that where once walked urchins, thieves, liars, fornicators and the blind sick, there now strode a mighty host of men gold of faith and a great love and fear of Emperor immortal, and with great trumpeting of fanfare and singing Emperor is master did they march through the iron gates of Nod!" 


A simple passage, but one full of wisdom. For just like the pilgrims who came from the lowest of human life, so too is the tremendous might of The Emperor the birthright of all mankind, no matter the station, and it is the sprit of man that is the immortal God Emperor's gift unto every human being, no matter their birth. We too, are as wretched as the pilgrims on the road to Nod when the God Emperor met them, for even the greatest man is but fleeting and insignificant before the eternal grace of the Emperor. 

And just as The Emperor called to the lost souls on the road to Nod, so too does He call to us even now! He burns within the righteous hart of every good man, imploring us all to rise up, to take a stand against the darkness, to fight humanity's blighted fate with every fiber of our very being! And so long as we fight with unyielding faith in the God Emperor and His Will in our souls, we will triumph over all and march forward in the golden light of a glorious new dawn over the galaxy that is His Emperor's kingdom for mankind! 

So sayeth the holy gospel of the God Emperor of Man.


Wonderful news everyone! I am a new man, saved from the death and torment that is the wages of sin, and delivered unto the glorious path of the God Emperor, for I am His servant and His plan is my destiny! I have been lifted up from the filth and the maggots to walk by his side in the everlasting kingdom of man! I have cast off the suffocating bands of degeneracy and wickedness and embraced the purity of the light! 


Take heart, for I am at long last, just in time for their 20th anniversary, starting the Witch Hunters army I always wanted.


The first time I discovered the Witch Hunters was when I had just started into 40k for the first time, at age 8 going on 9. I was researching every scrap of information I could find on the Games Workshop website and so invariably turned to the Witch Hunters page and.... was horribly confused. Witches in space? Witch Hunters in space? What the hell was going on? What's with all the braziers and torches? Why is everything half-medieval in my sci-fi game? What the hell does this Inqzecution thing have to do with anything? Or this Ordos Hathfickfehichsurs? Wait their troops are mostly girls? Ew cooties!


Pretty much the only thing that didn't go completely over my head was a photo and short blurb describing a type of fighting machine called a Penitent Engine, which was a kind of battle robot powered by a prisoner hard-wired into it whose desperate frantic need for mercy and forgiveness directed the robot straight into the teeth of the opposition. And even at that young age the whole concept and the model were both very creepy awesome and the ultimate illustration of the evil of the Imperium, so that very quickly earned a special place in my heart even when I could not make any kind of sense out of the rest of the model line. 


But the real origin of this Witch Hunter army lies almost a decade later, in 2011. By this time I had become a morbid depressed teenager and had discovered the darker joys of horror films and gloomy symphonic metal ballads about suicide. I had also learnt how to read and pronounce 'Ordo Hereticus' properly (well sort of, by habit I was still putting the accent emphasis on the second-to-last syllable for 'Ordo HereTICus' but it's a minor squibble). 


And in what might have been their greatest stroke of brilliance in the 2010s, GW released the entire complete Witch Hunters codex online as a free PDF. One fateful night I decided to look through it out of curiosity. And everything changed. 


I understood everything. 


I understood the Imperium. I understood what playing an Imperial army was supposed to be like. I understood space gothic aesthetics and hunting witches in space with crossbows and everything. And I understood the appeal of it all. Reading through that book was what finally broke me out of my bubble of Tau-powered classic science fiction. Ever since then I've wanted an army of heavy metal Witch Hunters. 

And finally I'm starting to get around to it this year. Here are my first results. 






OK, not my best work by any stretch, but hey that's what test models like these are for. 


In fairness they're much less flat looking in real life - an unexpected side effect of the colour scheme I've chosen is that it is apparently much less photogenic than my usual reverse-engineered GW studio schemes are. This is only compounded by the fact that the 2019 models being used are weirdly barren of details in a lot of places. The hair on them in particular is so poorly sculpted that I gave up trying to highlight it, resulting in the flat blobs of colour pictured. 


But for all that, it is a solid proof of concept and the basic colour scheme is turning out nicely, needing only a little further refinement before being ready for application on my precious metal Witch Hunter models. 


Right now the biggest question that I'm wrestling with is which variant of white to go with on the armour - grey-white (as showcased on the blond and brunette on the left of the group shot) or blue-white (as seen on the redhead and dark haired models on the right of the group shot)? The blue-white does give a nice stony gothic artwork look, but the grey-white produces a very Imperial look. A possible compromise I'm also considering is blue-white for the rank and file and grey-white for the veterans. 


Let me know which one you like more in the comments! Then also take some of these pamphlets and come back every Tuesday night, Thursday night and Sunday morning where we will be studying the holy word of the Emperor's Creed. 

Saturday, 18 November 2023

Tor'Vash'Por (2)

 Luna Samara: .... moving on to the Penros system now where Tau expeditionary forces have been struck by an unprecedented surprise attack from Ar'cea fighters in the northern temperate belt of Penros VII, where coalition forces have been evacuating heavy equipment from storage depots situated in the planet's northern tundra. The Ar'cea launched a raid on one of the derelict matter transit gates identified on the planet's surface and sized the surrounding area with extreme prejudice, our correspondent Farrier Seyburey has more now. 


(We see a sweeping vista of rugged temperate wilderness beneath an open sky)


Farrier (VO): One step forward, two steps back. For the Tau expeditionary forces on Penros VII, still in the midst of recovering their heavy equipment abandoned in the planet's northern reaches, the last thing they needed was an unprovoked assault from Ar'cea military units. 


(Several explosions suddenly sound and smoke begins to rise from behind a ridgeline of the wilderness)


(The tiny black shape of a lone monolithic gateway can be seen drifting past near the horizon in the distance from the roof of a speeding Devilfish)


Farrier (VO cont.): Tau convoys loaded with equipment and supplies recovered from further north noticed the second of what is now two known objects on the planet's surface believed to be long distance matter transmitters. Being situated in a remote sector well away from known front-lines, the Tau dispatched a forward detachment comprising a small handful of troops and medium battlesuits to investigate further. 





(A band of Tau Fire Warriors takes shelter against a large rock formation as a stream of burning green-white bolts slam into it. There is a brief pause, and the Fire Warriors spring up and fire off several bursts of pulse rifle fire in response)


Farrier (VO cont.): They were met with shocking force from Ar'cea believed to be affiliated with the Iyanden Craftworld. Accounts from the fighting claim a band of Ar'cea fighters including paramilitary militia and supported by large numbers of autonomous combat drones stormed the matter transmitter site and fired recklessly at the approaching Tau forces, refusing any access to the device. Two of the Ar'cea's heavy combat walkers were also deployed in support of the attack. 





(Tau Fire Warriors pull a number of wounded comrades from the shattered hulk of a Devilfish, smoke and flame billowing from its engines)


Farrier (VO cont.): Despite the timely intervention of a team of remnants from previous actions in the north, the Tau were unable to wrest control of the site and fell back in good order after considerable equipment losses, linking up with elements already retreating from an Ar'cea mind science strike. Nonetheless Fire Caste troops were able to inflict some noteworthy losses on the Ar'cea, most notably crippling one heavy combat walker and eliminating almost the entire Ar'cea troop contingent and the Ar'cea mystic commanding the attack, something that the Tau forces on the ground are taking much solace in. 





(A Tau Fire Warrior talks into a microphone held from just out of sight)


Tau Fire Warrior: Ar'cea Uash'O Or'es Xor'ves[The Ar'cea heavy combat walkers are tough adversaries even under ideal circumstances. They're built more densely than normal vehicles, so they take concentrated heavy weapons to bring down, and we had limited heavy weaponry after our support missiles went down with the TX-6 that was assigned to us. I'm just relieved we got most of our warriors out. Still, we did give them a pretty bloody eye by eliminating all the Ar'cea themselves, including their leader. I hate the thought of killing such sophisticated and intelligent beings, but they launched an unprovoked attack on us, so it had to be done. 


(Farrier walks behind a row of Devilfish parked on crisp blue-grey pavement. Turbines can be heard somewhere in the distance)


Farrier: The Ar'cea attack is a dangerous new paradigm for the Tau Penros coalition, especially as they have launched their first strikes close to the evacuation corridor running from the planet's northern reaches down to the current Tau staging grounds in the equatorial zone. For weeks now under the cover of Air Caste aerospace forces the Tau have been emptying their northern storage depots while the local pirates and terror groups are preoccupied with fighting each other and disrupted with constant Tau aerospace strikes. You can see behind me here some of the heavy equipment recovered - these TX-6 troop transports are now a common site behind the front lines where they're used to rapidly shuttle supplies and troops to where they're needed and they're also now starting to reach front line forces, bolstering them with much needed fire support and tactical mobility, but there's still a lot of equipment to both move to safety further south, and to get up and running again so that coalition fighters on the ground can actually make use of it. 


(A massive Defender class starship drifts above the glow of the planet beneath it with a distant gleaming speck in perfect echelon formation behind it)


Farrier (VO): With the sudden reckless attacks by the Ar'cea now a threat, the Penros expeditionary coalition is believed to be readjusting its long-term strategy in the system. So far no Ar'cea aerospace assets have been identified in the system, which means the Tau still command aerospace supremacy over Penros VII and naval space supremacy across the wider system, an advantage the coalition leadership is keen to maintain. 


(A Barracuda hangs in the air behind a refueling hose suspended from the underside of a Manta just above view)


Farrier (VO cont.): Already Air Caste forces operating over Penros VII have begun to focus their attacks on identified airbases, concentrations of aerospace craft... 


(Viewed from above in monochrome through a Tau gun camera, a row of Thunderbolts and Lightnings sit on the flight line of an airbase. A series of harsh white explosions ripple across the line, leaving the aircraft in flames)


Farrier (VO cont.): ... and fuel depots in order to preemptively neutralise as much of the air forces opposing them as possible before either the Gue'la Imperium invasion force receives naval reinforcements, or the Ar'cea begin to deploy aerospace craft in support of their assaults. 


(Aboard a Tau starship Tau, humans and various aliens move past a large set of doors emblazoned with the Water Caste logo)


Farrier (VO cont.): Meanwhile the Water Caste delegation attached to the Penros expeditionary fleet has issued a statement in direct response to the unprovoked Ar'cea attack, calling for an immediate ceasefire and diplomatic negotiations. 


(A Tau Por'Vre addresses an out-of-sight crowd from a gleaming podium. Several varieties of plant have been placed in the backdrop behind them)


Tau Por'Vre: The senseless violence unleashed by the Ar'cea serves no purpose other than to make the pirates and terror groups in the system stronger. We understand the monumentally profound significance that Ar'cea lives have to the people of Iyanden, as well as the monumentally profound significance and rich cultural importance of the Ar'cea mystics. We greave and weep alongside the people of Iyanden for the loss of such a brilliant mind, and deeply lament that they chose a path of violence and senseless bloodshed. We have no wish to spill any more Ar'cea blood, and so we urge the people of Iyanden to show restraint, abandon their reckless attacks and meet us in peaceful negotiation towards cooperating in Penros against the pirates, against the terrorists that plague the system, and towards cooperating together to make the galaxy a better, safer place for all sentient life as is the imperative for all galactic powers as advanced and intelligent as the Ar'cea people. 


(In the middle of a busy Tau starport, beneath a cold grey pink orange dusk, Tau and drones hastily load grav-tanks and crates into the open cargo hatch of a landed Manta. The vast hulking shapes of landed Tau transport starships loom in the distant background)


Farrier (VO): With no naval assets detected in the system the Ar'cea are believed to be using one or more of their own long range matter transmitters situated somewhere on the planet to move in fighters and equipment without running the formidable gauntlet of coalition warships currently patrolling the Penros system. Without knowing for sure the precise number and location of these matter transmitters it's not possible to determine with certainty where and when the Ar'cea will strike next, putting the Penros expeditionary coalition under increasing pressure. Already growing numbers of recovered equipment from the north is being moved into safety aboard orbiting starships, and its believed that the coalition command might soon withdraw from Penros VII entirely. 


(A forlorn looking band of Tau Fire Warriors wait inside the sealed interior of a Devilfish)


Farrier (VO cont.) For coalition fighters on the ground, it's now a race against time to prepare for further Ar'cea aggression as best they can. From Penros System this Farrier Seyburey, Tor'Vash'Por. 


Luna: Time for a quick break now on Tor'Vash'Por, coming up when we return - unlocking the secrets of one of the galaxy's most mysterious elements, Earth Caste scientists release their latest findings on the rare substance Dioxazine, that story and much more still to come when we return...