Tag: Asuryani Craftworld Eldar

Nightwing Ground Attack

Nightwing Ground Attack

This is the second game of our “Invasion of Planet No’ohrm Ha’an D” series of battles, the second of the Aeronautica Imperialis missions that we’re doing to set the stage. The prior fluff is here: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ and the recap of the first mission is here: https://the-dark-muse.com/2023/01/24/air-caste-in-retreat/. Plus the rules for running the Aeornautica Imperialis portion of the battles are here: https://the-dark-muse.com/2023/01/11/assault-neo-normandy-missions-1-strategic-air-war/. Enjoy!

Ezruin leaned in on the stick of the Nightwing fighter jet as it slipped near straight down to the surface of the planet below. He wanted to test the craft out a bit more in atmospheric flight, as he was not as familiar with the craft as some others. Archon Yraleath had connections somewhere on the Saim -Hann Craftworld, and had either bought, bartered, or pilfered thirteen Asuryani craft to form his own squadron of attack planes. Yraleath had dealt them out to his Dracons and Trueborn as gifts. And like all gifts from the Archon, these were double-bladed. Certainly their Craftworld cousins’ technology was excellent, and made for a sleek sky-borne force, and a handsome prize for each of Yraleath’s lieutenants. But at the same time none of them were expert pilots themselves, and Ezruin noted that the pair of Voidraven Bombers that the Archon used to supplement his raiding parties at times were nowhere to be seen amidst the attack. Was this yet another chance to potentially cull the various subordinates within the Kabal? If so, then Yraleath was foolish–as the more skilled would be more likely to survive. But then again, it may be a matter of setting them up in comparison to the well-trained Craftworlders whose blue jets and bombers had joined in the attack. A chance for Yraleath to berate the lack of skill of a Dracon by speaking well of a kin’s craft that beat them to the punch? Ezruin pulled back on the stick at the near last moment, his plane leveling out and barreling along the smoky ground. The distraction of these things would cost him. Focus on the mission.

Ezruin’s Nightwing had been fitted with underslung missile launchers, and served as a sort of torpedo bomber in design. Ride in low over the ground and loose missiles into the varied industrial and command-and-control targets that they had identified. Yraleath had some sort of network of scouts that had provided him information on critical targets of T’au logistics in advance. Ezruin hadn’t seen any Mandrakes slinking around the ship nor in the court of late, so he wondered if this was more collaboration with their Craftworld kin. Before the spread of the Ynnari into the streets and courts of Commorragh connections to the kin had been infrequent and often violent. Yraleath was no Corsair, but a proper Drukhari Archon, so these connections were unseemly to a Trueborn like Ezruin.

The Aeldari planes drew together into a wide formation, screaming toward the set of targets on the horizon. Their instructions were clear: destroy the critical infrastructure, down T’au planes where possible but if the foe hangs at range use defensive maneuvering and elevation changes to keep the defensive force chasing shadows. A trio of three Phoenix bombers raced ahead followed by a swarming cluster of the Craftworlders. Ezruin immediately noticed the difference–the Drukhari were all skilled, certainly. But they were not dedicated to the craft of flight in the way of their kin, not by a long shot. While his Kabal’s red planes flew in straight, swooping arcs, the blue planes of the Craftworld tore into all manner of complicated flight pathing, weaving in and out of each others’ way like some complicated ballet. Ezruin was impressed, will be more impressed if they could weave the death of their foes equally well.

In an instant, the battle was engaged in full, with planes from both sides criss-crossing each other amidst the complete dogfight. Ezruin kept his plane low, seeing the T’au anti-aircraft weapons spooling lines of flak fire thru the smoke. T’au fightercraft wove through the Aeldari forces, dropping plane after plane once they got closer. The thicket of fire was intense, but Ezruin finally loosed his two loads of missiles onto a T’au supply depot. The blossoming explosions caught some manner of ammunition depot inside, and the thing went off like a fireball–causing the hazy smoke of the sky to flash orange and nearly blind Ezruin.

Within just minutes the signal was relayed that all targets were hit and confirmed, and that flyers should return to their bays on the waiting Void Stalker starships that had puled back to low orbit after discharging them. Ezruin pulled the Nightwing sharply along a river canyon, low enough that the treeline obscured his progress. This was all part of the invasion plan, but the good part would be next. Fightercraft battles were fine, but the exhilaration of combat in person is where he would truly find some release. He could feel the dark whispers at the back of his mind, the pull on his soul. Soon enough, T’au blood would quiet them… at least for a stretch. The T’au at the actual beachhead should be suitably isolated thanks to this attack–their reserves delayed. While the Craftworlders wanted to get the world back as a whole, Ezruin knew that Archon Yraleath was not the sort to stick around for a protracted campaign. What he wanted and why remained to be seen.

Painting Progress

So much painting, so little time. I added three new Nightwings to my Aeronautica force for the game. You can’t see it really clearly in the pics below, but they have missile launchers so they’re suited for the ground attack role (which is why I went sweptwing extended, and a “torpedo run” angle pointing more downward than my other planes.

This was the last Aeronautica event (as our current plans stand, at least), so I also put some energy into painting regular Drukhari forces for the next stages of our Neo-Normandy invasion (as well as for some boarding action fun coming up at our outstanding local game store, Drawbridge Games).

That meant adding even more Drukhari Wracks to my forces. Tried to batch paint them in greater numbers, but working on groups of five ultimately became what I could tolerate. Did five (above) with an Acothyst bearing a Mindphase Gauntlet and a Stinger Pistol plus one model with a Liquifier Gun. Then another five to round them out to ten, with another Liquifier Gun. Again, I remain pleased with how these models look when they’re finished. Having now finished up 20 total of them they’re getting to be a sizeable addition to the force.

I also wanted to finally add some Incubi to my army. They’re such cool models, and great in the game. They took some thinking on how I would paint them, so I’m sharing the test model I did up below. I wanted to ensure they were mostly in black armor, and that there was enough red to tie them to the others. I saw some professionally painted models that did white in part that I really liked, so I gave it a go myself.

Overall I’m pretty pleased, and the full squad of five is next up in my painting queue. This is good as a start, because I’m also likely to be dabbling in a bit of Craftworlds Aeldari as I go forward, so working out the balance of aspect shrines with my own army overall colors will be a long term goal. Incubi are technically aspect warriors themselves, which is cool. So more ahead!

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 122 PL

Aeronautica Imperialis Aeldari: 373 points

Assault on Neo-Normandy Missions (1) – Strategic Air War

Assault on Neo-Normandy Missions (1) – Strategic Air War

As I indicated in my prior post, a few of us at my LGS (the outstanding Drawbridge Games, in Pittsburgh, PA, USA) are doing a Warhammer 40k re-fight of the Normandy invasion in WWII as a series of linked campaign games. The story set-up for the entire invasion can be found in this post: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ We’re doing the missions as Tau as defenders, with Aeldari (both Drukhari and Asuyani) as attackers. I’ll have a blog post about how each of the battles fares as we play them, but I also wanted to set up the parameters of the various games that we’re playing so that if others were inclined to do their own Normandy-themed campaign they could. There are four phases of the campaign, which include multiple games within each phase. The four phases are: the Strategic Air War, the Airborne Landings, the D-Day Coastal Landings, and the Consolidated Invasion. We’ll be using a modified version of the Planet Strike rules from Games Workshop to guide these, where we’ll fight every battle but they result in consequences for further battles down the line, from rules modifications, bonus units, or just different missions based on results. Huge kudos to my friend Ryan for putting together the core of these rules for the set of games and having the idea for it in the first place.

Phase One: Strategic Air War

This phase of the invasion involves the dogfight squadron battles to establish air supremacy, followed by an attempt by the attackers to strategically bomb the supply lines of the defenders in the lead-up to the invasion. We’ll play this out with two sequential games of Aeronautica Imperialis.

Game One: Air Supremacy

The attackers are seeking to gain air superiority by tackling the defender air assets directly. This game played as a standard Aeronautica Imperials dogfight with two equal sides. Points for enemy flyers eliminated are used to calculate margin of victory.

For our game, we’re having a whopping 500 points vs 500 points (or more!) battle, with the mighty Tau Tiger Sharks and Barracudas being struck by swarming Aeldari Nightwing Fighters and Phoenix Bombers. We use the optional damage rules, as tailspins, smoking hits, and on-board fires make for a much more amusing game overall.

For outcomes, a victory by the defenders slows the ability of the attackers to completely own the skies on landing day. However, they still have the strategic advantage at this point of the war in the air, so there’s no bonus conferred for a defender win. If the attackers win, however, the leave the skies of the shores undefended while the defenders’ air force withdraws to protect more inland targets. That awards the attackers the following ability for the D-Day Coastal Landing missions in Phase Three.

Tactical Bombing Run: Once per game in the D-Day Coastal Landings battles, the attackers can call in air support to soften up a visible-by-air hard target and/or defensive position of the defenders. During their Command Phase of any term, the attackers can nominate a single enemy unit or fortification, and roll a d6. On the score of a 3 or better, the bomb hits on-target. They get a +1 to the roll if the target is a Titanic Vehicle (in this game, that’s the KX139 Ta’unar Supremacy Suit or the KV128 Stormsurge), and a +2 to the roll if the target is a Fortification. If they target an infantry unit, then instead there is a -2 to the roll. On a successful 3+ hit, the target takes 2d3 mortal wounds. On the result of a modified 6, all units within 3″ of the target take 1d3 mortal wounds. If the target is a fortification, on a hit the fortification takes 2d6 mortal wounds rather than 2d3, and units inside take 1d3 mortal wounds. This also can explode on a modified roll of 6 as above (as ammo stockpiles or critical machinery detonate).

Game Two: Strategic Bombing

The attackers are preparing for the coming invasion by bombing roads, bridges, railways, and landing pads to deny options from the defender in preparation for the looming coastal assault. This game is played as a modified Aeronautica Imperialis bombing mission, where the defender has three bomb-able ground targets that can yield points to the attacking forces. Each has 5 structure points, and yields 5 victory points for each structure destroyed plus a bonus 5 if destroyed completely. Two of the targets have defenses that can return fire as normal until destroyed.

Again, we’re hoping to have 500+ points of planes per side in our fighting of the battle, which makes for a pretty epic air combat, and again use the optional damage rules as well for the game.

For outcomes, again the defenders are trying to just hold on and keep their defenses intact. A win for them ensures that their reserve forces and materiel are un-interrupted. However, a win for the attackers in this mission will disrupt the reserves of the defenders. They gain the following bonus during the D-Day Coastal Landings phase of the battle:

Delayed Reserves: The Defender in this scenario suffers a -1 to all reserve rolls using the Planetstrike Mission Rules reserve charts.

Once the Strategic Air War phase of the invasion finishes these two missions, it moves on to the second phase: Airborne Landings (which will be the next rules post on this site).

Painting Update

Air Force and Airborne units both are things I’ve added to my painted pile. I had four Aeronautica Aeldari planes done, so I added two Phoenix Bombers and a Nightwing to increase the force (and I have more to finish).

And while it’s looking a bit ahead, I also finished up a unit of Scourges to help flesh out the Airborne troops of my force for that phase of the invasion. I’m super-pleased with the Hawk Wing paint scheme on these, which matches the first unit of Scourges that I painted up with Haywire Blasters.

All-in-all a good amount of painting progress to get ready for the Assault on Neo-Normandy invasion missions that we have ahead these next few months.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 113 PL total, 5 PL in 2023

Aeronautica Imperialis Aeldari: 198 points, 86 points in 2023

Crusade: Deity of Death

Crusade: Deity of Death

Planetary Empires campaign continues to churn, and I slide to a more flexible raiding party role for a while to reset my force to explore some Ynnari lists that get me blending Drukhari and Asuryani forces (and maybe a few Harlequins at some point too).

Prologue

The prophet had come, had walked the halls of the Craftworld and the alleys of Commorragh. More than a few had followed her, seeking guidance and insight or perhaps more insidious things. Followers of Archon Yraleath the Calcimineer noted that he had sent some envoys to make contact with those of the Saim Hann Craftworld, where their Kabal had some ties through varied exodites, corsairs, and more. There was a rumor that a Spiritseer was in contact with him, some long-lost ally who had spent time amidst high Commorragh themselves. The call of the prophet, the sounding of a potential for so much death, had motivated the sights of Kabal and Craftworld together on the planetary cluster Scylla Quintus.

The forces gathered in the Webway, united by the prospect of war against the varied assembled forces, war in the name of the goddess of death. Drukhari Kabalites stood in long ranks, eyeing their long-lost relatives amdist the Rangers and Guardians who stood in the Asuryani force. Yraleath stood speaking to the Seer, their conversation low. Sharp eyes noted a curved Hekatarii blade slung at the Seer’s waist. Had they spent time in the fighting pits, or a gift from some Drukhari consort? The opaque blue glow of their Seer’s mask gave no hints on the wearer’s demeanor, and their body language was deferential to that of Yraleath. At their feet glowed a single rune carved in the strange earth of the unstable realm. As they spoke, it seemed to glow, until lighting on fire.

Yraleath then spoke to the assembled forces. “It’s time for us to depart, to join our forces in attacking those of this system. The sheer scale of death and destruction these planets have seen have merely set the stage for death yet to come. Whether you believe the prophet’s words, or are here simply to chase some excess and violence to shave off another day of chase from She Who Thirsts, we go forth for war united. Fight in your bands, but know we fight together. It’s a particular delight seeing you brethren commit to war. A very particular delight seeing you needing… nay, wanting… to see your shots flense the foe, your blades draw blood. You grew up on the Craftworld, but inside is something older.”

The Spiritseer then spoke, their voice low but commanding as it modulated through the mask’s speaker. “We may work at similar aims, but we are different. Do not forget that.” The Archon bowed with an absurd deference, as if accepting the comment but also making light of it. The Seer continued, undeterred. “Our actions in these battles walk the line of death, bringing forth Ynnead as we are promised. The very spirits buried in our stones and our wraithbone cry out for death–the death we are about to mete out. Let us sally forth and destroy all we face. In the name of Ynnead and of the Prophet herself!”

Game One: Demons and Dust

The initial strike of the combined force of Ynnari devotees brought them to the outskirts of an industrial segment of a small town, once occupied by the mon-keigh. There was death here, and soon enough it revealed just what sort. The very walking dead–spirits of dust in armor–had convinced some cults amongst the mon-keigh to rise up and start unspeakable rituals to spread their predations.

The mechanized portions of the Aeldari force dispensed with the cultists on the left flank, whilst on the right a group of arena-trained wyches dove into the masses of warriors to tear them apart. The sheer bloodshed was unimaginable, as the wyches had to fight desperately given the tight quarters atop a small industrial platform.

In the distance, the rituals of the dust-suited warriors culminated, and daemons of a sort leached their way into realspace. The lines of Kabalite warriors barely got to fire before the malign sorceries of the assembled foes tore into them. Heads exploded and bodies fell rigid with destroyed minds in the mental onslaughts.

While the masses fell, the damage to the armored dust-warriors carried the day. Too many suits perished, and their leader fled on their strange disk-like conveyance–followed by their warriors teleporting to some distant fighting ship. The core of the Ynnari held long enough to secure the battlefield, and turn the carnage and interrupted rituals into work for the goddess of death.

Game Two: Breeding Nests

Pouring over careful scan data, Archon Yraleath found a likely spot to strike. The Seer may be a true believer, but Yralreath was more cagey. Finding a way to use violence and war to duck the predations of She Who Thirsts had been what he had done for generations. He painted pictures of the battlefields, triptychs of life becoming death, and it had held her at bay thus far. Tho each time, a bit less, he knew. That’s why the words of the prophet were at least worth listening to now. And if he could turn that Seer and their forces into a tool for his own machinations in the Commorragh, then all the better.

But that meant playing the Seer’s game, and interpreting the strange visions. After their prior battle, the Seer had spoken of the various ways the goddess of death was denied–the armored warriors of the mon-keigh with their dust bodies being only one such method. His scans turned up another: multiple tendrils of a cosmos-spanning hive fleet had reached Scylla Quintus, and the way that the fleet destroyed everything but turned it into more Tyranid… life… was perverse enough an affront to him. Their sheer lack of artistry, of freedom, of creativity in destruction? That was worth ending–and Yralreath pitched that much to the Seer.

Agreeing to strike at the hive fleet, the forces set upon a spot where an initial tendril bombardment had seeded the very ground with the invasive organisms that called to and guided their forces. The Ynnari forces were tasked with finding the various nests where they were buried and eliminating them, so that the spread of the Tyranid vanguard organisms would be blunted. Of course, some of the beasts were already on the ground near these, defending them while the rest of the fleet drew closer. Fierce Tyranid Warriors were cut down in droves by the Wyches, but they seemed almost limitless in response–and killed many of the area-trained themselves.

The Spiritseer’s Guardians rode with them in a Wave Serpent, and rushed toward the mental commanders of the Tyranid force. A pod of Zoathropes nearly destroyed the crew of the Wave Serpent with their mental onslaught. The pilot hung on long enough to deliver them, and the Spiritseer put an ancient curse of Doom upon them, which enabled shuriken to tear through their armored forms with precision.

The forces of the Archon and the Seer were able to unearth and destroy all four of the buried nascent vanguard organism nests–fusion blasts and grenades destroying each of them. The worse of the Tyranid forces were held at bay, in no small part thanks to the sacrifices of both Drukhari and Asuryani transport craft crew. One daring Raider interposed itself of the hordes of smaller beasts and the birthing creature that carried them, only to be shattered by their small claws and finally shot thru by the spines launched by the mother-creature. As the Ynnari forces withdrew in victory, they knew that deaths of some of their number were the price to pay for the goddess of death to tighten her grip on the system, and the eventual rise of Ynnead herself.

Painting Progress

Plenty of painting these past two weeks. First, I finally managed to put the highlights on my second Ravager, this one equipped with Dark Lances. As I’m playing Ynnari right now, I’ll have to paint up a Heavy Support choice for the Asuryani to be able to field this one. But glad it got it done, as it adds more heavy firepower to my forces.

Very first of my Asuryani forces that I finished up was a Wave Serpent. I’ve got a pretty mechanized infantry approach to Drukhari, so to balance that I’ll need a whole lot of Wave Serpents too (tho I may swap back on occasion to a pure Drukhari list just to make progress on many Venoms). Pretty pleased both with how it turned out, and with how it matches my Drukhari forces well. These two armies are going to really click together.

Finally, I needed to complete the Spiritseer leader of the Asuryani side of the force. I did them up with a weapon swap to be holding a Hekatarii blade, to make them fit just a bit closer to my Drukhari forces. I will likely do up a Farseer too soon, but I had this model and they seemed good to try out the various colors (hard to do the arms/glove with the armor highlights, but do a different set of lowlights for the robes still in the same base color. I think it turned out okay tho.

Overall I’m pretty pleased with the painting progress so far, and if I’m going to hit 365 or more Power Level painted this year it’s time to focus in (as we’re nearing the end of April already). So I think it’ll be Aeldari that become the year’s focus–especially because when I set them on the table they look so slick and unified (even between Asuryani and Drukhari).

Painting Challenge 2022 Progress

Warhammer 40k Aeldari 2022 Power Level Painted Total: 115/365