Necromunda Downtime Multiplayer Game and Squad Batarian, IVth squad, VIIth Company of the Imperial Fists
This weekend was a blast! Five players (not including myself) participated in a narrative six way multiplayer battle! An Inquisitor bullied the gangs into attacking an underground prison compound. Here was the board setup:

Each player got one of the 5 tiles on the top of this picture, and their goal was to kill a specific model and open the doors in the cells at the bottom. Things began cordially, and then Dan’s Cawdor smoked one of Josh’s Goliath’s with a Krak Grenade arrow and it went downhill from there. Petra’s ash waste bug monster rampages through the halls, killing at will. Zach’s Palanite Enforcers went up the right side, smashing as they went.
All through this, odd things happened. The “Traitors” that the gangs were supposedly fighting had oddly accurate weaponry, and Matt’s gang leader, an unsanctioned psyker, found himself trying to undo warpcraft from somewhere! Further, the target was eliminated by his own plasma pistol exploding and Dan’s Cherub found something interesting on the body…
Finally, after two gangs bottled and most fighters were down, the cells were opened, to find the prisoners executed! Oh well, three players got special inquisitorial sanctions for not bottling.
After this, I managed to finish the special antagonists I’ve been working on: Squad Batarian, IVth Squad, VIIth Company of the Imperial Fists, stationed in the Necromunda Fortress Monastery.






In truth they’ve been done for a while, but I was waiting on decals. No regular Space Marine sets have black tactical arrows! I had to special order two sheets of Imperial Fist ones.
As you can see above, I did two decals, one over the other. I also added some nifty battle damage and tried to get poses to be as dynamic as I could without repeating.
Marines were sprayed Wraithbone, coated Iyanden Yellow Contrast, and then brought up with yellow and highlighted light yellow. Reds are Blood Angels Contrast. Metals are Boltgun washed with Nuln Oil. I did the bases with black spray, Boltgun, and rust pigment, stippled in places with orange. Cursive names were freehand.
Soon: more gangers and more Necromunda goodness!
Necromunda Campaign
I’ve been silent because I haven’t had a lot to share, and my site got hacked. (so much for the new servers!) However, I’m breaking silence to show off the leader of my new Necromunda gang: Razor and the Scumettes!


Yes, Razor is based on the punk rock character from Maniac Mansion. The whole gang is themed that way!

Next: more gangers! This site may also be moved to squarespace if I can’t stop it from being hacked!
Techmarine Touch-up and Multi-Melta replacement
As part of my case touchup project, I’m still doing primaris, then firstborn, then repeating, adding custom decals in between.
For my firstborn project, I wanted to do a Contemptor dreadnought, but something more immediate caught my eye. My old Techmarine with Servo-Harness model was severely damaged in the case and needed a strong paint touch-up.
Additionally, during the Tanksgiving mega-battle, I realized one of my removable Multi-meltas for my Land Raider had been lost! Thanks to Brian of Dice Abide and Red Wunz Go Fasta, I was able to kitbash a replacement.
Next: Infiltrators!
Primaris Ory-Hara the Silent, Chief Librarian of the Azure Flames
In keeping with my custom of alternating Primaris and Firstborn projects, I have completed a Primaris Librarian that I’ve had for years but have never used much because of the lack of paint.
Considering the age of the older model for Ory-Hara, I decided that he crossed the Rubicon Primaris.
Next: my Techmarine in Full Servo Harness was severely damaged recently, so he’s getting a touch up.
8th Squad 3rd Compant Assault Marines touchup!
Touchup complete! Next: Primaris Librarian!
Tanksgiving 2021 at AFK!
Tis the season to donate to local charities, and owner Dan of AFK has a heart bigger than his newly resized store! A yearly event, Tanksgiving is a 40K game where only tanks and monsters are allowed (with exceptions). Players can place any vehicles for one item of canned food or $1 per 10 power level.
Additionally, any model removed as a casualty can be set up as an oncoming reserve for one item of canned food or $1 per 10 power level.
Each player started with 3 CP (even if Unbound) and received 1 CP each command phase. At any time, 1 CP could be purchased for one canned good or $1.
All food and money would be donated to the local food bank for Thanksgiving.
It’s a big fight! With TITANS! THAT SUCK KIND OF!
Turns were taken as follows: One side got their Command and Movement Phases, then the other. One side took a shooting phase, and damage was recorded but not applied. The other side took a shooting phase, and then all damage was applied. Finally, one side charged and fought but damage was not applied, then the other side charged and fought and all damage was applied. If applicable, all sides took morale simultaneously. This gets rid of the problem that Apocalypse games always have: whoever goes first blows the other side off the table.
The entire complement of vehicles of the Azure Flames, raring to go!
Other Forces were ready to fight as well!
The Azure Flames set up supporting the Reaver and Warhound against the Warlord.
The leftmost boards were saturated with Tyranids. Despite being Tanksgiving, the ‘Nids brought infantry. They were literally pushed around in piles.
One of the crowning moments of the game; a Drop Pod fell to block a charge lane. An enemy Knight charged it… and WHIFFED! This delayed the charge another turn.
After it was unceremoniously blown off the table, I dropped $15 and resurrected the Reaver.
Long time contributor to Fourstrands, Rob, brought his Ultramarines on turn 2, complete with the Lord of the Imperium himself: Roboute Gulliman! He turned the Azure Flames tank column and the Reaver from a threat to a powerhouse!
Opposite the Tyranids was another Reaver, an Imperial Guard 7th Edition Air Wing, and some Tau. The Nids chewed them all up.
Sadly, I had to leave before the end, but the REAL winner was the local food bank! People were spending money like crazy! It was extremely fun!
Industrial Terrain 2000 Points with Terminators
When Zach and I arrived at AFK Games, someone had set up some very industrial terrain for a demo of a new MDF terrain system.
We couldn’t resist and decided to play a game on it.
So, naturally, I took a list with 42 models in Terminator Armor.
In the end, we tied 67 to 67! It was an amazing game!
50 Power Casual Team Tournament
This weekend past, I participated in a Team Tournament at AFK games. Each player got a 50 power list, and was paired with a random player versus two other players. Secondaries could only be chosen from the Grand Tournament book, and could not be chosen from codexes.
Here’s my list:
- Patrol
- Librarian, Force Sword, Plasma Pistol, The Tome of Vel’cona, Flaming Blast, Fire Shield, Drakeskin, Warlord, Lord of Fire
- Tactical Squad x5, Chainsword, Combi-Plasma, Multi-melta
- Aggressors x3, Flamestorm Gauntlets
- Ironclad Dreadnought, Chainfist, Meltagun, Hurricane Bolter, Ironclad Launchers, 2x Hunter Killer Missile
- Bike Squad x3, Power Fist, 2x Meltagun, Attack Bike, Multi-melta
- Eradicator Squad x3, Melta Rifles
Winning earned you an additional ticket, but just playing and showing up on time earned so many more that most people were on equal footing. Tickets could be spent on raffles for door prizes.
Game 1 – The Scouring
Bozeman (Salamanders) and David (Dark Angels) vs. Andrew S. (Sons of Bile) and Chris (Nihilakh Necrons)
Chris and I had one of the worst first turns I’ve ever had. Rolls were terrible. After that we did not really recover, but the battle was extremely bloody. Due to time limits, we only made it to turn 3. Had the game gone on longer we may have had a chance due to extreme losses on the other side. The stars were the Nihilakh Necrons, who scored LOADS of points because all of their units have Objective Secured!
Game 2 – Scorched Earth
Bozeman (Salamanders) and Andrew M. (Sororitas – Sacred Rose) vs. Andrew (Space Wolves) and David (Dark Angels)
Aggressive first turn moves allowed me and Andrew to set the pace of the battle. Deep Strike attacks from Saint Celestine and Ephrael Stern take vital objectives and cause chaos. Except for a near invincible Space Wolves Dreadnought, most enemies go down for a win.
Game 3 – Sweep and Clear
Bozeman (Salamanders) and Andrew S. (Sons of Bile) vs. Jesse (Legio Metallica Mechanicus AND Thousand Sons)
Jesse was the Ringer for this tournament, and brought SIX different lists and rolled randomly each time. Due to an imbalance of players, Jesse took TWO of his lists against us!
Andrew’s teleporting Terminators brought some needed pressure, cutting off Ahriman’s push to the right side of the board. We took a lot of extremely mobile fire from Mechanicus walkers that can advance and shoot. However, by the end, we managed to wear down Jesse’s armies and score a great deal of points.
Results:
I won 5 tickets for showing up on time, with printed lists, and not needing anything from an AFK employee. Two wins one loss gave me 5 more. I used these to win a really nice paintbrush and a pot of Black Templar contrast paint.
It was a really great time! I bought everyone drinks and my feet were in incredible pain!
Next: some updates for Assault Marines and more Primaris units, plus hopefully Orks?
New Host, hackers defeated, and Suppressors complete!
I’ve been absent for a while, party due to personal issues, but also partly due to filthy hackers! Fourstrands was locked. Not for ransom, but for some sort of information hosting against my will. It probably wasn’t porn, and if it was, the bastards didn’t offer to share it.
Regardless, thanks to the tireless efforts of Lexington, who understands the ways of the lightning boxes, Fourstrands is back under Dreamhost!
And none too soon! I have a squad of Space Marine Suppressors to add to my collection!
You’ll notice that I haven’t used any of those dreadful new flying stands. I instead used a pin vise to drill into the thigh areas of the models, and used an old fashioned flying base stand.
I began painting these with Lexington when I went to visit, and finished them up at a paint night at AFK games.
Next: a revamp of an Assault Squad! Plus, various repairs to the site.
Minneapolis Showdown! Bozeman vs. Lexington Massive Three Part Battle Report!
WOW, I am back home after a long vacation visiting my old buddy Lexington, his lovely wife, and their amazing cats in the lovely Twin Cities of Minneapolis/St. Paul.
While there, we dined at some of the finest restaurants, saw sights including Minnehaha Falls, and I even cooked them a nutritious Ribeye meal with a custom pan sauce.
Of course, there was also 40K.
After all, I stored my living necessities in a backpack and devoted 100% of my main luggage to an army designed for hassle free airplane travel! In a custom foam tray setup, I managed not to freak out the TSA with my oddly shaped metal objects, and brought the Azure Flames to the Twin Cities for Lexington’s first games of 9th edition!
To make the army easy to transport, I created the list according to the old 7th edition “Highlander” style, meaning no spam; each codex entry can only be used once. Additionally, I made a 1000, 1500, and 2000 point list, but limited myself so that all models in the 1000 list were in the 1500 list with only additions; no changes to the actual minis. The same goes for the 2000, so the final 2000 list has all models needed for all three lists.
Lexington brought me down to the GameZEnter (formerly Fantasy Flight) and we got three amazing games in! Let’s get to it!
Game 1: Ascension (1000 points)
Bozeman – Azure Flames (Salamanders)
- Battalion
- Captain Khalil of the 7th Company on Bike, Forge Master, Miraculous Constitution, Drake Smiter, Storm Shield, Exemplar of the Promethean Creed, Warlord
- Sangamon, Chief Librarian, Jump Pack, Force Axe, Bolt Pistol, The Tome of Vel’Cona, Flaming Blast, Fire Shield, Burning Hands, Drakeskin
- Assault Intercessors x5, Thunder Hammer
- Intercessors x5, Thunder Hammer, Grenade Launcher
- Tactical Squad x5, Chainsword, Combi-Grav, Muilt-Melta
- Bike Squad x3, Power Fist, 2x Meltagun
- Devastator Squad x5, 2x Lascannon, Missile Launcher, Heavy Bolter, Armourium Cherub
- Thunderfire Cannon
Lexington – Zagdakka’s Warband (Evil Sunz Orks)
- Battalion
- Warboss, Da Killa Klaw, Kombi-Rokkit Launcha, Da Biggest Boss
- Weirdboy, Da Jump, Visions in Da Smoke
- Ork Shoota Boys x29, Nob, Killsaw
- Gretchin x10
- Gretchin x10
- Burna-Bomma
- Trukk
- Tankbusta Boys x6, 2x Bomb Squigs
- Megatrakk Scrapjet, Corkscrew
Setup




Turn 1 – Orks
The Scrapjet charges forward and does some damage to the Bike Squad. Burna Bomma flies up close and drops some damage on the Intercessors and Assualt Intercessors. Boys and Warboss advance and shoot.


Turn 1 – Azure Flames
Bikes fall back and the Devastators scrap the Scrapjet. Lucky Multi-Melta shot vapes the Burna-Bomma, causing a huge explosion that deals mortal wounds to many units! Khalil charges the Warboss and crushes him with THREE MASSIVE natural 6s to wound, dealing 18 total damage! Thunderfire Cannon and other shooting wipes the Tankbustas.


Turn 2 – Orks
Trukk charges the bikes as Grots move up to gain an objective. Boys continue to fight Khalil


Turn 2 – Azure Flames
Bike falls back again, and split fire from the Devs hurt the Trukk and Grots. Khalil and the Assualt Intercessors wipe the Boys. Thunderfire damages the grots in the backfield.


Turn 3 – Orks
Weirdboy, Trukk, and Grots retreat behind the building to try to use their superior score to wait out the game.

Turn 3 – Azure Flames
Devs move and pop Trukk. Khalil and the Bikes wipe the Grots and Weirdboy. Tabled.

Discussion
That was over faster then I thought! I was seriously worried about a massive turn 1 charge, and Da Jump with Tankbustas. However, Lexington had few options. We realized after the game that the Warboss could have fought with a Stratagem. Oh well! That’s how you learn.
Game 2 – Retrieval Mission (1500 points)
Bozeman – Azure Flames (Salamanders)
- Battalion
- Captain Khalil of the 7th Company on Bike, Forge Master, Miraculous Constitution, Drake Smiter, Storm Shield, Exemplar of the Promethean Creed, Warlord
- Sangamon, Chief Librarian, Jump Pack, Force Axe, Bolt Pistol, The Tome of Vel’Cona, Flaming Blast, Fire Shield, Burning Hands, Drakeskin
- Assault Intercessors x5, Thunder Hammer
- Intercessors x6, Thunder Hammer, Grenade Launcher
- Tactical Squad x5, Chainsword, Combi-Grav, Muilt-Melta
- Aggressors x3, Flamestorm Gauntlets
- Ironclad Dreadnought, Ironclad Launchers, 2x Hunter Killer Missile, Chainfist, Meltagun, Hurricane Bolter
- Bike Squad x8, Power Fist, 2x Meltagun, Attack Bike, Multi-Melta
- Devastator Squad x5, 2x Lascannon, Missile Launcher, Heavy Bolter, Armourium Cherub
- Thunderfire Cannon
Lexington – Zagdakka’s Warband (Evil Sunz Orks)
- Battalion
- Warboss, Da Killa Klaw, Kombi-Rokkit Launcha, Da Biggest Boss
- Weirdboy, Da Jump, Visions in Da Smoke
- Ork Shoota Boys x29, Nob, Killsaw
- Ork Shoota Boys x29, Nob, Killsaw
- Ork Shoota Boys x29, Nob, Killsaw
- Gretchin x10
- Burna-Bomma
- Trukk
- Tankbusta Boys x6, 2x Bomb Squigs
- Megatrakk Scrapjet, Corkscrew
Setup




Turn 1 – Orks
Da Jump with Tankbustas surprises the Thunderfire Cannon! A lucky save roll reduces the Techmarine to 1 wound, and he barely survives combat! Orks move up to gain objectives. Burna Bomma uses Flying ‘Eadbutt and smacks my front lines HARD.



Turn 1 – Azure Flames
I spend all of my CP this turn. Techmarine fires Flamer as a pistol to finish the two remaining Tankbustas, allowing the Thunderfire to blow a huge hole in the boys squad near the Warboss. Additional fire evaporates the rest of the squad. Aggressors, Bikes, and Assault Intercessors take out the boys on the right side of the board.



Turn 2 – Orks
Warboss charges the Ironclad Dreadnought, and reduces it to 2 wounds. The Ironclad squishes him, but the Warboss fights while dying and the Ironclad goes down! Boys charge the bikes. Weirdboy smites the other bikes, and charges the Assualt Intercessors. He misses all attacks and the Intercessors cut him down.


Turn 2 – Azure Flames
Everyone on the left side of the board charges in to rescue the bikes, and the boys are reduced to only a few! Bikes on the right charge Gretchin and eliminate them! Game ceded.
Discussion
So, yeah, if you spend 10 CP in one turn, you can do some real damage. Aggressors spent 3 by themselves and managed to kill about 20 orks. Having the Techmarine spend one to use his flamer as a pistol saved him and the Thunderfire Cannon got to shoot!
Flying ‘Eadbutt is the answer to castle formations and hardcore high Invul MSU armies such as Custodes. They do just fine against a Marine gunline as well.
Game 3 – Overrun (2000 points)
Bozeman – Azure Flames (Salamanders)
- Battalion
- Captain Khalil of the 7th Company on Bike, Forge Master, Miraculous Constitution, Drake Smiter, Storm Shield, Exemplar of the Promethean Creed, Warlord
- Sangamon, Chief Librarian, Jump Pack, Force Axe, Bolt Pistol, The Tome of Vel’Cona, Flaming Blast, Fire Shield, Burning Hands, Drakeskin
- Lieutenant, Jump Pack, Power Axe, Combi-Melta
- Assault Intercessors x5, Thunder Hammer
- Intercessors x7, Thunder Hammer, Grenade Launcher
- Tactical Squad x5, Chainsword, Combi-Grav, Muilt-Melta
- Aggressors x3, Flamestorm Gauntlets
- Ironclad Dreadnought, Ironclad Launchers, 2x Hunter Killer Missile, Chainfist, Meltagun, Hurricane Bolter
- Bike Squad x8, Power Fist, 2x Meltagun, Attack Bike, Multi-Melta
- Land Speeder Tornado x3, Heavy Flamer x3, Multi-Melta x3
- Devastator Squad x5, 2x Lascannon, Missile Launcher, Heavy Bolter, Armourium Cherub
- Thunderfire Cannon
- Whirlwind, Castellan Missiles
Lexington – Zagdakka’s Warband (Evil Sunz Orks)
- Battalion
- Warboss, Da Killa Klaw, Kombi-Rokkit Launcha, Da Biggest Boss
- Weirdboy, Da Jump, Visions in Da Smoke
- Ork Shoota Boys x29, Nob, Killsaw
- Ork Shoota Boys x29, Nob, Killsaw
- Ork Shoota Boys x29, Nob, Killsaw
- Gretchin x10
- Burna-Bomma
- Trukk
- Tankbusta Boys x6, 2x Bomb Squigs
- Megatrakk Scrapjet, Corkscrew
- Megatrakk Scrapjet, Corkscrew
- Lootas x10
- Deffdred, 4x Dredsaw
- Deffdred, 4x Dredsaw
Setup






Turn 1 – Orks (yes, Lexington went first all three games)
Once again, Flaming ‘Eadbutt causes the Burna Bomma to deal major damage to my right flank. Boys squad gets Jumped and tries to assault the Aggressors, but overwatch and Born Protector overwatch from the Land Speeders kills 20 Orks and they fail to charge! Lootas move up to a better position. Other elements advance.




Turn 1 – Azure Flames
Walls of horrible fire remove the remaining boys and Lootas. Multi-melta and meltagun shots vaporize the Scrapjets. Tankbustas, and two boys squads are damaged by massed fire. Devastators take out Trukk.


Turn 2 – Orks
Tellyporta Deffdreds come in and one charges the Whirlwind! However, it MASSIVELY WHIFFS dealing only 2 damage! In a repeat of last game, the Warboss charges the Ironclad, does minimal damage, is killed, and then fights after dying to kill the Ironclad! Boys remove the Assault Intercessors. Other boys charge the Bikes, killing the wounded Attack Bike.



Turn 2 – Azure Flames
Whirlwind falls back, allowing the Devastators to blast the Deffdred. Khalil charges the other Deffdred, doing 6 damage. Lieutenant and Agressor take out the Weirdboy. Librarian and bikes reduce the boys. Game Ceded.



Discussion
This 2000 point list was created long ago, as I originally used it as my “balanced” list in 8th edition. I wanted to play Lexington last year, but the pandemic stopped that. For 9th, I edited it very slightly, and then took out 500 point blocks to make the other lists.
They worked much better than I hoped. Additionally, foot based Ork lists seem to be a little underpowered. Orks really do rely on Smasha Gunz, lots of Lootas, and other mean long range tricks rather than the good old Green Tide.
That being said, we had a blast! Lexington will hopefully get the hang of 9th, and the upcoming Ork codex will hopefully make Orks top tier WHERE THEY DESERVE TO BE.
Next: more Crusade highlights and Supressors!