A gaming blast from the past, 40k Traitor Guard army nearly complete painting

The experience of wargaming is rarely a straight line, and for many it is more of a cycle of discovery, passion, fatigue, and rediscovery. Beginning the journey at the cusp of adulthood often means an intense burst of enthusiasm, where every new model holds limitless promise and every codex is studied with the intensity of a sacred text. The early years of diving into Warhammer 40,000, when starter boxes with single-pose marines and orks opened the door into a vast universe, were filled with both excitement and uncertainty. Those first armies did not always hold attention for long, but they planted the seeds of fascination with the grimdark universe. Moving from Tau to Marines and finally to the Imperial Guard demonstrated the restless energy of a young hobbyist constantly searching for the perfect representation of identity on the tabletop. The act of collecting, painting, and fielding armies was never just about winning games but about constructing a personal mythology within the larger framework of the 40k universe. Even when other collections were traded away or sold off, the traitor guard endured, carrying with them the memories of battles, conversions, and personal stories. They became more than plastic figures; they became artifacts of one’s own creative past, standing silently as the years passed, waiting to be reawakened.

The constant churn of new editions and codices played a major role in pushing many hobbyists away. When every season seemed to bring a new set of rules, it became exhausting to keep up. The sheer financial and mental cost of staying current, of buying new books and updating strategies with each release, transformed what began as a joy into a burden. For some, the release cycle felt less like an invitation to explore new aspects of the game and more like an endless treadmill designed to drain resources. This sense of fatigue often coincided with life transitions: work, relationships, and other responsibilities crowded in, and the time for assembling and painting armies dwindled. Stepping away from the game seemed natural, even inevitable. Yet the departure was never absolute. The models remained boxed or displayed, physical reminders of past dedication. They carried with them the memories of late-night painting sessions, road trips for distant games, and the laughter of friends gathered around a table. These memories anchored them as something more than disposable hobbies; they became part of a life narrative.

The endurance of the traitor guard amidst trades and sales is telling. They survived because they held something deeper than just competitive value. They embodied the darker narrative of rebellion, of soldiers once sworn to the Emperor who now turned their weapons against him. They were the army that best fit the imagination of their creator, an army that told the stories he wanted to tell. With their kitbashes, commissioned paint jobs, and scratch-built heroes, they represented the blending of creativity, storytelling, and play. Even if they were not the most effective force on the tabletop, they held a charisma born from their uniqueness. Returning to them after years of absence meant reconnecting not only with the models but also with the person who first built them. It was a reunion with one’s younger self, a self who poured hours into crafting identities for each character, who relished the idea of sanctioned psykers and ratling snipers regardless of their efficiency in battle. The army became a mirror through which past and present could converse, bridging the years with shared imagination.

The spark that reignited interest came from friendship, proving again that wargaming is not just about rules and models but about people. The discovery of Death Korps by an old friend created a ripple effect, rekindling enthusiasm for narrative play. Nearly a year of painting and preparation later, the stage was set for a game that was less about victory and more about shared experience. For someone who had long stepped away from the treadmill of codex releases, this was a way back into the universe without the pressure of keeping up. It was a chance to test whether the new edition could still provide that feeling of immersion, whether it could still tell the kinds of stories that had once drawn so many into the game. The fact that the battle would be fought with long-time friends, including those who had stayed with the hobby over the years, only emphasized that this was not just a game but a reunion, a rekindling of old bonds and shared histories. Narrative play, with its emphasis on story over competition, promised exactly the kind of experience that could make the return worthwhile.

Ultimately, the anticipation was not about measuring point values or optimizing army lists. It was about dusting off models with stories embedded in their paint, about setting them once more onto the battlefield where they had once triumphed or failed. Whether the sanctioned psykers would wreak havoc or fizzle, whether the ratlings would miss every shot as usual or finally land a decisive blow, the outcome mattered less than the act of rolling dice together. This journey back into wargaming was not a surrender to the old treadmill of rules but a reclaiming of the original spirit of the hobby. It was about narrative, about creativity, about friendships forged and maintained through shared storytelling. The models that had waited in silence for so long were finally ready to march again, carrying with them the echoes of past games and the promise of new stories yet to unfold.

When exploring the legacy of the traitor guard, one cannot overlook the characters that gave the army its personality. These were not just faceless soldiers but figures imbued with stories, quirks, and memories from games past. The leader with bony wings, for instance, stood as a symbol of corruption and transformation. His mutated arm serving as a powerfist was not simply a weapon choice but a creative declaration of the chaos-infused narrative guiding the force. Even if his squad was weak in combat, the sheer existence of this commander gave the army a central figure around whom stories could be built. The alternate versions of leaders, the binocular-wielding spotter calling for artillery that rarely hit, the primaris psyker embodying the corruption of the warp—all of these carried with them personal legends, moments of play that remained vivid even years later. These characters gave the army an identity that transcended the raw mechanics of the game. They became storytellers, each one bringing to life a piece of the army’s rebellion against the Imperium.

The inclusion of psykers, both official and kitbashed, speaks to a deep fascination with the unpredictable power of the warp. The sanctioned psyker squad, with its random strength and armor penetration, embodied the thrill of chaos on the battlefield. The possibility of devastating an elite squad like terminators contrasted with the ever-present risk of failure, and this unpredictability created memorable moments that resonated long after dice had stopped rolling. The eyeball-headed creation, with its Lovecraftian flair, exemplified the way personal interests—like a fascination with Cthulhu—were integrated into the army’s aesthetic. These figures, cobbled together from flagellants and chaos spawns, represented not just game pieces but a creative outlet. They carried the mark of imagination, of transforming the raw materials of kits into something entirely unique. Their stories were written not only on the tabletop but in the very act of their construction.

The ratlings, by contrast, represented the humor and affection that also defined the hobby. They were beloved despite their ineffectiveness, always included in games yet almost always destroyed early. Their failures became part of their charm, and friends at the table recognized and even played into this narrative by targeting them mercilessly. The fact that their paint jobs surprised their creator years later speaks to the way time alters perspective. Once dismissed as a mediocre effort, the models revealed themselves as small triumphs of skill, reminders that creativity and artistry often surpass self-criticism when revisited with distance. The caped sniper and the cleanly painted eyes became symbols of pride, proof that even in a self-described decline of painting ability there had been moments of excellence. They embodied the idea that wargaming is as much about memory and storytelling as it is about tactical success.

The penal legions further illustrated the imaginative spirit behind the army. Built from old Escher gangers and Warmachine models, they represented the chaotic mix of individuals who might form such a force. They were not unified soldiers but a patchwork of rebels, criminals, and mercenaries bound together by circumstance and rebellion. This blending of models from different lines reinforced the sense of a narrative-driven force rather than a competitive one. Each figure carried its own backstory, its own place in the mythology of the army. Similarly, the veteran squads, with their shotgun conversions and customized heads, spoke to a desire for personalization. Whether they were designed for suicidal melta charges or stealthy long-range fire, they reflected the creativity of a player more interested in theme than optimization. These squads were the backbone of stories, their exploits remembered even if their records on the battlefield were mixed.

The Journey Through Wargaming and the Echoes of the Past

The journey into the world of wargaming often begins with an impulsive spark, a moment when imagination is captured by the sight of a painted miniature, the weight of dice in one’s hand, or the sprawling artwork of grimdark battlefields stretching across the pages of a rulebook. For someone encountering Warhammer 40,000 as a teenager, that spark could come in the form of a starter box filled with single-pose plastic figures, or perhaps in the stories told by older hobbyists about the endless wars of the far future. There is a peculiar magic in those first encounters with the hobby: the discovery that within these small models lies an entire universe of storytelling, creativity, and competition. At the age of eighteen, the immersion into this universe felt natural, almost inevitable, because time seemed infinite and the thirst for imagination unquenchable. The starter box of marines and orks was not just an introduction to rules; it was a gateway into a vast canvas where identity and creativity could flourish. Even if that first foray did not fully ignite the flame, it planted a seed, and like many seeds, it would grow later under different circumstances. Those early experiments with Tau, Marines, and scattered collections from other armies reflected the restless curiosity of youth, the need to test, explore, and find the right fit, much like experimenting with identities during those formative years. What mattered most in those moments was not perfection but exploration, and each army, however fleeting, became a step toward discovering the one that would ultimately endure.

As years passed, the Imperial Guard emerged as more than just another army in the cycle of curiosity. When plastic Cadian and Catachan sets were released, they provided the foundation for something more enduring: the creation of a small traitor guard force that would eventually outlast every other army. This was not a decision guided by competitive meta or tactical brilliance but by something more personal, more resonant. The idea of ordinary soldiers rebelling against the Imperium, of turning their lasguns and tanks against their former masters, carried a narrative weight that was irresistible. In many ways, the traitor guard became the perfect canvas for creativity, because their very nature allowed for kitbashing, conversions, and personalization. They were not bound by the uniformity of loyalist regiments; they could be ragged, chaotic, stitched together from models of different origins, each telling its own story of corruption and rebellion. This freedom made the army feel alive, a reflection of imagination rather than a strict adherence to official lore. Even when other armies were traded away or sold off during periods of disinterest, the traitor guard remained. They survived because they represented something deeper than just a collection of miniatures. They were not simply tools for play; they were vessels of personal storytelling, physical manifestations of creativity that could not be discarded like the others.

But as with many hobbies, the cycle of enthusiasm was eventually tempered by exhaustion. The release schedule of Warhammer 40,000 became a relentless churn of new codices, new rules, and new editions. What had once been exciting—the unveiling of new content, new options, new mechanics—slowly transformed into a burden. The thrill of discovery was overshadowed by the fatigue of constant updates, of feeling that one’s army was perpetually outdated or incomplete. For a player who had poured time and energy into building and painting, it was disheartening to see that the work could be undermined by the next book or the next edition. The financial strain of keeping up only compounded the frustration, making it feel as though the game was no longer about creativity and imagination but about consumption and obligation. Eventually, the joy was drained away, leaving behind a sense of weariness that made it easier to step back, to let go of armies, and to walk away from the table. Yet walking away did not erase the memories or the models. They remained, boxed up or displayed, silent but enduring reminders of what had once been a central passion.

The endurance of the traitor guard amidst this fatigue is a story in itself. Unlike other armies that were sold, traded, or abandoned, they lingered, kept safe through every purge of the collection. Their survival was not accidental but symbolic. They represented not just models but a bond to the creative spark that had once defined the hobby. Every conversion, every painted figure, every unit assembled from disparate parts told a story that could not be replicated. They were an army born from imagination, and that made them irreplaceable. When the desire to return to the game stirred years later, it was not through the lure of new models or the promise of competitive success but through the rediscovery of this army. The traitor guard became a bridge between past and present, between the youthful enthusiasm that had first created them and the reflective perspective of adulthood. They were not simply soldiers on a shelf; they were a history written in plastic and paint, a personal narrative that endured even when the broader hobby lost its shine.

The spark of return came, as it so often does, through friendship. Wargaming has always thrived on the social connections it fosters, the bonds built around shared tables and collective storytelling. When an old friend discovered the Death Korps of Krieg and felt the pull toward playing again, that excitement spread. It became the catalyst for rekindling interest, not just in the rules or the models but in the shared experience of gaming together. Nearly a year of preparation passed, during which time the friend painted and built his force with dedication, building anticipation for a battle that would be as much about reunion as competition. The idea of a 2v2 game involving Imperial Guard traitors, Death Korps, Grey Knights, and Tau promised not just tactical engagement but narrative richness. It was a chance to step back into a universe that had once been central, to test the waters of a new edition, and to see if the magic of storytelling through dice and miniatures still held its power. For someone who had long abandoned the treadmill of constant codex updates, this was the perfect way back: low stakes, high narrative value, and rooted in the bonds of friendship.

Returning to the models themselves was like opening a time capsule. Each figure carried with it not just paint and plastic but memories of past games, creative choices, and personal moments. The commander with bony wings, the psykers cobbled together from Warmachine models, the ratling snipers who rarely performed but were always beloved—all of these figures stood as markers of a personal mythology. They were characters in a story that had been told years ago and were now ready to step back onto the stage. Revisiting them was not just about assembling a playable force; it was about reconnecting with the creativity that had first brought them to life. Even the failures, the squads that underperformed, the artillery spotter who never hit his mark, became part of a cherished narrative. These imperfections only deepened the sense of connection, because they reminded their creator that the hobby had always been about more than efficiency. It had been about storytelling, about breathing life into plastic, about sharing moments with friends that transcended the outcome of any single game.

The wider context of this return was the recognition that the hobby itself had changed. Games Workshop had evolved in its approach, and while the cycle of new releases still existed, there was a greater sense of stability than in the past. Yet for a returning player, the question was not whether the company had improved but whether the game could still offer meaningful experiences. The answer lay not in new models or updated rules but in the chance to once again roll dice with friends, to once again watch beloved characters succeed or fail in the chaos of battle. The focus was not on catching up with the meta but on reclaiming the joy of shared storytelling. The traitor guard, with their rich history and unique identity, provided the perfect vehicle for this return. They were already complete, already imbued with meaning, requiring no further investment beyond the willingness to play. In this way, they represented a sustainable path back into the hobby, one that avoided the pitfalls of endless updates while preserving the heart of the experience.

Ultimately, the journey through wargaming and back again illustrates the enduring power of the hobby. Even after years away, even after fatigue and frustration, the models remained, waiting for the right moment to return to the battlefield. Their survival was a testament to the way creativity and storytelling can transcend the mechanics of the game. The return was not about reclaiming lost victories or chasing new metas; it was about rediscovering the joy of narrative play, of inhabiting a universe with friends, of reconnecting with the younger self who had first built these armies. The anticipation of rolling dice once more, of watching psykers unleash chaos or ratlings fall in a blaze of failure, carried with it a profound sense of continuity. The models were not just miniatures; they were anchors of memory, vessels of imagination, and symbols of friendship. In stepping back into the game, even briefly, one discovered that the echoes of the past still resonated, that the stories once told could still be told again, and that the hobby, at its heart, was never truly left behind.

The Characters and Legends Within the Army

Every Warhammer 40k army has units that stand out, not because of their points value or efficiency but because of the stories attached to them. For the traitor guard, this was especially true. Being a force cobbled together from creativity, scavenged parts, and imagination, each squad or character seemed to grow into a role beyond the tabletop stats. The commander with bony wings was one such figure, a model that immediately captured the imagination the moment he was converted. He was not a conventional officer, nor did he resemble the disciplined leaders of the Cadian regiments. Instead, he was something far more sinister: a symbol of corruption made flesh. His skeletal wings, fragile yet grotesque, made him appear less like a soldier and more like a half-damned being who had chosen to lead mortals against the Emperor. On the battlefield, he rarely performed better than any other officer. His orders might go ignored, his squads might break under fire, and his weapons might jam at the wrong moment. Yet to the one who created him, he became unforgettable. He embodied the army’s identity, not because of what he did but because of what he represented—a commander caught between humanity and monstrosity, the perfect image of traitor soldiery. When he strode across the table, even if only to be cut down by a Grey Knight or a bolter’s burst, he brought narrative drama to every game.

The psykers in the army were another example of characters becoming larger than life. These were not official models but conversions, stitched together from parts of Mordheim cultists or Warmachine sorcerers, their poses strange and their details rough. That roughness became part of their charm, however, because sanctioned psykers in the lore were never meant to be clean or uniform. They were half-mad vessels of barely controlled energy, their presence on the battlefield as much a liability as an asset. In game terms, they often blew themselves up, caused mortal wounds to nearby allies, or fizzled into nothingness. But when they did succeed—when the dice aligned and they managed to unleash a devastating psychic blast—they became legends. Players on both sides of the table would lean in, aware that something chaotic was about to happen. Their unreliability became their story, their failures just as memorable as their rare triumphs. These models represented the unpredictability of the army as a whole: fragile, chaotic, and always teetering on the edge of disaster. Yet for their creator, they were indispensable. To leave them out of the army would have been to strip away a piece of its soul.

Then there was Sly Marbo, or rather, the scratch-built version who bore only the faintest resemblance to the official model. Built from bits, sculpted details, and the imagination of a hobbyist unwilling to buy the original, this Marbo became infamous in his own right. He was remembered less for his accuracy with demolition charges and more for the outrageous stories that grew around him. The most legendary of these was the time he single-handedly destroyed a land raider, a feat so improbable that it immediately entered the annals of army history. Players retold that story with a mix of awe and humor, and every time he returned to the battlefield, there was a quiet expectation that maybe, just maybe, he would pull off something equally ridiculous. More often than not, he died ignominiously within a turn or two, gunned down by bolters before he could do anything meaningful. Yet those failures did not diminish his myth; they only made his one great success shine brighter. In the collective memory of the army, he was not a model defined by statistics but by legend, and that made him irreplaceable. He was the perfect example of how wargaming is not just about numbers but about the stories that arise from them.

Other characters in the army had smaller but no less significant roles in shaping its identity. The ratling snipers, for instance, were notoriously ineffective. Their tiny models, cobbled together from whatever bits were available, rarely hit their targets and almost never killed anything of importance. And yet, they became beloved mascots of the army. Their failures were so consistent that they became a running joke, something that opponents looked forward to as much as the traitor guard player did. Would the ratlings finally score a kill, or would they once again miss every shot and then be obliterated by return fire? The answer hardly mattered, because their presence added levity to games that might otherwise have been grim and tense. They reminded everyone at the table that the heart of the hobby was not efficiency but enjoyment. Similarly, the penal legion squads built from Escher gangers or Warmachine mercenaries were often unpredictable on the battlefield. Sometimes they charged headlong into combat, sometimes they melted away under fire, and sometimes they simply wandered the table accomplishing nothing. But the sheer fact that they looked distinct—bright, ragged, and dangerous—gave the army a flair that no official kit could provide. Each squad felt like a story waiting to be told, a group of condemned fighters pressed into service by their monstrous commander.

Even the support units carried narratives with them. The artillery spotter, a simple model who never seemed to hit his targets, became a running gag that only deepened his importance. Every time he set up, hopes were raised and then dashed, until it became expected that he would contribute nothing of value. His failures became a tradition, and opponents would often joke that they feared him precisely because of his inability to succeed—after all, one day his luck might turn, and that day would be catastrophic. The veterans, divided into squads with unique roles, each carried reputations of their own. The close-combat specialists, designed to rush into melee with shotguns and bayonets, often met grisly ends before they could reach their targets, yet they were remembered for their reckless bravery. The infiltrators, painted in darker tones, earned a reputation for sneaking into improbable positions, even if their weapons rarely made an impact. Together, these squads formed a patchwork of identities that made the army feel alive. They were not faceless units; they were characters in an unfolding drama, each game adding to their story whether they succeeded or failed.

Over time, these legends became more important than the mechanics of the game itself. The traitor guard were not a top-tier army, nor did they win tournaments. They were fragile, unreliable, and often outclassed by newer forces. But their stories kept them relevant. They became a narrative force, one that existed as much in memory and imagination as on the tabletop. For their creator, this was what made them enduring. Each battle was not just a contest of dice and tactics but an addition to a living mythology. When the psykers exploded, when the ratlings missed, when Sly Marbo threw his demolition charge, those moments became woven into the fabric of the army’s story. And unlike the armies that were sold or abandoned, the traitor guard carried these stories forward, surviving as a complete and cohesive entity even during years of inactivity. They were not just plastic models; they were artifacts of memory, each one representing a chapter in a narrative that was still unfolding. That narrative power is what allowed them to survive the great purges of the collection. While other armies were reduced to currency for new projects, the traitor guards were preserved as irreplaceable, because they were not simply models but characters in a personal saga.

Looking back now, the significance of these characters and legends becomes clear. They illustrate the heart of what wargaming offers: a canvas for storytelling, where even the smallest or weakest model can become the centerpiece of a tale. The commander with wings, the psykers who danced with destruction, the hapless ratlings, the unreliable spotter, the doomed penal legion—all of them existed in the space between rules and imagination, elevated not by victories but by the stories they created. In this way, the army transcended its mechanical limitations. It became a personal mythology, one that could be revisited years later with the same sense of wonder. To bring them back to the battlefield now is not merely to play a game but to reawaken those stories, to allow them to unfold once more in new forms. The legends of the past are not fixed; they evolve with every new roll of the dice, every new opponent, every new battle. That is the enduring magic of wargaming, and that is why the traitor guard continues to matter, long after other armies have faded into memory.

The Battles, Campaigns, and Narrative Spirit of Play

When looking back across the span of years spent with the traitor guard, one of the most striking aspects is not the specific wins or losses but the way battles wove themselves into stories. Warhammer 40k has always existed in that liminal space between structured rules and the freeform imagination of its players. The mechanics define outcomes, but the interpretation of those outcomes, the way players build narratives around them, is what makes the experience unforgettable. Every game becomes a campaign in miniature, every dice roll a chance to create a new memory. In this sense, the traitor guard were the perfect army for narrative-driven play. They were unreliable, chaotic, and full of character, which meant that their battles were never dull. Even when defeat seemed inevitable, they found ways to leave a mark, often through sheer unpredictability. A psyker miscasting at the perfect (or worst) moment, a penal legion squad surviving against all odds, or Sly Marbo detonating his charge in just the right spot—all of these became stories told long after the game ended. These moments mattered more than victory points or tournament rankings because they added to the evolving saga of the army. Each battle was another chapter, each campaign another volume, and the army itself became a living history of its own exploits.

Campaigns, in particular, highlighted the narrative richness of the army. Unlike one-off matches where results could be forgotten after the dice were packed away, campaigns created continuity. They allowed victories and failures to carry forward, to shape future games in ways that statistics alone never could. When the traitor guard fought in narrative campaigns, their role often extended beyond their mechanical contribution. They became the wild card, the force that might turn the tide in unexpected ways or collapse entirely, changing the trajectory of the story. Their defeats were sometimes more interesting than their victories. For example, in one campaign, they were nearly wiped out in the opening stages, leaving only a handful of battered units alive. Rather than discouraging participation, this setback made their later resurgence all the more dramatic. When those surviving units clawed their way back into relevance, players remembered it not as a comeback on a score sheet but as the story of a beaten but unbroken force rising again. This is the power of narrative play: it transforms mechanics into myth, and the traitor guard thrived in that transformation.

Even outside of structured campaigns, battles against friends often took on the tone of collaborative storytelling. Facing off against Grey Knights or Tau, the match was rarely framed as “who can win” but rather as “what story will unfold.” The Grey Knights brought with them the aura of incorruptible zeal, psychic mastery, and martial perfection, making them the perfect foil to the ragged, corrupted ranks of the traitor guard. Every clash between the two felt like a microcosm of the larger 40k universe, the loyalists striving to stamp out heresy while the traitors sought to prove that even the most disciplined could falter. Tau, by contrast, represented sleek modernity and ideological conviction, an almost alien opponent whose order and precision clashed beautifully against the chaos and desperation of the guard. These narrative contrasts made every game meaningful, even when dice rolls were lopsided or strategies fell apart. The armies embodied archetypes within the setting, and playing them against each other was less about scoring objectives than about enacting a drama. When viewed in this way, even a crushing defeat became a story worth retelling, because it reinforced the themes of corruption, rebellion, and the fragility of mortals against overwhelming odds.

The way battles unfolded also revealed the personality of the army. Unlike elite forces with consistent performance, the traitor guard lived and died by swings of fortune. Sometimes their lasguns would pierce armor against all odds, bringing down an enemy that should have been untouchable. Other times, entire squads would break and run at the first sign of casualties, leaving gaps in the battle line and dooming the rest. This volatility made the army feel alive, like a real fighting force with flaws and unpredictability. They were not the flawless executioners of the Emperor’s will; they were flawed mortals, prone to fear, error, and flashes of brilliance. Their campaigns reflected this duality. At times, they were the underdogs, scraping together victories from the jaws of defeat. At other times, they were the villains, overwhelming weaker opponents with sheer numbers and treachery. In both roles, they provided stories that endured far beyond the table. The chaos of their playstyle mirrored the chaos of their narrative identity, and that synchronicity is what made them so compelling. They were not just pieces in a game; they were characters in an ongoing drama.

One of the most enduring elements of these battles was the way they deepened friendships. Games against close friends carried an energy that competitive matches against strangers could never replicate. The inside jokes, the shared memories, the mutual anticipation of how certain units would perform—all of these turned battles into social rituals. Everyone at the table knew that the psykers might blow themselves up or that the ratlings would miss every shot, and when those outcomes came to pass, laughter replaced frustration. These shared experiences built a sense of camaraderie that lasted beyond the game itself. Even after long periods away from the hobby, those friendships could be reignited with a single match, because the stories lingered. A battle fought years ago could still be referenced in casual conversation, the details reshaped and exaggerated over time but the essence preserved. The army became a communal touchstone, a set of shared myths that bound friends together. In this sense, the traitor guard were more than a personal creation; they were part of a collective narrative, shaped by everyone who ever played against them.

The unpredictability of campaigns also mirrored the unpredictability of life. Many players cycle in and out of the hobby, pulled away by work, family, or other interests, only to return later with renewed passion. In this ebb and flow, armies often act as anchors, preserving continuity amid change. The traitor guard filled that role perfectly. When the creator stepped away from the hobby, they remained, untouched but ever-present, a reminder of past battles and a promise of future ones. When friends returned years later and suggested another game, it was as though no time had passed. The models carried forward the stories, ready to be reactivated at a moment’s notice. This continuity is one of the unique strengths of wargaming. Unlike digital games, where servers shut down or expansions render old content obsolete, physical armies endure. They can be boxed up for a decade and still function as vessels of narrative when rediscovered. In this way, campaigns never truly end; they simply pause, waiting for players to pick them back up. The traitor guard, with their storied history, were ideally suited for this kind of longevity. Their battles were never just in the past—they were waiting to be resumed.

What emerges from reflecting on these battles and campaigns is the realization that the true value of wargaming lies in the narrative spirit of play. Rules provide the skeleton, but imagination and storytelling give the flesh. The traitor guard, with their flawed characters and chaotic playstyle, embodied this spirit more than any competitive army could. They thrived not because they were powerful but because they were memorable. Every miscast, every missed shot, every improbable victory fed into a larger story that transcended the boundaries of individual games. The campaigns they fought, whether formal or improvised, became part of a mythos that could be revisited again and again. Even now, when preparing for another return to the table, the anticipation is not about whether they will win or lose but about what stories will emerge. Will the psykers survive long enough to unleash devastation, or will they implode spectacularly? Will Sly Marbo repeat his land raider-killing feat, or will he die unceremoniously in turn one? These questions are not about mechanics—they are about narrative possibility. And it is that possibility, that promise of new stories, that keeps the army alive. The battles of the past were not merely games; they were chapters in an unfolding epic, and the chapters yet to be written hold just as much promise

Conclusion

Looking back over the long arc of this wargaming journey, the traitor guard army stands as more than just a collection of painted models. It is a reflection of memory, creativity, and friendship, an enduring symbol of what makes the hobby meaningful far beyond dice rolls and codex pages. From the first moments of discovery in youth, through the years of experimentation with different factions, to the gradual realization that this army of corrupted mortals held a deeper significance than any other, the story has always been about more than mechanics. It has been about narrative, about finding joy in unpredictability, and about holding onto the spark of imagination even when the hobby itself seemed weighed down by endless updates and fatigue. The survival of the traitor guard when other armies were sold or traded speaks to their symbolic role: they were not merely tools of competition, but vessels of creativity and memory, and that is why they endured through every purge of the collection.

The characters and legends of the army, from the winged commander to the hapless ratlings, remind us that wargaming is not about perfect efficiency but about the stories that emerge from imperfection. A psyker who fails spectacularly, a sniper who never hits, or a converted hero who destroys a land raider against all odds—all of these moments are treasured not for their contribution to victory, but for the way they enrich the living mythology of the army. In this sense, the traitor guard embody the heart of narrative play. They are flawed, chaotic, and unreliable, yet they are unforgettable precisely because of those qualities. Their stories become shared memories among friends, inside jokes that endure long after the dice are put away, and legends that can be revived with every new game.

The battles and campaigns fought with these soldiers demonstrate how the hobby thrives as collaborative storytelling. Every encounter against Grey Knights, Tau, or other Imperial forces was not simply a contest of tactics but a drama enacted across the tabletop. Campaigns carried the weight of continuity, turning defeats into opportunities for redemption and victories into stepping stones for further myth-making. The unpredictability of outcomes gave every match an energy that transcended statistics, transforming games into shared narratives that built bonds of friendship as much as they tested dice rolls. In this way, the army became a social anchor, a point of connection that could bring friends together even after years apart, their shared history reignited by the simple act of setting models on a table.

Ultimately, the story of the traitor guard is not about victories or defeats, but about persistence—of creativity, of memory, and of friendship. The models may be old, their paint chipped in places, their bases simple compared to modern standards, yet they carry with them a history that no new release could replace. They stand as proof that the heart of wargaming is not bound to the meta or the latest codex, but to the stories that players build together. Each time the army is unpacked and placed onto a battlefield, it carries forward not just its own narrative but also the shared memories of those who have played alongside or against it. In this way, it transcends its material form, becoming both a relic of the past and a vessel for future imagination.

The return to the hobby, then, is not about recapturing youth or chasing the cutting edge of the game, but about reconnecting with what made it meaningful in the first place. The anticipation of another battle is fueled not by the hope of winning, but by the promise of new stories to tell. Will the psykers explode or devastate? Will the ratlings finally redeem themselves, or will they once again miss every shot? Will Sly Marbo manage another impossible feat? These questions keep the narrative alive, ensuring that the army is never static but always evolving. Every game is another opportunity to add to the mythology, to weave new threads into the tapestry of memory.

In the end, the traitor guard stand as a testament to the enduring spirit of wargaming. They embody the idea that models are more than plastic and rules are more than numbers. They show that the heart of the hobby lies in the act of creation, the joy of storytelling, and the bonds formed through shared experiences. Even after decades, even after stepping away and returning, the army remains ready to tell its stories once again. Their legacy is not written in tournament victories or pristine paint jobs, but in the laughter, drama, and myth-making that have surrounded them since the beginning. And as long as dice are rolled and friends gather around the table, the story of the traitor guard will continue—unfinished, evolving, and endlessly alive.