Thursday, August 27, 2009

Scouts! scouting! as they do!

Well it's about time I got something painted!

Finished off a squad of scouts with sniper rifles and camo cloaks literally 30 minutes ago, and just couldn't wait to post something!

The kit wasn't too bad. It all fit together reasonably well. but to be honest the whole thing fit a little... blah with the fit. I did have to shave one of the eye visor things to get the gun to sit properly, and you really get almost no options for creating dynamic poses.. which is really what I normally love about most models.

It's clear that my painting skill has taken a bit of a hit during my slight hiatus, but overall I'm satisfied with the painting on these dudes.

I feel overall the kit is very low value. It's really hard, as the kit is only coming with one weapon option, sniper rifles. It would have been nice if the camo cloaks were a separate piece. The kit only comes with 4 cloaked snipers, the 5th dude is intended for a missile launcher.. if you want a sniper rifle, well the option is there, but no camo cloak.. seems kinda silly to me. For a kit with so few pieces, you'd think they could at least include one cloak for him somewhere.

Speaking of camo, before I tried it the idea of painting something that looked so complex was kinda daunting!

All in all though, I was really stoked with how the camo worked out. It actually turned out to be one of the easiest bits I've ever painted. I found the following suggested process to be an awesome key:

Pick 2 of the following: blots, squiggles, dashes, dots or arrow heads
Select a theme - e.g. urban, jungle, desert etc.
Choose 3 colours and shades that match that theme, one light, one dark, one neutral
the neutral colour is your primary colour - assign the light and dark to your first 2 choices, and away you go!!

I hope you all like the outcome, can't wait to field them :) Of course will give them special mention when I do, as I like to review their performance.

Over and out!


Wednesday, August 26, 2009

Alive? Why yes, yes I am

nobody panic!

I am indeed alive. Have not had much time to paint lately, but should do soon - am looking forward to it :D

I have also had a bit of a top secret project going on in the background. Of course, it will be revealed...eventually ;)

Wednesday, May 20, 2009

Army Building: My way, in 10 easy steps


Sorry about the lack of painting and posts lately. I have a squad of SM scouts ready to be painted, but you may not see them for a bit.

A couple of the guys I play with have asked me how I make up my Army Lists, as I tend to have some unusual lists from time to time. They're not always the most efficient lists, but I enjoy playing with them and get a kick out of it too.

So here's the steps and rules I follow. Remember these are not going to be any good for most people, and the army lists I tend to make do not maximise the effectiveness, or versatility of the points of the match, in fact they're almost counter intuitive. But hey, I'm weird like that :D
  1. Fluff: I love a good story. I have a habit of selecting special characters and kitting out HQ squads with whatever sounds or looks the best. For example I had a Tau Farsight 750 point list I loved playing, even though my non-Farsight list was way better.
  2. Awesome-o-meter: If it sounds/looks awesome, I'll take it. This is why my SM Command Squad includes a Sarg with two power fists, henceforth known as 'Mr Punchy Punch'
  3. Cover the bases: I always make sure I have a few high Str weapons available. As much as I love having a pure Daemonhunters force, Str 6 just doesn't cut it against dreadnoughts or multi wound high Toughness units, letalone Landraiders. Always ensure you have a couple of Str 8 or 9 weapons avialable, with some survivability.
  4. Combat Patrol: Also known as 40k in 40 mins. When making a list for these kind of games, always reassess your options. e.g. A Grey Knights Purgation squad maybe pretty useless in a normal game, but 3 or more Incinerators in a squad can become deceptively formiddable in these games if used correctly.
  5. Know your Enemy: but don't be a jerk. One of the most common foes I have is Aussie Prophet's Chaos list. It never, ever, ever changes (except when a new codex comes out). I could specifically tailor a list to exploit all of his weakness, and defend against his strengths, but I don't see how that would be fun. (see point 1 and 2 for background). Winning isn't that important, but it is Eleventy Billion times more sweeter when you win with an army designed to your tastes, rather than to specifically be a killing machine.
  6. Waste not want not: Having something in your army that's awesome is always, well, awesome! But if it's awesomely useless, why bother? I'm sure there's another choice that may actually serve a better purpose, while retaining it's awesome factor :)
  7. Visibility: Ensure your options and thier benefits are always clear to you. Codecies ensure your options are right there in front of your googly lil eyes, but unless you've memorised all the stats and special effects of every weapon, the benefits aren't clear. I always use Army Builder - a simple right-click shows me everything I need to know, and may give me a page number for special rules too!
  8. Revise: The three Rs, Revise, Revise, Revise. After every match, think about where your list could be improved. Ask these questions: Which of the enemies units caused you the most grief? What are it's specs and stats? What can I do to defend against it better, tactics and list wise? What can I do to destroy it quicker, tactics and list wise? Which of my units caused the enemy the most grief? How can I capatilise on this, tactics and list wise?
  9. Don't do the math: Like I said, I don't maximise the lists I write. Some people out there may tell you that having two thunderhammers on your Terminator Captain is 57.634% more capable in Close Combat only, whereas thier wargear setup increases the capabilities of thier captain as a whole by 86.37%. I say, shoosh and roll the dice so I can squish you.
  10. Have fun!: See point 9. Writing an army list shouldn't by labourious, you should be having fun and thinking "How awesome can I make that look!" or "This is going to kick ass" etc. etc.
If anyone out there decides to make a list following my 10 easy steps to being underpowered (or already does) let me know how you go!



Wednesday, May 13, 2009

Inquisitorial Stormtroopers

as per with the last post, see below for the latest here! :)

Wednesday, May 6, 2009

Inquisitorial Stomrtroopers!


So for my Daemonhunters army, I usually field 1 or 2 squdas of basic stomr troopers, with 1 Melta gun and 1 Plasma gun.

I've actually been a bit ahead with my posts, so these were actualyl completed a few days ago. I have to say these minis have been the worst so far for flash lines that needed to be cleaned up. I thought about waiting for the plastic Kasrkins and Cadians, but decided against it.

They're still pretty nice minis. I chose a very basic colour scheme for them. Fortress grey for the clothing, and a nice dark dark green for the armor plates. The flash on the camera actually makes it look quite bright - the sight and the cabling on the guns is actually Enchanted Blue.

Normally for sights and such, I put a lil white dot in the top corner to make it look shiny, which works quite well. I found it doesn't seem to have the same effect with the visors on the Kasrkin models. I'll have to try a few different things :)



Albrek's Grey Knights vs. The Aussie Prophet's Chaos Space Marines

Battle Report! It's been a while since I've done one - and here's the first with pics!!

Here's my Daemonhunters:

I forgot a few of my Storm Trooper minis at home, so I just fielded a squad of 5, and had a tau as a stand in for the melta. I'm also a squad short of GK Termies, so again, the SM ones are a stand in. Here's the list:

1x Grand Master
- Nemesis Force weapon + Storm bolter
4x Grey Knight Terminators retinue
- 1x Incinerator

5x Storm Troopers
- 1x Melta gun 1x Plasma gun

1x Grey Knight Justicar
4x Grey Knight Marines
- 1x Incinerator

1x Brother Captain
- Nemesis Force weapon + Storm Bolter
3x Grey Knight Terminators

1x Grey Knight Dreadnought
- 1x Psycannon, 1x Dreadnought Close Combat Weapon w/ Incinerator

1x Land Raider Crusader
- 1x Pintle mounter Storm Bolter

And my opponent:

Quite a formiddable force. Not sure on all the specifics, but it looked like:

1x Daemon Prince
- Wings

1x Khorne Champion
7x Khorne Beserkers
(3 of these, with random wargear)

1x Chaos Dreadnought
- 2x Dreadnought Close Combat Weapons / bolters

4 x Chaos Terminators
- 1x Reaper Assault Cannon

1x Land Raider
- Havoc Launcer not played (couldnt afford)

So it worked out around 1250 points each. And so, the battle began!

Turn 1 was very uneventful. Chaos got to move first, and just moved his troops up, not much else happened.

I tried to be as tactical as possible, as I knew my enemy had much more experience than I. I ran forward with my Grey Knights hoping to use them as a Decoy, while I ran in with the Dreadnought, hoping to get into Close Combat with his Land Raider before it was torn apart. I kept my Terminators back, knowing they'd be out of assault range of the prince. A few shots were fired on both sides, but almost no casualties were taken.

Turn 2 is where the fun REALLY started. Again Chaos made a slow advance. There were few troop casualties, but a shot from the Land Raider's Lascannon tore my Dreadnought in two. I was fearing for my own Land Raider's safety. My distraction had served my purpose with the troops. They were JUST out of his charge range as planned. So when my turn came, I hit his Beserkers HARD.

The combat was short lived, and quite a massacre, resolving very quickly, though I did lose a couple of Grey Knights.

And then the tides turned on me. Heavily. His Terminators wiped out all but the Justicar of the Grey Knights squad. My HQ is charged by the Chaos Dreadnought, locking them into a difficult battle (6s to glance). The other squad was engaged by the Daemon Prince, leaving the Justicar all alone. There were alot of casualties, thought the Prince did take a wound.

My turn came - I decided that the last thing the Grand Master needed was a squad of terminators breathing down his neck, while juggling the Dreadnought aswell. And so the lonely Justicar did the only thing he could, charge them down.

All the while the Land Raider is being battered elsewhere. I kept reversing and firing the hurricane bolters, only to be assaulted again, risking complete destruction, but managing to take out another squad of beserkers.

The assault phase didn't go well. The Justicar succeeded in occupying the Terminators, however I was reduced to the Grand Master and Brother Captain duking it out one on one with thier respecive targets

It appeared my ecstatic Chaos opponent was bound to win. I did however, have just one more trick up my sleeve... Here my opponent is, celebrating his victory early, at the start of Turn 5.

Only for him to be greeted with Rending goodness. Take THAT Daemon Prince! HAHA! I won't be going down without a fight!

After which, my final piece - the Land Raider -was promptly torn to itty bitty bits by his Dreadnought. Darn!

All in all it was a really fun game. It was the first time my opponent had fielded his Land Raider, so he had alot of fun learning it's strengths. He's a really strong player, and I haven't beaten him ever, despite several matches.

I have a few ideas for our next game. I'll get you eventually - and when I do, the victory will be sweet!


Meet Mr. Punchy Hands

When I said I would punch you last, I lied.

I mentioned in my lasy post an upgrade in wargear to someone, and this is he! It's the Sarg from the Command Squad seen earlier, who was previously equipped with the power fist, and a Bolt pistol.

So anyways the other day I went through the 5th ed rules again, and the SM codex, and saw something I hadn't noticed before. I hadn't played Space Marines before, so hadn't realised that if you take a Power Fist (or other things such as Lightning Claws) only get an additional attack for 2 CCWs if it's the same weapon.

So of course I figured, why not. an additional str 8 attack, at Initiative 1, is bound to still be more useful than a bolt pistol, even if it's master crafted :)

I'm really looking forward to fielding my Space Marine army, will be fun! :D


Monday, May 4, 2009

Der Commander! Finally pt2 :)

Sorry for the delay Ladies and Gents, I have been very busy! unfortunately, not with painting :(

Behold below, the Space Marine Commander:

I tried to spend as much time as I could on him. I know he's not perfect, but he's about as best as I could manage. He originally had a plasma pistol, but I decided later I didn't want to risk the 'Gets Hot!' rule spoiling my day, like it always tends to!

The posability is about as much as you could expect from a plastic mini with details like this, though I feel he'd look way better sans cape for me. There were heaps and heaps of options on the sprue - as should be obvious from a box that size for just one mini.

I highly rate the mini in general. I recommend anyone who has an old school commander mini to invest in the newer one, it's well worth it!

All in all I've been pretty pleased with my work lately. Again I know it's nowhere near the level of alot of other painters, but I've been thinking it's alot nicer to aspire to that level of quality, than to have to be almost OCD to feel the need to improve. On the other hand, I really need to up my game if I want to try any kind of cool effects, like glowy bits on plasma guns etc.

On a side note, I had a thorough read of the 5th ed Rulebook and the 5th ed Space Marine Codex. I learnt a few things I didn't know before. This caused me to make a slight change to one of my minis you guys have seen before, which I think is really awesome :)

I'll endeavour to post the pics of the mini that recently earned some more wargear before Friday, as I may be playing in the tourney this Saturday. It's been a lil since I've had a battle report, and it'll be the first with pics - should be sweet :)

Catch yas later!


Saturday, April 25, 2009

Space Marine C... Comm...TERMINATORS! Gah!


Yes I know, I'm a jerk :P I originally obtained these terminators years and years ago when I first started playing 40k, and was collecting a Blood Angels army. At the time, they were the best looking minis I had painted. (For those who don't know, you can click on the pictures for larger versions of it, so you can see some detail :))

To be honest, I'm not 100% sure where I got them from. I think they're old minis from early 3rd ed that I bought, or that Dad bought for me. As I never fielded my Blood Angels army, my memory of any events regarding them is hazy (save for my first ever 40k purchases).

I re-painted them when I got back into 40k and WHF recently, at the time only having most of the command squad undercoated and that's it. Just based them appropriately this morning as I now have all my gear here (moved just before I started blogging).

These are the guys that inspired me for the whole 'black hand' thing. I originally had their power fists purple, like their body. I found that painting the main body of the power fist black looked way better, and so it began!

Anyways I'm trying to get ahead with my painting, so that I have plenty of material to make a post once every couple of days. I have a couple of squads going at the moment, but I promise the commander will be next post :) Also I've got the terminators out of the Black Reach boxed set to paint in the future, which are being converted to Assault Terminators. As well as that, I'll be ordering some new boxed Assault Terminators, and normal Terminators as well.

It's a fair way in the future, but once they're all painted, there will be a 4-way comparison post. I'm really excited about getting to that point, and I hope you guys are looking forward to it too :)


Tuesday, April 21, 2009

Space Marine Command Squad (Mostly Finished)


More completed minis! This time a little ways off from my usual Daemonhunters - I've had a few Space Marines hanging around for a while, and this is actually only the first squad I've finished! Note: I hate white

Yeh, ok so I haven't decided on a name or heraldry for the chapter yet, though I'm mostly decided on calling them "The Black Hand" or something similar. I found that painting the power fists black looked really cool with the purple, so now all of them have black left hands. Note: Skull White can jump off a cliff

Behold, generic Melta dude! This was the first one I painted and all in all im fairly happy with it. Main colour you see is the Hormagaunt Purple foundation paint, skulls and other details are in shining gold, with a flesh wash, and shading is just purple ink. I'm thinking I should go buy a new pot of bleached bone for the shoulders, I had alot of trouble getting it to look ok. I think for actually fielding the squad, I'd be using the flamer guy I have (currently unpainted). I'll have to work out a alternate option for tank-busting in the list :) Mental Note: always white.. all the white.. . skull white on the walls.. I didnt do it I swear

I thought for the Veteran Sarg that bolter and Power Fist works best. From reading the rules, Power Fists don't get +1 attacks for having 2 CCW, unless their both Power Fists. Correct me if I'm wrong though, as it wouldnt be too much effort to swap it for a bolt pistol. He's white.. not skull white, but I still hate him.. the jerk

I really like the champion and the poses you can get him in. I'm particularly happy with this one, as I think he looks pretty dynamic. I decided as the champion he'd need to be a bit more distinguished, so I went with the Shining Gold/Flesh Wash mix on the helmet. No white on him

The Standard Bearer was, well, pretty much standard! I haven't 100% decided on heraldry design yet, so the standard remains blank for now, along with all thier left shoulders :) Standard is almost white.. bone white.. bleached.. yes.

Finally the Apothecary. Faaaaaar out I hate white. To distinguish him as part of the team, I made his shoulder pad outlines Hormaugaunt purple, and he has the left black hand too. Also as you can see, he's otherwise white, which was freaking annoying. All my ranting about white is down to this individual. Overall he looks good on the table, but on closer inspection you can see it the white isnt very pure looking. He was undercoared white, followed by three thin coats of skull white, and I still don't think it looks quite right. Either way, table play is what they're for, so I guess it'll do :)

As I type this, I'm waiting for my Space Marine Captain to dry. He's not white! I did spend alot of time on him for a marine, and overall, again tabletop wise, I'm really happy with the result. i'll keep you all hanging for photos of him though, will post it in a day or 3 :P



update: formatting fixed, woot!

Sunday, April 19, 2009

Landraider Crusader - Battle Testing

Howdy to all again!

So I got to test the Land Raider Crusader yesterday in a 1500 pt 'Alien Booty' game. I'm not going to do a full battle report as all it would be is a lesson on poor tactics (on my part). Basically:

  • I forgot to field my Dreadnought, which was silly
  • I forgot to assault with a squad of Grey Knights one turn, resulting in everyone but the Justicar dying painfully.
  • I wasted a whole squad of Grey Knight Terminators - trying to surround the enemy and going around the board, I underestimated the distance. It took them 6 turns to get around the board, only to shoot once... what a waste
  • I didn't realise position my Land Raider well, nor did I realise I could embark, and then move it.

So there you go. Squad of the match goes to the Grey Knight Terminators that I actually did utilise - they tore through the opponents Daemons like nobodies business, and I never failed a 2+ save all game.

Man of the match goes to the above mentioned Justicar (with Artificer armor, 2+ save wootage, see above ;) ) who single handedly tore 3 flamer daemons to shreds, put the smack down on some unknown multi-wound daemon, and then held his ground against a squad of nurgle daemons, 10 strong.

Anyways I found on a whole it was a really effective platform for mowing down large amounts of troops, and highly recommend it. The hurricane bolters did amazingly well, as you'd expect 6 twin linked rapid fire weapons to do - and the assault cannon only made it scarier - a twin linked heavy 4 weapon, with Rending. As it was a Grey Knights tank, it also had a Pintle mounted multimelta, however it didn't get used as I was moving around at cruising speed all day. I have a friend who plays a very troop heavy Chaos army - I'd be interested to see how much of an advantage it gives me against him.

As a final side note, as I now realise some people actually read this blog (you awesome people you :P) I was hoping on some input on my battle reports. I will be taking a camera to my next match for a bit of visual support - does anyone have any feedback or requests on future battle reports?

Signing out


UPDATE: pictures added, as per popular request :P On a side note, I received another product from Forgeworld yesterday, ohhhh what could it be, suspenseful! :)

Sunday, April 12, 2009

It's Aliiiiiiive It's ALIIIIIIIIIIIIIIVE! (Landraider completed :) )

Well that certainly took long enough didn't it? I'm really happy with the finished product - it's about as good as I can manage at my current skill level. I know there are alot of better painters out there and this is probably not even upto thier "table qualiy" level, but I still think it looks pretty cool :)

So anyways the final touch was laid today - I've been bitten by some kind of ridiculous bug that has given me an alergic reaction, I can't paint very well and i only had to do some shading to finish, so I did so and got it ready for post! Here it is:

Like the Genestealer squish? I think there's a little bit too much green blood though. I'd never painted a Tyranid before, and to be honest I almost wish I never do agian. It wasn't particularly difficult, the whole process just felt awkward somehow. If anyone's interested in reproducing it's colour scheme, it's pretty simple. Enchanted blue for the plated body bits, bleached bone for the bone/scaley bits, claws and teeth, and Fiery orange for the skin like bits, like the hands and tongue. Then just two thick coats of Devlan mud, and voila.

I found assembling and painting the landraider to be a bit of a task. At first I wanted to paint the interior, so I put that part together, undercoated, and started to paint. I think if I ever want to do that again, I'll paint each interior bit seperately before glueing any of it together at all. I ended up leaving the interior alone and just painting it black, it's only for table play anyways.

I actually assembled the landraider twice, as the first time I found the glue I was using to be horrible, it actually fell apart with the smallest amount of pressure. The first time it went together fine, but the second time for some reason parts just didnt sit right. I managed to get it almost perfect, although there is one really obvious seam near the tracks on the top - damn!

The glue I used the second time through is actually one of the strongest and quickest setting glues Ive had experience with, and it's clean! I highly recommend it, it's called 'Selleys Plastics Glue' and in Australia it's available at Bi-Lo, Coles, and probably alot of other stores. to back up my claim above, I found it set to a usable level within 5 seconds, and after a few minutes, it was almost impossible to seperate glued parts. It comes with a primer texta, and an adhesive tube. You just prime both sides you're going to glue, put a dab of adhesive, and put them together - never to be seperated ever again.

All in all the kit was really high quality, with quite a few options and extra bitz, not too bad on the seam lines, and it fit together like it should - Great Kit! Painting it was alot of fun too! I hadn't painted something this large since my Tau Hammerhead - and that was a few years ago (and not quite as large). It was also the first time I'd used the Citadel 'Devlan Mud' wash on anything - you can see on the tracks where ive tried to make some mud splatter effects. It actually comes out really well - I recommend it to anyone wanting a quick way to create any kind of 'dirty' look - and as I found out, it's good for shading Tyranids too :)

One of the cool things that I found, for me, is that the tank commander and pintle mounts sit really well in their spots without glue.. This is really awesome for me as I have a Daemonhunters AND a Space Marines force. I have a Grey Knight Tank Commander from that I need to paint, but they swap out really easily! That SM guy there is just sitting there, and the GK guy sits there just as well. It means I can swap out the tank commander for versatility easily - just to keep things looking uniform. Which reminds me - you'll notice the doors on the Landrainder are slightly different too! They're the Daemonhunters ones from aswell - pretty neat hey?

I wanted to be really thorough with this model, so I painted some more details underneath on the tracks aswell - a fair bit of mud over it, aswell as some reasonable amounts of blood splatter (hehehehe SQUISH! hehehehehehe) as you see here:

Next game I get to play, I'll be sure to field it, I'm really interested to see how it goes! Well that's it from me, I really hope you like the finished product, I know I do! :) Cyas

Saturday, April 4, 2009

Combat Patrol Madness!

So the landraider is aaaaaaaaaaalmost done (I know, longest Land raider projecter since forever hey?) I'm actually quite happy with how it's come along.

Anyways where I commonly play down the road holds a game every Saturday. So I haven't been able to participate in most of the matches as I dont have enough points ready in either my SM, Daemonhunters, Tau (40k) or Ogre Kingdoms (Fantasy) armies. They do let you play with placeholders, but for some reason I just can't convince myself to do that. So anyway yesterday was 400pt combat patrol matches.

I remembered at the absoloute last second, realised I didn't have a patrol list written, so quickly (5 mins) mocked this up:

Inquisitor - Melta Bombs, Power Fist, Needle Pistol and Power Armor
Vindicare Assasin
7 GreyKnights
1 w/ Psycannon
1 Justicar

Like I said, it was a last second thing - so I glued my Vindicare together, used a SM Vet I had for the Inquisitor, and off I went. I'm going to do an 'Army Building' tips list in the near future (will be linked on FtW) and one of the tips will be - ensure you have all bases covered, especially in small games. This is something I normally go by, but I really didnt have time to refine.

First game was against Orks, same player as last time I played against them. He fielded 2 squads of boys, (16 and 20 strong) and 2 killa kans (one with a custom mega blaster, or something, and one with a rokkit launcher). Needless to say my poor list ensured most battles were over very quickly.

My dice lords were not so kind that dauy to me either - but more on that later - so my opponent got to deploy and go first. Severely outnumbered I almost expected a massacre just from the shooting phase, but lucky me I didn't even get scratched! lobbys of bullets bounced off my Grey Knights. In retaliation the Vindicare Assasin fired a Turbo Penetrator at the Killa Kans, Immobilising one of them. My GreyKnights managed to take out a couple of Boyz too, thinning the mob a little, while the inquisitor fired wildly at nothing.

Turn 2 and my GreyKnights only took one casualty before they charged the Killa Kans tearing them to shreds and leaving them both wrecked. The vindicare took out his Nob with power klaw, while the Inquisitor again fired wildly at nothing. Here I was thinking maybe my 8 man 'Surgically precise attack force' actually had a chance.. how wrong I was

Turn 3 came around, and my opponent called his WAAAAAAAAAAAAAAAGH! charging in and hitting the GreyKnights and Inquisitor hard, only 10 boyz tore my GreyKngihts limb from limb, while 20 other boyz merely wounded the Inquisitor, before he punched himself in the face 3 times (yes, three 1s). He fell quickly on the next turn.

I then faced the Eldar, comprised of a Warlock, a squad of striking scorpions, a squad of guardians with a scatter laser weapons platform, and a warwalker with scatter lasers. I now really hate scatter lasers. The first four turns were completely uneventful. One of his guardians died, and one of my Grey Knights died as I ran at him hard. His guardians and scorpions just shuffled around behind cover, while my Vindicare and Inquisitor missed everything.

At the start of turn 5 however, his guardians jumped out from cover and fired, ready to assault my Grey Knights - only for me to fail almost all my saves, and have the whole squad wiped out immediately. His war walker then promptly tore my assasin to shreds, before my Inquisitor put his power fist through it, shrugging off the massive explosion as he did so.

He almost turned the tide of the entire battle on the last turn, charging his guardians and causing them to went to turn and run - if only the opposing player didnt get to re-roll his leadership test, passing only JUST, ending the game in another loss for me.

Things were looking grim, and then came the Tau. This time I was against two Crisis battlesuits, 3 Stealthsuits, and a squad of around 12 firewarriors. Cearly rallied by the Inquisitors valiant effort against the heretic Eldar the Grey Knights decided to pick up thier game. Unfortunately the Vindicar Assasin must have been jealous, and decided to not aim for this match (yes, i rolled 1s every time I used him).

Turn 1 and 2 saw the slow advance of the Grey Knights, shrugging off a barrage of Pulse rounds all the way, and taking out the stealth suits with ease as they passed. Meanwhile the Vindicare struggled to get into position to take out a Crisis suit, as the inquisitor plowed in towards the fire warriors.

Turn 3 started with a scare, as the Vindicare was felled along with the Inquisitor. Rallied by the fall of thier hero, the Grey Knights charged into combat with the fire warriors, tearing them to shreds by turn 5; where they charged straight at the first Crisis suit and tore it limb from limb. The second crisis suit jumped back the full 12" (move, fire, assault jump - Tau are great like that) leaving him out of assault range.

The Grey Knights trundled forward as they were picked off a couple at a time with the game ending on Turn 6 with Victory to the Daemonhunters! 305 victory points to me, 290 to my enemy. I was very impressed given the nature of my list.

My final match was a very very short one against Eldar again, ending within three turns. This time there were some Harlequins which I was not aware of how painful they can be. The assasin and inquisitor were taken out in turn two, after two failed sniper shots (yes, 1s again), and a failed assault. The Grey Knights were wiped out with a poor armor save in turn 3, by pistols.. you wouldnt think I could roll that many 1s and 2s.

All in all it was alot of fun. I hadn't played a combat patrol game before and I really like the rules. I learnt a bit more about tactics for the Daemonhunters, and I now have another list to spend some time refining. Fun stuff!

I've also put together an assault squad and half a tactical squad thisafternoon (sunday) with my girlfriend, who's thinking of getting into Warhammer Fantasy. She's learning assembly, converting and painting from the Orks in the starter box, and has her first squad of Boyz assembled and ready for spray. I have to say she's done pretty well, and experimented with a few simple conversions (re-posing). I'll be sure to post pics of everything as they get done. As I said the Land Raider is almost done. It has a centerpiece feature that is now 'assembled' and ready for paint before dissasmbly and attaching it to the tank. I'm hoping it comes out as planned ;)

Monday, March 2, 2009

Don't Panic!

I'm still alive!

I know I know, only two posts, and then, silence! it's harrowing, eh? Well I've been working hard painting my SM Landraider Crusader. I haven't painted something of this size for quite some time (I painted a Baal predator back in 1998, then a Tau Hamm
erhead not long after the Tau came out, whenever that was) and am having trouble producing a result that I'm happy with.

I've decided to go with the twin hurricane bolters, twinlinked assault cannons and pintle mounted storm bolter. It is going to be for both my Space Marines chapter, and my Grey Knights; who both have thier own anti-tank style squads/wargear.

I've selected a colour I feel is nice and nutural between both armies (my Space Marines are Purple as a base colour) and have been working slowly and very deliberately. I would post progress shots, but my intermediatary stages are VERY messy.

I'm not painting the internals either - it just seems way too much effort to me I'd much rather spend more time working on the outside of it than painting buttons, screens and seats that can only be seen with the hatch open, and only just.

I'm fairly happy with how it's come together, although I've been using an awesome glue that has a slight setback. It's the Selly's plastics glue. Sets ridiculously hard in about 5 seconds (read: not an exagerration, the pack says 3 seconds) and so there are slight gaps in the body work. i might have to pick up some green stuff or something to fill them in.

Will post a full review and pics when completed - see you all soonish :)

Sunday, February 15, 2009

Mini Review - Forgeworld Daemonhunters Dreadnought

When Daemonhunters were originally released as a Warhammer 40k army, despite thier similar kinship to Vanilla Space Marines, they were still considered a breath of fresh air to the followers of the Emporer. Or at least, that's how I saw it.

So it's no suprise I couldn't stop myself from starting a Daemonhunters army, and a pure one at that. Not long after thier release, Forge World clearly recognised thier very distinct design, quickly releasing variations on the usual SM options that crossed over - namely, the Dreadnought.

They are available with the usual selection of Forge World arms (which can be seen at with two special options - the Psycannon and a Close Combat Weapon modelled after the Nemesis Force Weapons that all Grey Knights are equipped with. This is a really great touch, setting the Grey Knights Dreadnought just that little bit further apart from your usual Vanilla options.

The kit looks great, comes together with great ease, and is superbly detailed. It fits in perfectly with the GW Grey Knight marines and Terminators - really it's what Games Workshop should have done in the first place. I painted this quite a while ago and will be improving a few of the features shortly (namely the eyes and the 2 front display bits) but apologies for the poor painting in the finished product below.

UPDATE: I also noticed on the Forge World site, another variant on the Grey Knights Dreaddie. I think if I wanted a second one, I would probably get it just to add a bit more variance to the army. However I still like the first one they brought out - it just appears to have more detail. Although the new one does look alot more like the Vanilla options. New model below:

Thursday, February 12, 2009

Back to the FUTURE! WH40k 5th edition, thoughts.

Wow.. I'm posting on my blog - scary hey!

As of late, I'd been itching to paint some miniatures that I've had sitting around for a while. And so, I've been getting back into Warhammer 40k after a good 2 year hiatus, and intend on starting up a Warhammer Fantasy army (Ogre Kingdoms). A few things have changed while I've been busy with life, and now that I'm focusing a little more on my hobbies, I figured the least I could do is post up a quick few thoughts. In the future, I hope to post up some pics of minis that I painted when I first got into 40k, as well as of the latest minis I've bought, with little mini-reviews and all! perhaps even some more battle reports.

So my first proper game of 5th edition was last Saturday, here's a quick report on the battle:

It was a 1250 point match (of which I was a bit short) - I fielded my Grey Knights, against my opponents shiny new Ork army. I had 2 squads of 5 grey knights (one with a psycannon and the other with an incinerator), a Brother-Captain with a retinue of 4 GK Terminators (with an incinerator), Another squad of 5 GK terminators, and a Land Raider.

My opponent (who's name starts with G, though I can't for the life of me remember) fielded (apologies, i don't remember everything)3 squads of 10 boyz each, led by a nob, with transport (a looted rhino, and a ork trukk), a squad of nobz, a scary Warboss, A mekboy with a kustom force field thing, a mad dok (feel no pain, damn you!) 5 Meganobz ( i think) 3 dethkoptas, 3 killa kans, some kind of 'eavy weapon squad and 2 blast cannon weapons (zapp guns? dunno)

We played a Dawn of War scenario, turn 1 starts at night, my opponent got to set up first, fielding his 2 troop choices + transport, and his HQ squad. I opted to be a little more cautious and fielded my HQ, as far back as I could, and just 1 of my GK squads. After which I seized the initiative, allowing my opponent to go first anyways.

Turn 1 and 2 were looking up for me - as I trudged slowly towards the objective I was taking out 5-6 of his boyz at a time with the fire from my advancing troops - bringing on the rest of my army in turn 2, I ran forward, almost getting a lot of my troops into close combat, where they excel. My opponent floundered, continually forgetting to bring on his dethkoptas.

Turn 3 was fairly even match - I charged forward. annihilating his squads as I broke upon them, taking out his boyz squad, and HQ + retinue in one foul swoop, losing only a couple of troops in the process. With a troop choice right on top of the objective, I could already smell victory!

It was short lived however. My eagerness to cleanse the Green Tide caused me to put my troops and HQ in a vulnerable position, and both were charged by boyz, nobz, and killa kans alike. They fought bravely, but by the end of the turn only my Brother-Captain remained in the enemy fray by the end of turn 4. - and my opponent finally remembered his dethkoptas

Turn 5 was painful, my brother-captain fell, completely surrounded by orks and their killa kans and overwhelmed, and my opponent finally got some good shots in with their boyz and eavy weapons. by the end of turn 5, only the landraider, a squad of terminators, and half of my Grey Knights remained - with my dreadnaught immobilised. Turn 6 never came...

All in all it was a lot of fun, and I won points wise for the match (it was part of a yearly tournament run here), 14 points to 13. Here's a list of some of the things I really liked, that were new, or that I'd forgotten about:
  • Running! yes you can run an additional D6 in the shooting phase (and ignore difficult terrain)! However you cannot shoot or assault when you do this - so it's really handy to get your units in that have deployed at table edge
  • Close Combat is so much easier now. When you're charged, you can move your minis 6 inches into the combat - makes much more sense, you wouldn't let a whole squad stand their dumbstruck with 20 orks charging them down, would you? Also the whole "throwing rocks" rule appears to be gone - awesome! Combat resolution has changed a bit too - 'fearless'- armies can take extra wounds if they don't run from combat, but can choose to (i believe) perform a "tactical retreat"
  • You cannot consolidate into another close combat now! YESSSSSSSSSSS my Tau army will no longer be insta-wiped the second anything comes into assault with them.
  • Blast markers - no such thing as partials anymore. Again makes the game easier to play, prevents arguments too!
  • Cover saves are so much better now, and no longer appear to be an option between either armor save, or cover. which makes much more sense, if the bullet doesn't hit a wall, why should it just rip through your armor with no save? You get a cover save to see if your hidey hole helps, then if you fail, you still get your armor save! games have become much more tactical and make more sense thanks to this.
  • Going to Ground - you can order your troops to go to ground, for a +1 cover save (so a 6+ save in open ground). but they cant do anything for their next turn while they get back up, but will still react to things normally (like being assaulted)
There really wasn't a lot I didn't like, in fact only two things I can think of:
  • The new Space Marine codex for 5th edition removes chapter creation rules.. It kinda sucks as I had a 4th edition army I was building with 'Take the Fight To Them'. So now I have 10 tactical marines with bolt pistols and Close Combat Weapons, they I cant use. I can either make them Black Templars (which I don't want to due to restricted army options) or convert them into Assault Marines (need to purchase jump packs).. kinda annoying.
  • Transition period. Yeh I know it's not the rules fault, but I payed another game later, a 4 man 750pt FFA, for fun. Orks vs Space Marines, vs Chaos Marines vs Daemonhunters, and we kept getting the 3rd, 4th and 5th edition rules mixed up, usually to the Chaos players favour.
All in all it was a lot of fun, I think GW have simplified the rules a lot making it easier to play once you're used to them, and makes it more noob friendly too. There's a few little extra things that would have previously confused the game, but now are so simple it's really lots of fun. Most importantly the rules make a lot more sense, in regards to how units actually react (although, I still think Tau should be allowed to fire into combat, 'for the greater good')

I also noticed in the 4 way battle, that chaos have had their ability to create ridiculously uber armies nerfed a little. It's actually really good, the Chaos army player had more points left over to take an extra elites choice (750 pts) and his ultra-unbeatable-super-duper untouchable chaos army, just became a challenging army. Very well balanced.

the 750 pt armies for the 4 way were:

Daemonhunters - Brother-Captain, 3 termies, 2x 5 GKs, Dreadnaught
Space Marines - Librarian, 2x 10 man Tactical squads, Vindicator tank
Orks - Warboss, 3x 10 boyz (lead by a nob, with a big shoota), 3 Killa Kans, Zzap gun, 4 Meganobz
Chaos - Chaos Lord, Possessed Dreadnaught, 2x 8 Khorne marines w/ champion, 3 chaos termies.