Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Tuesday, August 12, 2014

So, I had a couple of games of 7th...

Note: This post has been sitting in my draft folder for a few weeks now. I've had quite a few more games of 7th ed since I first started this post, but not much has changed regarding how I feel about 7th, so I'm putting this up anyway. 

This weekend I caught up on some serious 40k-ing. Got in my first game of 7th, fielding Deathwing against Adi's Tau, then another game using 30 Blood Angel Tactical marines against Wong's Grey Knights. First impressions? Let's try and be organized about this...

Blood Angel Tacticals SUCK 
Had to get that out of the way. They are more expensive and in every possible way inferior to their counterparts from other chapters. And the one thing that makes them uniquely Blood Angels (i.e. the Red Thirst) only makes them worse at being Tactical Marines. Fearless means no going to ground. Furious Charge means having to choose between the bolter and their hardly adequate close combat prowess.

Pictured: Fail on two legs


So, here I sit, with 3 lovely squads of Tactical marines, relegated to shelf garrison duty. Or maybe I just suck at using them. Whatever the case may be, I'm going back to my good old Assault Marines and their magnificent Razorbacks. If anyone reading this has a clever way to use Blood Angel Tacticals, do tell, coz I'm certainly curious to see how they work...

The Psychic Phase
The source of much mixed feelings thus far, and this has greatly changed the way my Blood Angels operate. In 6th ed, one of the pillars of a decent Blood Angel list was that 100 pt Librarian who'd be puttering about and enhancing his comrades with Prescience. In this edition, 1 Librarian, even an Epistolary is no guarantee of pulling off Prescience reliably. In 6th, 2 Epistolaries equated to 4 powers being cast with great reliability. In 7th, you'll be lucky to get off 2, and that's assuming your opponent can't do much about it. If your opponent has an overwhelmingly greater number of Warp Charges, then your Librarians are pretty much useless, as all your powers get squelched by your psychically superior foe.

Obviously a better psyker than mine

I've mixed feelings about this. On one hand, it's an interesting new mechanic, and yay, Prescience is no longer an auto-include. On the other hand... well, I suppose it's going to take a while for psychically weak armies to find their sweet spot, in terms of how much to invest in psychic powers and which discipline serves them best. And, of course, this means a resurgence in the power of seriously psychic armies, notably Grey Knights, Daemons, and perhaps a little Eldar.

Tactical Objectives
Honestly? I don't like them. For years, I've been pretty used to the idea of putting your army on the board with a clear mission in mind long before the first dice is rolled. Now, I put stuff on the board, and I know where the objectives are but I don't know whether they'll reward me. In fact, until I draw my first hand of objective cards, I have NO idea what I'm playing for. There are a few ways to react to this:
  1. Just roll with it. It helps if you have an army that can respond quickly to the changing objectives. 
  2. Ignore it, and focus on killing your opponent's army. Coz if he's dead, he can't score, right?
  3. Don't play it, and just stick with the Eternal War missions. 
Personally... I'm kinda inclined towards 2 and 3. Mainly because it feels a bit silly when you put a couple of hours into the game only to essentially have it decided by luck of the draw. It's a little more random than I like, I think.

What do?
Well, first off, it's pretty clear that I can't rely on psykers as much anymore. Also, vehicles are back in a big way, thanks to the buffing of the vehicle damage chart and the nerfing of the Smash USR.  So... what does this realistically mean for my armies?
  1. Blood Angels - Well, on one hand, I can't rely on my Librarian for Prescience anymore. On the other hand, packing close combat death in a Land Raider is back in fashion, so I think my Chaplain/Reclusiarch may see some action, together with my new Land Raider Crusader...
  2. Deathwing - Yay! Null deployment is on! This edition is excellent for Deathwing, so no changes here.
  3. Necrons - No Psykers, so no real difference. Haven't seen action yet, though...
  4. Astra Militarum - My atheist army of men. Again, I place no faith in Psykers here, and play a large volume of vehicles. This army quite likely has gotten stronger with this edition, so no need to change anything.
  5. Chaos Space Marines - Another army without a Psyker. But you know what? I've a Daemon Prince that just might be tempted to start turning to Malefic Daemonology... 
Meta-wise, however, it's worth noting that at my FLGS, the players with more mature armies with larger collections (like myself) are moving on from 1,750 pts to 1,850 pts. No biggie. Fortifications for everybody!

Wednesday, June 4, 2014

Almost got a new Librarian... Aaaand he's done!

Soon, soon...


I've kept to my usual habit of blending red to yellow on force weapons, though this time, I've gone with a different technique. Usually, I start by painting the area for blending Mephiston Red, then work from one end and blend as I go with Blood Red, Trollslayer Orange, Golden Yellow and Vallejo's Pale Yellow. This time, I started with Iyanden Darksun, then blended starting from the centre. I found this saved quite a bit more time and effort.

The blue is achieved with Ultramarine Blue washed with Asurmen Blue, line highlighted with Lothern Blue. I still intend to highlight a little further, perhaps mixing some white in.

As I mentioned earlier, I'd decided to base all the gold areas with Iyanden Darksun before painting on Shining Gold, shading with Devlan Mud. I daresay that is what made a really big difference compared to my old technique of painting layer upon layer of Shining Gold on black, then shading with Chestnut Ink, making the mini as a whole appear much brighter.

<Moments later...>

And here he is, standing amongst my old Librarians for comparison:

What we have here is a small psychic nuclear weapon worth of Librarians... Is that a cat's whisker I see before me? 
Well, I'm pleased with how he turned out, and I've a list or two which I'm itching to try out... Next up, I think it's high time I got back to work on my Grey Knights...

Here he is again, in all his glory, ready to deliver the Emperor's wrath...


Tuesday, June 3, 2014

WIP: Another Librarian

Just got back from a quick break in Sydney a couple of days ago. The thing about going to Australia is that it is, for me, GW hell. Why? EVERYTHING is about 30 to 50% more expensive compared to Malaysia. And just to add insult to injury, there are a LOT of GW shops over there.... That said, I couldn't go all the way to Sydney and not make at least one pilgrimage to a friendly GW, so I stopped at GW Chatswood, staffed by the exceedingly friendly Franz, and picked up one dinky model: A plastic Librarian.

Here's how it's looking now...


Suffice it to say, I had to swap out the head for something a bit more fitting for a Blood Angel, i.e. hairier. I also left out the creepy cherub thing. Yeah, I know his skin tone seems a bit different from his bros in the back. In the past, I used Tallarn Flesh as a base and Elf Flesh to highlight. I'm currently using Vallejo's Dwarf Skin and Basic Skintone now.

Like the plastic commissar, the Librarian is a wonderfully detailed model. There are two things in particular I really like about this model:

  1. The head socket gives you the freedom to pop in a different head, should you so choose. Tight fit, mind you.
  2. The arms and staff are a single piece, allowing you to just paint those bits separately and glue them on later. 
Still lots to do. Right now, I'm trying to decide whether I want to base the gold bits in Iyanden Darksun first. Then comes the fiddly markings on the staff. Force weapons take me ages...

Update:
Later that day...


Yeah, I went with the Iyanden Darksun undercoat. I like. Those who know me may notice this is the first time I've deigned to paint in the eyes. Since he's a psyker, I don't have to dot them, hah!

Wednesday, May 28, 2014

Hungry for 7th...

Man, I am dying for a game of 7th ed... So, to keep myself from going insane, I've been keeping myself busy catching up with some old models and making them presentable. Also, I just whipped these up:


Nothing complicated here. Just a little paint and varnish and putting some old, old decals to good use. For Eternal War missions, I'd just use them like I used to. For Maelstrom of War, the Mysterious Objective dice can just be left beside it, so as not to obscure the number.

Inspired by the performance of the Red Thunder, I decided my Blood Angels needed more boots on the ground, so here are my 3 Tactical Squads to bolster the ranks.


I assembled the heavy bolter dude a long, long time ago, mostly because I thought the gun looked cool. Then, having played around with Razorback Assault Squads for a while, I promptly forgot him. Now, after a few more games of putting mere mortals on the board, a gene-enhanced super-soldier toting a massive, rapid-firing gun is looking more attractive than ever, so I painted this guy up, just in case.


I'm pleased to see that 2 editions since I started my Blood Angels, the meltagun still hasn't gone out of fashion. You gotta love a weapon designed to kill any one thing it's pointed at...


While I can say my technique with decals has improved over the years, the quality of Space Marine decals has not. Seriously, how do you get these things to lie perfectly flat on those pauldrons??

Left: New grunt, right: Very, very old grunt. From my first Tactical Squad, in fact. 
There's still plenty of line highlights that need doing here, but on the whole I'm pretty pleased with my rank and file.  Now let's see how well I keep them alive...


FAQs are here!


The FAQs are up, and the world of 40k is shaken most mightily. Of particular note is that ALL the 5th ed codices (Grey Knights, Blood Angels, Space Wolves) and the Orks have lost their codex specific psychic powers in favour of the new 7th ed powers.

It is also worth noting that the little summary card that comes with the Psychic Power Cards was in fact meant to indicate what powers could possibly be taken in a faction, but is NOT a blanket statement determining what is available to all psykers within that faction.For example, Chaos Marine players rejoiced on seeing Divination get a tick in its happy little box. However, that just refers to such things as the Hamadrya or the Banestar of Mammon. Alas, the Master of the Corvidae, Ahriman, STILL has no access to Divination. Shame on you, GW...

Here's what's going on with the other factions I play:

Blood Angels
Fine, no more Sanguine Sword and what-have-you. I can live with that. And I can definitely live with the fact that upgrading a Librarian to a Epistolary is now 25 pts, rather than the insanely priced 50 pts. Also, the Furioso Librarian is a level 2 psyker, which makes more sense.

On the downside, Blood Angels still have the most absurdly expensive Land Speeder Typhoons, at 90 pts compared to the rest of the Imperium's 75 pts. Also, there appears to be some kind of typo - Blood Angel Razorbacks, Rhinos, Vindicators, Whirlwinds and Predators have all lost Fast. Since there was no accompanying revision to the points costs of these vehicles, I think it's safe to assume that these vehicles did NOT, in fact, lose Fast, it's just that whoever prepared the document was either too lazy, too ignorant, too careless or too feckless to noticed he omitted one of the Blood Angel's defining characteristics.

Astra Militarum
Nothing much. The Primaris Psyker and Wyrdvane Psykers now add Daemonology to their repertoirs.

Chaos Space Marines
The Heldrake has lost it's ridiculous bendy gun, and now fires like it bloody well should - as a hull-mounted weapon, to the front. The Spell Familiar didn't change, so I'm guessing one gets to reroll a failed attempt to cast a psychic power.

Dark Angels
Psykers add Daemonology to their repertoirs. This FAQ still doesn't address the question of whether Deathwing Terminator Sergeants can switch out their weapons for thunder hammer and storm shield. And Blades of Caliban are still the most absurdly useless weapon in the book, coz who the hell needs an AP3 Unwieldly weapon, eh?

Necrons
Canoptek Spyders have had their Gloom Prism updated - it gives +2 to Deny the Witch in a 3" bubble. Also, if Deathmarks choose an Independent Character as a target, they wound any unit the IC joins on a 2+ as well. Nice! Other than that, nothing new that I can see.

Grey Knights
Saved the best for last. Since these guys have lost their codex powers, they've ALL been replaced with the new versions from Sanctic Daemonology. Pretty much everything with Hammerhand now has the new, improved Hammerhand AND Banishment. The Purifiers (including Crowe) have Cleansing Flame as well. All the vehicles which had Fortitude now have Banishment and Sanctuary. Grandmasters and Brother Captains now roll for their powers, with access to Sanctic Daemonology, Divination, Pyromancy, Telekinesis and Telepathy.

The Aegis now means rerolling 1's on Deny the Witch attempts. Reinforced Aegis means the unit can reroll any failed Deny the Witch attempts.

Sunday, May 25, 2014

Doom, doom, doooooom!!

7th is here, 7th is here! Sooo... I succumbed most pathetically to temptation and had to get myself a copy of the new rulebook:

The bowl is for keeping track of Warp Charge dice. We love Daiso. We note the old objective dice are still of use in the new edition.

Out with the old, in with the new! I've been studying the new book religiously and I'm liking what I see. Anyway, straight to business. Here are some of the more interesting changes I've noted:

Saturday, May 24, 2014

Yay for 7th ed Psychic Powers!

Well, the new 7th ed Psychic powers have leaked. I won't bother with detailing how the new Psychic Phase works - there are plenty of posts up on the net which do just that. Truth be told, I'm rather chuffed at how it's looking and here's why. In 6th ed, everybody wanted a piece of Prescience. Most of the time, it could be cast with a 1 in 12 chance of failure (assuming Ld10, 1 in 6 at Ld 9), which is practically as reliable as it gets, and it's a pretty massive force multiplier, regardless of what army you play. And since it was a blessing, there was nothing the opponent could do to stop it. Now, take a look:


Not sure if you can see it, but that's Warp Charge 2. Coupled with the fact that now, everybody (but Orks, Nids and Necrons) have access to Divination, this is pretty big. Now, from the previous 1 in 12 chance of failure (about 8%), we have, depending on the number of Warp Charge expended:

1 dice - No way.
2 dice - 75% chance to fail.
3 dice - 50% chance to fail.
4 dice - 31% chance to fail.
5 dice - 19% chance to fail.
6 dice - 11% chance to fail.

Even throwing triple the bare minimum number of dice required, we can't match the reliability of 6th ed Prescience. Now that's assuming you even managed to generate that many Warp Charges to throw at Prescience in the first place. If you're plodding about with a single level 1 psyker, you're not going to come up with 5 dice all that often. And we haven't included Perils of the Warp in our calculation. Or indeed the efforts of enemy psykers to nullify your spellcasting efforts. Good luck to you if you're fighting Grey Knights or Eldar...

And this is AWESOME! I love how this mechanic both eliminates Prescience as an auto-include power and makes all the other powers suddenly a lot more viable. Now having 3 Primaris Psykers with your Astra Militarum does not necessarily mean all 3 will be tasked with casting Prescience. Also, I love how it makes pure Grey Knight armies the psychic nuclear weapons they were meant to be. Time to dust off some pretty old models, I think...

Tuesday, May 20, 2014

Three things about the new edition...

Time to dust this guy off? 

We've all seen the rumours bouncing around the net and the tantalizing nuggets from White Dwarf #16. There's 3 things about the upcoming edition in particular that interest me (in combination with the Unbound armies):

  1. Psykers - Each Psyker generates warp charge equal to their level, you say? Sooo, in theory, I could have a 1,750 pt Unbound army comprising 20 Solodins and 3 Grey Knight Librarians, giving me 26 dice to roll in my Psychic Phase?
  2. Snap fire - Last I heard, this is just -2 to BS. This is a massive boost to BS4 armies, and funnily enough, makes the Vindicare Assassin a pretty fearsome anti-aircraft weapon. That said, it certainly feels suitably fluffy. There was something extremely odd about, say, a Chapter Master being reduced to the competency of a grot when getting charged. 
  3. New vehicle damage table - YES! I love my vehicles and if they get tougher in this edition, so much the better! Also, I'm really glad I haven't chopped up any minis with meltaguns and swapped them out for plasmaguns...
So, yeah, 3 little things that have me pretty excited about the new edition. I'm really hoping this makes Grey Knights and Blood Angels shine a little more - I'm kinda in the mood to put them on the table soon... 

Sunday, May 18, 2014

This is the Red Thunder, and I am pleased

So, I've been getting in a few games with this army:

Company command with bolt pistol for the commander, carapace armour, grenade launcher, lascannon and officer of the fleet in a Chimera
Tank commander in a Leman Russ Exterminator with heavy bolter sponsons and a Leman Russ Battletank
Veteran squad with carapace armour, 3 plasmaguns and krak grenades in a Chimera
Veteran squad with carapace armour, 3 meltaguns and krak grenades in a Chimera
Platoon command with bolt pistol, grenade launcher and autocannon
Infantry squad with flamer and autocannon
Infantry squad with flamer and autocannon
Special weapons squad with 3 sniper rifles
Heavy weapons squad with 3 mortars
22 conscripts with a commissar
2 Vendetta gunships
Leman Russ Battletank

All squads have voxcasters, bringing this list to 1,749 pts. 86 infanry models in total, with the heavy weapon teams having 2 models per base. I suppose I should confess that one heavy weapon team is still missing a spotter, so, 85 infantry models, accompanied by 8 vehicles. This is easily the most models I've ever fielded in 1,750 pts and as someone who's been playing either Blood Angels, Deathwing, Necrons or Chaos Marines since the end of 5th ed, the Astra Militarum are HARD. Not hard as in hard-as-nails tough, mind you, but hard to play. That said, I LOVE this army! Here's a quick introduction to each of the elements:

Wednesday, May 7, 2014

Earned their stripes...


... and almost ready for duty. At 3 pts per model, duty mostly consists of stopping bullets. Holy crappe, these little dudes are TEDIOUS...

In other news, it is with great trepidation that I wait for 7th edition, especially with this:


Well, crap. I swear, if they don't have at least a plastic Greater Daemon to go with this daemonology silliness... But you know what? The hell with it. 6th ed has been great fun and I've every intention of getting a couple more games in with my Astra Militarum. And it's worth looking back at the doomsaying over the advent of 6th ed. Can't really say which way the beautiful game is going to swing, but I'll happily wait and see...

Thursday, May 1, 2014

GLORY to the first man to die!


Not quite done, but I couldn't resist snapping a pic and putting him up. I considered painting the sash in a deep red to match the Guardsmen around him, but figured since the Commissariat is a separate body, it would look better to show that the commissar is an outsider in some way. Anyhoo, just a tiny bit more work to do, mainly on the weapons. Then I've got to paint up some Conscripts for him to abuse...

Tuesday, April 29, 2014

Impressions of the Astra Militarum


So I've been getting in a few games with the new Astra Militarum using this list:

Company command with bolt pistol for the commander, grenade launcher, lascannon and officer of the fleet in a Chimera
Tank commander in a Leman Russ Exterminator with heavy bolter sponsons and a Leman Russ Battletank
Veteran squad with 3 plasmaguns and krak grenades in a Chimera
Veteran squad with 3 meltaguns and krak grenades in a Chimera
Veteran squad with 2 sniper rifles and autocannon
Veteran squad with grenade launcher and autocannon
2 Vendetta gunships
Leman Russ Battletank
Leman Russ Demolisher

All squads have a voxcaster and carapace armour.

I tried a version of this list with Kurov's Aquila on the company commander but found was just too costly and made the company commander a very enticing target. I'd agonized at length over whether to put the company command in a Chimera and advance with the armoured fist veterans, or in a bunker to help direct fire. In the end I figured the Chimera would be best, and it hasn't disappointed. What *has* disappointed is the Officer of the Fleet who, in 3 games, has maintained a perfect record of NEVER passing his leadership roll on turn 2. Quite vexing. Suffice it to say, when things get hot for the command squad, it's the officer's raggedy ass that first up for bullet catching duty.

The new Veteran squads are simply awesome! Where else are you going to get 10 men with BS4 and a 4+ armour save for 75 pts? Since 5th edition I've always rolled with at least 1 squad of vets with plasmaguns and another with meltaguns, both in Chimeras and they have never disappointed. In this edition, they've gotten even more lethal, thanks to the new orders, most notably the one which confers the Ignores Cover USR.

The tank commander is another piece of pure win for the AM. In the past, the only way to get BS 4 on a tank was Pask. Now with the new tank commander, I can have my BS 4 Exterminator and split fire to make the best use of my guns. That having been said though...

Thursday, April 17, 2014

Let's see them take ALL of us!


 'It has already been calculated that you cannot win this war. The Emperor's most glorious triumph will not be achieved in your lifetimes.'


'But for every second you stand against the enemy's guns, you deplete his resources. You make him weaker. Your lives may be worthless, but you can sell them dearly.'


'This, then, is your objective. It is your duty and your destiny: die bravely, die hard, and know that even the meagre sacrifice you make will be noted and weighed against your ancestors' heresies.'
- from Down Amongst the Dead Men, by Steve Lyons


Felt compelled to put together at least one squad of Conscripts. It needs more bodies. And a suitable character to lead them. I'm kinda of torn between a Priest or a Commissar. The Priest, with the Zealot USR, can obviously give this mob some hitting power... but a Commissar just looks awesome. I love the new plastic model and just can't wait to put him on the board.

Also, here's the guy who's playing my Officer of the Fleet:


I have to admit, he kinda looks more like a policeman. I just wanted a colour scheme that made him really stand out from the rest of the Red Thunder. And just for fun, I painted some checks on his pauldron, just to try out a technique I read off a White Dwarf many, many years ago. I know he doesn't quite look as impressive as the official Officer of the Fleet, but I figured the Imperial Navy wouldn't be so stupid as to send a representative who wasn't, you know, expendable, into a battlefield with the poor bloody infantry.

Monday, April 14, 2014

Hammer of the Emperor!

So, the Astra Militarum codex has arrived at my FLGS of choice, and it is magnificent.

Pictured: A regiment I'll never play, but I have this rather nice pin, so that's something. 

Well, it certainly seems that way, after such silliness as the most half-assed excuses for codices in GW's long history. Seriously, what the hell were they thinking with Codex: Legion of the Damned? And I must confess to feeling like a bit of a sucker for buying the infamous 1-model codex. But enough griping about the past, let's look at the glorious Astra Militarum!

This is just a quick post on first impressions, mind you. It'll be a few weeks before I test out my Guard sufficiently to make a more conclusive judgement on the efficacy of the new AM.

Tuesday, April 1, 2014

Back to the Tacticals!

I've had this niggling urge to put a lot of good honest marines with bolters on the board for quite a while now. Having been playing Blood Angels since I got in 40k properly (about late 2009), I can put lotsa Assault Marines on the board, but for some reason I never got round to fielding any significant amount of Tacticals on the board, so here's what I'm up to:


Friday, March 28, 2014

Batrep: Blood Angels + Knight vs Khornate Chaos Marines, 1750 pts*

This is my 2nd outing with the Knight, and since it's been bloody ages since I've scribbled down a batrep, I figured it's high time I did. My opponent for this scrap was David, who was rather bravely fielding a very fluffy Chaos Marine list: (almost) pure Khorne! Anyway, a quick look at the lists.

My Blood Angels:
Librarian with plasma pistol and force axe (Powers: Prescience and Scrier's Gaze)
5 Assault Marines with Infernus pistol, meltabombs, and a meltagun in a Land Raider Redeemer with multimelta
5 Assault Marines with Infernus pistol, meltabombs, and a meltagun in a Razorback with lascannon and twin-linked plasmagun
5 Assault Marines with Infernus pistol, meltabombs, and a flamer in a Razorback with lascannon and twin-linked plasmagun
5 Scouts with sniper rifles, a missile launcher and camo cloaks
2 x Stormraven Gunships, each with hurricane bolters
Baal Predator with heavy bolter sponsons
Knight Errant

Warlord Trait: Strategic Genius

All ground vehicles were also upgraded with searchlights. Nothing complicated here, just a Knight Errant marching forth with mechanized Blood Angels in support. A pair of Stormravens covers the air support, and a Baal Predator is there to make a right nuisance of himself. Bitter experience has taught me that 1 Stormraven is never enough, and putting anything in there without an invulnerable save is a horribly risky move. At this points level, the Stormraven is a serious investment in points, and 1 cannot be relied on to do what needs doing.

*ADDENDUM: On closer inspection of my list the next morning, I realized that I didn't actually have points to field the Baal Predator. This is quite an embarrassing oversight on my part. Sorry, David. Still, given the performance of the Scouts (or lack thereof), this battle played out evenly enough to give some insight on the use of the Knight Errant, so I'm still leaving this batrep here.

David's Chaos Marines:
Kharne the Betrayer
Khorne Daemon Prince with wings, power armour and Axe of Blind Fury
8 Berserkers with a power axe for the champion, in a Rhino
8 Berserkers with a power axe for the champion, in a Rhino
8 Berserkers with a power axe for the champion, in a Rhino
Vindicator with siege shield and daemonic possession
Vindicator with siege shield and daemonic possession
3 Obliterators with Mark of Nurgle and Veterans of the Long War
Heldrake

Yeah, *almost* pure Khorne. But seriously, who in their right mind would field Obliterators and not give them the Mark of Nurgle? This is one of those lists that looks really characterful on paper but, in 6th edition 40k, is insanely difficult to play. Between the Berserkers and Kharne, that's nearly 700 pts of close combat lethality, but with only Rhinos to get them across the board and only 8 bodies in each squad, it is not going to be easy to put their skills to use.

Mission: The Relic
Deployment: Hammer and Anvil. I won the roll to go first and took first turn. Night fighting was active on the first turn.


Seeing as I was the one here with the bigger guns and troops in nice fast transports, I decided on a strategy of mauling the enemy at range, keeping the Knight close to the centre to threaten any attempt to grab the relic and, of course, brutalize anything worth shooting at with that lovely thermal cannon. In its first outing, the poor Knight was nuked when it lost 4 hull points to a single melta hit. As such, I was especially wary of the 2 Vindicators.

Ordinarily I would outflank my Baal Predator, but I could see this was a game where I wanted to inflict as much ballistic violence as possible, and so opted to have it start on the board, so I could fire as many guns as possible for as many turns as possible.

So, a simple mission with a simple plan. Read on to find out how it played out...

Thursday, March 27, 2014

Taurox! How about NO...

Well, the pics and the rules have been doing the rounds on the Internet, and frankly, I'm far from impressed. It just looks to me like the Taurox simply doesn't add anything to the Imperial Guard, excuse me, the Astra Militarum, at all.


Nice model, though. That said, in terms of what it costs in real world money and hobby time versus the tabletop benefits, it's really nothing to shout about. Compared to the trusty Chimera, it has fewer fire points and weaker armour. The Taurox Prime is significantly better, boasting superior speed, weaponry and ballistic skill, but... soddit, I think I've got better things to do with my money.


Oh, yes, please! Well, maybe. I've always loved the fluff for Stormtroopers, but felt they weren't cost-effective enough to stick in a list. Also, there had never been suitable plastic Stormtroopers, until these guys came along. Looking at the rules for Scions, I'm honestly not convinced they warrant a squad in my army. Yet.

So, long story short, the new models are nice, but rules-wise, they simply don't add anything to the Astra Militarum (that I'm willing to invest time and money on). I will wait and see what Codex: Astra Militarum brings. For now, I'm holding on to my money.

Saturday, March 22, 2014

House Raven goes to war!

Aaaand here it is!



So, I took the big beastie to war today, pairing him with my Blood Angels. It wasn't an optimal list, but soddit, I just wanted to pop the knight on the board and see how it rolls. It was awesome. As someone who's fielded a Hellhammer in Escalation games at 1,750 pts, the Knight is a somewhat different experience. It is a very clear and palpable threat, but nowhere nearly as spectacularly destructive as the Hellhammer. And with only 6 hull points and max armour value of 13, it's really not that hard to kill. Anyway, I'm gonna be experimenting more with it. Here's what I have to say hobby-wise about some of the most recent touches.

The decals are awesome. Excellent quality and they go on like a dream. These bigger ones on the shoulder pads, however, will need some knifework to get them in place, and a touch of paint to finish.



The rocks on the base are actually bits of broken glass. Picked up a bag of the stuff from some petshop. They're for aquariums, apparently. I use them when I need particularly nice rocks. Here's how they're done...


First off, a coat of black...


Drybrush with Dawnstone or Codex Grey...


Final drybrush with Ulthuan Grey and that's that.


Truth be told, there's still a little work to do on tthe Knight, but hell, he's ready for battle. Game-wise, I think it's absolutely awesome. A beautiful centrepiece model that allies seamlessly with all my Imperial armies. Hobbywise, a joy to build and paint, and I'll be adding little bits to the base, touching up the highlights and perhaps get some weathering done over the coming weeks.

Monday, March 17, 2014

WIP: Imperial Knight, Part 3

Not much to mention, painting-wise. Just a LOT of tedious line-highlighting to get through, one armour plate at a time. I do, however, have something to say about the decal sheet.

The quality is really something else. This is by far the finest sheet of decalsI've ever laid eyes on. Follow the tips on GW's video and you really can't go too far wrong.


However, I have one gripe. The back of the manual shows you which crest to put where and guess what? The size is WRONG. Here it can be seen that the row marked '3' is, according to the manual, supposed to be placed on the banner between the legs. Well, as you can see, it doesn't bloody fit. Suffice it to say, I was most annoyed by this.


Regardless, I soldiered on and after applying a few more decals, I think the banner looks rather good. Still... that damn crest is vexing...


Undaunted, I also saw fit to adorn the back of the banner somewhat. Nothing fancy, just a couple of decals and a little text...


Here's a closer look. Some of you may recognize that the decal in the centre of the cog is in fact taken from the Space Marine Vehicle sheet.


And here's where we are now, 9 days later. Pleased, I am :-)


Sunday, March 16, 2014

WIP: Imperial Knight, part 2

So, I devoted all of this weekend's hobby time to the Knight, who is certainly deserving of a name, as soon as I think of one. Here's my progress so far.


Don't let the armour plates fool you; they're held in place with Blu-tack. Only the one covering the top of the head has been deemed sufficiently complete to be glued into place. As for the others, there's a lot more to be done.

Here's a closer look at the carapace. I'm paying extra close attention to this, seeing as it's the most visible part. After I line highlight all the red with some Trollslayer Orange, I can start applying decals.


The little green window was done by painting successively smaller crescents of Dark Angel Green, Warboss Green and Scorpion Green in the lower right corner, followed by a dot of white in the upper right corner. Note that the transition between Dark Angel Green and Warboss Green is quite large, so that took a little blending.

The Cog Mechanicum's white bits were done in Ulthuan Grey, followed by a wash of Nuln Oil, then layering again with Ulthuan Grey. I line highlighted with a little Ceramite White on the edges. The black bits are just black with line highlights of Codex Grey. The brassy bits in between are simply Dwarf Bronze washed with Devlan Mud.

All the rivets were washed with Nuln Oil then highlighted with a dot of Ironbreaker. Tedious, but I kind of like the effect.

Doing the chainsword's stripes as black on yellow was definitely easier, as I didn't have to worry too much when applying the coats of Iyanden Darksun necessary to achieve a solid yellow. After that, it was a simple matter to pick out the stripes, then brighten the yellow with Golden Yellow.

The armour plates are all going to be blacklined with Nuln Oil, then line highlighted. A pretty arduous process, but I think it'll be worth it. Here's a closer look comparing two armour plates, before and after blacklining:




Anyhoo, after the detail work is done, decals! After that, final touch-ups and we're ready for WAR!