Saturday, November 26, 2011

army lists, army lists, army lists.

So i have nearly every codex and wfb armies books.
(just missing tau, as i accidently sold it, but rumours say new book soon, so ima savin my penny's)

and i find each and every one of them, a pain in the arse.

sure theyre great, i can read them and then re-read them again and again. but sometimes, i wish they were a bit more flexible.  and none is more so, in the region of current angst, than the Orks


stumbling upon some "cheap" mega-nobz on ebay, and looking through my meagre collection that i still retain after the big sell-off of last year. i thought to myself "hey a mega nob army, that would be great! and i wouldnt have to buy many, or more importantly paint many!

oh dear

so i set about looking at the rules for this and that, and then i wept a little! right there in the HQ section was two things that could of been oh so perfect for a usable (given normal FOC and points range) army list.
the Mad Dok
and the Big Mek.

now they dont give me my lovely mega'nobz as troops, oh no! i need warbosses for that, but what they do, do is provide that extra save that every big heavy armoured elite section unit has these days, namely a second dice roll on the "save me" chart. im talking about cover or feel no pain saves. the Big mek and his lovely big force field bubble would look perfect, if he could also wear that mega-armour too. look its right next to it in the "pick only one of these" coloumn!  oh how i weep, surely those techno-brains could come up with meshing the two technologys of preservation together.   and mad dok! why does he have to be mad? why does he have to be a HQ choice! normal nobs get painboys, is it that hard to give mega'nobs one too?  sure he can also dish out 5++ saves army wide if you have the points, but he needs to be baby-sat, specifically inside a vehicle that he never has to get out of. its suprising actually that they dont just list "rage" underneath his special rules, as it is only quietly mentioned in his "one scalpel short of a medpack" rule.

anyway im waffling about one particular aspect of Orks, what im trying to say is that all of these rule-books are so restrictive in making us choose nice things, that come along with nasty things.  I guess its what keeps this game so addicitive, your chess pieces if you will can hop across the board to check the king in one move, and then be taken down by a lowly pawn in the next.

anyway, all this thought on modelling and army lists is starting to get my mojo back, perhaps ill find the time over the holidays to do something and post some nice pictures,

till next time

Thursday, November 24, 2011

wait wait wait... forgeworld where did you put those land raiders?

so, happily browsing away this late thanksgiving/black friday/ american celebration blah di blah night (im english, i just dont get the fun celebrations!)

i noticed something

something sinister,

something theyve done before... sorta

Forgeworld have quietly pulled another conversion kit from its online shop....
well fudge nuggets. not a-bloody-gain

i wish they would announce these things, perhaps even leave the "order now" button there for the times when they do actually replace their complicated moulds that are all so "worn out"

now i dont really know the popularity of some of these kits, but i do know i fantasise about having the spare cash to own some!
so whats missing i hear your figuratively cry!
the land raider mk2B   all of them, both astartes and chaos flavour, i even remember there once being chaos specific treads for land raiders, that had arrows instead of the aquila. theyre gone too, and why? well i suspect the new land raider proteus with all its pre-heresey-not-an-assault-vehicle crap is here.
boo i say!
boo and hiss!
my world eaters want to assault! i dont need some metal box with advanced scanners, and i dont want the latest top of the range, fresh out of the factory model either!
chaos has been slogging around for ages! their tanks are gonna be a bit old design, and i liked the way the sponsons had a slopped angle behind them for the doors, it was a nice feature.

and you might be wondering why i said ive noticed this before.  well check out the rhino upgrades, notice how they have "reinforced armour" under new releases.....  its not new, and theres another armour design.  again go check the chaos rhino armour upgrades,
yes the spaced armour design, there was a regular astartes one too, thats been "under repair" or "re-casting" or whatever, for a year now
my dark angel rhino's havent been assembled partly because of it. i like the look. and i am considering purchasing the chaos ones too....

when i have the money....
cmooon lottery numbers *crosses fingers*


Saturday, November 12, 2011

quick necron post

so quick short one, i found another intriguing list idea, that makes 3 groups of immortals able to deepstrike around the board, with a ress orb, and one character with 3++ for invuln.

basically its

Cryptek w/veil
10 immortals

lord with res orb and 3++
10 immortals

Overlord, withs res orb and 3++ (and phaeron relentless)
cryptek w/veil
10 immortals

this very mobile core also leaves some points for a horde of scarabs, or w/e you desire.

then i noticed something else, what if you replaced that Overlord with our favourite expensive character, the Stormlord.
of course you wont have that res orb,
but the combined abilities of Nemesor, and Stormlord allow for one very key difference to the codex.
Flayed Ones.
suddenly theyre a viable choice.
Stormlord gives the no-scatter if within 6" of a chosen enemy unit, which is nice. but your Flayed ones are still sitting around for one of your turns, and the enemies. very ineffeicient.
The Nemesor, allows all deepstriking units, to become like Deathmarks, do the "you deepstrike, so i can do it too in your turn" ability.

suddenly those units of 20 Flayed ones, can appear in your opponents turn, without a mishap, and be used as a big nasty wall of sharp things between their units, and your units. and with 3 attacks each, its a very sharp pointy wall indeed. and then you can move these guys as normal in your turn! brilliant, no time wasted.

downsides :
you do end up grooped together after the deepstrike, as you cant run to spread out
the enemy is more likely to charge you, you are after all within 6" of a unit that is most likely orientated to assault, seeing as it has the deepstrike rule also.
i figure this tactic more for drop-pods full of sternguard or other shooty unit choices, sure your gonna get obliterated with shooting, but that is going to happen if you deepstrike in your turn anyway, at least this time you have more control on where you go.


Wednesday, November 09, 2011

you call this concise?

right, as you may notice, ive deleted all those necron related spam ive been posting.

what can i say, this book has so many exciting combinations, that are fraught with so many key downsides for the points value a lot of them are at.

and yes ive thought up another army list because of that... or an idea of one.

anyway, im going to condense all ive thought about into one concise post.

with pictures!

first off.  The units with that coehsive balanced, i can use these, feel.  and why i cant use them.

and im not going to start with the HQ,

Annihalation barges.
ive typed this so many times i can actually remember how it goes now.
lovely tesla destructor twin link zzap
armour 13 on those front and sides.
another little gun for meh.

now this is a lovely little skimmer, for that strong short ranged punch. yes i said short ranged, its only 24" and the armour buff is great too for survivability. Surely there cant be anything wrong with this unbelieveably cheap heavy choice.

the downsides?  well...
the Nightsycthe.
(thats another unit? how is it a downside???)
it has the same weapon, thats how. what you have here is a the same twin linked tesla destructor zappy goodness,  mounted on an armour 11 fast vehicle.
yes fast, so thats a full 12" added onto that 24" threat range. 36" ranged weapon! those units over there are suddenly within range! now it isnt the stronghold busting 72" range of a basilisk, but its starting to look like the best weve got in between practicality and death-di-cality (yay made up words)

sure your survivability is down with armour 11,  but you can grant yourself a lovely 4+ cover save if you really have nothing to shoot at. and heres the kicker. its a dedicated transport.
now i see lots of people opting for immortals actually using these, or other infantry.  But if you think about it, kicking the footsloggers out of the vehicle makes this a very quick gunboat, for those all important flanking manouvers.  and the only limit, is the amount of units who can take one as dedicated transport.
suddenly you have a very quick fleet of tesla goodness. which can always be used as transport at the end of the day (its ability can be used to jump some vulnerable troopers back into reserve, while making the unit scoring!) and oh, how amazing, your freeing up those valuable heavy support slots. why are they valuable? spyders, thats why!

its not all amazing though.
we are of course missing the model (grrr GW!)
and no doubt it will be an expensive kit(what isnt these days?)
and you pay 10points more than the barge for it.
well, 10points and the dedicated unit/transport tax.

now, moving on. the triarch stalkers.  similar vein to our barges here. armour 13, slow, 2 shot multi-melta or heavy flamer thingy, twin link augment ma-doodles. very lovely. and its a walker that can move through cover? no difficult terrain rolls? yum yum. ill take 3!  errr wait, theres more information coming

downsides, its slow, its only a walker. that means hes going to have to sit with your footsloggers or shuffle into some terrain to abuse that move through cover USR. he will provide very nice anti-armour defence, but if he gets into combat? well hes not gonna be very effective. only strength 7 and 3 attacks, at that lovely I2.  no insta-kills there. not even power weapon attacks.  this guy is kinda like a sentinel.... or perhaps a mortis-dread armed with two multi-meltas....  great ranged power, but its short ranged, and close-combat will tie him up.
as will it tie up most of the necron army.
but if we can shoot it to bits first! we stand a chance!

so he has his place.
and you notice i keep mentioing footslogging infantry.
yes, i believe a really strong combination in this army involves these guys. not all of them, a few hiding in ghost ark's is still really strong, armour 13, 15 gauss weapons, living metal, and that repair magic.  a very strong unit. but even better, is 20 warriors, lead by a HQ armed with a ressurection orb, and relentless.  backed up by one or two ghost arks, and some triarch stalkers, thats a very nice ball of death you have there. abuse that royal court to stick some crypteks inside a ghost ark, and suddenly, theres some very strong firepower. bubble-wrapped by troops that just dont stay down... or in one place.

it is a rather costly build. but we are talking about effective synergy's here....
(well i think i am, i will welcome some contradictory comments, or just comments. doesnt matter if your declaring your love for cheese, just something! oh gawd i better get back to the codex..... )

suddenly its all starting to come together.
a list that has that strong castle formation,  some sharp, fast firepower. and lets not forget an extra blanket of scarabs.

the census on scarabs. they are good. you cant deny it anymore. the beast tag, means they have fleet. and, they have a 12" charge.  so thats 24" right off the bat (and a lucky roll). very fitting with the rest of the necron arsenal.
and you have those heavy support slots for spyders! cheap, cheerful, scarab baby makers. slow though. so that means they also join the ball of death. not a bad thing, they are monstrous creatures, so we suddenly have our powerfist equivelants. they can be upgraded with anti-psychic defense. and their fearless! wow, we have some solid melee defense, combined with a rising scarab population as each spyder can pump out a base a turn to add to the swarms and with a maximum of 9 spyders? thats 9 scarabs a turn? think you have the firepower for that!.

our ball of death is growing (almost literally).
some of you might opt for one or two, heck maybe the full 3 doomscythes instead. a valid choice with our nightscythes from earlier. makes for a very strong shooty alpha strike/flanking force. just dont expect them to come back alive.

Destroyers and the "tomb blades" are perhaps rather at odds with themselves.  the tomb blades, are expensive and somewhat ineffective jetbikes although i might see the point of using the stealth option to create moving turbo-boosted cover shields to contest objectives. perhaps hiding them in a nightscythe till late game, yet their offensive capabilities are somewhat blunted by their choice of weaponry.
the destroyers are interesting, but being such large models, they seem at odds with being labelled jump-infantry,  making their gauss, and heavy gauss cannons Assault weapons, negates the the downsides of choosing to move or shoot, and it allows them to charge in if they want to. with that extra re-rolls to hit thanks to preferred enemy i can see the value of doing so, but that is instantly dismissed thanks to the cancerous Iniative 2 and 1 attack.  They are, perhaps best as expensive str9 snipers, able to actually get those rear shots thanks to mobility, but vulnerable to any return fire.  perhaps they should be using "glass cannons"

sooo, whats left.   do we have any points left? yes? good.
HQ, need at least one of those. lets see here.

yes a lot of good choices, heck even illuminator can be good in this build (hes the necron fabius bile for those that dont know, one unit gets a random stat buff, bit meh, but our warriors in the ball of death wont say not to more goodies, yet this fella is basically an expensive cryptek, no invuln, no phaeron, just like fabius, hes not good enough!)
some important things to thinkabout :
  • what does he do?
  • what does he have?
  • why do i want him?
small, but ever so expansive questions here.
what does he do? .... well does he unlock a royal court? does he give out special abilities? does he have special abilities? does he have an invulnerable save? a ress orb? heck even just a warscythe?
the obvious big ones are the stormlords night-fighting/lightning gimmick, the infinites scoring unit ability, the travellers, mess with tanks ability, and nemesors, ima gonna fuck up your shiny's and then make my bodyguard take the hit abilitys.

with this large list, the nemesor is looking very tasty.
first off, he unlocks that royal court, cryptek shooty goodness,   check!
second, hes got that funny special USR changing gimmick, very nice     check!
(nb, important to note that tank hunters on scarabs sounds pretty lethal, didnt think of that till i read a post on vanus-temple, link is in the side)
and! most importantly for high point games, he unlocks his vargard Obryon as a non-HQ  choice.   check!
he also has some deep strike thingy, and a 3++ invulnerable.  check! check!

but he lacks phaeron, so this gimmicky fella will be very much on the defensive, while his gimmicks allow your force to go on the offensive. In essence, we would might want a different overlord to provide that ball of death relentless phaeron rule, but with only 2 slots in the force org, we cant then sneak in obryon as the 3rd choice.

now why is the vargard unlock nice?
well hes a super veil of darkness.  suddenly, we can stick him in a close combat unit, and then abuse the veil of darkness to hop from one combat to (potentially) the next and lets not forget he can deepstrike without scatter within 6" of the nemesor, so nice for reinforcing a position. with a melee weapon, hes not going to directly benefit from these deepstrikes, as he cant assault but he is going to be messing with your opponents tactics. 

do they shoot at your ball of death, or the nasty looking weapon weilding elites who just appeared next to your devestators.
aha! we can charge the ball of death with our nasty deathstar, oh wait, theres a small unit of things blocking our path!

heck this guy can be a distraction all by himself. he has ever-living, so hes always gonna get that re-animation roll.  just hope your dice are lucky.

now that we have our two HQ for the slot of one. we can look at some more options.  and my go-to guy is always gonna be trazyn.  heck one more scoring unit on the board thats not a troop choice? yes please, yes please, oh pretty please!
sit this guy with mr vanishing act Obryon, and his mobile meatshield, and suddenly that last turn-objective grab is possible. the extra royal court is a bonus, and he is also a phaeron so we have the relentless for our ball of death, or as previous he can join obryon to buff up that deepstrike unit, you dont even have to have a close-combat orientated meat-shield.  In fact, a close-combat orientated meat shield is not the way to go. You either choose lychguard that will run away, praetorians, that will get shot and die, or wraiths, who wont die like the praetorians, but will be hamstrung in the movement phase, like the praetorians (theyre both jump infantry, your HQ is not)

however there is some hope! deathmarks, immortals, a big fat unit of warriors.  suddenly we are teleporting a lot of deadly shooting attacks down your opponents throat. in the case of the last 2, traz can be swapped for just an overlord with phaeron to keep them shooting, whereas with deathmarks, those dangerous sniper shots are also scoring.

the tradeoff with these units is definitly the quality of shooting, and the meagre defense in return. both deathmarks and immortals sport a 3+ with the only difference being their choice of weapon by a few points, while warriors loose that quality for quantity.  The weapons arent much different either, your choices are between s5 ap4 gauss rapid fire, s5 tesla, or rapid fire snipers ap5 that can sometimes wound on a 2+ if you get near the right target, but otherwise is 4+.

great unit for assination, like theyre meant to be, but after that one target is gone, what next? suddenly your strength can become your weakness,  the gauss and tesla wound your average t4 unit on a 3+, and there are a lot of those!  suddenly that one unit, while important that it was destroyed (monstrous creatures, thunderwolves, etc etc), is gone, and your ability to deal with anything else, is ... well,  sub par.  those immortals look a lot more tempting now. cheaper, more flexible, bland.  The amount of unit balance in this book is so frustratingly tangible.
its important to note, that all 3 can get a nightscythe for transport, or alpha/flank/striking

anyway. this has all become an exercise in futility. This is not the concise list i imagined when i started. I cant write any sort of tactica, unit review, or even just an army list, without expelling huge essays of what i think, and why i think it, on this thrice dammed Necron codex. 

its good. its an army list that makes you think. once people had pointed out that a grey knights army is great when filled with psyfilemen and purifiers it got dull.
ive yet to see any real list that sway's me into a definitive, nail in the coffin, i want that. they just keep punching me back and forth. heck i was still into my Ark list yesterday, then i found a post about night scythe MSU, and i actually read the part in the codex that says these 100point transports, have the exact same gun, that 90point heavy's have. the gun i was so keen on having in my Ark list.

its these little details that just dont slam home to you until youve thoroughly thumbed the codex to death. no doubt ill find something else really amazing i will want to leverage tommorrow.  or perhaps glance back through another codex. even the thought of the Tau getting a new one soon piques my interest. i cant wait to read it.  heck i wont ever collect a full army anytime in the next several years (unless i win the lottery, and even then ill pay someone else to paint it!) but the thought of new army configurations, new ideas, new tactics.  they breathe life, again and again, into this hobby. definitly my favourite part.

ramble over.
army list of the day template :

(or substitute for cheaper overlord alternative)
royal courts, consisting of shooty cryptek 5men squads, or choppy super expensive lord squads


5  warriors in an Ark, or with a NightScythe
20 warriors, and an Ark or NightScythe
5 immortals, and a Night Scythe

(as i said earlier, the units dont have to ride the Nightscythes, allowing them to shoot in the first few turns, and then any NS left, can help airlift them onto objectives.  And with the large unit of warriors, their Ark can be used to house cryptek courts, turning them into 36" range death machines, hiding behind Armour 13, keeping near to the warrior unit to provide the +d3 ressurection)

Lychguard unit for traz+obryon, or perhaps deathmarks/immortals?
Stalkers to go with warrior death-ball

or perhaps wraith unit with whips,

spyders, nom nom
or if your more Ark orientated, some annihalation barges. mmm Armour 13 spam

thankyou for reading, if you could manage it at all. i know i would of tuned out. perhaps i need more pictures.

ciao for now benitos!

(no im not calling you mussolini, it just rolled off my tongue and onto my keyboard ^^ )

p.s. already editing this thing! noticed a few errors i made, and no doubt ill continue to edit this.

p.p.s,  okay i know, im posting my thoughts again, but after the post about stormlord and nemesor in his army by tim, i believe we have a new winning combo. and as much as i dont want to be rid of my lovely lovely trazyn, and his scoring ability, the stormlord is a huge gaming douchebag of awesomness. why he fits into this army? well hes got that phaeron ability, so check one off for our big ball of death, hes got that nightfighting, to hamstring those long range armys and bring them closer to your 24" death.  and on top of that, hes got a hundred little gimmicks he can pull out of his shiny metal butt. lightning strikes? seize on a 4+, 2+/3++ save, nano swarm thingy for flayed ones (if only they were a troop choice!), one use shooty death ray, a flame thrower, and a freebie auto-reanimation one-time only button.

now lets look at adding nemesor and obryon to the death ball with stormy in.
ress orb,  just what hes missing.
super dooper veil of darkness,
and some extra wounds hidden behind 2+ and 2+/3++

whats missing?
a cryptek with defensive grenades (gaze of flame)
and solar pulse (more night fighting shenanigans)

now its not perfect, you still have a lot of 4+ warriors, with their pea shooters. but if we look back, we solved the glaring issues with ghost arks, more crypteks riding the arks, or a few stalkers, maybe a C'tan and definitly spyders.

the legions march motha'f***a!

edit, okay heres the list. and i find my ball of death with the overlords seems to require a minimum of 2kpoints. but that might be because im starting with a small scarab pool, and a larger spyder one. banking on my ability to produce faster than the enemy can blast, rather than triaging one or two bases a turn in the hopes they dont wittle away what i have left.

nemesor     (all 3 in my ball o'death, did u mention a basket of eggs?)

cryptek,  lance, gaze, solar (joins ball o'death)
5x crypteks, 5x lance, 1x solar (these ride the spare Ark)

20 warriors, Ark  (ball o'death)
5 warriors, Ark  (minimum requirement for force org, also some more warrior repairs)
5 warriors, Ark  (more warrior repairs, and we need more scoring)

3 scarabs (the minimum)

3 Spyders, 1x gloom (more for our ball o'death)
3 Spyders, 1x gloom (yet more)
1 Spyder, 1x fabricator array  (i had 10 points spare, so a little vehicle repair if necessary sounds good)

downsides to this list, well its a ball o'death. large blast templates might hurt, i can always string things out in a line, but then we get the multi-assault problem.  abuse that obryon veil to get outta thar!
and we hide everything behind this thin metal line for suprise reveals and cover saves.

so how do u cripple the ball?
well, obryon seems to be the key.  he doesnt have an invulnerable save. so if you can squish him, and i fail my 4+ reanimation. well im not going anywhere! this combat is gonna grind me away. also we arent fearless or stubborn, or have a rule of many over few. were going to fail a leadership check sometime. heck we arent invcible, the wound allocation thanks to so many special characters will help squeeze away those high strength power weapon hits, but at the end of the day, our warriors arent going to live long.
the counter? well we back off out of your charge range, duh!  weve got relentless, we can keep doing this as long as we have enough table. and then we teleport across the table to shoot you in the back.  and even if you do manage to squeeze us into combat, if any are left standing, we can pick ourselves up, and bam! weve jumped out of combat, and were shooting at you again. and now your in rapid fire range of a the arks' and in charge range of our monstrous spyders. so you better pray, that when you get into combat, there isnt even one warrior left standing. because were coming back, and were gonna hurt!

4 edits, in less than an hour. eep >< must... stop..... argrhhghghggha

Saturday, October 08, 2011

lo and behold, there was greenstuff!

hello again! i have done and delivered some updates on the whole press moulding from the day before.

a few things to note,

1) really really hammer home those skull faces into your moulds, the detail can be so easily squished out by neighbouring skulls. i suspect just having loads of skulls on hand and having them all squished in at once would help

2) do not attempt to remove the green stuff that you are pressing into, once applied. it adheres very strongly and could break your models.  (i didnt apply it thank god, instead doing a tester run on the back of a base, and i just cant get this stuff off now, even heard the plastic crack a little under strain)

so anyway, onto some pics :
stuff you will need!

1) your press mould
2) your greenstuff
3) your model that your applying to (the plastic base under the greenstuff is the example)
4) water, lots of water. because when you squish and smush the putty, it does get sticky, and simple water stops it sticking! hurrah!
possible 5) would be some vaseline or oil for the mould, when you jam it as hard as possible onto the stuff, you mite want it back. i had no trouble without the oil/vaseline, but you might! so never say i didnt warn you!

so first off, wet those fingers!

and mix that putty!

then apply to desired location.  (NO! bad hand, put it on the test base!!) 

then get your mould

and apply that hulk like strength, that only a frustrated modeller can have!

and voila, instant creepy skulls.

now i appreciate that these arent very well defined, but im sure the appropriate paints can go a long way to improving their "skull-ness"   see how the next picture has more clearly defined skulls, as the result of a better mould.

anyway, thats all from me for now.  suffering a bit on the money front from reckless spending, so this press moulding will be on hold until i can afford a huge lump of greenstuff (i hear you can get more for less from non-GW sources ^^ ) This is gonna put a stall on finishing the rhino's the way i want....  but perhaps i can do those pesky bezerkers instead.

until next time.

Friday, October 07, 2011

 *edit why cant i get this thing to post the title properly? oh well:

Vehicles for the Vehicle God

thats right ive found some time to get the old modelling hacksaw out and glue my fingers together!!

a few tips, if your gonna use a xacto knife or similar, i find it very useful putting the plaster on your thumb before you cut into it, far less blood. (the gods are not pleased! but i hate having to wear a plaster, so wearing one to prevent wearing one makes strange sense)
and always have a towel.  paper ones that you chuck just go faster than people leaving a room when you fart.  I have this light blue disaster thats now covered in paint, glue and other interesting substances that i shall not examine further. perfect for cleaning up messes.

so! you all want pictures dontcha:

here we go, picture number one,  a rhino with a spikey circle bit on it.
"not very exciting" i hear you cry? or "what on earth is that supposed to be"

well if we move onto picture two and three:

yes! thats right, its a little spikey podium for my
fourth squad of angry khorne marines.  this is the squad thats actually just plane marines, who havent had the full experience of millenias of bloodshed like the other three khornflakes. as such theyre toting around a nice icon and meltaguns with the lovely forgeworld chainsaw attachments to their bolters. still need to finish assembly of them though.

next up! its putty time, because of course theres another rhino to build.   now copying a technique from tim over at the vanus temple (linky to method) used years and years ago for his khorn followers, i am attempting to cover Kharn's humble ride into an overflowing mountain of skulls on wheels (well... tracks really)
 first step,  grab some vaseline, putty, random free bases, skulls, pins and finally a lighter (im not a smoker but i do have some)

 step two, take your pins, and heat the tips with the lighter.  make sure the points are touching the tip of the flame.  and if it gets to hot to hold switch to something more heat resistant than your fingertips

while the tip is orange, jam it into the back of the skulls, and let it cool.  finally add some glue to make sure they wont come out when you pull.

now thats done, roll out your greenstuff (in this case i used some old grey metally stuff i had that i just wasnt using, because its not very good and it stinks!)  once its all mixed together slap it in a big thick mound on your spare base.  then give it a nice brush of vaseline, other oily substances can be used, as it all just prevents the putty from clinging to the surface of the rhino. because as you might of guessed, the next step is to squish it into the area you want it into. once that is done, take your skulls and give them a little brush too (not to much, want to keep those details crisp)  and start stamping them into the putty.

this is only part one of the whole skull armour process.  part two will be accomplished tommorrow i hope. gotta wait for these to dry (i know, amazing that i might post two days in a row!!!)

but for now. i bid you adieu as i go fire up the oven for some pizza, and perhaps get an early night as in preperation for the early day tommorow.   COME ON ENGLAND!!!  thrash those frenchies!!  (ruggers 2011, youll find this post in the far distant future, and remember when it all went wrong :P)


Monday, September 26, 2011

i painted 1 model!!!!

yes, i did.  aha!
isnt he lovely

again, sorry for the long hiatus, ive been busy not painting things. such activities include: buying more stuff that ill never get to paint from ebay (im looking at you skeletons and old graveguard models) and just generally getting on with life.

good news tho, looks like modelling mojo is back and hopefully there will be more to come soon. 

I was also playing around with my terminator parts yesterday, and i have myself a bit of a conundrum
now you see i want to magnetize my nice collection of weapons, for that eventual list-building gaming-purpose of "well i love lightning claws, but combi-melta's are better" bulls@*& and so i decided to make life easier on myself later, what i would do is pin the shoulderpad to the body, at the right angle, then cut a notch in the arm bit that will keep the weapon option static when i pop it in, and not look like the terminator is doing the windmill every five seconds.

sounds like a good idea no?

no, getting a paperclip to bend to the right curve for the shoulder pad is a pain in the back and beyond.  and after ive convinced this small bit of metal to stay on the shoulder pad, i cant then glue it straight into the body to work out an angle as i havent even drilled a hole for magnet yet... in fact i dont have the magnets!

guess i need some more money, huh.

if anyone has a better idea do let me know ^^

p.s. also id love to find someone who would paint the whole dreadfleet box up for me to a "eavy metal" standard as there is no way i am painting all of that shit, and the game wouldnt look right with blobs of grey on the blue watery map they supply.

Saturday, September 10, 2011

"The Rage Wave" Sisters o' Battle

So having a look at my lovely new White Dwarf codex in both parts (cut out an taped together ftw) I stuck upon this absurd build that gives 6 powerfisty rage units (or possibly 12??) a deathstar and a few troops at 2k.

so step 1. get yourself that HQ deathstar:

Uriah, has to be this beardy awesome man, +1A Fnp and the usual preacher goodness on any unit he is with
add the unit, death cult assassins and Crusaders of course.
add another preacher (from elites) with an eviscerator, as its the only thing missing here (something to tackle a dreadnought)
Bang them in a Rhino with dozers and Extra armour (heck use that lovely Repressor kit for it, will look suitably imposing)

and thats the HQ done. (now we could add some relentless Canoness command squad or Celestine, but we dont have the points)

Troops. get some Battle sisters, 2 x10 man squads down to bare essentials
(simulacrum Imperialis for that auto-regroup faith re-roll, some melta, and a rhino)
now that can be made to 3 10 woman squads, but theres no room for a simulacrum imperialus without cutting stuff out elsewhere (that preacher from command maybe?)

Elites, 3 x10 man squads of Repentia.
yes, the nutjobs. why? well lets see : feel no pain, Fleet, 6++ invulnerable save, they have grenades!, fearless, and in combat with a good faith roll everyone gets to be hit once at least with that big arse chainsword, the Eviscerator (yum yum double strength and extra D6 pen)
(and rage :( but you have 3 squads! evenly space them, and theyre marching across the whole battlefield!)

Heavy, 3 x3 Penitent Engines
Rawr! yes 9 of these heavy flamour Dual-Dreadnought-Close-Combat-weapon nutters.
why 9? so again you can spread over the battlefield and reduce the chance of your opponent kiting you. Also a bit of armour cover for the repentia.

Fast.... erm if you have any points both the seraphim and dominions are good at what they do, namely rush down those flanks and pounce on the mistakes of your opponents

hq : Uriah Deathstar
Elite: 30 Repentia
Troop: 20/30 Sisters
Fast: ...
Heavy: 9 Penitents

Just a few questions on this build though as the "brief codex" doesnt clarify:

a) the pentient engines in 3's for each heavy slot fielded as a squadron? or can they go seperate? thats a huge difference between 6 rage units and 12 !

b) can the lovely exorcist fire indirectly? no mention in the "codex" :(

and a few complaints:

1) zomg 10 minimum size on troops? QQ i want immolator spam, or at least the option to stick an eviscerator wielding priest in the same transport as them (capacity 10 rhino for the loose)

2) seriously? capacity 10? the SoB's are tiny compared to Mr astartes, im sure another person can squeeze in!

3)no jump pack for my cannonness? awww

4) 2 meltaguns per 5 dominions! well screw that, i want an immolator with a multi-melta filled with 6 models with 4 meltas! eat that melta-vets!
(or the same with flamers or storm bolters pew pew)

5) give us something new to play with! make that repressor fit in the codex already! its an awesome model, make it outta nice cheap plastic too!

6) plastic box sets plox kk thx bai

And there we go, silly army list for people to play with. Hope someone has enough metal penitent engines and repentias to give it a go.

in other news

what do you guys think?  that a nice snowy base for ya?

And the mostly done section of the army... minus bases. soon i start on the large units!...

well maybe not, im eyeing up the beserkers, mite do some of them instead. or a million other things

ciao <3

Monday, September 05, 2011

"woah who are you?"

hah yeah, ive been away again, real life, and a holiday wewt wewt,  went to kalkan in turkey, was loads of fun, but thats another story for somewhere else.
but im back! and ive found some time and inspiration to get the old paintbrush out, and here are the results:
mmm shadowy.... so heres some closeups :
first, the vamp brothers, very nice and shiny in their armour, the standard for the bearer isnt finished yet, as me, being me, im no good at freehand yet and i also havent decided on what to actually put on it.....

look forward to it in the future when i become super awesome at that sort of thing....

next up, and rather blurry, is my wight king fella on foot, in his glorious greenish tint armour, helping him to stand out, and his sorta ethereal'ish blade which will ofc be a tomb blade in any army list i use him in (mmm more skellies! yes please)

im sure proper tacticians of vampire kind will say "its wasted on him, aint got a decent weapon skill or strength blah blah blah" but i like the theme of it, reminds me of that dogs of war unit from ages past (kreiger?) that had dwarf and orc and rat and elf skeletons....  cmon GW put that unit in the dogs of war section! not leopolds leapords (who wants pikemen with cat skins on their heads???)

and finally the good old cairn wraith.  Now interesting thing about this fella is that he was purchased by himself, not as part of unit which is what they have to be fielded as... until last months white dwarf!!  hero status ftw!!!   got meself an extra little hero to babysit some units and provide some nice anti-character/monster ethereal'ness (will still loose wounds due to combat resolution though... sad panda)

the sharp eyed of you, might have noticed the fella on horseback, hes the 5th member for my Black knights! wewt legal number for fielding! finally!    and hes sexier than the standard champion that GW sells today. hes a much older one, and i was lucky to find it on GW.  I bet that we get a plastic kit for Black Knights before long to give me some misery, but hey-ho  a nice anti-terrain unit (yay for unsubstantial steeds) for flank charges.

so for my vampire counts i need to 1) sort out snow bases... i really have no clue here and most how-to guides are a bit confusing, im just gonna have to wing it on one of my models for a full effect
2) paint those skellies then get em quickshade'd then get em matte varnished
3) do same with tomb guard
4)paint those fell bats (i have 8!)
5)  ?????
6) profit!

i am eyeing up a terrorgheist as a nasty rare choice, its that or some blood dragons... or the Black coach (but i might wait for some finecast on that, i had one previously and they seem a bit hard to pin.) ooh ooh and i want the old old zombie dragon, not zacharius's one, but before that. as that one is waaaay cooler..... imo. of course if there was a skeleton dragon.....  i guess i need a wight BSB too.   and more skellies and old graveguard...  ahh much to do.

anyway, its not all been Vampire counts, the other armies have been getting some love, ive assembled some deathwing characters (chaplin, librarian, bsb/belial until i buy the forgeworld parts i need) and ive made some progress on various vehicles and things ( the rhinos and some DA stuff)  still lots to do.

oh and some bad news, the magnet seller i found in the US that was selling lovely magnets seems to have gone awol, yet hes left his website up ( so im sadly waiting for my money back through paypal, and will have to source the right bits some other way (ive got loads of termies i want to magnetise.... and vehicles><)   tis a shame *sad panda*   the stuff is good, and i managed to order something from he ages ago.  so if anyone can poke him back to selling that will be good news :D


(p.s.  the new blogger interface is new)

Thursday, August 11, 2011

dirty dirty armour!

so, what do you think of progress so far on the vamps! i spent a quite a bit of time wet blend/mixing brown green and boltgun onto these models to get a nice dirty armour look

and plenty of red cloth for all!

eventually they will go dipping in some dark wash to bring out the inner skeleton in them :D

and after thats done, its a case of highlights, and snow basing.

oh and another 39 skeletons, 2 vampires, 18 grave guard, 1 cairn wraith, 1 wight king, and 10 fell bats...  fun times :D

Oh and i still need that 5th member for the knights, the vamps horsie is a good stand in for now (magnets between the mounts wewt!)

future "i want" things for this army include, the old metal zombie dragon (he looks cooler than the new or special character ones, or i might make a custom one, i remember seeing a fully bone dragon in an old white dwarf, see if i can dig it out)

more grave guard!  thats a must,  and more skeletons with lovely coffin shields.

no zombies though. i dont care if i can make em free, im a skelly man.


Wednesday, August 10, 2011

im not following the latest wd trends honest!

"where are you, and why havent you been posting pics of beserker goodness" i hear you yell in silent frustration,

well.... err yeah i havent been doing any modeling recently ><  mostly because ive been at work (40 hours of work in a week! eek!) and when i come home all tired i begin to distract myself with all things video gamey, damn that other addictive passion of mine that can be done from the comfort of a couch.

but low and behold i have done some!  modeling!  today!

now i know it doesn't look like much but there was a lots of TLC needed for these models to before priming, swapping weapons and attaching shields, pinning the odd torso and legs together to make em stay together, etc etc, i am sure you've all done that before

alas these models arent for khorne, but another bloody cult!  vampire counts! wewt wewt!  countaining the very best in skeletons and vampires, i have dug out my old collection assembled them and given them a primer, so lots of lovely painting to come i hope!   or i will probably burn myself out on the skeletons and move onto one of my other armies that lay waiting half finished, etc....

some lovely models there though, a skeleton Pegasus i found on eBay (it has a rider that's just ugly tho, so hes gone to the bitzbox) the limited edition vampire standard bearer,  some old vampires and wights, oh and 4 black knights.... yes 4 ! when 5 is the minimum unit size ><   to the shops!

anyway i am eying up my other boxes of rhinos and the primed beserkers, so hopefully they wont stay in limbo for long!  also still waiting on magnets for the termies
but i have a week!  sort of, to get some progress, finally my time at the castle will be over soon and onto new and nicer careers that don't demand such random shift patterns that mess with me.

(oh an ill be off to turkey for a holiday soon too :D)

Friday, July 29, 2011

badass psyker disapproves of head littering

haha yes, not khornite in any way *sad panda*  but its what ive been tinkering with recently, for my DA ravenwing army, i bring you!  badass librarian biker stabbing some dirty plaguebearer head with his sword, pew pew,    thanks very much grey knight bits

nb, hes missing a thumb on his left hand tho,  bit of an improv as the front bit is angled slightly,  and he can only hold it minus the thumb!    oh well, looks good on the surface, and off to join the paint queue it goes!

Thursday, July 28, 2011

eep its been 2 weeks!

and i havent posted anything!  soz bout that, but i am workin hard again, and im waiting on a few crucial things before assembly goodness

"why havent you finished painting those squads"  i hear you cry!... well i dont, but i imagine you did shout it.
well..... erm..... yeah  no excuse, im being lazy ^^

dont worry ill find some time, somewhere, somehow, somesausages..... errr yeah
anyway, blood for the blood god!

Friday, July 15, 2011

Skulls for the skull throne! kharn has arrived :D

Good news everybody!

O'rly Doctor nick?

yes.... and my names not nick!
anyway, Kharn has arrived! mr tim over at vanus temple finally finished the bugger off yesterday... and then i brought it home and fixed it a bit more.. (shh dont tell him!)  anyway here he is looking lovely:

the shoulder pad was one of the things timmy missed, gotta make sure my world eaters have worlds to eat!

The Gory axe, as meant to have a removable gore streak, but again tim disappointed me with being unable to craft one! (methinks the new Storm of Magic distracted him too much..grrrr)
So thats on the to-do list, when ive got me some spare time, and some goopy see-through stuff!  i hear tamiya makes something useful

a bit of a closer shot on the base, notice the red blood seeping out, thats me, the glow on the pistol is all tim tho, it looks wonderful!  theres some green around the eye too that i need to learn for the others

now group shot!

Everything else is still waiting for some form of paint/construction  so lots to do, and it looks like i might actually have some time to do so! the quiet no-wedding months are ahead <3


Tuesday, July 05, 2011

eeep work ahead !

so, once again i am all booked up in time at work, seriously working this much should be a crime! but some other lucky so and so's have decided to jump ship and go on holiday for the week, and the castle is so bloody busy during summer already :(

  just need to be patient and wait for august when i am off for turkey... well that is unless i get a new job at a nicer place soon!  which i just mite, phone interview thursday, fingers crossed i dont just waffle on and bore them to death over the phone :S

in more relevant news (to you anyway, you dont read this for my daily life, just the modelling goodness)  not much progress so far (i promise ill get some time for them soon.... err i hope.... maybe.... >< )


ooh before i forget, lovely tim over at the vanus temple says hes nearly finished with kharn, just some gore-modelling-issues, so i will have that to show soon :D

Friday, July 01, 2011

woops, need to post!

soo ive been very quiet recently on the blogfront, but thats just pure lazyness so bear with me as i show you some lovely new stuff ive done:

so i finished the first squad, and finished magnetizing that dozer blade, on the rhino which needs to get some primer in the near future
then i primer'd the next two squads on the block, the forgeworld ones,  lovely dragon red there

and finally ive finished off their bases, so theyre ready for drilling and then the above warriors can be mounted.

still to do: 3 more rhinos need assembling
zhufor needs his parts primed and painted, then final assembly
the other termies need assembling and i need to fix my mould for the LC
the last squad of marines needs assembling(the boltgun-chainsaw-melta-marines)
and then i need to think about buying land raiders, oblits and digging out my defiler thats hiding in the attic, who needs some extra arms (wewt wewt 4 closecombat weapons ftw!)

And that's without even touching my dark angels, which has a list that's ridiculously long but if i get inspired/bored then that's something i can get on with

Also got me a dremell, so drilling for magnets or pinning is gonna go so much faster <3   just need to be careful with resin! masks anyone?


Wednesday, June 22, 2011


Thats right! ive been modelling, and with these glue covered hands i shall show you what it is i have modeled ....

or at least i would be if the internet was behaving itself... some issue with picasa at the moment.... or possibly blogspot..

anyway hopefully more pictures later!

Edit:  hurrah it works now! goodness knows what was wrong, anyway lookie lookie ive got some spikey .. ermm... rhinookie?

hehe bad rhyming aside isnt it just wonderful! the bitspudlo dozer blade really fits the model in a chaosy not quite pre-heresey way, and the chain bits from the sprues really fit well onto it.

another thing you mite notice is the spikes sticking up out of the armour, i felt that its a much nicer way of representing chaos than the iron railings supplied, and so some quick work with a drill bit and some clippers and you get this nice random effect.
not perfect though, i would of preferred to get some stress and bending from the plastic as i pushed the drill bit through, but i didnt push too hard for fear of snapping the plastic, perhaps i will try the next one with a bit of heat applied to get that stretch, i happen to know i have a heat gun hiding in some forgotten corner somewhere.

and why did it take me so long to do this lovely tank, well heres why! magnets magnets magnets!!! i have them everywhere, just in case i want a chaos predator or if GW decides to add razorbacks to the armoury (with twin-twin-linked reaper autocannons plxkkthxbai)

anyway thats all for now, need a dremel or a right sized drill bit to help finish magnetizing the dozer,

and of course i still need to get round to priming the hell out of all my bezerkers!

Sunday, June 19, 2011


yes, ive been on holiday! all the way up to scotland for a week, was nice, lovely weather, had a house by a beach in the middle of nowhere!
anyway, back now, time to progress onto some more modelling.
and i got some dozerblades from bitspudlo for my rhinos, very nice, good quality where it counts but a lot of mini-bubbling on the bottom of the dozer, good thing that wont be looked at much.  havent got any for my DA as they dont seem right, will be getting proper forgeworld ones for them... as well as extra armour when FW gets around to re-doing the mould ¬.¬

Tuesday, June 07, 2011


so yeah, i promised i would get around to it, and heres where i am with the khorney ones

as you can see ive done 8 of the 10 so far! wewt, finish those last two an then ill start on the forgeworld ones
also a little free hand attempt at the world eater icons, its a bit naff but these guys are only tabletop standard (not that i can do any better with any consistency ='(    )
and heres one of the attempts at moulding, theyre meant to be a pair of lightning claws from the chaos lord set (finding them from bits stores is nigh impossible) but i cant seem to get the mould right, i have bubbles in the claws, and so it looks like theyve had their nails clipped. on top of that look at all that flash from the shitty moulds! gah!  one is even missing a shoulder!!!

need more silicone so i can re-do the moulds =(  so my lighning claw champion termies are gonna have to wait.