Top Stories

August 31, 2007

Heresy Era Work: Custodes, Part 1

6 comments
I decided to build a squad of the emperor's custodes for our heresy era campaign. Starting with the very nice Space Marine veteran box, I removed their guns and heads (once again, the dremel is a life saver). The head and halberd (spear) are from the fantasy high elf warrior box and the combi-bolter is off the old rhinos. The shoulderpads were beefed up with some plasticard. Throw in a dash of filing and a pinch of greenstuff and it was good to go.

I'm not sure how they should be based. Anyone have any good ideas? I'm hoping to get at least one of them painted over the long weekend.

A special request...

0 comments
If anyone out there has access to a rundown of the Apocalypse Strategic Assets, I would love to take a look. In particular, I'm trying to find out what the Marine Battle Company's "Careful Planning" strategem does.

If you have the goods, drop em in an email to the blog (see the right hand column), or feel free to use the comments.

Thanks in advance

August 29, 2007

TEASER: Age of Heresy 2.0 Formations

9 comments


I said in the earlier teaser thread, that while we were reformatting the codex and adding in all the cool stuff, I was busy adding about a dozen Apocalypse formations for all the crazy Heresy-Era modelers out there. Here is a little peak at one of the Legion formations: A Death Guard Century.

And what exactly does a Pre-Heresy Death Guard Century look like staring at you across a table top?

Like this:



Will you be ready to fight for the Warmaster or the Emperor when Apocalypse breaks? Better start painting guys!

August 27, 2007

NEWSFLASH: Apocalypse website is open

4 comments

Hi guys, I'm back from a wonderful 5-day trip, and lo and behold GW has opened up the APOCALYPSE webpage, with lots of pretty pics of things to come. Go check it out!


August 23, 2007

SIGHTING: Apoc Data Sheet Rules

11 comments
These Data Sheet rules were spotted on the 'net. Click to enlarge.

August 21, 2007

COMING SOON: Codex: Age of Heresy v2.0

16 comments

Hi everybody,


I've been heads down for a few weeks working on the next version of CODEX: Age of Heresy. (Version 2.0 now with 50% more Heresy!!!) :)


It will contain a full color hobby section, tons of new characters, an improved campaign, and several new units such as the Sisters of Silence. Here are a few teaser pictures of battles, maps, and Independent Characters to whet your appetite.





August 20, 2007

SIGHTING: Iron Warriors Baneblade

10 comments


With all the focus on the standard IG baneblade, it was refreshing to all of followers to the Ruinous Powers to get a look at this baby! It looks a combo of the Chaos Vehicle Sprue and the Baneblade kit (which may be bundled in the same box). It sure is pretty!



August 18, 2007

TACTICA: Lash of Submission (Part 2)

21 comments

My last article dealt with using Lash of Submission, so I wanted to spend some time talking about the other side of the table. How do you deal with Lash of Submission as a target. It's easy to become intimidated by Lash (it is an awesome power), but it has it's limitations.

Let me say right off the bad, I'm not writing a tactica for every army. This article is just some guidelines to get you thinking about how to deal with Lash with your own army. If you have any questions or are struggling in your games, send me a email or leave a comment and I'll work up something for you. Of course some armies (like Necrons) will have a harder time than others, but understanding how Lash works is the key to defeating it.

After all of the tips and tricks I discussed in my previous article, I'm sure you are hoping for some quick and dirty tricks to water it down. I'll save you some searching: the only way to quickly stop Lash army is getting the first turn with your own Lash army.

HOW TO COUNTER LASHAs I said earlier, the first step to beating anything is understanding it. In this section I'll break apart the power, piece by piece, and give you some ideas on countering it.

1. It's a psychic power: Things that mess up psychic powers are the lowest hanging fruit. First and foremost is the humble Psychic Hood. I predict that every tournament army that can buy one, will buy one in 2008. This also goes for abilities like Runes of Warding and Shadows of the Warp. But don't forget Shield of Faith (Sisters of Battle), Aegis (Grey Knights) and wargear like Null Rods (Inquisitors). Black Templar's vow Abhor the Witch, Destroy the Witch is fantastic. You'll also be seeing my favorite Assassin, the Culexus, more in Imperial armies.

Note: This also means that Librarians are going to be much, much more common in tournament armies. So you'll be dealing with more psychic powers in general, so a Psychic Hood is going to be an excellent addition to any army. Just keep that in mind when you build your tournament army.

2. The Sorcerer must pass a psychic test: Besides abilities like Runes of Warding and Shadows, a few armies have some units and wargear designed to make psychic tests tougher to pass. Take advantage of this. Lowering Leadership is an easy way for armies that don't have Psychic Hoods to counter Lash. The Culexus and Pariah units have Soulless and Tyranid Psychic Scream armies can make psychic tests tough (especially when combined with Shadows of the Warp).

Note: Also consider wargear and items that allow you to go after the psyker directly. The Dark Eldar's Crucible of Malediction and the Witch Hunter psychic powers Hammer of the Witches and Purgatus are both very effective. Purgatus has the added benefit of having a 24" range so few Sorcerers are going to risk getting close enough to use Lash of Submission.

3. It only works on non-vehicle units: This is going to make mechanized armies more effective, especially the thrice-damned Mech Eldar armies. Lash is just the justification they need for 3 Falcon lists. I can hear it now, "but I have to take 3 Falcons because it's the only thing I have to counter Lash of Submission!" Ugh.

So keep your units in transports and make sure you have enough vehicle based shooting to keep the pressure on the Lash army. Use empty transports to block line of sight (forcing the Chaos player to move to a place of your choosing to use his Sorcerer) and to create firing lanes so your Shooting is more effective.

The Blood Angels, Dark Angels and Chaos Space Marine codices have reduced the base price of a Rhino to 35 points. This makes them a bargain even if you don't plan on using it as a transport. For 35 points, they earn their points as mobile terrain or blocking LoS. Since they are immune to Lash, empty dedicated transports are great tools for making it tough for the Sorcerers to see your non-vehicle units. Every squad that can buy a Rhino, should buy one.

Note: In our test game (against Death Guard), the game ended in a draw thanks solely to the lowly Rhino. Bigred used his Rhinos to block my line of fire. When I destroyed them they became permanent terrain features and made it very tough for me to get a bead on his vulnerable non-vehicle units.

4. The unit has to be visible: Controlling your opponent's line of sight is critical when facing a Lash Army. Using line of sight to your advantage is a real skill and one that should be cultivated. Use your vehicles (including empty transports) and terrain to restrict your opponent's line of sight is a great tool against Lash.

Also keep in mind that close combats block line of sight to the height of the tallest model. Take advantage of units like Grey Knights and Harlequins are tough to see thanks to special abilities. Also units that can take out of sequence movements (like jetpacks and Eldar jetbikes) are good choices against Lash armies. If you can't prevent him from using Lash, don't give him many targets.

5. The range is 24": If the power has an Achilles' Heel, this is it. By closing to 24" to use the power, the Sorcerer is exposing himself to a lot of return fire (and potentially assault). Put units vulnerable to Lash further back and your vehicles forward. This forces the Sorcerer to move close to your vehicles and gives you a chance of getting close enough to him to target him.

Another great tip is to use his short range against him is to deploy your units near each other. Force him to come to your strength to use Lash. Sure he'll move one of your units, but the rest will still be in range to shoot back. Don't spread out because that will allow a fast-moving Sorcerer to pick off your units piecemeal. This has the beneficial side effect of forcing his template weapons to move, making them less accurate (in the case of the Defiler and Vindicator) or not an option to fire (e.g., the "single frequency" Blastmaster).

Note: The most common Lash tactic is to use a Sorcerer on a Bike with Lash and a screening unit of Bikes that turboboost to stay between your army and the Sorcerer. This allows the Sorcerer to benefit from the Independent Character targeting restriction and puts a hard to kill unit in front of them (T5 with a 3+ Invulnerable save). I'll give you some tips for countering this combination below.

6. Your unit is moved 2d6": That's an average of 7" and it's not affected by difficult terrain. Generally your opponent is going to bunch them up (for his template weapons) or he's going to move them closer to assault them. Know which ability is most likely to use on which unit and setup your unit appropriately.

Example 1: If you have an 8-man Devastator or Havoc squad in cover, your opponent is most likely going to move them out of the terrain and bunch them together. If you deploy your models 5" into cover and 2" apart in a long horizontal line, your opponent is going to have a hard time getting them out of the cover or bunched up if he rolls low. Don't do his job for him -- use a ruler and make sure your units are 2" apart when you deploy them.

Example 2: If your opponent is using Daemon Princes with Lash or infiltrating Chosen, he's probably going to move your advance units forward to make his assault easier. With some luck (or two Lash Princes), he can pull off a first turn assault. To counter this, don't put your non-vehicle units on the front edge of your deployment zone and put vehicles (even empty transports) on your flanks to keep his infiltrators away.

7. Dead sorcerers can't use psychic powers: It sounds obvious, but his Sorcerers (or Lash Princes) are the key to his entire army. Your opponent doesn't have a back-up plan, so if you get rid of them quickly your opponent is going to have a tough time recovering. So no matter how much of your army you have to dedicate to it, kill those Sorcerers. Kill their screening units and then kill them.

Chaos Sorcerers don't have Psychic Hoods so they are vulnerable to abilities like Mind War, Mind Worm, Vortex of Doom, and Gift of Chaos. The Sorcerer isn't immune to Instant Death, so once you kill his screening unit he's toast. Make sure that your opponent knows that getting too close to you is suicide. A strong show of shooting force may be enough to keep the Sorcerer out of Lash range, especially if you kill off his screening units.

Note: Daemon Princes with Lash will be less common because Monstrous Creatures don't benefit from the Independent Character targeting protection. But if he takes a Daemon Prince, pour all of your firepower into him. The second he pokes his nose out, target him with everything.

RECOMMENDED UNITS
Here are a few ideas for Imperial players that don't have Librarians. Any Imperial Player can add these units to their army (these are great options for IG players). But don't go crazy, you only need one of them. A serious risk of Lash-hype is going overboard countering Lash and making your army too weak.

1. The Imperial One-Two Punch (Daemonhunters Inquisitor Lord + Culexus Assassin): I recommend this unit for Imperial Guard and Inquisitorial armies. This can also be a very effective unit for Space Marine armies without LD10 Librarians (such as Dark Angels and Blood Angels). I find it strange that an Ordo Malleus Inquisitor Lord is more effective against Lash of Submission than the Ordo Hereticus Lord.

Ordo Malleus Inquisitor Lord (Psychic Hood, Emperor's Tarot, Psycannon); 152 pts.
Retinue: 3 Veteran Guardsmen, 2 MysticsCulexus Assassin; 105pts

So for 257pts (and a HQ and Elite slot) you can pretty much shut down a standard Lash army. The Psycannon prevents your opponent from turboboosting his bikes to protect his Sorcerer (it completely ignores their saves, including their armor save thanks to the poor wording of turboboosting). The Emperor's Tarot gives you a better chance of choosing who goes first (a critical choice when facing Lash armies). And the Culexus is just really, really nasty against Sorcerers.

The goal here isn't to build the most efficient Inquisitorial retinue, but to give you an option to counter Lash without completely changing your army.

Note: I don't recommend Sanctioned Pskyers or Deathwatch Librarians to counter Lash. They are nice units, but you really need a LD10 Psychic Hood. So go with an Inquisitor Lord instead.

2. Grey Knights: This is a great option when you don't have a lot of points. For 81 points, you can get a Grey Knights Brother-Captain with a Psychic Hood (for 30 more points, you can give him a Psycannon). I love this option for Dark Angels as well (he can join a Deathwing Assault unit and gives them an option for a Ld10 Psychic Hood).

The squad joined by the Grey Knights character also benefits from The Shrouding which offers some protection from Lash by making the unit tough to see.

Note: The Grey Knight Grandmaster is pretty tempting too, if you don't mind the points. Sacred Incense counters the Mark of Slaanesh, so he'll go simultaneously with the Sorcerer (or Daemon Prince) and has a good chance of taking them out with the force weapon power of his Nemesis force weapon.

3. Special Characters: You shouldn't feel any guilt about resorting to special characters to counter Lash of Submission, especially if you are using an army that has a tough time against Sorcerers. Characters like Kharn, Ahriman, Mephiston, Tigirius, and Eldrad can make short work of Lash armies.

CONCLUSION
I hope you leave this tactica with a better understanding of Lash of Submission and with some ideas on how to use the strengths of your army to conter it. Yes, it's a very versatile and dangerous psychic power, but it's not impossible to beat.

If you have any questions or thoughts, post them and I'll answer. If you face Lash, please take the time and post a comment to tell us know how it went!

August 17, 2007

Mr. Potato Head Stompa

5 comments
Here it is. The dreaded Mr. Potato Head Stompa. burna-boy over at the-waaagh.com came up with this brilliant idea.
It was a pretty simple build. Thin plasticard plates over the whole body followed with a generous application of rivets.


To keep as close to the original Mr. Potato Head look I wanted to keep a brown body. But brown paint on a stompa doesn't look right, so I tried a new technique with the rust. I think it turned out well. Expect a future blog article on painting rust in the near future.
And yes, I decided to keep the existing “butt hatch” on Mr. Potato Head for storage of the extra pieces.

As you can see, it is modular and can still use the original pieces in it. It has 2 more slots (for the ears) above the arms. I’m thinking about adding a gatling gun and a lifta-droppa arm.


Mr. Potato Head stompa had his debut last night for the weekly FlyLords game night. Everyone loved him. Some of you may remember Abe, the guy from the pic with the giant inflatable space marine from Chicago Games Day. Abe decided to pick up the stompa to take a closer look, and promptly dropped it and broke an arm. So make sure you give him a hard time if you see him.

August 16, 2007

Stompa Kit??? You make the call...

15 comments

Here is today's top story. Here we have a nice shot of 2 Stompas from the Apocalypse book. The big question is are these examples of the upcoming Stompa plastic kit or are these custom scratchbuilds?


You make the call!

August 15, 2007

NEWSFLASH: More Apocalypse Goodies

10 comments

As the big event moves ever closer, GW has released some more pics of some supplemental units being released along with Apocalypse. In particular, take a look at those Ogryns, who have not seen an update in probably 10 years.






The Hellhammer is rumored to be an urban combat variant of the Baneblade whose main gun fires at roughly 1/2 the range of the standard turret, but is higher Strenth, AP, and ignores cover!

August 14, 2007

Ork Teaser

3 comments
The orks have unearthed a relic from man's distant past. And no one expected them to do this with it...
Here are a few teaser shots from the new ork project I am working on.





August 12, 2007

TACTICA: Lash of Submission

75 comments

If you've seen the rumors (or got your hands on a copy of the Chaos Space Marine codex), then you've heard about Lash of Submission. And according to most of the forums out there, the sky is falling.

My prediction is that Lash of Submission will prove to be one of GW's most annoying and abusive powers. Since Siren has vanished, it is now the crowning jewel in the powergaming crown (right next to 3 Falcons). I predict that the "Lash Army" (Copyright 2007, Bell of Lost Souls) will replace the spot Big Bugs hold on the list of abusive tournament armies. Expect to see them on the top tables as early as Baltimore.

This article is going to discuss the finer details of using Lash of Submission and tomorrow's post is going to talk about how to minimize the effects of Lash when you face it.

WHAT IS LASH?
Last of Submission is a new psychic powers available to Chaos Sorcerers and Daemon Princes dedicated to Slaanesh. It's a particularly nasty power allowing the psyker to choose any non-vehicle unit that he can see within 24". If he passes a Psychic test, he can move that unit 2D6". After the move, the unit must take a Pinning test.

HOW TO ABUSE LASH
Those of us with a history of using the Callidus' A Word in Your Ear ability can instantly see the utility in being able to use a similar power once or twice per turn for the entire game.

Here's a few that you can expect to see:
1. Conga Line: re-arrange your opponent's unit so that models with special weapons are in front. Line them up so that each model is 2" from the next in line (toughest up front and weakest in the back). Then use weapons with short ranges (e.g., rapid-firing weapons) to pick them off. Since you can only take casualties from those in range, it's pretty easy to kill characters (e.g., heavy weapons, power fist sergeants, standard bearers, apothecaries, commissars, etc.).

Dirty Trick #1: Sniping Independent Characters is very easy with Lash. Since you can use the power on any "non-vehicle enemy unit visible" Independent Characters lose their protection against targeting. That means you can tell that pesky Librarian or Farseer to walk in front of his lines. Once he's the closest model, the rest of your army can target him!

Dirty Trick #2: Nothing prevents you from using Lash on the same unit more than once. With an average of 14" (and a maximum of 24"), this is a great way to get a unit where you really want it.

2. Group Hug: Arrange your opponent's unit into a tight circle. This allows you to completely cover the entire unit with blast weapons. Combining this group hug with Defilers, Vindicators, Blastmasters and Plasma Cannons id devastating. This is going to make expensive units like Terminators, Bikes and Assault Marines a lot less common. This is a fantastic counter to new threats like Deathwing Assault and Death Company.

Dirty Trick #3: Push a heavy weapons unit more than 6" into area terrain. Since the Lash move ignores difficult terrain and can cause pinning, this can take out heavy weapon teams for several turns as they move back into position.

3. MY Objective: Lash will allow you to move an enemy unit out of scoring range. With two Lashes you can clear two objectives. And since according to GW's terrible FAQ "transported models are not physically on the table", they can't "do anything" including holding objectives (forcing Mech armies to disembark). This makes the Lash Army the most effective army in the game for managing mission objetives.

Dirty Trick #4: Move a unit that is falling back within 6" of one of your units so they can't regroup.

4. Dangerous Terrain, anyone?: Bikes and Jump Packs are both vulnerable to Dangerous Terrain. By moving them into dangerous terrain, you force them to test at the end of the move (followed by a pinning test). Bikes are forced to take an additional Dangerous Terrain check when they move out (Jump Packs don't have to make this check).

Dirty Trick #5: Move a unit of Bikes into Dangerous Terrain. Now use Lash a second time to move them into Dangerous Terrain again. That forces two DT checks. Now on the player's turn, they have to take a third Dangerous Terrain test to leave the terrain. Nasty.

Dirty Trick #6: Move enemy units out of the area of beneficial effect (or move the beneficial effect away from the units). Eliminate the effectiveness of a Resurrection Orb, Book of St Lucius, Regimental Standard, etc. This is a great way to keep Necrons from standing back up (at least until you can Lash his Lord).

5. Feed me Seymour: Move an enemy unit into assault range. Combining this with fast or infiltrating units, you can easily get first turn assaults. Take a tooled up close combat unit (infiltrating Chosen, Winged Daemon, nasty unit in a Landraider, etc.) and move the closest enemy unit 2D6" towards them (or 4D6" if you have two Lashes).

Dirty Trick #7: Since you can use Lash on ANY non-vehicle enemy unit visible, you can use the power to push models out of close combat. Since the units aren't engaged at the beginning of the Assault phase, you can shoot and assault them. This is a much nastier version of Hit & Run.

As you can see, Lash is a pretty amazing psychic power. The only real weakness is the relatively short range. Tomorrow, I'm going to talk about how to deal with Lash as an opponent. So check back! If you are using Lash (or have had it used against you), please post a comment!

Next Time: Dealing with Lash!...

August 11, 2007

Upcoming Fall Releases

3 comments
Here is a rundown of upcoming Fall 40k Releases I dug up on the "tubes". Red are limited time "splash releases". I needed to start saving up months ago...


Upcoming Releases: Fall 2007

Release Date Product Description Price
9/3/2007


CHAOS SPACE MARINE ARMY SET $190.00



9/17/2007


CHAOS SPACE MARINES CODEX $22.00

CHAOS SPACE MARINE ATTACK SQUAD $20.00

CHAOS SPACE MARINE BATTLEFORCE (2007) $90.00

CHAOS SPACE MARINES $30.00

POSSESSED CHAOS SPACE MARINES $25.00

CHAOS SPAWN $25.00



9/24/2007


KHORNE LORD $30.00

CHAOS LORD WITH JUMP PACK $30.00

WHITE DWARF 333 $6.00

CHAOS SPACE MARINE TERMINATORS $50.00



10/1/2007


HURON BLACKHEART $34.00

CHAOS SPACE MARINE TERMINATOR LORD $20.00



10/8/2007


APOCALYPSE BIG GUN DICE $72.00

APOCALYPSE (ENGLISH) $50.00

IMPERIAL GUARD BANEBLADE $95.00

URBAN ROADS $25.00

APOCALYPSE TEMPLATES $22.00

SPACE MARINE SUPPRESSION FORCE $90.00

APOCALYSE VORTEX GRENADE TEMPLATE $10.00

SPECIAL EDITION IMPERIAL GUARD PACKPACK $95.00

APOCALYPSE DICE $12.00

ELDAR SPIRIT HOST $125.00

IMPERIAL GUARD OGRYN AUXLIA $90.00



10/15/2007


IMPERIAL GUARD OGRYN $34.00

IMPERIAL GUARD OGRYN BONE 'EAD $34.00

IMPERIAL GUARD COMMISSAR $20.00

SPACE MARINE MASTERS OF THE CHAPTER $35.00

SPACE MARINE LAND RAIDER TERMINUS PATTERN $60.00

SPACE MARINE BATTLE COMPANY $450.00

EMPEROR'S FIST TANK COMPANY $275.00

NECRON PHALANX $90.00

IMPERIAL GUARD COMPANY $350.00

DARK ELDAR SPLINTER RAID FORCE $175.00

TYRANID HIVE MIND BROOD $125.00



10/22/2007


NECRON LORD WITH RESURRECTION ORB $30.00

ELDAR WINDRIDER HOST $125.00

CHAOS TIDE OF SPAWN $110.00

IMPERIAL GUARD LEMAN RUSS SQUADRON $90.00

TAU ARMOURED INTERDICTION FORCE $90.00

EMPERORS TALON RECON GROUP $175.00

TYRANID MYCETIC ASSAULT SWARM $175.00

TAU HUNTER CADRE $350.00

ELDAR ASPECT WARRIOR ASSAULT WAVE $175.00



10/29/2007


ORK BIG MEK WITH BOSS POLE $34.00

WHITE DWARF 334 $6.00

SPACE MARINE VETERANS MKII (2007) $35.00

IMPERIAL CITY $175.00

WARHAMMER 40,000 BASING KIT $20.00

VINDICATOR LINE BREAKER SQUADRON $95.00

ELDAR CLOUDSTRIKE FORCE $90.00

IMPERIAL GUARD BASILISK BATTERY $90.00

TAU RAPID INSERTION FORCE $125.00

EMPERORS WRATH ARTILLERY COMPANY $300.00

DARK ELDAR RAVAGER TITAN HUNTERS $125.00

TYRANID ENDLESS SWARM $175.00

ORK DRED MOB $175.00

SPACE MARINES ARMOURED SPEARHEAD $175.00


August 10, 2007

Legio Ignatum Logo Sheet

3 comments



Hi Everybody, I've been going over many of the Titan legions from some of my ancient GW Epic books and picking another good looking scheme for the Loyalists. By popular request I settled on the Legio Ignatum (The Fire Wasps), with their menacing yellow and black striped carapace colors and with red/gold trim and black detail plating. So without further ado here is the link to the PDF file for the Legio Ignatum Banner/Logo sheet you can freely pull down and use:

Download Here

I created the original logos in Adobe Illustrator.

I would print out two copies on highgloss color printer paper, cuting out a pairs of banners for your titan, then glue them together to make matching double-sided banners.

Next print out a single copy on decal paper for the logos that are embossed directly onto the titan (the princeps rank badge and the titan-model badges for the lower legs.)

The sheet has instructions on where you hang them from your models but there will a bit of creativity involved in getting the top-carapace legion banners strung up. I would plan on drilling in a nice medal rod bannerpole atop the missile launcher on a reaver.

In any case, enjoy and I wish you titan fanatics the best in using this set for your forces. There will be further Titan Legions (including traitors) in the future.

-bigred

August 9, 2007

All about Tools

1 comments
Over the years we all collect an odd assortment of tools. Here are some of the ones I have and how I use them.

sand paper
I use this for so many things; smoothing out edges, rounding corners, filing the super glue off my fingers. It has almost as many uses as duck tape.




knife
If you don't know what this is for, then you need a new hobby ;)

files
A good set of files is invaluable. From making sure that leg fits on the body properly, to filing off imperial eagles, to smoothing out that excess superglue you accidentally got all over your model, nothing beats a file. Something I recently discovered is using a file to smooth out joints where two pieces of plasticard meet. It is difficult to get your angles cut correctly, but filing helps bring them together.


punch
I bought a 6 position rotating punch at the store this week. You can't beat it for making rivets of all sizes.





awl
An awl is used for making small rivets on thin plasticard. See my article on rivets for more info.

foam cutter
A hot wire foam cutter is a great tool, and its a blast to use. Most hobby stores carry them, but it is simple to make one...just don't electrocute yourself or catch your house on fire!

ott light
Before my grandmother passed away, her eyesight was getting very poor. She bought several ott lights to help her read, and gave me one of them. They put out a clean light that makes most colors stand out well. A good tool for painting.

drimmel
The handy rotary tool. These things have so many uses. I usually keep the sander attachment on. I've used it for everything from removing symbols off of pewter models to widening holes for gargant battlecannons.





jig saw
Useful for large models and terrain building. Easier to hold and less expensive than a band-saw, but not as accurate.

ruler/straight edge/ triangle
Measuring and straight lines. What more can I say?

paper cutter
Sure, it can cut paper, but it is also good a making very straight cuts in plasticard.

Masking tape
I use this for covering the edges of foam-core to keep it from fraying.

wood filler
Good for filling gaps, but mostly used for texturing buildings and roads. Hint, get the surface slightly damp before applying. It helps it spread better.

elmer's glue
I mostly save this for flocking. It's slow dry time and poor holding strength keeps it on the shelf most of the time.

super glue

It glues (almost) everything. The only time I have to switch is when I am gluing wood, or large surfaces. It's too expensive to use for more than a few drops at a time.

hot glue
I use this strictly for wood and large surfaces. It's hold isn't as good as super glue, but it is less expensive and doesn't get absorbed into the wood like superglue.




sharpie
I don't use this often, but it does help on cutting out shapes. For example, if I have a pipe that I want to put a plasticard cap on. I will mark the outside of the pipe, then firmly press the plasticard on the end. This will leave a mark on the plasticard and leave me a guide for cutting it. After it is glued on, I can file down the edges for a nice fit.

pencil
The humble pencil. This, used with the ruler. keeps your edges straight and your corners crisp. Always mark every cut! Even on ork vehicles, you don't want a large gap or poorly connected joints that will break apart easily.


This list is by no means complete. And I'm sure I have left some obvious tools out. What tools do you use and how do you use them?

NEWSFLASH: Yet more Apocalypse Releases!

2 comments
And the Apocalypse kits just keep on coming...




I never thought I would ever see a Space Marine Battle Company kit (thats over 100 marines and 9 tranports folks) but there it is! That Tau Rapid Insertion Force looks like it means business too.
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