Wednesday, December 31, 2008

40k Apocalypse: Deathstrike Missile Conversion


Here's a New Year's Eve present from a friend of mine who goes by TwilightWalker when he posts comments here on Bell Of Lost Souls. He's an avid hobbyist who just started with 40K about nine months ago. In that short time he's ramped up his skills to veteran level, assembling and painting all manner of models including some rather large Forge World flyers for his Tau army. His latest project, the Deathstrike Missile Launcher shown below, was built in just a few hours, much of it right before my eyes. I liked it so much I felt I had to share it with you. Many thanks to TwilightWalker for all the great work-in-progress photographs and for allowing me to share this fun project with the hobby community.

The model shown below was built from a GW Imperial Guard Basilisk model and a NASA Space Shuttle kit. Only the fuel tank and solid rocket booster section of the Space Shuttle was used. The launch rail was built from sprue left over from the Basilisk. The work in progress shots below should give you an idea of the steps involved. Note that the fins on the rocket are in a different position in one of the photos than they are on the finished project. I included this to show how experimentation and review are part of the process on a conversion project like this one. As I do with many of my conversions done at the Battle Bunker, TwilightWalker also asked for some input and opinions from friends on various aspects of the project in its early stages, then finished it up once he had a direction with which he was satisfied. I hope you enjoy seeing this as much as I did. It is really cool, right down to the airbrushed paint job.

Rules for the Deathstrike Missile can be found in the Bell Of Lost Souls Lords of Battle download. If you take a look at those rules, I suspect there will be a few more Apocalypse fans out there building Death Strike Missile Launchers as well. Happy New Year!








TUTORIAL: Magnetic weapon swaps

Lately, Games Workshop has started putting more and more weapon options on their 40k and Fantasy sprues. This is a good thing. But having to decide which weapon you want can be frustrating. Fortunately we have a cool little thing called magnets. This article is a brief tutorial on using magnets for weapon swaps.
For this conversion, you will need the model (obviously), small magnets and some nails. I chose #3 carpet nails as they have a large flat head and are very short. It is important that you use nails made from iron (or one of it's alloys), so the magnets will stick to it. It is a good idea to bring a magnet to the store with you to test with.
For this example, I am using the Black Reach Terminators and some thunder hammer/storm shields I picked up from eBay.
Start off by drilling a hole in either side where the arms go. The hole should be slightly larger than the diameter of the nails. I used a 5/64" bit
Next, place the nail into the hole. If it is not flush against the body of the model, you may need to file it down some.

The magnets I am using a 1/8" wide. So, I used a 1/8" bit and put a hole in the arm. It is very important to go slowly on this. If you drill too deep, your magnet will sit too far in and will not be able to make contact with the metal nail in the terminator body. It may take a few attempts to get the correct depth.
Once the magnet fits snug, glue it in place.
After you have placed magnets in the various arm options, you will be able to easily swap between then.

EPIC BATTLE REPORT: Space Wolves vs IG



A guest article by Australia's: GR00V3R

If you’ve been following my series on Epic:Armageddon, you’ll have at least a passing familiarity with the game--enough so that you can read and enjoy a battle report. To that end, this post describes a great battle fought between Kim and Mark, who pitted a traitorous Planetary Defence Force against the marines of the Space Wolves chapter.

In Epic:Armageddon, the Warhammer 40,000 “fluff” really comes alive. Space Marines, while few in number compared with the teeming billions of the Imperial Guard, nevertheless strike hard and fast, and can take a terrible pounding yet still fight effectively—a skilled commander can use this to surmount seemingly impossible odds. The Guard, meanwhile, bring both large numbers of low-cost troops and some absolutely massive firepower.

The Forces
For this 3,000-point battle, the Planetary Defence Force (PDF) player applied the Guard’s strengths by fielding a combination of massed infantry (three companies) and some really, really big guns (super-heavies), backed up by cavalry, artillery and air support.


The traitorous Planetary Defence Force: Five Super-Heavies is a whole lot of boom-boom

The Space Wolves played to the marines’ strengths by fielding a combined-arms force consisting of a full Battle company, two Scout detachments, Land Raiders, Whirlwinds for short-range artillery support, Bikes, and two Land Speeder detachments. A Thunderhawk gunship completes the army by providing mobility.


The mighty Space Wolves

(Sorry...no Titans yet. I’m saving discussion of Titans for next year.)

Deployment
Both players placed their objectives. Mark deliberately tried to put his objective markers in the open as Kim’s large formations can be difficult to shift when they’re in cover.

The Space Wolves player garrisoned two Scout detachments very far forward, including one squad with sniper riffles, while Kim garrisoned one formation of Guardsmen forward on her left flank, overlooking the nearby objective.


Mark and Kim deploy their forces

Turn 1
The Space Wolves won the initiative, and their opening gambit was to perform an aerial assault against the traitor PDF’s Vultures. A combined-arms task force of Assault and Devastator marines poured out of the Thunderhawk to attack the traitor aircraft. Although the task force successfully destroyed the Vultures, the Thunderhawk then came under sustained fire from the Shadowswords parked nearby and was destroyed. Oooouch! (There was some solace for Mark, however, in that his marines formations suffered relatively few casualties despite being out in the open for the rest of the turn.)


A Space Wolves task force assaults the traitor PDF’s Vultures

The Space Wolves followed-up on the assault by moving forward en masse, threatening Kim’s Baneblades and attempting to distract her from the marines in the open by presenting a plethora of targets.

On the far flank, the Scout marines were charged by a formation of Rough Riders. Thanks to their overwatch fire killing the Commissar (and some serious luck), the Scouts managed to draw the initial round of combat. The Scouts then managed to destroy a Rough Rider stand in the resulting follow-up round, eliminating the cavalry’s outnumbering advantage to cling to a draw. A rare third round of combat was then fought, in which the uncannily lucky Scouts managed to wipe out the Rough Riders formation completely.


The dust settles at the end of Turn 1

Turn 2
Mark’s Space Wolves again won the initiative and pressed Kim’s right-hand flank. Land Speeders advanced to fire upon the Baneblades, destroying one with a critical hit, and then provided supporting fire for a formation of Biker marines that engaged the Baneblades. While the Commissar made a good accounting of himself, destroying one Biker stand, the Baneblade crews nevertheless broke under the pressure, leaving the Commissar’s tank as the sole survivor.


Bikes supported by Land Speeders assault a Shadowsword

Kim’s Shadowswords advanced, wanting a taste of the Land Raiders, but could not find a line of fire, and so had to make do with destroying a stand of marines.

The Space Wolves retaliated by firing upon the not-yet-activated Shadowsword. Having put a blast marker on the super-heavy tank, Mark retained and ordered his Assault marines to engage, and they managed to destroy the Shadowsword in the combat resolution.


The smoke clears at the end of turn 2

Turn 3
The Space Wolves attempted to clear the PDF infantry from the center of the battlefield, while the Biker marines claimed the PDF “blitz” objective and the Whirlwinds combined with the Land Raiders to break the Manticores. Elsewhere, the Land Speeders advanced upon the PDF’s Regimental HQ formation to support in a combined-arms assault against it, but were met by vigorous suppressing fire and all but destroyed--a single broken Land Speeder remained and withdrew.

A PDF infantry company managed to break through the Space Wolves lines, preventing them from claiming the They Shall Not Pass victory condition, and also contested their own “blitz” objective with a formation of Rough Riders. This denied the marines their Blitzkrieg victory condition.

At the end of the third turn, the score was Space Wolves 0, Traitor PDF 0, and so a fourth turn was played.


The opposing forces survive turn 3 to fight turn 4

Turn 4
CARNAGE!

The traitorous PDF forces--gaining the initiative for the first time--unleashed a rain of fire upon the marines contesting the PDF “blitz” objective, and also managed to destroy one of the nearby Biker stands. Kim successfully retained the initiative to engage the outnumbered Tactical marines with her Rough Riders and showed no mercy, destroying them utterly.

Facing three large infantry formations, things looked dire for the Space Wolves. The success or failure of Mark’s next orders would bring them victory or abject defeat.

Gritting his teeth, the Space Wolves commander ordered the Whirlwinds to open fire upon the nearest infantry company--and got lucky. The Whirlwind bombardment exacted high casualties, and broke the target formation, forcing Kim to withdraw them to the only space she could find that was outside any enemy formation’s 15cm kill-zone.

The remaining Shadowsword opened up upon the Land Raiders, destroying one; the stalwart Land Raider crews returned fire, however, damaging the super-heavy unit.

The Space Wolves Devastator detachment advanced and fired upon the PDF infantry company holding the town in the centre of the table. The Devastator marines performed above-and-beyond, destroying a fistful of PDF infantry stands and breaking the formation.

The PDF infantry found themselves with nowhere to run. With Space Wolves on all sides, there was no place to which Kim could withdraw the formation, and so they all perished in the crossfire.


Nowhere to run

Now the Space Wolves commander saw an opportunity for victory. The last remaining Land Speeder had rallied at the end of the previous turn, and so he ordered it to advance to claim an undefended objective. Similarly, the sole surviving Assault marines stand had also rallied, and so was able to capture another undefended objective.

The combination of objectives held gave the Space Wolves both the Take and Hold and Defend The Flag victory conditions, making the final score Space Wolves 2, Traitor PDF 0.


Victory for the Space Wolves!

Special thanks to Mark Logue, not only for playing the original game with Kim, but also for providing these great images of his miniatures in action.

~Bigred here. As usual, lets give it up for GR00V3R for continuing to crank out these Epic pieces. I can almost feel the tension in the air for the upcoming article covering titans. Have at it guys.

Tuesday, December 30, 2008

BoLS Polls: Apocalypse Wishes



Hi all,

Lets step back and have a purely fun poll today as we work our way towards New Years.

2007 was the year Games Workshop rolled the dice with Apocalypse and big kits (the Baneblade). It could have all gone horribly wrong, but apparently was a big seller.

Now we see 2 "big kit" releases in 2009 with the Shadowsword/Variant kit and the Stompa. GW is apparently confident enough to not only expand the Imperial superheavy line but move into xenos territory.

So lets blow this thing wide open and see what the community really wants in future Apoc kits.

~You guys know the drill. Poll, right column, attack! Select the TOP 3 Apocalypse kits you would most like to see for 40k. Lets hear why in the comments or tell us what you would want if I didn't include it. Who knows, someone at Games Workshop may be watching...

VOTES RESULTS UPDATE:
Thunderhawk: 2550
Warhound: 2545
Thunderbolt: 1321
Revenant: 986
Scorpion: 695
Fighta-bomma: 691
Heirophant: 682
Brass Scorpion: 666 (ohhhh, spooky)
Trygon: 613

Monday, December 29, 2008

Happy Holidays!!! Goatboy's 40k Thoughts for the week!



Let me start this by saying, yes I know two missions are based off of troops. I know that in 5th Edition the only units that can score are troops. I also know that it seems Games Workshop has pushed the whole, “The grunts are the meat of any army”… I know all of this.

So why do I think troops suck? It just comes down to the fact that you never get enough back to cover their cost to your army and its overall killing ability.

But Goatboy, troops are just there to score, they are not there to kill, killing is bad. See, there is the problem in a lot of the way people play 5th edition. This is a game of brutal conflict. So why would you bring subpar units to a battle. If you have the options, wouldn’t you always want to bring the most bad ass unit you can? (This is about tournament play, not have a good time rolling dice on a Thursday at the local Game store, which I enjoy and throw down with funky armies)

Let’s take a look at the 3 different missions that show up at your local tournament.

Mission one: Seize Ground.

This mission will have up to 5 objectives you can get. So that must mean you have to have at least 5 troop choices because if not, you don’t win because you have to get all 5!

No you don’t, you really only need two. The other 3 can be contested by any of your other badass units. Keeping your opponent from scoring is just as important as scoring one. In fact, most of the time it is more important then the one you are scoring.

Two small squads of regular dudes can do just as well and get on the objective and fall down as they get shot at. Cover saves are everywhere, and if you they are hiding on the ground, picking flowers, you get a +1 to your cover save. And we all know 3+ invulnerable saves are a pain in the butt to get rid of.

Also, if your opponent has loaded up on troops, and you brought the pain with better killers then in reality you will be making your opponent back pedal as they try to get away from all the death you will bring down on their heads. Pushing your opponent back just lets you keep your two objectives and make them concentrate on the incoming doom that awaits them.



Mission two: Capture and Control

This mission only has two objectives. It is also the one everyone thinks will just be a tie fest, as they site there and just take crappy pot shots at each other.

With your tweaked towards killing army, you should be able to hold your one objective as well as move forward to go and contest your opponents. If they are trying to deal with your hard units in their face, your small little flower pickers will be safe to drink tea and discuss the local flora and fauna.

If you have a troop choice that can speed around, then during the last turns (5, 6, 7 etc) shoot towards the objective, hope for a tank shock and bask in your awesome 40k tactics.

Mission three: Annihilation

Hrm, a mission that is won by killing people. I think if your army is designed around smacking your opponent around then this mission is right up your alley. There isn't a whole lot I have explain about this mission other then just kill your opponent.

Usually when you have a more elite styled army, you most likely will have lower kill points, and thus have the advantage versus any troop heavy army you might see. You take that advantage and run with it, as you try to pinpoint on easier to kill units that you can easily tally up the kill points.

Now of course if you have good troop choices, then this whole entire article might be a moot point for you. That is why some armies seem to have an advantage during 5th tournaments, as their troops are much better then other armies. They have a high potential as a threat beyond their ability to hold some junk on a terminator base. Either they are cheap as hell (orks) or have a large amount of abilities that allows them to “cheat” (marines, chaos, sisters, etc).

Should you only play the armies with awesome troops? Hell no. I just don’t want people to hamper themselves by only thinking in one general direction. Yes “troops” are more important now, but they are not the backbone of your army. They are just there for whatever specific role you need them. If they are pretty sucky, let them lay down on an objective. If they actually can do some damage, throw them at your opponent and make them wish you just stayed back and talked with your other troops about how pretty the flower looks against their bloody chain sword.

In conclusion, troops are needed to win, but just don’t look at them as the only avenue to winning. All the other bits and pieces of your army are in most ways, more important because they are the meat and bones of your dice fearing force. Your assault terminators, dreadnoughts, aspect warriors, nobz, etc are what will make your opponent curse you as well as worry about how many armor saves they might have to make.

If you have any questions, or want me to check out any lists you are thinking of throwing down, email me at GoatboyBOLS@gmail.com

If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

NEWS: 40k & Fantasy Q1 Releases




Hi guys,

Here is the latest info we have on the next few months releases. Enjoy.

Product Name
Contents
Date
Price
ORK NOBZ
5 Models
3-Jan
$25.00
ORK BATTLEWAGON
1 Model
3-Jan
$50.00
KAPTIN BADRUKK
1 Model
3-Jan
$20.00
BOSS SNIKROT
1 Model
3-Jan
$15.00
ORK STORMBOYZ
5 Models
17-Jan
$25.00
ORK GRETCHIN
11 Models
17-Jan
$15.00
BOSS ZAGSTRUK
1 Model
17-Jan
$20.00
DARK ELF DREADLORD ON DARK STEED
1 Model
17-Jan
$22.00
DARK ELF DREADLORD WITH GREAT WEAPON
1 Model
17-Jan
$15.00
DARK ELF DREADLORD WITH ADDITIONAL HAND WEAPON
1 Model
17-Jan
$15.00
DARK ELF DREADLORD WITH HAND WEAPON
1 Model
17-Jan
$15.00
LIZARDMEN SCAR VETERAN WITH ARMY STANDARD
1 Model
7-Feb
$15.00
CHAKAX, ETERNITY WARDEN
1 Model
7-Feb
$15.00
LIZARDMEN ARMY BOOK
96 Page Book
7-Feb
$25.00
LIZARDMEN STEGADON
1 Model
7-Feb
$40.00
LIZARDMEN TEMPLE GUARD
10 Models
7-Feb
$25.00
LIZARDMEN KROXIGOR
1 Model
7-Feb
$20.00
TIKTAQ’TO, MASTER OF SKIES
1 Model
21-Feb
$17.00
LIZARDMEN TERRADON RIDER
1 Model
21-Feb
$17.00
SPACE MARINE CASUALTIES
3 Models
21-Feb
$20.00
LIZARDMEN BATTALION
50 Models
21-Feb
$90.00
LIZARDMEN RAZORDON HUNTING PACK
4 Models
21-Feb
$22.00
IMPERIAL GUARD SHADOWSWORD / STORMLORD
1 Model
7-Mar
$95.00
ORK STOMPA
1 Model
7-Mar
$95.00


~There is nothing unexpected on this list, just further confirmation of stuff we've already seen plus dates and prices. As always lots of this stuff may change, and there are certainly more items coming down the pipe. I would not consider this a complete list. Still... STOMPA!!!

Sunday, December 28, 2008

TERRAIN: Wreck Dioramas







Hi everybody,

I have a little terrain project for you today. If you're like me after collecting and painting for several years, you end up with a ton of leftover parts and bits that start to take on a life of their own in your hobby room. There is also the issue of wear and tear from standard play, and lets face it...accidents happen.

In my case years back I had a perfectly good urban painted Tau Devilfish that ended up in a chair and got sat on...crunch! The damage was severe and I just threw it into my bitz box and forgot about it.

As I sat around this holiday season, I got some inspiration. I have always been fascinated by images of nature reclaiming man-made items like these. I find something haunting about them. I glanced over at my bitz box and put two and two together... it was off to dioramaville!





The thing I really like about doing little dioramas like these is the "atmosphere" they add to your 40k games. It gives you a chance to relax, experiment with painting and conversion techniques in a "safe" way that isn't going into your tabletop army, and they make great objectives as well.

The basics of this diorama are the smashed Devilfish, a $5 6-inch circular plaque, some cork, and a lot of drywall spackle and drybrushing. The project proceeded in several phases of first building up the base, followed by solidly mounting the wrecked devilfish to it with screws, followed by heavy application to the spackle to "embed" the wreckage into the base.

I then did a series of base coats to the terrain, followed by heavy inking and washes applied to both the wreck and the base to tie them together visually. Gravel was glued on and heavy drybrush blending from the ground color up to white were applied in progressive layers to the wreck. The goal was to give it a wind-blasted appearance that looks like it has begun to dissapear into the terrain visually. Finally staticgrass was applied into a variety of areas of both the base and little recessed pockets of the wreck to give that "reclaimed by nature" effect.








The total time was about 2 days including the drying time from the various washes. All in all a quite simple project. I plan on making a set of these (not all this big) and using them for objectives. If you guys have extra bitz lying around and want a little painting diversion, give a wreck diorama a try. Its great fun, and there is someting theraputic about taking drills, pliers and power tools to the plastic to make it realistically "damaged".

~What crazy projects are you working on? If you all have any cool little side projects or objectives post them up. As usual, comments are welcome.

Saturday, December 27, 2008

Saturday Omnibus December 27th 2008


Hi guys, a couple of items this holiday weekend.


Lizardmen Advanced Orders
The Lizardmen February releases are starting to appear on the GW site for pre-orders. The also provide a ton move pictures of the kits and more details on them.

Lizardmen Army Book
Stegadon
Saurus Temple Guard
Chakax, The Eternity Warden
Kroxigors

Facebook Connect Enabled
BoLS now has a presence on Facebook. We have enabled Facebook Connect with our Disqus commenting system and added a BoLS RSS page on Facebook itself. What does this mean you ask? It means that any of you Facebook users can now leave comments with your Facebook login info. Run a Facebook search for "Bell of Lost Souls" and see what happens. Pretty cool.

~That Stegadon Kit looks like it comes with a ton of options and extra bits. As for the Facebook Connect commenting, you Facebook users should try it out. It will place a little "f" icon in the corner of your comments avatar so everyone knows where you came from. Have a good weekend guys!

Friday, December 26, 2008

TUTORIAL: Snow Basing



Snow Bases; A guest tutorial by Bushido Red Panda.

I decided to do the tutorial using my Templar Venerable Dreadnought as it was a very large and already somewhat scenic base. The first step after primer is to put the base colors on the parts of the base that will be showing some after the snow is applied. Here I used Adeptus Battlegrey, then Fortress Grey, then skull white drybrushed onto the edges.





The next step is to put a base coat of white on the parts of the base that will have the snow. I use Van Gogh or Liquitex 'Titanium' white high pigment acrylic and a single coat is enough to get the desired coverage. This helps the thinner snow areas to show brighter. It also helps when applying the snow itself to be sure you get it where you want it. I also like to leave the crevasses darker so they show right later as well.





That is all the prep the base needs before applying the snow. To make the snow itself requires water, standard Elmer's school glue, and baking soda. I also like to add some more high pigment white paint to prevent any yellowing, though it requires a bit more caution to be sure you keep it away from the important parts of the model it seems to work well. The mix is approximately 4 parts baking soda, 3 parts water, 2 parts glue, and about a half teaspoon or so of the white acrylic.





It should end up somewhere between the consistency of cream of wheat and a soft frosting. I use an old brush that I've cut into something of a flat edge on one side to apply the paste. I tend to do mix it more on the liquid side, it will settle in time and you can use the thicker part of the mix to build up mounds.





Once it is spread as you want it, it can be set aside to dry. I used my laptop fan to speed up the process in this case. Once it has dried and settled, you can add additional mix (it will stay liquid for some time with some additional mixing) where you feel it is needed. I also used a sharp sculpting too along the feet of the dread while it was setting to show the dreads impression on the snow.





Once I have the snow dried in the shape I wish, I go back over and touch up the model's feet and the sides of the stone still showing. I also mixed a very thin fortress gray and went back over the crevasses and around the feet with a super fine brush to give some shading.





I went over the snow parts with a thinned titanium white to make the snow a bit more white. You can do this as much as you want to bring the snow out. Some other small touch ups and the model's ready to join the snow ball fight.



~Bigred here. OK everybody, lets raid the kitchen and utility room for supplies and get cracking. Lets see if we can make 2009 the year of the snow based army! comments are welcome, and be sure to visit Bushido Red Panda's blog for more pics of the Dread.

Thursday, December 25, 2008

BATTLE REPORT: Mega-battle Olney

Ancient Egyptian themed Thousand Sons Obliterator conversion
Welcome to the Games Workshop Olney, MD, store opening event recap. First, let me say thank you to all of the Bell Of Lost Souls readers and their friends who turned out on December 20 to make the store's opening weekend a success. You were numerous! Also, many thanks to the GW management and staff of the Olney store for providing all of us customers with so much fun. Here's a summary of the day's events, the highlight being a battle report with pictures.

When I arrived at the store a little before opening to get set up for the model display and Brass Scorpion building I was scheduled to provide there were already customers waiting outside the door. GW fans are enthusiastic for sure! The store opened at noon and filled with customers rather quickly and stayed fairly busy till near closing at 9 PM. There were prize raffles on the hour throughout the day. The hobby table was full all day with people building and painting models. I had lots of company while I built the store's Brass Scorpion and then painted some of my own models after. The mega-battle began at about 4 PM and lasted till about 7 PM.

The following battle report with photographs of the first ever Apocalypse 40K mega-battle to be fought at the new Games Workshop store in Olney, Maryland, was kindly supplied by the Bell Of Lost Souls reader known as Blue Phoenix. On behalf of the Fly Lords and all of our readers, thanks to Blue Phoenix for taking the time and effort to supply such thorough coverage of the event. Enjoy!

Apocalypse Battle Report:

Forces of Chaos included: Nurgle, Khorne, and Tzeentch powers of Chaos; Tau; Eldar; Tyranids; Necrons; Orks
Highlight disorder units: 2 Brass Scorpions

Forces of Order: several Space Marine chapters, Deathwing and Ravenwing, Imperial Guard
Highlight order units: Shadowsword, Marneus Calgar, Belial (Master of the Deathwing), Azrael (Dark Angels chapter master)

First turn was decided by a Waaagh! off, both sides tied the intial exchange, so it was down to the commanders, with disorder coming out ahead.

The left half of the Chaos side advanced at full speed, with orks, the 2 scorpions, some scarabs and gaunts/rippers leading the charge. The right half was an armored advance, exchanging shells and lasfire with the tank company that had set up opposite.

The first turn of Chaos shooting saw Calgar's land raider destroyed, and the hero then valiantly assaulted the tide of orks heading towards him, only to be ambushed and from behind by genestealers.

Tanks were exploding on both sides, but with order taking the most casualties.

As the game progressed, both order and disorder held an objective, but the order objective was still contested, while the disorder objective was not.

Turn 3 saw the demise of Calgar by a Daemon Prince of Nurgle, after his squad was ripped apart by the outflanking genestealers (see picture 2 below, the model with the yellow shoulder pad is Calgar).

Turn three also saw heavy Tau and Ork losses, as well as many Space Marine losses to close combat.

The order side would not go down without a fight and threw everything it had into taking the right objective that was contested, and eliminating the disorder commander (Daemon Prince of Tzeentch).

Turn four saw the Brass Scorpions engaging the two Baneblades, eviscerating them in a spray of molten brass and flying shards of metal.

The Necron warriors and Termagaunts consolidated around the Chaos objective, but after running out of enemies to kill, the Brass Scorpions descended on their own side, obliterating an entire ripper swarm and casuing heavy losses to the Termagaunt and Warrior squads.

The end of the game saw a victory by the forces of disorder, having one objective, contesting the other, and having killed the enemy commander, while having their commander still alive.

























The new Olney GW store is relatively spacious and comfortable and I urge anyone who is able to check it out to do so if they get the chance. Thanks again to our many readers who supported this event and for being so nice. Several of you introduced yourselves to me throughout the day and it was a pleasure meeting so many friendly hobbyists. I hope you enjoyed the day as much as I did.

Here's wishing everyone a fun, safe holiday season. Here are a couple extra tidbits for you to enjoy. Here's a link to some amazingly well painted models from the Polish Golden Demons. Also, several of the new Lizard Men kits are available for Advance Order now and you can see pictures of those here.

Note: The photo at top is of one of the ancient Egyptian themed Thousand Sons Obliterator conversions of a friend who's army was featured on the GW website in photos from the last Grand Tournament. You can see those pictures of his army here.

Merry Christmas!


Best wishes and may you all have a Merry Holiday Season!

~Open Holiday thread. What did Santa bring you?

Wednesday, December 24, 2008

40k SNEAK PEEK: The Ork Stompa is Nigh!



UPDATE: These two Images provided by GW via their latest newsletter.

3rd Image brought to the community by: http://www.tinbitz.de/ and Warseer.

All hail the Mighty Stompa! The Time of Ending is Nigh!


~I'm hearing a release price of $95 USD and a release date of the 2nd week in March. Have at it guys!

Adeptus Mechanicus Logo Sheet


"When uttering the incantation, mark well that the rod is upon and not within the intake. The second incantation should not be uttered until all the fumes have come forth, then the way shall be clear for the sacred words to penetrate unto the heart of the engine. If the mounting be hot say the third rune, if it be cold the fourth rune is more appropriate. For then the wrath of the engine will be aroused..." ~The Book of Five Runes

You have been asking for these for a long time guys and I present them to you as a BoLS Christmas gift. The Adeptus Mechanicus are one of the central organizations of the 40k universe yet we have never had decals to help out the hobbyist struggling with their maddeningly complex logo. These logos can be used across thet Imperium for everything from Titans, to Baneblades, to Land Raiders, to Tarantula platforms and everything in between. If you have a piece of Imperial "high technology" its a good bet there could be a Mechanicus logo on it somewhere. I'm also thinking that a lot of the bigger Imperial machines from the Lords of Battle mini-dex would look great dressed up with these logos. I've also included some Mechanicus "sect logos" to further accessorize your models. All Praise the Omnissiah! Enjoy guys.


Here is the link to the PDF file for the logo sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on decal printer paper which is easily available online. These decals are designed for the WHITE or CLEAR decal paper. The procedure is as follows:

WHITE PAPER: The decals need to be cut out carefully and can be applied to any colored surface. They are opaque, so the contrasty colors of the logo will be easily visible. The procedure for applying the decals is to get them on and let them fully dry. Now paint in any touchups with either the background color around the logo where needed. It is odd, but gets the job done.

CLEAR PAPER: The decals will be transparent on the white areas, so they will need to be applied to a white or light colored background (like a silver). The advantage of this route is you dont have to cut them out exactly.

Click here for a detailed Custom Decal Tutorial

This sheet is sized for superheavy vehicles up towards the top and scales down to standard model size towards the middle of the sheet. I have included the standard black and white logo as well as three "Mechanicum sect" logos for to differentiate your models. Remember that you can use mechanicum logos to dress up any model that is a "high technology" piece of Imperial equipment, so these logos should be useful to a wide array of 40k modelers. Please make sure you run off a test sheet first on your printer to make sure.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do.

Merry Christmas guys! You have been waiting for this logo sheet for a very long time so I wanted to take some time and knock out a good one. As for the "sect logos" towards the bottom, you will have to read Mechanicum to figure out who some of the various logos belong to.

Tuesday, December 23, 2008

40K SNEAK PEEK: Forgeworld Vraks III Goodies




Two yummy holiday goodies unveiled by Forgeworld today. Both of these appear to be for the upcoming Siege of Vraks: Part 3 and are available for pre-order now.

Valdor Tank Hunter; a Malcador variant with beta rules here.

Inquisitor Hector Rex and Retinue.

~I'm intrigued by the neutron laser rules for the Valdor. I think FW has done a decent job with the Malcador rules so far by making the vehicles potent but obviously obsolete and better-left mothballed for times of dire need. As for Hector Rex, I always liked the little thankless jobs some folks get in the 40k universe like the scabbard holder dude. Did the Dark Angels let that little guy get out? Someone should call them to come pick him up.

PAINTING: Holiday Templars in 30 Days







Everyone loves a challenge, and here in Austin we recently had a few brave folks volunteer to paint up an entire 2000pt army in 30 days! At the end of the month, only 4 succeeded and here is one of those brave finalists: The Christmas Black Templars.

Not only did Bushido Red Panda, crank out this great looking army in 30 days, he did them up in snow bases (expect a tutorial on that later), and a great holiday theme, complete with glowing Christmas lights and wreaths. I'll let Panda tell you how he did it in his own words:

To Build a One Month Crusade
I was sure to have everything built correctly and primed before the start date. I wrote myself a schedule of what I wanted to have done each week and stuck with it most of the time. Even going so far as packing up my painting supplies and bringing it with me while traveling for Thanksgiving. I was also sure to have my brushes well stocked in case I needed some replacements. I used some suggestions from other painters on how to do white as quickly as possible and decided to use some high pigment Van Gogh 'Titanium white'. This meant I could cover the black in 3 coats instead of who knows how many with GW white. From that point I just had to put on some good music and stay focused. Also thanks to my wife who let me spend every second of free time working on them. In the beginning, I was having some trouble deciding on a basing type, as well as something that would make the army more personal. I had already started the challenge and needed something fast. I'd always wanted to do snow bases and as the holidays were coming quick, it all clicked at once.

Holiday Cheer
I wanted to keep the army clean and planned to do most of the holiday mods on the Land Raiders and not so much on the individual infantry models themselves. I found some tiny Christmas lights (complete with attached battery pack and switch) and some "wreath" wire which were originally meant for the tiny model towns for the land raiders. Also originally meant for the tiny model towns, some small snow-covered trees, to which I glued some small colored beads as ornaments. My wife made some garland out of the same beads and some fishing line for the birches on the display board. After the contest ended, I also added some holiday themed squad markings on each of the crusader marines backpacks.

~I hope you all enjoy the army as we quickly approach Christmas. Go check out Bushido Red Panda's blog for even more info and pics on his Christmas Crusade. I have a feeling these guys really mean it when they say "So Be Good for Goodness Sake"!

Monday, December 22, 2008

40k RUMORS: IG Rumblings: Part 3



Hi everybody,

Word on the wind this cold December morning says:

Codex
The Imperial Guard Codex is slated for release in the first week of May.

There is a new HQ choice referred to as a "Fleet Officer". This fine chap gives you access to different types of orbital bombardments every turn. There are other officer "types" to select from that give other abilites including a Commissar Lord.

Models
New Commissar Lord is available as a new HQ choice with dual models.

Plastic Command Squads; Cadians and Catachans are said to both be getting plastic command squads.

Infantry Squad Recuts; Infantry boxes are rumored to be repackaged as 2 sprues containing eight guardsmen and a single heavy weapon team in each box; similar to what was done to the Eldar Guardian kits.

Plastic Stormtroopers are on the way.

Plastic Valkyrie is on the way. This is said to be a transport option for the Stormtroopers and possibly other select squads. Kits have been visually spotted. The Valkyrie will be interesting as it is said to be a skimmer only in the codex. The idea is that flyers never exist in "straight 40k" so the Valkyrie keeps its flyer/skimmer modes as published only in Apocalypse. Price is said to be £35/US$50, and the kit is fairly large (roughly Land Raider sized)

~Wow! Standard caveats apply as always folks, but something tells me the Marines and the Greenskins are going to get a run for their money come Spring. I'm particularly intrigued by the different officers for IG armies and their special abilities. That makes me wonder if they are going to use that mechanic to introduce different things like Artillery officer, Armoured officer, or the like to give the monolithic IG army some flavor if doctrines are removed???

Sunday, December 21, 2008

INTERVIEW: Graham McNeill


~A guest interview by The Gaming Kingdom's: Kris Sherriff

Another exclusive for us here at the Gaming Kingdom we managed to get an interview with author Graham McNeill. So without beating around the bush for too long, lets get right to the interview.

KS: Hi, Graham and thanks for answering a few questions for us. So a stock question to start us off, do you remember what it was that attracted you to the Wargaming hobby and do you have a preferred system/background?


GM: I first got into the hobby via the old ‘Choose Your Own Adventure’ books, and I still have my battered copy of The Warlock of Firetop Mountain on my shelves to remind me. I collected and played all of them, before graduating to role-playing, where I spent altogether far too much time developing worlds and characters and plots. My players never got to see or interact with a lot of these, but they made the world seem more real to me and, by extension, them. As the adventures I wrote became more ambitious in their scale I needed a system of rules to allow us to fight mass battles. A brief flirtation with the AD&D Battlesystem soon led me to Warhammer and 40K…and the rest is history, I fell in love with the darkness of the background and the scale of the games, and played them every weekend with my mates, writing campaigns, new rules, new characters and all manner of ‘between-game’ stories. I love both backgrounds, since they’ve developed into such rich and varied worlds. I prefer reading 40K fiction, but writing Warhammer fiction. Odd, I know, but that’s the way it goes.

KS: Do you still make time for role-playing and gaming and what are you favorite armies/systems and are you working on anything hobby related at the moment?


GM: Very much so. Every Wednesday the guys gather round my house for a spot of role-playing. We’ve been playing for the last eight years and have ventured into the realms of Cthulhu, Serenity and WFRP. Currently we’re playing through an AD&D campaign, which is proving to be great fun. On the Wargaming front, I don’t play as much as I’d like to, but every now and then I dust off the Empire or Space Marine models for some dice rolling.

KS: What part of working for GW did you enjoy the most and is there any project that you are most proud of other than your Black Library Books?


GM: I enjoyed all the work I did for GW, but the project I was most proud of was the Witch Hunters book I did with Andy Hoare. At the time, we felt that 40K had drifted into an arena where it had lost some of its gothic madness and after the Daemonhunters book I did with Phil Kelly and Andy Chambers, these books put that insanity back, front and centre. We got to come up with some really cool concepts, got some great miniatures for the project and I’m very proud of what Andy and I did with that book. Oh, and the Black Templars…and the Empire…and so on.

KS: The Horus Heresy books have been a big success, how did they come about and was it always planned to keep them running?


GM: Yeah, they’ve been amazing, and we’ve been blown away by how much people have gotten into them. Doing Heresy books was something that had been talked about for a long time, but I’m glad it’s taken us this long to do it, as I don’t think we were ready to do them before now – certainly I wasn’t. Basically, a whole host of us BL writers got together with the editors and GW background guru, Alan Merrett, to talk about what was involved; the history, the characters, the themes and, most importantly, what differentiated a book set in HH times from one in the Age of the Imperium. That last part was, for me, the most important facet of what we were going to be writing, because these novels should read as completely different types of book from a regular 40K story. They shouldn’t just be 40K books with different names, they should read and feel like something totally different. As to how many books there will be in the end, the answer is that there will be as many as we think are needed and as many as people want to keep reading. As long as there are ideas and stories to tell, we’ll keep telling them.

KS: As you entered the Heresy series with book two, what was it like taking over the reins of characters rather than working on ones you had created yourself?


GM: It was a challenge, that’s for sure, but one that turned out to be a real pleasure. Continuing a series kicked off by Dan Abnett was always going to be hard work, but continuing it after such an awesome novel as Horus Rising, was the biggest test and honour of my career. I read the manuscript of Horus Rising over and over to make sure the characters and plot was etched in my brain before starting. What made it easier for me was that Dan had crafted such well-rounded characters that it was easy to get a handle on them and get them to walk and talk the way they did in the first book. Dan and I were in communication with each other all the time during the writing of these books, zipping ideas back and forth to make sure the two books really gelled. I think you can really tell there was a lot of care put in them and it’s something that’s been commented on by the fans, so that’s very gratifying.

KS: On to the next book in the series Mechanicum, what’s it about and where does it fit in the series?


GM: Mechanicum starts slightly before the Istvaan massacre and covers the fall of the priests of Mars to Chaos and sheds light on what was going on in the minds of the Adepts, Titan Legions and Knight Households while the galaxy was tearing itself apart. One of the maxims we have with HH books is to always bring something new to the table and to always try and show people something they didn’t know or turn something they thought they knew on its head. The novel follows the exploits of a number of characters, but the central one is Dalia Cythera, a lowly transcriber from Terra who gets caught up in events that will have far-reaching consequences for the galaxy at large and which have their origins in the far past of Old Earth…

KS: I hear on the grapevine that you tried to keep Space Marines to a supporting role only in this book. Was this a conscious decision or just something that happened while you were writing?

GM: It was something that evolved in the writing. Originally, the Space Marines were going to be much more prominent characters, but as the story came to life, I realized that I was drifting from the point of the book, and that was the Mechanicum. It wasn’t the Space Marines’ story and I cut back their scenes, though I still gave them some screen time, as they do play a part in the final fall of Mars. The more I cut them away, the happier I felt, as it meant I was staying ‘on-message’.

KS: I know that Dan Abnett was really pleased that he got to uncover some big secrets in Legion, have you got any planned for us in Mechanicum?


GM: Hell, yeah. I can’t really say what they are without giving it all away, but I think there’s going to be plenty of fodder for the conspiracy theorists out there.

KS: What about your Ultramarines Series, Uriel Ventris is back and The Killing Ground is in my pile of books waiting to be read (so don’t spoil it for me) but do I have more of the same to look forward to or do you have a new direction planned for him?


GM: After Dead Sky, Black Sun I had my characters in a place that needed some real planning to get them out of without the readers being cheated. The Killing Ground is the characters’ odyssey home and it gets them back in a way that I felt dealt with the circumstances of their return in a way that was exciting, interesting and, most of all, fair. I mean that in the sense of feeling right. Think of the scene in Stephen King’s novel, Misery, when Paul Sheldon writes the first scenes of Misery Returns for Annie and she is raging that it’s not fair, because it ‘cheats’ in relation to what went before. Well, I didn’t want that, so I put a lot of thought into how to get my boys home in a way that would prevent me from being hobbled by an angry fan. The next book, Courage and Honour, is halfway done and is a much more back-to-basics story, with Space Marines doing what the do best. It’s a step up in scale for the Ultramarines again, since the last two books have just had Uriel and Pasanius as main characters. This book has a full company at war and the next one will be even bigger!

KS: On the Sigmar trilogy, I really enjoyed reading the first book and can’t wait for the second. One thing that struck me about it was that it felt a lot more mature, in a similar vain to the Ambassador Books. It still has the grand battles that Black Library books are all about but there is a lot of depth to the characters and the emotion of the moments really come through. Was this something that you went in to the book planning to do?


GM: Absolutely. I never write for gamers, I write for readers, and I’d never write a book I wouldn’t want to read myself. If all I want are battles, I’ll play a game of 40K. A story’s not worth reading if there’s no depth to the characters and I always try and write each novel as though the game doesn’t exist. I avoid anything that breaks the illusion of the novel’s events not being ‘real’, say by referring to a unit type (that isn’t an in-world name) or a piece of terminology that could only be known by a player. It’s the emotions of the characters that keep you reading a book and that’s paramount when it comes to telling a gripping story. If you don’t care about the characters, then what does it matter if they live or die, win or lose?

KS: Do you have any other things that you are working away on? What else is there for us to look forward to?


GM: On the novels front, after Courage and Honour, I’ll be moving on to the second of the Sigmar trilogy, which will be called Empire. I can’t wait to get to this one, as it has lots of big battles, some really nice character moments and some stories of Sigmar that we’re not so familiar with. After that, it’ll be onto the concluding part of Defenders of Ulthuan. My first Starcraft novel, I, Mengsk is out in January. What else… oh, yeah, Fire and Honour issue 2 is out just now and we’re looking at the pencils for a four-part Ultramarines comic strip. So, lots to look forward to!

KS: Space Hulk or Hero Quest?

GM: Space Hulk, simply because you can’t beat the idea of Terminators in a haunted house.

KS: Lord of the Rings Trilogy or Band of Brothers?

GM: It has to be Lord of the Rings. I could watch those movies over and over again and never get tired of them. Everything about them came together in an amazing way to craft something incredible, the likes of which I doubt we’ll see again in movies for a long, long time.

KS: The Emperor or Horus?

GM: That’s a tough one. Before embarking on the HH books, I’d have said The Emperor, but having read and written Horus, I have much more sympathy for him and now feel the tragedy of what happened to him. The more we write of the Emperor, the more we see what a ruthless bastard he really was. And though it may damn the galaxy to oblivion, I’d side with Horus, simply because it looks as he and his lads are having the most fun. For now, anyway…

Well that’s all the questions I had for Graham and I would like to thank him again for answering them for us. If you want to find out more about his books and what he is working on you can check out his website at http://www.graham-mcneill.com/

~Bigred here. Some interesting thoughts in there. Speaking of mechanicum, you can expect my review of it coming up soon. Comments?

Executioners Logo Sheet



"The Executioners sided with the Lufgt Huron during the Badab War. With Huron's defeat, they were granted the Emperor's forgiveness, subject to undertaking a 100 year crusade, and forfeiting their homeworld to one of the loyalist chapters of the Badab War. During the conflict, the Executioners had, for unknown reasons, sided with the Astral Claws; along with the Mantis Warriors, and the Lamenters."

Its time for the Executioners, rounding out our set of Badab War rebel chapters. If you love painting crazy camo these Blood Angel successors are made for you. If you can believe it, not only have the Executioners been selected by a member of the Austin Badab War League, but he already painted up the army! I pretty much owe him this logo sheet at this point. Enjoy guys!

We have been noting for a while that GW does a great job of covering the "Big 4" chapters with their decal sheets. However, there are a number of great looking 2nd and later Founding chapters who get a good amount of back-story and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Space Marine community and encouraging players to branch out beyond the "Big-4", I continue our line of logo sheets for some of these other chapters who I think look great and have no GW decal support.

Here is the link to the PDF file for the logo sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on decal printer paper which is easily available online. These decals are designed for the WHITE decal paper. The procedure is as follows:

WHITE PAPER: The decals need to be cut out carefully and can be applied to any colored surface. They are opaque, so the punchy colors of the logo will be easily visible. The procedure for applying the decals is to get them on and let them fully dry. Now paint in any touchups with the Executioners green around the logo shoulderpad where needed. It is odd, but gets the job done.

Click here for a detailed Custom Decal Tutorial

This sheet is sized for superheavy vehicles up towards the top and scales down to marine scout shoulderpad size at the very bottom. I have included the standard red chapter logo and a small amound of alternative monochrome logos for special models. Please make sure you run off a test sheet first on your printer to make sure.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do.

ps Santa told me he's delivering a VERY SPECIAL logo sheet for many of our longtime readers as your BoLS Christmas gift. Keep an eye out for it.

Saturday, December 20, 2008

Saturday Omnibus December 20th 2008



Forgeworld Mini Revealed
Well, it looks like some of you guys were pretty on the ball. Its Hector Rex after all. He does have rather impressive hair for an Inquisitor. Apparently after the holidays we will get to see him with his three model custom retinue.





Badab Incoming
Mere days after the Star Phantoms voting competition closed, we received these pics in our mailbox from reader B. Allen. It would seem that groups of Star Phantoms are being being mustered in secret painting rooms around the world.


~Its the weekend before Christmas. Aren't you supposed to be panic shopping around now?

Friday, December 19, 2008

GW Store Opening Update, Saturday, December 20


For anyone interested in the new Games Workshop store opening event this weekend in Olney, Maryland, here are some additional details besides those I provided here on BoLS last week.

- The store will open at 11:00 AM on Saturday, December 20.
- I will be at the store when it opens. The Brass Scorpion conversion clinic will begin between 11:30 AM and 12:30 PM depending on interest and how quickly space for it may fill up. I will be building a Brass Scorpion for the store and people are welcome to watch and ask questions even if they don't plan on working on a conversion of their own at that time.
- Free hard copies of my builder's guides for the Brass Scorpion and Tower of Skulls conversions will be available for people to look at and even take with them.
- I am bringing a variety of models to show for people to discuss as they wish including a few rather large conversions and scratch-builds. These will include: Tower of Skulls, Chaos Stormlord (pictured at top), Brass Scorpion (finished and painted) and my Adeptus Mechanicus themed Stormblade. I am also planning on bringing a variety of smaller painted and converted models. Pictures of many of these models can be seen here. Some of these and others have appeared on Bell Of Lost Souls over the past few months as well.

Here is the store address in case you missed it last week:
Games Workshop
18157 Village Center Drive
Olney, Maryland 20832

I hope some of you can make it to the new Olney Games Workshop store tomorrow. I'm sure it will be a fun and eventful day. Happy hobbies!

Current Project: Lamenters Space Marines pt. II


So I figured after the response from my initial post that I'd do a bit of an update on these guys. As you can see above I have gotten quite a but done. Now I have a Vindicator on my painting table. I have also updated the list, as I decided the Legion of the Damned weren't fluffy and didn't fit into the time line for a Badab-era army. Also the new list accommodates my love for the new Vanguard metals, which you can see in the pic above.

HQ
Captain Roderic w/ Bolter, Power Fist, Hellfire Rounds 135
Librarian Jordanes w/ Gate of Infinity, Plasma Pistol,
Might of the Ancients 115

Elites
8*Sternguard w/ 2*Combi-plasmas 210

Troops
10*Marines w/ Meltagun, Multimelta, Combi-melta 185
in Droppod 35

10*Marines w/ Meltagun, Multimelta, Combi-melta 185

5*Marines w/ Combi-plasma 100

5*Scouts w/ Heavy Bolter, Combi-melta 95

Fast Attack
10*Assault Marines w/ Power Weapon 205
5*Vanguard w/ Jump Packs, 2*Power Weapons 190

Heavy Support
Land Raider Redeemer w/ Extra Armour 255
6*Devastators w/ 2*Missle Launchers, Lacannon 171
Vindicator 115


-So what does everyone think about the Lamenters? Also, what about the list? It isn't suppose to monkey-stomp anyone, but it should still be competitive.-

EPIC PRIMER Pt. 2: Playing it Epic



A guest article by Australia's: GR00V3R

A few days ago, I posted about Specialist Games’ Epic:Armageddon, the 4th edition of Specialist Games’ 6mm-scale wargame set in the Warhammer 40,000 universe. The response was fantastic, with lots of questions about the game being raised--enough that it’s probably worth discussing the dynamics of the game, and highlighting those mechanics that raise Epic:Armegeddon to 31 flavours of 100% pure Awesome.


A game of Epic:Armageddon in progress


Objectives
Depending on the scenario you’re playing, be it one from the book or a tournament-style game, objectives tend to feature heavily because three of the five Victory Conditions involve holding onto them. Objectives are placed before deployment.


A selection of Eldar objective markers


The white text in the deployment image below shows the locations of the various objectives (including the “blitz” objectives, which must be placed touching the player’s own table edge).

Deployment
Below, you can see a typical 6- by 4-foot Epic game table. Before the game begins, both sides deploy according to the chosen scenario. Here, the yellow text and shading shows the deployment of a Marines player, while the blue text and shading shows the deployment of an Eldar player.


A typical deployment


Garrisoning
In the image above, you can probably see the marine Scouts dug-in (on top of a building) near to Marine Objective 1, while two formations of Land Speeders are camped beside Marine Objective 2. Similarly, the Eldar player has a formation of Rangers hunkered down in the rubble near Eldar Objective 2.

The rule that allows this out-of-your-comfort-zone deployment is garrisoning. Garrisoning allows you to deploy certain formations (restricted either by type or by consistency) near to your own objectives. Garrisoned formations also start the game on Overwatch orders (more on this later), and so can be very useful for causing a rapidly advancing foe a nasty headache.

Victory Conditions
After a certain number of turns have been played (usually two, but depending on the scenario), the players tally up the number of Victory Conditions each has met:

Blitzkrieg is achieved by capturing the opponent’s “blitz” objective.
Break Their Spirit is achieved if the opponent’s formation that is worth the most points is destroyed (not broken--more on what broken means later). You should always ask which formation this is at the start of the game.
Defend The Flag is achieved if you control all three objectives in your half of the table.
Take And Hold is achieved if you capture at least two objectives in your opponent’s half of the table.
They Shall Not Pass is achieved if there are no unbroken enemy formations in your half of the table.

This is tallied up and decided in the End phase, which brings us to the turn sequence.

Turn Sequence
Like most games, a game of Epic:Armageddon is divided into turns. Each turn is broken down into three distinct phases: the Strategy phase, the Action phase, and the End phase. There are also certain things that occur immediately prior to the Strategy phase, such as teleporting--a Terminator specialty.


A scratch-built stand of Death Wing Terminators


Who Goes First?
In the Strategy phase, each player rolls D6 and adds his or her army’s Strategy Rating to the score (eg 2 for Imperial Guard, 5 for Marines). The player with the higher score may choose whether or not to go first in the Action phase. It may sound counter-inuitive, but there are situations in which you may win the Strategy roll but give the first activation to your opponent--such as where your opponent has more formations than you and you’re worried about being out-manoeuvred as a result.

Activations, order and retaining the initiative
In the Action phase, the players take turns giving orders to their formations, passing the initiative between them. When you have the initiative, you must activate one of your as-yet-unactivated formations to give those units an order before you can pass the initiative back to your opponent.

Each order given to a formation requires an activation, the success or failure of which is decided by an action test, which is a roll against your formation’s Initiative value. Once you have activated your formation, you pass the initiative to your opponent. This is often called an I-go-U-go play style.


Marines move in to take an objective

Epic provides a very important exception to this I-go-U-go play style, however, by allowing a player to activate one formation, and then attempt to retain the initiative to activate another formation. This incurs a penalty to your action test, however, that makes it more difficult to successfully activate the successive formation.

This is what Epic:Armageddon is all about. It is the sequence in which you activate your formations and how you chose to manoeuvre them that lies at the heart of the game. Activate the wrong formation at the wrong point in time, and it can cost you.

Blast Markers, Suppression and Becoming Broken
The Epic:Armageddon mechanic that most differentiates the game from Warhammer 40,000 is blast markers. Blast markers highlight the psychological effect of coming under fire, and they reflect that most troops will stop advancing and seek cover--or even withdraw--when they come under fire.

For the most part, a blast marker is placed upon a formation

• Each time an enemy formation shoots at it, whether these shots cause casualties or not
• Each time a unit in the formation is destroyed, and
• If it fails its action test (Initiative roll)


The Iron Warriors punish an Ultramarines Tactical formation and load it up with blast markers as a result, significantly reducing its effectiveness


For most armies, each blast marker on a formation means that one unit in the formation is suppressed and cannot fire. If a formation receives as many blast markers as it has member units, the formation becomes broken and must withdraw.

Blast markers are usually represented on the tabletop by a model of an explosion (which can make for some cool photos), but any markers will do.

In the End phase, each formation has a chance to regroup and remove some or all of its blast markers. Alternatively, a formation can take a Marshall order, reducing its capabilities for the turn in exchange for removing blast markers--more on this order below.

Orders
The orders available to you as an Epic commander are not many, nor are they complex, but they provide for a great deal of depth:

Advance--the formation may move once (up to its maximum move allowance) and shoot normally.
Double--the formation may move twice (effectively doubling its maximum move allowance) and shoot, but with a -1 modifier when rolling to hit.
Engage--the formation may make a charge move up to its maximum move allowance to assault an enemy formation. To launch the assault, it must end its move within 15cm of the enemy formation at least. Certain eligible friendly formations within 15cm of the assaulting formation and the enemy also participate by lending supporting fire. The assault is then resolved. For information about assaults, see below.
March--the formation may move three times (effectively tripling its maximum move allowance), but may not shoot or lend supporting fire in assaults.
Marshall--the formation may either shoot with a -1 modifier and then regroup. Regrouping allows the formation to remove some or all of its blast markers.
Overwatch--the formation cannot move and does not shoot now, but may instead interrupt any enemy formation that ends its move within range of the formation on overwatch in order to shoot at it.
Sustained Fire--the formation cannot move at all, but shoots with a +1 modifier when rolling to hit.

If you fail your action test (Initiative roll), your formation must perform a Hold order, in which case it may either make a single move (up to its maximum move allowance) or shoot normally or regroup.


Mark Logue’s Elyssian drop troopers enter the combat zone


Assaults
Assault resolution is perhaps the most critical area of the Epic:Armageddon rules. Assaults cover all the action of your formation and any supporting formations as it initiates a firefight (and perhaps close combat) with the enemy, and they are absolutely deadly.

The easiest way to visualize an Epic assault is to think of it as a large game of Warhammer 40,000, played at a higher level of abstraction. There are even some Epic players who choose to work out their Epic assaults as full-blown Warhammer 40,000 or Apocalypse battles, where the Epic battle is treated like a campaign that generates a series of 40K games.


The Eldar face down a Tyranid charge led by Genestealers


Assaults usually result in a lot of casualties, and the losing formation ends up a broken rabble. For this reason, assaults tend to be decisive and have great impact on the game, often featuring as significant turning points in the game’s narrative.

Packing Up
We haven’t even touched on war engines (such as titans), air support or space-based operations (such as orbital bombardments and planetfall), all of which take the game to a whole new level of Awesome, but hopefully this breakdown of the game’s mechanics has given you at least a small taste of how Epic:Armageddon plays, as well as a glimpse of the strategic depth the system provides.

If you want to read more about how the game plays, you’ll find free-to-download PDFs of the excellent Epic:Armageddon rulebook available in the Specialist Games section of the Games Workshop online store. You’ll also find battle reports galore on Tactical Command and other Epic-related websites.

Special thanks go to Mark Logue and others from Epic community for volunteering images of their great miniatures.

~Bigred here. Epic was once described as the GW game that most rewards skill, over chance. I Agree. As you can tell with even this quick overview of gameplay, there are so many combinations of orders, sequencing and activation of units throughout the phases, that in most cases the best General prevails over the luckiest roller. For decades now, folks have been singing songs of lament about how 40k and Fantasy would be "perfect" games if only GW threw out I-go-U-go and instead added in interleaved turn sequences. The funny thing, is its been sitting right under their noses for years just waiting... in Epic.

As always, comment away, and give it up for GR00V3R, who has really put in the overtime to get this piece to you guys.

Thursday, December 18, 2008

Red 5 to Red Leader...I'm Going In!


Remember way back when Aventine, Bulwark and I said we were diving into Aeronautica Imperialis, and did a handful of posts on it? Well guess what...its back!

Here is my current Chaos Nurgle Squadron I've been finishing up this last week. Now its time to darken the skies for Grandfather Nurgle and put some fear into the hearts of the Imperial pilots in my sector!

Aventine says his Eldar squadron and Bulwark's Ork air Waaagh will try to stop me but we'll see.

~Expect a more detailed set of AI posts coming your way as well some hobby stuff as I try to get a handle on some Epic terrain for my Aeronautica objectives and ground defenses. Is it just me, or do you guys think a 8-pointed star of chaos makes a great layout for a chaos airbase?

Firebase Wallpaper Pack


Hi guys,

In the spirit of the holidays, our good friends over at Firebase have put together a set of desktop wallpapers for you all to festoon your computers with. The following images are included in 1024x768, 1280x800, and 1600x1200.

Download here




Wednesday, December 17, 2008

Goatboy's Marines!!!



Whenever a new codex comes out, I always buy it from my local store and give it a read through to see if anything catches my eye. I’m one of those new army junkies; if it’s new and interesting, there is a good chance I am planning an army around it. So obviously since the Space Marines are the newest codex out there, I just can’t say no to building a good guy army.

With the release of Assault on Black Reach and the plethora of marines in there, you can't fight the urge to build a Space Marine list. I have been working on Space Marine lists for the last few weeks and looking for stuff that would be strong for tournament play, but would also be fun and creative in the conversion department.

The plan for the army is to test it out and once I find a nice list, start building and painting a squad a week.

Imperial Fists: Goatboy style

HQ: Lysander (Mr. Beat stick)
Pts: 200
HQ: Master of the Forge, Bike, Conversion Beamer
Pts: 155
Elites: Terminator Squad (6)
Pts: 240
Elites: Terminator Assault Squad (6 Thunderhammers), LR Crusader, Meltagun
Pts: 500
Troops: Space Marines (10), Multi-Melta, Flamer
Pts: 170
Troops: Space Marines (10), Multi-Melta, Flamer
Pts: 170
Elites: Dreadnought, Multimelta, Drop pod
Pts: 140
Heavy: Dreadnought, Multimelta, Drop pod
Pts: 140
Heavy: Dreadnought, Multimelta, Drop pod
Pts: 140
Heavy: Dreadnought, Multimelta, Drop pod
Pts: 140


Total points: 1995 KP: 15 Scoring: 4 Melta: 7

So there you go, it is a bit heavy on the KP side, but if you can watch what you do and try to protect your units a bit, it should be ok. Here is my explanations of the list and what each unit’s mission is going to be.

HQ: Lysander – Point for point, this is one of the stronger of the Character candidates in the Space marine codex. His purpose is to ride down with the six-man regular terminator squad and give them a good chance at killing lots with their storm bolters. He forces your opponent’s hand; they have to make the snap decision on who to attack: the terminators behind their lines, or the ones coming to the front to smash their faces in.

HQ: Master of the forge - I need a way to get my dreadnoughts as Heavies, and this is the way to do it. I gave him a conversion beamer, so he can hide towards the back with some marines who are hiding in extra good cover. His conversion beamer can also be a good bonus shooting and with my two terminator squads causing havoc in the enemy lines, he might get more then two shots at the highest strength.

Elites: Assault terminators – The hammer of my list and a great threat people are forced to deal with. The LR is also a threat, since it is hard to deal with and can shoot all its weapons and move 6.

Elites: Terminators – The annoyance of my list, and what I am hoping makes the opponent over think their options and make a mistake.

Troops: 2 basic space marine troop squads, maxed out size with probably the best gun in the game right now, multi-melta. These guys are here to fulfill my troop choices, as well as give me 4 scoring units if I combat squad them up. Sit them in the back and let them cheer as your hammers go a smacking.

Heavies/Elites: Drop pod dreadnoughts – A big middle finger, deal with me now for the enemy. The multi-meltas are there to deal with any LR’s I might see, or other hard to deal with Mech.

My army is designed to create stalemates and situations that will push my opponent to make mistakes. I want to stagger any all-out assault, and have the ability to create difficult situations for whoever I play against.

Again this is just a test list to see how I can push and pull the Space Marine codex. I will see how many units last through the testing and final finishing stages. The plan is to test the list in the next couple of weeks, then start painting and building out this army as I find a list I enjoy. Will see how many dreadnoughts end up staying and getting painted yellow hah.

Next up on the 40k article block is a discussion on troops and what they really bring to your game.

If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

Give the Gift of BoLS


Hi All,

Let me just take a moment to say THANK YOU for enjoying BoLS and making us a part of your day. I can't belive that we started out just two short years ago as a personal journal for some of our 40k minis and a place to jot down our random ideas for games and house rules.

We are truly thankful for you, our readers and have even bigger and better plans and homebrew stuff for the next year. We have always strived to make BoLS a welcome community for folks who LOVE the games we play as much as we do. We try to write enthusiastic articles to cover everyone from the new player just sticking his toes into the hobby to the grizzled old-time who can still remember halluncinogen grenades and the Change Allegiance psychic power. Above all, we really listen, and enjoy producing our homebrew stuff not only for you guys but with you all.

I would encourage our newer readers to take a trip down memory lane and check out some of the archived stuff from 2007 (you can access it in the right column). There is a lot of fun stuff in there.

Finally, during the holiday season think about that someone you know; brother, cousin, friend, or potent foe at the gaming store, and let them know about us. The BoLS community is growing and we always welcome more friends of the hobby.

Happy Holidays, and may you always Seize the Initiative!

-bigred

Tuesday, December 16, 2008

Color Theory 101



~A guest post by Scarboy

Hi everyone, Skarboy (painting Kommando) here. I’ll be here on BoLS from time to time to talk about (you guessed it) …painting! I’ll try to focus on some of the less common aspects that aren’t covered in the numerous how-to books out there already (like what color to paint your Ultramarines or Word Bearers). First up is a word or two about color theory and how you can apply a little of it to selecting a palette for your favorite army. If you’ve had formal art training of any kind, you may want to skip ahead a few sections.

Color Theory Summarized

Color theory, in the Emperor’s common Gothic, is studying how colors interact with one another, and how you can mix and match them to get the effects you want on your minis (or tanks, or whatever else). It’s got a long and involved history, and there are some interesting historical figures involved (Sir Isaac Newton, Leonardo da Vinci, and others). Mixing light is called additive color mixing and is described with additive color theory. Pigments or paints are described with subtractive color theory, because when they all mix together, you get black (instead of white, which is the result when using light) As this isn’t a history or a physics lesson, let’s get on with it.
Let’s take a look at our color wheel:



Planet-shattering, isn’t it? This is a very simple color wheel, listing only primary and secondary colors. Primary colors are red, blue, and yellow. They are called primary colors because every other color (including black) can be mixed up from them. Purple, orange, and green are called secondary colors because they are created by mixing two of the primaries together (red and yellow make orange, yellow and blue make green, etc.). Notice that the secondary colors are in between the two primary colors they are derived from: orange is in between yellow and red, green is between yellow and blue, etc.


Complimentary Colors, Harmony, and Discord

Where colors are on the color wheel are important. Colors that are opposite each other on the color wheel are called complimentary colors. Viewed side-by-side, complimentary colors produce an effect called discord. Let’s take a look at purple and yellow:



Doesn’t look quite right, does it? Take another glance at the color wheel and notice yellow and purple are directly opposite one another.
Colors that are near each other on the color wheel are called harmonic because, when placed side-by-side, they produce something called, well, harmony. Take a look at how much better yellow looks with green than it does with purple above:



In general, primary colors go well with each other. Secondary colors less so, but there are ways to help (more on this later). Black and white tend to fit in pretty well with any color (including each other, take a look at the Black Templars and their color scheme) because they are neutral colors – more on that later.
What about brown? Brown doesn’t make an appearance on the color wheel. Strictly speaking, it’s a very subdued shade of orange, but I’m getting ahead of myself. You’re better of getting a brown off the shelf; it’s a tough color to build from “scratch.”
Black is placed in the middle of the color wheel because (in theory) you make black by mixing all three primary colors together. Practically the results are a little different (you usually end up with a gray or a brown), but you can try it if you like. Again, you’re better off buying your black off the shelf, as it’s almost impossible to get correct mixing it on your own.

Value vs. Intensity (Saturation)

It’s also important to speak about two properties of colors that are often confused. Value refers to how light or dark a color is. The less value a color has, the lighter it will be. The darker it is, the more value it will have. Generally speaking, to make a color lighter you’d add white, or another light color. For example, it’s usually better to add orange or red-orange to your browns to lighten them up. To get a lighter red, you definitely want to add orange or yellow (it will look pink if you add straight white). This is important when you go to highlight your minis, whatever technique you use (drybrushing, layering or blending). Here are some good rules to follow when trying to get a lighter color:

-Blue: mix with a lighter shade of blue or white
-Green: mix with a lighter green, yellow, or white
-Yellow: mix with white – pretty much your only option!
-Orange: mix with yellow (tends to look pink when you use white)
-Red: mix with orange or yellow
-Purple: generally OK to mix with white; sometimes you need to add blue or red

Add gradually – it’s easy, especially with white and black, to overpower your original color. If you’re mixing a shade for highlighting, you may have to start over if you add too much of the lighter color. Don’t worry; if you don’t have the hang of it, it doesn’t take much practice.

Intensity (or Saturation) refers to a colors brightness, or how “vivid” a color is. Below, the blue on the left is more intense than the one on the right, while they both have approximately the same value.



It’s easy to make a color less intense – all you do is add some of the complimentary color. For example, for purple, you add yellow. For blue, add some orange. Again, add the complimentary color very slowly, because you can quickly end up with brown or gray.

Which is the more intense red? The Dreadnought or the sentinel? Which is a darker value?




Going the other way (making a color more intense) is much more difficult, but there are a few options. First, you can mix the paint with ink. Inks are much more fluid and usually more intense than most acrylic paints. You do have to be careful when mixing them as they will substantially change the consistency of your paints (making them more fluid and less opaque). I would recommend glazing instead. Glazing is done after the base color is applied, and involves painting a layer of undiluted or almost undiluted ink over the top of the base color. Different brands of ink have different properties, and glazing can sometimes produce a very glossy effect. If that is the result you are after, no problem. If not, you can coat with some dull-coat lacquer, or dry brush a layer of a slightly lighter color to take some the shine away. I’ll talk more about lacquering, when you should, and when you shouldn’t in a later article.

This Deathwing Captain’s power sword was glazed with citadel blue ink and blended with many layers of drybrushing. It was a difficult technique and I am glad I figured out layering afterward. Vallejo also makes inks, and they don’t have the “glossy sheen” problems the old citadel inks did – even when glazing.



Opacity and Coverage
Now would be a good time to talk about opacity, intensity, and coverage. Opacity is a measure of how much light a material reflects. In terms of paints, it’s how “solid” the color looks after a single coat. Due to the physical properties of paint (see gentleben’s excellent “What the hell is paint?” article), more intense (i.e. “vivid”) colors tend to be less opaque- this is why it’s so damn hard to paint things bright yellow. Fear not – there is an answer. I’ll get more into undercoating in a later post, but it’s possible to get really good results by using a less intense, more solid color first, and then painting on top with the more vibrant, less opaque color. I’ve found citadel’s foundation paints to be especially useful in this situation; they are nice and opaque, and the brighter Vallejo colors I like so much go on over them very well.

Warm colors, Cool colors, and Neutral colors

There isn’t a real textbook definition for warm and cool colors. Orange, red, yellow, and some of the red and yellow-browns are considered to be warm colors. Blues, greens, and purples are considered to be cool colors. Whites, grays, and some of the darker browns are considered to be neutral, simply because they don’t fit into either of the other categories.

Selecting Your Palette

When I talk about a color scheme for a particular figure, I generally refer to it as the palette for the figure. There aren’t any absolutes when selecting a color scheme; there are a lot out there in the fluff for 40K, WFB, Epic, and on and on and on. I prefer to select mostly harmonious colors, and mostly cool or warm colors.

If you feel like putting complimentary colors next to each other, try cranking down the intensity of one (or both) of the colors. Although the green on this Dark Angels Assault Sergeant is fairly intense, the red is not (in fact, it’s almost brown). The result is, it doesn’t produce a whole lot of discord and generally looks okay, even right on top of the green (a complimentary color). The bright red, orange and yellow on his power sword balance out the green and the neutral tan color of the parchment, and since the cross-piece of the sword separates them, the sword colors don’t generate much discord.



These inquisition storm troopers are done almost exclusively in three colors: red-brown, black, and white. I like to use a three-color palette; it’s just personal preference. I’d advise three to four main colors until you get a better feel for it. Notice none of the three are exactly the same – I never really nailed it down, but I kind of like each one being subtly different.



If you’re painting Space Marines, the folks at Bolter and Chainsword have an excellent color-testing tool for your Marine color schemes. Again, I’ll speak more about color testing later, but in the meantime take a look: http://www.bolterandchainsword.com/index.php?autocom=pages&do=show&id=1 Also on the same page are links to a terminator painter and a sisters of battle painter. Thanks for the work, guys!

Notice this Crimson Fist terminator is done in mostly cool colors – in fact, he’s almost entirely blue. I went with warmer, more intense colors for the details on him to provide some contrast and make him a little more visually interesting.



It’s really up to individual preference, but remember a few basic tenets and you’ll be okay:
-Colors should be mostly harmonious – too much discord will just be a distraction.
-Colors should mostly be warm or cool (neutral colors look good next to both types).
-Try to stick to a few (three to four) main colors – it’s a good balance between being visually interesting and being too overwhelming.

~Well, that’s all for now. Post away with questions and responses for Skarboy who submitted this piece to get some more info into our painting section. This is the the type of info that seems second nature to the old timers, but is hard to track down for the new up and coming painters who just entered the hobby.

Eldar: From Rogue Trader To Today


After working on many Chaos and Imperial projects for the past couple years I decided it was finally time to update my Eldar army. I've been trying to do so for years, but kept bumping it for other projects. Even after the revision and new releases for Eldar two years ago, the project got bumped for my Dark Angels successor chapter and many Apocalypse related projects. I've actually had some current models since they were first released years ago, like the Avatar in 1994 and the Falcon in 1997, yet only managed to just finish painting them this year! My original Eldar army goes back to the army list in White Dwarf #127 and the original Aspect Warrior, Guardian and Avatar models that were released that year. I even have a few of the earlier Rogue Trader Eldar models that were meant to represent pirates and raiders, an idea that would be revisited in 1998 with the release of the Dark Eldar. Did you know that the earliest Eldar heavy weapons were mounted on tripods rather than hover platforms or that the original jetbikes were made of lead, had no fins and cost $7.50 US for a blister of one? My old lead Guardian models have lasguns instead of shuriken catapults. Oh, those crazy Rogue Trader days.

What made me an Eldar fan in the early days of their current look was the Warlocks. They are such beautiful models I just had to have a couple to paint for fun, so I bought a blister. When the GW store had a buy-2-get-1-free blister sale shortly thereafter I bought one of everything Eldar so I could use those beautiful Warlocks in games by having an army to go with them. Aspect Warriors were five to a blister for $7.50 back then. I painted and played with that early Eldar army for years till my Chaos Marines finally got their first Codex. Then my Eldar sat silent for many years. I didn't care much for most of the sculpts in the next revision of the Eldar and mostly avoided them, but when the latest Eldar releases returned to Jes Goodwin's fantastic original design concepts my interest in the Eldar was renewed. I've been painting new Eldar models and older ones that are still current quite a bit since finishing my Dark Angels back in the spring.

To date I've painted:
- 20 Guardians plus weapon platform
- 12 Striking Scorpions
- 6 new Fire Dragons and 7 original Fire Dragons
- 1 Wraithlord
- 1 Falcon
- 5 Dark Reapers
- 1 Maugan Ra
- 12 Guardian Jetbikes
- 1 Warlock on Jetbike conversion
- 1 Autarch on Jetbike
- 5 Wraithguard
- 1 Avatar

What's left to finish:
- Seer Council of about a dozen Warlocks and Farseer models, including the special edition Bonesinger who will be my main Farseer (base coating has begun).
- 6 Vypers (one will be a touch-up to match my current color scheme)
- 2 Falcons, 2 Wave Serpents (base coating has begun)
- 6 Warwalkers (assembly and painting required)
- 8 Banshees (painting has begun)
- 6 Rangers
- 8 Warp Spiders
- 10 Harlequins

The Avatar model pictured above was just finished yesterday. In a way I'm glad it took me fourteen years to get to him, because I have a lot of tools and painting skills I didn't have back when he was first released and probably got a better overall result than I would have in 1994. My custom craftworld rune shows on the bottom of his tabard and the yellow and turquoise hair and purple gems reflect my craftworld specific colors. The Falcon model shown below also features my craftworld's main colors.



Although I've been jumping back and forth to and from other projects, I keep returning to my Eldar these days to ensure they get the update they deserve. Anything sculpted or designed by Jes Goodwin deserves to be painted and to be seen. His creations are just beautiful and the Eldar may be his finest work. I can only hope that my painting of them does them some justice.

Also in the queue to be painted, among other things: sixty Khorne Berserkers, fifty or more Thousand Sons, Forge World upgrade Khorne and Nurgle Marines and Chaos Baneblade variants.

SHOWCASE: Jody Tucker's Cult of Fire (Daemons of Chaos)





~Hi all. In our hobby we occasionally see things that are simply beyond belief. From painting virtuosos to conversion kings and everything in between. Still, when I came upon Jody Tucker's Warhammer Fantasy Cult of Fire I sat stunned in disbelief for quite a while. Here is an idea so amazing in everything from concept on through to conversion and painting. Jody not only works with metal, plastic, and paint but with light itself. You really have to see this thing to believe it. Even the pictures don't do this masterpiece justice.













In Jody's words:

The Cult of Fire is a Daemons of Chaos army for Fantasy. Originally, it was going to be a mixed Daemon/Mortal army when Hordes of Chaos was still legit. Then the Daemon codex came out and split the two armies. At first, I thought the project was dead. But I managed to cobble together a fire theme from the new Daemons. The resulting army is pretty solid, gameplay-wise. I played it as a paper proxy army for a few months while they were under construction.

The fire spirits are Horrors of Tzeench (I call them Cinderkin), and the wizard is a Herald of Tzeench. The Warriors with the flaming skulls are being used as Plaguebearers for now, with the big crucible monster acting as a Herald of Nurgle. The burning Dire Wolves are Flesh Hounds, and the Horde Acolyths are Flamers (my buddy calls them the flaming jai-alai players). The fireball flinging wizard on a flying fire-steed is a Herald of Tzeench on a disk. That was a great Gamezone model with a good deal of conversion. But the big guy on the firebreathing bronze bull was the biggest challenge. He’s a Herald of Khorne on a Juggernaut, frankensteined out of about five different models.

The glowing hearts of the models were made from a keychain light mounted into the base. I sculpted all of the torsos, heads and other fiery bits, took a mold and cast them in clear resin. Then I assembled them around the LEDs and used paints and inks to give it the fiery colors. I ran fiber-optics into the eye sockets and as a trail of sparks behind some of the fireballs. This took me nearly a year just to figure out how to do it, and then about six months of work to actually execute. But the results exceeded even my expectations.

My next step is to make this army GW legal so I can take it to an official GT, so I’m probably going to do a big model when the new plastic Daemon Prince is released.

~Bigred here. The lavish attention to detail just keeps coming at you even after you've examined the army for a time. Notice the subtle pools of glowing lava from under the burnt top layer of many of the individual bases from underlighting. Normally I like to play in a well lit room, but when Jody's Cult of Fire is on the tabletop ts hard to resist turning them down a little. Comments are welcome guys, and lets give it up for Austin Miniature Minion's Jody Tucker! Also, thats a lot of watch batteries for him to keep track of...

FANTASY SNEAK PEEK: Lizardmen Pt 3



Pics brought to the community by The Ammo Bunker's jasevx

You Warhammer Fantasy players (and those tempted to play Fantasy) didn't think I'd left you all out in the cold did you? Just when you thought you had seen all the Lizardmen pics...









~As mentioned earlier, those Stegadons are AWESOME! The Razordon also looks pretty good in these nice closeup pics. ETA on all this stuff is still Feb.

Monday, December 15, 2008

DESIGN CHALLENGE: Boarding Action Edition



Good day all and welcome to another edition of the BoLS Design challenge.

First off, some business from last week. Let all give it up for George Miller whose has swept to victory with his inspired Star Phantoms submission for the Badab War campaign. Congrats George!



Secondly, I've included this little sneak peek at the map from the upcoming Badab War book to let you all know that we are hard at work cranking this thing out.



Now onto the challenge! As you can tell from the map and background the Badab War involves a lot of boarding actions and fleet actions. We will be toning down the Apocalypse section of the book, and adding in Battle Fleet Gothic tie-ins (including "named character" ships for some of the famous vessels). As part of this, we need you're input for the 40k side of this issue.

We want you all to think long and hard and kick out a set of ideas for a set of simple rules to represent space-borne boarding combat in 40k. Here are the groundrules:

1) The rules need to describe what assets are allowed and disallowed for these actions.
2) The rules need to be a set of simple modifications to the existing rules laid out section by section (Movement, Shooting, Assault, Missions ect...)
3) The rules need to "slot into" the existing 40k rules cleanly with little to no fuss. If they are super complex, they just wont be used, or cause more arguments than they solve.
4) The rules need to result in anxious nail biter games in the dark, dangerous, confined environments found within spaceships.
5) Last but not least, the entire ruleset needs to fit in no more than a single page worth of rules.

~The designer's chair is yours my fellow BoLS readers. I said that we were going to open up the Badab War to all of us and I meant it. Have fun, post your ideas in the comments, and feel free to respond and improve upon each others ideas until we have come up with a good solid set of concepts. I will be chiming in from time to time. If any of you have access to Imperial Armor IV: Anphelion project, or have played Space Hulk, you may find some rules inspiration there.

On an unrelated note, can George Miller email us. I need to request some additional Star Phantoms info.

40K SNEAK PEEK: Shadowsword Kit Pics



Pics brought to the community by The Ammo Bunker's: jasevx

Hi guys, check out the pretty pics!







~I'm thinking the magic of this kit will be magnets to swap out weapon options on the fly. Did you all notice how it looks like you might be able to mount that entire fixed turret in the forward or aft position. Interesting...

Sunday, December 14, 2008

Howling Griffons Logo Sheet



"The Howling Griffons take special pride in their oaths, seeing each as an eternal conflict until the deed is finished. Before battle, additional oaths are added to their already exceedingly long lists, some for the chapter and others more personal. Once an oath is taken, a battle brother goes to extreme lengths to complete it and it is never forgotten, even after decades. Completed or satisfied oaths are a badge of honor, often inscribed on parchments or directly in the armor of the Howling Griffon Space Marines."
-Chapter War; by Ben Counter


Its time for the Howling Griffons, a proud Ultramarine lineage chapter that has been with us since the days of Rogue Trader. We are doing them now as part of the Badab War campaign book, but they have a rather imposing chapter scheme of quartered red and yellow! If you fear the paintbrush, are unsure of your skills with yellow and precision edges then back away. But if you want an army that will turn heads, and get the "Wow a Quartered Army!" from the other gamers in your local shop then step right up! The Howling Griffons await! Enjoy guys!

We have been noting for a while that GW does a great job of covering the "Big 4" chapters with their decal sheets. However, there are a number of great looking 2nd and later Founding chapters who get a good amount of back-story and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Space Marine community and encouraging players to branch out beyond the "Big-4", I continue our line of logo sheets for some of these other chapters who I think look great and have no GW decal support.

Here is the link to the PDF file for the logo sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on decal printer paper which is easily available online. These decals are designed for the CLEAR decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the decals need to be applied to a white colored surface to be visible at all. The procedure for applying the black decals is to apply them to a red or yellow surface. With the red decals, apply them to a yellow surface and they will work. The yellow decals are tricky. Cut them out including the red outlines and apply them to a white surface. Once they are fully dried paint in the Howling Griffons red around the logos if any minor touchups are required. It is odd, but gets the job done.

Click here for a detailed Custom Decal Tutorial

This sheet is sized for superheavy vehicles up towards the top and scales down to marine scout shoulderpad size at the very bottom. I have included the standard black chapter logo and a small amound of alternative red and yellow logos for special models. Please make sure you run off a test sheet first on your printer to make sure.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do.

Saturday, December 13, 2008

Saturday Omnibus December 13th 2008



Hi All,

Forgeworld Mystery: Part 2
We've gotten the 2nd piece of the upcoming Forgeworld release (top pic) first mentioned here. Thoughts?

Dawn of War II Multiplayer Demo
THQ has sent this little piece of heaven to us. check out the first glimpse of DoW II multiplayer action.



~Have at it guys. Open thread on this holiday season weekend. What have you asked GW Santa for?

Friday, December 12, 2008

40K NEWS: Ork Battlewagon Accessory Sprue



Hi folks,

If there is something any Big Mek worth his weight loves, its "pimpin up" his battlewagon. Word is there is a Games Workshop direct only Ork battlewagon accessory sprue soon to to be offered with the following parts:

-Deff-rolla
-Kill kannon
-Lots of Orky bitz

~No word on availability or pricing, but the Orky community will be spared the intolerable scavenging of toilet paper rolls, adding machine paper cores, and the like in their search for deff-rolla parts. Hooray! For us non-greenskins forced to endure even more deff-rolla armoured pushes...Boo! :)

40K RUMORS: Ork Stompa Kit



Oh the birds are singing folks,

We have collated together the following reports from several sources:

The 40k Ork Stompa is coming, and visual sightings of the kits have been reported.

-It is a large kit with several guns, a chainsaw arm, and rockits.
-Many bitz are provided with things such as, gunz, chains, pistons, and both Ork and Grot crew.
-The overall design is said to be somehwat related to the Apocalypse scratchbuilt models (see above pic). It was speculated that some of those may have been early prototypes.
-Stompa's head is smallish, (but easily accessorized with the truckload of bitz included).
-The Stompa's main guns are awesome, with a belt fed Supa-Gattla included.
-Several grot-bombs are in (handy for scrathbuilding fighta-bombas).
- There is an "internal schematic" included that shows the inner working of a typical Stompa and its crew.

The kit is said to be very modular with the existing Ork plastic vehicle line. Things such as the turrets on the new Battlewagon are interchangable, and there is talk of future upgrade sprues (like the Baneblade) to expand the stompa to cover other versions over time.

Finally, even thought he kit is substantially larger then the Baneblade, it is said to be priced exactly the same US$95/£60!

~Coming this march to a Waaagh near you! It would seem we Imperials will be needing those Shadowswords to help us fend these mad machines off! Until we get pics, standard caveats apply folks.

Thursday, December 11, 2008

GW December Events Schedule

Although we're already into the second week of December, there are still a number of worthwhile events and promotions scheduled at Games Workshop stores for the remainder of the month. These include:

- Parent Appreciation Weekend
- Twas the Saturday Before Christmas
- The End of the Path
- Gorbag's Waaaaagh Begins!

For full details of each event, check the events schedule on the GW website or contact your local store.

I'm looking forward to all the fun scheduled for this month at GW stores and hoping to spend as much time there as possible partaking of it. I'm also really looking forward to the new store opening in Olney, MD. Opening day for the store will be December 18 if all goes according to plan for GW, while my first visit to the store will be on the 20th when I will run the conversion clinic detailed in my posts here on BoLS a few days ago. Please see those earlier posts for details if you wish to attend. If anyone needs more information on the new store, please contact GW US at 1-800-394-GAME.

Meanwhile, my hobby time these days is divided between updating my Eldar army, adding forces to my Chaos legion and working on more large models for Apocalypse. I also just completed my collection of Phoenix Lords first begun oh so long ago. When painted, I'll be able to run the Phoenix Court of Khaine on the battlefield. After seeing what these gods of combat were able to accomplish in the battle report in this month's White Dwarf, I'm looking forward to seeing these legendary figures fighting some battles for me too. Of course, the main reason I began collecting the Phoenix Lords is because they are just gorgeous models, perhaps some of Jes Goodwin's best work ever and that is really saying something because most of his work is aesthetically amazing. I'm a huge fan of nearly anything he draws, paints or sculpts.

So what pet projects are our readers working on these days? Feel free to provide a brief project update using the comment area below. Perhaps your project report will inspire someone else to finish building or painting a few models themselves.


Wednesday, December 10, 2008

40K SNEAK PEEK: Plastic Shadowsword


Pic brought to the community by DakkaDakka's: Anung Un Rama

Look what showed up on the tubes today boys and girls. Why its that plastic shadowsword kit said to headed our way in March. The best part is the German text confirms our earlier rumors that the kit will allow you to produce 6 vehicle variants from it.

~If the Shadowsword pics are breaking now, the Stompa ones must be just around the corner. Who wants to try to come up with the full baneblade variants list? We know the Shadowsword is in for sure... :)

Epic Battles 101



Epic Battles 101
A guest article by Australia's: GR00V3R

If you’re like me, you’ve spent most of your childhood and beyond playing Warhammer 40,000. When I was a kid, it was called Rogue Trader, but it meant the same thing: awesome skirmish battles! But there comes a time in your life where skirmish battles aren’t enough. You want...BIGGER.

Enter Apocalypse, which provides the rules for very, very large skirmishes. And yet sometimes even this isn’t enough because even massive Apocalypse games seem insignificant when compared with the artwork and fluff surrounding warfare in the 41st Millennium. You don’t want a skirmish.

You want a WAR.

Your prayers have been answered. Say hello to Epic:Armageddon.

Epic is the 6mm ruleset for large-scale battles in the Warhammer 40,000 universe. Your typical Warhammer 40,000 battle is a skirmish between a few squads of troops and a couple of vehicles, whereas Epic features battles between armies.

The Epic-scale game has actually been around for a long time, almost as long as the Warhammer 40,000 universe in which it is set, and Epic:Armageddon is its 4th edition.



Picture in your mind’s eye a formation of ten Leman Russ main battle tanks as it thunders forward to engage several companies of Guardsmen. This vision could form the basis of an entire Apocalypse game requiring several hours. In Epic, it is a single activation requiring a couple of minutes.



Epic achieves this by playing at a higher level of abstraction than does Warhammer 40,000. Each unit of troops is represented by a single stand (model), which fights as part of a larger formation. A typical Imperial Guard stand, for example, features five Guardsmen models and fights in a formation of 11 other stands (a company) that is led by a single Commander stand.



As you can imagine, moving 13 models and rolling an equal number of dice to shoot takes a lot less time than moving and shooting with 65 models in a Warhammer 40,000 game. In a game of Epic, you are often fielding armies of hundreds of troops and dozens of armoured vehicles, super-heavies and titans.



Speaking of manoeuvring, it’s worth mentioning that combined-arms tactics is the order of the day in Epic. How you manoeuvre your forces is at least as important as what forces you choose to field, and how you combine their effects on the tabletop. A detachment of Terminators is deadly in the right situation and with appropriate support; without these things, they are an expensive target.

You might be concerned that this higher level of abstraction would reduce the “flavour” of each army. Nothing could be further from the truth—if anything, each army plays “fluffier” in Epic:Armageddon than it does in Warhammer 40,000 thanks to judicious application of race-specific and army-wide special rules.



Marines, though few in number, hit fast and hard, and they’re tough as nails. Eldar are fragile one-on-one, but pack a mean punch when in numbers, and in speed and manoeuvring they are unmatched. Imperial Guard have the best armour and artillery, and with low-cost infantry support make for a very tough opponent. Tyranids are a seething mass of teeth and claws that devour all before them—if they are allowed to close and engage, they are nigh on unstoppable.

You might also think that the smaller model size reduces scope for artistic expression, but rather the 6mm form provides different opportunities. Epic conversions are plentiful, and readily catered for in the rules.

Epic is further blessed with a lower cost of entry than its 28mm cousin, not least because the rules for Epic:Armageddon are all freely available as PDF downloads from the Specialist Games website. In addition, a vibrant community of enthusiasts has (with support from GW) extended the rules and army lists over the years to a finely tuned and balanced gaming system—balancing of both the original and community army lists is a continuing exercise, too, with revisions usually being released annually.

Plastic and metal Epic miniatures are available through the Specialist Games section of Games Workshop's online store. An additional lineup of resin models is available via GW's Forge World subsidiary, including Tau and Grey Knight units.



Epic:Armageddon is not a complex game, but it is not simple either. It is easy to learn, but can be difficult to master. To achieve victory, you must play to your armies strengths and exploit your opponent’s weaknesses.

Epic:Armageddon is a great addition to your Warhammer 40,000 gaming. This article has scratched the surface of what the game provides the hobbyist gamer. Future articles will discuss how to play the game, working with 6mm miniatures and creating great Epic terrain, as well as winning tactics and strategies.

If you would like to learn more about Epic:Armageddon, download the rulebook PDFs (and its various expansions) or purchase the books online from the Specialist Games section of the GW website, and keep your eyes peeled for the next article about the Epic hobby.

~ Bigred here. Lets give it up for GR00V3R taking the time to put that great article together for the BoLS community. He tells me that there are more Epic articles coming so lets hear what you all think of both the game system and his intro piece. I admit to being an old time epic player from as far back as Adeptus Titanicus (which is still sitting on a shelf 5 feet from my computer). Its a great game that lets you enjoy the 40k universe from yet another "persepective". Its also pretty easy to pick up epic armies on ebay.

With lots of talented groups of Specialist Games players out there around the world, you can expect to see more of these articles popping up from time to time.

These armies need good homes

Ebay Widget Expired


Every now and then one of the Fly Lords does a bit of spring cleaning. We take a good look at which toys we really like and enjoy playing (planning all manner of evil army expansions). We also take a look at which armies we really dont take out to the tabletop that often any more and release them into the world to fund our previous evil expansion goals with our favored armies.

~Today mkerr is releasing two of his 20 armies into the wild. If any one is interested in getting a piece of the Fly Lord's collections in their own hands, click on the ebay widget. I'm sure he will be along to answer anyone's questions.

Tuesday, December 9, 2008

GW Olney Store Event Details, Brass Scorpion Building Clinic


Thanks to everyone who has shown interest in the new Games Workshop Olney store in response to my article about it yesterday. Here are a few more details about the store event on Saturday, December 20.

The store will open at 12 noon on Saturday, December 20. I will begin the Brass Scorpion clinic around 12:30 PM and it will last for about 3 to 4 hours if that much time is required. I will go over the most tricky steps of the conversion first to make sure that everyone is well on their way to completing their Brass Scorpion before they leave for the day even if they don't quite finish during the clinic. I want to ensure that everyone gets the help they need with the parts of construction that are not obvious. As time and the number of attendees permits, we can talk about variations, model painting, other conversions, etc.

I've been informed that there is room for about six people to build along with me, so the first six people who show up and wish to actually build a conversion at that time may do so. The list of essential model kits and tools for building a Brass Scorpion similar to my own are listed here. Please note, it is essential that you come prepared and bring the proper hobby tools, glue, etc. if you wish to participate. If you don't own Defiler kits yet, you should be able to purchase those at the Olney store on the day of the event.

If you want more information about the new Olney store, please contact Games Workshop at 1-800-394-GAME. Here is the address again:
Games Workshop
18157 Village Center Drive
Olney, Maryland 20832

If I get any more details before the event, I will post them here on Bell Of Lost Souls. Thanks for your interest. See you on Dec. 20!

NEWS: 40k Missions book hinted at by Jervis



News brought to the community by Bolter and Chainsword's: Captain Idaho

Hi guys, So it appears that B&C is reporting this little tidbit from Jervis pointing to the existence of something titled: Warhammer 40,000 Battle Missions. It seems to be further confirmation of the mission book talk first reported here.

"It was quite eerie reading your letter, as I've just finished work on a supplement for 40K that is very similar. Clearly great minds think alike! Unfortunately it will be a while before Warhammer 40,000 Battle Missions is published, but when it is I think you'll find that it covers just the kind of thing you describe in your letter; army specific scenarios based on the tactics and strategy used by the army in question."

~Obviously no timelines at all on this one, but with the removal of all the battle, raid, and breakthrough categories from the 5th edition book, it seemed likely that this was coming down the pipe in due time. If only to keep the pickup game scene fresh. Army specific missions! WOO HOO! I can't tell you what a godsend books like this are for campaign writers like me.

Monday, December 8, 2008

First foray into 40k Tournament thoughts.



Hi, there your local Goatboy bringing some thoughts on 40k and how 5th edition is not as much of a change to the tournament scene as we thought. Before I jump into an army breakdown, I wanted to elaborate on a new way to think of your games in this new "troop" heavy environment.

We all know that troops can only score in 2 out of the 3 missions. We also know that we need 2 troop choices for any valid army list, so no matter what we will always have 2 chances to score in a game where we don't table the opponent. What I've been seeing lately, is a push to overload on troops in order to get objectives instead of focusing on beating your opponent to a blood pulp. These troops are substandard when compared to a lot of armies other choices and thus weakening the army limiting its killing potential. People are too fixated on trying to hold objectives, instead of looking at bringing the aggression and trying to kill everything that moves.

You can see this in the dethroning of the old king of the tournaments, Nids. The goto troop choice was genestealers, and while being a great unit, they were not a game surviving troop choice. They would rush out, do enough damage to weaken the enemy, and wait for the big boys to clean up. Now that the big Nids can't score, people are not rushing out with their stealers in a hope to keep ahold of an objective. This is not what a stealer is designed to do, and thus they are a weaker army then before. In order to get a better scoring unit, you have to take a substandard choice that is not nearly as strong as all the other armies troop choices and again taking away the ability of the army to weaken the opponent to allow their MC's to bring the pain.

A good example of an army that has good scoring as well as opponent hurting units is the orks. You have a troop choice that is probably one of the hardest hitting units in the game (Nob bikerz), mixed with a huge troop choice that is for the most part, under costed (shoota boyz). Thus you have a backbone of an army that doesn't limit your killing power and "scoring" power. This is why orks are doing a little dance at the top tables. When you bring a gun to knife fight, knifes don't really matter anymore.

You can see this in Daemons too, since for the most part, their basic trooper is better then just about any armies basic trooper. Look at the bloodletter, 2 attacks, fearless, WS 5, can get I 5 and Str 5, and you have a inv save on top of all of that. One of the few units in the game, that can take out Thunderhammer terminators on the charge. Do the math, 10 bloodletters, hitting on 3+ (20), wounding on 3+ (14), terminators saving on 3+ (4 to 5) thus decimating the basic thunder hammer squad. Daemonettes are also great and Plague bearers can be one of the most annoying things to deal with when sitting on an objective.

So how do you deal with this change. Start taking two small troop choices. Go ahead and hide them. Don't equip them with anything too expensive and just hide them until turn 5, when they go out to get something as needed. Build your army up to include some insane killing units and go hunting for heads. Scoring is important, but not the entire facet of the game. This is the dark universe of 40k and killing is all the game knows.

I am planning on dropping lists at the end of all my articles. They might not be the best lists, but they should give people some different thoughts on how to create lists and push the boundaries of the army. First army up to bat is CSM. CSM seem to have had a bit of a renaissance as of late in the tournament scene. With the push down of Eldar and the rise of the Ork, CSM have found a new niche in the metagame. Thanks to extremely efficient troop choices, mixed with a really powerful psychic ability, CSM have really taken a good foothold in the 5th edition game scape. But enough of that, onto the list eh?



Chaos Fist Redux

HQ: Daemon Prince, Wings, Mark of Slaanesh, Lash X 2
Troops: Noise Marines (5), Sonic Blasters (5) X 4
Elites: Terminators (5), Power Fist, Heavy Flamer, (2) Combi Meltas, Mark Chaos Undivided, Champion, Power Fist, Land Raider, Possession X 2
Heavy: Defiler, Clost combat X 2

Pts: 2000 KP: 12 Scoring: 4

You could always drop out the wings on the DP's and possession on the LR's and you got some extra points to full around with too. The noise marines are a good anti horde option with their sonic blasters plus they are fearless, scoring, and are great to convert and create. The DP's are looking to cuddle a unit up and let the Defiler put a big old pie of hurt on them. The heavy flamer from the Terminators that can do some damage to anything that is in your way. The LR's are there as a big threat mixed with a threat that a lot of armies find extremely hard to deal with. I am thinking the possession is not worth it, but I added it on there to allow all your vehicles the chance to ignore most glancing hits.

This list is all about just maximizing the use of each of your units. DP's are there to help up your killing, Terminators are the hammer you are throwing at your opponent, the noise marines help pour out the torrent of fire needed to put the hurt on many of the upper tier lists, and then you have the defilers that can become close combat monsters as they deal with units with no PF/PK/Or melta bombs.

But give it a try and tell me what you think. I am planning on tweaking my Chaos towards this list and playing it as my de facto army list for those days that I just want to throw some dice.

Look for the next installment of these 40k thoughts next Monday. In 2 weeks I am planning to start my Space Marines force, so look for weekly updates on that. The plan is to finish a squad a week, with explanations on my choices and game testing info.

If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

Conversion Clinic With Brass Scorpion At The New GW US Store


Games Workshop is opening a new store in Olney, Maryland and yours truly has been invited to help celebrate the event. For the many Bell Of Lost Souls readers who have been kind enough to ask about my conversion and painting work and who may be around the Maryland area in about two weeks, I will be available for conversion and painting advice and to just chat about the hobby for most of the day at the new Olney GW store on Saturday, December 20. Details and the exact times are still to be worked out. I will provide an update here with more details as the opening day for the store draws closer and more details are finalized.

There's a good chance I will be building a Brass Scorpion conversion that day for the new store to paint and use in their store armies. Anyone who wants to build their own Brass Scorpion along with me is welcome to bring their Defiler kits and other bits they wish to use and join in the fun. I'll be available to answer questions as needed. The store should have plenty of Defiler kits on hand for sale to any converters who wish to build their own super-heavy daemon engines. I can also talk about painting or whatever other conversion projects people wish from smaller items like simple troopers all the way up to massive super-heavies like my new Tower of Skulls shown below.

If you believe you can make it to the new store on Dec. 20 and have a certain model or army of mine you wish to see, post your requests in the comments below here on BoLS and I'll see what I can do. Space in my car and at the store have their limitations, but I'll try to bring what is feasible and I'll also make an effort to give priority to a few items people wish to see the most. I can't make any promises on what I can bring, but I'll see what I can do once I have more details on the event.

Here is the address of the new Games Workshop store:
Games Workshop
18157 Village Center Drive
Olney, Maryland 20832




Here's a Brass Scorpion conversion builder's list of essential and helpful materials and tools:

Supply List
- Essential models: 2 Chaos Defiler kits
- Additional optional model kits: Empire Volley Gun/Rocket Battery or any GW plastic kit with a suitably impressive big gun or multiple guns to use as a Scorpion Cannon, such as multiple assault cannons from the Ravenwing sprue, plastic lascannons, etc. Otherwise, use the 4 autocannons you get in 2 Defiler kits.
- Additional helpful "bitz" from the Imperial Guard Tank Accessory sprue: dozer blade mounting piece (roughly U-shaped bit), storage box (with eagle on it) or plastic oil drum or other suitable “ammo box” for the Scorpion Cannon.

Essential supplies and tools
- Plastic glue
- Flush cutters (clippers)
- Modeling/hobby saw (sometimes called a razor saw)
- Modeling knife

Also extremely helpful
- Super glue
- Pin vise or other hobby drill with drill bit
- Metal rod or wire that matches the diameter of the drill bit being used. This is to pin the tail on the model without gluing it if you wish the tail to be removable

Please check back here next week for more details on the Olney store opening and the December 20 event. Maybe I'll see a few of you there. In the meantime, keep assembling and painting those models!

SNEAK PEEK: Dawn of War II


Hi all,

The kind folks over at THQ have forwarded their latest gameplay video and box graphic for the upcoming Dawn of War II. Enjoy!




~Dawn of War II is due out Q2 2009

Sunday, December 7, 2008

Minotaurs Logo Sheet



"The Minotaurs fight in a very unique way - with massive head on assaults followed by retreats; much like a bull's charge. This unorthodox and not always tactically sound way of fighting, has made them unpopular allies among other Imperial forces.

During the Badab War the Minotaurs were brought in to relieve other loyal Chapters recalled to perform their normal service duties. In 908.M41 the Minotaurs caught the Lamenters Chapter who eventually surrendered after bloody ship-to-ship fighting in an ambush. The Minotaurs were granted salvage rights to space craft and a portion of the booty for their part in the war."


Its time for the Minotaurs, yet another chapter of the 21st "Cursed" Founding. We are doing them now as part of the Badab War campaign book, but they are a rather imposing chapter. If you fear the paintbrush, are unsure of your skills with yellow and stripes then back away. But if you want an army that will turn heads, and get the "Oohs and Ahhs" from the ladies, and sepcalizes in ship-to-ship boarding actions then step right up! The Minotaurs await! Enjoy guys!

We have been noting for a while that GW does a great job of covering the "Big 4" chapters with their decal sheets. However, there are a number of great looking 2nd and later Founding chapters who get a good amount of back-story and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Space Marine community and encouraging players to branch out beyond the "Big-4", I continue our line of logo sheets for some of these other chapters who I think look great and have no GW decal support.

Here is the link to the PDF file for the logo sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on decal printer paper which is easily available online. These decals are designed for the CLEAR decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the decals need to be applied to a white colored surface to be visible at all. The procedure for applying the decals is to apply them to a white or yellow surface, and wait till they are fully dried. Then paint in the Minotaur's yellow around the logos if any minor touchups are required. It is odd, but gets the job done.

Click here for a detailed Custom Decal Tutorial

This sheet is sized for superheavy vehicles up towards the top and scales down to marine scout shoulderpad size at the very bottom. I have included the standard "bulls head" chapter logo first described in the Rogue Trader Badab War article. Please make sure you run off a test sheet first on your printer to make sure.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do.

Saturday, December 6, 2008

Saturday Omnibus December 6th 2008


Hi guys,

Forgeworld Mystery
Forgeworld released this little chopped up image (top of post) of an upcoming release. We are to get more pieces of it over time. Ideas guys?



Army of Death Mini-dex
No its not dead, its into testing! You can expect this one in the near future guys. This Blood Angels variant list will be the smallest of our mini-dexes so far, as it is meant to be used along with the existing Blood Angels list instead of being a full standalone publication like the Arbites and GeneStealer Cult lists were. Keep an eye out for it.

Army Builder Mini-dexes
BoLS in Army Builder? Who knows, but don't be surprized if some of our mini-dexes pop up in due time. Just saying...



40k Radio Podcast Widget
I wanted to let you guys know that we love the work Spencer, and Philip over at 40k Radio crank out every week. We love it so much, we added a "listen now" widget down by the 40k links section on the lower right column. Now you can kick back, peruse some of BoLS 2 years worth of archived articles, while listening to a great podcast at the same time. What's not to like?

~Enjoy your weekend fellows, and feel free to hop into this open thread. If you haven't hit the Badab War Star Phantom Voting competition yet, GO VOTE!

Friday, December 5, 2008

POLL: Star Phantoms Voting



Its Star Phantoms VOTING DAY!!!!

First off, I have to say that I was truly blown away by the enthusiasm and dedication of the BoLS community. We recieved well over 100 entries for the contest and it was a real challenge to cut them down to a dozen finalists. To everyone who entered, THANK YOU! In the end, I selected a final set of 12 that would be both diverse, utilize unusual color choices, and paint schemes, and seemed to fit the overall fluff and "feel" of the Star Phantoms. Often we would recieve several high quaility entries that were very similar, so I would select a single one to represent them to keep the finalist group diverse.

Without further ado, I present the 12 Star Phantoms finalists. Please take the time to study the choices, read about the chapter's background here (and in Cities of Death), and vote accordingly. May the best entrant win. Good Luck to all!
~Note: The Entrants names are BELOW the images.


Mike Taylor

Kalt Smith

George Miller

Florian

Evan Valdyke

Dirk Weissenbacher

Culial

Christer Enkvist

Chris McCurry

Brazen Claws

Alfred Jansen

Alex Cauldwell

~Please be sure to leave comments for the finalists, and lets hear some feedback on the schemes you liked and why. You guys know the drill: POLL, RIGHT COLUMN, ATTACK!!!

Thursday, December 4, 2008

EVENT: Bizarre Bazaar, Dec. 6 & 7

This is just a quick reminder to all of you bargain hunters and collectors out there that the Games Workshop customer flea market, Bizarre Bazaar, is this weekend December 6 and 7. As I mentioned in my article last week about Bizarre Bazaar, it's a great way to find current items at significant discounts and maybe rare collectibles too. If you're looking to start a new army or bulk out an existing one, Bizarre Bazaar can be a convenient and inexpensive way do so.

As an example of how helpful these events can be, I once purchased $340 retail worth of models for $100 flat at Bizarre Bazaar not long after trading my large collection of Man O' War ships in exchange for a hefty Games Workshop gift card. I even picked up a set of those rare Skullz program Mechanicus models at Bizarre Bazaar earlier this year.

Each Games Workshop store handles the details of these flea markets a bit differently, so you may wish to contact your local GW store for specific details and guidelines for that store. Personally, I'll be at my local Battle Bunker both days as soon as the doors open. I wouldn't want to miss any great deals or the chance to get rid of a few superfluous items too.

For me, trading at Bizarre Bazaar is much more satisfying than selling off items in online auctions. There are no hassles with shipping, the personal interaction is fun, the chances at trading and dealing in person are much more flexible than online, and you're assisting your local community. For example, I sold a lot of old unused Orc and Goblin items at the first Bizarre Bazaar last year to a young man who turned out to be a regular at the Battle Bunker. I later saw those models painted up nicely and being used on the game tables in the store. It was very satisfying to see that I had helped a young gamer build his army and it was nice seeing models I never had time for being enjoyed. After all, toys shouldn't sit around collecting dust, they should be played with and make people happy!

Bizarre Bazaar also helps support your local GW store as well. A lot of the money made at Bizarre Bazaar goes right back into the cash register at the store. When people buy large amounts of something they usually have to charge it and this means buying the seller a GW gift card, which then likely gets used right in that same store either that day or in the near future. When people buy a bunch of models, even at a bargain from another customer, this may help them get an army started inexpensively, but they often then go buy some new product to supplement the bargains they got at the flea market. Bizarre Bazaar is win-win-win-win for the sellers, buyers, the GW host stores and the hobby!

The key to making these events a success is for people to show up. That means buyers, sellers and traders. Due to the nature of flea markets, the odds of seeing something personally useful to you or of selling or trading something to someone else depends on having a good turnout. Without a lot of people and a lot of product, the odds of finding what you need in models or customers is greatly reduced. As with any other aspect of our hobby, the key to success is participation and support.

There are a ton of great new Games Workshop releases coming in 2009, so I hope this Bizarre Bazaar is a good one. Whether you're looking for a rare out-of-print miniature, seeking bulk bargains, or just looking to raise some cash to get that special model you always wanted, I hope Bizarre Bazaar is good to you. Happy hunting!

REVIEW: Blood for the Blood God – C.L. Werner




Timo is back with our latest Black Library review:

Blood for the Blood God – C.L. Werner

Werner’s second novel about the Realms of Chaos focuses on Khorne, as the name insinuates. Having read the amazing Palace of the Plague Lord, I was more than thrilled to read this novel. Let me give you some details about the story itself first.

Teiyogtei Khagan has united eight tribes under his banner and plans to establish his own empire. However, he is killed in a duel with an ambassador of Khorne, the Skulltaker, who is also fatally wounded.

Numerous generations after this conflict, the empire is divided up among the eight tribes, who are besieging each other, yet living in a stand-off situation. No tribe can destroy the other without suffering great losses, and thus only small attacks among the tribe’s warriors ensue. This situation changes drastically when a new threat to their shared "eco-system“ appears: the return of the Skulltaker.

The Skulltaker wants the chiefs’ heads and therefore slaughters his way from one tribe to the next.
Why has he returned, what is his goal and motivation, and most of all, can he be stopped?
Emissaries set out on a mission through the Wastelands in search for answers; will they find them in time?

My great expectations were bitterly let down, I am sorry to say. This über-character, the Skulltaker, tires a reader out, since all battles follow the same pattern: the Skulltaker shows up, large numbers opponents stand to face him, no one can really harm him, the tribe’s chief loses his head.

A hundred and fifty pages into the book I was close to quitting but as with bad movies, I kept thinking "well, maybe it will get better“ or "at least let it be over soon so I can move on to something better“.

The part about the emissaries sets in somewhere after this point and brings about a short moment of hope, revealing new aspects of the Chaos Wastelands, but in no way can this save the novel. You basically start skimming over the paragraphs about the Skulltaker’s battles, trying to work your way towards the end as quickly as possible.

Blood for the Blood God is a terrible disappointment after Palace of the Plague Lord, its clever ideas being few and far between (like the blind Beastmen that hunt in a forest full of mist). Too bad, really.

~1.5 Stars (out of 5)

~Bigred here. As usual comments are welcome and expect to see more novel and product reviews from Timo and others in the days ahead. We are slowly building up our review inventory, and will shortly be putting up a full "review" subsection of BoLS for ease of access.

Wednesday, December 3, 2008

Just some quick tournament thoughts.

Well hello again, Goatboy here to start up a bit of a discussion and thought process about 5th edition and the tournament scene.  I know not everyone is all about crushing your opponent, but a good deal of the readers here want to read some different avenues to create a winning list.

So first things first, what armies would you want me to discuss or look into?  I am one of those players, that usually devours a book and looks for different bits and pieces that might make a good list.  I also like to read every new book to find out the tricks someone might throw at me during a tournament.  So if you want me to go into an army and a build I think that might be successful, I would be more then happy to create some skeleton lists to look at and build upon for your own armies.  

Besides the little discussions and break downs of current codexes, I am also planning a build article, that will showcase an army from initial concept to finished stages for tournament play. The army I am planning is a form of Codex Space Marines and the color scheme is going to be Imperial fists.  Beyond that, I have a shell of a list I want to mess around with and start to playtest as I look towards a new army to bring to the tables.  That should be starting in a few weeks as I finish up my first fantasy army in Mortals of Chaos.  I would have gone into the build of that, but being as I am not a Fantasy expert, I felt my own views would not have been as valuable as some of the other more advanced Fantasy players.

So what does everyone thing?  What army would you like me to discuss?  Oh and another thought in 5th edition.  I know everyone is worried about scoring units etc, but what if you just went about killing all your opponents units.  Just have 2 scoring units and have everything else just kill the crap out of the opponent.  You get a massacre if you kill everything right?  Why not create armies that are just designed to whip your opponent from the board.  Just a thought.




If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

Tanksgiving Report Part 2: The Battle


This is the second of a two-part report on the Tanksgiving armor mega-battle as it unfolded at my local Battle Bunker. The first part can be found here if you missed it. Part 1 dealt with the models that were brought to the game while this follow-up report will focus on the highlights of the battle itself.

First, as players brought all manner of vehicles, sides were determined mostly by a rough attempt to have an even number of vehicles on both sides. Concerns over which 40K army models were associated with were largely set aside for the day. Which side had the first turn? That was decided by a "waaggh", which went to team 2 on the opposite side of the table from me. Here's a shot of the forces arrayed in line of battle at the start of the game:

The sole objective of the game for each individual player was to destroy as many enemy models as possible. Each player kept a tally of their kill record for the game. Destroying vehicles took some effort and very little was lost early on, although I did lose a Brass Scorpion all in one go on turn 1. Sadly it did not apocalyptically explode. In fact, destroying vehicles outright was for the most part rather difficult. With all the super-heavies and their structure points, combined with armor 14 values on a lot of the regular and super-heavy vehicles, it was quite difficult to destroy anything quickly! By the time you roll to hit, roll to penetrate and roll on the damage table there's a lot that can go wrong, so destroying vehicles outright requires a lot of dice and some cooperation from the law of averages too. When my team, team 1, got its first turn, we decided to improve our chances by rushing forward with Brass Scorpions, Land Speeders and Dreadnoughts to try and blast apart or rip apart vehicles at close range. Note the Slaaneshi Subjugator in the upper left corner of the photo below. These super-heavy walkers are fast and have a lot of attacks, so they usually take out some serious armor before being blasted apart. Tanksgiving was no exception.


Notice the empty space in front of the Brass Scorpions in the photo below. Moments earlier, that space had been occupied by Marneus Calgar's Land Raider and the Land Raider Ares, but Brass Scorpions in close combat are highly effective like any monstrous or gargantuan creature against even armor 14. Behind the destroyed Land Raiders, still more Land Raiders and a Baneblade! Because the table was so crowded, destroyed vehicles were removed from the game table rather than left as wrecks to facilitate game play and the placement of more models from reserve.

An enormous battle line of tanks from team 2 rumbles forward:


Eventually, the store staff jumped in with a few surprises of their own, like massive Ork rocks:

and the Necron super-heavy orb dubbed by some the "disco ball of death":

A desert scheme Tallarn Baneblade makes its way across the battlefield while the Necron super orb blasts away indiscriminately in all directions. The Necron "disco ball of death" did seem to have an affinity for firing at Brass Scorpions more than other models. I think this had more to do with the GW staff referee wanting to see as many Apocalyptic explosions as possible than it did any Necron schemes of conquest. Sadly, there were few such explosions in the game even with the 50% chance of one when a Khorne super-heavy is destroyed. The Chaos gods are a fickle lot.

Fortunately, the Ork rocks were fairly inaccurate in their landing, the largest of them missing the game table entirely. The Necron super orb was quite destructive however, firing ten shots per turn and when it lost its shields and five structure points it went up in a huge explosion like when a Titan explodes, taking out and damaging super-heavies and smaller vehicles and dreadnoughts alike.

At one point, I charged a Brass Scorpion with only one structure point left at the Brass Scorpion of a friend. His also only had one structure point left. Each achieved one penetrating hit, but his rolling was a bit better than mine so it was my Scorpion that was destroyed, while his was left merely immobilized.


Meanwhile, Hellblade Chaos fighters streak by overhead:

In the end, certificates were awarded to the person with the most kills, the most models in the game and the most models lost. Winners of the most kills and most lost categories also got a draw from a prize bin of wrapped boxes. The most kills player, who had about twelve or thirteen kills, was the owner of the Land Speeders and desert-themed Brass Scorpions shown in these Tanksgiving reports. He picked a rather large box from the prize bin which turned out to be a Tau megaforce. The winner of most vehicles brought to the game, eighteen, and most vehicles lost, seventeen, was the same person, the owner of the Land Raider Ares and other vehicles shown closely in my Tanksgiving Report Part 1. He ended up with a Necron Monolith as a prize.

Most importantly and pardon the pun, Tanksgiving was a blast! Everyone seemed to have a great time. Thanks again to the store staff and all the players for a really fun game. Now I know what I want to do next, I want to get some more Baneblades painted before the next big game!

NEWS: GW Design Podcast IV: Jes Goodwin


Hi everybody,

It looks like the studio has released their latest design podcast. This time we have an interview with Jes and he goes over his career at Games Workshop.

Design Podcast IV

~Here is a quote to whet your apetite:

"It's not that much of a secret, it's Dark Eldar next - I'm halfway through doing plastics for those. And that's a real challenge because we're talking Eldar Design, but with a different twist, if you see what I mean... It's an opportunity to do a proper revamp on something."

~You all should give it a listen and let us all know what you think.

Tuesday, December 2, 2008

Tanksgiving Report Part 1: The Forces Assemble

As I reminded everyone on Nov. 25, GW US hosted a massive national "Tanksgiving" event last weekend. Well, Tanksgiving may be over but the happy memories and photographs of some of the 40K carnage remain. As requested last week by some of our BoLS readers, I did take photos of the event at my local Battle Bunker, which I will share with you as a series of two posts. Why do I have to split this report into multiple postings? That's because the Apocalypse sized model collections and action required too many photos for this war correspondent to cram them all into one post!

Before I begin with the photos, let me first say thanks to Games Workshop and my local Battle Bunker staff. The Black Friday 3-day weekend celebration was tremendous fun. Events were well-run, raffles and prizes were plentiful, and the atmosphere was pure fun all three days. Thanks again for the awesome fun and outstanding customer service.

Now, onto the first series of photos from Tanksgiving, which began at 2:00 PM on Saturday, Nov. 27. A couple of us began placing our models out early, which generated some fun and excitement from other customers as they observed the massive length of tables filling up with equally massive numbers of models all morning and early afternoon. I personally brought ten models to the game, all of which were super-heavy except for my Land Raider Terminus. My Chaos Baneblade, Chaos Stormlord and Chaos Stormblade conversions are yet to be painted, but I couldn't resist fielding that many large models in one game so they assembled next to my already painted large model Imperial forces and Chaos Brass Scorpions. The person with the most models in the game had eighteen. Our forces are pictured below.


The friend who brought the eighteen models included his Land Raider Ares variant and his work-in-progress Marneus Calgar Land Raider. The latter is based on an article that appeared in White Dwarf a while back, but he's added his own flourishes like the eagle doors on the front.



After we put out our twenty-eight models, other forces began to arrive and assemble for battle.










With the mighty forces of nearly every army in the Warhammer 40,000 universe arrayed for battle, we knew the conflict would be long and exciting. Since GW stores were running the game as simultaneously as possible, stores could launch strikes at the game tables of other stores via telephone. There were also some surprise entrants into the battle supplied by the evil genius of our Battle Bunker staff. Look to these pages here at BoLS soon for my follow-up report on highlights of the battle and some photos of a few staff-built store models the likes of which you may never have seen before.

EVENT: 40kRadio's Toys For Tots Challenge


Hi everybody.

Our good friends over at 40k Radio wanted you all to know that they are having a Christmas 40k charity drive.

This year for Christmas they are asking people to donate 1 Space Marine (painted in 40K Radio Colors) for a Freebootaz Army. They will then to sell this army on E-bay and have the proceeds go to Toys for Tots.

40kRadio has full painting instructions and mailing instructions on thier page.

~Its going to be a tough holiday for a lot of kids in this economy, so if you have a single spare Marine and a little time, head on over to 40kRadio's page and help bring some holiday cheer to someone in need.

FANTASY SNEAK PEEK: Lizardmen (again)


Hi folks,

Today we have five new shots of some of the upcoming Lizardmen minis, courtesy of keeno79. Enjoy!







~Agghh! So many lights! My eyes! That Razordon looks pretty spiky as well. Here's to the lizardmen making the Warhammer jungles more dangerous, one spiky beast at a time.

Monday, December 1, 2008

40k & FANTASY RUMORS: Mid 09 Scuttlebutt




Hi all,

I hope everyone enjoyed thier Thanksgiving weekend, now straight to the Warhammer rumors. We have previously reported on the roughout schedule for the early part of 2009, and more information has been arriving in the interim.

Spring 09

-IG Tidbits
We've heard from some whispers on the wind that if you want to get a good feel for the upcoming IG codex, go back and watch some of the opening battle scenes from Enemy at the Gates. The updated IG range is also said to have a noticable lack of metal. There is word of plastic command squads.

Summer 09

-Dark Elves 2nd Wave
This is currently said to be a small selection of expanded Characters/Lords , and the possibility of other models.

-Empire 3rd Wave
Said to include a plastic Steam Tank and plastic Greatswords, and conflicting reports of another kit. These are said to be a further step on the path of getting the metal minis out of the Empire range.

~These two releases (Dark Elves and Empire) may be tied together in some way focussed on the mid-year, but there is nothing solid yet.

-Skaven
There is talk of the chittering of teeth and the stench of matted fur on the move in the deep parts of the Warhammer world. There is conflicting talk placing this Army Book at the tail end of summer.

~Standard caveats apply folks. We have heard nothing past summer except for the standard jockeying between Space Wolves and Necrons that have been making the rounds for months now. More as we get it. Enjoy guys.
Blog Widget by LinkWithin

BoLS Alliance Blogroll

Warhammer and Wargames Blogroll