Thursday, April 30, 2009

HOBBY: A Primer on Primer




I am writing this for those Warhammer painters who have difficulty with spray primers, and/or are looking to get an understanding on how they work. In my experience bad spray primer results are much like auto accidents. 4% of the time is it the fault of the primer and 96% of the time is it operator error. This article is about fixing operator error.

Before I get into the meat of this subject there is one related subject I would like to touch on: Figure Prep. I am not going to get into the fine points of figure prep here, but a little bit of figure prep will go a long way to good primer coats. The most important of which is once you are done sanding, filing, and cleaning up the mold trash you should wash your figure with warm water, soap, and a soft tooth brush, and then allow the figure to dry thoroughly. This will allow your primer to get the best possible adhesion with your figure.

Spray primers come in all varieties and types. They can be found at an auto supply, home improvement store, hobby shop, and at your “big box” discount stores. Some primers are better than others, but your best bet will be to experiment with a few brands and find what works best for you and your climate.

Not all spray paints are primer. The can must say primer on it for it to be primer. I am sure I will get half a dozen replies that say, “I use such and such spray paint and it works fine.” Great! It is not primer. Primer contains chemicals that do two things: protect the surface you are painting, and allow paint to adhere to the surface better. The second effect is what we want. Primer will extend the lifetime of your paint jobs. The rule to drill in to your mind is: All primer is paint, but not all paint is primer.

When using your spray primer it is a good idea to let it sit inside for twenty four hours. This will allow the primer to come to an even temperature, which will help you when you start spraying. Next, check the weather. http://www.srh.noaa.gov/ is the US National Weather Service site I go to for the current conditions outside. Chances are pretty good you do not own a paint booth so you will be painting outside, and knowing the weather conditions is super important. I will explain why later. Finally, for new cans, shake the can for a good long while. I start at about five minutes worth of shaking.

The weather is super important to know when you plan on using spray primers. First there is a temperature sweet spot. I have found that 60 to 90 degrees Fahrenheit works best for me. I learned this through the instructions on the cans of paint and trial and error. When it is too warm the paint dries on its way to the surface of the figure which will produce a powdery finish. When it is too cold the paint seems to not dry well, and ends up not adhering to the surface as well.

Humidity is your next factor. Now this is only important if it is too high and not as important if it is too low. If the humidity is too high and you use a spray primer then you are looking at an effect that some call “orange peel.” It is called this because the surface of your figure will look like an orange peel. If you combine high heat with high humidity then you will get an effect on your figure that will look like a course grit sand paper. If the humidity is real low you will need to adjust the spray distance closer to the figure. This is because the paint is actually drying before it reaches the figure and it will produce a Christmas tree flock effect. I have found 65% relative humidity and lower is usually pretty safe.

Wind is another consideration, but can easily be mitigated by spraying inside a garage or a shed. However, do not spray in these places unless you have plenty of ventilation. Too much wind will destroy some of the control you need for priming. Wind is such a variable factor with variable effects

The distance that you are spraying from is important. My advice is to follow the manufacturer’s instructions on how far the spray nozzle is from your surface/ miniature. If you are too close then you will fill in details with the paint, and if you are too far away then you will get an ugly powder coat on the figure. My best advice on distance from your figure is start out at 6” and then adjust in or out as needed.

The way you move your hand and arm is also important while spray painting. This is only something that will be learned through practice. I would suggest the speed of waving at someone a good place to start. Along with hand and arm motion is coordinating when to press the spray nozzle. You should press the nozzle before your figure and stop when the spray is past your figure. A common error is holding the nozzle down and passing the spray back and forth across the figure. Spray in one direction. Once you have reached the end of the line, stop, reset, and start back at the same point. In the end you will find what works best for you through trial and error.

A question that commonly arises about primer is after an undesired effect is achieved. The question is, “What do I do now after the primer is dry and I have orange peel or (insert effect description here)?” There are three options. The first, and least desirable, option is to strip the figure and start over. The second option is to file the area down to bare metal and spot prime with a brush on primer. The last option is to use ultra fine grit sandpaper, or a stiff tooth brush, and lightly sand the rough areas smooth. All of these options take time, but chances are good that the reason for the problem in the first place was operator error. Enough of correcting these mistakes will cure anyone of making them too often.

If spray primer is not an option then I suggest that you look at paint-on primers. Since Games Workshop stopped making Smelly Primer, I started looking around for an alternative. Reaper makes a black and white paint-on primer that I really like, which also works well in an airbrush. I have heard that Gunze makes some high quality paint-on primers, but I have not had the opportunity to use them. The key to paint on primers is multiple thin coats.

Before you paint your figures lay down a good primer coat. This is one of the most essential steps in painting that is too often ignored, and least talked about.

Hey readers I know I have been writing a lot of “basics” articles. My goal has been to expand the Bell of Lost Souls hobby reference material. I would like to know if this is something you want more of, or are you interested in other topics. If you don’t tell me I’ll keep chipping away at this project. Don't worry tutorial and building stuff articles will be happening soon.

40K TACTICA: Necrons in 5th Edition


As the most established Necron playing Fly Lord, it falls upon me to develop tactics and strategy for playing them. No easy task. With the coming of 5th edition, my Necron army has seen few sunny days and has spent most of it’s time in the far reaches of my gaming closet. However, nostalgia and my fondness for the little robots means I have to dig them out every once in a while for a few games.

Everyone knows that Necrons took the biggest hit with the release of the new rule book, but why…?

Assault
The new and far bloodier assault was definitely a nail in the coffin for the metal warriors. Their low initiative, low strength, low number of attacks trifecta of fail mean that in even an average assault squad will do serious damage and have a good chance of winning combat. An enemy unit tooled for assault will simply wade through them barely even stopping to admire the destruction.
The best to deal with assault is to simply try to avoid it. You can take 3 monoliths and try to block the main assault troops from getting to you. You can also try to take the assault troops head on with a C’Tan. The Necron units designed for assault are mediocre at best. Warrior squads will be wiped out pretty easily if any assault squads get to them. As anti-assault speed bumbs, 180 plus point warrior suicide squads really don’t make sense. There are other more exotic tactics for avoiding assault, but we will save themf or future in depth articles.

Vehicle Damage Table
With the new vehicle damage table, glancing hits can’t destroy vehicles without help. With the lack of high strength, ap 1 weaponry the Necrons have real trouble with heavy armor. As gauss was supposed to be the Necron answer to armor, the change is pretty devastating.

Discounting gauss, the other anti vehicle options are limited. The particle whip is really the best option. The ‘basilisk-like’ str 9, ap3 large blast ordinance shot means most light vehicles will fall pretty easy to it. It has a harder time with the heavier armor. C’Tan can easily take down any vehicle in close combat, but they are slower. Heavy destroyers are weak in comparison but at least combine punch, range, and most importantly jetbike mobility.

Running
This may fall somewhat under the ‘Assault’ category, but anything that will get units into assault faster is not good for the Necrons.

To defend against runners, the tactics are basically the same as avoiding assault. You can also avoid a flank run using the monolith or Veil of Darkness teleportation abilities. Super squads like Pariah’s will die far too easily to plasma, missiles, or any other low ap item. At 36 points and not having the Necron rule, it makes them a very dicey choice in most cases.


Missions
With 2/3 of the missions defined in the rule book dealing with objectives, a more mobile force, more resilient troops, or sheer numbers all have a better shot at holding a spot than warriors do.
In 5th edition, the best bet for grabbing objectives is all of the teleportation tricks that the Necrons can use. Pre-game objective placement becomes very important, close objectives that can be claimed with a slow push forward. Far objectives for stealing toward the end of the game, turbo-boosting destroyers or teleportation are the best bet. For Capture and Control, again the best bet is to simply try to wall yourself off so no one can get to you and steal your opponent’s objective with tricks if you can.

Cover
Now that cover saves are so prevalent, elite troops with lighter armor (Eldar, guard) can easily find cover giving them a save against any of the Necron weapons. The Necrons generally don’t benefit from the same cover saves as they have to be near the lord to take advantage of the res orb.

Unfortunately, there’s little that necrons can do about cover saves. Without the benefit of flamer template weapons or any ‘ignores cover’ choices, Necrons really just have to try and use their high amount of fire to force a large number of saves. So if you need to, dont shy away from planting your little robot feet in the dirt, and blazing away with all you have.

Scout/Outflanking
With the addition of outflanking to the scout USR, it means that nearly every army has an easy way to get around your forward defenses. A major problem when any hand to hand combat usually spells doom.

The best way to combat scout is to try and block with monoliths. If you can castle up with monoliths protecting your flank it can keep some of the outflankers from getting into the heart of your force. This can also give you an opportunity to teleport away from any danger. Also, filling an entire corner with models also protected by monoliths can at least give you a chance to take your shots at the outflanking squad before they get to you.

~Bushidoredpanda here. This is the start of an ongoing set of discussions and tactics working through the Necrons. What are you seeing out there on the tabletop my fellow Necrontyr? Whats working and whats not? Lets hear all about your 5th edition experiences.

Wednesday, April 29, 2009

40K BIG Game Models For Games Day: Part II, Stompas


Following on my post a few days ago regarding some of the Shadowswords and fliers for this year's Games Day 40K Big Game, here are pictures of some of the Stompas you'll be seeing too. Like the Shadowsword pictures, these are just a small sampling of many models that will be used. I hope you enjoy these sneak peeks into this year's 40K Big Game.




40K RUMORS: Plastic Trygon "Confirmed"





News brought to the community by: Warpshadow.com

Word on the tubes is that the Plastic Trygon seen in the Apocalypse book is real and headed our way, possibly timed for a release along with an updated Codex: Tyranids (next year).

~Apparently the series of "big models" will continue slowly into other xenos races. Hooray!

40K Poll: Mechanized Edition



Alright folks. Everyone loves a Warhammer 40000 poll and today we have a juicy topic.

There are many schools of thought within the 40k community regarding the role of mechanized lists. Some say all infantry, while others say 100 mech is the way to go, while others advocate a hybrid. The pros and cons are many. Some advise mechanized lists for their protection and mobility, while others would rather have more offensive forces on the tabletop.

I want to hear what you think is the ideal ratio of mechanization you use in your own armies, and why you have built your army that way.

~For the purposes of this poll treat "mechanized" as not only APCs, but droppods, monoliths, Land Raiders, and the like. Lets hear WHY you use the ratios you do, as well as what army you play and why you think its the right choice for 5th Edition.

Poll, right hand column, ATTACK!

Tuesday, April 28, 2009

40K Hobby: Mono Wheel Space Marine


This unique model was built by a friend of mine who also frequents the GW Battle Bunker in Maryland. In fact, being an avid converter myself it was the conversation piece that caused me to speak to him in the first place a few years ago. If it happens to be sitting out on the hobby table at the store, it almost never fails to draw questions about its origins and construction. Here are a few tidbits of information that will address the most asked questions about this unusual piece.

Although some people seem to think this conversion was influenced by a certain character and his monowheeled vehicle in recent Star Wars movies, in fact it was actually inspired by a real monowheeled motor vehicle built several years before that film. The film character's monowheel was probably influenced by real world vehicles of this type just like the conversion pictured here.

The other most frequently asked question about this conversion is about the construction of the large outer wheel. It's actually cut from three 60mm GW flat Titan bases glued together with their centers carefully cut out.

Note that I've featured the work of this hobbyist here before. The two-tone bone and red Dark Angels army featured here on BoLS several months ago was the work of the same person, as was one of the Shadowswords featured in the 40K Big Game article from a few days ago.

So, what other "far-out" conversions for 40K bikes are out there? Feel free to share your ideas or links to pictures in the comments area below.


40K RUMORS: Space Wolves Minis?



Whispers on the wind tell us the following:

Space Wolves have two new main sets planned:
-Wolf Guard in Terminator armour.
-Plastic Long Fangs set.

Currently the Grey Hunters and Blood Claws aren't getting much of a makeover; however, there is the high probability of a BT/DA style upgrade box/sprue.

There will also be several new metal figures released.

Continued talk and chatter is gelling around a September release slot for the Sons of Russ.

~Standard caveats on these, but there has been a marked increase in the steady drumbeat of Wolves chatter. September would be just within the 6-month window, so I would expect to start to hear more as time progresses.

40k EDITORIAL: The End is Nigh (IG)



Hi all, it’s Jwolf here to tell you that the End of the World is nigh. If you are one of the majority of Warhammer 40k players and theorists, you are playing Fifth Edition as if it were simply a modified version of Fourth Edition. I see so many terrible lists constructed and praised that do not address the realities of the Fifth Edition, but the time for playing such lists is soon to be over.

The new Guard Codex is the first Codex written under Fifth Edition rules that fully takes advantage of the Brave New World. Let’s look at five reasons the Guard so capable under Fifth Edition:

1) True Line of Sight makes guns more important. No one has more guns than the Guard, and the new order system means that more of those guns will hit their targets. Further, TLoS means less to the Guard, because cover saves have actually become easier to obtain, so Guardsmen are more durable.

2) Outflanking is one of the best ways to reach the enemy. The Guard have the Master of the Fleet to both slow incoming enemy Reserves and reduce the chances that outflanking troops come in where they want to. By the same token, Guard Reserves and Outflankers are almost certain to come in where they are wanted, thanks to the Astropath.

3) Life is cheap in Fifth Edition, and the Guard has the largest number of bodies to through into the grist mill.

4) Guardsmen have more Meltas. Melta weapons are the special weapons that matter now.

5) Vehicle LOS rules favor Ordnance Batteries. In order to have LOS to a vehicle facing, you specifically have to be able to see the hull or turret of the vehicle. Vehicles fire from their gun barrels. This means that Ordnance Batteries can be parked behind Chimeras and be fully obscured against shooting. Before you go crazy, I don’t mean they can’t be shot – I mean they gain the 3+ cover save for having the facing they are being shot on obscured. Yes, I know some of you are going to whine about this and accuse me of all sorts of heinous crimes against the Emperor and who knows what else, but the rules are not ambiguous.

~I’m interested in hearing your IG and 5th edition thoughts (except for the complaints about Ordnance Batteries), so let me know what you think.

Monday, April 27, 2009

EPIC: The Quintairn Conflict



A guest post by Gr00v3r

Starting on the Epic Campaign Trail

If you play a lot of tournament-style Warhammer 40,000 or Epic:Armageddon games with your mates, you eventually start looking for ways to vary the gameplay a little. One way of mixing it up a little is scenario play, which is a lot of fun, but--to my way of thinking--an even better thing to try is a campaign.

There are many ways to campaign in the Warhammer 40,000 universe, regardless of the game system you employ, but my preference is for the map-based campaign game.

In a map-based campaign, the battle games are over-arched by a campaign macrogame--each battle is a game within a game.

The difficulty with map-based campaigns is that the macrogame can, if overly complicated, start to overshadow the battle games, which is the opposite of what you should be trying to achieve with a campaign--it should be all about the battles.

For this reason, I like my campaign macrogame's complexity level to sit somewhere just slightly above that of, say, Risk. To that end, I have developed my own set of campaign rules to enable all the Epic or Warhammer 40,000 games I and my gaming mates could ever want. This rulebook is currently set up as a two-player affair, and describes the Eldar campaign to cleanse the planet of Quintairn. It can easily expand into a multiplayer macrogame, however, and my intention is to start a wider Order vs Disorder campaign for our Sydney-based gaming group once my initial playtesting is complete.

First and foremost, my campaign rulebook provides a context for the Epic battles that will ensue. Second, it provides a framework for how the massive forces involved interact with the environment and each other. Third, it provides a set of rules that help the players define the magnitude and style of games that will result when the two forces eventually meet (such as battle-of-equals- or attacker-defender-style games).

My intention is to use these campaign rules for Epic-scale battles; nevertheless, I added a little thing to the campaign rules in order to allow the occasional Warhammer 40,000 skirmish battle because I really dig the interplay between the 6mm game and the 28mm game in the context of a campaign (the next step is of course to work Battle Fleet Gothic into the mix--yeah, baby!).

These very small-scale Warhammer 40,000 clashes (around 200 to 400 points) are intended to represent specific "strike opportunities" that might arise prior to the Epic battle. For example, prior to assaulting a fortified position (using the Epic rules), the attacker might gain an opportunity to take out the generators powering the defender's emplacement weaponry. This would be played out using the Warhammer 40,000 rules, where victory means a significant advantage on the Epic battlefield, while defeat brings some minor disadvantage. My campaign rulebook describes various strike opportunities, but there is nothing to stop us making up the scenario on the spot.

The above is just a few tidbits of the sort of thing you can and should build into your campaign bible--it's just my two cents worth, so feel free to take or leave what you will.

That's enough blather from me about the hows and whyfores, anyway...checking out an actual campaign is way more interesting. To that end, a description of the campaign I am currently running with my mate horse appears below (we are mid-way through Week 3 of the campaign). Welcome to the Quintairn Conflict.

Initial Setup
Quintairn is the site of various Imperium military storage and re-supply facilities in the realm of Ultramar. Its proximity to Macragge brings it under the auspices of the space marines of the Ultramarines chapter, who remain involved in the world’s administration and day-to-day business at a superficial level. It is defended by a Planetary Defense Force (PDF) that follows standard Imperial Guard organisation and doctrine.

Other than as a convenient re-supply point between Macragge and the rest of the of Segmentum Ultramar, the planet retains little strategic interest.

However, a craftworld full of Eldar, on an endless patrol of once-Eldar worlds, has now arrived at Quintairn, which, as it turns out, was once a jewel of their ancient empire. They are very displeased to find it now sullied by filthy humans.

The Ultramarines maintain a fortress in High Stand, at Melenkunon Skyweir; it is usually not garrisoned, however, guarded and maintained by servitors only. Unfortunately for the Eldar, though, two Ultramarines vessels, the strike cruiser Tyrade of Destruction and the battle barge Distribution of Pain, were already en route to Quintairn for re-supply at the outbreak of hostilities, and these ships have just arrived.

The Eldar forces know that the proximity of Quintairn to Macragge is not in their favour—as it means that, given enough time, the Ultramarines can throw an almost overwhelming fleet at them. It is estimated by the Eldar leadership that a Macragge fleet could arrive within two months at the earliest, however, and so the Eldar have given themselves that long for the campaign before retaking the planet will be all but impossible.

The Early Weeks



WEEK 1
The Eldar campaign to retake Quintairn began with a massive assault launched from space. The Eldar forces quickly took the north-eastern province of Tyran, Normere in the north, the central province of Andelain, and mountainous region of Southron.

Meanwhile, the stalwart Ultramarines decided upon a defensive strategy by digging in at Cavendown, High Stand (where their fortress is located) and Westron.

WEEK 2
The two sides adopted cautious stances, digging in and fortifying their territories, hoping to force their adversaries to dash themselves upon the hastily-constructed defensive structures.

The Ultramarines felt the pressure, however, as taking the time for these works left them with just six weeks to repel the invading Eldar.

WEEK 3
The time for waiting and posturing was over. The Eldar struck first, launching a ground attack of armour and infantry supported by Revenant titans upon the Ultramariens defending Westron.



Imperial analysts estimate an Eldar force valued at 4,800 points assailed an Ultramarines army of 4,000 points.



The ensuing battle was bloody. The Eldar probed the Ultramarines defenses up and down the line, and even broke through at one stage. The Ultramarines held their ground, however, and eventually forced the attackers back.



Historians make special reference to the courageous and heroic (yet ultimately doomed) counter-charge made by elements of the Ultramarines 3rd Company. A Landing Craft deployed two Tactical detachments supported by Predators and Vindicators behind enemy lines in an effort to destroy two Revenant titans--a move that would have served to effectively extinguish the fires of Eldar morale.

Not only was this effort largely ineffective, but the taskforce was wiped out in an ensuing Eldar assault that the Landing Craft alone managed to escape.



Despite this, the Ultramarines' valiant defense was eventually successful, and the Eldar were forced into retreat.

The Ultramarines victory earned them no respite, however, as another great battle over the province of Southron loomed. At Southron, Ultramarines forces with a battle value of 4,400 points assembled to assault the heavily fortified Eldar defenders at Southron, whose battle value is estimated by scholars to have been around 4,000 points…

And this battle will be fought over the coming weekend. If you do or don't want to read about it, please let me know--just sound off in the comments.

I hope this post has given you a taste for some Epic/Warhammer 40,000 campaigning, and that the creative juices are already flowing, causing a flood of ideas for gaming awesomeness. Also, my intention is to make my campaign rules available for download once we have playtested them sufficiently, should anyone be interested in trying them out.

Thanks to horse for providing the venue for our first campaign battle, for bearing with me while we playtest my campaign rules, for taking the pics, and--of course--for keeping it real. (You rule, man. Tell your friends.)

~Bigred here. How many of you guys have taken part in map-based campaigns, Epic or otherwise? Lets hear about them and what you most liked or disliked about them.

40k RUMORS: Planetary Empires

Rumors brought to the community by Warseer's: Shadowphrakt

More word on the Warhammer 40000 version of Mighty Empires.

"With regard to Planetstrike being released in June, the Planetary Empires expansion pack, which was seen at Conflict Scotland: 08, is finally due for release in July of this year- a month after Planet Strike I believe.

The box contents are similar to that of Mighty Empires, but obviously with new designs. It contains the same size tiles, but with ones for cities, add ons for hive cities and the like.It is designed for being used to map out campaigns, and is just a very nice thing to have as a GW enthusiast.

The boxset, along with all new tiles and new things to put in tiles. The boxset contains the new Planetary Empires rulebook - what was seen at Conflict Scotland: 08. All the changes needed - such as taking out the Baneblade artwork in the workshop - have been made."

~Look out map-based campaigns. the nice thing about this type of set, is that the hex-tiles and icons give everyone a consistant set of playing pieces and you can invent campiagns and special rules to your heart's content. The Fly Lords will almost certainly make a future campaign book based around these tiles for all you crazy map-based campaigners.

Goatboy's 40k Thoughts: Deployment is key for Tiger Victory!



Last week I briefly talked about deployment and how it can affect the game. I’ve decided to show some of the ways I like to set up, based on the mission rolled. I have found that set up is probably one of the most important parts of Warhammer 40k and that even with rolling badly, you can win the game just based on how your force is deployed.

First I want to go into the aspects of deployment and what you can gain by it. We all know that with the changes in 5th edition, we no longer take turns setting up our forces. Whoever decides to go first, sets up first. The “attacker” defines what part of the field the fighting is going to begin from and the “defender” gets to respond to it.

Going First

If you rolled and decided to go first, it is up to you to set up your entire army on the board for your opponent to respond to. This means that you have the initial terrain control, as well as the initial set up of firing lanes. This is important, as getting the most bang for your points cost is what will give you an advantage in the game. I made some pictures to showcase how I would set up when going first.

Pitched Battle



This picture shows the normal set up you would normally have. I deploy my army in the middle in order to not allow my opponent to pick a side and overwhelm me. I know this leaves me open to an envelopment strategy, but the bad guys will have a tough time getting any kind of flank charge, so if they come around my side, I am not too worried about it. Also most of my vehicles have the same side armor as the front, so I am not too worried if they get a shoot at my “vulnerable” side. You can also that my rhinos are still in front of my other more offensive units. This gives me cover, even when they “steal” the initiative. Most of my army moves and fires, so being behind other units won’t be a disadvantage as I can either move out of the way or around.

Spearhead



This is when you have a spearhead mission. I set up pretty aggressively. I want to get in their face, and this set up allows me the advantage of moving up quickly. A lot of armies will have issues with this set up, as they are packed in tightly. I am a very aggressive player and find that playing the game for the throat can force your opponent to make mistakes as they are worried about their own army from the get go.

Dawn of War

Dawn of war missions, can vary greatly. I normally start with everything off the table so I can either turbo boost in, or just move on and fire as needed. Most of the time, the first turn of night fighting will allow me to get 2 turns of 12 inch movements on my rhinos, thus setting up some nice turn 2 shoot outs that can be very handy.

Going Second

When going second, you have the advantage of knowing where your opponent’s “heavy hitters” are going to be. This gives you an advantage as you can either have your army set up to ignore them, or create a multi turn buffer between this unit and your army. You don’t have to kill these uber units in order to win. You just have to ensure they don’t get their points back with careful set up and controlling the firing lanes.

Pitched Battle



For a pitched battle set up, I still concentrate my force; it is just this time I pick a side. I want half of my opponent’s army to be wasted for a few turns. This allows me to pick at bits of their army, with my superior numbers as they try to wheel around. This won’t always work, as some players will catch on to this set up strategy, but most of the time just sticking to one side will help you push the game into your direction. With commonly available cover saves everywhere, you seem to always have a 50% chance to ignore the first turn of fire as it is.

Spearhead

I didn’t make a picture of this set up, as most of the time I set up in the same way as the going first set up. If they are a super assault army, I might move a bit back so they don’t have a first turn assault, but most of the time I set up the same way. The best thing about this set up, is if you do steal the initiative you can hurt your opponent pretty heavily if they set up to aggressively.

Dawn of War

If I am going second on this mission, it all depends on the type of army I am playing. I usually hold everything back and try to move on to where I can hurt the opponent the most. Most of my army can fire pretty long range, mixed with being able to move and fire. So I can come out of one side and lay down a large amount of fire in order to try and create a big gaping hole in one side of their force. I would say that most of the time, going second in Dawn of War is probably the best choice. It allows you the ultimate control of where to concentrate your fire as well as give you the most options available to you.

The sample army list I am showing in these pictures is the newest Death Guard/Nurgle Chaos list I am playing. The list is below.

HQ: Daemon Prince, Wings, Warptime, MoN
HQ: Daemon Prince, Wings, Warptime, MoN
Elites: Dreadnought, Multi-Melta
Elites: Dreadnought, Multi-Melta
Troops: 10 Plague Marines, Melta (2), Asp Champ, Combi-Melta, Powerfist, Rhino
Troops: 10 Plague Marines, Melta (2), Asp Champ, Combi-Melta, Powerfist, Rhino
Troops: 9 Plague Marines, Plasma Gun (2), Asp Champ, Plasma Pistol, Powerfist, Rhino
Heavy: Deflier, Extra Close Combat Arms
Heavy: Deflier, Extra Close Combat Arms
Heavy: Deflier, Extra Close Combat Arms

Total points are under 2000.

This is a heavy list, as it can be a pain in the butt for most armies to deal with. It is all mech, so Lash is not nearly a problem. It also has a lot of melta weapons so it has a good shot of taking out any heavy vehicles you might see. Mixed this with some walkers and you have a really good shot at hurting any daemon player. Nothing is funnier then watching a bunch of bloodletters try to kill a defiler/dreadnought in hand to hand.

For those wondering about a 1750 or 1500 list, you could drop one defiler and make the troop squads a bit smaller. You could also take the aspiring champs out with their combi and powerfists and still fit in all the mech with some tweaks to the troop sizes.

If you have any questions, please feel free to email me. Lets hear about how you like like to deploy under the different missions.


Sunday, April 26, 2009

Genesis Chapter Logo Sheet

"First among the Primogenitors, the Genesis Chapter are dogmatically loyal to the memory of Roboute Guilliman, and can be counted on to fight at the Ultramarines' side without hesitation."

Its time to head back to the Marines for our latest successor chapter. Here we have one of the more distinctive of the Ultramarines 2nd Founding chapters, the Genesis chapter. Look in the Space Marine codex for a shot of the chapter's red color scheme.

We have been noting for a while that GW does a great job of covering the major 1st Founding and select 2nd Founding 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 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 or WHITE decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the black and white "no background" decals is to apply them to a white surface, and wait till they are fully dried.

WHITE PAPER: This paper will allow you to use it directly over colored or dark surfaces. Cut out the red edged logos, and apply them directly over your red painted models. Once dry, you can go back and touch up any edge defects with your original red paint.

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 chapter logo against an oversized red background for ease of cutting out, as well a small amount of stand alone logos for folks who want some variants for something special. 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.

LoTR SHOWCASE: Gentleben's Haradrim





You know, a while ago, Gentleben said he was taking a long haitus from 40k and dissapeared into the Texas sunset. Like all good things, he just couldn't stay away from BoLS forever, and has been recently pulled back into the thick of things with War of the Ring.

He came into our FLGS aiming to impress and threw down with his fledgling Haradrim army. now some pointers here:

1) Note the use of a subdued palette based on real world middle-eastern natural dyes.

2) Note the odd lack of standard War of the Ring movement trays for his infantry and cavalry. Instead each company has its own desert themed custom base.

3) Note that #3 is only possible because EACH model has had magnets embedded in their feet and a metal plate embedded into the bases...madness!











~Like I said, Gentleben came to knock our socks off, and pretty much did it. We last saw him sauntering off into the parking lot with a pile of Easterlings, so you know the followup post will be even better.

Saturday, April 25, 2009

40K RUMORS: Planetstrike Setup



Some additional Planetstrike rumors brought to us by Warseer's tireless: The Dude.

Hre we have a basic rundown of the game setup procedure for Planetstrike missions, along with some sample Strategems.

PLANETSTRIKE LAUNCH PROCEDURE
1. Determine attacker and defender
2. Choose forces
3. Select a Planetstrike mission
4. Prepare the battlefield
5. Determine objectives
6. Attacker prepares invasion
7. Determine stratagems
8. Defender deploys forces
9. Attacker launches firestorm
10. Launch the Planetstrike!

SAMPLE STRATAGEMS (Apparently a bit more powerful than the Cities of Death ones)
-IG: a mass deep-strike ability; a single reserve dice is rolled for the whole army, but each squad that deep strikes must make a dangerous terrain test when it lands.

-Dark Eldar: a penalty to enemy leadership equal to the number of turns passed since the beginning of the game (an interesting bit of background: it mentions Khaine-worshipping Dark Eldar).

-Imperium: Power of the Machine Spirit. BS 3, unshakable turrets.

-Adeptus Mechanicus: a teleporter beam that kills any model in a building on a successful armour save, as its flesh melts with the walls.

-Space Marines: when a Drop Pod deep strikes, all enemy units surrounding the landing zone must make a morale test.

-Tau: a massive EMP blast that disables all targeting systems on the battlefield; all vehicles are now BS 1, but all infantry units gain +1 BS,

-(possibly Ork) basically throwing an asteroid at the enemy

~This book is going to be awesome for narrative gamers. It would seem that a lot of these structures and strategems could be usable withinthe context of Apocalypse games, opening up the possibilities of great scripted games with all kinds of special events. That little Dark Eldar blurb is also a heart-warming sign that some type of movement is taking place.

HOBBY: Working with Resin



A guest article by RedScorpionsGirl

Forgeworld produces some of the best resin pieces for Warhammer, and if you are investing in these pieces, you will want these to be the focal point of your army. If you don’t take the time to prep them correctly, that focal point could end up a disaster. Your model coult be warped, or not fit together well. Paint and primer could go on splotchy, acting as water does on a car surface. Sometimes by not washing your pieces,you can be fooled. The primer and paintjob goes on great, but the first time you touch the finished model the paint rubs right off down to the bare resin leaving you wondering how to repair that damage.

Resin is a tricky medium to work with. If you don’t take the time to prep it properly, all your hard hours of painting work could go to waste. The larger the item is, the longer the prep time to prepare it will be. Resin pieces are usually coated in residual mold release agent which needs to be removed (the brilliant sheen when you look at a piece in the light). Excess resin gates (the large squarish plugs the resin was poured into the mold from) and flash need to be carefully removed, sometimes in multiple steps; trimming with an x-acto knife, filing, ensuring the resin dust is removed (a second washing after filing is recommended) and more, depending on the complexity of the pieces you are working on.

The first thing that should be mentioned is the obvious warning that is on anything that you buy from ForgeWorld at least: Resin dust can be harmful if inhaled. Always wear a dust mask or respirator when sanding or sawing resin parts. This being said, use the appropriate safety equipment if you are sanding/filing resin parts. Resin dust has an oddly sweet smell and can easily be overlooked when working. It is best to throw out excess resin pieces, as unlike removing metal tabs and flash, resin has no weight so it isn’t really useful for anything else like weighting bases and such.

Inventory and Washing
To start off, take what resin pieces you are working with and lay them out. If you are working with a number of different items, I would suggest taking a digital picture of each. That way if you are working with a number of different items that have small components you can separate them after cleaning.

Finding a good spot to do this is always best. A sink that has a drain cover, preferably one that is perforated with holes smaller than the smallest piece of resin you are working with (the last thing you want are your expensive pieces disappearing down the drain). If you don’t have easy access to a sink, use a small bucket or pail.



Warm to hot water is best for soaking your pieces. If you have pieces that need to be straightened, it is best to wash them first, and then use the hot water to reshape them. Let the pieces soak for 10-15 minutes in the warm water. Have a separate container with clean warm water to rinse the pieces after they have been washed and scrubbed.





Go through each of the components and wash them thoroughly. I prefer to use a Sonic Scrubber for this (but any type of a scrubber will work as long as it can get into the detailed areas of whatever you are washing), and standard bar soap, or a very mild liquid detergent. I don’t use anything harsh or abrasive by any means, as that would ruin the details in the resin. The Sonic Scrubber is a really interesting item; Wal-Mart carries them for $9.99. Best investment in my opinion if you are stripping models, or needing to wash a lot of resin parts, as it is battery powered and seems to last forever, and there’s a lot of different brush head options as well. It shouldn’t take too long to clean them all and you will end up with something like this as your reward:



At this point you are almost done. Take all of the pieces out and spread them out on a towel to dry, preferably one that is lint free. Let the pieces dry for several hours, and turn them over several times to speed the drying process.

Trimming and Cleanup
At this point, you can go through and determine if you have any seams that need sanding, and the excess resin gates or flash you missed that need to be removed. A good deal of the gates you will find can easily be removed with clippers, however, anything that the clippers can’t easily fit around should be removed with a fine tooth hobby saw. These can be found at most hobby stores.



Both Excel and Exacto produce a hobby saw, with interchangeable handles and blades. They have several different styles, with the best one being the aluminum Exacto in my opinion, as it is extremely light, and durable. While the handles come in anywhere from $6-$12 approximately (the Aluminum handle being $12.00 when I recently purchased it and a fine blade coming in at $4) and the blades being anywhere from $4 and up, it is a bit of an investment, but in the long run a solid investment. The handles can also be used for regular blades, and there are several grades of saw blades available. As with any type of saw blade, the closer the teeth the finer the blade, and the smoother the cut will be.

When the excess gates are sawed off, remember to leave approximately 1/8” of the gate on the model piece you are working on. This allows you to trim it down appropriately, rather than trim it too tightly and possibly ruin the part you are working on. Better too remove too little of the gate than too much. Remember that resin dust is dangerous, and it is best to do this outside if at all possible, or if inside, wearing a mask and try to limit where you are doing this.

Then with a fine file, finish cleaning up the spots that have been sawed off, making sure that they are flush with the surface. Once you have finished this, it is best to give the parts a once over again before continuing any farther. After the final check it is time for assembly if need be, or basing and priming.

Dry Fitting
With resin kits, it is extremely important to do a dry fit, and make sure all the parts are the proper shape and not warped. If anything is warped, take some hot water and carefully submerge the part(s) in it. Remember though, you need to get these parts out of hot water as well, so take care to have something that can grab them, or submerge them in a shallow pan for ease of removal. Larger parts can also be reheated and reshaped as well, however it is a bit more time consuming, as the thicker the piece the hotter it needs to get to press it back into shape.

Only literal trial and error will tell what is needed, and in this case it’s best to start out at lower temperatures and not have it work than it is to go too much heat and ruin the pieces. Make sure when reshaping the pieces you also have a bowl of cold water ready to submerse the piece into. It is best to hold it with your hands to make sure it ends up the way you want it to. Just dropping it in the cold water will not fix warped pieces, as they often bend back the same way they were if not held in thier desired final position. Just a quick dip into the cold water while holding it will set the piece. You should also be aware there is a chance if you accidently leave your model in a hot locations like a car on a hot day even after it is painted it could warp again and ruin the model.

Assembly
Super glue works wonderfully on the resin, as it bonds resin parts together faster than plastic pieces. Be wary of this before assembly, as once you touch the pieces together, they are solidly bonded together and there isn’t a chance to reposition in most cases. If you have extremely large parts you are gluing together it is best to leave the edges you are gluing together a bit roughed up. (An example: the wings of a Tau Manta are approximately 2” thick at their widest point. It is best to leave the inside seam rough so that when you attach these to the main fuselage they have better contact, as if both sides are roughed up just before glue, there is more area for the glue to seep into and make a stronger bond) This assists in the bonding process with large pieces, which will result in a stronger finished model.

Priming
Once you have finished your assembly you are ready for priming. Most primers honestly will work well on resin. The only thing to remember is that like any other model, choose your day wisely to prime it. Too hot of a day and you will could end up with a fuzzy model, too cold of a day and the primer may go on caked, or spotted, or worse. Each type of primer has it’s own personality and can have various reactions to weather conditions. It is best to save a couple of the excess resin gates and test your primer on them if at all possible. Resin can be stripped if your priming goes awry with Simple Green, California Awesome, and few other cleaners, but remember you are working on resin, or possibly a combination of resin and plastic when choosing a stripper.

Now you are ready for paint!

~I hope you liked RedScorpionsGirl's resin primer. Word on the street says that she is the proud owner of a Manta and may be sending us some future articles as she assembles and paints the Tau monster. Who's up for that?

40K RUMORS: Games Day France



Rumors brought to the community by: Lone Pilgrim

So 40k blogger Lone Pilgrim reported some juicy nuggets a few days ago, but they kind of got lost in the wind. Highlights are:

-The massive Dark Angel Citadel shown in Planetstrike will be available in plastic!

-Phil Kelly is writing Codex: Dark Eldar.

-Necrons are being worked on, but are further out than Dark Eldar.

-The much anticipated Forgeworld Lord of Change is due out near Christmas.

-The next Forgeworld Book AFTER Siege of Vraks: 3 will focus on Orks vs Elysians.

~Standard caveats on these guys. Go read all the rest of the goodies over at Lone Pilgrim. Of course no official work on a Dark Eldar release schedule, but we hear they are not that far after Space Wolves. There are also apparently some little tidbits regarding their background in Planetstrike, such as their worship of Khaine. Hmm...

Friday, April 24, 2009

40K Open Thread: Cult Troops Throwdown



A quiet Friday night means its Open Thread time. Tonight's topic is Chaos Cult Troops:

-Plague marines
-Noise marines
-Berzerkers
-Thousand Sons

~Let's hear your thoughts readers. Who's the best and who sucks, why? What tips and tricks do you have on using them? Hobby stuff and even great tabletop stories are welcome. Ask a question, or answer some. Dive in guys.

FANTASY NEWS: Steam Tanks, Greatswords and More


Hi guys,

Look what just went up on the Advanced Orders page you Empire Generals.

Empire Steam Tank (plastic)
Empire Great Swords (plastic)
Empire Archers
Empire Elector Count Marius Leitdorf
Empire Captain with Hammer and Pistol
Empire Captain with Sword and Shield
Uniforms & Heraldry Of The Empire

~You guys should expecially check out that last one. Scuttlebutt says this new fluff and painting guide book is a Warhammer lover's dream and an invaluable guide for painters. It could be the start of a ongoing series covering all the armies of the Warhammer world.

40K ARMY LIST: The Steel Speculum



JWolf and I had similar thoughts when we decided to build a couple of "competitive, but fun" lists using the new Imperial Guard codex. He chose the Howling Spider Monkeys (an awesome list that can give just about anyone a bloody nose), while I went in a little direction I like to call the "Steel Speculum".

The focus of this army, like JWolf's Howling Spider Monkeys, is outflanking. Everything outflanks. But I liked the concept of a mechanized army with some really tough, mobile guns supporting those Chimeras. I really like the image of a mechanized army throwing up dust on an alien planet, with a trio of skimmers bursting through the dust cloud...

In any case, here's the 2,000 point Imperial Guard list:

HQ

Lord Castellan Creed
Company Command Squad (Medic, 3x Plasma Guns, Astropath)
//deployed in Valkyrie, held in reserve to outflank

Company Commander
Company Command Squad (Medic, 3x Plasma Guns, Astropath)
//deployed in Valkyrie, held in reserve to outflank

TROOPS

Captain Al'Rahem
Platoon Command Squad* (Heavy Flamer, Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

Infantry Squad* (Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

Infantry Squad* (Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

Infantry Squad* (Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

Infantry Squad* (Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

Infantry Squad* (Melta Gun), Chimera
//deployed in Chimera, held in reserve to outflank

*Part of Captain Al'Rahem's Infantry Platoon

Veteran Squad (3 x Plasma Guns, Demolitions)
//deployed in Valkyrie, held in reserve to outflank

FAST ATTACK

Valkyrie (HB Sponsons)

Valkyrie (HB Sponsons)

Valkyrie

HEAVY SUPPORT

Ordnance Battery (3 x Medusas)
//held in reserve to outflank, uses Creed's Tactical Genius rule

TACTICS

This gives you outflanking 6 Chimeras, 3 Medusa Siege guns, 3 Valkyries with +2 on the Reserve rolls and a re-roll when choosing sides. This means you are going to get almost all of them and they are coming in on the side you want. That's going to be brutal.

Outflanking Medusa Siege Guns (that can roll on and shoot) are going to be devastating. Combined with the initial volley of Hellstrike Missiles and meltagun shots, you should be able to clear your opponent's backfield of vehicles. That leaves up to 9 Multi-lasers and 13 Heavy Bolters to thin out the ranks. You've also got 24 Lasguns and 6 Meltaguns shooting from the top hatches of Chimeras each turn.

If there's a nasty knot of bad guys you need to deal with, drop off the Command Squads and Veterans for 18 BS4 Plasma Guns shots and a Demo Charge. Don't forget to give those units orders so they become twin-linked (or those pesky successful cover saves are re-rolled). Ouch!

~ The only real drawback to the army is the hefty number of kill points. So plan on tabling your enemy in Annihilation games! As always, I'd love to hear your feedback and any ideas on improving the Steel Speculum.

Thursday, April 23, 2009

HOBBY: Painting Handles




You are probably looking at that Ork in bottle, and are wondering what strange and weird Warhammer project I am concocting. Well the only 40k project going on is a painting project. What I discovered a couple of years ago was that my fingers were rubbing off the dried paint on my figures as I was painting them. Well I started to think about how to fix the problem, and while I was hanging up a poster with Plasti-Tak I came up with my solution.

Every so often I would get a prescription medication and I would have this bottle left. Therefore I took the Plasti-Tak and put a ball of it on the lid of the bottle, and put my figure on top of the ball of tack. I then had a handle for my figure while I painted it. Then I recently discovered certain figures when mounted just right would fit inside of the bottle, which keeps the dust off of long term projects. To make this work you will need pill bottles that can be child proof on one side of the lid, and non child proof on the other.


As a note some metal figure are too heavy for plastic tack so you will need to use some CA glue instead of Plasti-Tak . If you go this route use the CA glue sparingly so it will pop off with some ease.


Hope you find this tool useful. What are some of your homemade tools? Take some photos and post up the links so we can see what you are doing.

40K BIG Game Models For Games Day


The Games Day 2009 Warhammer 40,000 "Big Game" is based around the new Shadowsword and Stompa kits. This event will be run at North American Games Days as well as UK Games Day. Some of the models you'll be seeing at this event were actually built and painted by Games Workshop customers at the GW Battle Bunker-HQ in Maryland. The theme for the Imperial Forces is Lucky 13's, hence the Charadon Granite, Scorched Brown and various shades of grey color scheme. To make it easier to distinguish one model from another during the Big Game, painters were allowed to individualize the models with a flare of personal creativity. The pictures below show just a small sampling of some of the models you'll see at the 40K Big Game this year if you're lucky enough to attend the aforementioned Games Day 2009 events. While some of the models that will be used in the 40K Big Game have been built and painted by GW staff, all of the models featured in this article were painted by customers.

This hobbyist used Mechrite Red and Kommando Khaki for his distinguishing marks. Notice how the stripes on the barrel echo the pattern on both sides of hull. The Lucky 13's badges were painted on small plastic card rectangles and glued to the hull. The rivets on the Lucky 13's plates are made from steel ball bearings!



This hobbyist used a "D-Day stripe" type pattern near the root of the main gun to add a unique touch to his vehicle. Note how the existing shape of the two small panels on top of the tank were utilized for a distinguishing blue and red marking and how the large-blue-with-small-red stripes painted there are mimicked in the side stripes with the addition of a third grey stripe, grey being a standard color in the Lucky 13's color scheme. The Lucky 13's badges painted on the top and sides of the vehicle were hand painted directly over top of the base colors.




Along with free-hand painting of stripes and Lucky 13's markings, this hobbyist used decals from the Baneblade transfer sheet to personalize his tank.



This model has a large Lucky 13's marking painted right on the front armor near the root of the main gun. Notice how the eagles on this tank and the three models shown above are painted two different types of gold and two different types of grey, yet in each case the chosen color accents the base colors behind it.


Imperial forces will also have air support in the 40K Big Game. These Lightning models were individualized with different color stripes and unique kill markings.








As well as getting a few of you excited about the 40K Big Game at the Games Day 2009 events listed above, hopefully this article provided some of you out there with ideas for painting and customizing your models. If anyone would like to know more about the Lucky 13's color scheme, everything you need to know about getting started with it can be found on the Games Workshop US website events pages. If you have questions beyond that about the models featured in this article, please leave them here in the comments area for this hobby topic page and I'll try to answer them if possible.



The models featured in this article will be used in Games Day North America and UK events. Games Day Baltimore is now less than three weeks away. For more information on all the 40K Big Game and other great activities, product previews, Golden Demon painting competition and more at Games Day, please visit the GW website.

And on another topic, thanks to everyone who came out to the brand new GW Hobby Center in Fair Oaks, Virginia over the past few days. At the time of this writing, the store has only been open for four days, but already it looks like it's up and running with a great hobby community of its own. Also, thanks to those of you who came by for my vehicle assembly clinic there on Sunday. I hope it was helpful to you. Good luck with all your hobby projects.

40k RUMORS: Space Wolves Ho!



Rumors brought to the community by Warseer's: Shadowphract

Following up on last month's Spaces Wolves chatter, we get these little nuggets of Warhammer 40k joy fresh off the rumormill...

-If drop pods are taken, the whole army must take them.

-Bjorn the Fellhanded has AV14 on all sides, better stats.

-There is some mad Wulfen character, who has his own personal drop pod. He can choose who he fights in combat, like a challenge in WFB. No-one else can fight him apart from the person he's attacking, unless said model is killed, in which case his squad can then attack him.

-All rules for Named Characters have been rebuffed - all of them can take terminator armour for +50 points. All Named Characters models are getting re-done, if not for the actual release then in subsequent releases.

-Any character can take terminator for 50pts, which includes weapons.

-Runic weapons I believe function as Relic blades, but with something else quite snazzy.

-Wolf Guard (in terminator armour) with lightning claws rack up 6 attacks on the charge each. A very broken thing to do (think this ill be omitted from the final codex) is put them with Ragnar Blackmane, who gives them Fleet of foot and rending, though dont' quote me on rending.

-Wolf guard in terminator armour with lightning claws are costing 60 points.

-Individual Wolf Guard can replace squad leaders - all should look individual.

-No model in the SW codex at all has the option to take a thunderhammer and storm shield.

-Wolf Scouts won't be troops.

-Wulfen are back in and TH SS combo isn't an entry, I believe.

-Wolf Guard as squad leaders are goign to be very indivudiaul - they're encouragin player sot model each like a "captain" if you will - very individual - a veteran - personal trophies and the like.

-From the recent space marine models (barring Hestan) they are shaping up to be very nice. Complete overhaul - as it should be. Blackmane is getting redone. As is Logan Grimnar. And the Wolf Priest Character as well.

~Standard caveats on these, but BoLS has been hearing for some time, that the Space Wolves are coming this year. I'm liking the all or nothing drop-pod rule, to take the Wolves anti-teleportation superstition into account. The no TH/SS is also interesting, but maybe they could get some other new crazy viking combo like PW/SS or even TH/SB. finally the inclusion of Wulfen is a nice repreive for all of those 13th Company modelers and players. Have at it guys!

Wednesday, April 22, 2009

40K NEWS: IG Valkyrie Instructions

Hi all,

You have seen the Valkyrie sprues before, but this set of instruction shots has been floating around the BoLS inbox. Check these babies out.







~I've seen the Valk with my own eyes, and it is a LARGE one, easily the mass of a Land Raider, but larger in length and width due to the large wings and tail booms. I've already got 2 on order to carry my Elysian "Stormtroopers"

REVIEW: Battlefoam P.A.C.K. System




The P.A.C.K. (Personal Army Combat Kit) System

Hi guys, Bigred here. Lets talk about the new Battlefoam P.A.C.K. army transport system. You may have heard of this new product offering from Battlefoam, and we got a chance to really get a good look at the new system at Adepticon. Lets take a closer look and see how it stacks up.

Basics
The PACK system is a set of sturdy army transport bags with foam inserts to carry and protect your valuable army. The bags currently comes in 3 sizes to meet gamers needs; the 216, 432, and 1520. Thanks to Battlefoam's oversized trays and advanced cutting technology those numbers stand for the maximum number of 28mm figures you could fit into each case. That is a TON of minis!





Features
Hard-frame
The very first thing I noticed when I picked up this bag was how sturdy it was. Battlefoam bags have the same exterior canvas covering you expect on bags of this type, but they conceal a hard plastic shell which gives the bags great rigidity. If you have ever had the sense of terror as something heavy was placed atop your current army transport bag, you will appreciate this feature.


Oversized Trays
Battlefoam's oversized 15.5"x12" trays can fit substantially more models per tray then other army transport options. An average tray can hold 72 minis in a single 1" thick tray. You can do the math to see how it doesn't take to many of these 1'' trays to haul your entire collection of models around in a compact space.


Customized Trays
This is Battlefoam's secret sauce. With their proprietary cutting system, you can get any foam tray cut out EXACTLY to fit your unique army needs. With everything from preset trays designed for russes, drop pods, baneblades, heavy weapon teams, terminators, and more there is a tray just right for you. If you have something especially unique, you can even submit a design to Battlefoam and get a tray custom cut to fit your needs.

This custom cutting can be done not only with the P.A.C.K. system's foam trays, but standard sized trays used by other army transport manufacturers. As a final perk, you can even have lettering or logos cut out of your trays to match your army, your name, or anything else you can imagine.

Foam Density
One of the subtle yet impressive Battlefoam features is the quality of their foam. With almost triple the density of other foam trays, a fully loaded P.A.C.K. system with foam trays inside is virtually a solid, able to not only protect your minis but absorb a great deal of pressure. I personally loaded some minis into a P.A.C.K. 432, spun it around like a top a couple of times, then sat on it like a chair (I'm @175 lbs). After 30 seconds, I sat up, unpacked the minis and they and the bag were unharmed. A really impressive test I would never dream of trying with my current army pack.

Conclusions
In short, this is one of the most innovative products to hit the miniatures wargaming scene in a few years. It is an impressive piece of work, and if you care about the safety of your valuable Warhammer army look no further than the P.A.C.K. system. It is the Mercedes-Benz of army transport solutions, and you should check them out over at http://www.battlefoam.com/. Tell them BoLS sent you.

5 stars (out of 5)

40k & FANTASY EDITORIAL: RAW vs RAI


A guest editorial by nojinx,

For a little over two years now, I have been fascinated with the great dichotomy of RaW and RaI, a rare dynamic but common to the Games Workshop games players’ community. Last September, an article written by BigRed on Space Marines and Chaos brought to the forefront (via the Space Marine Locator Beacon discussion) this dynamic. Being so intrinsic to solving many 40K rules discrepancies, it seems critical that we seek a common understanding of these terms. I intend the following to facilitate that understanding.

RaW: The Rules as Written
An expository description of a rules system. Given a reasonable understanding of the language used to present the rules, no special tasks or interpretations, or sources outside the rules system, are required – only an understanding of the literal meaning. Deviating from such, for any reason, steps outside the bounds of RaW.

Drawing a comparison to the legislative and judicial spheres, RaW can be reasonably compared to the notion of the letter of the law.

RaI: The Rules as Intended
An understanding of an aspect of a rules system. This understanding may be gathered or surmised from one or more of the following elements: the rules system’s text; text or non-text outside the rules system (including “fluff” or images); comments from those who are presumed to have authority (such as a published designer’s interview or a hearsay quote).

RaI can be reasonably compared to the notion of the spirit of the law.

When They Differ
In the world of gaming, the vast majority of the time the RaW and RaI of a rule will involve no difference – they will be one and the same. When dealing with the instructions for Monopoly, Settlers of Catan, Rummikub, or reading a manual on how to play chess, croquet, Call of Duty or cricket, one does not expect to have to extract some meaning from the text beyond the literal or use sources outside the text to understand the rules.

One exception to this is mistakes. Errors in a text, whether logical, semantic or grammatical, can happen. Misunderstandings can lead a reader to believe an error exists where none does. Errors, legitimate or supposed, include:

-Grammatical and linguistic errors
-Typos
-Omissions or inadvertent inclusions
-Logical conflicts
-Incongruities (with similar rules, typically, when not logically exclusive)
-Lack of clarity or thorough description

The primary strength of RaW in determining the meaning of a rule is that it requires only a rigid reading of the text. No research needs to be done. No outside sources need to be referred to. The weakness lies in that same rigidity: nothing but the text can be a resource, preventing a reader from finding a solution where an insurmountable conflict exists. RaW cannot resolve a rule set such as:

-A equals B
-A cannot equal B

A RaW reading of the above leaves the reader with a conflict. Since deviating from the literal meaning of the written passage is not allowed in a RaW interpretation, the error cannot be avoided.

Most of the time, the conflict is not so dramatic or absolute. In fact, it is usually an error that does not create an illogical situation or conflict, but deviates from an expectation on the part of the reader. Here, RaW can be applied successfully though, depending on the nature or extent of the deviation, may seem incongruent with the general system pattern, style or related storyline. This type of application is sometimes referred to as “Silly RaW”.

As a method of working through these errors, RaI’s strength lies in its versatility. It does not hold to the rigid confines of a literal reading and inherently accepts that apparent errors in the text can be worked around, often to the point of ignoring the literal meaning in favor of a (supposedly) more logical one. On the other hand, RaI has a looming weakness that the rules interpreter must always be aware of: the boundless nature of subjective interpretation. Desire, bias, previous experience or publications, and so many other aspects can sway our reading of a rule. Since we will only use RaI when the RaW reading appears to not stand to scrutiny, we are forced to use elements outside the specific written rule, and it is only our individual discretion which keeps our reasoning in line, oversees the validity of our sources and prevents us from inferring meaning inappropriately.

When the discrepancies occur that create the schism of RaW and RaI, we must first focus on the written rule, and the first part of that focus is on the logical compatibility of the RaW reading: does the rule create a contradiction in the system, i.e. a conflict that cannot be resolved? If so, we must move to a RaI reading to find a solution. If not, we continue to examine the written rule for imbalance: is a RaW reading inappropriate given the overall system of the game? In both of these later options, we deal with the subjective judgments required to determine our course. This subjectivity requires diligence, thoroughness and restraint in choosing what is to be incorporated into the overall argument supporting the proposed solution to the erroneous rule.

Note that a RaW reading will usually be conclusive if it is strict, but, by nature, a RaI reading cannot be. Any source authoritarian enough to make a RaI interpretation conclusive will inherently be RaW in its conveyance.

As players working through Warhammer's complex rule system, we have to accept that both RaW and RaI approaches have to be used when a rule discrepancy is dealt with. Neither approach can be held as the best or foremost in all cases, nor can one method be ignored. Each reading has to be weighed against each other on a case-by-case basis. Above all else, we have to recognize that certainty can rarely be achieved by this process.

~Bigred here, So where do you guys come down on this issue? Each playgroup is different, and whether its a closed group of old friends, or a 900 person tournament, you have to come down sonewhere on the RAW vs RAI spectrum. How do you resolve rules disputes (both on and off the table) and why?

Tuesday, April 21, 2009

Astro Mag 4 Available Now


Hey guys,

Our good friends over at the Astro-Mag have cranked out their 4th issue their e-zine. This issue is just chock full of timely Imperial Guard tactics, conversions, TSOALR comics, and other cool stuff.

Go check it out!

Astro-Mag #4

HOBBY: Adhesives 101



For the miniature enthusiast there are three types of glue they are familiar with. The most common and most widely used is cyanoacrylate or CA glue. Its more common name is super glue. The other two glues that are used are plastic cement and epoxy. All three have their place in the hobbyist’s arsenal, and this is why I am going to take a closer look at them.
Cyanoacrylate is an acrylic resin adhesive that utilizes water as a hardener. It doesn’t shrink and it can bond two dissimilar surfaces together. The main benefits are fast drying times, and relative decent bonds. Its drawbacks are that certain plastics and non-porous materials may make it difficult for the give to form bonds. Also the glue, when fully hardened is brittle, which may cause breakage.
Now that we know what CA glue is let’s look at using its properties to help us. CA glue is the workhorse glue of the wargamer’s universe. The primary reason is because one can assemble an army in a relative short period of time. Also with a little effort you can cause the glue bond to fail, which means you can easily change out model configurations with edition or codex changes. The drawbacks to this glue mean overtime your tabletop figures will break because of stresses from handling and transport.
Epoxy is the least used of all the glues. It is a two part process consisting of a resin and a hardener. It has a longer drying time than CA glue, which can be advantageous. It has a stronger bond than CA, and it doesn’t suffer from shrinkage like water based glues. Once it is fully hardened it can be sanded and drilled.
Since epoxy is the red headed step child of the modeling world I thought I would explain why you should use it. Its best use is with large multi piece models, and resin kits because it makes strong bonds that will support the weight of your figure. Because it takes longer to harden, you can also quickly clean up any glue mess that should occur on your figure. It will also help fill gaps. The increased hardening time does mean that you will need to get comfortable to hold the pieces in position, or if you can work it out a hobby vise or a third hand tool will work just fine.
Finally, there is our good old standby plastic cement. (As a word of caution the warnings on the bottles about the fumes being flammable and harmful are spot on. The reason why you get the “high” sensation is because your brain is suffering hypoxia or lack of oxygen. This can kill you, so please use your plastic glue in well ventilated area.) Plastic glue is unlike our other two glues in that it is not a resin but a solvent. It works by dissolving and softening the plastic molecules, and after a few minutes to twenty four hours the two pieces of plastic are literally welded together. Many wargamers avoid plastic glue because many of their projects utilize plastic and metal parts, or they like the abilty to pop apart old models to redo for newer codices.
Plastic Cement comes in many varieties. The most commonly known is the Testors Plastic Cement in a tube. This is thicker of the plastic cements and has a gel like consistency. Gel cements can take several minutes to set and then a minimum of 24 hours to cure. Gel cements give you an amount of working time much like epoxy. That way you can get your join in the exact position you want. On the other end of the spectrum you have plastic glues that are almost like water. Plastic Weld is one that comes to mind. It has a set time of a few seconds and will reach full cure in minutes.
My preferred glue of choice is Testors Model Master Model Cement. It comes in a black triangular bottle and is more liquid like. It is more workable than Plastic Weld but will set quicker than the tube glue. The bottle recommends a full 24 hours to cure, but I’ve slapped paint down after only two hours. I am fan of the plastic cements because not only does it glue, but it also fills gaps.
Glue of any type is incredibly based on what your personal tastes. I have provided this more to help beginners and veterans gain a better understanding of the tools available to them and that there are options available.


So what glue do you use the most, and do you have any gluing tips you would like to share with the community?

40K ARMY LIST: The Howling Spider Monkeys



Hi all, Jwolf here. Yes, it’s time for more ideas from the new Imperial Guard Codex, so if you are somehow offended by a list from a book no one can buy yet, please don’t read the article. Similarly, if you are expecting a super-power list, you’re looking in the wrong place today – I’m looking at ways to have some fun and play with crazy new toys and the possibility of a Guard list unlike anything I’ve played or seen before.
One of the more interesting ideas that a lot of Eldar players have at least toyed with in 5th Edition is the “Riposte Host”. The New Imperial Guard Codex has its own version of that – the all outflanking army. Here’s my idea:

Howling Spidermonkeys Imperial Guard (2000 pt)
HQ:
Lord Castellan Creed
Medic
2x Plasmagunners
Officer of the Fleet (-1 enemy reserve rolls, reroll enemy outflanking)
Astropath (+1 friendly reserve rolls, reroll friendly outflanking)

Colonel ‘Iron Hand’ Stracken
Medic
3x Meltaguns
2 Bodyguards
Priest

Elite:
Le Soldat Marbo

Pysker Battle Squad x9
Chimera

Troops:
Veterans, 3x Plasma, Bastonne

Al’Rahem
(Commissar w/ PF, Medic, Standard, 2x Melta) Chimera
Squad w/ Grenade Launcher (x2)
Special Weapon Squad 3x Flamers
Special Weapon Squad 2x Plasma, Demo Charge

Penal Squad

Fast Attack:
Vendetta x2

Valkyrie

Scout Sentinels x3 (Lascannon x3)

Tactics
The plan is to elect the Psyker Battle Squad to Scout (and Outflank in their Chimera), load Creed and Bastonne in the Vendettas and Stracken in the Valkyrie, and hold everything off the board. The army starts with nothing on the board and makes 7 reserve rolls on turn 2. And then, let the chaos begin. There are plenty of scoring units to go after objectives, lots of high strength low AP weapons, and Stracken can tear a Carnifex in half on the charge. I think this list will play quickly and be a lot of fun; competitive but not tricky or overpowering with no heavy support.

~General JWolf here. I’m interested to see what other crazy builds you maggots can come up with to get our beloved Imperial Guard totally out of the gunline business and all about nonlinear attack. So lets see what you’ve got soldier!

Monday, April 20, 2009

40K HOBBY: On the Painting Table - IG Motorpool Updates



Ok everybody, here is my current dilemma.

These pics show my Imperial Guard motorpool. Yeah, I know, they're bad, but I haven't touched them in over 10 years. I've got a set of ancient (but still usable) vehicles I need to drag off the shelves and update. I just love updating old models, as its an easy way to put in a little bit of time and effort, and get great results, plus it refreshes you collection, and brings them into the here and now of the game. I have:

3 Chimeras
3 Leman Russes
1 Hellhound
1 Basilisk
1 Exterminator
1 Demolisher





More importantly I have about 8 Imperial Guard accessory sprues and lots of extra weapons that made their way to me during the whole Apocalypse rollout. So my goal is to tear down all the lame accessories, and poor weapon choices and put in modern bits and weapons that are effective on the tabletop. Finally these will get their decals stripped, and have the paintshemes updated, and improved to get them in line with my planned IG paintscheme (which will be green based).



I figure the first no-brainer is to hack off all the rough terrain modifications and storm bolters, then go from there.

~So what are your suggestions for where to start? (this will take both modeling and list-building skills). Also, what updating projects are you guys working on right now. I'd love to see pics.

40K NEWS: Games Workshop Planetstrike Video

It looks like GW is rolling out the carpet for Planetstrike. Here is their latest company Youtube video highlighting it. Enjoy!



Note the updated Force Organization Charts:
Attacker:
Minimum: 1 HQ.
Optional: 2 HQ, 6 Elites, 6 Troops, 6 Fast Attack, 3 Heavy Support.

Defender:
Minimum: 1 HQ, 2 Troops.
Optional: 2 HQ, 3 Elites, 6 Troops, 3 Fast Attack, 6 Heavy Support.

~With those FOCs, Planetstrike looks to be a kind of "half-way" house between the standard game and the "no-holds-barred" world of Apoc. Coming this July

Goatboy's 40k Thoughts: I Would Rather go Second



This last tournament I played at locally, I noticed that I never went first in any of my games. Now this didn’t bother me, as the advantage of going first, has been lessened in the new world of 5th edition. The new guaranteed knowledge of who goes first lets you use a whole new set of skills in order to create advantage, that isn’t based on a single dice roll (unless they Steal the Initiative).

Control the Terrain

Now I know we can’t really control the terrain, but you can control what your opponent sees. Usually when I see a table laid out in front of me, I start to figure out where I need to go. I plan methods to limit my opponent’s influence on my own troops as well as create situations where I can easily control and kill entire enemy units. With so many armies having ways to either ignore leadership or have a very low chance of breaking, you have to rely on killing their entire units, instead of just leaving them weakened but still dangerous.

If I know the opponent is an assault heavy army, I try to put my guys into difficult terrain. Nothing is greater then having a bunch of orks try to run towards your guys hidden in some woods, and watching with glee as they get cut down due to you striking first. I also strive to set up my powerful ranged weapons in positions that have a great chance to hurt my opponent and not give them 4+ cover saves. You can’t always control this, but having some thought to your set up can help figure out ways to give you a great advantage.

Make sure all units have support

The game is no longer just a shooting gallery. Your army is much more like a living thing. Every unit has a purpose now, and each purpose can roll into the next unit to create distinct advantages. I usually run a basic rush of troops, mixed with hard-hitting assault behind, to help create a “deal with me and get hurt” offense wave. I will also mix in my troop transports, to create sacrificial units and moveable terrain to aid the offensive wave. You have to use your whole army in order to win.
Most of the time, I end up setting my guys into a block that can weather any weapon fire, as well as create cover for any heavier units hanging back. Once I survive whatever shooting might come at me, I then have the advantage of either moving up and rapid firing into something, or changing up where they thought I might go as I push towards another direction.

Control your opponent

The point of the game is to kill your opponent. Yes I know there are objectives, but in reality you win by killing more stuff. Since your opponent is also trying to do the same thing, you have a measure of control with placing and giving your opponent units to deal with. If you know that you have an extremely lethal assault army, and are dealing with a fast moving enemy, you know you will need to try to bait and control where your opponent is going to move. Remember your weapon ranges, so you can set up interlocking fire corridors for your opponent to deal with, then bait them into moving into the killzone. Of course you can’t always bait a smart opponent, but if they are not killing you, then you have won a bit since you have gained a level of control over your foe.

The other factor of this is that you don’t always have to shoot every turn. If you can move into a position that is hard for your opponent to deal at the cost of a single round of shooting, go for it. Positioning is so important, since receiving cover saves is one of the bigest new factors in 5th edition.

So why do I like to go Second?

I would rather react to, than push the game. When you react to your opponent, you can see what he considers to be important. What unit didn’t move all the way? What vehicle didn’t seem to move as fast as it could have? All these things are information that you can use to help win you the game. If your opponent has set up in a line, you know you can concentrate on one side and break them from there. If they leave some short range firepower on one side, you know you could go after the long range stuff, and leave half their army high and dry. When I see a player’s army list, I can tell what I will have to worry about that first turn, and I prepare for the worst. Once I “survive” that turn, I can react and move towards what I feel is the chink in the opponent’s armor. Also remember that since 2 missions have objectives it makes sense to go second, so you can always make a mad dash for that weapons cache.

In conclusion going second is no longer the auto loss it was the 4th, as you have a lot more say in what can be seen. You are no longer setting up blind, hoping you get that high roll. You can now use your set up as something more then just setting up firing lanes.

As usual, shoot me an email if you have any questions or want me to review your army list. Current projects are finishing the arbites, my marines, my daemon fantasy army, and finally some random chaos guys for an upcoming Indy GT. Too much to do hehe, add wedding and some animation work is keeping me pretty danged busy.


Sunday, April 19, 2009

40K SNEAK PEEK: GD Paris 2009 Planetstrike Pics



BoLS reader Napalm has forwarded these pics from GD-Paris which occured this weekend.

Check out all these gorgeous Planetstrike spreads....










~Planetstrike looks very similar to the layout of Apocalypse, and WOW is that terrain stunning! More GD-Paris stuff soon. Have at it guys!

GW NEWS: Interim Financial Statement 2009



Some little financial info on our favorite plastic maker to keep the speculation mill running full steam ahead. This Interim Management Statement was released by Games Workshop yesterday.

RNS Number : 5853Q
Games Workshop Group PLC
17 April 2009

Games
Workshop Group PLC today issues the following interim management statement for
the period 1 December 2008 to 5 April 2009.

In the four months to 5
April 2009 trading has been broadly in line with the board's expectations.

For further information, please contact:

Games Workshop Group
PLC 0115 900 4001
Tom Kirby, chairman
Mark Wells, chief executive
Kevin Rountree, chief financial officer

Investor relations website
http://investor.games-workshop.com
General website www.games-workshop.com

Rawlings Financial PR Limited Tel: 01653 618016
Catriona Valentine

The half-yearly report for the six months to 30 November 2008 and all
other recent announcements may be viewed at the investor relations website at
the address above.

This information is provided by RNS
The company
news service from the London Stock Exchange

END

~Their previous statement can be located here. It would appear that old GW is moving forward in the face of this global recession according to their plan, whatever that may be.

Saturday, April 18, 2009

40K Deep Thought: Buildings and Ruins


Hi guys, lets sit back, relax, and have a great Warhammer 40000 conversation this Saturday night.

Your homework assignment is to crack open the 40k rulebook and read p.77-85. Go ahead, grab a refreshing beverage, sit back and take the 15 minutes to read them.

Now think about how you will categorize your local club's terrain and modify your tactics to take advantage of these rules.

I'm always surprised how many of us treat all our terrain as either impassible or generic "4+ area terrain" when we have such cool rules to make our games have more character.

~I want to hear about how you will modify your deployment, fire priority, and assualt tactics to gain maximum advantage from buildings and ruins. If you have specific unit or army examples, lets hear them.

I'll start first. I always try to categorize appropriate terrain as multi-level ruins, and stripe out my squads with the powerfist Sergeant and a couple of scrubs deep in cover on the ground floor, heavy/special weapons on the middle floors and further scrubs on the top floors. It makes squads more difficult to assault, and maddeningly difficult to nail with template or barrage weapons. Your turn...

LoTR NEWS: New Releases



Hi all,

A short one, April is a War of the Ring release month, and Games workshop just put up a set of new minis this week to further expand the range:

Gandalf (Minas Tirith)
Theoden (Pelennor)
Witch-King (Minas Tirith)
Minas Tirith Citadel Guard 2
Mordor Uruk-Hai 2
Amdur, Lord of Blades
Army of the Dead Banner Bearer
Druzhag, The Beastcaller
Dwarf Shieldbearer
Elven Stormcaller
Haradrim Hasharin

~You can check our the BoLS War of the Ring review here. have a good one guys. I would be interested to hear if anyone has tried a pickup game and what you guys thought of the system.

40K HOBBY: Necromundan 142nd - Standing Down



This is a bit of a sad post for me. What you will see below is the first army I am voluntarily retiring. The Necromundan 142nd has been fighting for the Immortal Emperor of Mankind for literally 20 years. I started collecting them in 1989, when the Imperial Guard came in this great box of 36 guys for $30! How times have changed.



They have seen 5 different versions of their home, the Imperial Guard come and go. Some time ago, the Beastmen Attack Squads wandered off, then all the Ogryn had to start carrying Ripper guns. Their Adeptus Mechanicus Adepts lost track of their hallucinogen grenades, and the Whiteshields and Penal Battallions, came, then went, then came back again. The Commissar Training Squads were lost in the mists of time, and the Commander's Imperial jetbike went with them.

But at last, the burdon of the new 5th Edition codex is just to much to bear. So many things don't work any more and the latest minis have gotten to irresistably good for me to pass up. I've also tired of hearing the classic "dude, you can only play with GW minis" quip from the players who are younger than the army.



The 142nd got to go out in a blaze of glory at the feet of a Reaver titan at this year's Adepticon, but after 20 years of service, they have earned thier rest. It was an honor to command you guys for 20 years, enjoy your retirement soldiers.

Here is one last set of pics of these true "veteran squads" of the 40k universe. They surely aren't the oldest IG army in the world, but they are up there.



The Infantry Squad; the true shield of the Imperium




The 142nd CO; This guy taught JWolf everything he knows about the IG




Mechanicum Adept; fixing IG vehicles since you shot at them with the clear grid template




After 20 years, Conscripts no more!




Mk.1 Sentinel; deepstriking with style for 2 decades!




You got nothing on us Kamir, we have Aussie hats!




Shhhh, just tell the guy in the white t-shirt that IS a Ripper gun


~Now the real decision is Cadian or Catachan? I will be running some more posts in the future as I refit and update the 142nd's motorpool and begin to rebuild my IG army. I'm stuck in the unfortunate position of liking the Catachan Command Squad and the Cadian infantry the best... over thier opposite counterparts, so I'm really torn as to which direction to go. What should I do guys?

Friday, April 17, 2009

40K TACTICA: The Triple Hodgson



A guest post by Demosthenes,

Hi everyone, before I completely ruin my reputation on BoLS by showing you all my low-down, dirty trick, I feel I should introduce myself so you’ll know who to throw dice at the next time you run into me at a GT/Gamesday/etc. My name is Rob Hodgson (Demosthenes on the blog) and although I started the hobby up in Grapevine, TX, I’ve been happily participating in it down here in Austin, TX for the past 4 years. You BoLS readers may also know me as the painter of my beloved Mordians.

Two weeks ago I went up with the BoLS guys to play in the 40K Gladiator event at Adepticon, using a Chaos Marine army with a warhound titan as my super heavy. It was in round three against an Eldar player that I committed what many around town are saying to be the most delightfully hideous war crime in 40K since Harlequins were a legal army. So, without further delay, here is a breakdown on The Triple Hodgson.

The Set Up
Mission 3 of the Gladiator was like any standard mission: Dawn of War with kill points and an objective to capture in each deployment zone. The one exception was that each player could equip one specific model with a vortex grenade. For me the choice was obvious; a deep striking Obliterator. I knew my opponent had some Fire Dragons and other stuff that could be nasty if they got to close to my titan, so I made a hole for it in the corner of my deployment zone, and put my Thousand Sons in concentric circles around it to make a barrier against my pointy-eared foe.

Turn 1
The Eldar player allowed me to go first, giving me absolutely nothing to shoot at. I walked the Warhound into the nook I’d created for it and walked the rest of my Thousand Sons and my other lash sorcerer onto the board. (I’ve left the other Thousand Son squad out of the pictures because of their lack of relevance to the maneuver).



When my adversary came onto the board, he star engined his three skimmers in a tight, line abreast formation, as close as possible to me, under the cover of a Vampire raider, which put a hole in the outer defense perimeter of my formation.



Turn 2
Here’s where the real magic happened. When my Obliterators with the vortex grenade rolled a 4+ for deep strike, it was like having Christmas and my birthday all on the same day. I placed the squad dangerously close behind his three skimmers, and luckily only rolled a minor deviation. I was still close enough to drop my vortex template right on top of the middle skimmer, which, to my luck again did not deviate. With the snap of a finger, one whole Eldar skimmer and whatever squad was inside it was gone! (I think it was storm guardians).



I then opened up with my titan, and had its two turbolaser destructors each fire a salvo at the two remaining skimmers. One of them was hit twice and exploded, while the other one suffered a singlehit, and was wrecked. Either way, both squads were forced to disembark, and neither one was pinned. There was only one more phase to my devilish plan.



I think at this point, my opponent was just beginning to recognize the bear trap he’d stepped into, and his expressions were getting grimmer as I turned to my Lash Sorcerers standing in front of my Warhound. My first Sorcerer targeted the Fire Dragons, since they were the immediate threat. With a successful psychic test, I rolled a “6” for the move distance, and pulled the whole squad into the vortex! With another successful roll from my second Sorcerer, I yanked the last of the survivors from the crash into the pulsating template of DOOM, banishing over half of the models in his army to the Warp before my opponent knew what was going on.



Aftermath
For the remainder of the game, my opponent flew around with his Vampire, taking insignificant pot shots at me, until the last turn in which he limped his flyer over to his objective to contest it and force a draw on the secondary objective.

I feel I should point out that under normal game circumstances I’m really not as big a jerk as it may seem, it’s just that when I have a vortex grenade at my disposal I tend to get a little too creative with it. Unfortunately this means that I’m not allowed to use the vortex grenade asset at my local gaming store during Apocalypse matches anymore.

~If you’ve got any other good vortex grenade stories, I’d love to here them!

Current Project: Lamenters Space Marines pt. IV

My Captain got a little wargear switch. His inability to survive long rounds of combat made this new addition necessary, so a Storm Shield was in. I'm also in the midst of adding a Relic Blade and Storm Shield Captain, plus maybe a Terminator Chaplain to go with my Assault Terminators.


My 'Capture and Control' Objective. I use infantry based objectives for the multi-objective games, but I like busting out the big objective for that one. The new Space Marine casualty models are so cool I couldn't resist, plus I got it in a trade. Adding some flavor to your army through cool objectives is always a plus.



My Thunderfire Cannon with Techmarine Gunner. This model was alot of fun to put together and paint, plus he has been pretty damn good in games too! I had a really fun game last night against Chaos Daemons. The Cannon got 19 wounds on a Horror unit, but they were next to Fateweaver and passed 18 of 19 saves (wow).

~So these guys will be seeing a lot of face time in the upcoming Badab War Campaign book. Speaking of which, I just handed off the final versions of the Special Characters and Special Units to bigred last night, so he can nice them up into PDF form. I also hear he is up to his ears writing all the back story right now (I don't like the look of that Hamadrya)....~

REVIEW: Tales of Heresy


A guest review by Timo; Tales of Heresy – Short Stories

The tenth book in the Horus Herey contains Black Library short stories.

I gave some though to the right way of discussing this and concluded that it’s best to look at each story seperately. Of course there isn’t much I can say about the actual plot, as you all know; the plots are being kept smaller and smaller. Well, here we go:

Blood Games – Dan Abnett
A hunter is on a mission, his goal lies in the Emperor’s fortress. Over the course of several months he skulks towards his goal, hiding in the shadows, taking on different identites, and tries to outdistance his pursuers. Will his mission be a success?

This first story in the book is one of Dan Abnett’s standard narratives. The initial part is pretty gripping and well-written, while the second part is a tad plain and predictable. Maybe the already short story should have been kept even shorter.

Wolf at the Door – Mike Lee
Mike Lee offers us a story about the 13th Company’s Space Wolves. Wolf Lord Bulveye comes across a planet that refuses to join the Imperium, but before this planet can even be conquered, a new opponent appears, and becomes their joint enemy: Xenos.

Will the collective opponent give this world what it needs to cross over and be loyal to the Imperium? Wolf at the Door is entertaining and elucidates the dark sides of the Emperor’s crusade.

Scions of the Storm – Anthony Reynolds
Sticking to his Word Bearers, Anthony Reynolds gives us an impression of his the nature of his novels’ characters 10,000 years in the past. The 34th company, XVII Legion, is on a mission to rid a planet of Heretics. Is this assignment really what it seems?

Reynolds keeps his story familiarly bloody and full of action. The ending is slightly predicable unfortunately.

The Voice – James Swallow
James Swallow’s bit follows a Novice-sister of the Sisters of Silence and ties in with the novel “Flight of the Eisenstein”. The Black Ship “Validus” is considered missing, and a second ship is sent to find out why the “Validus” isn’t performing its astrophatic check-ins.

The plot is slow and not really exciting, until the ending actually brings a surprise. Plodding story, great ending – now that’s something else!

Call of the Lion – Gav Thorpe
Gav Thorpe sticks to the well-tried and dedicates himself to the Dark Angels again, planting a familiar face into the story as well. The plot is close to that of “Wolf at the Door”, which sadly doesn’t make it any more gripping, except here the conflict between the Terran and Calibanite Marines comes to the fore.

Once again, Thorpe gives us insight into the Dark Angels that show the dubious nature of this Legion’s Primarch. All in all it would be a good story if it didn’t have to share a plot with “Wolf at the Door”.

The Last Church – Graham McNeill
This story takes place during the Unification Wars on Terra, the setting being – who would have guessed – a church. This church is entered at a late hour by a man who calls himself Revelation. He strikes up a conversation with the church’s priest about religion and visions.

Graham Mc Neill’s story is this collection’s diamond, since the story is not only well-written but also gives the reader some insight into heretofore uncovered realms of Warhammer 40k stories. We find out how the Imperium’s original vision differs from the actual situation 10,000 years later. This is definitely one of the best 40k stories I have ever read.

After Desh´ea – Matthew Farrer
Along comes another short story that is made up largely of a conversation between two characters, in this case Angron and Kharn. Angron is enraged: he has been named Primarch, and his planet Desh’ea has been conquered, in the course of which his own “brothers and sisters” have been butchered. Kharn attempts to convince Angron to accept his position as Primarch, and has to take a lot of stick for this.

This is the story’s weak point. Angron’s constant violence against Kharn makes the Primach seem more like the Hulk: bitter, disappointed and angry (yet not green!). Although the story opens insights regarding the World Eaters’ history, it blocks itself in a way.

Conclusion
This collection of short stories would be generally average if it wasn’t for “The Last Church”, which makes this book worth the reading. Also, it’s only fair to say that each and every story in this book contains some information about the events within and the reason for the Heresy, which is why all of the stories are of value to the fans. All in all, a solid read, expecially for Horus Heresy fans.

3,5 Stars (out of 5)

Thursday, April 16, 2009

HOBBY: Starters - Found Items 101





The largest request from you, our readership, was for Warhammer 40k and Fantasy terrain from found items. This request surprised me because this is the basis for all of my terrain, and I thought that most people did this already. Because this wasn’t in my initial writing plans, I thought I would write about getting started down the path of using found items for terrain. I will write specific articles based on stuff I have lying about down the road, but I thought I would get your creative juices flowing.

Of any advice or guidance I could give, I would say, “Think outside the box.” We hear this cliché saying all the time, but nowhere does it hold more truth then in terrain building. Another name for this would be repurposing. This is the art of using your imagination. Most of the time, you will begin to see a project by simply turning an object up-side-down, or by imagining it in a different use. My number one found object is the extra large plastic disposable drink cup (I particularly like the ones from Burger King.) With a little effort they can become 40k condensing towers for a nuclear power plant to a hive spire for an Epic Armageddon board.

When collecting terrain bits, watch the ground for interesting stuff. When walking into and out of local shopping centers look at the ground. You will be surprised how many cool toys and useable terrain bits you will find just by looking for them on the ground. I have found oversized guns, robot parts, and Styrofoam bits just by spotting them on the ground.

I also will buy items that will work as terrain, especially on the cheap. Garage sales, thrift, and discount stores are real gold mines for terrain construction. Again I cannot emphasize enough the first point of looking at items creatively. Toys are a great place to start but other items can be equally useful. One item type that I will look at with a careful eye is statuary and nick-knacks. These can easily be turned into nice centerpieces for fighting over.

The big thing here is getting back to your childhood where you could take some sticks and mud and make the coolest fort for your action figures. The toughest part will be starting your first terrain piece. Once you get past that it is all downhill.

~So how about a little exercise? Go to your bathroom, look around for an object that looks interesting, and then come back here and tell us what it is and how you would use it for Warhammer terrain. There are no right or wrong answers, and remember this is for fun. Take some pics and post up links if you have them.

40K TACTICA: By the Authority of the Immortal Emperor of Mankind...



“War is much too serious a matter to be entrusted to the military.” – Inquisitor Lord Clemenceau

Let me start of by saying that the reports of my death have been greatly exaggerated. Although real life has conspired to keep me out of the game, the new Imperial Guard codex has me itching to get some boots on the ground.

Most readers will be familiar with how Inquisition forces work in Warhammer 40K, but here's a short review. First of all, Imperial armies can include Inquisition forces using the "Using Witch Hunters (or Daemonhunters) as Allies" rules. This allows you to add a contingent of Inquisitorial units in your existing army. The first section of this article discussion ways to use the Inquisition codices in a new Imperial Guard army. The second way to mix-and-match codices is to use the "By the Authority of the Immortal Emperor of Mankind..." section, which covers the rules on using "Inducted Imperial Guard" in your Witch Hunter or Daemonhunter army. The second part of this article outlines how to use Inducted Guard with the new Imperial Guard codex.

Tips and tricks using the "Using Witch Hunter (or Daemonhunters) as Allies" rules:

1. ORDERS. Imperial Guard orders work on "friendly non-vehicle units". So if you include WH/DH units in your army, they can follow orders. All of the Senior Officer orders are fantastic when used on your allied units. Twin-linked shooting against vehicles/monstrous creatures? Force your target to re-roll successful cover saves? Immediately regroup? Yes, please! The Junior Officer orders are less useful, but I'm sure a clever player can find some use for "Move! Move! Move!". Personally, I can’t wait to try out Creed's "For the Honor of Cadia!" with my Seraphim (Fearless and Furious Charge). Fun stuff!

2. LORD CASTELLAN CREED. Creed is a fantastic choice for an IG army using WH/DH allies. His "Tactical Genius" ability works on "a single infantry or vehicle unit in your army". That lets you outflank an allied unit of Grey Knight Terminators or an Immolator full of Dominions. Creed even makes otherwise terrible units viable -- outflanking 20-man squad of Sisters Repentia (or Arco-Flagellants or Zealots)? Awesome!

3. ASTROPATHS. The Inquisition loves Astropaths! Add +1 to reserve rolls and re-roll the dice to determine board edge? That gives a nice boost to your assassins; it also makes your Eversor and Culexus much more effective. If you build an army around Lord Castellan Creed with an Astropath, it makes your allied outflanking units very reliable.

4. MINISTORUM PRIESTS. The new Imperial Guard Priests are much less picky than the WH/DH versions and they will happily join allied units. This can lead to some Righteous Fury fun. I’m imagining the horror an outflanking Grey Knight Grandmaster with a retinue of 9 Grey Knight Terminators and a Ministorum Priest (especially, if you can get them in range of Creed’s “For the Honor of Cadia!” order for some Furious Charging). I can't wait to see someone pull that off!

5. PSYKER BATTLE SQUADS. Just about every IG player is building a list around this nasty knot of psykers – and every other player is scouring their codices looking for a way to counter them. Well, here’s another PBS trick. Every Sanctioned Psyker has the "psyker" rule. This makes them a powerful battery for WH/DH players that use Culexus assassins. A full-sized PBS turns the Animus Speculum into a BS5 S5 AP1 Assault 11 weapon. Just think of all of the Spinal Tap jokes you can make with that one! If you are extra cruel, you can take 2 PBSs to make the Animus Speculum an Assault 20 weapon. Who needs counter charge when you have that in the wings? When not being used to power the Culexus, even a small a Psyker Battle Squad works great with a WH Inquisitor Lord using Divine Pronouncement. Oh, just keep the PBSs in Chimeras to shield them from the Psychic Abomination rule (or keep a Book of St. Lucius or some other morale booster nearby).

The new Imperial Guard codex gives the Witch Hunters and Daemonhunters armies a very nice boost. For the points, a WH/DH army using Inducted Guard just got tougher. The units are cheaper and more effective -- if you don't normally include Inducted Guard in your WH/DH army, you should take a look at them now. Although WH/DH players lost a unit or two (e.g., at a minimum Armored Fist squads are gone), the boost from the change to the Infantry Platoons more than makes up for the loss.

There's going to be some nasty arguments over how the new Imperial Guard codex changes the "By the Authority of the Immortal Emperor of Mankind..." rules. I'm going to give you the various options and my advice, but (as always) choose the option that works best for your group. Keep the bloodshed to a minimum.

There are two approaches you can take when a codex is updated: a) analyze the changes that were made (i.e., name changes, unit structure changes, unit composition changes, etc.) and try to keep the WH/DH rules in-line with the new Imperial Guard rules, or b) take the most literal interpretation. The first approach is friendlier and keeps the Inducted Guard in line with the updated codex Imperial Guard, but the second approach will be used in competitive play.

Since I’m sure you want to squeeze out every ounce of cheese, I'll focus on the latter approach in this article.

Let's dive into it:

1. INFANTRY PLATOON: WH/DH players are lucky there's still an Infantry Platoon defined in the new codex. The new IG codex changes the structure a lot, which opens up some nice options for Inducted Guard armies. In addition to a Platoon Command Squad and 2-5 Infantry Squads, the WH/DH player now has access to 0-5 Heavy Weapons Squads, 0-2 Special Weapons Squads and 0-1 Conscript Squads per Inducted Guard Infantry Platoon. That's awesome! And it really opens up some fun options for Inquisitorial armies (e.g., Special Weapons squads with Demolition Charges).

Your Inducted Infantry Squads also have the “Combined Squad” rule. This allows you to merge multiple infantry squads into a single unit on deployment. You want an outflanking 50-man squad with 5 Commissars and a Grey Knight Grandmaster? Then Combined Squads are for you! Oh, and that massive unit also benefits from the Grandmaster’s Aegis and The Shrouding.

2. UPGRADE CHARACTERS: It's worth noting that the Imperial Guard upgrade characters are also available in Inducted Imperial Guard units. Since your Inducted Platoon has a Platoon Command Squad, the Platoon Commander can be replaced with Commander Chenkov or Captain Al'Rahem. Both Platoon Commanders are great additions to a WH/DH army.

Chenkov makes "all friendly units" within 12" Stubborn (including your WH/DH units) and he also gives you two useful orders each turn, including "Get Back in the Fight!" (regrouping) and "Move! Move! Move!" (roll 3d6 and choose the highest for running). Captain El'Rahem gives you "Bring it Down!" (twin-linked against monstrous creatures and vehicles) and "Like the Wind!" (shoot and then move d6”) -- as well as his very cool Stalk the Enemy ability (all units in his Infantry Platoon must outflank).

3. PREREQUISITES: Most additional Inducted Guard units require "at least two Troops choices of Inducted Imperial Guard" to unlock them. In the previous version of the IG codex, this meant a combination of two Infantry Platoons and/or Armored Fist squads. But this changes with the new codex where Infantry Platoons are the only option. There may be some argument about what "two Troops choices" entails, but level heads will agree that you need two Infantry Platoons if you want Rough Riders, Sentinels or a Russ.

4. SENTINEL SQUADRONS: They added a new type of Sentinel to the IG codex, so be prepared for some argument on how Sentinels work with Inducted Guard armies. It’s clear from the description that Scout Sentinels Squadrons and Armored Sentinels Squadrons are Sentinel Squadrons, so both should be options for WH/DH Inducted Guard. If you want to avoid the fight, then just use Scout Sentinels (since they fill the same role as the unit in the original IG codex). Even if you exclude Armored Sentinels, the new Sentinels are better and cheaper so you still come out ahead.

5. ROUGH RIDERS: Are pretty much a wash in my opinion, but it's nice that they have the extra grenades. As a perk, you get access to Mogul Kamir. He's not the most interesting character, but Furious Charge makes his Rough Riders pack a serious punch (although Rage is a nasty drawback).

6. BATTLE TANKS: Take a breath because this is going to be the single most fought over rule in Inducted Guard armies. The WH/DH rules give access to “0-1 Leman Russ Battle Tank”. Is this one tank or one squadron? Is this the generic Battle Tank or does it include Russ variants? There are four ways you can interpret this rule. I'm actually a bit torn on which is the most reasonable interpretation and have already "discussed" it a few times with the FLGS guys. I suspect it's going to take a few "discussions" to come up with something reasonable. Here are the options from most to least permissive.

If this gets ruled against you, consider Knight Commander Pask as a consolation prize (and the fact that LRBTs have gotten a nice boost in combat effectiveness).

6.1. Squadron with variants: The IG codex changed the structure of the LRBT heavy support choice, so the WH/DH Inducted Guard choice should follow suit. You get a single 0-1 LRBT heavy support choice. This probably maps best from the old IG Codex to the new one, but is going to be a tough sell. Even though I think it is the most reasonable interpretation, most FLGSs will be too concerned about potential "balance problems" to use this interpretation. Until it gets FAQ’ed, I expect to see this only in friendly games.

6.2. Squadrons, no variants: WH/DH players benefit from the change to the Heavy Support choice, but don't get access to the Russ variants. This is a bit arbitrary, but a fairly reasonable position.

6.3. Single tank, including variants: You get one Leman Russ Battle Tank, but that includes any of the Russ variants under the choice. I think this is going to be a popular "middle ground". It allows the WH/DH player to have a cool tank, but it doesn't open the door to squadrons. This is going to be the "I don’t see squadrons mentioned in the book" argument. I think it's a bit short sighted, but tournament organizers love literal interpretations.

6.4. Single tank, no variants: This is going to be fear-based, knee-jerk reaction with every gaming group. "It doesn't say anything about variants" will be their battle cry. This position is the least reasonable (and inconsistent with the spirit of the rules), but is the most literal.

~That’s it for this article. I look forward to your comments and will endeavor to post as I experiment with the new IG codex. I’m building my first army list right now and plan to get a game in tomorrow! Wish me luck! -mkerr

Wednesday, April 15, 2009

Ghazghkull Thraka Worked for General Electric?


Proof positive of the time-shifting powers of The Warp.

Note the budding Thraka here in disguise at the Old Earth corporation of General Elecric in 0 965.M2

~Ordo Xenos and Ordo Malleus Inquisitors are currently investigating this image recovered by Space Marine clearance teams during the 13th Black Crusade. We are open to your theories, Imperial citizens... :)

40K - FANTASY: Black Library News


Hi all. One of our trusty readers passed this info on to us regarding Black Library's recent event at Warhammer World. Enjoy.




Horus Heresy
It was confirmed that the forthcoming Prospero Burns and Thousand Sons have been scheduled for release within a month of each other and that Dan Abnett (Prospero) & Graham McNeill (Sons) are going to collaborate with each other to ensure that the stories mesh together. However even though each of these novels are flip sides of the same coin they will stand alone and it won’t be necessary to read one before the other.

Speaking to Dan Abnett during the book signing I asked “Are we going to see the final battle between the Emperor and Horus?” He answered with “Yes, definitely” and also said that the whole series is geared to getting towards the final battle.

With this being the answer I pushed a little further and asked him if he would be the one writing the final battle. At this point Dan and Graham McNeill (sat next to Dan) shot each other a glance and Dan replied “We’ve not decided that yet, it might end up with a knife fight in the car park to decide who gets it! (smiling)”.

Dan also said that he would like to take the series further after the actual Heresy series has been completed and look forwarding the stories of the likes of Loken and Garro into the aftermath of the Defeat of Horus.

Looking at the future of the series we were told that there is no set number of books to complete the series and it would take as many books as needed to do the story justice.

Dan Abnett's Bloodpact Reading & Gaunts Q&A
Dan Abnett gave a reading of Blood Pact, the latest forthcoming instalment in the Gaunts Ghosts series. The book has been set on a world far from the front lines with the Ghosts enjoying some R&R, however due to the distances involved in the 40K universe this break from the front is a period of several years. Gaunt is developing a paunch as a result of this easy life both he and the Ghosts are getting bored. The first chapter centered on Ibram Gaunt socialising with some of his comrades in an officer’s mess, the second was about Ban Daur visiting a gambling den in an attempt to obtain some desperately needed funds for an undetermined reason.

The material is a bit of a departure from the usual Ghosts tales and Dan said that this was intentional as he had not previously spent a lot of time concentrating on the Ghosts in peace time. As usual it was quality stuff and whilst the first chapter was a bit lacklustre the second really hit the mark.

During his signing my friend asked him a few questions regarding the future of the Ghosts and Dan said that Blood Pact was the first of a 4 book series with the others being called Warmaster, The Victory and the final instalment being called Anarch.

Graham McNeill's Courage & Honour Reading & Q&A
Graham McNeill gave a reading of his newly released Ultramarines book. This is the second in a trilogy, the first being the newly released paperback (free on the day) Killing Ground.

Graham said that this trilogy was intended to progressive, concentrating on the 2 main characters in the first book, then the company in the second and in the final book the focus being chapter/legion wide with the action being on a galactic scale on multiple fronts.

Black Library Future Releases & News
The big news of the event appeared to be the planned introduction of ‘Print on Demand’ books which is scheduled for a Jan 2010 launch. This is as it sounds; BL will start to make books available as people want to order them and when a customer makes an order the chosen book will be printed specifically for that customer. This effectively means that books placed in this option will not go out of print. The BL plans to add a book a month to this option although no confirmation was made over what would be the first ‘Print on Demand’ book.

Next was the news that the BL is going to continue with its plans to release audio books. The next one due out is February and will be another Horus Heresy audio novel written by Gav Thorpe.



Heroes of the Space Marines is getting a sequel which will be called Legends of the Space Marines. This will be another collection of short stories about both loyalist and renegade marines and confirmed stories for this include one on the Salamanders Chapter and also a short story about Ragnar Blackmane’s ascension to being a wolf lord. It was also confirmed that there is going to be a Space Marine Battles book that will include a story based on the Badab war as well as the possibility of stories based on the Ravenguard & White scars Chapters.

The Arbites are also getting some attention with the current Arbites trilogy getting an omnibus and also some additional material has also been commissioned for this. Away from the human/marine perspective it was confirmed that an Eldar based series is in the planning stage.

Warhammer Fantasy Novels
The adventures of Skaven Grey Seer Thanquol from the Gotrek and Felix series is going to get his own series and there will also be other spin offs from the G&F series with other characters getting their own series of books.

Finally (and this caused a bit of a stir) it was confirmed that there will be a second ‘Darkblade’ series, however this was confirmed by accident during a general conversation about the future of BL, with much of the talk focussing on BL dropping pretty much everything apart from novels for the foreseeable future (so no further plans for books like the imperial guard uplifting primer and other source/art books).

~For us Horus Heresy fans, that Loken post-heresy comment is a bit of a hint woundn't you say... The bit about no further art-books is also a bit of a shock.

PAINTING: Washing and Tinting


A guest post by Skarboy


A wash is a mixture of paint and/or ink and water, thinned down and applied to a model or miniature. Washes are meant to accentuate lower areas of the model in a darker color to represent natural shadows and thus making your model look more realistic.

There are a variety of inks and washes available today; personally, I prefer to use Vallejo game ink; it doesn’t have a particularly glossy finish and I’ve had fewer problems with the ringing effect (see below, I promise I’ll get to it). I also prefer to use the Citadael pre-mixed washes, as it saves me the time of mixing up my own. If you do mix your own washes, I’d suggest adding the water in with an eyedropper. It will allow you fairly good control of how much water you are adding, and do remember to write it down in case you need to mix more. I would suggest a lot of empty paint bottles for mixing, especially if you’re painting large groups of models, or just large models. It takes a lot to wash a land raider or a titan! I usually start with a 2:1 or 3:1 ratio for washes if I’m mixing my own, but it does tend to vary by brand. How thick or how thin you want your wash is also going to be determined by the effect you want the wash to have. It won’t take long to get the hang of it, and if you get stuck, visit your FLGS and (this is the best method) talk to a more experienced painter who may be willing to show you how.

But I digress. Back to the subject at hand…

There are differing schools of thought on how to apply washes: apply it all over and let it flow into the low areas, or simply apply it to only the lower areas. Like most things that have to do with painting, I will cop out and say there is no right or wrong answer. I will say there are considerations you need to be aware of either way.

The “all over” method will require a thinner mix, meaning less paint or ink and more water. The paint won’t “flow” into the low areas if it is too thick. Some folks will do this (apply a very “thick” wash) on purpose – and end up with a very transparent coat which is fairly uniform over the entire model. Many people refer to this method as tinting; it’s particularly common with ink washes and is a great way to “tune up” a color.

I use a purple tinting coat on the Crimson fists I have been painting for months now. The blue I mixed up just didn’t look right, so I ended up tinting them with a straight Leviathan Purple wash. Have a look at the three torsos below – on the right, basecoat only (Necron Abyss). In the middle, base coat plus an undiluted Badab Black. On the left, basecoat, plus wash, plus the tint of Leviathan Purple (thickened just a tad with some matt medium).





It is probably hard to tell the difference at this point; I’ll blame my camera. Have a look at the marine with the missile launcher, who didn’t get the tint, and the sergeant who did. Tinting is probably easier than you think it is; it’s just a thinner wash applied all over your mini or model. In a recent White Dwarf, one of the staff painters tinted some pipes on a Stompa with a black wash to tone down the rust effects. I’ve used that one myself, and it works well for me. Tinting can be done before or after highlighting; most painters that tint to get a specific color apply the tint just after the basic wash, and most that are trying to “tone down” something, like the rust effect example, will often do so after highlighting.





Tinting is different from glazing, which is adjusting the color by applying undiluted or very slightly diluted inks on top of a coat of paint to get a more intense color. I used glaze quite a bit; when inks were new, it was a great way to get really intense colors. Hobby paints are better now (read: colors are more intense than they were fifteen years ago), so I don’t have to use glazes as often. I frequently use glazing on gems, vision ports, power weapons, and such like. Here are a Deathwing Captain and a Dark Angels sergeant with glazed power swords.









If you want some practice with glazing, take an old or cheap mini (one you don’t care much about) and paint it entirely black. Then dry brush some highlights on to it with a few coats of gray. Once the dry brushing is done, paint the thing “normally” with undiluted ink. This will give you a good feel for it, and also demonstrate the glossiness that glazing sometimes causes. To fix the glossiness, I’d suggest re-doing the highlights with another light dry brush coats, or some dull coat lacquer. Of course, if you want the glossy effect, it’s perfectly okay to leave it that way. Incidentally, the Deathwing Captain’s power sword was “dulled” with a few dry brushed coats of blue and white.

Okay, back to washes. The other school of thought; to “paint” your wash only in the low areas. This is going to require a thicker mix, in order to get the wash to stay in the low areas and not simply flow off the model. The genestealer magus (wow, I’m dating myself) below has been washed with this method.





Plusses and minuses, you ask? The “all over” method requires you to go back over some parts of the model, as the whole thing is going to get darker (see the space marine torso photo). This is going to add time, something you don’t want to do if you’ve got a tournament coming up or a looming commission deadline. On the other hand, if you go over the wash in thinned-out layers, some areas of the model will look slightly darker, and some will look slightly lighter. I like to do this because it leads to a “rougher” finish, where things look a little beaten or worn.

The “just in the low parts” method will save you the pain of repainting a lot of the model, and is popular in a lot of circles for that reason. It’s also going to give you a “cleaner” look, which a lot of painters really like. Predictably, I’m going to waffle and say that I use both methods, sometimes on the same miniature, because I do.

I promised I would get to the puddle effect… and here is where I will. If you dilute a wash too much, the binder will fail; it won’t be able to hold the pigment together as it should. This results in something commonly called ringing, which I usually call the “puddle effect:” the wash will stick to the raised areas of your model and puddle on the flat areas, creating a really ugly effect that looks a little like oil spilled on your garage floor. If you’re doing a nice scene of a mad ork Mek shop, you might want the oil stain effect, but I digress again. For some reason, ringing seems to be tougher to avoid with inks. Though I don’t know for sure, I’d suspect inks have a slightly different binder than most acrylic paints. Whatever the case, you can avoid ringing in a variety of ways. The ‘Eavy Metal crew suggests adding a little PVA glue (also called white glue or Elmer’s Glue here in the USA) to avoid ringing. I’ve usually used a drop or two of matte medium to a wash and found it to work okay as well. I’ve even heard of people adding future floor wax to their washes to avoid ringing, though I’ve never tried that one myself.

Washes can be very useful for many other things as well. To get better contrast between two colors, a dark brown or black ink wash (on the thick side here) can really help separate colors or items on your miniature. I used black ink on this chaplain’s crozuis (his big beat-ey stick) to help out the contrast between the silver and gold metal. I also touched it up with some pigment markers, which I bought a few weeks ago after some very good advice from a friend.

Even after all this time, I still learn things every day. I haven’t used the markers much, but I’m beginning to like them. Check out BigRed’s Deathguard Fellblade for some really “wow” pigment marker results.

Unlike layering your highlights, washes use comparatively little paint (or ink), so repeated coats won’t obscure nearly as much detail as those multiple highlight layers will. I know several painters who do multiple washes of different “thicknesses” to get some pretty striking shading effects. The general idea is to use a fairly thick wash for the deepest shadows and successively thinner coats applied to more of the area to be covered. It’s the same principle as layering your highlights, but you’re working with the shaded areas (or shadows, if it helps to think that way) instead.

To use inks or paint-based washes. Hmm. I’ll give my friend the lawyer’s favorite answer… it depends. I prefer paint-based washes myself, though I do find tinting easier to do with inks. Inks in general, I’ve found, give more intense colors and provide greater contrast than most paint-based washes, or so it seems to me. Another area where I use inks almost exclusively is in washing metallic colors. I tend to use a red-brown ink wash on gold as it gives a nice “bronze” appearance – see the two chaplains below. The scrolls were washed with Citadel Ogryn Flesh over Vallejo Bonewhite. The chaplain on the right may appear in his own article in the future. Yes, it’s the same miniature in the photo above.





Time for a few closing notes… If you’re just getting the hang of washes, I’d suggest starting with paint-based washes. You may want to stick with some pre-mixed ones until you get the general feel for things. After you’re satisfied you’ve got the hang of things, move on up to mixing some of your own, and then give inks a try. Don’t be afraid to give tinting and glazing a try, either. As I’ve said, there’s no wrong way to do things unless you don’t do them at all, so go get some practice, and by all means discuss!


~Gunnery chief, load torpedo tubes three and four! Comments away!

Tuesday, April 14, 2009

40K RUMORS: Q3 Planetstrike and IG Releases (UPDATED)



Rumors brought to the community by DakkaDakka's: Reecius and H.B.M.C.

So now we have the above pic from White Dwarf showing some of the Planetstrike terrain kits coming our way in July:

-Landing Pad
-Imperial Bastion (with defense laser, and antennae array)
-Barricades

Later in the quarter (reportedly around August) there are said to be 5 2 updated vehicle kits for the Imperial Guard to allow construction of several more tanks from the codex.

-Leman Russ Demolisher – New all plastic kit can build a Demolisher, Punisher or Executioner.
New turret. New hull weapons, new sponsons, new hull accessories.

-Hellhound – New all plastic kit can build a Hellhound, Devil Dog or Bane Wolf.
New turret, new hull details, internal fuel tank (partially exposed so visible from the top).



-Russ/Vanquisher/Exterminator/Executioner kit
-Demolisher/Punisher/Executioner kit
-Hellhound/Devildog/Banewolf kit
-Basilisk/Medusa/Griffon kit
-Manticore/Colossus/Hydra kit

Plus the Chimera.

~Standard caveats on those IG kit contents, but the Planetstrike stuff is pretty solid. The other interesting thing is to go back and re-read the BGB rules cover to cover. There are a lot of mentions of Bastions in there so apparently these Planststrike pieces should slot into the current ruleset like a glove.

UPDATE: New info regarding the IG 2nd wave vehicles. Only 2 are planned for August.

40K ARMY LIST: JWolf's New Guard



Imperial Guard Musings

After spending some time with the books, here’s the first Guard list I’ll be trying out for the Heavy Tournament in May under the new Codex. It is meant to be nasty without being ridiculous, but who can resist the Master of Ordnance?

Since I want to play this army in a tournament, I want to use models I already have. Mystics behind a Demolisher are terrible things, and will allow me to drop hellish firepoer on anything foolish enough to drop into my lines. Two Masters of Ordnance mean an extra couple of 9/3 Ordnance large blasts dropping out of the sky. Sure, they may miss a lot, but the chance that they can hit is too good to resist for their small cost.

HQ

Command HQ – Astropath, Master of the Fleet, Master of Ordnance
Chimera

Command HQ – Master of Ordnance
Chimera

Troops

Platoon A
A0 – Great happiness at not being 2 KP
A1 – Grenade Launcher
A2 – Grenade Launcher
Heavy Weapons Squads – 3xLascannons, 3xMissle Launchers, 3xAutocannons

Platoon B
B0 – Al’Rahem, Heavy Flamer
B1 – Flamer
B2 – Flamer
Special Weapons – 2xMeltas, Demo Charge

Veterans 3xMeltas

Elite

Ratlingsx10

Allied Daemonhunter Inquisitor with Mystics

Fast Attack

Hellhound

Devildog

Heavy Support

Leman Russ Demolisher, Sponson Plasma Cannons, Hull Lascannon

Leman Russ Battle Tank, 3 Heavy Bolters

Basilisk

Battle Plan:
Set the HQs and Platoon A in a fairly standard box. Use the squads for screening, with the heavy weapons behind. Hold the veterans in reserve to come in after the enemy has closed range.
Platoon B is outflanking towards the enemy rear areas and objectives. Devil Dog is hunting for a Land Raider, and the Hellhound either races towards enemy troops or screening the friendly lines. The other tanks use big guns to kill the largest concentrations of enemy troops.

~What do you guys think? Is the porridge to hot, to cold, or just right?

Monday, April 13, 2009

New Fly Lord Reporting In



Greetings Bell of Lost Souls fans! My name is Psyberwolfe and I am joining the team. I started playing Games workshop games back in the heady days of Rogue Trader, and have played Dark Angels from the beginning. I have played just about every game system GW has published and own armies for Games Workshop’s three big systems.

The Fly Lords recruited me to provid quality hobby articles. I will be writing about terrain building, conversions, hobby starter ideas, hobby tools, and painting techniques. I look forward to providing you all with great hobby articles.

So what kind of hobby articles are you looking for? Let me know and I will work it in to my writing queue.

40k HOBBY: BoLS Reaver: Part 1



Hi guys, Minus67 here,

Since I did not win the Reaver at the Adepticon 2009 Gladiator because I *lost* to Jwolf I figured that getting to build the beast would be the next best thing. Whatever you thought about how intimidatingly awesome a model could be is flat wrong. This model is the most ridiculous project I will have ever tackled. I am building two Warhound titans just for practice!

Here are some pictures of all the pieces and some attempt to give you a sense of scale, just a note, the table is 4.5 feet long. Over the next couple of weeks I will be chronicling my journey through one of the most awesome models I have ever seen.











With a model of this complexity and size, parceling out the labor is critical. I will be doing assembly, Bigred will do exterior painting, and Bushidoredpanda is tackling the interior work.

~Wish us luck, We'll need it.

Goatboy's 40k Thoughts: I Hate Army Dudes!



I am sure most of you have seen the upcoming IG codex, or have at least read and digested the Imperial Guard codex rumors. So we all are seeing all the new goodies and the newest army to breathe in codex creep. Today, I’ve decided to chat a bit about how I am not going to enjoy playing JWolf with his Guard army, and ways we might be able to stem the tide of the Green Army Men.

Good things about the IG Codex.

There are so many army build options in here that I feel you could make just about any type of fun and cool army. From the HQ’s all the way down to the lowly troops, you can create all sorts of neat IG armies that are even, “gasp” fun to play and play against. That is a great thing, when most codices seem to fall into one or two effective power-builds and then a bunch of over-costed lists that just don’t bring the fun like you want them too. So from a design perspective, I feel that army book is a home run. You have lots of neat options, as well as bits and pieces that can create themed and fun armies. So kudos to GW on this, as I am hoping this trend continues in the rumored upcoming Space Wolves as well as Dark Eldar codices

Bad things about the IG Codex.

This codex pushes the limits of codex creep like none before it. All our local players have started building their old lists in the codex, and have noticed 300+ points extra at the end of the build (we play 2000 point games). That is scary, as it allows you so many more options to add into the army, and so many more guns to bring to bear on your opponent. We all think things should be cheaper, but this is getting a bit crazy here.

The Imperial Guard are also one of the only Warhammer 40k forces that can bring 15+ lascannons to the game with ease. We all remember how awesome they were back in the day, but with the changes in the 5th edition vehicle explosion chart, the lowly lascannon was pushed to the wayside. If you run the math, it takes 18 lascannons to get the “guaranteed” kill. This is when shooting with marines and not with guardsmen. But with the new codex, the Guard will be able to take a large amount of lascannons, giving them a shot to kill something big ans scare easily per turn, let alone destroy any of the smaller stuff that people are playing now that the playerbase is gradually shifting towards melta.

Also, you have the new change to a horde style list mixed with extremely efficient heavy weapons. Could you imagine Orks having more ap 1 to 2 weapons? Now, guard can effectively out play the horde game that the Ork codex created. We all love killing stuff, but after playing a few games, where killing a 100 Guardsmen doesn’t mean you win, you may end up finding the guard meatgrinder a bit of a bore. It will also make the IG players game pretty much similar from opponent to opponent.

The biggest thing I fear, is that players will discover an “Ultimate IG army build”, and lend the army a monotonous feel. When you see an IG mixed horde list, you often just hope you can manage to draw them, and everyone else draws so you can still be towards the top. Hell I feel that way now about a lot of Guard armies, as they just sit there and shoot your limbs off. When you are only playing one aspect of the game, it really makes you feel like you are wasting your day away trying to kill all the army guys. I just find it hard to find fun in the competitive circle of this codex, and just hope the sheer cost of creating an army will keep a lot of my regular foes away from it.

How will we deal with it?

Well, there are a few ways we can try to combat this endless shooty menace. Drop pod marines might end up getting better. They can concentrate on a IG flank, leaving the other IG side out of the fight as they bring a full army to bear onto the one side. Now of course the IG player will take the reserve roll guy, and screw that up, but you can hope they don’t want too. This can also work with Daemons, as they have a good flamer attack that can hit multiple squads. It all really depends on what kind of list the IG player is playing.

The other army that might be interesting is the Tyranid Psychic Scream builds. -5 to the guardsmen’s leadership will be a pain, mixed with lots and lots of pinning weapons. For those that are not sure how this works, you can put a barbed strangler and scything talons on an elite fex and you are off to the pinning races! With the guard army being huge, you are bound to hit a few guys on the table, and every change to pin at -5 is pretty good. Of course the tanks will hurt, but you can hope your outflanking genestealers will cause enough issues, if they make it there and throw the IG man walls.

Finally, templates, templates, templates. If you can’t outshoot the guard with their high numbers and ability to go to ground with little penalty, burn them out of their foxholes.

Is this the end?

Of course not! You have to remember that any army, when played by an experienced player, is a threat no matter how old their codex is. The player has to know his army inside out to make it an effective tool for winning. Our local area is tweaked towards chaos, orks and surprisingly IG (due to Macharian Crusade), so we are already hard at work dissecting the codex to find its strengths and vulnerabilities.

From a hobby angle, if you don’t have an IG army already, be prepared to drop a large amount of cash on the product. 4-5 point guardsmen means you will need a ton of 10 man boxes. And unlike the Orks, there isn’t a Black Reach box set that can give you 20 basic dudes and enough other stuff to make those 20 guys cost effective.

This codex won’t make me stop playing the game, nor will it make me go out and paint up a new IG army (I just don’t like army dudes). I think it will add some fun to the Thursday night fights and some headaches to the local Saturday tournament metagame. For those that are wanting to play IG, either jump in with both feet, or wait a few months and as some people finding it hard to figure out the codex, they might drop their minis on ebay quickly heh.

As usual send your questions to my email.


Sunday, April 12, 2009

New GW Hobby Center, Fair Oaks, VA


Games Workshop Fair Oaks Has Arrived! Below is a list of events for the first four days at this brand new US GW store in Virginia. If you have questions or would like to sign up for any of the events listed below please contact either GW Springfield (703-451-2508) or GW Sugarland Crossing (703-421-5560). The new GW store is located at Fair Oaks Mall, 11750 Fair Oaks Mall Fairfax , VA 22033, on the Sears side of the mall right next to the Burger King and Chik-fi-la. Note that I'll be running the TANKS & SUPER-HEAVIES clinic on Sunday, April 19, from 2:00 to 3:30 pm. Here's a copy of the events flier from Games Workshop:

Join us as we open the doors to our newest Games Workshop store!!!
Starting on Thursday, April 16th we will be hosting a ton of great activities and events for all levels of Games Workshop hobbyists to enjoy.

THURSDAY APRIL 16TH, 2009:
LEARN TO PLAY LUNCH BREAK: 12 – 1pm
New to any one of our games? Get help from our staff and learn how to play!
MODEL BUILDING WORKSHOP: 1:30 – 3pm
Join our Staff and learn how to build your models!
TERRAIN WORKSHOP: 3:30 – 4:30pm
Join our Staff and learn the basics of terrain building for your gaming tables!
THE LORD OF THE RINGS LEARN TO PLAY: 4pm, 5pm, & 6pm
Come in and learn the basics of The Lord of the Rings Strategy Game!
LOST IN THE MINES OF MORIA: 7 – 9pm
The Mines of Moria are a dark and dangerous place! Test your gaming skills and see if you can survive!

FRIDAY APRIL, 17TH, 2009:
LEARN TO PLAY LUNCH BREAK: 12 – 1pm
New to any one of our games? Get help from our staff and learn how to play!
MODEL BUILDING WORKSHOP: 1:30 – 3pm
Join our Staff and learn how to build your models!
TERRAIN WORKSHOP: 3:30 – 4:30pm
Join our Staff and learn the basics of terrain building for your gaming tables!
LEARN TO PLAY WORKSHOPS:
Warhammer Fantasy - 4pm/ Warhammer 40,000 - 4:30pm/ The Lord of the Rings - 5pm
Join our Staff and learn the basics of each of our game systems!
THE THUNDA’ DOME, PART ONE: 6 – 8:30pm
The grim darkness of the 41st Millennium is a dangerous place! Especially when the toughest vehicles in the galaxy have gathered for an all out rumble!!! Test your tank hunting skills and see if you can survive the Thunda’ Dome!!!

SATURDAY APRIL 18TH, 2009:
LEARN TO PLAY WORKSHOPS:
Warhammer Fantasy – 11am/ Warhammer 40,000 - 11:30am/ The Lord of the Rings - 12pm
Join our Staff and learn the basics of each of our game systems!
ARMY SPEED PAINTING: 11:30am – 1pm
Join our staff and learn how to paint your armies in record time!
THE THUNDA’ DOME, PART TWO: 1:30 – 4pm
In the smoking aftermath of an all out battle of crazed tank commanders, the Inquisition has arrived to investigate the ensuing mayhem and purge the heretic!!! Will your forces help or hinder their efforts?
SHARPEN YOUR BLADES: 3:30 – 5:30pm with special guest GW master hobbyist, John Shaffer. This Hobby Workshop for War of the Rings and every game alike will teach you the skills for putting the finishing touches on your models! Learn about painting banners, basing models, making movement trays, and more!!!
BATTLE IN THE REALM OF CHAOS: 6 – 8:30pm
The Eye of Chaos beckons! Face your foes in the swirling Realm of Chaos in this Warhammer Fantasy battle!

SUNDAY APRIL 19TH, 2009:
LEARN TO PLAY WORKSHOPS:
Warhammer Fantasy – 11am/ Warhammer 40,000 - 11:30am/ The Lord of the Rings - 12pm
Join our Staff and learn the basics of each of our game systems!
BLOOD ON BLACK REACH: 11:30am – 12:30pm
As war rages upon the planet of Black Reach, Imperium forces must get their crack troops behind enemy lines to disrupt the Orks “Kunnin’ Plans”!
SKIRMISH IN SKULL PASS: 1 – 2pm
Goblins have been sighted along the rocky trails of Skull Pass as the Dwarves of Karak Hirn escort their mining caravan to the Empire. Will the Dwarves make it or will the Goblins catch them in their cunning trap?
TANKS & SUPER HEAVIES WORKSHOP: 2 – 3:30pm
Learn how to build and convert your tanks and super heavies in this 40K exclusive workshop with Special Guest BRASS SCORPION of the Bell Of Lost Soul Blogspot! (Check it out: http://www.belloflostsouls.net/ )
THE LAST CHARGE OF THE ROHIRRIM: 3 – 5:30pm
Many deeds of epic heroism live on in the history of Middle Earth, but none so valorous as the final charge of the King Theoden and his host in the Battle of Pellanor Fields! Join us in this epic battle as the Riders of Rohan clash with the unstoppable mass of the Haradrim Mumaks!

I'm looking forward to checking out this new GW hobby center and spending an afternoon in lovely Northern Virginia. More hobby centers are not only good for GW, they are good for the hobby and us hobbyists. If you have questions regarding assembling or converting any of your vehicle models and can make it to this new hobby center on April 19, I'll be there to assist with that or any other hobby questions that might be directed my way. Please visit the GW US website for a list of several new GW US Hobby Centers about to open.

Codex Titanicus Request


Hi guys,

I'm working on a titan project, and am trying to track down some info on the Eldar color plates from the ancient Codex Titanicus book. This was a supplement to the original Adeptus Titanicus boxed game from the early 1990s, and has a fabulous color section describing the Eldar titan clans and their paintschemes, craftworlds, and background.

If anyone has a copy of it, please email me at belloflostsouls@gmail.com

~"Help me Obi-wan Kenobi, You're my only hope."

UPDATE: Geez, you guys are FAST! I'm all good, no further emails needed. Now for you to speculate on what my super secret Eldar project could be... BWAHAHAhahahaha....

Iybraesil Craftworld Logo Sheet


I think It's time to keep on knocking out the craftworlders's logos which have been ignored for to long. Here you all go!

I have been noting (again) that GW does a great job of covering the major Craftworlds with their decal sheets. However, there are a number of great looking minor ones who get decent back-stories and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Eldar community and encouraging players to branch out beyond the "big 5", I keep knocking out logo sheets for some of these other Craftworlds who I think look great and have no GW decal support.

"Iybraesil is a largely matriarchal society, and as followers of Moreg-Heg they constantly aspire to recovering the hidden secrets of the crone worlds."

That sounds like just the ticket for someone who is planning lots of fighting versus Chaos Daemons and Chaos Space Marines who stand inthe way of your expeditions into the Eye of Terror. Here is the link to the PDF file for the decal 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 or WHITE decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the blue hand decals need to be applied to a light colored surface (white or light grey) to be visible at all. The black ones can go just about anywhere and look good.

WHITE PAPER: If you use the white decals, you can use the white with blue outline decals to go over the blue parts of your models. then whenthe decal is dry, touch up the edges with the original blue paint.

Click here for a detailed Custom Decal Tutorial

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of infantry/jetbike sized towards the bottom.

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. For the Eldar, only Kaelor remains

40k & FANTASY NEWS: June 2009 Price Increase Coming



Hi all,

Latest word is a price increase is coming down the pipe, effective on June 1.

Battalion and Battleforce boxes are moving to $95 USD. There are said to be some other minor increase spread around here and there in addition to that. More as we get it.

Basicaly if you are on the fence regarding some upcoming purchases, your best bet is sooner rather than later.

~Now we know the emotional charge of any news related to pricing. So take a deep breath, stare at an aquarium for a minute...then post. Be nice, and NO CHAIRS!

Saturday, April 11, 2009

40K SNEAK PEEK: Imperial Guard Squads



Here are the 2 boxes for the upcoming Cadian and Catachan squads. These do not include any heavy weapons, and by the looks of the Catachans, they retain the same bulky arms the current set has.

Reports put both of these sets at $22.00 USD.

~Expect them early May with the rest of the releases.

BoLS POLL: Rating the Named Characters


As we all wait with eager anticipation for the IG release (expect initial reaction articles very soon), lets step back and have some fun with the current set of heroes and villians in the 40k universe.

Some of us hate using ICs in our games, while others love them to death. Most of us are somewhere in between.

I've gone through the codices and pulled a sampling of the most powerful ones out there.

Who do you think are the most powerful named characters in the game?

~Go ahead and choose the most powerful 7 characters in the list. Let us know why you think the winners are so game-changing, and why you would never leave your home base without them. If I forgot someone you think is the best of the best, lets hear it. Poll, right hand column, ATTACK!

Friday, April 10, 2009

Goatboy’s 40k Thoughts: I R Tired



As everyone should know, the Flylords went up to cold Chicago to fight it out at Adepticon 2009. Fun was had by all, and as BigRed has posted, we came back with some goodies. I want to give a big shout out to everyone I met. I always enjoy chatting it up and seeing how each area of the world has different takes on the game.

I saw some amazing armies and fought some great games. I had a blast in each of my games (even the ones with implant attack nids and D weapons) and I am planning on coming back again and again. I strive to make this game of ours as exciting as possible, and it was great meeting a bunch of other players that also want the same things from our endless war of the 40th Millennia: Fun, fun, and more fun. If we can’t have fun throwing dice and making the laser gun sound, why are we wasting our time? I might be “hard” player of the group (though JWolf now has designs on the throne), but I still just want to have fun. I came to this tournament to have a blast and I left having a blast and feeling it afterwards with my sore throat and empty wallet.

The Flylords should be on 40k radio at some point in the future. We had an awesome interview and I can’t wait to get the feedback on it. Also if you watch the Titan fight, you can hear me and BigRed heckle Spencer a bit, as well as “help” him as best as we can.

For any player that wants to try and play with the best out there, I advise coming and playing in these tournaments. The organizers did an awesome job (great job Hank!), the venue was perfect, and the overall vibe of the event was cool. Like I said before, I plan on going back again and I hope to be a bigger part of this community as well as game.

Next week it is back to dissecting 40k a bit more, as well as discussing some new tournament thoughts and opinions. I still need to finish up this Arbite squad for a customer as well as paint up some more Daemons for my upcoming Daemon army. I have this itch to get some art done as well as experiment with some humor stuff that might see the light of day. We will see what my brain cooks up. Again if you have any questions, shoot me an email me.

Off to sleep…


40K HOBBY: The Mournival



Hi guys,

As we traveled through the displays at Adepticon 2009, we are always impressed by the lengths the teams go through to bring their armies to life. This year, I was so happy to run into Team Mournival. These guys have put my Pre-heresy Death Guard to shame.

What we have here is a set of 4 1000 point armies, grouped into two 2-man teams repesenting the 4 memberf of the Horus heresy era Mournival. You get 2 lists in their Luna Wolves colors led by Garviel Loken, and Tarik Torgaddon. There are also 2 lists in the Sons of Horus colors led by Ezekyle Abaddon, and Horus Aximand.

The conversions are perfect for the pre-heresy era, with such fine touches as custom missile launchers, jet attack bikes, and much of course custom decals all around. You can also see a display Horus on the dias, addressing his assembled troops. Just fantastic. Enjoy, and my apoligies for the short depth-of-field on these shots, it was pretty dark in that convention hall.

















~Lets give it up for Team Mournival: Seth Markgraf, Cole Markgraf, Nate Reed, Paul Boulet. You guys are an example of what this game is all about, taking you into an new world full of drama and action. Armies like this one just cry out for cool narrative games, that will leave memories for years to come.

EPIC BATTLE REPORT: The Battle of Petra Manufactorum


An Epic Battle Report by Epic Evangelist GR00V3R


The Orks had again taken the Imperial forces on Petra by suprise. Hidden in their small asteroids, the Greenskins were finally nearing the planet of Petra and its namesake capital city. There, they were sure to find a battle to fight and loot to steal, for the city of Petra was the site of an Adeptus Mechanicus Manufactorum.

It was not until the Roks began plumeting through the atmosphere, leaving burning trails across the morning sky, that the Petra defenses swung into action. Fortunately for the defenders, a battle group from Legio Victorum was present and fresh from repairs at the Manufactorum. The battle group formed into defensive lines as the horizon was lost in to the dust cloud created by Ork activity...

Ork Invasion Force (3,000 points)
• Great Gargant
• Gargant + 2 Stompas
• Supa Stompa + 3 Stompas
• Supa Stompa + 3 Stompas
• Stompa Mob
• Stompa Mob

Legio Victorum Defenders (3,000 points)
• Reaver (Prolix Letum - Long Death) 2x Quake Cannons, Carapace Landing pad, Multilasers, Sacred Icon, Veteren Princeps
• Reaver (Dies Furor - Day of Rage) Close Combat weapon, Melta Cannon, Plasma Cannon, Multi Lasers, Sacred Icon, Legate
• Reaver (Imperator Tectum - Emperor’s Shield) Gatling Blaster, Plasma Blast Gun, Laser Burner, Multi Lasers, Veteren Princeps
• Forge Knights
• Sentinels
• Sentinels
• Thunderbolts

The Imperials deployed first and garrisoned one of the Sentinel squadrons with Overwatch orders. There were no other garrisons and the rest of the forces were deployed normally.

To Battle (by Onyx with edits by GR00V3R)
Turn 1
The Orks won the Strategy roll and allowed the Imperials to go first.

With the Legion’s battle-cry burning in his heart, the Legate ordered the Prolix Letum on his left to open fire. The Reaver shuddered as the massive Quake Cannons belched flames into the air. Nearby trees ignited instantly. The targets--a group of Stompas and a hulking Gargant--were smothered in explosions and momentarily lost to sight. The SupaStompa lost its Power Field and the Gargant (with its two escort Stompas) was undamaged. Both formations recieved a blast marker each.




The Legate grimaced as the Orks shrugged off his biggest guns and they began advancing. The Great Gargant Doubled forward close to an objective (a water pumping station) near the Manufactorum.

The vox crackled to life and a squadron of Thunderbolts reported in, ordered to support the Titans until more reinforcements could be spared. They were ordered to attack a Stompa Mob, and the Legate was pleasantly suprised to realise that the Orks had no air cover with them. The lead Stompa exploded as its twin escorts turned and ran for cover from the cursed planes. The Stompa Mob was broken.



The Stompa Mob attacked previously and the SupaStompa Doubled up next to a small wood.

Holding the two remaining Reavers in reserve, the Imperial Legate ordered the Forge Knights to march up the road and gain a better position. He could see the main focus of the battle was going to be in the Forge Knight's area, and the Knights would be useful backup for the Reavers when the real fighting began.

The Gargant and its escorts Doubled forward alongside the Stompa Mob and fired on the Forge Knights, placing a blast marker.

The garrisoned Sentinels were Marched forward to harry the Stompas and Gargant--if still within 30cm of them by the end of the Turn, the Sentinels would significantly hamper their Rallying attempts).



Realising this, the Ork commander Doubled the remaining SupaStompa and Stompas across the battlefield and fired on the Sentinels, destroying two and breaking the formation. The Sentinels retreated to the ammo dump objective.

The remaining squadron of Sentinels Marched into position behind the Manufactorum and shadowed the Great Gargant.

The last unactivated Stompa Mob Doubled up towards the Manufactorum.

With the battlefield taking shape before him, the Legate ordered the Imperator Tectum to move forward on the Double and fire upon the Gargant. Flashes of energy danced across the Ork War machine as two of its Powerfields went down.

Seeing the need to keep the Reavers close together, the Legate pushed his ancient Titan through the trees and quickly strode towards the Orks. The Plasma Cannon unleashed a volley at the single visible Stompa, but the shots went wide and no significant damage was done. A cold shiver of doubt ran down the Legate’s spine, so far all his firepower had seemed quite useless. He pushed these thoughts aside as the Thunderbolts roared overhead and back towards the Imperial lines.



In the End phase, the Thunderbolts left via the Imperial side.

The Sentinels remained broken, but the knights cleared their blast maker.

The broken Stompas rallied and turned back towards the battle. The Gargant and Stompa Mob both failed to remove their blast markers, however--not having a Warlord (Supreme Commander) was starting to be a problem for the Orks.

A small group of Grots, scurried from the Great Gargant and swarmed over the pumping station objective (as per the Ork's Grot Attack rule) to claim it.



Turn 2
The Imperials won the Stategy roll.

Praying to the Emperor, the Legate again ordered the Prolix Letum to fire on the Stompa Mob and Gargant. The attack was only slightly more effective this time, with the twin Stompas guarding the Gargant exploding in the barrage. The Legate had a growing fear that this day would be his last in the service of his beloved Emperor...

The Stompa Mob and Supa Stompa to the rear of the Ork army Doubled forward and lobbed a couple of shots at Imperator Tectum, but managed only to place a blast marker.

The Thunderbolts raced across the battlefield and again fired on their Stompa Mob prey, breaking them once more.

The nearby Stompa Mob Marched into position across the battlefield, but (thanks to a failed activation test and no re-roll available) a Grot dropped a spanner in a vital cog somewhere and the Stompas only ended up Advancing slowly. They gained a blast marker for their efforts.

The Sentinels behind the Manufactrum went on Overwatch.

Running out of activations, the Ork commander decided to Double the Gargant up closer to the Reavers and attack Dies Furor, which lost a void shield and took a blast marker.

This was the trigger for the Reavers to attack the Gargant.

Large trees snapped like matchsticks as Dies Furor pushed through the wood to get a clear shot at the Gargant. The Legate was finally close enough to use the Melta Cannon! But the powerful shot went wide (again!), and the Legate began to feel the rage after which his Reaver was so aptly named. How could this be happening??

Seeing the Dies Furor shots miss their target made the Princeps onboard the Imperator Tectum even more determined to regain the Emperor’s favour and destroy the alien war machine. Moving forward, Dies Furor Engaged the Gargant. Shots criss-crossed the air as all three giant War engines opened up with everything they had. Shields absorbed lethal attacks and winked out of existance, and reinforced armour nevertheless gave way under the furious barrages.

As the dust settled, the Gargant had retreated out of fear of the two Imperial Titans, but Imperator Tectum was left nursing gaping wounds in her thick hide.

At the end of the assault, the Imperial Reaver Imperator Tectum had lost all its shields and one Damage Capacity (DC), but at least no critical hit was caused. The Gargant had lost five Dc, also with no critical hits, and but was broken.

The remaining Stompa Mob and Supa Stompa formation Doubled around the woods and fired on Dies Furor, managing to place a blast marker on both the Reavers.



The Legate saw an opportunity to use the Forge Knights. The Knights were ordered to Engage the Stompas--yet even though he bellowed till his voice was hoarse, they (failed the activation test, despite the availability of a re-roll and) refused to move move. “Cowards!”, he bellowed feebly.

The Forge Knights chose to Marshall, removing their blast markers.

Just as he thought it couldn’t get any worse, the Legate noticed a warning light. Turning to his right, his worst fears were realised. The Great Gargant was heading straight for his Titan with all guns blazing.



The Legate had hoped to avoid the Great Gargant and destroy its supporting units before facing the Ork monstrosity. Following this strategy was no longer an option.

The Great Gargant Doubled towards Dies Furor, but--Fortunately for the Reaver's crew--managed to place a single blast marker only.

In the End phase, the Thunderbolts again left the battlefield unopposed. The broken Sentinels failed to rally, but both the Reavers successfully removed all their blast markers and regenerated a void shield each.

The Gargant remained broken, but all other Ork formations ralled to remove some blast markers.

Again, Grots streamed out of the Great Gargant to cover a nearby objective.

Turn 3
The Orks won the Strategy roll.

Keen to smash one of the Reavers, the Great Gargant again Doubled along the road and fired at Dies Furor. Explosions landed all around the Reaver...but as the dust cleared, only the Titan’s last void shield had been taken. The Reaver remained undamaged.



The Ork commander bellowed for the Stompa Mob to smash the Reaver by Engaging it in an assault, but--thanks to the presence of blast markers--the formation failed its activation test. Two Stompas were supressed, but the other two Ork machines opened fire, placing another blast marker. The Reaver remained undamaged.

The Legate checked his mighty war machine for damage and was amazed to find all systems still functioning perfectly. He had had enough of these Orks. Things had gone from bad to worse, and the Orks were now starting to surround him. It was time to destroy the Ork monstocity and break their will to fight (the Break Their Spirit victory condition). He barked orders to the Imperator Tectum's crew and that Reaver moved quickly to burst through the trees to the Gargant’s left. The Reaver rained fire upon the Great Gargant and sparks flew as its power fields absorbed the attack.

Now the Legate turned the Dies Furor to charge the behemoth before him.

In a desperate effort to regain lost honour, the Forge Knights charged past their leader to engage the Great Gargant. Pride filled the Legates heart at the bravery of his lesser brothers in arms. Targeting the enemy, he ordered Imperator Tectum to provide supporting fire. One of the knights stumbled and fell as it moved through trees, but the remainder reached the Ork monster and battle was joined.



It quickly became evident that the Knights would not survive the assault. Yet they had made their mark in history--the Great Gargant's power fields were completely depleted and, even as the last Knight fell, a fire broke out upon the Orkish war engine.



The Stompa Mob and its SupaStompa Doubled forward in an attempt to finish off Dies Furor. Again the Ork fire was wild and a blast marker only was placed.

The Legate knew his time had come and sent Dies Furor into the wounded Gargant under an Engage order, with Imperator Tectum again providing supporting fire. The massive chain fist clove deeply into the bowls of the Gargant and more fires sprang to life throughout the gutted war engine.

But despite all that the Reavers could throw at the Great Gargant, the Legate could not prevail against the hated foe. The Great Gargant's Lifta Droppa collected the Reaver and, with the Legate bellowing obsenities in a futile rage, Dies Furor was dashed to the ground to explode in a ball of fire.

The Great Gargant had beaten off its attackers, but the Grots aboard were left desperately fighting no less than four seperate fires raging throughout the enormous machine.

The undamaged Stompa Mob near the Manufactorum engaged the Sentinels, meanwhile, unconcerned about their Overwatch fire as a single Sentinel only was in position to fire before the assault.

Tjh lowly Sentinel gunner took aim at the nearest Stompa and scored a direct hit with his Multi Laser. The shot not only pierced the Orks machine's tough armour, but managed to strike an ammunition storage compartment, which detonated spectacularly. The two remaining Stompas feared that there must be something else besides Sentinels guarding the Manufactorum and fled, broken, just in case.



This left the (newly in charge since the Legate's demise) Imperial commander with a problem. He had only the wounded Great Gargant on the Imperial side of the battlefield, while the Titan Legion had no units on the Ork half (giving the Orks the They Shall Not Pass victory condition). Prolix Letum could either March onto the Ork’s side of the battlefield (to deny the Orks their They Shall Not Pass condition) or fire on the staggering Great Gargant and try and finish it off (to achieve both the Break Their Spirit victory condition AND the They Shall Not Pass condition). The Imperial commander chose the latter option due to the fact it would, if successful, provide a much better ending to the battle.

The veteran Princeps primed both the Reaver's Quake Cannons and fired on the enemy's most important unit. Finally the Quake Cannons aim was true and the mighty Ork war engine came crashing down. So fierce was Prolix Letum’s barrage that the nearby Stompa Mob was also smashed, and its few remaining battle machines fled from the burning carcass of the Great Gargant.



As things stood, it was going to be a 2:1 win to the Imperials (the Break Their Spirit and They Shall Not Pass victory conditions compared to the Orks' They Shall Not Pass condition).

The only hope for the Orks was to March the last remaining damaged Stompa Mob with the hope of getting the formation onto the Imperial half of the battlefield. Needing to roll a 4 or better to activate the Stompas, the order was successfully relayed and the formation lurched forward as fast as their stumpy legs would allow.

The Thunderbolts again streaked across the sky and dived down upon the Stompas, sending them fleeing, broken, to hide from the airbourne menace.

The battle was over: a 2:1 win to the Imperials. Just a single Ork formation remained unbroken, but the Legio Victorum had paid a high price. The loss of Dies Furor and the Legate was keenly felt, and yet the Reaver and the Forge Knights had fallen facing a mighty foe--tales would be told of their bravery for centuries to come...

Packing up (by GR00V3R)
This was a tight game and the outcome came down to the last few activations, as is frequently the case in Epic.

This game highlighted the imprortance of maneouvring in Epic, and showcased the role supporting fire plays in assaults--even in war engine-dominated games.

The availability of air power clearly provided the Imperial forces with an edge, while taking the low-cost Sentinels also provided the Imperal player with a higher number of activations--having a greater number of activations can allow you to out-maneovre your opponent if you can force them to use their last activation before you run out of yours.

To my mind, both players performed admirably in this game, playing their sides to their relative strengths, and the outcome was always in the balance. These are the best games, and both players clearly had a lot of fun playing this one. I hope it has inspired you all to pick up your 6mm minis and roll those dice…

The above post was taken directly from Onyx's original battle report, with just a few minor changes here and there and the final analysis from yours truly. Thanks to Onyx and Mark for the use of their battle report, which you will find in its original form on Onyx's blog at http://onyxworkshop.wordpress.com/epic-armageddon


~Guys, give it up again for your tireless servent GR00V3R. This one was long but worth the read. I haven't read such a well put together and illustrated battle report on Epic since the early 1990s. Comment away.

Thursday, April 9, 2009

40K & Fantasy: Stegadon Conversion Challenge


I recently participated in a Stegadon Conversion Challenge with a number of other veteran hobbyists. The idea behind the challenge was to find fun uses for the Stegadon model that did not involve the usual Lizardmen Army surroundings. Since converting a Stegadon to non-traditional nefarious purposes was something I had intended to do anyway, I jumped at the chance to participate in this activity with so many terrific and talented hobbyists. I don't have time for a full Lizardmen Army with my backlog of other Warhammer projects, but a large dinosaur model like the Stegadon was too much to resist and I was just looking for an excuse to convert and paint one for one of my existing armies.

Pictures of the finished projects from this challenge are currently posted online, half of them on The Adept's Forge and half on Dave Taylor Miniatures. I hope you'll take the time to check out the cool conversions generated by this activity. Perhaps you'll see something to inspire you to take up an unusual conversion yourself. Thanks and happy converting!

POST CHALLENGE NOTES, APRIL 24:
Well the Stegadon Challenge is over now, so for those curious about my participation in this activity, here are the design notes I drafted at the time I submitted my finished material.

Conversion Log, drafted April 2
When the plastic Stegadon kit was released I knew I wanted to buy and convert one immediately. I love dinosaurs and the Lizardmen model range, but with no time for a full Lizardmen army, I began scheming on an excuse to use a Stegadon (rhetorical question: why is it named for an extinct mammal?) in another part of the Warhammer hobby. When I was invited into this Stegadon Challenge by Dave and Jeff it was all the excuse I needed to start on this project. One goal I always had in mind when I first began contemplating what to do with the Stegadon was to not significantly change the model. In other words, I'm quite fond of the Stegadon sculpt and wanted to use it and add to it without making any dramatic alterations to it. With this in mind, I began scanning my Apocalypse volumes and Codex books for inspiration. In the end I decided to have my Stegadon perform double-duty, using ideas from both Imperial Armour: Apocalypse and the Chaos Space Marine Codex.

First, I liked the Apocalypse datasheet for the Spined Chaos Beast in IA: Apocalypse, so I decided that the Stegadon would do nicely there. I scanned the Chaos Spawn plastic sprue for parts and found some wonderfully curved spikes that fit nicely in the round holes molded on the Stegadon's back. These holes are meant to hold the pegs that support the howdah that comes with the Stegadon, but I filled all six of them with spikes. Then, I used Kneadatite ("green stuff") to sculpt scales into the three remaining vacant areas on the Stegadon's back. I also used green stuff and super glue to secure small spikes to the ankles of the rear legs. With these simple changes, my Spined Chaos Beast was complete without significantly damaging the original look of the Stegadon.

Next, I decided that the Stegadon might also make a nice mount for that terrific Forge World Nurgle Space Marine Sorcerer that was released last summer. I'd already custom based that model (featured in an article here on BoLS a while back) and even started painting it a bit and thought that a large mount upon which he could ride might show him off even more. There are rules for Palanquin of Nurgle in the Chaos Space Marine Codex, so this conversion would be game useful as well as fun.

Using thick plastic card for sturdiness, I cut a truncated triangle shape upon which the Sorcerer's custom base could stand, then added decorative bits to it. These bits serve not only to enhance the appearance, but to keep the model from sliding off his perch as he makes his way into battle. The custom base of the Sorcerer was made using three 25mm round bases, plastic card to secure them together, and sculpted green stuff on top. The parts used to decorate the palanquin come from the plastic Saurus Lizardmen set kindly donated to me by a fellow hobbyist. There are many spiky bits on those sprues and one decorative bit even conveniently has a trio of skulls on it, a sure sign of Nurgle's favor. These bits were glued in strategic locations around the edge of the palanquin to ensure the Sorcerer's base stays on it without actually having to glue him to it. In the end, the Sorcerer is removable from the palanquin and the palanquin is removable from the Stegadon. The palanquin is held in place when mounted on the Stegadon by two pegs added to the bottom that sit snugly between spines on the Stegadon's back. The pegs were made from the bottom of plastic poles on the Saurus sprue and secured with green stuff and super glue. The top of the platform is plain because the Nurgle Sorcerer's custom base will provide the atmospheric conversion detail when he stands upon it. As for the surrounding detail, again I kept the decorations and conversion work somewhat subdued so as to not interfere visually with what will be the focal points of this project when all parts are painted, the Stegadon and the Nurgle Sorcerer. I'm still pondering ideas for a custom base for the Stegadon and perhaps adding a few small additional bits here and there on the palanquin, but the major work is done.

There you have it, one Stegadon and two uses, all in the service of Chaos and all without significantly altering the look of this wonderful model. As for what to do with the terrific howdah and "engine of the gods" structure that comes with the Stegadon, I already have some ideas in mind there. I think those parts will make great scenic objective markers, "warp gates" and more. The Stegadon is a highly versatile kit filled with many useful parts and fantastic detail. I hope you have fun with it too!
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Tools, Materials and Models Used
Hobby knife
Small metal ruler
Pencil
Kneadatite ("green stuff")
Plastic card, varying thicknesses
Polystyrene plastic glue
Super glue
Stegaodon kit
Lizardmen Saurus kit parts
25mm bases
Forge World Nurgle Space Marine Sorcerer