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May 31, 2009

40k Pic of the Day 5-31-09

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Pic submitted by reader: Felix


Please let it be "Run, Run, Run!"

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us!

WFB SNEEK PEEK: Empire Heraldry Book

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Hi Warhammer Fantasy dudes (and ladies),

I'd been waiting for a little more detail on this background and heraldry book for the Empire.


~I just love books like this, and I have a big collection of 40k campaign and background books to more fully immerse myself in the Warhamer worlds. Look for this in June with a list price of: $24.75

40K TACTICA: Daemons of Khorne

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So as requested here is the Khornate aspect of our Tactica of Chaos Demon forces. I have played quite a bit with pure Khorne demons since the Codex has come out, and used pretty much all of their options. First I'll go over some 'big picture' tactics then I'll go over the individual units.

Now most of these are important for all armies but they are especially important in all Khorne demon armies.

1. Scoring units are very important. With how killy Khorne units are you can usually just rely on trying to wipe out your opponent for the win. However, the Bloodletter is simply the most efficient Khorne choice in the Codex, thus throwing down a lot of them is not a bad idea. Personally, I take sixty, in the form of four fifteen man units.

2. Pick your targets. Khorne units have no form of grenades, thus are at a real disadvantage against untis in cover. This means luring your opponents modesl out of the cover, even if it's just one model. Maybe Deep Striking your unit just out of rapid fire range, to urge them to take that step. Or just use big beasties like Bloodthirsters or Soul Grinders who don't care about their opponents attacks. Part of picking your targets is deciding when to spread your force and when to focus it. How will you best set up your next turn assaults? These are all questions you should ask yourself.

3. Force your opponent to make hard decisions. Don't give an obvious choice of targets. Does your opponent want to rapid fire his bolters at your Bloodletters or shoot his meltagun at your Sould Grinder? Neither end with a pleasant end. Use terrain and your Deep Striking to limit the number of enemy units that shoot each of your units. The key to Khorne demons is to make your assaults flow into new assaults.

Time to break down the units.

HQ
Skarbrand- I personally love him. A lot of people think he is too many points for something that gives your opponent such a huge advantage. My view point is that there aren't many things better in combat than Khorne units, so I'm getting the better end of the buff (though a nasty Wyche-based DE army has shown me otherwise before). If you are taking a Blood thirster there isn't much reason not to take him.

Bloodthirster- I dislike having to pay to make this guy S 8, however his wings make him somewhat more mobile than Skarbrand. Personally I take both. The Bloodthirster is the second toughest GD behind the Great Unclean One. The fact that he has a 3+ save means he very resilient against small arms fire. There are many things that I wouldn't charge with him. I mainly utilize him for anti-armour duties.

Skulltaker- Amazing against independent characters and multi-wound units. The fact that he only has two wounds can be mitigated by giving him a chariot, but that doesn't mean you can make him any faster.

Khorne Heralds- For weaknesses see Skulltaker. Also not as good as Skulltaker.

Elites
Bloodcrushers- Amazing unit. Higher S and T than a Bloodletter with a 3+ save as the cherry on top. Watch out for getting caught up with enemy Walkers, don't count on Fury to get you out of that spot. If you don't take alot of these the enemy may be able to effectively avoid them.

Troops
Bloodletters- The best point to kill ratio in the whole book in my opinion. Three S5 I5 power weapon attacks on the charge is nother to sneeze at from a 16 point model. In large units (12 or more) they can survive a good round of shooting while still having enough 'oomph' to make some noise in close combat, so it's usually a good idea. There are almost no infantry units in the game that survive a charge by these guys.



Fast Attack
Furies- I don't take them. Generally considered a bad unit. That said I could see them finding a spot for themsleves by using their flight to catch units and hold them so that the big red guys can get to them.

Heavy Support
Soul Grinders- Big awesome killy fire magnets. Armour 13 front and side plus ignoring shaken and stunned means these guys take a lot of punishment. Having a maw cannon here is also the only form of shooting in the army (I don't count throwing the plasma skull). Personally I prefer phlegm, as the one thing this army has problems with it's too many enemy infantry. I feel tounge is unecessary, as the Grinder is already so good at killing vehicles in combat and is fleet.



Demon Princes- Well there are basicallly two main ways to go for these guys, and that's cheap or expensive. I either go no upgrades, as they're a pretty good buy just with base options. Or I get wings, armour, strength, the whole shebang. It really just depends on your taste. I prefer the cheap ones just as a way to spam more Monstrous Creatues into the board.

Well that's it. How many other pure Khorne players are there out there? Anyone found any super bad ass combo they like a lot?

May 30, 2009

BoLS SNEAK PEEK: The Badab War - The Blackheart

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THE BLACKHEART

Where does evil lie within the heart of man? What forces
can twist the noble into the craven, the defender of the
just into the ruthless criminal? Does the seed of evil lay
within the heart from the beginning, patiently awaiting
its time to blossom? Or, is it a deadly shard, twisting like
glass into the heart of the pure, who were tainted by its
horrors?

More than any other, the Badab War is the tale of one
man. He is now renounced on billions of rightous
Imperial lips as Huron Blackheart, the Blood Reaver, Lord
of the Maelstrom, and Master of the Red Corsairs.

While the Ministorum whips up the masses against the
Blackheart for their own purposes and the Imperial Guard
and Navy step up their vigilance near the Maelstrom, the
Masters of the Astartes and Conclaves of the Inquisition
brood on a darker question. How did the Badab War ever
occur?

For, buried deep in libraries of forbidden knowledge lay
the early history of the Astral Claws. It is a history
of uncompromising loyalty, benevolence, wisdom, and
victory. Moreover, that once mighty chapter was only the
merest reflection of their noble leader:

Master of the Astral Claws, Castellan of the Maelstrom,
Peer of Imperium, Lufgt Huron.




~We are weeks away, so get ready to tread in the footsteps of the Tyrant of Badab, of muster you chapter to stop him. The Badab War approaches so get those paintbrushes ready folks! Also, check out our cool art, and thats just the teaser image!

40K SNEAK PEEK: Plastic Hellhound

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Look what got unveiled at Gamesday Spain!

Here is the brand spanking new plastic hellhound variant kit, and she is a beauty.


Devildog


Banewolf


~Yet another of the old metal-plastic hybrid kits bites the dust as the transition to plastic continues. I like all the little details that got changed like the side hull plates and the forward multi-melta. Overall pretty impressive. Look for this to hit the shelves in August

May 29, 2009

40K NEWS: New IG Cities of Death Strategems

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No joke fellow Warhammer fanatics,

After years of dust settling over Cities of Death, Games Workshop has given it a bit of a refresh of late, and just released a set of new CoD Strategems just for the Imperial Guard.

-Forward Spotters
-Tracked Ordinance Device
-Las-cutters
-Scroungers
-Heavy Ploughs
-The Light of the Emperor
-Vox Booster
-Comms Relay

~Pretty cool stuff. GW dropped some new Ork assets recently and now this. It could be cool to see some of the other armies get this treatment. Cities of Death still works for seting up great nailbiter games, and with a little bit of pre-planning can even be worked into an Apocalypse game.

40k Pic of the Day 5-29-09

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"Its a good thing we all made it out of that wreck. Anyone else smell something wierd?"

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us!

40K Open Thread: IG Named Characters

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Lets have some fun this Friday afternoon guys.

The topic of the day is the new Imperial Guard named characters. I want to hear your thoughts on who's good, who's Ok, and who's not worth it.

If you have any great stories of battefield bravery and victory, craven cowardice, or just plain hillarity lets hear them. Jump in guys!

~I'll start...

While at first I was terrified of Le Soldat Marbo, I've come to realize he is just as unpredicatable and fickle as a callidus assassin, and I dont give him much thought any longer. I also recently broke Creed and ran him to ground with Eldrad.... Take that George C. Scott!

SNEAK PEAK: THQ's Space Marine

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Hi all,

It looks like good old Relic is at it again. Check out the first teaser from THQ's upcoming "Space Marine" Enjoy!



~This will be getting much more coverage at E3. If you guys remember that leaked brawler 40k video from last year this game is a surprise. Scuttlebutt says that THQ shut that game down, and transferred the name, and creative assets over to Relic who is making this new product out of it.

May 28, 2009

40k Pic of the Day 5-28-09

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The Farseer didn't say it was going to hurt!

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us!

FFG NEWS: Chaos in the Old World

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Hi all,

It looks like Fantasy Flight Games got more than the rights to Dark Heresy and Talisman.

Check out this new Warhammer based boardgame: Chaos in the Old World

"In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease.Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.

In the Chaos in the Old World board game, each player takes the role of one of the malevolent Lords of Chaos. Each god’s distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos…for now."

MSRP: $59.95

No Release date listed.

~It will interesting to see where not only this game, but future Warhammer-related boardgames go from FFG.

GW EVENT: Bizarre Bazaar, May 30-31

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Just a quick reminder to everyone that the next US Games Workshop Bizarre Bazaar (i.e., customer flea market) is this coming weekend, May 30-31. Visit the GW website for details regarding which stores are participating.

Bizarre Bazaar allows customers to trade and sell Games Workshop product amongst themselves. It's a great way to find a bargain on current models or perhaps obtain an older rare gem of a model that is long out of production.

Ever since GW started hosting these flea markets a few years ago they've been a great way to subsidize my hobby. I've found a lot of terrific bargains at Bizarre Bazaar events and traded away a lot of older items and collectibles I used to have in order to get some other items I wanted. If you want to have a shot at the best bargains or have the widest set of customers for the items you're hoping to trade or sell, be sure to get there early!

40K TACTICA: Demons of Tzeentch

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A recent request from a BoLS follower for tactica for demons led to a discussion amongst the Fly Lords. We decided to split up each of the Gods and since there was one of us that played a demon army comprised of the forces of a single God it worked out well. As likely the most active demon player of all, this is the first in a series that will touch on the aspects of all the individual forces.

The demons of Tzeentch are the only shooty options in the codex. Few other basic troops can out shoot horrors and flamers can annihilate entire squads at a time. When I devised my army list, I was going for an all around force that can generally handle itself at range, as well as possibly tie up squads for entire games.

The heart of my force is Fateweaver and my attack is centrally focussed around him. His 'Oracle of Eternity' ability is amazing and makes the army really difficult to take down with any sort of focused fire. I have been seeing more demon armies of the other gods adding him as well as more and more recent requests to borrow my Fateweaver model.
Supporting Fateweaver are four squads of Horrors, each eight strong. I give each squad a bolt of change for anti-light vehicle fire, as well as an icon for reserves. One squad also includes the changeling who is one of the best 5 point upgrades around. I generally keep them as close to Fateweaver as possible, making them very difficult to wipe out. With three AP:4 shots each, they can annihilate lightly armored squads in a single round of shooting.
Behind the Horrors are the Flamers of Tzeentch, one of the most potent template squads available from any codex. I run three squads of four in my army. Four breath of chaos shots will likely wipe out even a large squad of terminators or obliterators. I've even killed off tyranid monsterous creatures with them. The ability to glance vehicles can also provide a way to destroy weapons or at lease prevent it from shooting.

The anti-vehicle support is comprised of two Soul Grinders with tongue. I almost always include them in the first wave to try and destroy a heavy vehicle early, or if they fail to do that, they are incredibly dificult to take down in close combat. They will also cause instant death to nearly all character models.

Backing up everything is a Demon Prince of Tzeentch. He is usually equipped with nearly every base upgrade he can get, but I feel giving him multiple shooting attacks and Master of Sorcery makes him too costly. I use him more as a backup counter assault monster. I've been experimenting with one of my favorite shooting attacks from the book, Boon of Mutation. He is often in combat with character models as well and there's nothing more fun then turning them into spawn.

I have not found a good place for Screamers of Tzeentch in my force yet. Their anti-vehicle roll may be better served in less centrally focused forces. I find though they may take down an enemy vehicle once, they are often wiped out by close range fire as they are too far from Fateweaver to benefit from him. I am also working on a Blue Scribes model as well as some other Tzeentch Heralds for some testing without Fateweaver.

So what's your tabletop experience with Tzeentch? If you have any comments or questions, throw em out there, petty mewling of the material plane! Only the Ruinous Powers can say whether a treatise on Khorne, Nurgle or Slaanesh will be detailed next.... Thanks to Goatboy for the art!

May 27, 2009

40k Pic of the Day 5-27-09

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I hate spiders...Why did it have to be spiders?

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us!

40K HOBBY: Converting Imperial Guard Heavy Weapon Teams

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A lot of 40K hobbyists are probably building Imperial Guard Heavy Weapon teams these days, either for new Imperial Guard armies or to add to existing armies. Once you've built more than a couple of these models, the standard poses available from the included parts can get pretty stale. Building every team just like the picture on the box definitely gets old fast.

When I first built my Imperial Guard army back in 2006 I immediately began looking for ways to vary the poses for Heavy Weapon teams. Part of this was just for fun, but I also did it because it allowed me to stretch the use of all those extra bits that come with the model. By using some of the regular walking pose troopers from the Cadian Shock Troops box set, I was able to use some of the additional Heavy Weapons that come with a Heavy Weapon team kit. Prone missile launcher teams, standing mortar teams, etc. allow you to use many more of the Heavy Weapons that you get in Heavy Weapon team boxes without buying quite so many of those boxes. It can also allow you to save some of the kneeling pose legs from the Heavy Weapon kits to use for conversions on the poses of regular troopers in platoon squads, veterans, etc.

The pictures shown here are of the latest Heavy Weapon teams I've built for my Guard army. I already had two Lascannon Squads and an Autocannon Squad, so I thought I'd build a Heavy Bolter Squad this time. One goal I had for the conversions shown here was to simulate something at least relatively close to real two-man machine gun teams and some of the iconic images associated with them, such as a loader feeding the ammo belt into the gun. Each picture below is accompanied by a bit of explanation regarding what makes it unique.

Below is a front view of the model shown at the top. This is my favorite of the three models shown here. The seated gunner was suggested by a friend and fellow hobbyist who is also an army veteran. Machine gun training in the US Army is done seated on the ground behind the weapon. Of course, after receiving the suggestion I still had to figure out a way to do it! Cutting the bent legs from a pair of kneeling legs and boosting the model up on a sandbag gave me a fairly convincing seated gunner with the help of a little green stuff and some minor sculpting. The spotter has no real converting to him, just careful positioning of the head, torso and arms to make it appear as if he is furtively peering over his shoulder and the wall. His rifle is leaning against the wall just behind him.


Cutting and repositioning the left hand on the loader allowed me to pose him as if he is feeding the ammunition belt into the Heavy Bolter.


There are a lot of little conversions to this model and it has green stuff (Kneadatite) earthworks and a small shell hole built up on the base. It is ready for priming with sand already glued to the base. The models shown above will have the same coarse sand mix glued to them to simulate rubble and debris from collapsed buildings and blasted terrain. The gunner was made using a model from the Cadian Shock Troops box with minor converting to the waist and neck to get the prone firing pose. The spotter has a lot of cutting and repositioning done to both arms in order to get the one handed grasping of the rifle up on the shoulder and the left handed steadying grasp on the earthworks. Note the shovel in the background leaning against the ruined wall as if it has just been used to build up the earthworks around the soldiers. Also note the loose ammo belt feeding into the Heavy Bolter, which now sits on a bipod, while a closed spare ammo box sits nearby.


As you can see, through a combination of kit-bashing, thoughtful positioning, cutting and sculpting, a large variety of poses can be obtained. Many more poses are possible than the few shown here. Use your imagination, experiment, and most of all, have fun!

With my backlog of projects I really didn't need anything else to paint, especially for a fairly large and already finished army, but cool models are the hobby to me and I just couldn't resist building a few more items for my Imperial Guard, especially with all the fun new rules and options in their latest Codex.

BoLScon: Imperial Guard Q & A

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Jwolf here, slaving away at the FAQs and House Rules for BoLSCon 2009. The first and most obvious area I needed to focus on is the new Imperial Guard Codex. Here's what I have at this point:

Q: If an officer is part of a unit that receives an order, can he issue an order later in the same phase?
A: Generally no, as other than "Get Back in the Fight" all orders require the officer to take an action which prevents him from giving orders afterwards.

Q: Can you issue orders in your opponent's Shooting phase?
A: No, you may only issue orders in your own Shooting phase.

Q: Can First Rank, FIRE! Second Rank, FIRE! be used on hot-shot lasguns?
A: No.

Q: Does the d6" move from Al'Rahem's Like the Wind prevent the unit from assaulting in the Assault phase?
A: No. If the unit would normally be eligible to assault (i.e., not fired a rapid-fire weapon, etc.) then it can assault normally in the Assault phase.

Q: What happens to an Independent Character that is attached to a conscript unit that is removed using Chenkov's Send in the Next Wave ability?
A: As long as an Independent Character is attached to the Conscript unit, the Conscript unit may not use the Send in the Next Wave rule.

Q: Do I get +2 on Reserve rolls if I have two Astropaths? Do I get to re-roll the dice used to determine board edge twice?
A: Yes. No. Two Officers of the Fleet work the same way (i.e., -2 to to your opponent's reserve roll, but only one re-roll for board edge for arriving units).

Q: If I have a Master of the Ordnance and a Mortar in my Command Squad, do they follow the Multiple Barrage Rules?
A: No, the Master of the Ordnance fires a single Ordnance Barrage shot in all cases, targeted at the same unit as the rest of the Command Squad.

Q: If I have only one Bodyguard left, can I still apply two wounds to the Bodyguard that would be allocated to the Company Commander? When does Look Out - Arrgh! happen?
A: Yes. You may only apply two wounds that would've been allocated to your Company Commander to Bodyguards, regardless of the number of Bodyguards you have in the unit. Look Out – Arrgh! happens after wound allocation, which means wounds allocated to the Commander by the opponent (i.e. Vindicare shots) can be applied to the Bodyguard.

Q: Can Rough Riders charging into close combat using Hunting Lances further benefit from Furious Charge (making their Strength and Initiative 6)?
A: Yes.

Q: Is Weaken Resolve a psychic shooting attack? Does it require line of sight? Can a Psyker Battle Squad shoot their laspistols on the same turn they use Weaken Resolve?
A: No. Yes. Subject to the normal rules for shooting, the squad can fire its laspistols at any target in range, not only the unit it used the Weaken Resolve power on.

Q: Must the whole template of a Hellhound's Inferno Cannon be placed in LOS? How do you determine the armor facing hit by an Infero Cannon?
A: No, only the initial point must be in LOS; the rest of the template must follow the Template rules as closely as it can without placing the smaller end further than the larger end of the template. The armor facing is determined by drawing a line from the turret to the target, ignoring the template placement.

Q: Do the other weapons on a Hydra Flak Tank benefit from the tank's Auto-Targeting System (e.g., hull-mounted heavy bolter, pintle mounted heavy stubber, hunter-killer missile, etc.).
A: Yes.

Q: What happens when a mixed Ordnance Battery fires?
A: First, announce which Artillery pieces will fire directly and which will fire Barrage. If more than one piece is firing Barrage, the closest piece to the target fires first, if the target is in range. Measure the range to the target from each other piece firing Barrage before scattering the template for the first shot; only those in range may fire. After determining hits and wounds from the Barrage, determine hits and wounds from any pieces firing directly. Once all wounds have been determined, resolve the wounds and vehicle damage.

Q: Can a Techpriest Enginseer repair a Weapon Destroyed result on a Deathstrike Missile Launcher?
A: Yes, a successful Weapon Destroyed repair on a Deathstrike Missile Launcher eliminates a -1 to the "T-Minus five minutes to launch...and counting" roll caused by a single Weapon Destroyed result. This takes effect on the following shooting phase, as the damage was existing at the start of the current shooting phase.

Q: Can I use my Valkyrie or Vendetta without a flying base?
A: No. Any Valkyrie or Vendetta must be mounted on a flying base similar in height to the one supplied in the current Games Workshop plastic kit, and have a base no smaller than the one supplied in the current Games Workshop plastic kit.

Q: Does a Vendetta have the same transport capacity (and restrictions), fire points and access points as a Valkyrie Assault Carrier?
A: Yes.

Q: What do I measure from when firing at, disembarking from, or passing near a Valkyrie and Vendetta?
A: For the purposes of armor facing, disembarking, and the 1" rule, only count the hull of the vehicle -- ignore the tail and wings. For determining range to the model, use the model as normal. Ignore the height of the model when embarking or disembarking; models get in and out of Valkyries and Vendettas at the height of the base.

Q: How do I assault a Valkyrie?
A: Move into contact with the base of the model. Moving under the model to reach the base is fine.

Q: If Commissar Yarrick is "placed on his side" does the Inspirational Hero rule still work?
A: Yes.

Q: When Commissar Yarrick stands back up due to "Iron Will" and would be in base contact with an enemy model, the rules say I can place him so that he is more than 1" from an enemy model. Does this mean I can place him anwhere that is more than 1" from an enemy model?
A: No, you must place him as close to where he fell down as possible such that he is more than 1" from an enemy model.

Q: When Al'Rahem's Infantry Platoon outflanks, how do they enter play?
A: When the single roll for the Platoon indicates they enter play, each unit within the Platoon rolls individually to determine upon which board edge they outflank.

Q: Do wounds inflicted by Nork Deddog's Heroic Sacrifice count toward combat resolution?
A: Yes.

Q: What happens if Nork Deddog is killed by No Retreat! wounds?
A: Nork inflicts Heroic Sacrifice wounds on one unit he could have attacked during normal combat resolution.

~As you can see, not all of my items are covered under the rules, but all of them relate to questions of the rules or playability issues we have experienced with the new Codex. If you have more Imperial Guard questions or issues, I'd be glad to hear what they are, and will consider them for the FAQ and House Rules.

May 26, 2009

40k Pic of the Day 5-26-09

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Ancient Enemies

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us!

40K WFB RUMORS: Space Hulk & Q3-4 Releases

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Hi guys,

You know what we haven't heard from in a while... those Space Hulk rumors.

Well by now we can kind of lay out the Warhammer 40k and Fantasy schedule for a lot of the rest of the year and find the holes where it may be:

July: Planetstrike
August: IG Wave 2
Sept:
October: Space Wolves
November:Skaven
December:

Now Planetary Empires is said to be somwhere in the vicinity of Planetstrike, and that leaves us with Space Hulk. There are only a few places it could go. We hear its the in the holiday release slot at the very back end of the year.

Further info says the game plays very fast, and has lots of cool extra bitz for use as objectives such as wounded terminators (Man Down!)

~As usual, caveats apply to most of these and I would easily expect several of these to slide a month here or there. Its going to be a fun back half of the year.

Goatboy's 40k Thoughts: Paint Theme

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Goatboy here again. Instead of delving into some kind of tournament nonsense I thought I would go into how I like to work a visual theme into my armies. Nothing is worse to me, then a completely non painted army that you see week in and week out. I know we all can't be painters, but with a little thought and planning, you can create a cohesive force that looks great on the tabletop. So what I want to go into today is how I go about creating a color theme for finishing an entire army.

I know I am not the best painter, but what I consider myself to be is an extremely fast and proficient painter/creator. When I look at starting a new army, the first thing I do is try to figure out a paint theme that I can carry throughout the force, to ensure that it looks cohesive as well as something I can duplicate without the luck of the wash or a random color pull on the paint palette. The first thing I like to do, is create a test mini. Below is the test mini I created for the Astral Claws in the upcoming Badab book as well as the one listed on the Lexicon for the Astral Claws.




Now as you can see, this isn't what I would call a normal paint scheme. There is a lot going on for a small mini, that all the slashes of color can get lost on the miniature. In fact, I thought it was a huge mess and would have personally never wanted to create an army of that scheme. I knew I could do it, but found the design as something pretty repulsive. It reminded me of some crazy 80's creation, wanting to rock out to White Snake. But, since I can paint quickly as well as having a knack for creating a scheme that can be easily reproduced, I was the one to bite the bullet and create an Astral Claw. Here are some of my rules for getting your basic theme down:

Keep it Simple
This means don't try to make every mini the Mona Lisa if you aren't a pro painter. for the Astral Claws I decided to limit the overall tiger hash marks. This does 2 things, first it allows you to have an easier time getting the design done. Nothing is worse then creating a theme that takes way to long to finish on a per-mini basis. Yeah it is great to have this one awesome squad, but when it comes down to game time, you still only have one squad.

Control your Palette
Remember back in 2nd Edition when everything was a flaming primary color. Well, its not the 1980s any more. Stick to a limited palette that you can reproduce quickly and work on perfecting the subtle shading and blending opportunities within you narrow range. For the Astral Claws I wanted to make the model's design look a lot more modern as well as something that might actaualy see the light of day. I like my minis to at least feel as realistic as I would think life would be like in a state of constant war. Thus the darker colors and the decisions to not have something be incredibly bright.

Devise Shortcuts
Simplify, simplify, simplify. Once I create a paint theme, I go about writing down the color layering technique I use. From there I look for any shortcuts I could make. When you paint armies of 50+ models, you have to look at ways to help you finish the look quickly. I want to play with my new army as quickly as I can as I find playing with the models to be as much as fun as painting them.

Orky Examples
I am showcasing some other minis I am currently working on. I'm going with an Bad Moons theme, so I went with the prominent color yellow throughout each of the minis. I didn't want to go with the fully yellow color I see for them sometimes, as I would think orks would be extremely dirty and dingy. Thus the push of a more brownish yellow that has been rung through the mud. Also, all the vehicles are going to have some of the shield plates yellow, not the entire thing. I would think most orks would get bored painting something yellow, thus creation of a dingy yellow. I just can't get enough of painting the stinky brutes.






Remember the goal here isn't to win Golden Daemons. Its to get that giant pile of grey plastic hiding in boxes under your bed looking good on the tabletop. As usual, shoot me an email if you have any questions. Also if you want some advice on painting themes and painting designs (layering thoughts, color choices, etc). I am always happy to help anyone out.

May 25, 2009

40k Pic of the Day 5-25-09

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Sergeant, you think they get HBO on that Chaos Icon?

~Your daily dose of tabletop fun! Enjoy.

40K Deep Thoughts: Eldar Units

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Hi all,

You know I've been a bit down on the Eldar's chances of late, but I refuse to throw in the towel on my beloved Craftworlders. Since codex IG arrived, I've been making a series of omnibus lists that have worked thier way through almost every unit in the codex, from the Avatar to Support Platforms.

Here is my thinking so far on the Craftworlders:

1)There is nothing fundamentally wrong with the armylist (outside of a handful of stinker units, but most codices have some), from a rules perspective.

2)The problem is costing, with the units being fairly overcosted across the board compared to more recent codices, with minor costing problems with infantry scaling up to crazy costs for Eldar vehicles.

3)The biggest issue I'm encountering is the cost of transport options. The vast majority of the killyness of the codex has short range so you have to get the troops to the bad guys in relative safety. The problem is the Eldar transports are very pricy for their abilities, compared to the newer races APCs, leaving you with a very brittle army of troops to do the damage once they arrive. Compare:

Rhino: 35 pts
Razorback: 40 pts
Drop pod: 35 pts
Chimera: 55 pts
Valkyrie: 100
Wave Serpent: 100pts
Falcon: 120 pts

There are of course weapon differences, but you get the idea. Combine this with expensive infantry and you can see the bigger issue. Outside of the ridiculously priced jetbike seer councils or mounted dragons dealing with vehicles is a real issue for the army. Brightlances are pricy and difficult to come by in a cost effective manner. Here is a unit price breakdown per Brightlance (you can roughly apply it to the others as well)

Cost per Brightlance:
Wave Serpent: 135 (Twin linked, BS3)
Guardian Defenders: 110 (BS3)
Viper Squadron: 75 (BS3)
Wraithlord: 130 (BS4)
War Walker Squadron: 45 (BS3)
Falcon: 145 (BS3)

I have had success of late with farseer-supported brightlance war walker squadrons, (shooting hull down from behind vehicles or cover), and a few other standouts in 5th edition:

-Dark Reaper-Tempest Exarchs with crack/fast shots are nasty killers who ignore cover.

-Small guardian jetbike squads with destructor/singing spear warlocks are cheap multipurpose scoring units (maybe the most survavable of the troops choices)

-War walker squadrons are the most cost efficent method of adding heavy weapons to the army and support with farseers.

-Surprisingly, Guardian Storms are now a great choice for aggressive burninating, supported by destructor warlocks. They are both efficient, and cheap enough to risk using in the overpriced transports.

-Eldrad is almost manadatory at this point. Facing an uphill struggle versus the newer codices, his redeployment power can ensure you don't get caught out of position and maximize on a foe's deployment mistakes. Eldrad can also anchor a small section of your line with the effectiveness of 2 farseers, freeing you to try out interesting things with your second HQ slot.

~I'm having mixed results as I adapt to the new IG-dominated world but I feel that the Eldar may be down but not out. What are you guys seeing and using?

REVIEW: Tattered Fates (Dark heresy)

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Hi all,

Its review time, and let me welcome you to our latest Dark Heresy article. Lets take a look at Fantasy Flight Games' upcoming: Tattered Fates: the Haarlock Legacy Volume 1.

First up, the basics. We have a hardcover supplement for Dark Heresy, weighing in at 70 full color pages. The book is well put together and is a lavishly illustrated with a combination of old 40k classics and all new paintings and illustrations.

"Something terrible stirs upon the pleasure planet of Quaddis. Portents and ancient evils become evident as the penultimate 13th Hour approaches. Will your Acolytes be able to discover the secret of the Haarlock’s Legacy in time? From the bloody, labyrynthine Red Cages to the mansion of Gabriel Chase, the adventure draws the Acolytes into the dark underside of Quaddis. The affairs of the notorious Rogue Trader Erasmus Haarlock take form, setting the stage for the fate of the Calixis Sector. When the Steel Clock strikes the 13th hour, the Haarlock’s Legacy will be revealed."

Tattered Fates is an intricate first act in the upcoming three part adventure series for Dark Heresy. Within the adventure itself, we get a lavish background, with myriad NPCs, adventure hooks, plots, sub-plots, and sub-sub-plots. The players will explore the pleasure world of Quaddis, and gain an eyeview of the corrupt intrigues of the Imperial upper classes on a world like no other. Above all the module feels very much like a lavished detailed sandbox to drop your party into, with a lot of room for roleplaying and maneuvering. This is not a narrowly designed adventure on rails, but one that will reward creative thinking and investigative play.

This format is wonderful for both the GM and the players, as the background descriptions and play aids are fluffy and specific. The adventure is chock full of all manner of gothic horror and ancient evil we know exists in the Warhammer 40k universe but would never been seen on the open battlefield.

It is at once, challenging, deadly, mysterious, and laden with layers upon layers of hooks for future adventures in the Calaxis Sector. It would be worth the price just for the high quality content, but the physical quality of the book itself is just an extra bonus.

Availability: Out now
MRSP: $24.95

4 Stars (Out of 5)

As usual, comments are welcome all.

May 24, 2009

40k Pic of the Day 5-24-09

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Flame THIS, Imperial Scum!


~Your daily dose of tabletop fun! Enjoy.

The Art of War-hammer: Brainstorming

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"Victorious warriors win first and then go to war,
while defeated warriors go to war first and then seek to win."


Down here in Austin, many of the Fly Lords regularly gather for gaming night at our FLGS. We often discuss very specific details of army composition we have found and open the floor for criticisms and input. I know I could ask any of them for specific advice on my lists/tactics and they would be more than happy to help. I think this is one of the things that has helped to stay ahead of the curve.

Before I moved to Austin three and a half years ago, my mid-sized gaming group never discussed tactics or army choices openly. I would say there were some who preferred to keep their dirty tricks secret until tournament day. I can confidently say this slowed the groups advancement, and still does (I recall a debate on the power level of nob bikers shortly after the Ork codex was released).

This became very apparent before this year's Adepticon Gladiator event. The entire Fly Lords crew got together months ahead of time to brainstorm the Reaver titan lists we were planning on bringing. We tested the lists against the nastiest armies we could throw at it, adjusting where necessary until we had a list that was as close to unbeatable as it could be. Only then did we head out to battle the general public.

~Do your local gaming groups tend to discuss armies and tactics en masse or do you tend to act more individually? How do you spread and gather your tacical knowledge?

40K NEWS: More Valkyrie Apoc Datasheets

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Hi Gang,

This month's WD has two Valkyrie datasheets.

Bellerophon' Pattern Airborne Assault Group
This formation makes all of its Valkyries flyers.

"Steel Eagle" Catachan Colonel Paseski's Command Valkyrie
200pts, vehicle, flyer
BS:5
Lascannon, 2x multiple Rocket Pods
Extra Armor
Regimental Headquarters

Instead of Heavy Bolter Sponsons, it has two Snipers. They can ALWAYS fire, and can EACH choose a target different from the Valkyrie as well as each other. Once per game, each can fire a single S10 AP1 2D6 armour penetrating "Champion Shot."

All allied Vendettas, Valkyries, and Vultures can get re-rolls on immobilized damage results.

~Yikes! With rules like that you would think they are trying to push Valkyries or something...

May 23, 2009

40k Pic of the Day 5-23-09

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Victor Hardy strikes again!

~I've been noticing that BoLS could use more nice looking tabletop pics. Expect more of these moving forward.

BoLSCon 2009 Teaser

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Its coming!
BoLScon 2009
The Doubletree Hotel - Austin, TX
August 22nd - 23rd, 2009

Warhammer 40k
Warhammer Fantasy
War of the Ring

Tournaments
Apocalypse
Mini-dexes
BIG Prizes

Whats not to love? Save the date. Lots of details coming very soon!

40K RUMORS: Space Wolves Release Date

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The Sons of Russ are on the move. The little Space Wolves breadcrumbes dropped here and there in recent publications are coming to fruition.

Latest sources say look for the Australian release date the first week of October.

Check out the latest batch of Space Wolves rumors here.

~The rest of the world gets the codex at either the same time, or a couple weeks earlier. The Wolf Time is close.

May 22, 2009

40K NEWS: Planetstrike Advanced Orders

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And Planetstrike is unveiled formally for all of us Warhammer 40k fans....

Check out all the latest stuff on the Advanced Orders Page:

Planetstrike $25
Skyshield Landing Pad $ 39.50
Imperial Bastion $29.75
Aegis Defense Line $19.75
Chaos Bastion $45.75
Mines Bombs, and Booby Traps $20.00

~Pretty cool stuff, and can someone in marketing get those wonky pricepoints lined up.... :) These ship out in July.

40K SNEAK PEEK: Planetary Empires

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Look whats been spotted in a French White Dwarf... Its the Warhammer 40k version of Mighty Empires!

~Planetary Empires can't be far now...
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