Sunday, 23 April 2017

Workshop Datalogs: April 2017

April has been a fun month, and with a far improved workbench setup I've been motivated to actually work on something.

I ordered a couple of paint racks, which have massively freed up space on my desk. Most of the paints i had sidnt fit on the existing racks I had, and so would clutter the desk.

As well as that, I now have a more comprehensively organised bitz box, with everything I may need in one extensive system. Each section has been broken up into weapons, limbs etc, and is colour coded depending on the model (blue is space marine, red terminator etc.). This should mean finding parts for cool conversions will be much, much easier. Now, onto some acutal models...

So first up, some Shadow Wars. I had a game yesterday against a Dark Eldar gang, as part of a local campaign. The mercenaries did great, and have earned me a few promethium caches. Since one of my cultists died in the fight, I find myself in need of some new warriors. First up joining the ranks is another chaos marine with bolter and telescopic scope. Something you will all agree is much better than a cultist, this guy should add some more long ranged punch.

And for even tougher fights I have this brute of a Terminator. Built off a slimmed down Centurion, this model oozes menace and power (and with a 3+ save on 2 dice, why shouldn't he?). Armed with a combi bolter and power fist, he'll show up every now and again to really take the fight to the enemy. I will have to be careful with him though, as the Bounty rule means my opponent gets bonus promethium if he is down or killed at the end of the game.

In terms of normal 40k, I've also been at work adding two new spawn, either for use in a unit, or when enemy models are mutated in the psychic phase (I'm yet to top a riptide though...)

Finally, we have a Maulerfiend in the works. I had to do a conversion, mainly because I stole the exhausts for the Typhon. The new pipes are made from plastic tubes, spare exhausts and melta barrels, and have a more mechanical and sleek appearance.

That's it for today, but feel free to keep yourself up-to-date on the Facebook page.

Sunday, 9 April 2017

WIP: Shadow War: Armageddon Chaos Mercenaries

Shadow Wars (AKA Necromunda 2.0) has already flown off the shelves, and with near instant popularity and interest I thought I'd throw my power helmet into the ring, with my own kill team. But with a twist.

Whilst this warband is a Chaos Marine team, I've decided to make them less god-blessed psychotics, and more cold, ruthless mercs in it for the money and nothing else. These guys will work for anyone: Chaos Warlord, Dark Eldar sects, and desperate Planetary Governors, so long as the pay is good.

I wanted to inject a bit of realism into the models, which is why, as you'll see, they sport a camo green colour scheme. I've also gone to town with details, including ammo pouches, harnesses, and knifes, to ensure they are fully WYSIWYG, and suitably mean looking. I've come up with the following list:
  • Chaos Champion (Tzeentch) bolter, inferno bolts, camo gear, clip harness, Red Dot


  • Chaos Space Marine (Nurgle), bolt pistol, camo gear, clip harness, blight grenades


  • Chaos Gunner (Tzeentch) autocannon, camo gear, clip harness


  • Cultist, shotgun
  • Cultist, autogun
  • Cultist, autopistol, axe
The army is fairly diverse, with ranged, close combat, and heavier weaponry in the form of the autocannon, and to an extent, inferno bolter.

I'm yet to experience a game outside a demo, but I've found that the autocannon gunner would effectively be a heavy sniper, holding back to blast anything in his path. The leader, with his red dot and powerful inferno bolts, would fill a similar rule, picking off targets with pin-point accuracy. The other models would move forward, either blasting models apart with close-range shots, two-handed axes and blight grenades. I didn't have much luck with my cultists, but smarter use of them will greatly extend their use. 

After the first game i have a premethium point to spend, either allowing me to upgrade my squad, or recruit a specialist. It's early days, but i quite enjoy the game, and you can expect more in the future.

Saturday, 25 March 2017

Review: Evil Craft Chaos Veterans

Evil Craft is a great choice for semi-true scale, highly detailed alternative models and parts for Chaos Space Marines. They may only make parts for the spike cousins of the Imperium, but they do it well. Today, I'm checking out their Veteran squads.

The parts from this area unit share a lot of design elements with existing basic sets, but are sharper and meaner than the originals. Extra spikes, horns and blades protrude from the armoured pieces, highlighting the model's favour with the chaos gods.

As per the usual with Evil Craft, the quality is top notch. Hardly a casting bubble or mould line in sight. When you buy from then, you certainly get the quality expected for the higher prices compared to other manufacturers.

They make for great additions to your units to represent unit champions, or could quite easily make full squads of Chaos Chosen. It'd be a pricey way to do it (on par with a 5-man Forge World unit) but all the parts tie together seamlessly, and with the large number of parts for each model, the customisation is near endless.

Whilst they are a tad bigger than any gw counterpart, they fit fairly well and suit the aesthetic. If combining I would recommend using either the newer plastic models (due to scale creep) or include terminator legs, to ensure the model looks balanced. The legs, backpacks and accessories will be fine on any sized gw model, it's mainly the torsos and heads which can look too large on older, smaller models.

For those who want to stand out on the tabletop and have the spare coin, the chosen range is certainly one to consider. Next time I'll be checking out a selection of alternate weapons and accessories for these guys.

Wednesday, 22 March 2017

WIP: Thousand Sons Fellblade 2.0 (Part One)

It had to happen again. But this time I'm doing it properly. The original Fellblade project was a ton of fun, but I sold the tank a while ago. The sons have been crying out for a big tank again, and with better resources (aka money) I thought I'd have another crack at it.

The build is a big one, and after a few night's work I've got most of the hull built. I want to take my time with it, and I plan to add extra detailing and 'hyper realistic' elements.

After unpacking i found all the pieces required, and in a fairly good condition. It's an interesting experience working on a big kit again.

So far the parts seem to fit together well. There is a big gap as seen above, but it is fixable and relatively minor. Mostly...

The main cannon has a fair sized mould line/cast slip, but not enough to make it unusable. It should be a fairly straightforward repair.

I've since raided the bits box too, to personalise the kit and make it a part of the Thousand Sons.

When it comes to painting it I have something extra special in mind. Expect a cross between my usual blue acheme, and the markings from the Horus Heresy era tanks in HH7: Inferno.

Sunday, 12 March 2017

Review: Blood and Skulls Bison/Buffalo and Wildebeast Conversion Sets

As many people would argue, the pig-snouted Taurox looks much, much better with wheels instead of track units, and I agree. There as a number of sets rolling around, but a stand-out provider is Blood and Skulls industry.  Having tried out the original 6x6 set-up, I have since been sent two newer variants, the half-track bison/buffalo sets, and an 8x8 wheeled arrangement dubbed the wildebeast.

To start with, the half-track. This set gives you two large wheels for the front end, the rear gets a pair of exposed tracks. You get two options for the rollers, spoked or solid (bison or buffalo respectedly), offering two distinct looks. The spoked design does jar a bit with the style of the front wheels, but a good paint scheme will blend them in.

Scale shot with a 40k Rubric marine

The other kit, the wildebeast, is an 8x8, with four smaller wheels for the front, and 4 of the larger ones for the back. Ideal if you were thinking six wheels just isn't enough.

The wheels side-by-side with a Taurox, they will fit under the arches with some stick-out

Much like the original kit you get mounting plates to easily fit the wheels and tracks on the standard axles, making for a very easy conversion which greatly alters the profile of the transport. I would advise extending the fenders on the hull for a more integrated look

If you're after an easy way to convert the Taurox, you can't go wrong with either of these sets. Of the two I'd recommend the half-track. Not only is it a cool alternative to the Taurox track pods, the spare rollers can easily be used as artillery wheels.

Sunday, 26 February 2017

The bridge over Kavor Gorge

Last week saw a bunch of players in the Scarborough area attempt an 8000pt 4v4 event at the local gw. Each team had to control the bridge by turn 5. The chaos teams were fortunate in that we had a lot of fast or mounted units. The imperials did have two knights and a lot of ordanance.

 My role in the plan was simple. Deep strike all my terminators, and sow confusion amongst the imperial lines.  The typhon would blast anything close enough, the rubrics would roll up in a convoy with all the other apcs.

Chaos won the roll to go first. Most of turn one involved moving as fast as possible. The typhon, land raiders and sicaran lead the charge,  with a sea of rhinos following behind. All, that is, apart from the plague marines, who managed to get immobilised on a chunk of pipe.

The imperial a followed suit, and a sea of leman russes,  rhinos, chimeras and the two knights rolled on. A basilisk shell struck the frankly unmissable horde of chaos tanks,  but only managed superficial damage.

Turn two saw most of the chaos reserves arrive. Three heldrakes,  obliterators, and two units of scarab occult.  The scarab occult took the most risky deployment, opting to land right in enemy lines. The warlord trait of the Thousand sons meant no scattering, landing peffectly vehind a manticore.  The other squad opted to scrap the basilisk. The warlord used his psychic might to summon forth three flamers of tzeentch, who incinerated a whole unit of repentia in a single volley of mutagenic flame.  The warlord's unit weren't so lucky, and failed to kill the missile tank.  The other scarab occult successfully destroyed the basilisk, taking out a key long range gun.

The imperial line faltered, with a large chunk directing fire on the newcomers. The banewolf's chemical cannon melted a couple, whilst the grey knights make short work of one squad.

The warlords unit survived a few more turns, long enough to summon even more flamers, which were great at griefing local units and somehow managing to destroy the manticore in combat!

On the other side of the battlefield, the typhon was finally in range. Loosing a massive shell, the blast vapourised a chimera, damaged a land raider and stripped a hull point off the closest knight. The knight took further damage from a scatrering of lascannon fire. By this point the chaos forces had an early lead, with almost a dozen tanks either on the bridge or reaching the on-ramp.  The heldrakes flew above,  scorching sisters of battle, mechanicum footsoldiers and more.

The imperials retaliated, sending a barrage of ordinance towards the chaos horde. Several raptors were torn to shreds, and the maulerfiends were badly hit, one of which was destroyed by the firing line. However, some shots went wide. A few clipped the onager dunecrawlers,  and a few even damaged the bridge.  If that fell the team who caused the destruction of it would loose instantly. A few choice words amongst the imperial generals ensured no further ordanance would target units on the bridge.

Near the defence laser, the dunecrawlers made short work on the Iron Warrior obliterators, but we're now in the line of fire of the typhon. Another enormous she'll hurtled towards them. Once the dust settled, one dunecrawler was nothing more than singeddit limbs, the second badly damaged. A final shot from the Typhon's lascannons finished it off.

The surviving maulerfiend got in close to the knight, managing to bring the severly wounded walker down. The explosion damages nearby vehciles and killed a few guardsmen.

After another devastating turn, and with the rear lines in chaos, the imperial pushed on ahead, if they could at least destroy either the land raider or spartan at the front of the bridge,  there maybe enough space to contest it. Alas, the Emperor was not with them today. No imperial unit could make it to the bridge, it was truly in the hands of the dark gods.

Overall it was a fantastic game. I had mixed luck with the terminators  but they did cause a lot of distress at the back, and the summoned flamers easily made the points back of the scarab occult (total kill count fro  teo free squads of flamers was 14 repentia, one manticore, about 7 skitarii and a hullpoint from a hydra. The typhon did quite well too, taking out a chimera, two dunecrawlers, and a handful of terminators and guardsemen, plus collateral damage from the massive blast templates.