Thursday, October 13, 2016

DreadTober 3: A New Challenger Approaches!

Yep, taking it up another notch with a callback to my project from last year. I remembered I had this BaC SW Contemptor sitting around half-painted, and since I want to use it in a Tournament on the 22nd, decided I might as well add it in with the Ironclads, get some rivalry going on ;)

My camera seems to have a Loyalist bent, since it took much better pics of the Contemptor than the Ironclads this time. Kinda OK with that, tho, since the Ironclads need a lot more work. Especially the one built around the Helbrute torso. So much flesh on that, and so entwined with the metal. I love the look, but it's a major pain to paint.

They're pretty close to having all the base coating and some of the highlights done. Since the basing is mostly done on the Contemptor, and I'm using premade bases on the Ironclads, I'm OK with being a little behind the official timetable at this point. Y'all have a good one now, y'hear!

Monday, October 10, 2016

Taurox with Blood and Skulls Industry 6x6 Wheel Conversion Kit Review

Quite some time ago, I picked up a couple of Longhorn 6x6 Wheel Conversion Kits from Blood and Skulls Industry and a couple of Tauroxes to put them on. I finally got around to putting them together, and I'm very happy with the results.

The kit isn't perfect. You have to be careful with the front wheel mounts, as it's entirely possible to put them on upside down, which will put the wheels at a wonky angle. (That's not actually the issue with the picture above. That was just the result of me not getting things lined up right and the short working time of superglue.) There's also a mold line going around the center of the tires, which is kind of a pain to scrape off without also damaging all the detail on the treads. That's really it as far as issues go, tho. They look fantastic, and go together really well.

The Taurox just looks so much better with wheels on than the weird track units that GW designed for it. They've also got an 8x8 kit and a half-track kit, both of which look pretty cool, but I like the 6x6 best.

In addition, I don't know if these were a new customer bonus or a packing error or what, but they sent me 8 of their Medium Skulls 1, which are even better quality than the wheels. I scrubbed them a bit just to make sure there'd be no issues with mold release agent, but there was no other cleanup needed. No mold lines, no sprue points, nothing. I've been using them as Blood Tithe tokens and Wound Counters, and have gotten several compliments on them.
They've got a ton of other cool stuff, too, including turret mods that look like they'd be compatible with the Chimera, Predator, or various Super-Heavy Kits, and little detail pieces like the skulls and sets of spikes, giving a great way to personalize your Vehicles. I'm definitely gonna be picking up more from them at some point here, very pleased with my purchase. Y'all have a good one now, y'hear!

Friday, October 7, 2016

Dreadtober 2: The Dreadening

Building the Dreads is mostly done. Just need a little more filling and touch-up work. No problem, since I'm just using Sector Imperialis bases, so I've got some extra time compared to everyone who's doing actual basing work.
I kind of wish I'd built at least one of the Helbrute kit before starting this. I didn't think about the possibilities of giving the head a bit of directional shift, since no other Dread kit has had that option.

I can't really find a good angle to show the Meltagun I kitbashed together to go along with his Siege Hammer. It was clearly the right place to put it when I was just working on the arm, but then when I went for the smashy pose, it kind of ended up in an awkward place.
Did get some cool use out of some of the semi-organic hoses. There are enough different ones in there that it's pretty easy to find one that's at least close to what you want.

Y'all have a good one now, y'hear!

Sunday, October 2, 2016

Three May Keep a Secret...

I've had the idea for this in my head ever since the new Verminlord kit dropped. I figure that, the way things usually seem to go, Slaanesh would be the last one to get a plastic Greater Daemon kit, and there seemed to be a lot of potential in the Verminlord as a base for a conversion. Picked one up a while back, but didn't get around to doing anything with it until very recently. Finally started a while ago, and got the modeling finished the other day.
She's still mostly Verminlord parts. I shaved down all the raised Skaven detail as best I could, and then worked on covering up all the sunken detail. The other two arms are made from Soul Grinder claws and the back vents that are left over from the Daemon Prince kit (because who builds it without wings?), and then there are a few Slaaneshi icons from various kits and I sculpted a single breast on there, since that used to be a pretty major Slaaneshi theme.
The basing is my new usual, building up with cork and then trying to blend it together a bit with a paste of Mod Podge and fine sand, then adding on some pebbles from Woodland Scenics and some coarser sand over parts of it.
It took a ton of putty to get her extra arms blended in, but I think I managed a pretty good job of it. I was actually able to get a really good fit with the vents/arms, didn't even need to pin them. The only pinning is on the feet, one into the base and one sideways into the little hill there.
I added a coat of Mod Podge over all the greenstuff work once I was done, because it flows pretty nicely and does a great job of filling in the little rough spots that I'm not good enough to get out of the greenstuff.

Even tho she's not painted yet, I'm taking her along for a game of AoS at my buddy's place in a few here. Here's hoping she doesn't get hit too hard by New Model Syndrome. Y'all have a good one now, y'hear!

EDIT: I won the game, despite forgetting a bunch of Rules (Chaos Daemons all have a ton of unique Rules, half of which only kick in if there's a relevant Hero nearby, and then there were Faction abilities and stuff) that would have benefited me, and she took out a Treeman Ancient, taking only one Wound in the process. No New Model Syndrome here!

Wednesday, September 28, 2016


Dreadtober returns! This was a great motivator to get some work done on my SW Dreads last year, and I'm really happy to see it making another appearance. This year, it's being run by Joe from Broken Paintbrush, but I have no reason to believe he'll do anything but uphold the awesomeness that Greggles brought forth.

This year, I'm turning to the dark side, planning on slamming these together to make a pair of Ironclads for my Iron Warriors, who I'm rebuilding to use Imperial Fists Rules in a Sternhammer Strike Force.
Yes, the photo sucks. I didn't want to deal with my real camera and transferring over a cord and all my bluetooth devices have crappy cameras

Joe says we're supposed to work out a plan and stuff, but frankly, I've always found that approach just creates extra stress for me, and results in less actual productivity. I'm just gonna take the same approach I did with my Mayhem Pack, and make some sub-assemblies from each kit and then start slapping them together and see where it goes from there.
More updates on this and other projects over the next month. Y'all have a good one now, y'hear!

Friday, September 9, 2016

Traitors Gonna Hate

The Rules have leaked for some new shininess for my oldest faves, the Chaos Space Marines. It's not anything that's going to be catapulting them to top place at any GTs, but there are a number of tools in here that I'm pretty sure will help a lot in less competitive environments, and maybe even make actual Chaos Space Marines something that shows up on the table again.

First off, we've got some copypasta. Kharn has a new Datasheet, but I can't actually find any changes on it. Not sure what's up with that. Vindicators and Predators can be taken in Squadrons now, just like for everyone else. The Renegade Knights are in, but supposedly split up into multiple Datasheets, which will end up being a slight nerf, since they'll lose the option to double up on guns (specifically no double Gatling Cannon). The Psychic Powers are an exact copy of the ones from Angels of Death, just with different flavour text. This is a big buff, but not as big as they were for Imperials, since Chaos doesn't have anything like the same ability to drop in advance Units to swap with Electrodisplacement, can't build DeathStars on par with TW- or IH-based ones, and can't use them nearly as efficiently, reliably, or safely without the Librarius Conclave. Still a pretty big deal.

As expected, we've got a Decurion-class Detachment as well, the Black Crusade Detachment. As I said above, the benefits aren't enough to rescue the Dex for high-level Play, but they're still pretty good. 1 Core, 0-5 Command, 1+ Auxiliary. We get the usual Dex-specific re-roll on Warlord Traits, Hatred (Armies of the Imperium) for everyone, and free VotLW for everyone who can take it. On top of that, you get to pick a Character each Turn on roll on the Boon table for them, which is a nice little touch, especially in combination with the Chaos Warband Benefits.

Speaking of which, let's dig into the Core Choices a bit. I'm only going to talk about them in the context of the Decurion, because one of the Auxiliary Choices is available for only 30 Points, so there's really no reason at all to ever run the Core Choice outside of the Decurion.

First up is the aforementioned Chaos Warband. It's about as close as you'd expect CSM to come to a Demi-Company, with a Chaos Lord, optional Sorcerer, 1-3 of the basic CSM Elite choices, 2-6 CSM Squads, 1-3 FA (again, just the basic CSM ones), and 1-3 Havocs or Helbrutes. ObSec for everyone, and Characters from the Warband get to roll twice on the Boon table and pick either or both results, which, as I said, combos nicely with the Decurion benefit. With free VotLW to mitigate the usual Morale issues, this looks like a pretty nice option to me. Don't forget that ObSec also applies to Dedicated Transports, which can include Land Raiders from the Termies.

The one I'm seeing a lot of people get all excited about is the Maelstrom of Gore. Chaos Lord or Kharn, plus 4-8 Units of Berzerkers. They get Fleet and extra distance on their Charges, and once per Game, you can have them all make an extra round of CC Attacks at the start of your Movement Phase. Great benefits, but Berzerkers are still badly overpriced and don't have a good delivery system.

The last one, The Lost and the Damned, is possibly my fave. Dark Apostle plus 4-9 Units of Culties. When the Culties get wiped out, they come back on a 4+, with Outflank. Also, the Apostle's Zealot becomes an aura that affects any Culties from the Formation within 6". And if Typhus is in the same Army, he can make them all Zombies, which really appeals.

Command Choices are simple: Chaos Lord, Sorcerer, or Daemon Prince. I expect to mostly see Sorcerers and Daemon Princes here.

There are a couple of basic Auxiliary Choices with no Formation. Veterans of the Legions is a single Unit of Cult Marines, Spawn is (surprise!) 1-3 Units of Chaos Spawn. Always good to have available, and makes for the cheapest Auxiliary Choice in any Decurion yet if you want.

The Trinity of Blood, you're probably never going to see. Three Lords of Skulls. The benefits are cool, but really, they're never going to matter outside of Apoc-type Games, because 2700 Points, and who has 3 Lords of Skulls?

The Helldrake Terror Pack, on the other hand, you're going to see all the time. This is the one that will almost certainly show up on its own, outside the Decurion, probably even in most Chaos Armies. 2-4 Helldrakes, no tax Units. One of the bonuses is really weird, gives extra Hits when Vector Striking Units that are Falling Back or Gone to Ground, which is incredibly unlikely to be a thing during your Movement Phase. The other dishes out Ld penalties for Units close to more than one Helldrake, getting worse if they're near more Drakes.

The Helforged Warpack is where you get your MaulerFiends. Technically you can also get Helbrutes, Forge Fiends, and Defilers, but let's be real. 3-5 war engines, plus a WarpSmith. One gets designated the leader and becomes a Character and gets a 4+ Invul.

The Fist of the Gods is our second WarpSmith Formation. This time he brings along 3-5 Predators, Vindicators, or Land Raiders. They get a 6++ while within 12" of him, and he gets +1 to Repair them. Nothing to write home about, but it's how you get them in.

The Cult of Destruction fills out the WarpSmith trilogy. 1-3 WarpSmiths, 3-5 Units of Oblits or Mutilators. Each Turn, each Smith can buff a Unit from the Formation within 8", letting them shoot or make CC Attacks twice in that Turn, respectively. As usual, you can't use the same Weapon two Turns in a row, and you also can't use the same Weapon twice in the same Turn. Handy for Oblits, Muties are still too slow to matter.

The Raptor Talon is another that I think is really cool. One Chaos Lord (with a free Jump Pack), and 3-5 Units of Raptors or Warp Talons. They dish out a Ld Penalty during the Turn you Charge a single Unit with more than one Unit from the Formation, but the big deal is that they can Charge on the Turn they Deep Strike. As with so many of these things, it's not nearly as cool as it would be for Imperials, since Chaos doesn't have Locator Beacons or anything, but keep in mind that Warp Talons can use Chaos Daemon Icons to reduce their Scatter to d6".

The last two are kind of medicore. The Terminator Annihilation Force is a Chaos Lord or Sorcerer with free Terminator Armour, plus 3-5 Units of Chaos Termies. They pick a Target Unit before Deployment and whenever they finish off a previous Target, and get Hatred against that, plus, when they Deep Strike, they can take a free round of shots at that Target immediately after landing. Possibly useful against Interceptor-heavy Tau, but risky as hell, and Termies aren't exactly great.

Finally, we have the Favoured of Chaos, where GW again fails to realize the problem with Possessed. Daemon Prince and 3-5 Units of Possessed, the Possessed gain all three of their benefits instead of rolling on the table when close to the DP. Still doesn't help them actually make it into CC, tho.

I still haven't gotten round to working up Lists with it, but as I said, I see some substantial possibilities for more casual play. I've been frustrated by my CSM at even fairly low competitiveness levels for quite a while now, and I think this might at least let them hold on there while actually using Chaos Space Marines. Here's hoping, and y'all have a good one now, y'hear!

Tuesday, September 6, 2016

Check out this Excellent Wargaming Terrain Kickstarter

Worldsmith Industries is doing a third production run, and it's up on Kickstarter to fund materials for the production molds, resin, and all that. The first two Kickstarters were both successful and fulfilled ahead of schedule, and this one looks to be no different. The first two Master molds are already made, Jim's got time set aside to do the casting, it's just waiting on the funding for raw materials.

I didn't have the cash at the time to back his first two efforts, but I've seen his products in person, and they're great. The price points are all kind of high, but that's because they're all pretty large pieces.  Looking around, they seem comparable in cost to other resin terrain sets of similar size, and Jim's work is some of the best I've seen.

It's all masonry-type stuff, but given 40K's aesthetic, that works just fine, especially if you add a few touches to grimdark it up. The core design, tho, is for Ranked Combat games like 9th Age or Kings of War. As such, almost all of them are set up so that the major chunks can be removed to allow Units to move freely across the area, and then accurately replaced.

One unfortunate caveat: due to how international shipping prices from the US have skyrocketed lately, he isn't offering international sales at this time. For those of you in the States, tho, definitely go give it a look.
Until next time, y'all have a good one now, y'hear!