Friday, August 31, 2012

Commission: Crusaders

Here are a pair of Crusaders I painted for my client's Grey Knight army. I've always loved these models, so I really enjoyed painting them. They're the finecast versions, and they were pretty good except for a large bubble at the tip of one sword. That was a little tricky to sculpt over with green stuff, but I don't think anyone will notice it.

Wednesday, August 29, 2012

Blood Angels in 6th: Troops

Assault Squads:

 Assault squads have been the stand-out choice among Blood Angels Troops for the last edition, but they’ve taken a pretty serious hit in this edition. Jump infantry became a bit more effective in general, but Assault marines don’t do much damage on their own. Their sergeant deals most of the damage, and he can be pulled out of the combat with challenges. Losing the extra initiative from Furious Charge really hurt them too, as they can’t kill off enemy marines before they can strike back. Finally, Assault squads really need attached characters (mostly Priests and Chaplains) to take on most enemy squads. These characters are now harder to kill in combat, which is great, but this really hurts their ability to deep strike as each character counts as a separate unit.

As far as Assault squads in Rhinos, this has been hurt because they can never assault when disembarking from them. Given the changes to rapid fire and heavy weapons, Tactical squads are a much better option for a Rhino mounted squad.

Assault squads are still valuable to adding bodies to an assault and carrying fast special weapons, but they can no longer just hurl themselves at the enemy and rely their initial charge to push the combat in their favor. Rather than masses Assault marines, I expect most assault forces to include a squad or two backed by heavier assault units.

Monday, August 27, 2012

Commission: Culexus Assassin

Here's the last model of my first commission, a Culexus assassin. This guy was a lot of fun to paint, as he was an exercise in painting a primarily black model and still keeping it visually interesting. I think he came out very well.

My next commission (from the same client) is Mordrak and 4 Ghost Knights, along with 2 Crusader models. I'm still thinking about the best way to represent Ghost Knights, so let me know if you've got any ideas or have seen any cool models I could use for inspiration.

I've also just started discussion about an 1,850 point Ultramarines army commission. This would be a huge commission for me, but between my Librarians and Dire Avengers, I've got a decent amount of experience painting blue armor. I think it will be a great experience.

Finally, I added a new page to the blog detailing my pricing scheme for commissions. You can find it at the link at the top of the blog or here. If you've got models you need painted, check it out.

Friday, August 24, 2012

Team Tournament Lessons Learned

The team tournament was a bit too busy to take the pictures and notes that I normally take, so I won't be doing my normal in-depth battle reports. Also, we didn't do so well and I'd rather not revisit the games in detail. However, I did learn a few lessons that I thought we worth sharing. 

1) Jump infantry have gotten better at covering distance. However, they are a bit better when they can use their packs in the assault phase. Not only do they get extra hammer of wrath attacks, but they can re-roll their charge and make sure they can get into combat. Trust me, jumping 12" and failing to charge tends to leave the squad in a very bad position.

2) Challenges still really hurt squads fighting monstrous creatures as I talked about earlier, but they also really hurt any squad that relies on one character for its hitting power. A naked sergeant can take an Assault squad's power fist mostly out of the fight, which neuters them against any decently tough squads, such as marines. I even had 5 Devastators hold up an Assault squad this way. This makes squads with good hitting power on many members (such as Death Company, Sanguinary Guard, or Terminators) the only real reliable assault forces.

3) On a similar note, putting power fists in Tactical squads is now basically useless. Better to take a bolter and add more firepower or a bolt pistol and chainsword to try and kill an enemy power fist in a challenge.

Wednesday, August 22, 2012

Scout Sgt. Taurus

Here's the latest addition to the Executioners, Sgt Taurus. He's a count as for Sgt Telion, and named for another character from "The Tower of the Elephant." He's been used in 6 games so far (practicing for and participating in the team tournament), and he's certainly proven to be a great addition to the Scout squad.

Monday, August 20, 2012

Best Painted Elite Unit

Last weekend was a doubles tournament at the local game store. My team used my Blood Angels and Executioners. The tournament didn't go well for my team, due to a combination of bad tactics, some very bad rolling for my Blood Angels assaults, and the Executioners being designed more for 5th Edition than 6th Edition (lots of melta).

On the plus side, I learned a lot more about what works in 6th and what doesn't, and (even though I wasn't playing them) I think I have a new idea about how the Executioners need to change in order to compete in 6th.

Also, I won the painting competition, which was for best Elite unit. While it came with some store credit (which is always very welcome), I'm really most happy that I finally won a painting competition, given that there are some excellently painted armies at my store. The squad that won was Squad Cronnacht.

Friday, August 17, 2012

Blood Angels in 6th: HQ

In this article, I'll address the generic HQ choices. While not as flashy as the named HQs, they're cheaper in points and often more efficient choices.


The Librarian is still a cheap and solid choice. He’s not so much of an auto-take now that psychic hoods are fairly weak psychic defense. He’s still pretty easy to kill once he gets in assault, but this is countered by his ability to take every psychic discipline except Pyromancy. I’m particularly interested in a Librarian using Divination, as this gives us a character that can really support shooting units. This isn’t really an option we’ve had before, and I’m looking forward to trying it out.

Monday, August 13, 2012

Blood Angels in 6th: Special Characters

I've decided to update my previous Tacticas to take into account 6th Edition. However, these won't be quite as in-depth as my initial analysis. For the most part, units haven't changed too much but I'll be highlighting those changes here. First off, I wanted to discuss special character HQs.

Commander Dante:

Dante is still a strong choice in 6th. He’s got a great statline, though his power axe wastes his I6, but his 2+ save is now much harder to crack. In addition, he’s one of the only characters we can take with a 2+ save and a jump pack, allowing him to absorb hits for power armored squads. By the same token, the ability to take Sanguinary Guard as Troops is far better than it was. Just avoid large squads with power fists.

Dante’s ability to deep strike without scattering is still quite handy for taking out hard to reach targets, though other squads can make risky deep strikes now that the deep strike mishap table is less punishing. However, the ability to give a squad Hit and Run is very useful now. 6th Edition has seen the return of true tar-pit units now that Fearless has no downside. Dante and his squad always have the option to Hit and Run out of combat with tar-pits, ensuring that they can engage important targets.

Friday, August 10, 2012

Lemartes and Death Company

Since Death Company have gotten to be pretty awesome on the table, I've spent a bit of time adding some models to my existing unit. Since the days of the Blood Angels .pdf codex, I've had 11 Death Company with jump packs and basic chainswords and bolt pistols. A good core for a unit, but it needed some add-ons to increase its hitting power.

First came Lemartes. The new model is a great improvement, but I would like to see it in finecast. He's a tall model with a metal jump pack, and I expect him to fall over backwards a lot.

Monday, August 6, 2012

Star Phantoms

Here is the last (and way overdue) entry in my series covering Chapters of the Badab War. 6th Edition distracted me for a bit.

The Star Phantoms

The Star Phantoms are a secretive chapter of unknown heritage, though it is suggested that they were founded using Dark Angel gene-seed. The chapter is primarily notable for its extreme fascination with death, and the Star Phantoms engage in a variety of strange mortuary traditions. 

Friday, August 3, 2012

Now Accepting Commissions

Recently, one of the gamers and my FLGS saw my Executioners and seemed pretty impressed by them. After we chatted about them for a bit, he asked if I did any commission painting. Now, I never had before, but it seemed like a fun way to earn some extra money. We talked a bit more, figured out a fair price, and I'm now a commission painter.

My first commission is an assortment of Grey Knight models, including 5 Purifiers, 2 Inquisitorial Henchmen, a Culexus Assassin, and Inquisitorial Chimera, and Inquisitor Coteaz. I'm happy to report that Coteaz and the Chimera are both completed, so I thought I'd post them up with the announcement.

Wednesday, August 1, 2012

More Sanguinary Guard

Since I only built two Sanguinary Priests from a box of Sanguinary Guard I bought, I had some extra lying around. I decided to build them to give me some more options when fielding my squad, namely to use less infernus pistols and to take a power fist. Here they are:

I'm particularly happy with the second model. I've always hated the pose on the model with the two-handed sword. It just doesn't make any sense. However, it is a really cool sword. I was able to use two of the swords to build one complete sword (the blade and half the crossguard from one, and the other half of the crossguard from the second). I then placed the sword on the shaft from the two-handed axe. It looks pretty good to me, though the grip on the sword is really long. At least I finally got to use the sword without feeling bad about the stupid pose it comes in. 
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