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Friday, March 30, 2012

Last of the Executioners Sternguard...

...for the moment.


Here's the last batch of the Forgeworld marines that will be acting as my Sternguard. I'm still happy with the freehand, though I think the weathering came out better on the last batch. I went a bit too heavy on the lightest color.

Monday, March 26, 2012

The Lamenters


The Lamenters are the only chapter involved in the Badab War that doesn’t use Codex: Space Marines; they are a Blood Angels successor and thus use their codex. They are a fleet-based Chapter on the side of the secessionists, and their role in the war was mainly to raid Imperial shipping. Like all of the Sons of Sanguinius, the Lamenters prefer shock assault tactics, though their history means that they have relatively few of the rarer artifacts, such as Glaives Encarmine, Angelus Bolters, Land Raiders, and Baal Predators.

Friday, March 23, 2012

Forgeworld Releases Minotaur Characters!





I don't usually post hobby news here, but I just got the Forgeworld newsletter and it included the above two characters. That's right, both Minotaur characters are being released as a set! And they look pretty awesome as well.

I'm really pleased to see some more Badab characters released, as well as an aesthetic style established for the Minotaurs. Here's hoping Forgeworld gives us some more.

Necrons: General Overview Part 3: Wargear


 Here we have the third and final section of Chris' general Necron overview. I've really enjoyed having more xenos discussion on the blog, and I'm looking forward to hearing more about his Necron army, as well as his Space Sharks (which will fit in just fine around here). ~CI 

So here we are the: third and final part of my Necron overview. This time were going to have a look at the wargear section and my opinions on each piece.

Monday, March 19, 2012

More Executioners Sternguard



In an attempt to maintain some semblance of sanity, I sat down Saturday morning and finished painting up 4 more Sternguard for the Executioners. I also added skulls to 6 of my old Sternguard, which I think really ties them back to the rest of my force.

Friday, March 16, 2012

Necrons: General Overview Part 2: Special Rules


Hey all, Chris here again. This post is the second part of the Necron general overview. This time we will go over all of the unique Necron rules. 

-Rules-
The Necrons have a number of army specific rules that really set them apart from other factions.

-Reanimation Protocols-
This is the defining special rule, the heart of the Necron codex, so to speak, and replaces the old “We’ll Be Back” rule from the last version of the codex. The way Reanimation Protocols (from here on referred to as RP for short) works is that when a Necron model with this special rule is removed as causality it becomes a RP counter for it’s unit. At the end of the phase in which the model was removed, after moral checks have been made, if the unit did not break and flee, you may roll for each RP counter in the unit. On a roll of 5+ the model is returned to play within 2 inch coherency of a model from that unit, that itself didn’t return to play via RP this turn. The only limitation is that if all models of that unit are removed, they cannot attempt a RP roll. So if you have 5 warriors, and 4 are wounded and removed, as long as the unit passes any moral checks the 4 removed warriors can attempt an RP roll. If all 5 are wounded and removed then none of them may attempt a RP roll. However, that said, this is an amazing rule for a number of reasons. First, unlike the old “We’ll Be Back” rule from previous editions, no matter what removes your model, whether it be AP 1, 2, Instant Death, power weapons, it doesn’t matter what removed your model, you always get your RP roll. This in essence means that Necrons get 2 saves against damage, making them the only faction in the game that can have a chance to save twice against the same wound. The second thing that makes this rule so amazing is the tactical flexibility it gives you, specifically in the form of a maneuver called “rubberbanding.”  

Monday, March 12, 2012

The Raptors


The Raptors are a Raven Guard successor, and bear all the standard traits as such. They utilize secrecy, mobility, and superior intelligence to wage war, and they encourage a high degree of flexibility in their commanders. They prefer to fight at a distance, and utilize a large number of Land Speeders launch precision strikes. In addition, they use a large number of Scouts to both gather intelligence and launch covert strikes.

Friday, March 9, 2012

Lack of Progress

Hi Everyone. I generally prefer my articles to center around concrete gaming subjects, be they fluff or painting or tactics, but I wanted to do a more subjective (one might even say personal) post today. Maybe it will add a bit more character to the blog.

Anyway, I'm in the middle of writing my doctoral dissertation. For those fortunate people unfamiliar with this process, it's a large document detailing the last 6 years of my life, which will then be picked apart by 5 very smart people to see if it's good enough to warrant a PhD. It's been consuming the vast majority of my time for the last couple months.

Even so, I periodically get a bit of free time (mostly due to just being tired of going over the same data and papers over and over again). Strangely enough, for me at least, I haven't really been spending any of that time painting, and I think I've figured out why that is.

Monday, March 5, 2012

Necrons: General Overview Part 1: Background

Today we have the first article by a new guest author, Chris. You may remember Chris from when he soundly thrashed my Blood Angels with his Necrons. He has kindly agreed to write a series of articles about the Necrons, the first of which follows here. I'm looking forward to these, and I hope Chris will become a regular contributor to the blog, bring both a Xenos perspective and another Badab War player! ~CI

Hello all, my name is Chris. Codicier Ignatius has invited me to do a series of guest articles for Fourth Company Librarium. First, I’ll give you a little background about myself. I got sucked into the wonderful hobby of 40k by the original Dawn of War computer games. I’ve been playing and modeling for over 3 years now, and have won a good number of local tourneys, so I like to think of myself as a more competitive war-gamer. My original army was IG, and then I picked up Chaos Marines and Tyranids. After a time I found that the Tyranids and Chaos Marines just weren’t my style so I sold them and started my Space Sharks. A few months after I started the Sharks, Foregworld released IA VOL. IX and X, the Badab War. So of course I was excited, but the change in Space Sharks to Carcharodons has slowed this army’s progress. So as I save money for Forgeworld Heresy Era armor and practice my painting skills, I’ve decided to pick up a new army, Necrons. As such most of my guest articles will focus on one of my two armies, either Necrons or Space Sharks.

 Today were going to talk about the new Necron codex penned by none other than Matt Ward. My Overview will be broken down into three parts: Background, Rules, and Wargear.

Friday, March 2, 2012

The Red Scorpions


The Red Scorpions are Forgeworld’s favorite chapter, and seem to have a place in all of their campaign books. In this case, it means that the Red Scorpions Chapter Master, Carab Culln, is the overall Commander of Loyalist forces in the Badab War. They are an extremely codex chapter, and are best fielded with a combined arms approach. They are defined by an extreme level of xenophobia, distaste for covert warfare, and a dedication to maintaining their purity as a chapter (which is reflected in their Chapter Tactics).

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