Pages

Saturday, December 31, 2016

Conan, King of Aquilonia


For my final model of 2016, I painted King Conan (who is called Amra the Lion in the game for some reason, even though that is Conan's pirate alias). I believe this model represents Conan from The Phoenix on the Sword, specifically when he's defending himself from the assassins and grabs an ancient axe from the wall of his bedchamber. To reference this, I painted the axe to look old but well-cared for, accentuating the cracks molded into the blade.

Friday, December 30, 2016

Conan: Khosatral Khel


Khosatral Khel is the evil sorcerer from The Devil in Iron, and as such is the first villain that I've painted. While I had intended to paint all of the heroes first, I couldn't resist painting Khel because he's so similar looking to Conan. I don't have any particular attachment to the character; it just seemed like the time to paint him.

Thursday, December 29, 2016

Conan: Taurus of Nemedia, Prince of Thieves


Taurus is the thief Conan meets in Tower of the Elephant. Like Shevatas, he dies very soon after he's introduced, but he's a tremendously interesting and likeable character for those few pages. I would have preferred him to be the thief in the base box, but I can see why he isn't. While I applaud Monolith for sculpting Taurus with the belly that he has in the story, it's very different from the aesthetic of every other model in the game.

Wednesday, December 28, 2016

Conan: Shevatas, Master Thief of Zamora


Shevatas is a thief from Black Colossus. He only appears in the story briefly before accidentally awakening the sorcerer Thugra Khotan and being summarily dispatched. However, you can play as him in the Conan boardgame, as he is the thief available in the base box.

Monday, December 26, 2016

Conan: Valeria of the Red Brotherhood


Valeria is one of my favorite characters from the Conan stories, appearing in the excellent Red Nails. She's a pirate of the Red Brotherhood as well as an expert swordswoman who can give Conan a fair fight. Honestly, I would really have preferred to have her in the basic game rather than Belit (though I acknowledge that Belit adds a different type of character, while Valeria is another fighter).

Friday, December 23, 2016

Product Review: Eccentric Miniatures Adapter Rings

I wanted to convert all of Space Marines to 32mm bases, as I've been impressed at how they look compared to 25mm bases. However, this proved to be expensive as I needed over 300 conversions. Therefore, I went for the least expensive option I could find: Eccentric Miniatures.


They're polystyrene and come on sprues of 4, and you get 100 for $22. The edges are beveled so they fit tightly against a 25mm base, leaving no gap on the surface of the base.

Wednesday, December 21, 2016

Conan the General


The final Conan I'm going to paint for the moment is Conan as a general. I think this is supposed to represent Conan from the end of Black Colossus, where Conan takes command of the army of Khoraja and is given armor to fit his new station. Initially, I thought I was really going to like this model. After all, heavily armored warriors are kind of my thing, and Conan the General is the type of model I'm comfortable painting. The armor on this model is unique and nicely detailed. However, actually painting it exposed a number of flaws.

Monday, December 19, 2016

Conan the Warlord



The next version of Conan depicts him as a Warlord. I envision this version as depicting Conan from A Witch Shall Born. This is my favorite version, from the pose to the cape to the giant axe. I just really dig this model. Unfortunately, it seems to have a bit of a casting problem, and his face is a bit droopy on one side. I did my best to hide it with painting.

Monday, December 12, 2016

Conan the Mercenary

The next version of Conan is depicted as a mercenary. He's better armored and equipped than the previous versions. I feel like this is how Conan would appear at the beginning of Black Colossus, though it would also fit most of his pirate stories.

Monday, December 5, 2016

Conan the Wanderer

I had so much fun painting the original Conan model that I decided to continue through and paint all of the versions of Conan. This probably isn't the best idea as you should only be using one Conan per scenario, and I should really concentrate on some other heroes, but I wanted to paint more Conan.

I chose the next model in Conan's career path, Conan the Wanderer. This model also represents a young and inexperienced Conan, though I'm not sure what story he specifically fits. However, he is a much slimmer Conan, much more representative of how Robert E. Howard described the character.


Monday, November 28, 2016

Conan the Barbarian

The first model that I painted for the Conan board game had to be Conan. However, the game comes with six different versions of Conan representing different points in his career. I decided to paint the generalist model that comes with the base boxed game.

Friday, November 11, 2016

Conan by Monolith Games



I finally received the first wave of my Conan board game kickstarter, about 18 months after it ended. Given the scale of the game, I think this is about a normal time frame. I got the King Pledge, so the base game as well as a bunch of extras. I also picked up some extra models: a Vanir Valkyrie (essentially Red Sonja), Yogah of Yag (a Lovecraftian elephant god from The Tower of the Elephant), and a unit of Black Dragons (King Conan's bodyguards). I ordered the campaign book but that will ship as part of phase 2.

I won't be posting pictures of the models until they're painted, as they're cast in a very light grey plastic and photograph horribly. The sculpts are quite good, with tons of detail. The models are heavily textured, with most having few flat areas. I'm expecting they'll paint up well with drybrushing and washes. There are some moldlines as well as tabs where the models were cut off the sprue, but these were easy to clean up. The plastic seems to be decent quality; certainly not as nice as GW plastics but better than the plastic/resin hybrid that Privateer Press uses. I'm really looking forward to painting them up. By a quick count, I received 196 models, so I'll have lots to keep me busy.

Friday, November 4, 2016

Angel's Blade Strike Force: Command Formations


The first Command Formation is the Golden Host, which is composed of either the Sanguinor or Commander Dante and 2-5 units of Sanguinary Guard. This is already a good Formation, as the only weak unit is the Sanguinor, and he can be traded out for the amazing Commander Dante. Airborne Assault requires the Formation to arrive via Deep Strike but allows you to choose when the Golden Host arrives, starting on turn 2. When they do arrive, they can re-roll their Deep Strike scatter dice. Add to this Glory of Sanguinius, which allows the Golden Host to assault on the turn they Deep Strike but count as making a disordered charge, and you have a really excellent Formation.

Friday, October 28, 2016

Angel's Blade Strike Force: Auxiliary Formations


The Archangels Orbital Intervention Force consists of 3 Terminator squads or Terminators Assault squads. Swift Deployment requires the Formation to start the game in Deep Strike Reserve but allows them all to arrive on a single reserve roll. Orbital Intervention is the exciting rule, as it allows Terminator squads to fire twice on the turn they deep strike (at different targets if they want) and Terminator Assault squads to assault on the turn the deep strike, albeit making a disordered charge.


These are both strong abilities, making Terminators worth taking again. Allowing Terminators to shoot twice is great, but allowing Assault Terminators to charge out of deep strike is huge. Terminators are much more durable in assault than in shooting, and only having to endure a round of overwatch before reaching close combat will mean they last a lot longer. The disordered charge won't matter much for them because Assault Terminators all carry pretty devastating weapons. An extra attack and point of strength is relatively minor.

Friday, October 21, 2016

Executioners Scout Squad Tenaka


Here's another Scout squad to pair with Sergeant El'Borak's squad from last week and allow me to deploy a 10th Company Task Force. This is Squad Tenaka, and they also make use of the Judge helmets from Puppetswar.

Wednesday, October 19, 2016

Angel's Blade: Detachment and Core Formations

The Angel's Blade Strike Force is a relatively flexible Detachment, requiring only 1 Core Formation and 1 Auxiliary Formation, with no limits on how many of either you can take, and allowing up to 5 Command Formations. It's Command Benefits include:

The Angel's Virtue: This is the almost obligatory re-roll for Warlord Trait when rolling on the tables in Codex: Blood Angels or in Angel's Blade. Strangely, the only Warlord table in Angel's Blade can't be taken within the Angel's Blade Strike Force, so you're really limited to the the Blood Angels' traits.

The Red Thirst is the rule we all know and love from the Baal Strike Force, giving our squads +1 Initiative on the charge. I'm just happy that it can apply to Formations now.

The Sons of Sanguinius is the only truly new Command Benefit, and it grants Zealot to any unit reduced to half its starting models. I've heard a lot of people saying that this isn't a great rule, but I think it could be quite useful. Often, objectives are held at the end of the game by the last couple models from otherwise destroyed squads. Now, these models will be Fearless, making them even better objective holders. In addition, our durable assault units such as Sanguinary Guard, Death Company, and Assault Terminators are rarely wiped out all at once. I almost always have the remnants of these squads running around in the last turns of game, assaulting small objective holding units. Being able to re-roll their attacks on the charge is an excellent bonus given how many high-quality attacks these models have.

Monday, October 17, 2016

Angels Blade: Overall

Angel's Blade has been out for a few weeks, and it's given Blood Angels some options that they were sorely lacking. It remains to be seen if Angel's Blade will raise the Blood Angels out of the lower tier of 40K armies.

First off, it has some fun fluff. The Blood Angels take on the Crimson Slaughter, Black Legion, and a horde of Khorne Berzerkers led by Kharn the Betrayer. There are some cliched moments (for 40K fluff at least), including far too much of the Blood Angels force falling to the Black Rage and the Sanguinor destroying way more than he possibly could on the table (I wish his rules matched his fluff). At least the Black Rage epidemic has a reason beyond "they just got really angry" and the Death Company slap the Crimson Slaughter around like grots. Blood Angels are like Bruce Banner; making them angry is never a good idea, but villains can't seem to resist making it part of their plan.

Rules wise, all of the tanks as well as Land Speeders gained the ability to be taken in squadrons as well as bonuses for having three in a squad. These are all the same as those for Space Marines, but Baal Predators gained Wall of Firepower, which allows them to re-roll to wound rolls of 1 with all of their weapons. This is solid but not super interesting; I suspect it was the only rule they could come up with that worked equally well for all of the weapons the Baals can be armed with.

Friday, October 14, 2016

Executioners Scout Squad El'Borak



As I hinted last week, I've added a Scout squad to my Executioners. I've been meaning to do this for a while, as Scouts provide some excellent bolter fire and board presence, and I'm excited to field a 10th Company Task Force within my Sternhammer Strike Force.

The Scouts, as well as the Executioner Heads, were my first Father's Day present, so I wanted them to look really good.

Friday, October 7, 2016

Product Review: Puppetswar Executioner Heads



A while back, Puppetswar released a set of Executioner Heads. They really called to me. For one, they're called Executioner heads. I had to look into them just because of that. Even better, they're clearly supposed to be Judge heads from the Judge Dredd comics. The helmets, the jawlines, the sneers; they're all spot on. I already have specific helmets I use for my full Marines, but I needed helmeted heads for Scouts.

Friday, September 23, 2016

Grey Knight Interceptors



I inherited a couple squads of Grey Knights from a player who had planned to start an army but then decided against it, so I thought it would be a good ally for my Blood Angels and Executioners.I built the first squad as an Interceptor squad, since the idea of a jump pack unit with power weapons and a heavy flamer seemed really impressive to the Blood Angel player in me.

I chose a light grey color scheme for a few reasons. First, I'd never done one before. Second, I wanted to stand out from the mass of drybrushed silver Grey Knights. Plus, it's a throwback to the scheme I remember from 2nd Edition. Finally, it gave me a chance to base the army on one of my favorite superheroes, Moon Knight. In homage to him, I wanted the shades to be very dark grey but the highlights to be almost white.


Moon Knight also provided much of their background, from their name and basing on the moon to their penchant for flaying victims to their crescent moon iconography.

Friday, September 16, 2016

The Brotherhood of Luna



The Brotherhood of Luna is a small sub-order of Grey Knight stationed on Luna. They guard a shrine on its surface, where it is said that an ancient daemonic presence was banished during the opening battles of the Horus Heresy. The specifics of this have been lost save perhaps to the most secure archives on Titan, but the Brotherhood of Luna take their duty seriously, viewing any daemonic presence so close to Terra as an incalculable risk. As such, they specialize in preventing daemonic incursions, rather than countering them once they have occurred.

Friday, September 9, 2016

X-Wing: TIE/FO Fighters

The TIE/FO is the First Order's update to the classic TIE Fighter. It costs roughly 3 more points than a standard TIE Fighter with the same PS, but comes with 1 shield and the Target Lock action, making it a pretty good deal. They also have access to a Tech upgrade slot. This gives them some unique abilities compared to the standard TIE Fighter, but will make them significantly more expensive.


The TIE/FO has a similar movement dial to the standard TIE Fighter, except that it makes the 2 Turns green and adds some 2 S-loops. These are both excellent changes and make the TIE/FO better at close range dogfighting than its predecessor. In fact, you can think of the TIE/FO as intermediate between a TIE Fighter and a TIE Interceptor.

Friday, August 19, 2016

Do Space Marines Need an Assault Unit?


When looking at army list advice online, I commonly see Space Marine players discouraged from taking any assault units. The line of thought is that Space Marines are a shooting army, and any points spent on assault units are better spent on more firepower. This is compounded by the generally low opinion of Space Marine assault units. They generally either don't hit hard enough (Assault squads) or are too slow without an expensive Land Raider transport (Assault Terminators, Assault Centurions, Honor Guard).

Friday, August 12, 2016

Angels of Death: Geokinesis Discipline

Geokinesis is the last set of psychic powers from Angels of Death. It is themed around manipulating the earth and features a plethora of earthquakes and volcanic eruptions. As such, it's especially appropriate for Salamanders Librarians, but any Space Marines can use it.

Chasm is the primaris power, and is a WC2 power without a classification (it sounds like a Malediction but isn't labeled as such). It targets an enemy unit within 18" of the caster, and every model in the unit must take a dangerous terrain test with no armor saves allowed. This will likely cause a wound to 1/6 of the models in the unit, barring invulnerable saves. Against very expensive models or very large units, it might be worth it but it seems like a steep price for little damage in most circumstances. Casting it on a Green Tide would be hilarious.

Friday, August 5, 2016

Angels of Death: Fulmination Discipline

The Fulmination Discipline is lightning based, so it matches all of the artwork of Librarians surrounded by lightning storms. If you want you Librarian to play like Stormcast Eternals, it's the discipline for you. Oh, and it's pretty good too!

Electrosurge is the primaris power, and is a WC1 Witchfire. It is S5 AP4 Assault 6 with 18" range, so it's essentially 2 heavy bolters that can be fired on the move. It's not exciting, but it will do work for you against almost all armies.

Friday, July 22, 2016

Angels of Death: Technomancy Discipline

The Technomancy Discipline is themed around manipulating vehicles and their machine spirits. This manifests both in buffing your own vehicles and weakening or damaging enemy vehicles.

Subvert Machine is the primaris power, and is a Malediction that targets an enemy vehicle within 18". When cast, you randomly select one weapon on the target and roll off against your opponent. If your opponent wins, nothing happens. In the event of a tie, you get to fire Snap Shots with that weapon. If you win, then you get to fire the weapon normally. I hate to say this, but this power is absolutely terrible. You have to cast it, then hope you randomly select a decent weapon on the target, then you only have a 41.7% chance of firing it normally. You need to be able to choose the weapon or have some advantage on the roll off with your opponent to make this worthwhile.

Friday, July 15, 2016

Angels of Death: Librarius Discipline

The Librarius Discipline doesn't have an overriding elemental theme, but is rather based on the collected knowledge of Astartes Librarians. In reality, that means that Librarius is a grab bag of updated Space Marine powers from previous editions.

The Emperor's Wrath  is the Primarus power, and is a reasonably useful witchfire. It's an 18" range, S5 AP3 Assault 1 Blast, so it's threatening to most infantry targets. Nothing special but a solid basic power.

Friday, July 8, 2016

Angels of Death: Anvil Strike Force



The Anvil Strike Force is the Space Marine version of an armored company. It allows you to field an army composed predominantly (or completely) of tanks. Space Marine players aren't as much of tread-heads as Astra Militarum players, and Space Marine tanks don't quite bring the firepower of Astra Militarum tanks, so this probably won't be the strongest or most common army. Even so, it's fun to have the option.

The Anvil Strike Force comes with two Command Benefits. First is Master of Mechanized Warfare, which allows you to choose a vehicle to be your Warlord. If you do, they get the Big Guns Never Tire Warlord Trait. At the end of your shooting phase, your Warlord or another vehicle within 24" can fire its weapons a second time. Compared to most Warlord Traits, this is actually really strong as it essentially gives you another tanks worth of firepower in your army.

Armor of Contempt allows all vehicles in the army to ignore Crew Shaken and Crew Stunned damage results, though they still lose hull points from any damaging hits. This is very useful because it allows your tanks to maintain their fire even when they take damaging hits. It removes "stun-locking" as a viable method of countering your tanks.

Friday, June 24, 2016

Angels of Death: Flameblade Strike Force


Do you love fire? Of course you do! Then the Flameblade Strike Force is for you. It can be taken by Salamanders and their successors (both of them), and accentuates both their affinity for fire and their personal independence. Even more exciting, the Salamanders' rules are the only rules in Angels of Death that aren't a rehash of an older set of rules.

The Flameblade Strike Force brings three command benefits with it. Vulkan's Teachings grant a Warlord from this detachment an extra Warlord Trait chosen from the Personal Traits table. While the Personal Traits table isn't generally considered to be the strongest as it only benefits your Warlord rather than the rest of your army, it can give your Warlord some great benefits such as Feel No Pain and It Will Not Die.  

Scorched Earth adds +1 Strength to any flamer used by a Salamander model in the Detachment. Combined with the re-roll to wound from the Salamanders Chapter Tactic, this makes all of their flamers quite formidable. Even a standard flamer wielded by a Salamander is better than a heavy flamer in every other army. Unfortunately, it doesn't appear that these rules benefit the flamestorm cannons on a Land Raider Redeemer, as it lacks Chapter Tactics.

Finally, Not One Step Back allows a Salamanders unit to become Fearless until your next movement phase by remaining stationary in the movement phase. This has some downsides, as it prevents the unit from going to ground, but it means that your units are incredibly reliable objective holders. Once they get in position, the enemy will have to kill them all to shift them. It's also a great rule for Devastators, as you can keep them in the backfield without having to worry that a bad Leadership test will run them off the table.

Tuesday, June 7, 2016

In Defense of Slaanesh



I know that I said I wouldn't be posting much, but there's an article on Bell of Lost Souls that I felt that I had to weigh in on. It discusses Slaanesh's role in 40K, specifically how Slaanesh is a symbol both of 40K's roots in the 1980s and displays an immature understanding of sex that is detrimental to the game. You can read it here.

Overall, I think the article is well-thought out and well-written. I complete agree that Slaanesh isn't the most mature thing in the game (though I would argue that this is a game where green football hooligans can fight chainsaw wielding knights in space, so maturity isn't really that necessary). I also agree that Slaanesh will likely hurt 40K's marketability with children. However, I believe that the author misattributes the influences that shaped Slaanesh, and in doing so does the early writers at Games Workshop a great disservice.

Thursday, June 2, 2016

Real Life: Welcoming a new Lexicanum



My wife and I have welcomed our first child, Tristan James, to our family. We're both really excited and happy, but pretty tired. Taking care of a newborn is a full time job, so my Warhammer time will be very limited, as will my posting.

Anyway, I just wanted to share with all of you and let you know why posts will be sparse in the near future.

Friday, May 27, 2016

Angels of Death: Fist of Medusa Strike Force


The Fist of Medusa Strike Force is available to armies of the Iron Hands and their successors. In general, it accentuates the already considerable durability of Iron Hands, and I think it will prove to be one of the strongest Space Marine detachments.

It brings 3 Command Benefits. Logical Commander allows your Warlord to take an extra Warlord Trait from the Tactical or Strategic Tables. An extra Warlord trait is always handy, and being able to take it from the very useful Strategic table is amazing. Other armies pay for Relics (such as the Finkin' Cap and Veritas Vitae) to get this benefit and consider themselves lucky. Reject the Flesh, Embrace the Machine grants any model in the Detachment +1 to their Feel No Pain rolls while within 12" of an Independent Character from the Detachment. This grants most Iron Hands a standard 5+ Feel No Pain, while a Command Squad gets a 3+ Feel No Pain and a character with the Gorgon's Chain can have a 2+ Feel No Pain. Space Marines don't get any tougher than that. Roused Machine Spirits grants Power of the Machine Spirit to vehicles in the Detachment within 12" (or while carrying) an Independent Character from the Detachment. This makes the vehicles extremely flexible, able to divide fire or maintain their firepower when shaken or stunned.

Friday, May 20, 2016

Executioners: The Black Circle



The Librarius of the Executioners is known as the Black Circle. Until now, I've only had a single Librarian, Amon Yara, but I've recently got the urge to field a Libarian Conclave. This necessitated two more Librarians, which I've built in a similar manner to Amon Yara, with most of the bits coming from Dark Angels Veterans while the helmets are from Chaos Space Marines. I'm sticking with the idea that their psychic hoods are housed in the horns of their helmets.

I wanted them to be very dark blue, fitting their sinister reputation, so I layered on Ultramarine Shadow, leaving pure black in the recesses of their armor, then highlighted with Ultramarine Blue. It came out darker than I expected, but I'm happy with it. I'm also really pleased with how their horns came out. I went for a more complicated paint style than I usually do with horns, painting striations onto the horns. 

Friday, May 13, 2016

Angels of Death: Sternhammer Strike Force

With the release of Angels of Death, Space Marines have some new options to play with. I already reviewed all of the Formations it contains here and here, except for the Skyhammer Annihilation Force. I may eventually get to writing about that specifically, but I think at this point everyone knows that it's a strong Formation. I've also already covered the Raven Guard and White Scar rules and Strike Forces, which are the same as in Kauyon.

That leaves me with the new rules for Imperial Fists, Iron Hands, and Salamanders to write about, as well as the new Anvil Strike Force. No prizes for guessing which one I'll write about first.

Friday, May 6, 2016

Mantis Warriors Captain and Sergeant



Here are the last two Mantis Warriors that I have to paint at the moment. The first is my Captain. I'll be fielding him with a relic blade, represented by the Kromlech vibro-katana.

Friday, April 29, 2016

Mantis Warrior Bikers




Here's my next batch of Mantis Warrior Bikers. I decided 4 bikes were too much to paint at one time, so I downgraded to 3. This seemed much less tedious.

Friday, April 22, 2016

X-Wing: TIE Interceptors



The TIE Interceptor is currently my favorite ship in X-Wing. I'm not sure that it's the best, but I have the most fun playing it. It's the definition of a glass cannon, with 3 Firepower, 3 Agility, 3 Hull, and no shields. However, it has a great action bar with Focus, Evade, Barrel Roll, and Boost.


The TIE Interceptor possesses a really impressive movement dial. With 1 turns, a full array of 2 and 3 maneuvers, and both 4 and 5 straights and a 5 k-turn, you've got a ton of choices. In addition, all of your 2 maneuvers and most of your straights are green, allowing you to shed stress very easily. With the k-turns being your only red maneuvers, Interceptors can take great advantage of abilities that stress them.

Friday, April 15, 2016

Making your Tactical Marines Work for You


I often hear Space Marine players complain about their Tactical squads. It's commonly said that they "don't do anything" and that they cost too much, weakening the rest of the army. With the advent of Space Marine detachments requiring a large number of Tactical Marines, being able to use Tactical Marines well is more important than ever. In honor of the 30th Anniversary of the Space Marine, I thought I'd share some lessons I've learned about Tactical Marines.

They're not going to wipe out enemy squads on their own. Tactical Marines are all about board control. They get in the enemy's way, holding or contesting objectives, blocking important assaults, and threatening fragile shooting units. Sure, 5 Tactical Marines won't kill an enemy heavy weapon squad, but they will tie it up in assault for the rest of the game. Don't look for ways to wipe out the enemy with Tactical Marines. Figure out what your opponent's battle plan is and then look for ways that your Tactical Marines can throw a wrench into it. But to do so...

Friday, April 8, 2016

Mantis Warriors Bike Squad



I've been planning some small allied forces for my Executioners and Blood Angels for a while. For example, I was given a Bike squad for just such a force as a wedding gift (I'm rapidly approaching my second anniversary). Now that I've finished all of my projects for my main armies (at least those that I've already bought), I can start on my allies.

First up is a small contingent of Mantis Warriors. The Executioners don't use Bikes, and I wanted to add some to my force. The Mantis Warriors seemed like an obvious choice, as they fought alongside the Executioners during the Badab War and are a White Scar successor Chapter.

I had originally wanted to do a middle Eastern theme for the Mantis Warriors, based primarily on the name of their special character, Ahazra Redth. However, it turns out that nobody makes Arabian style bits for Space Marines. I fell back on a combination of White Scars (i.e. Mongolian) bits and Japanese inspired bits. This second part was due to the Bell of Lost Souls Badab War background, which preceded the Forgeworld coverage. In that, Mantis Warriors were heavily inspired by samurai. There are some Kromlech Cyber Samurai helmets and backpacks in the squad, and my Captain will have one of their vibro katanas. Nice bits all around.


Friday, April 1, 2016

X-Wing: TIE Advanced


The TIE Advanced is the next Imperial ship that I'd like to cover. Overall, it's similar to the standard TIE Fighter, with 2 Firepower, 3 Agility, and 3 Hull. In addition, the TIE Advanced picks up 2 shields and the Target Lock action.


Friday, March 25, 2016

Executioner's Land Speeder Storm Devil of Shem



Here's my second Storm, the Devil of Shem. This one carries a multi-melta, since I acquired it after Scouts received BS4. I figured it would be a decent idea to run the two Storms together, with one armed for anti-infantry and the other for anti-armor.

Friday, March 18, 2016

Executioners Land Speeder Storm Dagon's Teeth


Since I started collecting the Executioners, I've acquired 2 Land Speeder Storms. I hadn't really intended to use too many Scouts with the Executioners until the current codex, but both of these Storms were really good deals from players that had started Space Marine armies but decided not to finish. It was just one of those cases where I couldn't pass up the deal.


Friday, March 11, 2016

Executioners Land Speeder Belit's Sorrow


My latest model is a return to the Executioners. It's my Land Speeder, Belit's Sorrow. Like my other Land Speeder, it's magnetized to allow for all of the options to come with the kit. First up is the heavy bolter/assault cannon Tornado.

Friday, March 4, 2016

Imperial Bastion


For a more relaxing project, I painted an Imperial Bastion that I've had for years. I painted it dark grey, drybrushed with light grey, and painted the metal bits. Everything then got a custom wash (mostly Secret Weapon Concrete, mixed with a bit of Heavy Body Black and Dark Sepia). This provided a lighter wash to the metal than I usually use, but I think the dull finish is very appropriate for a building exterior.


Friday, February 26, 2016

Warmachine: Knights Exemplar Errant Command



 Here are the last few models for my Knight Exemplar Errant unit. This consists of the unit leader, as well as the unit attachment with an officer and standard bearer.

Friday, February 19, 2016

X-Wing: TIE Fighters


I've played enough X-Wing now that I'm comfortable starting to review the ships. This will be sporadic, as I'll only be writing about the ships that I've flown enough to feel like I really know them. I'm going to start off with the TIE Fighter, covering the pilots available from the core game and TIE Fighter expansions.



The TIE Fighter is the second most iconic starfighter from Star Wars, after the X-Wing of course. Just like in the movies, the TIE Fighter is cheap, maneuverable, and expendable. With only 2 attack dice, it's not a particularly hard hitting ship, but 3 evade dice make it hard to hit. It's only got 3 hull points and no shields, so it can't take much punishment if the enemy starts landing hits.

Friday, February 12, 2016

What does the Blood Angels Codex Need?

I've been playing my Blood Angels a lot lately and, as a result, I've gotten into a few discussions about what is needed to bring them back in line with the other codices in 7th edition. To be clear, I don't mean to make it a top codex on the level of Eldar; just make it so we don't feel like we're playing with such a huge handicap. That seems to be the prevailing sentiment among Blood Angels players, and it's no secret that Blood Angels are considered one of the weakest of current codices.

The problems with the codex can be divided into two areas. The first are problems with the datasheets. These are issues with individual units that make them less than usable. The second area is problems with our detachments and formations, which just aren't up to the levels of those found in Space Marines or Dark Angels.

Friday, February 5, 2016

Warmachine: More Knights Exemplar Errants



Here's my next batch of Knights Exemplar Errants. They're pretty much the same as the first batch, but I think I rediscovered how I used to paint the white armor. This batch is a better match for the warjacks I painted a year ago, but the whole unit is close enough that they mesh pretty well.

Friday, January 29, 2016

Warmachine: Knights Exemplar Errants



Those of you that have been reading the blog for a while will remember that I had a failed attempt to start playing Warmachine about 2 years back. Even though the people I was planning to play fell through and I haven't been able to try out the game yet, I wanted to finish painting the models that I bought. The last unit I bought that I have to paint is a full unit of 12 Knights Exemplar Errants. These are a flexible unit, armed with swords, shields and crossbows.

Friday, January 22, 2016

Escher Gangers Part 2



Above is the completed Escher Gang, with the last 3 models added in. I painted them the same as the previous models, though these three get a very pale skin tone. I also went crazy on the hair color on these ladies.

Friday, January 15, 2016

Escher Gangers

My latest project is painting an Escher gang for a client. This is a nice break from painting Space Marines, and I am using it as an opportunity to try out blending. The client was very open to me experimenting, but wanted a few things in particular.

First, he wanted a mix of skin tones in the gang. He also wanted crazy bright colored hair, with light green and blue clothes. Finally, he wanted me to try and paint some of the clothing as sheer. I was up for this, as it seemed like a good test of blending. I'm not sure how well I pulled it off.
 

Friday, January 8, 2016

Choosing a Legion


As I mentioned in my last post, my wife gave me Betrayal at Calth for Christmas, and I want to use the miniatures to start a new army that I can play in both 40K and 30K (if it takes off at my store). However, that means that I need to pick a Legion. My criteria are:

1) It needs to be a Traitor Legion. I've got two loyal Space Marine armies already, and I feel like I need an evil army. Not only does it allow me to play a different style of army but it also allows me to play a different role in narrative games and campaigns.

2) I want it to be visually striking. I'm a much better painter than player, so I should work to my strengths. While any army can be done well, I feel that some color schemes just have more room for impressive painting.

3) It should play differently from my existing Space Marine armies, Blood Angels and Executioners (using Imperial Fist Chapter Tactics).

Right away, I was able to eliminate Thousand Sons, World Eaters, Death Guard, and Alpha Legion. I understand why some players really like each of those armies, but they just never appealed to me in their backgrounds or playing style. After some consideration, I also eliminated Sons of Horus. While the sea green paint scheme is beautiful, I'm just not that enthralled by their background and I really don't like Horus. That leaves me with four possible Legions.

I decided to write out this list of pros and cons to help me get everything straight in my head. I would also love to get some feedback/suggestions from you. If you really love/hate one of these Legions, let me know why!

Related Posts Plugin for WordPress, Blogger...