Friday, 26 December 2008
News: Christmas presents.
Tuesday, 23 December 2008
Problems: DISQUS
Monday, 22 December 2008
Converting: Salamanders Tacticals from Battle Force.
And now the front, the outstreched arm origionally hel a pistol but I cut it off and replaced it with the bolter, his other arm holds a grenade, as you can see he also has melta-bombs.
The back.
Now the conversion, first part of his arm holds the melta-gun, which has a sight, plain and simple, but his other arm was a different story, I cut off the hand then cut off the handles and shaved down the guards of two combat blades, then I glued them together and attached it to the wrist, next I cut the wings of an aquilla in the vercle sprue then attached them to the sides of the weapon.
Except this guy, whilst he may not look that good now he does when his arms are attached then he looks like he is defending from incoming fire whilst still shooting his bolter.
In the fluff for my Sallies, they are all well trained and many have reached veteran status however they are only a small force and can muster about a company and some tanks with the help of the Terran Hands so lots of veterans are willingly fighting as tacticals, this explains the conversions and why there is so much dirt on the Salamanders.
Saturday, 20 December 2008
Battles: Against Eldar.
I loved this game and I have found that the Sterns and cappy draw a lot of fire power and last for a good while, the devs drew a lot of fire aswell but they didn't do much.
Friday, 19 December 2008
Archon campaign: Another game/ White Dwarf: lots.
Now the scoring stands like this:
Marines: played 4 won 3 drew 1 Lost 0
Necrons: played 1 won 0 drew 1 lost0
guard: played 3 won 0 drew 0 lost 3
White Dwarf: I have got my grubby little hands on about 30 old mags, ranging from about 270 to 310 I don't have all of them but it is nice to read some of the old stuff, the best thing is that it was for free.
Wednesday, 17 December 2008
Painting: Quite a lot of small updates (with decent pics)
So here is a big load of updates.
The front.
Sorry about the slight bluur. This is the side of my newly finoshed ''dirty,'' Sterngaurd.
other side.
Front
First finished Sallie.
and again.
My new paint station (beats a cardboard box and newspaper).
The plastic that I paint/mix on.
Saturday, 13 December 2008
FTWroundtables: 5th ed Tips.
Now, I find that if say you had a squadron of 3 landspeeder typhoons, you can cause a lot of anti-infantry and maintain good anti-tank but, they can get shot to pieces.
Now, I deepstrike them or keep them in reserve, when they come in I try to keep them out of trouble until about turn4, then I make a mad dash for an objective and contest it, this works even better with eldar jetbikes.
Other things you need to do are:
Take lots of troops.
Still take good units to kill your opponents troops.
Keep your mind on the mission.
Take out your opponents troops.
Harrass your opponent with a unit he fears (my friend thinks dreadnaughts are the end of the world).
Tuesday, 9 December 2008
Thoughts: Simplicity.
Now that I had established that I got onto thinking how: if you have to type in your display name, e-mail, avatar link and a password every time you want to comment on something you are less likely to comment, am I right. Now if everything you write is long winded and you take forever to get to the point less people are going to read your posts.
I had lots of other thoughts but these are just a few. Also battle reports are interesting but if you have no pics then they take forever to red and you have to picture the battle in your head.
If your blog is comlecated like how I ahve described then I understand that you may have your reasons, these are just my ramblings.
Sunday, 7 December 2008
Painting/Fluff: Sallies/ paint station.
Fluff: The small spearhead of the Salamander: Dark Inferno had a mix of black and green armour, some troops dedicated themselves to the Salamanders cause and so garb themselfs in black. This small force was sent into a large Volcano on the planet 51L3 (Changread) in search of a special blade forged of pure magma. After waiting 10 years the force was deemed dead and the Salamanders left the planet. When eventually the Dark Inferno did reapear they were scorched and dirty, they had to defent for a long perioid against the threat from Changread.
A force of Terran Hands were lost in the warp and when in search of their lost fleet they stumbled upon the Dark Inferno, the Terran Hands were sucked onto the surface of the planet by its gravity field, once on the planet they met the Dark Inferno and decided to work as one to try and make a differance in the sectors around them namely: Archon, Deciduis, Clamatorius, Meadrack, Prentorus and Stargorearas.
The force now fights as one and almost always works together.
Monday, 1 December 2008
Codex: Chaos cultists: Pics.
This drawing is actually mine. He does not have a sheild it is just a bubble round his arm saying that it is a slaanesh upgrade. This is just a pic to show one incarnation of a chaos preacher with tabard. His chest is Khorne because their is an explosive charge in their so when he dies he will kill more. Blood for the blood god!!!!!!!!!!!!!!!!!!
Codex: Chaos cultists: Deamons and more.
Adam Hunter will be providing images for the cultists.
Here is the first incarnation of the unit entry:
Cultist: 5pts BS3 WS3 S3 T3 W1 A1 I4 LD7.
Sergeant: 5pts BS3 WS3 S3 Ts W1 A1 I4 LD8
Squad: The unit numbers between 4 and 30 models + 1 sergeant.
Weapons: All cultists are armed with a daemonic lasgun, a daemonic las pisto and combat weapon, they may swap the pistol for a daemonic bolt pistol for +3pts and they may swap the lasgun for a daemonic bolter for +3pts. The sergeant may take weapons from 1 armoury. Each squad may include between 0 and 4 special from the following list: flamer for +4pts, melta-gun for plus 6pts or plasmagun for +8pts. Frag+Krak grenades.
They sold their souls: The unit must take at least 1 mark.
The unit may include 1 torturer instead of taking a sergeant, this is his profile: +35pts BS2 WS4 S3 T3 W2 A3 I5 LD8:
Weapons: mace on chain/big thing to hit with oblitorator, pain crown, frag+krak grenades.
Special rules: Lord of death, feal no pain ( the whole unit gets this), unique.
Lord of death: the torturer is a grim presence and any enemy unit within 12'' is -1 leadership.
Mace on chain: this strike at +2 strength and counts as a power weapon
Oblitorator: a power claw modeled as the fingers being the claws.
Pain crown: For any whole unit destroyed in a combat that the torturar took place in roll a D6, on the roll of a 6 the army gets In apoc this ability is ignored and the price becomes 30 pts instead of 35.
Unique: You may only have 1 torturar per army.
So what do you think, any sugestions are welcome as always.
Sunday, 30 November 2008
Codex: Chaos cultists: Some Stats.
A Stat bar for a leader: BS4 WS4 S3 T3 I4 A2 W2 LD9. +40pts
Rules:
He may take weapons put of up two two armories (their is more than one for different gods).
Honored: he may take a bodyguard of between 2 and 9 cultists veterans.
Normal guys stats: BS3 WS3 S3 T3 I3 A1 W1 LD7. 5 points per model before adding on between 1-2 improvements.
Vets stat bar: BS3 WS3 T3 I3 A2 LD8. 6 points per model before adding between 1-2 improvements.
Up to one can become a spawn summoner for +10 points. Meaning the unit can take between 1-3 spawn at +20 points per model. These spawn count as part of the unit.
Sergeant: One model may become a sergeant if so then he may take equipment from 1 armory.
These are just drafts, I hope you like them.
Saturday, 29 November 2008
Codex: Chaos cultists: The first steps.
Stats would be simmaler to guardsmen but could then be enhanced by marks, here is a little idea:
Khorne: The squad may be equipped with combat weapons and pistols as standard equipment and gain the furious charge special rule. + 5 points per model.
Slannesh: The squad gains fleet, an extra close combat attack +1 initiative and Slannesh aura( if a unit is within 12 inches it must move towards the deamons and at the end of their movement phase gets pinned). + 9 points per model.
Tzneech: The unit gains a 5+ invulnerable save and the leader may use one of the following powers each turn:
Changer of ways: The unit always strikes first in the following turn.
Summoning: roll a D6 on a six a spawn apears using deep strike.
enhanced: all attacks made by the unit are +1 to hit.
= +7 points per model.
Nurgle: The unit is +1 toughness and in combat may forgo any normal attacks and make D3 automatic hitting S3 AP5 hits. +6 points per model.
Undivided 1: The unit is +2 leadership.+3 points per model.
Undivided 2: All models are +1 strength. +2 points per model
Undivided 3: Your sieze the initiative roll becomes a 5+. +4 points per model.
This is just the start. Some of the men may get more phycic abilities, I was thinking a base cost of 3 points per model but they must select between 1-2 powers.
This is the first profile for the daemonic lasgun: S3 AP- assault2.
Oh and each daemon squad must take a weak minds test at the start of each turn and on a six they count as pinned for that turn. If you have a special item I need to think of a name for in play this is ignored.
Post what you think. This is only a taster their will be more to come.
Friday, 28 November 2008
Thanks: 1000 hits.
Thursday, 27 November 2008
Sterngaurd: Long awaited pics.
The guy who is hardly painted.
Mr I won't show my highlights on camera No.1 = he is finished.
Wednesday, 26 November 2008
Salamanders: Got a paint scheme/ Sterngaurd: nearly done.
Now paint orkhide shade
Now paint snot green
Now wash thraka green
Now highlight scorpian green.
Sterngaurd: Nearly done, look forward to pics soon.
Monday, 24 November 2008
Painting: Wow Gamers World is highlighting
I have been using the washes and baal red realy gives my minis some depth, black as you know darkens things down and on green Thraka works wonders at shading.
Sunday, 23 November 2008
My Army: Salamanders.
Polls: What next
Saturday, 22 November 2008
FTWroundtables: How I paint yellow
First I am sorry about writing badmoons yellow instead of sunburst yellow.
That teqnique is a good one but here I will expand on how to paint space marine shoulder pads:
Spray chaos black, now base with Iyanden darksun, wash repeatedly with sunburst yellow adding more golden yellow each time, run watered down badab black into recesses, now highlight with mithral silver, then boltgun metal then finally cover your highlights with golden yellow. Wash with a heavily watered down mix of iyanden darksun, golden yellow and sunburst yellow. This should leave you with a clean finish.
And now this is how to paint metalic yellow (so when you want a gold colour that is not quite gold): Spray chaos black, now paint normally up to wash badab black into the recesses in the tutorial above. Instead of highlighting drybrush the model with the silvers and gold (makeshure your gold covers your silver) then finish as above.
For quick jobs I just Iyanden then golden yellow or Iyanden then sunburst yellow then golden yellow but above is what I do on models that I want to stand out.
Shopping: New paints.
Foundation paints:
Orkhide Shade
Mechrite Red
Iyanden Darksun
Washes:
Badab Black
Baal Red
Thraka Green
Normal paints:
Red gore x2 (I bought a new one today aswell as the fact I had 3 but one ran out)
Skull White
Mithral silver
Golden Yellow
Sunburst Yellow
Bestial Brown
Boltgun Metal
Bleached Bone
Leach Purple
Elf Flesh
Darkangels Green
Snot Green
Blazing Orange
Blood Red
Goblin Green
Shining Gold
Chaos Black
You may be wondering why I have so many greens, it's because I will be collecting orks soon enough. I was going to get chaos but then I changed my mind. Including the 1 emty bottle I have 26 paints 14 of which I bought today. There will be more info on how the paints are working later.
Tuesday, 18 November 2008
Army Lists: All rounder.
HQ
captain: artificer armour, combi-melta, melta bombs, hellfire rounds and power fist=165
Troops
Tac squad 1: (10 men) lascannon, melta gun, rhino with hunter killer and extra armour= 245
Tac squad 2: plasma cannon, rhino with hunter killer and extra armour= 2 235
Tac squad 3: Sergeant with chainsword and bolter, flamer= 230
Elites
Terminators: 2 chainfists, cyclone missile launcher, land raider with hunter killer and extra armour= 515
Sterngaurd: power fist, combi-plasma, Razorback with twin lascannons= 230
Fast Attack
Land speeder: typhoon missile launcher= 90
Attack bike= 40
That comes to 1750pts and the Sterngaurd will ride with the commander, the enemy will be taken out by lascannons and hunter killers early on and most of the army is fast and punchy.
Saturday, 15 November 2008
FTWroundtables: My special unit.
What is your view on termies.
Made up rules: Twins again.
Saul: WS 5 BS7 S5 T4 Wx I6 A3 Sv 3+ (4+)
Wargear: power sword, Chagrat, blue gem of Chafron (now gives 4+ invun and leaves Saul with 3+ armour save), frag and krak grenades.
Special rules: Twin (now only 4 floating wounds), Oblivion, revenge, ATSKNF, Combat tactics.
Saphieira: WS 6 BS 6 S4 T4 I6 A2 (3 because of pistol) Sv 3+ (4+)
Wargear: Slitheiren, compact heat pistol, red gem of Chafron (4+ invun), frag and Krag grenades.
Special rules: Twin (4 wounds floating), grace, revenge, ATSKNF, combat tactics.
Grace: Before any other person strikes grace may forgo making any regular attacks and perform a single attack at poisoned (2+).
Joined special rules: Both models must remain in unit coherency though this is extended to 6 inches.
Both characters may be bought as a single HW choice if they are bought then no other HQ is alowed other than a Chaplain, Librarian, an Inquisitor or a command platoon.
Revenge: This now makes both models have digital weapons and against enemy HQ's their weapons count as master crafted.
These characters are avalible as a HQ selection for Space marines, the Inquisition or gaurd.
Friday, 14 November 2008
Made up rules: Twins Saphieira (Saf-e-era) and Saul
Fluff: The twins are of a relentless breed of Astartes from a planet called Chafron, Saul was a hardened veteran in the art of brutal fighting. Saphieier however was a galorius artist in battle, he was not like Lucius in the horus heresy but rather Will Turner from Jack sparrow.
Saul: WS5 BS8 S5 Tx Wx I6 A3 LD10 Sv 3+ (invulnerable)
Wargear: power sword, Chagrat, blue gem of chafron, frag and krak grenades
Hard fighter: Saul is a master of playing dead then springing back up again, treat him as toughness 4 if he loses a wound roll 2 dice if the roll is a 7 then the attacker loses 1 automatic wound which no save can be taken against (this includes invulnerable) if the roll is an 8 or more then he may retake his invulnerable save if it is less then he loses the wound.
Twin: between the two twins they have 6 floating wounds, their strong connection makes them be able to phicicly pass pain to each other.
Oblivion: The nature of Saul makes him a fierce fighter, He may make 6 attacks instead of his normal 3 but for these attacks he may not use any aid these are just standard punching and kicking attacks.
Revenge: When not using Oblivion Saul has prefered enemy: all, because of the death of his entire planet by many races.
Blue gem of Chafron: this gem is what links to the Red gem of Chafron and makes Sauls save invulnerable.
Chagrat: this is a plasma pistol with the following modifiers, you can use it's effect in the assault phase for up to half of sauls attacks (rounding down) if Saul stays still in the movement phase it counts as a plasmagun, Saul can still charge though.
Saphieira: WS 6 BS5 S4 T4 Wx I6 A4 LD10 Sv 3+ (invulnerable)
Wargear: Slitherien, Comact heat pistol, Red gem of Chafron, krak and frag grenades.
Special rules: Grace, Twin, Revenge, ATSKNF, combat tactics.
Grace: Saphieira is an artist in battle and so always strikes one place twin, he can also forgo his normal attacks and make a single one at, I10 WS10 instant death, overides eternal warrior, syapse etc.
Twin: Saul and Saphieira have 6 floating wounds which they use between them.
Revenge: Saul has prefered enemy: all
Slitherien: This is a weapon that looks like a sword but acts like a lightning claw.
Compact heat pistol: This is a pistol with the following profile: S8 AP1 combat weapon, pistol.
This pistol has the combat weapon special rule which allows it to make an extra attack in close combat with the pistol.
Red gem of Chafron: Makes Saphieira save invulnerable.
Joined special rules: Both models must remain within 12 inches of each other and must either be both out of combat, one in and one out or both in the same combat. If one model dies then the other takes a moral check then becomes an independant character.
Ws: If weaponskill is over the chart limit then use the same procedure as with shootin I.E. Re-roll with a different chance of sucsess.
These two models must both be bought or neither, they take up one HQ selectoin between them. They can be used in an inquisition army, an imperial gaurd army or a space marine army.
Notes: I know I have not put points coasts down and that is because I have not decided yet, tell me if you think I have missed something and help me think of a points cost and ways to improve.
Wednesday, 12 November 2008
Thoughts: Vangaurd in 4th.
Sunday, 9 November 2008
Sterngaurd: Guy with pointy finger.
Friday, 7 November 2008
White Dwarf: Finally got it.
Tuesday, 4 November 2008
Scratch built: Imperial Command Station (the true name).
Hi guys, you know I said I had a terrain project coming up, here it is. It is not painted but this is the bare bones of it.
And finally the command post and super durable beacon. if you look closely their is three shutters their on the entrence. You can't see it but their is also a trapdoor up onto the top.
Q's and C's (questions and comments.) are welcome. (what am I saying I would really like you to comment). ;) (: See ya.