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Made in au
Longtime Dakkanaut





Australia

So I have been doing a bit of experimenting with painting terrain and with some helpful input from Chromedog over at Oz Tabletop Gaming I decided to try out applying some rust to a lot of pipe work I have been trying to finish off for quite a while now. Here is were I am at with the experiment......


First soak some steel wool in a bucket and then leave it to dry back out.


Then we have instant rust. How about that?


Some cheaper acrylic black "ink" and a flow medium to thin it even further and I have a black wash I can apply by the truckload for very little money.


A before shot of one of the small cubes I left loose and an after shot of the rusted up pipe in the background.


Another before and after. I have applied a thick coat of varnish and am waiting to see if the rust discolours any further. But I think we may be on to a very quick and cheap winner to knock out terrain that has enough interest to be good to game on without taking away from the models running all over them.

Thanks for reading.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in ca
Grisly Ghost Ark Driver






Using ACTUAL RUST. Genius.

See what's on my painting table Now painting: Kruleboyz Gutrippaz 
   
Made in au
Longtime Dakkanaut





Australia

I thought so. When Chromedog said that's what they used to do when he worked in prop making it was a light bulb moment.

Just need to assess if sealing the rust stops it oxidizing any further.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

It has been a busy week or so for me, but have been plugging along slowly. I have the Bull Centaurs (six in total) assembled, however, I want to convert one to be a Standard Bearer, one to be a Musician and one to be the unit Champion, so I need to dig through my bits box to see what I can come up with.

My wife hit on what I thought was a great idea for the unit champion and the standard bearer will likely be pretty easy. The musician is probably going to be a bit of trouble as they are such large models I will struggle to find an instrument that works. May need to scratchbuild a horn or drum.....any opinions of what instrument I should try to do?

On the painting front I have made some inroads. First up is another unit of Terminators for my previously completed Alpha Legion. With Chapter Approved 2019 the army had a points drop and would have ended up well under the 2,000 points which I originally collected them to. It also got me thinking about how to handle edition creep and points updates and I have come to the conclusion that with the release of 9th edition 40k my lists are now going to stay as they are.

So, I have trundled though all of the lists I have written (yep I actually have an army list written for every army on the front page, that's 124 armies) and updated all the 40k lists to the points in Chapter Approved 2019 and the Fantasy ones haven't changed in a while because you know AoS. But I am comfortable to let the lists now stand regardless of what 9th edition throws at them. I just want to tweak the Orks (add Flash Gitz) and Eldar (add another Guardian Squad) that I have already finished and the lists will be sealed forever......

But onto some painting. I couldn't quite remember the scheme I used for the Alpha Legion (another reason I don't want to keep going back to finished armies), but I think I got pretty close.


These are the older metal models, so there is a size difference between them and their plastic brethren. But with the larger bases it is slightly less obvious. I also kind of like the idea Alpha Legion run more streamlined suits of Terminator Armour.


Adding this squad in also has the happy coincidence of making my Alpha Legion army an exact mirror of itself. Every unit in the army has an exact twin as well. Which I think is a nice nod to the Alpha Legion mentality. These models were donated to the cause by one of my best mates, so cheers to him for that.


Finally for this update is my entry to the monthly painting comp (entering him on DakkaDakka and OzTabletopGaming) , cheeky me). I am really happy with how he has ended up and especially stoked with the base. Definitely will copy the base onto future armies. I call him Drog'Lur the White Worm.....


Thanks for reading and thoughts are always welcome.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

I have completed the assembly of my unit of Bull Centaurs. I had only intended a unit of 5 to be joined by the Taur'uk, but it turns out I somehow ended up with 6 instead. So I tweaked the army list to include a command group (which I hadn't intended to originally). But this left me having to figure out how to convert these lovely models to represent a Musician, Standard Bearer and Champion (or as the Chaos Dwarfs call it a Ba'hal).

Now there are 3 different sculpts for the Bull Centaurs so that works well, one of each will become one of the command group. This will help the unit to be slightly less repetitive. I looked at the three sculpts that I had to try and decide which would be most suitable without having to undergo major modifications. Obviously any of them could be the Ba'hal, I didn't know what to do for the musician and the Standard just needed to be able to hold a pole......

The photos are a bit iffy, but they get the message across. The following photos are a bit of a montage, the conversion is pictured with the original sculpt for comparison sake.

First up the Standard Bearer. Easy enough, stick a pole in his hand and call it done. I chose the below model as it seemed the most likely candidate (and didn't really work as well for the Musician).

I used an icon that is from an old GW Temple set I have had for years. Sort of fitted the whole Chaos Dwarf horned motif I think. I used the inside of a pen as the pole, filling it with green stuff then allowed me to drill and put a pin all the way through his hand and the pole and it has ended up quite strong (and straight!)

I was struggling with how to represent the Ba'hal as I didn't want to do any major conversion work. Then as always my wife came to the rescue and suggested adding some trophies to make him stand out. Since I plan to paint these guys similar to the Taur'uk (all brown, bronze and earthy) I thought maybe the Ba'hal liked to collect shields from vanquished foes? The idea gained traction as I could use some brightly coloured shields like the Elves or Bretonnians have to really contrast against the natural tones of the Bull. So a quick search and I had a few options. None of the shields are glued in place yet (will do that after painting) but I think the photos show the idea and it should make it obvious he is a little different to his peers.

Once painted I will position the shields to look like they are hanging from belts or strapped to arms.

The Musician was causing probably the most issues as the size of these guys meant I couldn't just rip off an instrument from my bits box. After some thought I figure a drum would be the easiest solution and came up with this.....

A drum hanging from his belt and a club to hit it with. I may have his axe hanging from him somewhere in case the club isn't sufficient a weapon. I am pretty happy with him. The drum body is a Leman Russ search light and a Goblin shield trimmed and glued on top with a little greenstuff to blend the edges better.

And the unit as a whole:

They take up a lot of room and will probably be pretty hard to move on the battlefield, but hopefully they are as impressive rules wise as they are model wise.

I am not sure about the origin of the bases as I think they come with standard plastic ones from Forgeworld, so I am grateful to the guy who sold them to me for the resin ones, although I needed to cut the feet and trim them to get them to fit to the bases better. I sculpted the Taur'uk base to resemble these ones. How do you think I went?

Thanks for reading.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

So I took a break from the Bull Centaurs and the like to focus on finishing off the terrain I started with the rust experiment. Happy to say that the pipe network is all done now and even though it is pretty simple in the final wash-up, I like it. Obviously as it is terrain I tend to be a little looser with details as I want a nice back drop for games and models, not a scene stealing piece (well that is my excuse anyway).

On to some pictures:


So this is the entirety of my pipe terrain. Most of the detail is laser cut MDF glued to cardboard tubes. I use pretty thick cardboard tube (not toilet rolls) and this stuff will be able to hold up to a real beating. I also have in there a baking soda container, milo tin and the back end off a 5" angle grinder that was being thrown out......

I have added a few little details after the rust went on. I wanted to give a few points of interest and to make it look like someone is "trying" to maintain it. So added hazard stripes (easy since they were etched in by the laser cutter). All the 'bolts', hand wheels and smaller pipe joints were painted copper (got to love dissimilar metals together) and finally there are a few gauges scattered around that I did a simple blue and red job on them to show them up. I also scraped the rust of the dials, again, to make it look like someone was still trying to use this system.

There is also a bunch of ladders that I left loose as they stand very well on their own and will allow them to be moved about for added detail when setting up.


Here is a fairly basic setup showing how the pieces sit together. They are pretty solid and there is no rocking of parts, so I think they will hold up to models moving over them and games being played. For reference, this table they are on is 2 foot x 4 foot in size, so will be able to get a good coverage of this stuff. Especially with a couple of the other piece I have already (fuel tank from FW, power generators from GW), I will probably pick up a set of the GW Promethium pipe line to augment this collection and will call my industrial pipes done.


This is a different setup with a few more of the pipes set vertically. I tried very hard when I built the pipes to make them as modular as possible. So a lot of the parts can stand up or lie down and not look to odd.

I like this build as it really gives a sense of rising smoke stacks and would look great with a bunch of flyers weaving between the columns.


A few of my Aeldari running amok to show scale. Although it does't have a heap of height, there is plenty of cover for infantry and will hopefully make for some interesting games. Especially as melee units could probably use this stuff to get close without getting shot to pieces.


Now quite a happy coincidence that only occurred to me last night when I was taking these photos and quite by accident (would love to say I meant this), but the baking powder tin (small one) fits extremely well on top of the milo tin and in turn the former grinder housing sits very snugly on top! So very easily I can end up with an interesting tower or two (or three) that are very stable and look almost like they are meant to be together.


Now you may have noticed a few pipes that have open ends. This was intentional on my part for two reasons. Firstly, I like the idea of a Genestealer emerging from the end of a pipe, but a more practical reason is that they securely fit over a lot of the round details on the other pipes allowing for secure connections. Also, I have a pipe (that I may still cut in half) that fits perfectly inside the others so i can telescope a pair of pipes to be much longer and break down for easy storage.


And finally a much more condensed build were I have really tried to pack it all in as small a space as possible but still have logical connections. I actually kind of like this build and would allow it to be a prominent terrain feature on a board rather than being across a whole board.

It already has one coat of varnish on it (mainly to help secure the rust) but I plan to add another just for good measure now the rest of the painting has been completed.

Thanks for reading and would love to know what people think.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in gb
Crushing Black Templar Crusader Pilot






London

Great idea to use real rust for the terrain! And very good modular terrain

Thanks for sharing



Relapse wrote:
Baron, don't forget to talk about the SEALs and Marines you habitually beat up on 2 and 3 at a time, as you PM'd me about.
nareik wrote:
Perhaps it is a lube issue, seems obvious now.
 
   
Made in au
Longtime Dakkanaut





Australia

So I have been away from the forums since well before the Christmas break and as much as I would like to say I have been extremely productive that would be a lie. I tended to lay low and just try to find wherever my motivation had wandered off to. This is not to say that I have been completely idle. I have had a couple of games with my regular playing partner which I will put some photos below (and try to remember what the hell happened).

But I have mainly been focusing on getting a heap of terrain assembled ready for painting. My Wife was kind enough to furnish me with a LOT of laser cut terrain from ttcombat.com Iron Labyrinth Terrain range. I have been really impressed with it so far and only have one pack of the 'Death Quadrant' left to assemble. The plan will be to treat it the same as the pipe network I recently completed (silver spray, black wash, rust thrown on for good measure). This will then hopefully allow for a uniform table representing the depths of an underhive or some sort of industrial complex.

I estimate that with the Iron Labyrinth and pipe network stuff I already have I will be able to densely cover a 4'x4' table which would suit smaller skirmish games or it could be stretched to a 6'x4' table and still provide plenty of cover. Especially as I intend to add one more set of terrain pieces to this collection (which will be large silo's) for serious LOS blocking.

With this current terrain project ongoing (at the cost of painting the Chaos Dwarfs, although I have basecoated the Bull Centaurs now) I have begun to consider setting myself a challenge this year to "finish" my terrain collection. I already have a plethora of battlefield emplacements (defensive, fuel dump, craters), forests, hills, ruins etc. but I feel I have a few holes that I would like to plug.

What I mean by this is to sit down and assess what I have and what 'holes' I think I have in the collection. This has led to the following wishes:

- Finish the 'Industrial Zone/Underhive Maze'. This means the Iron Labyrinth and Silo's
- Finish off the Realm of Battle board that I have had for absolutely ages (this includes filling up all those silly skull pits)
- Make a Ruined Gothic City. I have a lot of the old Games Workshop plastic buildings and a couple of amazing Forgeworld buildings that need some care and attention, easily enough to cover a table. Would add some roads, movable rubble and wrecked vehicles and maybe some sandbag emplacements.
- Some snow/ice terrain. This is simply going to be some hills and other glacial like things, I already started this stuff a while ago and never got around to finishing them off. Hopefully would be a pretty quick and dirty fix.
- Some 'wetlands'. This is basically a river, marshes a bridge and a couple of fjords. Again, hoping to get out of these simply, cheaply and quickly.
- And the big one - a Medieval Village. I have a few buildings (MDF Lasercut and GW plastics) as well as the GW plastic Castle. I want to add in a few more lasercut buildings, crop fields, roads etc.

I am not above buying completed stuff especially for roads and rivers, so if anyone knows of some good stuff let me know.

Now enough typing some pictures:


This is a continuation of our Inquisitor vs Inquisitor campaign that was put on hold while we waited for the pandemic to calm down. If you have been following on this game is a direct follow on from the previous one. Inquisitor Dial made planet fall in a suitable show of power by blasting a gap in the canopy to let his Space Marines land. They beat off a local Ork tribe to secure the zone only to attract the attention of some hungry Tyranids.......


Unfortunately this game was a while ago so I am a little muddled on the action that took place. But the mission was a slight variation on the Big Guns Never Tire. Basically objectives and killing Heavy Support. I ran a pair of Tyrannofex and Toxicrene to fill out those choices hoping to overwhelm the Marines with Big Bugs.


Unfortunately the Terminators that cleared the landing site were replaced with a lot of heavily armed devastators and I quickly felt me chances evaporate with the thought of having to charge into those guns.


I had Venomthropes spread out to provide some protection. What I SHOULD have done (not being entirely clear on the rules) was hide these guys out of sight as there spore cloud would still have worked. I didn't need them out in front.


The Venomthropes in the centre bought the farm in the first turn so in response I decided I just needed to charge and the Toxicrene got off to a great start. At least he would hopefully draw attention from the rest of the army.


I was so, so looking forward to the Toxicrene getting into combat and squishing some marines. Hopefully one would survive to prevent the rest of the army shooting at him in the next turn.


The marines stayed tight while I advanced. The Tervigons were throwing Psychic powers around and the Tyrannofex with the Rupture Cannon in the middle started off in fine form, but unfortunately he soon became the focus of all those Devastators and his profile started to dwindle and he played only a minor role as he couldn't hit a barn door.


This army looks very cool with all the different Chapters represented.


Come at me bro! Unfortunately the Toxicrene had been badly shot up getting to this point and had just run out of puff. So wouldn't you know it when it came time for the charge range I failed......which was the beginning of the end for me.


I got slack with photos so while the rest of the battle turned against the Tyranids, those Devastators were just too much to handle at range, add in some very well chosen Chapter Traits and rerolls were a plenty. I focused on the positives and tried to make sure to wipe out some smarmy Marines that just wouldn't die. Like this Sergeant, the lone survivor of my other Tyrannofex's Acid Spray.


To his credit he faced his doom with a suitable stoicness.


I didn't want to have to charge him actually, but this got me further across the table so it was a good idea.


I love this photo......


While my right flank heroics were going on the Toxicrene left a massive hole in the middle of the battefield that I just couldn't come back from.


Every time I moved things across the craters the Marines would just blast it out of the way again.

It was a fairly one sided game unfortunately. I didn't give my opponent much to worry about and he was able to deal with my army as he saw fit. His army was much better constructed for the table, scenario and army than mine was and he got the reward for it. Need to rethink how to set this army up (as I am limited by my model collection). Perhaps less big bugs and a lot more Termagants next time? I did keep the Termagants to be spawned by the Tervigons, but maybe I should of just had them on the table from the beginning?

Unfortunately I didn't get a photo at the end of the game where the Tervigons were actually harassing the enemy Inquisitor and trying to get close enough to squash him under their bulk. Next time perhaps. Next time.

Will add photos of a Kings of War game when I get a chance.

Thanks for reading.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Alluring Mounted Daemonette




Australia

Man, those rusty pipes are an awesome board's worth of terrain. It must feel great to play on them - well done!

Nice bat rep too, thanks for sharing. Love to see the nidzilla beasties in their natural habitat, and to read along with your "ohhh, this is what I should have done" moments - that is pretty much me after every turn

I think in terms of gameplay Nids are pretty commonly seen in a bit of a tough spot at the moment while Marines are not (have they ever been? )

Sorry to hear it was a bit one-sided; the best games are those that go down to the wire. A game is definitely better than no game though!

Can't wait to see those bull centaurs get some paint. They really are menacing sculpts!

Cheers for the update and good luck with that wish list this year!

This message was edited 1 time. Last update was at 2021/01/19 00:25:08


t z you are k 
   
Made in au
Longtime Dakkanaut





Australia

Thanks tzurk for stopping by.

I think the game was still entertaining, one of the benefits of the campaign is the opportunity to play NPC armies (in this case my 'Nids) against one of the Campaign armies. It will be a little while before the two Inquisitors meet face to face.....

So on with some more updates, this time we had a game of Kings of War, I took my Tomb Kings playing as an Army of Dust, taking on a Beasts army. This is one of the few times my regular opponent and I didn't discuss what army we were bringing along and it actually was kind of interesting wondering what the other would choose. There is a chance one day two Armies of Dust will square off with each other.

So my Tomb Kings 2,000 Warhammer army translates quite well into a 1,500 point KoW army. Just needed to "make" another unit of Revenants from a mix of Skeletons and Tomb Guard and an extra spell on each Priest.

I have used these guys twice now in KoW and they actually perform pretty well, the Chariots and King are absolute hammers, which go well with the anvils that are the Revenants. However, I have found in both games I really lack for a second hammer. Although I have no plans to modify this army (as per the whole army painting plan) I do have plans for a second Tomb Kings army (that I have the models for) and that should add in a couple of excellent hammers to choose from.

But enough lamenting and on to the game:


Arrayed for battle, I think for the first time I felt happy about my deployment. Although that was a lot of Beasts and I knew from previous experience what that Stampede could do.....(the unit just to the left of the big hill in the middle)


We were battling over objectives, was nice to get to use some dedicated fantasy objectives I made a while ago. I was pretty dodgey with the placement and figured I wanted to wait for them to come to me so set them up in my deployment when I could. These skeletons didn't know what to do with all that gold.


I just love this army of my opponents, it is really beautiful in a mutated horrific way. The drab earthy tones really make you feel they are just bursting from the undergrowth and the multibases are a work of art. Except I didn't know how to deal with the Elephant Giant one bit....


I felt like I was in a good place in this game, the army building had gone well, deployment had gone well and even though I knew I would struggle with the Giant and Stampede I thought I could cover the rest of the army well enough that I could get a win. I was careful with my first moves making sure with their superior moves that I wouldn't get charged early (a mistake I have often made in KoW).


I had a lot of shooting on the left flank that I focused on the smaller Ungor (not sure what they are called in KoW) units to get them off the objectives and even with the measly 5+ shooting of the Skeletons I did pretty well. Although I didn't realize the Cavalry are nimble so shouldn't have copped a penalty to moving and shooting until turn 2. It would turn out I probably should have ignored the Ungor and just started to hammer the Giant from turn 1. But I went for the softer targets instead.


The battle really became a story of two flanks. On the left I could hold, but not really hurt the Beastman Chief and Giant once combat was joined. So if I had shot them earlier, I may have had a better chance of breaking them as especially the Giant didn't have that good a nerve value. As it was it became a slow grind as the Giant and Chieftain slowly ate through the Revenants and then chewed through the rest of the flank. You will see one of my Priests being a bit brave and believe me I wish I had done it sooner. With their spells they actually became a very valuable "sniper" that effectively allowed me to get those all important wounds onto units to test their nerve. If only I had done it earlier.


The Skeleton Archers were getting worried by this point. I knew the inevitable was coming, but there wasn't a lit I could do to change things.


Because this was going on elsewhere. A massive scrum in the centre had developed. Frustratingly I managed to waver (a wavered unit cannot do much in their next turn) the Stampede three times during the battle (or maybe it was 4?) but just couldn't knock them out. If I had the game would have starkly turned in my favor, but they did enough damage when they were available to charge to really make a mess of me. Plus I pointed out that my opponent should take out the Tomb King rather than attack the Revenants like he was planning as they really couldn't hurt the stampede but the King was tearing them to pieces. Maybe I should have kept my mouth shut?

The big unit of Ungor are called Spirit Walkers and although they didn't do heaps of damage they were almost unbreakable and I just could shift them fast enough.


The far right flank, the Chariots cleared all before them as I expected, but it did leave them well out of the critical fights.


The Cavalry did an amazing job, charging up the hill twice to try to break the Spirit Walkers, but it was a case of the wrong tool for the job. The Chariots should have held the centre and the cavalry should have patrolled the flank.


With the Revenants gone the Giant and Chieftain turned their attention to mopping up......


I did get some measure of revenge by getting rid of some more Ungor, but it was too little too late and my left flank collapsed.


Although the Priest had some fun tormenting the Ungor with spells, again, he kept wavering them, but he just couldn't break them. Most frustrating.


I am sure that this will end well. Come on Archers to your mark!


Oh.....

The Giant stood on that objective gloating at me.

And with that my army was reduced to some Priests running around slinging spells and some Archers holding an objective. It actually came a lot closer to a draw than I would have thought. If my Priests (working together) had just managed to break the Stampede and another unit of Archers surviving I would have scrapped a very lucky draw. As it was the Beasts enjoyed their spoils.

So it was a fun game, especially not knowing what army was going to be unveiled. An element I wasn't really used to. I felt that I was in it for most of the game and even had a chance to pull it back to a draw which was unexpected. As I said above, I lacked that second hammer unit to quickly break units. Although the Priests and King (until I betrayed him) were absolutely amazing. The cavalry also surprised me.

Thanks for reading and hopefully some painting updates next.




See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Really good looking games!

Those archers and the mounted archers should have gone in to the rear + flank of the giant. 2x/3x attacks, and even thunderous charge from the hill would equal some wounds at least. Still an up-hill fight for the left flank, but making the best of a bad match-up.




   
Made in ca
Grisly Ghost Ark Driver






Two gorgeous BatReps. Love to see it!

See what's on my painting table Now painting: Kruleboyz Gutrippaz 
   
Made in us
Near Golden Daemon Caliber






Illinois

I've been away far too long. You have made some significant strides on your grand plan and that is super heartening. Makes my more modest goals seem imminently more possible

Looks like you've gotten to play some games recently too! Awesome. Keep up the excellent work goodsir

*edit* I see you've been doing some pipe terrain recently too, may have to haunt that project for inspiration!

This message was edited 1 time. Last update was at 2021/01/19 15:51:40


 
   
Made in au
Longtime Dakkanaut





Australia

Can't believe it was January when I last updated. Guess their goes my attempts at being more consistent with my progress updates. As it has turned out I have been very quiet on the Chaos Dwarf front (only just gotten back to working on them this morning whilst at work). But I have been doing other things.

Have started a semi regular Mordheim campaign with two other friends, one running Beastman and I expect the other to switch between several different warbands (have faced Lizardman who are really tough and Tileans so far). I on the other hand have dug out and dusted off my much beloved Marienburgers, of which I have never managed to put paint onto them. This has begun to change now as I have some motivation.

The Mordheim Ogre was finished ages ago (won't re-post his photos they are buried somewhere in these pages) but he has found a home among the Ogre Kingdoms army and if I need him I will pull him back in. I intend that the models for this Warband will do double duty as a ragtag mix of free company militia in an Empire army, so am killing two birds with one stone so to speak.

So without carrying on for too much longer (oh and don't ask for photos of the Mordheim games yet, I still feel dirty for playing games with unpainted miniatures as is and the Gods are punishing me for doing it as I am still without a win, although I think my Warband may actually be the strongest so far.....)

These are atrocious photos taken late last night in a desperate attempt to get some evidence of progress. A couple of things, I switched to a new satin varnish and I think it should be called gloss as they are very shiny. Will be switching back to the one I was using.

Also, I am aware that I have far more henchmen than you would ever be able to use in a campaign (maximum human Warband numbers are 15 without any of the fancy wargear that allows more people). However, I built these a while ago with the idea that I could have a lot of different combinations should I require it and saved me having to potentially butcher a model to change their weapons.


Since they hail from Marienburg I figure that the much more expensive crossbow was the way to go. I have five of each for each henchman group as its a nice number and the maximum a group can contain.


Swordsman, slightly better fighters than Warriors and also slightly more expensive. I promise they look better on the tabletop than they do in these photos.


When you need to bust armour (not that common in the streets of Mordheim, unless you are facing Lizardmen), you call these guys, with axe and pistol they are expensive, but put a world of hurt out.


The Warriors with Greatswords, they are actually pretty crappy as the striking last is a MASSIVE penalty since they have no save to speak of and can get taken out really easily, but if they ever do get to swing it will be worth the wait.


Warriors with club, daggers and bows. Not very good at anything but can attempt it all. Generally all the horrible tasks get left to these guys as I see them as cheap cannon fodder.


And the wish list, a pair of converted Hochland Long rifles, just in case I got lucky enough to be able to afford one.


The group shot, I tried to have a bit of a "uniform" for each of the Henchman groups to make it easier to identify them during games and setup. I think that mixed together they will make a rather nice free company. Especially as they are going to be quite different colours to the parent army and really stand out as mercenaries.

I now just have to paint the Heroes (I have all of the previously available Marienburg heroes and a lot of the Hired Swords that I will try to paint together. My plan is the Heroes will be predominantly yellow with the red and blue serving as the trim colour to really highlight who is in charge.

Now I have also been pottering on the terrain front and managed to put together the laser cut MDF houses I have had kicking around since my last Birthday in May 2020. But I pulled the finger out and I am ALMOST done. This is where they are at the moment.


So I have 4 of them, they are fully modular (each level can be removed and they butt together very easily.


I went with a white "render" with Timber lattice over that and a stone base level. I am very happy with how they have turned out, especially the stone. Oh and I thatched the roof, but I need to add a second layer of thatch as I can still see the MDF beneath it in a few places.


For ease of gaming you can pull the buildings to piece if you need to. I have no intention of detailing the interiors, I have painted them, but only to give a little protection to the MDF.


There would be no reason you couldn't make a wizards tower by stacking them all on top.


They sit very nicely next to each other to make larger multi room buildings. The Doors and windows are all removable to allow for rooms to connect without a strange internal window in the way.


I made the doors double sided (timber on one side and render on the other) so they can double as a door (obviously) or a solid rendered wall.


An example of a bigger building with different roof heights. I am really impressed with how these have come up and will definitely be picking up at least 4 more. Want to be able to do quite the little village.


For scale, I think they are not a bad size building without being too large for a tabletop.


Once i get a few more I think I will be able to have a really nice village. I would rather avoid doing a ruined one as I feel that is the more common type of terrain and this is a little different. I do however want to make some walkways or platforms so I can connect the buildings to their neighbour and give the chance for a diving charge in a game.....

So they need a little more thatch and I think I have some model railway vine hiding in my collection that may find its way onto some of the walls to add a little more interest.

And finally, I have been leaving my painting stuff out and obvious more and more as my son gets older (he is now 3). He woke on the weekend from his afternoon nap and confidently proclaimed "I help Daddy". Not wanting to dissuade him I pulled some pieces out that I was knocking together for the 40k Campaign I am playing in (they are hopefully going to represent entrances to a Necron Tomb. I figured this way he can feel engaged by what his Dad was doing, but not actually destroy something I was seriously working on.


So he picked the paint pot and we worked through several. He puts it on thick, but I was happy enough with his brush control and he got none on the couch or table. Glad he had a good time and will see if he wants to revisit these in the future.

Thanks for reading and good to be posting again even if the photos are bad.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

I only just noticed that this painting log has accumulated 100k views. I would like to humbly thank everyone old and new that has stopped by over the years to have a look.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in us
Near Golden Daemon Caliber






Illinois

Oh man that Mordheim stuff is giving me nostalgia for something I never even got to play! I definitely had some of the free companies though. Such a versatile kit from a time when that wasn't especially common. I think the Frostgrave northstar minis are a great modern successor and really the first thing to come close for me.

I like those buildings. I love versatility and modularity!

Glad to hear you're still getting in games, Jelly over here. Also impressed you had the willpower to let your kiddo help you. I never could let go that much to let my little ones slap some paint around on my projects.

 
   
Made in au
Longtime Dakkanaut





Australia

Lets say I sacrificed a brush and a couple of pots of paint to the cause. But if it gets him even a little interested and also lets me get some hobby time in while he is around then it is a sacrifice I will gladly make.

He is a real daddy's boy and when I am home he is permanently attached to my side.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in gb
Fighter Ace





Edinburgh

Any progress is good progress, Iā€™ve read through the entirety of this esteemed blog (mainly pictures Iā€™ll admit!) and I love that it keeps on ticking!

- The Iron Hands are excellent
- I really like your Eldar swarm with those chungus support weapons
- The Brettonians and Undead are great

Heck, I really like all your painting and the massed effect of these myriad forces is awesome. Might I add that your opponentsā€™ armies throughout these posts have been really nicely painted too, and the terrain and barrels are really ā€œmwah!ā€!

I have spotted your pooch and moggie respectively but what I now want to know is this - whatā€™s in the fish tank??

   
Made in au
Longtime Dakkanaut





Australia

Well you are very perceptive Ragsta. But my wife would get offended if you called the cat a Moggy. That is a pure bred Burmese. All 19 years of her bad tempered self.

We have a pair of German Shorthaird Pointers. I have a 12 square metre aviary full of Zebra finches outside and the fish tank has a Chinese Algae Eater and White Cloud Mountain Minnows.

This message was edited 2 times. Last update was at 2021/03/09 13:25:42


See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

Hi all, little hobby progress has been achieved since my last update. Not entirely sure why, little ill health stopped my previous enthusiasm and haven't been able to recapture it. But last night we managed a 40k game continuing on the campaign of Inquisitor Dial and Tasetus as they seek to recover STC fragments on a heavily forested world.

Last nights game had Inquisitor Tasetus (my puritanical Witch Hunter of Ordos Hereticus) investigating some strange energy signals that stemmed from four "Gates". The scenario was written by yours truly and I will get to the rules of it in a little bit. First of all we needed some Gates to act as Objectives and I had the time to knock these out.


A little crude on close inspection, but evoked enough of an Eldar (Aeldari?) feel to make me happy.


Construction was entirely out of cardboard. The curves were a thick cardboard poster tube and the rib and base were the back of a spiral bound writing pad.


The vines were a leftover from a previous basing project (Tomb Kings where I stole all the Purple Flowers) and it was nice to use them up.

So onto the scenario itself. I was a little nervous about writing a completely new scenario as it can have a way of backfiring spectacularly. There is a reason that play testing is so, so important. Anyway, my opponent and I went back and forth a couple of times with the idea before the game. What we came up with is below.

The Awakening
Having pushed through the initial difficulties of deploying to the planets surface and having seen off retaliations from local forces; The Inquisitor and his forces have begun forging a path through the dense foliage of the surface. The trees and heavy canopy make long ranged communication difficult at best. But the Inquisitor trusts his superhuman forces to follow their orders and push through to the next way-point that was identified in the mission briefing before the initial planet fall.

However, as the Inquisitor's forces make their way towards the open area that is the river that cuts its way through the forest that he hopes will give them some open ground to bring in heavier ordinance and reinforcements they detect a strong signal being broadcast only a few kilometres to the northwest.

Anything capable of punching a signal through this forest is worth investigating. Unsure of who or what is broadcasting the signal as attempts to decipher the signal have thus far failed the Inquisitor assembles a force to investigate and if possible seize anything useful or at the very least destroy it.

Forces:
Each player selects an army up to 1,500 points from their respective codex. No special limitations apply to the Attacker. However, the defender is limited to bike sized units and smaller (something that conceivably exit through the gate nodes).

Deployment:
Please refer to the map below. The Attacker deploys their entire army into their deployment zone (up to 6" onto the board). The Defender does not start with any forces on the board. When the Defenders forces become available they will deploy from one of the gate nodes as detailed below.


Objectives:
The game is decided by whichever side controls more objectives at the end of the game. To control an objective you have to have more models within 3" of an objective than the enemy.

Special Rules:
The Awakening - The Defender starts with no forces on the board. But starting on their first turn they select a Gate Node and roll a dice (refer to the chart below to see what the dice roll needs to be to succeed). If the dice succeeds a unit of their choice moves onto the board set it up within its movement value of the Gate (although must remain outside of 1" of an enemy unit) and may act as normal. They may advance, shoot or assault, but will count as moving regardless. Please note that the unit MUST enter through the node selected. Each node may only be selected ONCE per turn (meaning a maximum of 4 units can be summoned in a turn).

Turn One - 6+
Turn Two - 5+
Turn Three - 4+
Turn Four - 3+
Turn Five - 2+
Turn Six - Automatic

Gate Nodes - It is possible to turn Gate Nodes on and off. If a model moves into base to base contact with the Node and spends their entire turn doing nothing else (ie. no advancing, shooting, psychic powers, assaults) then at the end of their turn they roll a dice. On a 6+ the node can be turned on or off. For every additional model that does the same thing you can add +1 to the dice roll. Meaning if 6 models attempt to turn a Node off it will automatically succeed.

Game Length
The game lasts for 6 turns.

Victory
If the Inquisitor wins the battle for each successfully shut down Gate, he can roll a d20 to see if he finds a piece of the STC database. They must have been shutdown as any active nodes will phase out/self destruct/some other result with the defeat of the enemy army.

Now, onto the game itself.......

Now a disclaimer, I did something that I rarely if ever do and actually kept the scenario objective and goals at the forefront of my mind when picking my army. It helped A LOT during the game as you will see. Also, as this is a campaign between two friends we are slightly loose with rules for certain things. So as you can probably see in the photos my army is a combined arms approach of my Iron Hands and Astra Militarum led by Inquisitor Tasetus, I think army building it wasn't strictly legal, but story is often more important to us than hard and fast rules.


My deployment was slightly lonely without any opposition models and the trepidation that who knows what could pop out of a gate as I tried not to look at my opponents army. However, knowing I needed to limit the forces that would be appearing everything put the pedal to the metal and advanced (except the Leman Russ's and the Whirlwind as they would hold back to provide necessary fire support if needed). I was stunned by how fast Space Marine bikes are and was concerned that the game was going to be over before it began.

I had Combat Squaded the Bikes to cover more ground as five Bikes were enough to close a gate on a 2+ so I had reasonable confidence I could achieve this. You can't see it in the photo, but on the far left I had another Rhino with a Tactical squad inside. They played almost no part in the game......


With their Scout move the Sentienls were able to keep pace initially with the bikes. I really, really like the Scout Sentinel model and I just can't see a Guard army without them. They would actually prove Multi-lasers have a roll in this game.


The Sentinels on the right flank maneuvered their way as quickly as they could through the dense jungle. Someone really needed to bring some chainswords.

My opponent failed to have any units show up in his Turn 1, he needed 6+ for it to happen on any given gate, so it was a hard ask, but it gave me free reign to just advance as quickly as possible again.


Turn 2 and the left hand bike combat squad gunned up to the first gate and managed to shut it down. In typical fashion I needed a 2+ and rolled a 2. Close but it was enough. You can see that wasted Rhino and Tactical squad to the left. The jungle was just too dense once they zipped down the flank for them to get into the fight. One gate down, 3 to go.


The far right Sentinels had to advance to reach this Gate, so they wouldn't be able to try to shut it down this turn, but were in prime location to have a crack at it next turn. Although since there were only 2 models they would only succeed on a 5+.....


The Sentinels line up the deeper gate and the other Bikes begin to head toward yet another. At this point I was worrying the game would be over by Turn 3 without a shot being fired.....


This is where I was at at the end of my 2nd turn. My opponent was about to start rolling for his second turn arrivals........


My opponent now needed 5+ for units to arrive and he only managed to activate one gate......but this guy poked his head through an Avatar of Khaine. I suddenly got worried for my bikes. At this point I think it was pretty clear it was going to be an impossible task for the Aeldari to have a chance at this point in the game (although we didn't actually say it out loud).


My other Rhino with another Tactical squad waits patiently to see what the Avatar will do.


My bikes didn't survive the attention of the Avatar from his shooting and brutal combat prowess. He consolidated back toward the center and I had him surrounded. Piece of cake I thought.

I kept the surviving bikes and the Sentinels that were sitting on Gates to shut them down, but the rest of my army unleashed on the Avatar....only to fail miserably. Only the Multi-lasers on the Sentinels (that weren't on the gate) did anything and impressively caused two wounds on the fell creature. Now I was worried it would end up rampaging through my army on its own.


Don't worry, we've got this for sure. Even if he charges we can overwatch him to death. Right?

I may have failed on getting rid of the Avatar in a turn, but the bikes managed to close their next gate (on a 2 again....blessed much?) and I rolled for the Sentinels needing a 5+ and got a 4.....Command Re-roll? Yes please, the dice gods were kind and it came up as a 5, the third gate was shut.


Now with only a single gate to bring troops in through my opponent was just out to give a bloody nose and he rolled the required 4+ and a squad of Dark Reapers stepped through to exact some revenge.

They lined up the pesky bikes as they had been responsible for closing two gates already. The Avatar charged the Tactical squad that bailed out of the Rhino and would happily munch through them for the next two turns. I made sure to get everything into a position to blow him away for sure when he was finished with the valiant Tactical marines.


Although it was a combat I was never going to win, it suited me to tar pit the Avatar as it was better he was held in combat than be able to choose to rampage around unrestrained; and it gave just enough time for a special guest to show his face......


Out of the Chimera the Veteran squad bailed out to land on the final gate, after the Dark Reapers had been cleaned off by a hail of fire from their Chimera's twin Heavy Flamers; ready to shut it down automatically (due to so many bodies) and from the other direction Tasetus wanted to have a word with the Avatar about the finer points of battlefield etiquette.


Witchfinder Tasteus and Sister Amelia of the Order of the Argent Shroud prepare to face the Avatar (yes, not strictly within the rules to have a single Sister in an army and not as a member of an Inquisitor's henchmen, but we are playing out a grand story here and those rules are less useful here).

I did cook the result here to try and have Tasetus take the Avatar down, using other units to shoot him down to 2 wounds remaining before the Inquisitor stepped forward with his Incinerator. He dealt 3 wounds that I felt were sure to finish the beast off, but his armour saved one and with a Command Points re-roll spent his Molten Body saved another. So alas the Inquisitor was robbed of the glory, so the Whirlwind dropped a load of shells on its head and victory was mine as the Veterans shut the final gate down.

SO, the wash up? I think the Scenario ALMOST works. Almost, my opponent had terrible luck with the dice for units to appear, but I also had excellent luck with shutting down the Gates (got VERY lucky with the Sentinels). I was surprised by the choice to bring in the Dark Reapers and not Wraithguard, but by then it wouldn't have mattered.

In the context of the campaign I think it worked well; a small side diversion rather than an actual mission in the campaign. But it would have been nice for it to have been more competitive. It helped me a lot to have structured my army to achieve the shutting down of gates so easily (bikes were almost too good at this).

We will play the scenario again (unchanged), but Inquisitor Dial is going to have a turn and I will command an awakening Necron force. So we will see if either of us has different ideas on how to play the scenario. If I was changing it for a more "competitive" game off the top of my head I would probably try the defender starting needing 5+ for their first turn instead of 6+, it may be enough to put the pressure on the attacker sooner.

Although we won't change it for the next game (only fair it is the same for each of our Inquisitor's) I would like to hear peoples thoughts?

Oh and in the wash up I got to roll 4 D20's to see if i found another piece of the STC (we are currently tied at 1 piece each, they are REALLY tough to find). I failed to roll any 20's so another piece continues to elude Inquisitor Tasetus.

Thanks for reading.




See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in us
Near Golden Daemon Caliber






Illinois

Awesome to see people getting games again

Sweet report, a long term campaign like this would be such fun!

 
   
Made in gb
Crushing Black Templar Crusader Pilot






London

Sooooo jealous of you having a game, and a narrative campaign to boot!

Thanks for sharing so we can all live vicariously through your phots



Relapse wrote:
Baron, don't forget to talk about the SEALs and Marines you habitually beat up on 2 and 3 at a time, as you PM'd me about.
nareik wrote:
Perhaps it is a lube issue, seems obvious now.
 
   
Made in au
Longtime Dakkanaut





Australia

Cheers guys, I have a couple of mates that we have kept the gaming torch burning as best we can, but we alternate what games we play every fortnight (one of them isn't that taken with miniature gaming, although we may have hooked him in with Mordheim....)

So we may play anything from Magic the Gathering, X-Wing, 40k, KoW, so it can be a slow cycle getting back to the campaign.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Wow you've been really busy Archer, nice to see you getting some games in as well.

   
Made in au
Longtime Dakkanaut





Australia

Far busier playing games at the moment than painting models. But I am not complaining. Just wish I could get some painting done too.

But I have put my name down for the monthly painting challenge over on Oz Tabletop Wargaming and hopefully that will help to keep me going.

I think painting wise I have stymied myself by having too many things on the go at once which is unlike me and it is affecting my morale. Need to pick something and knock them off one by one.


Automatically Appended Next Post:
This is my entry to that painting comp. The topic is "Villains". So I think a Chaos Dwarf Daemonsmith fits the bill nicely.

The Daemonsmith is the goal, but if I manage the other two that's a bonus.

This message was edited 1 time. Last update was at 2021/04/22 03:31:49


See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

For the scenario, it might help to give the eldar player first turn, so the attacker donĀ“t get 2x turns to just move up and shut the gates down.

Also giving the defender more points since they are coming in piece-meal, and allowing many units to pour through a gate at once (roll reserves roll for each unit) would make it a more competitive, but still very thematic game.

Would probably also allow units to deploy even if the gate is surrounded, just deploy straight into close combat, and tune the "turn off" roll to just be a 4+, not being dependent on number of models, but rather number of attempts or the current turn.

This message was edited 1 time. Last update was at 2021/04/22 10:25:32


   
Made in au
Longtime Dakkanaut





Australia

Thanks Illumini, some good points there.

We are also considering allowing 4 units to turn up regardless of gates being turned off, they can just come on through any available gate, however you have to use all available gates before doubling up.

Units can already come through a gate even if surrounded, may not have been clear on that.

Defender first turn is also another good one. We did a roll off (which in this game I won). It is a huge advantage so I think defender gets the first turn.

A flat 4+ I considered, but I wanted to encourage the attacker to divert whole units to the job as I figured many hands and all that.


Automatically Appended Next Post:
So I don't often upload work in progress photos, but wanted a little input. The below model will be my Army Standard Bearer. He is a very minor conversion from one of the Forgeworld Daemonsmiths for the Chaos Dwarfs.

The original model in pieces (before assembly and conversion) can be seen above (top right of the photo).

Now I am happy with him as it was a simple and clean conversion that would be hard to tell it wasn't the intention.

My grief is that he is a pretty understated Army Standard. My problem with trying something else is Dwarfs are tiny little models and giving him a bigger stick to support a bigger banner just looked silly.

I feel the height of the banner pole looks sensible and natural, but it just doesn't scream "Army Standard over here; look at me to steady your nerves men!"

Having said that, I will have two units of Infernal Guard with a unit standard each which is pretty much a bull head on a stick and the Bull Centaurs that I have posted previously that i had to convert a standard for as well.

Discounting the Bull Centaurs as they are RIDICULOUSLY huge compared to the Chaos Dwarfs themselves, I think this banner is perhaps different enough.

Have a look at the photo and comments and critique invited. Just don't want to take the paint too much further if I end up make some changes.

This message was edited 1 time. Last update was at 2021/04/22 23:01:41


See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

Based on feedback I have rotated the banner to be facing the same way as the models face. Makes sense and I think it is an improvement overall without having to change much.


See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

Hi all, bit of a mixed update today. But a few pictures to get through.

Had a three player game of Mordheim on Monday night, won't dive into a blow by blow account, but rather just wanted to show off the lovely scenery we played across. I did manage to get my first Mordheim game win in this small developing campaign, but as luck would have it, the post game sequence was probably the worst I have had in the four games so far and I felt for the first time my warband went backwards.

Before the game began I rolled for the "old battle wound" one of my youngblood's received in the last game. On a roll of a 1 he has to sit out the game. Wouldn't you know it, I got a 1, what a surprise. In a competitive sense I should fire him and get a replacement as they are pretty cheap and he hasn't advanced very far. But I find that Mordheim is all about the character that your members develop and I want to keep the poor guy around. Although his loss in the exploration phase after the game was keenly felt.

On to some pictures.


Regular visitor's will recognize the jungle and buildings from the 40k campaign, but until I get my act together and finish off more buildings our warbands are staying in the cover of the trees......I had a lucky deployment position that allowed my two crossbow armed marksmen to set up in great positions from the start.


Even being able to spot a Beastman trying to hide in the trees (he was actually second in a line of 3 Gors). I managed to hit him (needing a 6!) but the dice deserted me and I was unable to wound the tough critter.


Aerial shot of my Warband spreading out while covered by the crossbows. You need to forgive me the unpainted heroes, they are on my to do list and scratching at the back of my brain that I haven't done them yet.


The third warband of the game Tileans, from the city of Miragliano which gives all the Marksmen +1 to hit and heroes the same if they use crossbows. Needless to say except for the Youngbloods, everyone is carrying a missile weapon of some sort. VERY nasty, especially as they set themselves up on that lovely bridge and waited, daring anyone to come out in the open. That is a lone piece of wyrdstone on the bridge, we all ended up with 2 pieces of Wyrdstone each after the battle, so that was a nice even spread.


Such a long way away......


The Beastman warband (which is quite small in numbers) split itself in two, the heroes went one way and the Henchmen went the other. So I had 3 Gor and a pair of Hounds pursuing my Marienburgers and the Tileans were being stalked by a Chieftain, Shaman and Minotaur. That poor Minotaur has really achieved nothing in his games. Probably gets tired from chasing everyone as they seem to run away from him a lot....


He has a great time hanging out by the river though. Maybe looking for Trolls?


Unfortunately for the Beastmen, confronted with that many missile weapons with an excellent view of the surrounding area they just couldn't risk a headlong charge. Or at least not without some cannon fodder; I mean valiant Gor's to screen the Heroes behind. So they got a little stuck hiding in the jungle and didn't get to grips with the Tileans.


I began my advance, there was a piece of Wyrdstone in the ruin on the left and on the fountain to the right. But there was also a pair of war hounds about to have a drink from the fountain and three Gor ready to climb up the ruin. I though it better to let them come at me as I felt confidant in my numbers to be able to counter attack where and when needed.


The stand off at the fountain, I had my best Champion (doing his best impersonation of an all white statue) backed up by a similarly unpainted Youngblood ready to climb onto the Statue and seize the Wyrdstone. You can see the Warhounds threatening to attack if I attempt the move.


Here are the three Gor that did end up climbing up the ruin to gather the Wyrdstone that is on the second level. I had a couple of pistol shots at them, but from long range it proved ineffective.


The Tileans keep a watchful eye on the Minotaur and his mates, lurking in the jungle. But ultimately they started shooting at the warhounds which helped me out a lot.


The warhounds charged at my henchmen, one failed its initiative test (to charge a model you can't see) so only one came for a snack. I was lucky that it failed to hit my plucky warrior and in my next turn I counter charged and my Captain stepped up and dealt with the beast with a pistol shot through the head. The Tileans were kind enough to shoot the other offending hound that failed to charge.

I stopped taking photos after this, mainly because I plain forgot. The next few turns went quickly, with the loss of the two hounds the Beastmen were forced to take a rout test (the warband is tiny so forcing rout tests is quite easy) and as the dice gods would have it failed their first attempt fleeing the field. This helped me as the three Gor on the ruins were set to run amok among my warband (they are probably the most experienced henchman group in the campaign with a few upgrades) and could have been hard to deal with.

But it left me facing off the Tileans who had superior fire power and fields of vision. After a low point where I spent too much time whining and complaining (which I can be prone to do more than I care to admit) I massed my warband for what I knew would be a painful charge. Trying to keep my henchmen out front to catch arrows for the Heroes behind.

I made a mistake of not bringing my own crossbows into range as I thought "this won't last more than a turn or two". As it turned out this charge lasted a further 4 or 5 turns!!! I could have probably had three shots a piece if I had moved them up. Ah hindsight.

The wash up of the charge was a lot of my warband lying in the dirt, but I got very lucky that the injury rolls had turned against my opponent (which was a stark difference to the start of the game where the first 5 injury rolls resulted in the poor model in question going out of action immediately). I managed to get a few charges off only to discover that those pesky pikes dotted among the Tileans not only struck first, but they could attack anyone that was within 3" at the start of combat, so what started as a glorious charge ended up being a bloodbath, but again the injury rolls were kind to me and it became a bit of a war of attrition which after passing a couple of my own rout tests the Tileans failed the first one I forced on them giving me the victory.

It was a little hollow as I let my frustrations get the better of me and I complained a little too much during the game when I should have just shut my mouth and the victory would have been that much sweeter.

Now, on to some painting progress; Chaos Dwarfs ahoy!


Slightly dodgy photography aside, I am pretty happy with these guys. From the left, my Daemonsmith/Sorcerer Prophet (depending on game size), Army Standard Bearer and Castellan (who with the right magic items can be an invincible rock to break my enemies on). I painted these three as I entered the monthly painting challenge over on Oz Tabletop Wargaming and with the Villain theme it suited them. Plus it would motivate me to paint.


Better photo of the Daemonsmith, very happy with him, especially the armour.


The Castellan, for some reason in these photos his face is really funny looking. Almost like a rubber mask. I thought it a strange sculpt for him to be holding another Chaos Dwarf head, but didn't feel like converting it to a different one.


My Standard bearer, as per previous posts I was not entirely happy with him, but after repositioning the banner I feel much better about him. The Green is probably an odd colour, but I wanted something to contrast against all the red, gold and silver that is throughout the army.


For scale, here are the "leaders" back up by one of the Bull Centaurs, they are ridiculously large in comparison.......the Taur'uk is slightly bigger again......

Thanks for reading and hope to continue the painting motivation.


See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
Made in au
Longtime Dakkanaut





Australia

So a very short update to prove I am still lurking. I inherited a collection of models from a good mate that never fully got sucked into the hobby (lucky guy). All in various conditions and there were 25 odd marines in an absolute diabolic state of painting. Since there are many threads and questions about stripping paint (although not as many as there used to be) I thought I would post a couple of pictures of my experiment.

So here is one of the offending marines. Poor guy doesn't even have a face anymore......


So I contract work to a number of companies, one of which is a chemical supply company and I had a chat to them about thoughts of getting acrylic paint off a plastic model. The consensus was IPA (isopropyl alcohol) as it shouldn't leave a residue on the model (which methylated spirits with its other additives can do) or eat the plastic like your average solvents will do. Plus IPA is pretty ubiquitous and is available in just about every country whereas a lot of options people present aren't (such as Simple Green).

I also didn't want to have to invest a heap of time in scrubbing the models as I have a fair few I want to do and anything more abrasive than a toothbrush will end up damaging the model anyway.

Here we have the results of 24 hours of soaking and a quick once over with a toothbrush......


I am very happy with the result and it seems that those Marines that were looking at a quick trip to the bin may find a new life.

Disclaimer: IPA is not to be handled lightly; as with almost any chemical it has inherent risks (it is absorbed through the skin, through inhalation and of course if drunk). It can kill you, send you blind etc. etc. So if you want to have a crack at it, read the relevant MSDS and use appropriate safety gear. Gloves and glasses as an absolute minimum.

Thanks for reading.

See My Crazy Army plan here: http://www.dakkadakka.com/dakkaforum/posts/list/0/521618.page#5517409

2000 Point Armies
[40k] Orks - Kaptin Grimskragas Razorfangs; Tyranids - Hive Fleet Acidica; Astra Militarum - Murdochs 5th Armoured Detachment; Necron - Reclamation Legion of Tomb World Fordris; Inquisition - Ordos Hereticus Witchfinder Tasetus and Coven; Iron Hands - Taskforce of the Garrsak Clan Company; Alpha Legion - XII Ambush Cell, Loyalists of the Twin Primarchs; Aeldari - Guiding Light of Yarn Le'ath;

[Warhammer] Empire - Obsidian Knightly Order; Bretonnian - Vain Quest for the Grail, 11th Crusade of Araby; Dwarf - Throng of Kark Veng; Ogre Kingdoms - Wondrous Caravan of the Traveller and his Maneaters; Tomb Kings - Bronze Host of Ka-Sabar; Chaos Dwarf - Protectors of Hashuts Holy Places; High Elf - Dragonriders of Caledor;  
   
 
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