Quantcast
Channel: 40K For the Win
Viewing all 586 articles
Browse latest View live

Dreadtober 2017

$
0
0

It is getting close to that time of year again. Dreadtober is just around the corner. Again this year I will not be working on a Dread but something similar sized for the Tyranids. If you follow my blog you might already know what I am talking about. .


Before we look at this year's project, lets first look at my past Dreadtober entries.

The first year it was my Knight Cerastus Knight Acheron


This was a big project but he went together well. I love the model and am hoping he gets a 8th edition datasheet soon. I never could get the decals to work.  I couldn't get the printer to print the colors I wanted and the black just didn't show up well enough. Maybe someday he will get his transfers.

Last Year I had wanted to add a sydonian dragoon to my ad mech army.  My project was to  build the kit to have both the Dragoon and ironstrider options.



This went fairly easy with the only change being the driver. I only useded the lascannon option and lance option only but with the way lascannons work in 8th I don't think that will be a problem.

Since the ironstrider was small I had some time left over. This took place during my cult rising and my cult formation needed a sentinel.


I got a good deal on a forgeworld sentinel that needed a bit of work. The fact that it was missing a driver was not a problem at all since I wanted a cult driver. He turned out well   and I had accomplished my goals for each years project.

I am hoping to continue this trend with my 2017 entry.  This year I will be working on my Toxicrene.

hopefully I can get some better pictures.

I will be happy to have this guy ready for the table. I am thinking about making the tentacles a little more compact.  My first update will be my trial and error with this.  Other than that he is ready for priming and painting.

I hope you guys will follow along as well as either join up with the rest of us or just see all the cool progress over on the new Dreadtober site.

Have a good week!

Questions? Comments? Nom nom nom?

Ad Mech Part 1: Graia &Metalica

$
0
0


I am a bit late but I am finally getting to my Ad Mech review.  So instead of a wall of text I have decided to break it up into a few different posts.  Since the Forge worlds are this biggest change in the codex, each post will feature two forgeworld and I will give my thoughts on their Dogma, Warlord Trait, Stragetems and relics.



Graia

Dogma

The Graia dogma allows models who die or fail moral roll a D6 and if it rolls a 6 it stays in play.  It is nice but does not help much.  It might help a few guys survive throughout the battle but it is not something to count on.

Warlord Trait

 The warlord Trait is interesting.  If a unit is engaged and within 6" of the warlord they can fire assault and rapid fire weapon at the closest model. This will be nice since most of the units are more shooty than punchy this will help them dish out some pain to those who charged them last turn.  While I don't usually get my guys into combat, it might help out get out of a jam when they are assaulted. Again I don't think it is something to count on.

Stratagem

For 1 command point, the Stratagem allows a unit to roll a D6 and on a 4+ it  ignores psychic power that was cast.  This is the only reason I see for using Graia.  If you are in a psychic heavy Meta you might want to use Graia.

Relic

The relic cerebral techno-mitre grant you 1 extra command point.  If you are taking these guys for the Stratagem then this will help you out.


Conclusion

I am not a big fan of these guys.  The dogma and warlord trait is situational at best.  The stratagem is the only way to stop psychic powers but the other world are just better.

Metalica

Dogma

The Metalica's dogma will help units move across the board while not losing  effectiveness in shooting. Units with this dogma don't suffer the -1 penalty for firing assault after advancing as well as treating  rapid fire weapons as assault weapons.  This is handy when you are moving about trying to get objectives you can still shoot most of your weapons without penalty.  While not awesome it is handy.

Warlord Trait


The warlord trait allows units within 6" of warlord to fall back and still shoot at -1 to hit.  this is handy and situational like the Graia's trait.  This allows you to choose who you shoot at as well as leaving your opponent's unit open to fire from other units. Again I don't like to be in hand to hand with most of the Ad Mech so I try to stay out of combat.  This is nice if they charge me.

Stratagem


The Metalica's stratagem tries to help deal mortal wounds to your opponent's unit. For 1comand point, you can pick a unit and that unit has -1 to leadership during the moral phase. I am not sure I would ever use this.  Command points are precious so I don't think I would use it to maybe do a mortal wound.

Relic

I like the relic for Metalica.  The Adamantine Arm is a single attack at strength times 3 AP-3 for 3 damage.  This will make most of the characters S12 for one attack.  It is nice but requires you to be in combat.  So over all, it is hohum.

Conclusion

While I like Metalica better than Graia I just don't see me using this forge world.  The dogma lets you run and gun  but the relic and warlord trait are combat focused, which is not where I want to be. 

Tune in next time for the next two worlds  Stigies VII and Ryza.

Questions? Comments? For the omnissiah? 

Ad Mech Part 2: Stygies VIII & Ryza

$
0
0

I am continuing my review of the new Ad Mech codex.  Today I am focusing on Stygies VIII and Ryza.



Stygies VIII

Dogma

The Stygies Dogma is like the raven guard one. Units firing at units with this dogma get -1 to hit when firing further than 12". I like this one.  Anything to make you harder to hit is a bonus.  Seeing that I want to stay a ways back when playing ad mech this goes hand and hand with my play style.

Warlord Trait

The warlord trait is ok if you are in a xenos heavy meta. It gives you +1 to wound rolls  against units that don't have chaos, imperium, or unaligned keywords. +1 damage will help agains vehicles and tyranid monsters.  More than likely I will take one of the non forge world ones though.

Stratagem

The stratagem allows you to set one unit up in reserves and then place them anywhere more than 9" away from enemy model. The one time I think I might use this is with the Fulgurite priests.  Setting them up further down the board is better than them having to foot slog it across the board.  Just have to cross your fingers for the 9" charge.

Relic

The relic is decent if you are in hand and hand a lot. A character equipped with the Omnissian's hand  gets to roll a D6 at the end of the fight phase for each enemy unit within 1" and on a 4+ the enemy unit takes a mortal wound.  The problem is you need a character to use this and I don't want my characters to be in combat.  Maybe I could add a patrol detachment to my list with a enginseer and some priests and just throw them at the enemy.  It seems like a lot of points though that could be used for more robots or duncrawlers.

Conclusion 

This is my favorite so far.  The dogma is fits into my play style and if I am playing against  a xenos player I could use the warlord trait.  If I had some fulgurite priets I might consider running these so I could get them across the board faster.   

Ryza

Dogma

The Ryza dogma allows you to re-roll wound rolls of 1 in fight phase. if you are using ruststalkers, dragoons, infiltrators and priest this is a dogma for you.  Seeing I like to sit back and shoot most of the time I doubt I will get to try this out.

Warlord Trait

The warlord trait allows you to add 1 strength and damage to one of your warlord's weapon that is not a relic. This is a nice little buff to your warlords weapon. It would have been nice to add some AP but I can't complain.  I would probably take this on my warlord and the relic on my other HQ.  if I only had 1 HQ then the relic bets this.

Stratagem

The Stratagem is a handy bonus.  For 1 command point you get +1 to wound and damage for all plasma weapons. This makes the plasma destroyers a little more advantageous to use over the grav cannons.  Since Ryza is supposed to be the masters of plasma it was a nice fluffy nod to them.

Relic

The relic is a volkite blaster replacement. The XCIX  is 1 better in strength AP and Damage and still give an extra mortal wound  when rolling a 6+ to wound.  This is an easy upgrade to your characters if you don't want to use any of the other relics.

Conclusion

I feel Ryza is a decent forge world for someone who has a bunch of close combat in their army. I want to get some priests since this edition came out.  I think GW did a good job buffing them to make them at least worth looking at.  I would love to run some proxies just to see how they do since getting a full 20 man squad would be around $160.  Anyone know a cheaper alternative model?

Well that is all for Stygies VIII and Ryza.  I can see me trying out these worlds if I had the right models. Next up is Lucius and Agripinaa.  Hope these are helpful for someone out there.

Questions, Comments, For the Omnissiah?

Ad Mech Part 3: Lucius & Agripinaa

$
0
0

Today I continue with my review of the Ad mech codex.  Today I look at Lucius and Agripinaa.

Lucius

Dogma

The Lucius Dogma can be helpful when faced with a lot of heavy bolters or flamers.  Units with this dogma treat AP -1 as AP 0.  This can help keep you men on the table.  I wish it was -1 to all AP but that might be too strong.

Warlord Trait

The warlord trait gives your warlord +1 to your invulnerable save. This will help him stay alive longer as well.  Anything to keep him alive to hand out his buffs is always a bonus.

Stratagem

This is very similar to the Stygies VIII stragatem.  During deployment you can set up a unit in reserves and at the end of your movement phase you can place them on the field anywhere outside of 9" from a enemy unit.  I like this more than the Stygies one since you place them on your turn and not before the first game turn.  This way if you are going second they are protected.

Relic

Their relic is the Solar Flare. once per game, at the end of the movement phase, the bearer may teleport instead of moving normally. You can then place the model anywhere that is 30″ from the starting position and more than 9″ from enemy models.  This can help your warlord get out of a sticky situation.  It would have been nice to bring along a unit with him but I guess beggers can't be choosers.

Conclusion

I think the Lucius forge world is a solid choice.  Nothing is bad or useless but at the same time nothing jumps out at me as a stellar option either. The Flare might be neat for a last turn objective grabber, the stratagem will help the elctro-priests get across the field, and the dogma help keep your guys alive but I feel there is better options out there.

Agripinaa

Dogma

The Agripinaa Dogma is useful.  When firing overwatch, units hit on a 5+ instead of 6+.  This should double your odds on hitting in overwatch but take it from an ork player, hitting on 5+ is not that great. Since I like to stay out of combat I think is can help take out a few more guys before they come in and smash your face.

Warlord Trait

The Agripinaa warlord trait also helps to keep the warlord alive by reducing all damage by 1 to a minium of 1.  So this will not let you avoid all damage it will make it harder for them to kill him.


Stratagem

This forge world's stratagem is pretty cool.  For 1-3 command points you can take a unit of servitors, breachers, or destroyers and remove them from the field replacing them with a new unit that cost a certain power level.  for 1CP you get a power rating of 5 or less for 2 you can choose a power rating of 10 or less and for 3 you get a whopping 20 power rating.  This means that you could get a 6 man unit pf breachers back for 3 command points or a minium squad back for 2.  These guys are a pain to remove a lot of times and can dish out some pain.  This might be a good reason to run a Agripinaa detachment.

Relic

The Eye of Xi-LeXium is Agripinaa's relic. This allows you to pick a enemy vehicle within 18" of the character and this allows you to re-roll wound rolls of 1 for friendly Agripinaa units for the rest of the phase.  If it is a chaos vehicle than you reroll all failed wound rolls.  I can see this being useful in a game against a mechanized list especially if that list is a chaos one.

Conclusion

I can see me running a Agripinaa patrol detachment with a dominus and a big squad of destroyers.  they are protected from the charge with the dogma and when they get whittled down I can bring them back to continue killing things from afar.  I doubt that the relic is going to be key or that I will use him as my warlord but not a bad little squad to cause some problems.

My next post I will go over Cawl and the forge world of Mars.  Then I will finish talking about the other stratagems and relics.

Questions? Comments? For the Omnissiah?

Ad Mech Part 4: Mars and Cawl

$
0
0
Today I am going to focus on Mars and the only named character for the Ad Mech, Belisarius Cawl.



Mars

Dogma

The Mars Dogma is very strong.  At the start of every turn you roll 2 dice for your canticles instead of one and receive both results. This gives you more chances to get the canticle you want as well as possibly getting two canticles.  This is very powerful and very handy.

Warlord

The warlord trait grant the warlord +3" to warlord leadership auras.  extending the bubble and extra 3" will make it easier to have your units re-rolling ones from The dominus's aura.  While not game breaking it is a nice perk.

Stratagem

For 2 command points the Mars Stratagem allows you to select one unit in the shooting phase and   wound rolls of 6+ deal mortal wounds in addition to other damage.  I can see this being helpfull with a full squad of vanguard or Robots.  They both have a high rate of fire and increase the chances of those 6's.

relic

The relic for Mars is the red ax.  This is a ax that is +1 strength AP -5 and 2 damage.  It is nice but nothing earth shattering.  Like all the other melee relics I just don't want to be in combat to use the shiny toys.

Conclusion

Mars is a decent forge world.  The two canticle is right up there with the -1 to hit from Stygies VIII.  The warlord trait is nice as well and I can see a use for the Stratagem.  The one hohum from them is the relic. The one thing that makes Mars stand out is that it is the home of Belisarius Cawl.

Belisarius Cawl


He is still the same guy but now that Mars has rules I think Mars is the top choice for the Ad Mech.  His bonus's are direct multipliers of the Mar's rules.

For the Dogma he is allowed to add one or subtract one from your Canticle rules.  This means if you roll doubles you can still get two different results.  It also make it easier to get the canticle you want.  

He also has a better aura than a dominus allowing you to re-roll all misses instead of just 1's.  using the warlord trait just increases his bubble to 9" 

I plan on using him in most of my Ad Mech armies.  Maybe he will be the big push I need to help me get a win with the Ad Mech.   

Next up I want to go over the rest of the stratagems and relics to wrap up the amry review.  I hope this has been helpful.

Questions? Comments? For the Omnissiah?

Ad Mech Part 5: Stratagems, Relics, and Warlords Traits.

$
0
0
To wrap up his week, I wanted to look at the regular relics, stratagems, and warlord traits. Which forge world you use is important but everyone has access to some pretty powerful items.



Warlord Traits

The first one allows you a once per game reroll and a chance to get back command points on a roll of 6.  This is pretty handy since there are a bunch of ways to use command points now.

The second one allows your  warlord to re-roll wounds on infantry beasts or monsters.   Rerolling in never bad. 

The next trait causes enemy vehicles to subtract 1 from to hit rolls.  This will help the warlord stay alive longer.

The fourth trait adds an extra wound to when your repair a unit.  This comes in handy when trying to keep those dunecrawlers or robots firing down field.

The following trait lets you re-roll your Canticles roll. This helps you try to get the canticle you want.

Lastly the final trait allows infantry within 6" of your warlord re-roll failed to hit rolls in the attack phase.  The least useful trait in my opinion.  This would be handy if you were in a desperate fight where your opponent had gotten into your fire base.

Over all not a bad set of traits.  I am not sure if I would take any of these over Mars trait.  Maybe the extra wound or the re-rolling canticles.  I will have to play around before deciding.

Relics

A few relics have returned in this codex.  Some are pretty nice and some are meh.  I will try to sort them good and meh.

The Good

  The Autocaduceus of Arkhan land is a nice start with it allowing you to re-roll the amount of wound your character heals.  I also like the Phosphoenix .  3 shots at stregth 5 -3 AP and one damage is a nice little upgrat to a phosphor serpentia. The Rainment of the Technomartyr is a nice little buff giving your character a 6 up ignore wounds and an extra shot when the bearer and models within 6" roll a to hit of 6 in overwatch.

The Meh

A lot of these are only good in the fight phase so I am not that excited. First there is the Pater Cog-Tooth which is an beefed up omnissian axe with streght +2 ap-2 and 3 damage.  After that we have the Anzion's Pseudogenetor.  This gives the bearer and extra D6 attacks with the shread ability.  We have another melee weapon with the Uncreator gauntlet.  This is a power fist that does an extra mortal wound on vehicles. Next is the Skull of Elder Nikola.  This allows a once per game shooting attack that attacks every unit with in 2D6" and on a 2+ they take a mortal wound.  I would like it if it did D3 but the random distance for the chance of doing 1 wound to a units is a bit meh.  Lastly we have the omniscient mask.  This allows skitarii units within 6" to reroll failed hit rolls in the fight phase.  It would be nice on a big bunch of infiltrators but I don't think they can take it so, meh.

Stratagems

Last up we have the stratagems for the Ad Mech.  I can see using a lot of my command points(CP) instead of getting saving them for the re-roll.

First up we have the Archeotech Specialists with allow you to take more than on relic. ! command point for and extra and 3 for 2 extra. Nice if you want to have some extra relics.

The Scryerskull this allows you a few options that usually don't effect my games.  For 1 CP you can reveal D3 hidden set-up markers, reveal a mysterious objective or ignore the effects of Dawn Raid, Low Visibility or cower in the darkness. I think I have better options to use my CP

We also have a dataspike which used to be an extra attack.  Now you have to pay a CP for it and if you hit , vehicles take D3 mortal wounds.  a gamble but could be handy taking off those final wounds to a vehicle.

For 2 CP Gloria Mechanicus lets you change the canticle immediately.  This is nice so you can switch between different canticles as the situation demands it.

The Divine Chorus  allows you to choose your canticle even if it was chosen this game. Handy for when you absolutely need Shroudpsalm up. 

The Zealous Congregation focuses on electro priest allowing them to fight a second time in the fight phase.  This is hand if you are close to killing a unit to get the 3++ save if you destroy them.It is pricey at 3CP.
 The Elimination Volley  is a not to a formation from 6th. this give robots and destroyers +1 to hit if they are within 6" of each other for 2 CP.  This makes each of them extra killy. 

The Binharic Overdrive allows you to permanently and immediately change your robots protocols for the remainder of the game for a single CP. This could come in handy if you got your robots in the right spot and switch them to double shots for your shooting phase.

The Cognis Overwatch is a nice addition for the ironstriders.  This stratagem allows you to fire overwatch at full ballistic skill.  Not as handy for the flamers.

The Benevolence of the Omnissiah allows a vehicle to ignore mortal wounds on a 5+ for the rest of the turn.  I think this is only helpful if you are facing a bunch of smite attacks.

The Tech-Adept allows one of your characters repair a second time during a turn. This will help keep your units in fighting condition when needed.

The Machine Spirit Resurgent allows a damaged vehicle to use it's top row of damage stats.  Sort of like a last ditch effort to do some damage.

The Protector Doctrina Imperative helps a Skitarii by adding 1 to their hit rolls  during a shooting  phase.  If they have a data-tether it is +2.  I have seen this used mostly with the ironstrider so they hit on a 2+ even if they moved.

The Conqueror Doctrina Imperative is similar but for the fight phase. not as handy since I like to shoot a lot but could be useful.

Rage of the Machines allow you to ignore the penalties for moving  and shooting for a CP. I doubt I would use this.

DuneStriders gives your chicken walkers an extra D6 when they advance.  Could be used to get late game objectives.

The infoslave skull is handy against the new reserve drops.  After a unit is placed within 12" of one of your units you can immediately shoot at that unit at -1 to hit. I can see where this could come in handy.  Burning down a big unit of genestealers or the swarmlord before they can hit your lines can be huge.  
The Acquisition at any Cost stratagem allows one unit with in 3" of an objective marker add 1 to their save and attack characteristic until the start of your next turn.  This will help with the defend tactical objectives where you have to survive a round to gain the victory points. 

Lastly, we have Machine's spirit's revenge.  For 1 command point you can have your vehicle explode when it dies.  IF you don't have any of your guys in range it is funny to see what took you down die to the mortal wounds your explosion caused.  

Sorry about the wall of text but there was a lot to go through.  I didn't want to expand it any more posts than I did.

I hope this was helpful to someone.  I guess for me it made me think on what I find useful.  It also showed me than Mars might not be the only forge world to use.  The Guard codex is coming out this week.  I don't plan on doing this for them unless someone requests it.  I have not had a lot of hobby time this week.  I am hopping to work on #Dreadtober this weekend and try to reshape the tentacles on the toxicrene. Have a good weekend.

Questions? Comments? FOr the Omnissiah?

#Dreadtober update

$
0
0

My #Dreadtober project continues with work on the Toxicrene.



After working with a hairdryer trying to soften up the tentacles, I finally gave up when I couldn't get any to bend.  I was too afraid of snapping one off and not being able to reattach it.

So Far I have laid down the blue base coat.

I was going back and forth on how to do the tentacles. Doing research on how other do it I have seen variations from the same color as the skin to a new color all together.    I have decided to try to match my genestealer cult with the light blue. This will mean I have to redo my venomthropes but that is okay.  I like that look better.

I ran out of my grey base coat for the carapace so I had to stop there.  My next update should have the carapace basing done and hopefully the tentacles.

Questions? Comments? Nom nom noms?

#Dreadtober and some tankbustas

$
0
0

I had some time to work on my Toxicrene again this week but unfortunately the move has taken another 2 paint casualties.  So in the meantime I thought I would build out some tankbustas.




First up, I did get the under coat for the carapace, claws, and tentacles finished.


After that, I painted the toxinsacs, feeder tendrils, and claws.  He is coming along.  I hope to get the paints to keep working on him.  It is going to be tight getting him completed during this month.  but he is coming along.

I never had tankbustas and I really didn't want to pay the $90 that Games workshop wants for  ten of them so it is time to kit bash.


My first busta was made with a common boy with a rokkit stick.  I had taken the rokkit from the stick to be used by a grot tank so I added a new one.  since I couldn't find the correct left arm for the stick, I took the arm from a shoota boy. To do this, I needed to trim the hand off so the new arm fits in correctly.
 

For the second one, I wanted to have him strong arming the rokkit stick.  Like the last one, I trimmed off the left hand and then cut the right arm off and attached a new arm.  Then used a mine laying arm for the left arm.


I can't have tankbustas without rokkit pistols.This is just a couple of sluggas with the clips and muzzles taken off. Add some rokkits and he is ready for killin.
 

This brings my total up to six. I need to build 4 more.  I want to make another pistol boy.  I also want some squigs to round out the unit. I am avoiding the tank hammers since they die every time they use them.  These guys can just stay back ad shoot.

That is all I have this week.  I hope to get some work done on the toxicrene this weekend.  Catch yall next week!

Questions? Comments? Dakka dakka dakkas?

Continuing Work on the Toxicrene and GMT

$
0
0
So this weekend I finished up the base colors on my Toxicrene I also had some time to work on my Grot Mega Tank (GMT).


I picked up the Moot Green so I could continue to work on the Toxicrene.


I painted all the carapace on him and even did the dark green low light under the carapace.  I then touched up the blue and gross green where my shaky hands accidentally strayed.



I also started work on the marine under the claw.  It so happens that the claw was not glued well in place so it made it easier to work on the marine.  I am painting it up in Night Lord colors in honor of my friends army.


The work on the GMT is slow but progressing nicely.  Soon it will have the basic colors and I can try the weathering effect.  I am getting excited.


I am sorry about the poor photos,  I still have not found my lighting kits for my light box and I just took some photos from my work area  (the dining room table :-P)


WIP: Tankbustas

$
0
0

So being the bad hobbyist instead of working on my Dreadtober entry I decided to finish up my ten Tankbustas.



So, last time I had completed six tankbustas and needed four more to round out the squad.  I wanted two more rokkit launchas boy, a nob and another rockkit pistol boy. What I ended with was 3 rokkit Launcha boys, a nob, and a rokkit gauntlet boy.

The nob was pretty straight forward.  Just your standard nob with powerclaw.  I added the arm with stick bombs to help tie him in with the other boys.



For the next three, I had to make a mold of one of my rokkits and cast the missiles for them.  then I had to piece together the rokkit launchas for them. 

One was and actual rokkit launcha that lost its rokkit.



One was a burna.


and one was a big shoota.



Over all I like the look of them.    I will probably add a blast shield to the last one to keep up the look and to break up that flat space.

My last boy is a counts as rokkit pistols.  I found the stick bomb launcha, from a battle wagon kit I think, and decided to try to make some rokkit gauntlets for him and I like how it turned out. 

The gauntlets are from the black ork kit.


I was hoping I could find two of the stick bomb launchas but I only had the one.  So, I had to subsutite.  I took the twin slugga from the boys box and trimed off the grip and then added a bomb to each of the barrels.  I then felt it needed something more so I added a control rod from the grip to the launcha.  I think once I tidy it up a bit and add some paint it will be pretty cool.

Hopefully now I can get back on track with the toxicrene.  I need to highlight him and flock the base.  With only a few days left I hope I can finish before the moth is up.  Wish me luck.

Questions? Comments? Dakka dakka dakkas?

#Dreadtober Project Complete!

$
0
0

I was worried I wouldn't finish on time but the Toxicrene is complete. While I didn't get to reshape the tentacles the way I wanted to I think he turned out alright.



The marine under his foot is painted up like a Nightlord in "honor" of one of my friends army.  I tried to add some lightning to the legs and shoulder. I have been told the secret is a small brush and a lot of practice. I did the best I could, sorry Kabbala. The kit didn't have a left arm so I might go back I might add some blood oozing from the stump.


I was also trying to decide if I wanted to use a lighter blue on the tentacles but after doing a few test colors I couldn't find a color that looked right.  I settled for the standard skin blue. If I ever go back to repaint the venomthropes I will change their tentacles to that blue as well.


I am eager to see how this guy does on the battlefield.  I feel he will be a big fire magnet which will keep my exocrines alive and shooting. I am also looking to see how he changes in the new codex coming out in a couple of weeks.  A lower weapon skill, more attacks, or point cost would be welcome.


There you have it.  One Toxicrene completed and another #Dreadtober project completed.  Head over to the Dreadtober Website to see what the others were working on.

Questions? Comments? Nom nom noms?

Leaks: Tyranid Hive Fleet Adaptation

$
0
0

So the team over at Warhammer Community have a preview for the hive fleet adaptations. I am going to try to keep ups on these preview giving out my opinion of all of these.

So these adaptations are the tyranid's faction rules.  There are seven different fleets.  I will go over each one and give you guys my ideas on when it would be useful.

Behemoth

Hyper-Aggression: Re-roll failed charges.

This is useful when trying to get those deepstrike charges of 9" off.  While they say it guarantees the charge, as an ork player I know that a re-roll does not guarantee a 4" charge let alone a 9" one. 

Kraken

Questing Tendrils: When advancing during the movement phase roll 3 dice and pick the highest to add to the move characteristic.  Units can fall back and charge in the same turn.

This will be a good trait for the genestealers.  If the can still advance and charge this will help them advance as far as possible up the board and will also let them disengage  and let my shooting guys clean up their leftovers as they seek out another target.  A patrol Kraken Detachment might be in order.

Leviathan

Synaptic Imperative: Ignore wounds on a 6 if the unit is within 6" of a synapse creature.

 Anyway of making the hive more resilient is a bonus.  I am not sure if it beats out the other hive adaptations.

Gorgon

*edit this was changed after I read it*
Adaptive Toxins:Re-roll wounds in the fight phase.

Re-rolling wounds in the fight phase will help your units kill off units in the fight phase.  This will help on those bad rolls when attacking with your units and allow genestealers another chance to wound.

Jormungandr

Tunnel Networks: Units have the benefit of cover unless they advance or have the Fly keyword.

  Once again giving durability to the hive is a good thing.  I think this will help my firebase stay on the battlefield.  Having cover is pretty nice unless you are fighting a faction that ignores cover.  I know cover was harder to come by this edition but this is one hive fleet I am interested in.


Hydra

Swarming Instincts: Re-roll hits in the fight phase if the unit contains fewer models than the unit.

*edit to align wit hthe change on the preview*
Like the Gorgon adaptation this will help units in the fight phase. While getting another chance to wound re-rolling hits will give you a better chance to get those wound rolls.  This will help those units wit ha WS of 4+ or worse.  This will help out the gaunts and gargoyles.

Kronos

Bio-Barrage: Re-rolls 1 to hit in the shooting phase if they don't move. 
Seeing the exocrines don't like to move this might be a great adaptation for them. I am going to have to try out a few different armies to figure out which will be the best option for them.


So there are a few options out there for me to figure out my army.  I like the Kraken for my forward forces while my back line likes the Jormungandr and Kronos adaptations.  

Since the malanthrope has the fly key word and has no shooting for the Kronos, I am unsure which hive to place them in. Maybe they can go Kraken to try to keep up with the assault units or maybe Leviathan to stay alive.  I have some thinking to do...

Next up is HQs including a new option, a warlord trait and the bio-artefacts.  what will the new HQ option be?

Questions? Comments? Nom nom noms? 

Preview: New HQ Choice and More from Tyranid Codex

$
0
0


The guys over on Warhammer Community Have another preview of the upcoming Tyranid Codex. In this preview they talk about a new HQ choice, some warlord traits and some bio-artefacts.

Neurothope



First up is the Neurothrope.  He used to be an upgrade to the Zoanathropes but now he is a unit all on his own.  They say he is a cheap choice to fill your HQ slot. This might be helpful if you are trying to run a few detachments to mix and match your hive fleets.  While they say it is like having the Doom of Malan'tai back, I beg to differ.

Hive Tyrant


They also talk about the buffs the Tyrant.  First up they have given him a 4++ invulnerable save. That is pretty big. They also upgraded the Toughness to 7 which changes the rolls needed to wound for S6 or S7 weapons. There is a lot of S6 and S7 out there so it is another boost.  Finally I noticed that he now has 12 wounds instead of 10.  all of these things are nice additions and may convince me to put them back into the army.

Bio-Artefacts


They mentioned a few bio-artefacts: the Balethorn Cannon, the slimer maggot infestation, Hyper-adaptive biology and the Miasma cannon.  The three weapons replace options the hive tyrant can take while the forth will help you warlord live a bit longer.  While not game breaking they are pretty effective.

The Miasma Cannon replaces a heavy venom cannon and is a call back from the last edition.  It is now D3 shots S9 AP-2  D3 and wounds non vehicles on a 2+.  They also add it hits automatically if the target is within 8".  So it still has its flamer profile.  The sad thing is it is only D3 shots. I would be okay with a straight 3 but I guess beggars cant be choosers.

The slimer maggot infestation are 24" 6 shot S7 AP-1 D1 with the bonus of re-rolling failed wound rolls. So if you want to have the slimer maggot deathspitters it is not a bad choice for your artefact.

Hyper-Addaptive Biology is for the Gorgon fleet only.  This artefact adds one to its toughness value after a phase where it suffered a wound.  This could bring your tyrant up to T8 if it survives a round of being wounded.  This might be a good time for a perils of the warp early in the game.

The last one is the balethorn cannon.  This 36" range D6 shots S7 ap -1 D2 gun replaces a stranglethorn cannon. The added abilities for this one are +! to hit if the unit has 10 or more models and invulnerable saves can not be used.  With AP -1, the only thing  that takes advantage of this is when fighting Daemons.  Most of the time armor -1 is equal to or greater than the invulnerable saves.    I will probably not use this artefact.

Warlord Traits

They have given us a couple of warlord traits to whet out whistle with. The first is the Kronos's Soul Hunger trait.  This inflicts D3 wounds on a psyker who is within 18" of my warlord and fails a psychic test.   Playing the few games I have psychic tests are not failed often.  Most of the time the test is passed and I take wounds.

Another trait is Adaptive Biology.  This is like the hyper-adaptive biology where it is activated after a wound but this time it reduces incoming damage by 1 to a minimum of 1. This will help you last longer on the battlefield but I am eager to see what else is in store for us.

Psychic Scream


The last tidbit I saw was a change to psychic scream. It is like a second smite with a bonus of having a chance for a psyker losing a spell while not haveing the bonus of doing D6 damage on a roll of 11 or 12.  It is a decent spell and one I will probably use on some of my 2 power psykers.  mortal wounds are key.

Well that is all for today.  Tomorrow they said they were going to cover stratagems.  Should be interesting.

Questions? Comments? Nom nom noms?

A new look and title....

$
0
0
It has come to my attention that I have strayed from my xenocentric ways adding in Guard, Ad mech, and Sisters to my ranks.  With the addition of my newest army Cawl's Hammer, a primaris marine chapter,  I felt that a change is needed.  I will keep the web address the same but I have a new look and title to the page. 

I thought about opening up another site but then I would have to keep 2 sites active and that just seems to hectic for me.  So the site is 40k FTW and it will cover all armies that I currently own.

Stay tuned for some exciting Primaris action.

Questions? Comments? Cawl's will be done?

Preview: Tyranid Stratagems

$
0
0

Today the Warhammer community has previewed a few stratagems for us from the new codex.  These are nice and make me eager to see the rest of the bunch.


Feeder Tendrils


This stratagem is good for genestealers, lictors, toxicrenes or venomthropes.  If they kill a character you can spend a command point(CP) to get D3 points back.  It will be a nice bonus. The worst would be just getting your CP back while the best would be getting 2 CP.

Psychic Barrage


For this Stratagem to work you need 3 groups of zoanathropes with at least 3 models in each all within 6" of one of the units.  They get to choose a spot 18" on the field and every unit within 3" suffers 3d3 mortal wounds on a 4+.  Units of 10 or more are hit on a 3+ and characters are hit on a 5+.  While this is powerful it takes a lot of planning and zoanathropes to pull this off. I would think your opponent might want to focus the zoanathropes down target so you couldn't do this. Seeing that I don't have even half of those models, I doubt I will ever do this.

Pathogenic Slime


This Stratagem makes one of your Tyranid monsters shooting attacks more deadly.  This ups the damage of its attacks by one for the shooting phase. Since it is for the phase, gun beasts like the exocrine and tyranofex get the bonus on both volleys of shots.  That makes these guys meaner on the field.

Hyper-toxicity


This is a Gorgon stratagem that gives one unit with toxin sacs additional damage on wound rolls of 5+ instead of 6+.  I never saw the need for toxin sacs.  By the time you put them on a unit the bonuses usually are not as good as just putting out more bodies. If I ever do, this will be a nice bonus.

The Deepest Shadow


Kronos units have the ability to use this stratagem. When a psyker tries to manifest a power within 24" of this unit they can only use one die for the test. This is handy if they are within the shadow of the warp as well which does D3 mortal wounds to the caster on a failed test. This could be a good combination.

Caustic blood


The last one makes the enemy pay for killing models from a unit in the fight phase.  For each model lost, roll a die and on a 6 the enemy that inflicted the final wound suffers a mortal wound.  It is like giving out a mini death throws to a unit.  Let that unit of death company wade into your gaunts.  This should help out those bugs to enact some revenge or their killers.  With tervigon support, you might be able to bring them back to fight some more as well.

*edit removing the last paragragh Dang it GW proofread before you post*
The last thing I picked up was that when they were talking about termagants they said a 40 strong block.  This would mean that they are upping the max size of a termagant unit.  Wow that is a huge meat shield for someone to eat through.  We will see how well it will work out though.

Tomorrow they said they were going to talk about the units themselves.  I am eager to see what they spotlight!

Questions? Comments? Nom nom noms?



Preview: Tyranids on Twitch

$
0
0

So over on Twitch they have Warhammer.TV and they also had a preview of the Codex.  Here are a few screen captures and some tidbits I picked up.

Stratagems


They talked about some of the stratagems and I got this screen capture of 2 of the 3 pages.


Ones that we haven't seen and stand out are Single-minded annihilation, scorch bugs, and  the Kracken stratagem they talked about called opportunistic advance. Single minded Annihilation would be good for a big squad of devilgaunts can fire twice in one turn  which is a butt ton of shots.  Scortch bugs make your regular termagants deal more damage  by making them strength 5. Lastly, opp. advance allows you to double the advance roll for one unit. Since this is Kracken you are already rolling 3D6 pick the highest when advancing.  This is pretty sweet!

Psychic Powers


Nothing to exciting here.  the three are the same and the others are 8th version of the old one.  Paroxym is a bit different making units go last. I was hoping for a return of Catalyst helping the caster and the castee but I guess that is too good.

Units

I got shots of 2 units and they talked about a third. They brought back a lot of the biomorphs that they had in older codexes.  It is nice to see them back.


A few notes on the genestealers.  They can loose the advance and charge special rule if they take a 4+ save,  I will have to see if it costs extra if not I might have a decision to make.  5++ is nice but having a 4+ might be better.  there is also flesh hooks and acid maw special wargear.  I think I would take a few AP -3 attacks over rending.  If not getting some pot shots in never hurts. The infestation Nodes sound interesting.  It can protect your stealers from a turn of shooting but you lose out on your movement phase.   I will need to look at some test games to see how they work.


The Carnifex has a few new options. First are the head options of Enhanced Senses and Tusks.  The enhanced senseds are a welcome sight they give your dakkafexes BS 3+ Those guys will have 24 shots again now hitting on 3+.  This makes them scary again. The Tusks give you an additional attack after charging. This coupled with the new bonus to living battering ram of +1 to hit is a nice combo.

The can also choose to have spine banks or spore cysts the spore cysts act like a venomthropes cloud making them harder to hit while the spine backs are more shooting. The one thing I am sad about is the crushing claws still being -1 to hit.  At S6 the carnifex need to have some extra umph to take out tanks.  I guess they should be elite infantry hunters.

The last changes they metioned were to the Tyranofex. They said both of his weapons got a boost with the rupturcannon now being a strait 3 shots and the spray being 2D6 auto hits.  I nice change but at 4+ to hit I doubt that it will replace my exporines.

It was a busy day.  Another double post day.  Yea bugs!

Questions? Comments? nom nom noms?

Tale of X gamers..

$
0
0

So my local group is doing a "Tale of X gamers" event over the next few months.  This is a friendly event where people start a new army and each month you have a goal of getting a box and having it painted by the end of the month.  For my army I have started a Primaris Marine army. GASP!



Yes the pure xeno in me is crying out.  Dead are the days where I despise anything in power armor.  I will now own a marine army.  This will not stop my xenos armies from growing or getting the love they deserve.  Tyranids are still my favorite army.  This just throws another army into the mix.


The story on my Primaris Marines is that Cawl saw a use for these marines and secretly created a batch for his own use. Using his Skitarii and cult forces they scoured battle files and collected forgotten geneseeds to be used to create these troops.  While his forces are small they are loyal to him and work as a surgical strike force where the Cult Mechanicus cannot go.


So it is not cannon and probably goes against the lore but I like it.  I am going to tie them to my ad mech army and plan to add the ad mech symbol where the chapter symbol goes.  It is a fun little project and should be interesting.

 

Let me know what you think.

Questions? Comments? Cawl's will be done?






Gretchin

$
0
0

Next month is the Shorehammer Highlander tournament where I am bringing orks to throw down the gauntlet.  Since it is only one of each unit I have to bring gretchin to fill out my troops slot.  This means I have to paint gretchin.
I have never had any use for these guys they just seam to die with little effort.  I am hopping to hide them from sight most games and hopefully don't give out an early first blood.


Painting these guys was kind of fun. they have a lot of character but there is not a lot to paint.
 


Another bonus to painting these is now I can have painted grot gunners for my mek guns.  Now they have a minium of 5 grots per gun.  I can field 2 completely painted guns.  Not sure why I was draging my feet so much.



The last thing I need for my army that I know of is the Runtherder for these little guys.  Later this week I will get the army together and make sure all are painted up.

I thought I would work on another marine before calling it a night.

The Primaris Inceptor is a cool model.  I thought it needed a little pop so I added the bronze cowl.  I need to add some highlights, some wash, and the dark grey joints but he is almost ready for action.


Interceptor & Runtherd

$
0
0

The Hobby train keeps rolling.  Lately, I have had this drive to get some hobby stuff done. I am not sure what changed but models are getting painted so I am not complaining. Today I have finished both a Ork Runtherd and a Primaris Interceptor. Lets take a look.


The interceptor continues my "Tales of  X Gamers" army with my first interceptors.  These guys were one of the main reasons I got into this army.  I love this model.I wish I was good at making the smoke plumes to make it more dynamic.  This will have to do.


I like the way the yellow cables accent the rest of the model.  I had trouble getting it true yellow; they always turned green.  After many coats, I think I got it right.  Next time, I might try to base coat them white first. That way< I might get the color right with a couple of coats instead of 6-8 coats.


I didn't want to go overboard with the highlighting.  I think just popping a few high edges is good enough.  I wish the gaps stood out more but the wash is just not working as expected. My Agrellen Earth has made it wait to paint heaven so the basing on my Marines will have to wait til I get another pot.


Overall, I am digging painting marines.  It is nice to have clear crisp lines to paint after doing the messy style of the orks or bio style of the tyranids.
 

Speaking of the Orks we have my Runtherd.  Yesterday was the Gretchin so I need a Runtherd to keep them in line.  This guy was fairly straight forward.lots of greens and browns.


I wanted a Squig that stood out and not blend in with the Gretchin he is wrangling.  Since the Gretchin have blue and red on them I decided to use orange.  I had an old foundation orange that I tried but it just was very splotchy. *Another paint goes to heaven* I finished with the base paint that replace the foundation.  I gave him a quick wash and he is done.


The fur was pretty quick. I first painted it a tan. Then, dry brushed on a ivory. Finally, I used a wash to blend it altogether.  I really like the way it turned out.


I am going to have to find my basing material before I head to Shorehammer to finish off this guy and the gretchin.  I do believe these are the last guys I had to finish for the shorehammer tourney.  I still need to go back to the grot mega tank and finish it up.  It is weird how unmotivated I am to work on that awesome model.


Well that is all for today.  I am not sure when I will have another post.  Things are going to get hectic from here to the end of the month. I will try to keep you guys posted.

Questions? Comments? Dakka dakka dakkas?

Casting

$
0
0

One of my friends wanted to know how I did my casting.  Before I get into my process I just have a disclaimer that this is not the best way but it is a way that I can get to work.  For some reason resin just doesn't like me.  That being said, lets get started shall we?

First thing you need is an object you want to reproduce.this time it is a primaris helmet since I hate bare headed models in armor.


I start by either gluing or sticking the objects to the bottom of a microwave safe container.  This time I used a bit of the blue half of green stuff.


The molding material I use is called Composi Mold. I like this stuff because you can reuse it and doesn't require mixing.  You just cut off a piece and heat it up in the microwave and pour it on your object.


I let it cool for a few hour before moving to the next step.


After it cools I take it out of the container and  remove the objects.  The mold will stretch a little but try not to rip it.

I then mix a bit of green stuff.  I try to make sure I have enough to fill what I am copying and with some left over.

I then keep pressing in green stuff until it fills the void.  The mold is semi-transparent so I keel trying to look to see if the void is filled. Then you wait for a day to let the green stuff cure.


While the result is not perfect my copy is good enough to use.


If you don't fill the void completely you get something like this.


That is the quick and dirty on my molding process.  I did this for the rockets for my tank bustas. It takes a couple of days but it is easy and does a decent job.


I hope this Helps AJ.

Questions? Comments? Hobby times?

Viewing all 586 articles
Browse latest View live