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Disc Jockey

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Hey there, pop-pickers! My Thousand Sons are going into a smash-tastic battle tonight, and I couldn't send them in without a leader...

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000
Not half.

Let's spin up the discs!

This is the first of my Exalted Sorcerers of Tzeentch. They're sold as a box set of three, so I won't be short of a certain type of HQ choice in the army. Mind you, there are no complaints - the kits are fantastically realised, with a host of different options. You could have half a-dozen boxes and still not have any sorcerers looking alike, which is as it should be.

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000

There's only one that comes on a Disc, so I've got an Ahriman proxy at hand until I start work on that big dumb dofus.

For ease of transport, and also so I can have a version on foot, I magnetised the model, and gave him an infantry base.

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000
Love the five-arms on the model.
Who else can cast a spell, fire a bolt pistol, wield a force staff, load a daemon shell and scratch their arse at the same time?

Come to think on it, when he's not using his Disc, I've got a could of Age of Sigmar models who wouldn't mind a lend of it.

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000

Having gone through ten Rubric Marines at once, this was a pretty easy paint job. The only advice I would strongly give is to paint the backpack/cloak separately. I realised this just in time, and it save a lot of headache.

  • Gold armour: Retributor Armour base, Reikland Flashshade wash, Golden Griffon drybrush
  • Blue armour: Thousand Sons base, Nuln Oil wash, Thousand Sons layer, Ahriman Blue layer
  • Gun barrel: Ironbreaker base, Nuln Oil wash
  • 'King Tut' headdress: Blue (as armour) + Yellow (Averland Sunset base, Cassendora Yellow wash, Yriel Yellow layer)
  • Loincloths: Celestra Grey base, Drakenhof Nightshade wash, Ulthuan Grey layer
  • Robes: Ushabdi Bone base, Seraphim Sepia wash, Terminatus Stone drybrush
  • Bolter: Skavenblight Dinge base, Nuln Oil wash, Dawnstone drybrush
  • Eyes: Ulthuan Grey base, Biel-Tan Green wash
  • Gems: Stormhost Silver base, Waystone Green glaze
  • Magical flame: Ulthuan Grey base, Nihilakh Oxide wash, Coelia Greenshade layer
  • Sorcerer's cloak: Screamer Pink base, Nuln Oil wash, Khorne Red layer + Ushabdi Bone base, Agrax Earthshade wash, Tyrant Skull drybrush
  • Disc: Blue Armour + Gold Armour + Gems + Pink Horror base, Druchii Violet wash + Ironbreaker base, Drakenhof Nightshade wash
  • Disc flames: Naggaroth Night base, Genestealer Purple highlights + Screamer Pink base, Pink Horror highlights + Druchii Violet wash

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000

These guys have a pretty good statline for psykers. Which is a good thing, since accordingly to the fluff, they're really the only proper Thousand Sons left.

Thousand Sons Exalted Sorcerer on Disc for Warhammer 40,000

Fire up the Bachman–Turner Overdrive and let's rock!


Dustbusters: Adeptus Mechanicus vs Thousand Sons

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10010 0100110 10010110-ight!
It's All-Skype Fight Night!


Polish up your King Tut headgear -  I, Stylus will be taking the Thousand Sons out for their inaugural battle!

And polish everything else you've got - I, Kraken, command the might of the Machine God and therefore need a lot of grease!

Mission

Maelstrom of War: Tactical Escalation - simple enough: six objectives and you must hold as many objective cards as the current turn number. I can't remember if you're allowed to discard objectives  - we didn't, so either that was plain careless or we were supremely confident in our ability to catch 'em all.

Also, you pick a type of Tactical Objective - if you secure one of these, you get a bonus point, and if you end with game with more of these secured than your opponent managed of their type, you get another bonus.

Kraken picked the AdMech-specific type. I went with Purge, which sounds Chaos-y (and a little clinical).

In addition, there are the usual First Blood, Slay the Warlord and Linbreaker rules, and our standing house rule: objectives that would have been impossible to achieve from the start of the game may be discarded (good luck trying to Master the Warp, robot-dudes).

We do decide to roll-off for the first turn, rather than using the current rules. Whoever finishes deploying first gets a +1 bonus, but we won't know in advance who is going first as you might otherwise do.

Armies

Change We Can Believe In - Thousand Sons



My selection is somewhat limited, but damn it's nice to have an army that isn't entirely proxies. By chance (or was it Just As Planned?), I can legitimately draft in some of my Age of Sigmar models, so my Rubric Marines are joined by Tzaangor and Chaos Spawn, who hopped through a Realmgate to be here.

Filling out the Troop choices are a mob of Chaos Cultists, who are only in this army because I wanted to convert a batch with Acolyte heads (see future updates for when they're finished).

I need to maximise my points, so my Exalted Sorcerer on Disc gets promoted to Ahriman. My Age of Sigmer Tzeentch Sorcerer gets to be a regular Exalted Sorcerer (clearly in an advanced state of FleshChange).

Rounding out the the army is big bird himself - the breathtaking cool Heldrake. Neither the Heldrake nor Cultists are totally finished yet, but they are Three Colours Legal (my favourite Krzysztof Kieślowski film).

  • HQ 1 - Ahriman on Disc of Tzeentch, Black Staff of Ahriman, Inferno bolt pistol, Frag & Krak Grenades
    Warlord: Unholy Fortitude
  • Psychic powers: Warptime, Death Hex, Weaver of Fates
  • HQ 2 - Exalted Sorcerer, Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Prescience, Diabolic Strength 
  • Troops 1 - 10 x Rubric Marines, Force Stave, Warpflame pistol, 6 x Inferno boltguns, 2 x Warpflamers, 1 x Soulreaper Cannon, 1 x Icon of Flame
  • Troops 2 - 10 x Tzaangor, Tzaangor blades, Instrument of Chaos
  • Troops 3 - 20 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber, Flamer
  • Fast Attack - 3 x Chaos Spawn, Hideous mutations
  • Flyer - Heldrake, Baleflamer, Heldrake claws
999pts - Battalion detachment, 6 CPs

Nothing Else Matters - Adeptus Mechanicus, Forge World Metalica


For a hill men would kill. Why? They do not know!

What a joy to see the old Space Crusade models out in force! I mean, not so much joy as would accompany a real, fully-painted army, but all the same - fond memories. 


  • HQ 1 - Tech Priest Dominus with Omnissian Axe, Volkite Blaster, Macrostubber, Anzion's Pseudogenitor, Warlord Trait: Monitor Malevolus
  • HQ 2 - Techpriest Enginseer with Omnissian Axe, Laspistol and Servo-arm
  • Troops 1 - 10 x Skitarii Rangers - the alpha has a Radium Pistol, one has a Transuranic Arquebus, 2 have Plasma Culvers. The rest have Galvanic Rifles, plus one also bears an Omnispex
  • Troops 2 - 5 x Skitarii Vanguard - the alpha has a Phosphor Blast Pistol, two have arc rifles, the others have radium carbines plus one also bears an enhanced data tether
  • Troops 3 - 3 x Kataphron Destroyers, each with Plasma Culverin and Phosphor Blaster
  • Elites 1 - 6 x Corpuscarii Electro-priests with Electrostatic Gauntlets
  • Elites 2 - 10 x Fulgurite Electro-priests with Electroleech Staves
  • Heavy Support - 1 x Onager Dunecrawler with smoke launchers, a Neutron Laser and Cognis Heavy Stubber
997pts - Battalion detachment, 6 CPs, Metalica Dogma (Relentless March)

Novice to the Adeptus Mechanicus as I am, I wanted a little bit of everything. The Electropriests seem surprisingly tough for men in robes, and could do some horrible damage to anything they manage to engage in combat. Plus they always seemed rubbish in previous editions, and thus probably sold badly, so I'm willing to bet they're decent now. 

The various troops are all good in shooting, either at range or close up, and the HQ choices are both relatively tough and good at keeping the machines alive. The Onager is a no-brainer (although I was very torn when I discovered I'd never manage it and the Kastelan Robots, but they're much pricier), and how delighted I was to discover that having been torn between the Icarus Array and the Massive Death Laser, Stylus had taken a flyer and I'd taken the wrong option. Ah well! 

Overall, the force is a good all-rounder, able to dish damage at range and close up. But they're all on the squishy side, and also fairly specific at which of those two things they can do, so I'll need to get the right stuff to the right place pretty swiftly. Hence Metalica, who can move and keep shooting without as many penalties.

Deployment



Our battlefield is the dry desert dunes of [insert non-Frank-Herbert planet name here]. Once we've rolled off for Objective Deployment (the tokens above and the shields below), I get the choice of deployment zones, and decide on Search and Destroy. I take the bottom left, Stylus goes top right, and we have to skirt the middle for now.


I stick the biggest guns furthest back, as I'm worried about that Heldrake. I've fought them before, and I do not want them assaulting my heavy guns before I get a chance to shoot them. The assault priests, backed by Vanguard, huddle behind a nearby hut, while everything else goes up along the ruins in the middle of my deployment area. 


I'm concerned that I may have too much infantry and not enough heavy stuff. So I'm going to need to close up (without getting too close) and overwhelm those guns. Still, my Heldrake will be able to get into the backline from the start, so I'm anticipating some mayhem from him.

The Chaos Spawn lead the point of the spear, since they're both durable and expendable. The Tzaangor take the left flank, supported by the Exalted Sorcerer; and the Rubrics have the more shielded right flank, with Ahriman behind them.

The Heldrake goes behind the Tzaangor, ready to swoop ahead, and the Chaos Cultists fill out the middle, stringing back to the rear objective, just in case I need to claim it.

If I can take the first turn, I hope to close up and do enough damage to the guns to weather the return fire.


As it happens, I get first turn, and Stylus fails to steal. Let's take our safeties off, chaps...

Turn 1 - Adeptus Mechanicus



Canticle time! Ad Mech get bonuses each round, with a nice range of boosts to keep you cranking out damage. I start with the obvious Shroudpsalm, so all my guys get cover bonuses even if they aren't in cover. 

Comforted by this, the assault troops move up, with the Kataphrons and Dominus heading towards a nearby objective (no. 6, I think it was). Everyone else sits still. 

And then we open up. The Heldrake gets scuffed by a relatively minor Neutron Laser burn, then the Kataphron Destroyers risk overcharging their Plasma Culverins, safe in the knowledge I can reroll ones thanks to the Dominus. Luckily, this pays off despite the ton of dice I end up rolling. None of mine explode, but the Heldrake bites it immediately. That's a load off my mind! Especially when it crashes into the Tzaangor and kills a couple of them. 

Next, focussed fire from the Electropriests, Vanguard, Dominus and even some spare shots from the Kataphrons wipe out the Chaos Spawn fairly handily. In the general jubilation, I entirely forget to fire the Ranger squad, but let's be honest, anything else would have been rubbing Stylus's nose in it at this point.



Objectives secured: First Blood (1)


Turn 1 - Thousand Sons



Aaah! My hell turkey is down, and now I'm feeling my goose may be cooked.

Despair not, I've still got enough units left on the table to answer back. I start by drawing the objective card Kingslayer, which may come in handy but isn't immediately relevant.

In my Movement phase, all three infantry units move towards the bottleneck (I hadn't quite realised what a Tatooine-esque canyon this is). The Exalted Sorcerer nestles among the meat-shield of the Cultists and Ahriman hangs back behind the Rubrics.

I enjoy a very good Psychic phase (although it does begin with having to use a Command Point to stop Ahriman getting Perils of the Warp). The Rubrics get Boon of Tzeentch (invulnerable saves of 3++ baby!), and Prescience, and then I Warptime them even closer, so they have eyes on all of Kraken's units. As a final note, I Smite off a Fulgurite Electropriest.


In the Shooting phase, the Cultists open up with the Autoguns - and with the low toughness of the Corpuscarii Electro-priests, I actually manage to gun down a couple of them. The Rubrics join in and split their fire: Bolters against the Corpuscarii Electro-priests, Warpflamers and Reaper Autocannon against the Kataphron Destroyers.

I'm fairly successful, and wipe out the whole unit of Corpuscarii, despite their numerous saves. The Kataphron lose two of their number as well, so that's some vengeance for the Heldrake. In hindsight, I should probably have put everything into the Electro-priests - rather than struggle against the higher toughness of the Kataphron (and also because ... as you will see .... Electro-priests are definitely best dealt with at range).


Assault phase, and my Tzaangors swarm around the Fulgurite Electro-priests. I'm torn about which direction to take the Rubrics (they're a long charge away from the Tech Priest Dominus and last Kataphron), but I opt for the easier charge against the Vanguard, and make it in.

The Tzaangor pull down three of the Electro-priests (their Fanatical Devotion is really keeping them in there) and get mown down in return - mortal wounds are flying around from the electroleech staves, and by the time the electricity stops flowing, there aren't even any models left to flee.


Somewhat unnerved by this display, the Rubrics underperform against the Vanguard, taking down two of them for no losses in return.

The the Morale phase, Kraken uses a Stratagem to keep his murderous Electro-priests untouched, the Vanguard lose another model, the Kataphron Destroyer is fine.

I also start enjoying my Warlord trait - every time either of us use a strategem, I have a one-in-six chance of getting a CP back. And here's one right now!


I don't get any objectives, but I've taken a chunk out of the AdMech's troops, and my best unit is poised to drive into the enemy stronghold. It's all to play for.

Objectives secured: 0


Turn 2 - Adeptus Mechanicus




New Canticle, and this time it's the close-combat booster Chant of the Remorseless Fist. I can reroll 1s in melee for now, and I think I'm going to need the extra power. 



The shooters open up first, however, and I pour everything I've got into the Cultists. It's a massacre - high strength, good accuracy weapons against shoddy fodder, and by the time the dust settles, there's not many left. Elsewhere, my Transuranic sniper clips a wound off the Exalted Sorcerer. 

The Fulgurite Priests crash into the Rubric Marines, backed by the Dominus and also hopeful with the knowledge that the radioactive Vanguard are reducing their toughness. It's a massacre! The Electrostaves generate an absolute bundle of mortal wounds that rip a great hole in the Rubrics, and the Omnissian Axe of the Dominus is enough to finish the job. Only the Sorcerer is left, but he legs it in the Morale phase. 

As do all but one of the Cultists. So close!

Yes, keep your eye on that leader with the shotgun. He may be important later on.


Killing that Rubric Sorcerer gets me an objective, although the other one I've drawn is to capture one that Ahriman happens to be standing on at the moment, so that will have to wait.

Objectives secured: Witch Hunter (1)


Turn 2 - Thousand Sons



Right. So I have three models left on the table. This could be one of the shortest debuts I've ever played.

As my card, I draw Overwhelming Firepower, which is also a Purge category, and so has the potential for double points. Although I'm not sure that two Bolt Pistols and a Shotgun is going to overwhelm much. I also get Defend Objective 4, which I'm currently sitting on, but I have no intention of staying there.

With desperate measures required (and no troops to hide behind anyway), Ahriman and the Exalted Sorcerer race up towards the canyon.

The Cultist Champion doesn't bother to move, because I have plans for him at the end of the Movement phase. I play an amazing wonderful Stratagem: Tide of Traitors. For a mere two Command Points, you can remove a unit of Cultists and reintroduce them on any table edge at their full starting strength. Boom - twenty Cultists suddenly reappear in the AdMech's back lines.

Eep! In my alarm, I forget all the extra rules I was trying to learn earlier, and overlook a strategem I could have played to shoot them immediately. Curses!

Ordinarily I wouldn't be so excited about cannon fodder, but this puts me back in the game!

Chaos is everywhere, baby.

A mixed bag for the Psychic phase: Ahriman crucially gets Boon of Tzeentch (not being made of dust, his invulnerable save is actually worse than regular Rubrics), but not Diabolic Strength, or Warptime (to move him within smiting distance of the Tech Priest Dominus).

Death hex does remove the Invulnerable save from Electro-priests (crucial, as it's now up to 3++), and I end by Smiting off a couple of them - anything's better than facing them in close combat!


In the shooting phase, the Cultists open up on the Fulgurite Electro-priests and wipe them out, though the remaining Vanguard makes his save against the Heavy Stubber.


Straight to charges! The warlords clash as Ahriman closes up with the Tech Priest Dominus, suffering a wound on Overwatch. The Exalted Sorcerer has to spend a Command Point to re-roll his dismal charge, but succeeds in getting in against both Vanguard Alpha and Tech Priest Dominus.


Ahriman hits well with his Black Staff, but the Tech Priest's save keeps him alive on two wounds. The Exalted Sorcerer also fails to get past his save, but kills the last Vanguard with a backhand.

That wasn't so bad. I'd feel better if the Tech Priest was dead, but at least I'm off to the races with the Objective points!

Objectives secured: Overwhelming Firepower + Tactical Priority (2)


Turn 3 - Adeptus Mechanicus




Suddenly, it's not looking so clever for me. I do still have the upper hand in terms of shooting and numbers, but only just. I'm also running behind on victory points, and being told to go and get Objective 6 isn't really encouraging me.

A new canticle, first - and it's a gamble, with Litany of the Electromancer. The slim hope I have of inflicting electric mortal wounds on the two Sorcerers is instantly dashed, but still worth a go, I thought. 

Then the Dominus runs off, so that I can focus fire on Ahriman. Stupidly, however, I decide to move the Onager towards the Cultists, and that means it can't shoot the big man. Instead, it vaporises a cultist, but it's small beans compared to what could have been. 

Luckily, the Kataphron Destroyer, newly repaired to full health by the Dominus (who also patches himself back up to full health), lands some good plasma shots. In this, he is joined by all the special weapons in the Ranger squad. Enough sneak through Ahriman's armour that he's toast, which is a nice bonus. 

Ahriman chose this moment to roll particularly junky for all his saves, before remembering an urgent dental appointment elsewhere.

A couple more cultists are mown down (again) by Galvanic Rifle fire, but I'm not liking the look of how many are left, nor how close they are. 


Objectives secured: Slay the Warlord (1)


Turn 3 - Thousand Sons



Ahriman! Another turn of fate and I'm left with a wounded Sorcerer and a handful of Cultists. However, I do draw Behind Enemy Lines, which is where my entire army is placed, and Secure Objective 4 (shut up, commanders, I'm not going back for Objective 4!).


I move up my Exalted Sorcerer for Round 2 against the Tech Priest, and my Cultists edge past the towering Dunecrawler to threaten the Rangers (having been reassured by Kraken that they are nowhere near as frightening as the Electro-priests).

In my Psychic phase, the number of casts has been reduced to two, and Diabolic Strength fails to go off again. But I do manage to Smite off three of the wounds the Tech Priest has just recovered.

In shooting, the Cultists gun down five Rangers, and then everyone charges in. The Cultists do indeed beat up a couple more of the Rangers, for minimal loss. And then the Exalted Sorcerer's force staff finally hits home and kills the Tech Priest Dominus!

Nope, not quite - he takes damage but doesn't quite die, thanks to his excellent armour save. Hang on in there, you adorable metal freak.

Sadly, my Rangers are not so tough, and the casualties they've taken cause the rest of them to flee.


The odds are evening! (as long as you consider a Dunercrawler to the equal of Cultists). And with three more objectives secured this turn, I'm actually in the lead. But I've got to survive at least two more game turns, and I think wiping me out is Kraken's best bet.

Objectives secured: Behind Enemy Lines (1)


Turn 4 - Adeptus Mechanicus



Hmm. My back is rather against the wall at this point, so I have to use what I've got. I chance rolling a Canticle rather than choosing one, as there's a chance I'd get one I've already taken then, but I end up with a useless Incantation of the Iron Soul to help me reroll all the Morale tests I won't be taking.

The Kataphron rolls off to grab Objective 6 for some much-needed points, but then whiffs his shooting to little effect. Unloading his giant pistol into the Sorcerer's face nets the wizard a wound, and between them, the previously unused Enginseer and his large robo-friend duff up a few cultists in shooting and then close combat. Sadly, both of them take a wound in the process.

The deadly duel between the Dominus and the Sorcerer finally comes to its end, as we realise that Stylus has been forgetting his Death to the False Emperor rule all this time. Remembering how much he hates me, the Sorcerer just about survives the hits I inflict, and then topples the Dominus with a well-placed staff jab.

Now I remember - yes, Death to the False Emperor came into save me, churning out six hits. The durability of both these heroes was quite impressive - invulnerable saves all round.


Objectives secured: Secure Objective 6 (1); Slay the Warlord (1) and Kingslayer (1) to Stylus

Turn 4 - Thousand Sons



Still alive, still alive! The Dunecrawler is a brute, but it is thankfully not optimised for dealing with large numbers of weak troops.

For objectives, I draw Mission Critical Objective (which turns out to be the very one I'm sat on); Supremacy, for which I don't have enough units to make happen; and Psychological Warfare (which is impossible, as Kraken has nothing else to flee).

A rotten Psychic phase, as my Exalted Sorcerer fails to cast Diabolic Strength on himself, and I have to spend my last Command Point to stop Smite from triggering Perils of the Warp - and even then, it doesn't go off.

Having to do things the old-fashion way, I charge my Sorcerer into the Techpriest Enginseer and make short work of him. The Cultists consolidate into the Dunecrawler, figuring its better to be kicked at than lasered.

Objectives secured: Mission Critical Objective - #2 (1)


Turn 5 - Adeptus Mechanicus


This is going to the wire. Luckily, Adeptus Mechanicus types like wire. 

Humming the canticle 'Benediction of the Omnissiah' to maximise my shooting, I retreat the Onager towards Objective 3, which I'm currently tasked with capturing. It's a long shot, but staying in combat isn't going to do me any favours. 

The Kataphron whiffs his plasma shot, but kills a couple of cultists with his rapid firing Phosphor Blaster. I don't like the look of that Sorcerer, but there's nothing I can do about him. 

That's all I've got, though, and now it's going to be a race to see if I can grab some more objectives before the game finishes. 


Objectives secured: 0


Turn 5 - Thousand Sons



I don't know how I'm still in it, but I'm still in it. I think we both forget to draw objective cards this turn, but with what we've got left on the table, it's probably moot.

My Sorcerer once again fails to cast Diabolic Strength (Tzeentch must not approve of such Khornite brute directness), but the warp is with me when I Smite the last Kataphron - three mortal wounds and he is gone!

Flushed with the success of having chased off a Dunecrawler, the last raggedy Cultists open fire and take off a wound. They then charge in, losing a couple to Overwatch, but the combat is a whiff on both sides.

I change my mind about sending in the Sorcerer after them. He's the only one who has a chance of damaging the vehicle, but with one wound remaining, I fear he might go down to a lucky kick. Better to hang back and Smite, waiting for Diabolic Strength to actually work.


Time to see if we continue. At least I'm rolling, so Kraken can't use his last Command Point to prolong the game.

And one a roll of a 1 - the game ends!

Objectives secured: Linebreaker (1), Mission Priorities (1)


Final total: 8 vs 4 VPs - a win for Thousand Sons!


Repair Bay / Change Room

Damn! I'm all new to this, but that game is going to take some beating. I thought I was staring down the barrel of a humiliating defeat, not a nail-biting finale.

Yup, that table turned hard and fast once it got going. My initial confidence quickly paled once the Cultists came back, but all the same, it could have gone either way for a long time.

I was taking a pasting in the first half, but the whole game seem to hinge on Turn 2, when the Dunecrawler failed to hit a single Cultist - without a lone survivor, I wouldn't have been able to resurrect the whole unit and go back on the offensive.

Are Command Points/Strategems new to 8th Edition? Because, for my money, they're the best thing about the game. A nice mix of resource management and hidden aces that adds a new dimension to play.

They are! I'm loving them too, although I need more experience to get the most out of them. It's very easy to get overwhelmed with options and miss some crackers. 

As for my debut army: my poor Heldrake didn't get out of the traps, but I'll accept the flattery of it being a priority target. In fact, once it was dead, a lot of Kraken's heavy artillery was a bit redundant anyway.

The Spawn did exactly what I wanted, and soaked up bullets on the front line. I was happy with how the Rubrics did - they're very durable (unless you get hit in the face with a buckload of mortal wounds) and kick out a good amount of anti-infantry firepower.

The two Sorcerers did very well. I don't like playing armies without Psykers, but to have such dominance in the Psychic phase gave me some excellent options, especially with the new spells in the Dark Hereticus discipline. The drawback is I spend one-third of my Command Points avoiding Perils of the Warp results, but it's a price worth paying.

I'd second that. Sitting still and being smitten isn't much fun in a psychic phase. Still, getting free bonuses with the Canticles makes up for it, and the Ad Mech army is a nice mix of interesting stuff to play as. Good looking too - damn it, I may still succumb to them in time, although I have other priorities first. 

The Tzaangor underperformed - that may have been my fault for putting good melee troops against outstanding melee troops, but I'm not convinced by them as cheap, disposable infantry.

Which brings me to the MVPs - the humble Cultists. These guys were just brilliant - destroying two units, and having a hand in a couple more. The Tide of Traitors stratagem is outstanding, and makes a large unit of Cultists a great option (even if they haven't taken casualties, they can be used to deepstrike in). For a unit that only exists in the army because I liked the look of them, I can see them becoming a mainstay).

For me, the MVPs were the combo of Fulgurites, who hit like a wrecking ball, and the toughness-reducing Vanguard. Their shooting options are nicely close ranged, and if they can't really lay out the damage themselves in close combat, just being there makes it a lot easier for other people to hurt the target. They'd be well-supported by pistol troops, too, like those Siccarans with Flechette pistols. But that's for another time!

Exciting stuff, great game. Roll on 41st Millennium! 

Crypt Creepers

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More scouts!




These guys keep popping up in my paint queue at the moment. There are worse things to find there, they're nice, characterful models, but all the same, I'm glad to have the last ones done.


Two squads to add to Kasfunatu's red and black legion. One with sniper rifles, one with a selection of closer ranged stuff.


Not much to add, really, they're a familiar paint scheme now. I can even crank out a squad's worth of insignia in just under half an hour these days. If only I could kid myself it's the last time I'll be doing that damned winged maw...


Something on the side, of course. A late delivery from Red Box Games, as the wizard's apprentice from this warband finally showed up. Really good models, and of all the stuff I've done this year, one of the projects I'm most pleased with overall.


Kas himself will be visiting in a week or so, and I have one squad left to do for him before he gets here and delivers the next batch. Eleven models in six days? No worries. Probably.


Da Red Devvulz

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-Knock knock.
-Who's there?
-WAAAAAAAARGH

In a last autumnal gasp, I've cleared my current in-tray. Which gives me four glorious days of freedom to paint what I like before Kas shows up on Friday with the next batch. Expect miracles!


Wot da zog kind of shoota is dis? Notta spike onnit.

But in the mean time, here are some mirorkles. Along with the scout squad from the last post, these are in fact the squaddies from Kas's Shadow War Armageddon set. So along with all that nice industrial furniture I painted, he's also got some warbands to fight over it.

Choppaz
Shootaz

Orks were the first ever 40K army I collected, back when you got 36 for a pound and spare change for a sherbert fountain. It's been a while since I painted any of the space variety. I think the last was a Gorkamorka boss, about fifteen years ago. I have clearly learned little in the interim.

Rokkit
Big Shoota

Orange and red as spot colours, over a medley of dark browns and blacks, then lots of rust on the metal. Desert style bases and job's a good 'un.

Boss

Painting Guide:

  • Abaddon Black undercoat
  • Flesh - Waagh! Flesh, Algae wash (from Secret Weapon), Waagh! Flesh/Goblin Green then plain Goblin Green layers, Underhive Ash drybrush mostly only on the faces
  • Orange Bitz - Jokaero Orange, Agrax Earthshade, Troll Slayer Orange layer, Tau Light Ochre trim
  • Black Leather - Eshin Grey, Nuln Oil, very thin Eshin Gray layer, tiny dots of Ulthuan Grey for trim
  • Browns - Either Rhinox Hide or Dryad Bark and Nuln Oil, Sylvaneth Bark drybrush
  • Metals - Either Dryad Bark and Nuln Oil with Ironbreaker trim or Leadbelcher with Nuln Oil, Ryza Rust and Ironbreaker
  • Leather - Skrag Brown, Agrax, Karak Stone trim
  • Eye - Evil Sunz Scarlet with Nuln Oil wash
  • Teef - XV88, Ungor Flesh and Ushabti Bone layers
  • Lips - Genestealer Purple then Warpfiend Flesh
  • Bases - Agrellan Earth thick and neat directly on the undercoated bases, slate and tufts to finish


Time to get stuck into my leadpile. Reaper, Massive Darkness, some terrain projects - there's plenty there!



Warlord of Galahir: For Real This Time

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Dungeon Saga! It's the final *final* quest for Warlord of Galahir. Somewhat unimpressed by the milk run that was the last mission of the campaign, we asked Kraken to unleash his inner sadist and design us a proper finale that would shed blood and test our mettle.


I didn't realise I had an inner sadist. I thought he was mostly on the outside these days. 

So we bring you the concluding chapter to Warlord of Galahir: the warlord has been slain, and now our heroes must escape the green tide and, not matter how many of them fall, to get the hostage out alive!

So the mission is a straightforward one: navigate through a dungeon and get Pieter Gruber, the soiled merchant we came to rescue, out of the exit door alive. As a twist, the Green Tide rule is in immediate effect - so we'll be facing waves of greenskins coming from our rear and various entry points from the get-go. This exacerbates once we run out of Overlord cards.

This is because I felt I shouldn't go overboard as the Overlord, so in order to activate Green Tide in my turn ahead of time, I need to burn a card to bring in my boyz. 

For the team, it's the usual line-up of Hrrath, Madriga, Katooka and Turaf. We don't have any extra weapons or abilities, because we're off-book here. And we don't have any experience points because we carelessly threw them all away last mission, like mortar boards at an American graduation.

(although Hrrath does have the Warlord of Galahir's magical amulet, which he filched from the corpse last mission and kept for himself - these guys are real heroes).

Escape from Red River

The mission opens into a large chamber with two goblins (swiftly killed) and three possible exits. Like the idiots in every morality tale, we take the path of least resistance and kick down the weakest door.

This reveals a complex network of corridors and we see that we are no longer playing Mantic's 'back of an envelope' style of dungeon design. We take a turn to regroup as the Salamander had to dash back and kill a couple more goblins that were already streaming after us - although we realise that we can't keep delaying to kill pursuers - we need to crack on.

If you're curious, we used Roll20 as our browser-based tabletop for the game. I'd recommend it thoroughly - bit of a learning curve to it, but great functionality once you're there. 

And crack on we do - right into a heap of Orclings. Although they're lurking in the north passageways, we have to get to one of the three doors to the south, and we've experienced too much of their roadblocking nonsense to allow them to live.

Meanwhile, a new entry point for the Green Tide has opened up in the top-left section, and Orcs are starting to come through it. A random goblin archer also manages to put a wound on our merchant.

He's not your merchant. He's ours, and we're having him back dead or alive.


Orclings duly squashed, the Salamander runs over to engage the Orc Morax, only for a second pack of Orclings to appear from the south and block off the merchant - who appears to have been left out in front. There are no safe places in this dungeon.

Meanwhile, the Elf is holding rearguard and plinking off any more goblins who are pursuing us, Legolas-style.


We continue to get stymied in this corridor, mostly because we only have one proper fighter and, when he whiffs his attacks, we all get a bit stuck.

The Morax continues to stand and more goblins are coming. Most of the party is down a wound, but luckily, we've been able to spread them among the group.


The Morax is finally slain, but he's quickly succeeded by an Orc Greatax and we realise we could be all day at this. We decide to break away from our combats, kill those pesky Orclings and make progress to one of the exit doors.


Orclings duly dispatched (it seems only the Salamander, our group's designated fighter, has a problem killing them), the Elf charges forward and kicks down the door. The Dwarf also has a try at another one of the doors, so we don't get stuck with only one exit, but fails miserably.

As the Merchant cowers in an alcove, waiting to be told he can move, the rest of the party break away and start to join up, ready to head out of this maze of corridors.

Oh God, is that another swarm of Orclings waiting for us?

Yup. Meh heh heh. Of the three exits from the first room, you definitely picked the long and wiggly one, and I was very happy at how it played out. I.e. just as frustratingly as I'd hoped, trapped in a stuffy labyrinth full of snickering horrors. 


Time's a -wasting, so we send the Elf streaking down the corridor to kick open the door at the south end (and hope the room contains nothing too formidable - or Orclings).

We hit paydirt! The room is a library, and beyond that is the way out! It also contains two Orcs, and a couple more entry points for the Green Tide, but we can't do much about that. The rest of the party jogs to catch up, and we throw a Hold Fast spell on one of the Orcs, to keep him in place.

(this library also had a large door to the north end, which suspiciously looks like it connects a narrow room to the entrance room - so we could have been here in a few steps, rather than taking the Orcling-infested scenic route)

(Well, yes, but you've only yourselves to blame there. And if there were fewer steps, that's because the doors were bastard hard, with a tiny room full of chests between them. Only one chest contained the correct key - but which? And while you pondered that, you'd be quite near the entry point behind you with nowhere to hide that precious merchant.)


On the Overlord's turn, the one Orc who can move charges forward to thump the Elf - but no! Her rarely-used Nimble skill comes into play and she dodges out of the way, leaping back a square, which unfortunately leaves the Greatax vulnerable to a counterstrike.


And the countersrike comes fast: the Gladewalker teleports himself out of the way, clearing a path for the Salamander to charge down the corridor and kill the Greatax.

The Dwarf is now guarding the rear, and getting threatened by the Morax we left behind, but with judicious use of his area-effect healing spell, we're all still pretty healthy.

(which is a good job, as we drank all our potions in the party after we killed the Orc Warlord - we've been potionless for the entire mission, and it makes it a lot trickier)


We scramble into the penultimate chamber, with the Salmander clobbering the Orc Sneak from behind and blocking up one of the entry ports for the Green Tide.

The Elf dashes in after him and plinks a wound off the newly-arrived Sneak (the arrow somehow navigating its way through the bookcases).

The Dwarf drags the merchant along the corridor and now the Gladewalker, of all people, is holding up the rear.


As we all tumble into the library chamber, the last vestiges of the Green Tide gather around us: a Morax at our rear, a Greatax newly-arrived, the wounded Sneak advancing forward and a couple of Goblin Spitters.

Most of our heroes take a wound, but with one room to go, and the party united, it looking promising.


And so it goes. The adventurers start throwing down a pattern of area effects and buffs that leave the greenskins easy meat for the combat-orientated party members - the Salamander in particular can build up a head of steam when he gets going.

When the dust has settled, the room is cleared (all the orcs and goblins in the screengrab below have been pushed off the board).


As a last-ditch attempt in the Overlord's turn, an Orc Greatax appears. But we can easily Hold Fast the latecomer, so he's not only ineffective, he's blocking the way for any others.

The path is clear to get Gruber out to freedom, and the whole party follows behind, mostly intact for their ordeal.

Noooo!


The Mission, and the Quest, is complete! And so, Overlord Kraken draws back the curtain to reveal the three options for our escape:

  • Right hand route: a troll-guarded corridor that led directly out.
  • Middle route: a small room filled with potion chests that led directly to the library, and then the way out
  • Left hand route: a labyrinth of corridors and goons waiting in ambush, before kicking in a couple of doors to get to the library, and then the way out.
So I'd say we totally chose the more difficult path (suckered by the lure of the weakest door - we're such idiots), but it was by far the most entertaining route.

Potion chests? Why would I put potions in the dummy chests? What is this, Deal or No Deal? 


Back at the Tavern

Well, that was a much better finale to the Warlord of Galahir that the official one, so props to Kraken for writing it. Though we seemed to breeze through at the end, we definitely felt the pressure of time against us, which is the way these dungeons work best.

And as a side-note, I liked the number of weak doors. I'd rather face a roomful of minions than have the entire part stuck behind a 4/4 or 5/5 door, which seem to crop up too often in the book's dungeons.

Agreed. Although I'd also put the weak doors in front of the longest exit path. Even though I scrupulously counted the squares to the exit and worked out the number of turns you'd need to move there unopposed, then added three (I think) to give you a little slack, it did still get tight.

Balance seemed pretty decent. If anything, it was a little underpowered. Top end heroes are very hard to bring down, and I think if I'd got Green Tide reinforcements each turn for free (although it was nice to have a use for the many useless cards I got dealt otherwise), you'd still have made it. Note to self - unleash inner sadist further next time.

It was good having a choice of route through the dungeons, a constant stream of antagonists, and some actual problems to solve. Our lack of potions seems to balance things, since we were already using the Dwarf's healing spell to good effect. 

So it was fun, and it's done. I don't think we'll be racing to face the Tyrant of Halpi any time soon (it took two months just to get this battle report written up - the lure of the Grimdark Future has sucked up a lot of attention). So that's the dungeoneers on ice for a while.

Well, I've got a write-up of Massive Darkness to get round to at some point! So some dungeoneering to cover. But yeah, 40K seems a lot more pressing right now. Interesting, though, that Mantic are still releasing campaign packs for the game, so nice to see it's getting some love over time from someone. Just not us right now!

Service Guarantees Citizenship: Inquisition vs Tyranids

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Nobody quits, everybody fights!
It's All-Skype Fight Night!


We've found some kind of smart bug on Planet RAH-59. Two of the Inquisition's bitterest rivals must team up to fight it. I, Stylus, will stay safely behind the front lines with the tea and medals.

But I, Kraken, will lead by example - from the front, disgorging my million young from a beaked maw! Which is how I learned to fight as an RAF cadet, many years ago. 

Mission

Contact Lost - another Maelstrom of War mission, won on points. There are six objectives on the board and you start off with on Tactical Objectives. From subsequent turns, you get more Tactical Objectives for each Objective Marker you control. Game length is randomised at 5-7 turns.

Armies

The God Couple - Inquisition

Many years ago, we played a memorable campaign of Inquisitor. I led the dashing Recongregator Hurous de Vaulot, who frequently butted heads with the inflexible Monodominant Alexander Criminus. Even taking into account the antagonistic nature of the scenarios, those two just would not get along.

That system never really caught on, but it was fantastic for narrative battles. 

It was some of the best wargaming fun I remember, and I think I last saw de Vaulot trapped in a burning industrial complex, like George Peppard in Operation Crossbow. It's how he would have wanted it.

So with Kraken's original models at my disposal, I thought to bring back this grimdark Felix and Oscar for one last job.

Some actual Inquisitor bands amongst the proxies.
As well as the Inquisitor and his acolyte retinue of ablative wounds, the real firepower in this battalions detachment comes courtesy of the 15th Balanthian Rifles. Three squads of meat-shields, and a Commander to tell them to stand still while they get eaten. Two teams of heavy weapons, with a mix of frag and krak to deal with both swarms and big beasties. A Hellhound because I'm trying to squeeze as many flamers in as possible.

Finally, a Vindicare Assassin, who isn't really optimised against an army that doesn't really do human-sized characters. But Criminus always ran with a sniper, and it will make me feel better having something at BS2.
  • HQ - Inquisitor Alexander Criminus (Xenos), Thunder hammer, Bolt Pistol. Dominate & Smite. Warlord (Tenacious Survivor)
  • HQ - Company Commander, Laspistol
  • Troop - 10 x Infantry Squad, Vox-caster, Bolt Pistol & Chainsword (sgt), Flamer
  • Troop - 10 x Infantry Squad, Vox-caster, Bolt Pistol & Chainsword (sgt), Flamer
  • Troop - 10 x Infantry Squad, Vox-caster, Bolt Pistol & Chainsword (sgt), Flamer
  • Elite - 6 x Acolytes, Combi-flamer, Stormbolters, Chainswords
  • Elite - Vindicare Assassin, Exitus rifle, Exitus pistol, Blind grenade
  • Heavy - 3 x Heavy Weapons Squad, Missile Launchers
  • Heavy - 3 x Heavy Weapons Squad, Mortar
  • Fast Attack - Hellhound, Inferno cannon, Heavy Bolter

Not wishing to share detachments with his rival, de Vaulot brought along his own vanguard. It's mostly comprised of abhumans, being the outside-the-box thinker that he is. Ratlings may prove better snipers than the Vindicare, since they'll all need high wound rolls, but at least they'll pile on mortal wounds too. Bullgryns are to give me something to equal the Tyranids in close combat. And the Valkyrie is to give de Vaulot something for him and his acolytes to scoot around in until they can jump on a tasty objective.
  • HQ - Inquisitor Hurous de Vaulot (Xenos), Incinerator, Power sword. Terrify & Smite.
  • Elite - 6 x Acolytes, Combi-flamer, Stormbolters, Chainswords (5), Power Maul (1)
  • Elite - 3 x Bullgryns, Bullgryn Maul, Slabshield
  • Elite - 10x Ratlings, Sniper Rifle
  • Flyer - Valkyrie, Multi-laser, Hellstrike missiles, 2 x Heavy Bolters

Battalion detachment + Vanguard detachment. 1,200pts, 7 CPs

Hive Fleet Kraken - Tyranids

Wow, I am super-stoked to take 'Nids! Stupid really - I've been pretending to be called Kraken on the internet all this time, and it never occurred to me they might be a good pick. 

Very interesting army, with their Synapse rules covering the disposable meatshield very nicely. Harder to protect the Synapse Creatures from shooting, of course, but quite a lot of those swarmies can hit suprisingly hard for their stats. And the big guys are often tough, fast, shooty or magic (or some hideous combination of those) and not easily disposed of. 

  • HQ - Tervigon with massive scything talons, stinger salvos, Warlord (Tenacious Survivor) and the Onslaught and Smite powers (Giant Maggot)
  • HQ - Hive Tyrant with double monstrous scything talons, pincer tail, Smite, Catalyst and The Horror powers (Red Dragon)
  • Troop - 20 Termagants with 8 devourers and 12 fleshborers (proxied by Misty Mountain goblins)
  • Troop - 3 Tyranid Warriors with boneswords and devourers (proxied by Trolls)
  • Troop - 10 Genestealers with adrenal glands
  • Elite - 5 Zoanthropes with claws and teeth, Catalyst and Smite (proxied by Gnolls)
  • Elite - 3 Venomthropes with toxic lashes (Minotaurs)
  • Fast Attack - Hive Crone with drool cannon, tentaclids, scything wings, wicked spur and stinger salvos (White Dragon)
1,200pts - Battalion detachment, 6 CPs,

The plan, in so far as I can plan ahead without knowing what objectives will crop up, is to swoop forwards with the Tyrant and the Crone, taking out as much shooty stuff as they can as the rest of the army slobbers forward. Both are big and scary enough that they should attract lots of attention, which is exactly what I want. Especially as the Tyrant isn't my Warlord, despite their usual role. They get the dubious honour of being proxied by my Reaper dragons, in their first ever battlefield debut. Fine character actors, both.

That special honour goes to the Tervigon, which I love. Huge, tough, psychic and able to continously sick up a tide of offspring - why marry for looks when you can have the whole package right here? Today played by a giant Reaper worm, it will be accompanied by a very shooty Termagant squad, able to squirt out masses of close-range firepower. 

Genestealers are fast and vicious, Warriors are a reasonable all-round choice. Zooanthropes in big squads are very nasty, getting bonus Smite damage, as well as being very tough. Hiding in the toxic cloud of some Venomthropes, they ought to be hard to shift. 

Deployment

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

I am in the midst of various terrain creation projects, but they were semi-painted enough to appear on a proxy-rich battlefield. So there's two GW Sector Imperialis buildings from Kas' collection, and the big black centrepiece is a tall ruined castle on a cliff that firmly blocks line of sight. Woods, ruins and craters round and about otherwise, and the right-hand side isn't in play, as it's a 5x4 map for a 1200 point game. 

After losing the objective roll (they are the grey shield icons on the map, squint to find them all), I get to pick the field, so it's a classic Dawn of War for us. 

The colossus in the bottom-right is Imperial Statuary, so Kraken kindly lets me defend it. I duly castle up the three Infantry Squads (from left to right: Red, Blue and Green) and place the heavy stuff behind them. The Commander goes central, so he can Vox-command everything and Criminus' retinue pace restlessly behind them.

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The sniper teams occupy the ruins atop the central hill. It's impassable to infantry, so all they'll have to worry about is shooting, psychic and flyers. Good luck, lads.

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The Bullgryns anchor the right flank, and the Hellhound takes the left flank. In the far corner, the Valkyrie, loaded up with de Vaulot's retinue, circles around.

I am wary of the first turn. Either I go first and will have to advance into firing range without closing, or Stylus will and I'll get shot up. So I mostly huddle behind the big central hill, with a rough idea to launch a two-pronged attack round the edge. Although those snipers will have to go, I'm not having them taking potshots at me. 


Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

As it happens, I go second after losing our roll-off. We prefer this to the official method, as it adds a bit of unpredictability so you need to deploy in a more flexible way. 

Turn 1 - Inquisition

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

I take the first turn! Now this has backfired on me for the last two occasions, but I've got too much dakka to refuse. My first Tactical Objective is No Prisoners, so I ought to be able to kill something.

The Bullgryns edge up the flank and the Hellhound scoots ahead into flamer range. There is no psychic phase, so we're straight to shooting.

I've already decided my target priorities: the Hive Crone, for the speed it can mess up my lines, and also the threat it poses to the Valkyrie. And also the Venomthropes, whose Shrouding Spores are making my average BS even worse. I need to take down one, ideally both, in this volley.

The Commander orders Take Aim! to the Missile Launcher teams and Bring It Down! to the Mortars, which is a neat way to compensate for their respective weaknesses.

The Valkyrie opens proceedings, switching to hover mode and letting rip with everything against its opposite number, the Hive Crone. I do well with the Hellstrike missiles, multi-laser and heavy bolter and the thing is already on half wounds before the Hellhound's Inferno cannon burns off a couple more.

A Krak missile from the Heavy Weapons team also thumps in the Hive Crone and suddenly the thing is nearly down. The Ratlings add their shots into the Hive Crone, score a couple of mortal wounds and a goodly number of hits. The flying beast is dead and I get First Blood!

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The only other shots in range are the Mortars, who lay a volume of fire that takes down one Venomthrope. The Vindicare also takes aim, but rolls a 1 to wound (a frustration, as he could have one-shotted a Venomthrope). But I've had a decent round of shooting, and taken an early lead on objective points, so can't complain.

Objectives secured: First Blood (1) and No Prisoners (1)

Turn 1 - Tyranids

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Well, that could have been a lot worse. All of that lethal shooting was entirely used up crushing the Crone, and if I lost a Venomthrope too, I have still have enough to keep trucking. 

My first objective draw is Blood and Guts, to wipe out units in the Fight phase. Unlikely to be scored this turn, but I reckon I'll get it at some point! 

Everything advances. The Genestealers hug the central ruins, the Hive Tyrant goes straight up there to deal with the shooters, and the Tervigon and 'gants head up my right flank, joined by a fresh new unit of bugs to go and hold the objective in the ruins there. 

The psychic phase sees me slapping Catalyst on the Tyrant, then smiting a bunch of wounds off everything I can. Six Ratlings bite it from a good Zooanthrope shot, and the Hellhound gets winged by the Tervigon. Shooting is less impressive. I manage to soak the Hellhound's windshield with a maggoty mass of hits from all the nearby bugs, but nothing gets through. More Ratlings die to Devourer fire from the Warriors. Good guns, those!

Finally, melee gets going. The Tervigon can hit hard (once I've let the 'gants soak up overwatch from the Inferno Cannon), but not very accurately, and I whiff my attacks there. The Tyrant pounces on the Vindicare and nearly squishes him, but I'm actually quite glad he survives, leaving me safe in melee for now. 


Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

As the remaining Ratlings flee in panic, I feel I've done well, but no points so far. 

Objectives Scored - Bugger All (0)

Turn 2 - Inquisition

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The Vindicare lives! The Hellhound lives! I may have lost the Ratlings due to unwisely positioning them on the railroad tracks, but I think I got away lightly there.

My next two cards aren't so great: Psychological Warfare (so I'm going to have to kill a big synapse beastie before I can even think about that) and Area Denial (I appear to have already surrendered the centre ground)

The Valkyrie swoops into action, flying over the top-left objective. The Hellhound and Vindicare drop out of their respective combats. Having seen what happens when you are in Smite range of the Zoanthropes, the Bullgryns drop back to join the Balanthian Rifles.

Criminus warms up his psychic powers and Smites three wounds off the Hive Tyrant, but whose Catalyst power recovers one wound.

Seeing the Hive Tyrant presenting himself as a tempting target, Blue Squad edges forward into rapid-fire range. They are ordered to First Rank, Fire! Second Rank, Fire! while the Missile Launcher teams once again Take Aim!

I proceed to lob handfuls of dice at the Hive Tyrant: all three Infantry Squads, both Heavy Weapons teams and the Valkyrie. The shots fly around the ruins, but a combination of sub-par rolls and that damn Catalyst power means that I've thrown an entire army's worth of firepower at the Hive Tyrant and he's still got three wounds left!

Objectives secured: None

Turn 2 - Tyranids

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Ha haaargh! I live! Er, but I'm a bit tatty round the edges, so a tactical retreat is in order. The Flyrant hops back off the ruins to get out of the rain and also deal with the Valkyrie. Because my new Objective is Take and Hold Objective 4, and guess who just parked on that?

As the rest of the army advances on the Imperial lines, the Tyrant picks off the Vindicare with a smite, then boosts himself with Catalyst. The Zooanthropes likewise boost the Venomthropes, then manage a high-strength smite! Good, I was hoping to pick off those Ogryns before they close with me. Alas, Blue Squad's advance last turn has left them slightly closer, so they get scourged instead. 

The Tervigon coughs up another new squad of scuttlers, then throws them under the wheels of the Hellhound before safely following up into close combat. Where again, I whiff badly - the termagants pick off a wound, but that's it. 


Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The larger Termagant squad tear a huge strip off Red Squad in shooting, then fail a charge and take a handful of casualties to lasgun fire. 

As the Tyrant charges in, Stylus lights up the red dots for overwatch, and I take what seems like all the available damage! It's a tense roll-off, but judicious command point use and some very lucky save rolls get me through untouched. Where I promptly fail to damage the 'copter at all, which is infuriating! Even worse, I forgot that Stylus drew Area Denial last turn, so by abandoning the middle ground, I've handed him points. Gah!

I felt so robbed with the Valkyrie's overwatch: I rolled a 6 for the Hellfire missile, Multi-laser and Heavy Bolter. Unfortunately, Kraken counted with equally improbable invulnerable saves. I think we used up all our sixes that phase. Normal service was soon resumed.

Objectives secured: Inquisition - Area Denial (1)

Turn 3 - Inquisition

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Another round where I think I was fortunate to weather the storm, but the gribblies are going to be among my lines next turn and the left flank is looking seriously exposed to the tide of Termagants.

Despite still only holding two objectives, I get to draw another card, as I fortunately achieved Area Denial in Kraken's turn. I get Mission Critical Objective, which turns out to be the one the Tyranid Warriors are camped on. The good news is that, if I take it from the enemy, it's even more points. The bad news is, it's the one the Tyranid Warriors are camped on.

The Hellhound drops out of combat again, and the Valkrie hurriedly zooms away from the Hive Tyrant. I contemplate a grav-chute drop for de Gautet (I'm really missing having a second psyker), but am not sufficiently optimistic about not rollings 1s.

My castle at the back shuffles around a bit, with the half-strength Blue Squad taking up position in the ruins, the even-smaller Red Squad tucking away in there, and the Acolytes filling in the gaps.

As the only full-strength squad left, Green Squad walks forward into rapid-fire range of the Tyranid Warriors and the Bullgryns move into a comfortable charge range on the Zoanthropes. Criminus then Smites a wound off the Zoanthropes.

In the shooting phase, Green Squad gets First Rank, Fire! Second Rank, Fire! while the Missile Launcher teams once again Take Aim! I decide I have to remove the Venomthropes or all my lasgun volleys will be wasted, so the Missile Launchers take aim and score two wounding hits! The problem comes with the damage roll - a 1 and 6 - and because of the nature of how wounds are allocated, one Venomthrope is obliterated, and the other left on a single wound.

I then become obsessed with removing that last wound: Blue Squads lasguns fail, the Valkyrie's weapons fail, even the Mortars fail. I give in, and use Green Squad's rapid fire on the last Venomthrope, which I only just bring down.

So shooting was something of a bust, but it's nothing compared to the Assault phase: the Bullgryns fail their 6" charge, even when I use a command point to re-roll. So I'm not pushing anything off that objective marker, and now I have to brace for impact.

Objectives secured: none

Turn 3 - Tyranids

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Excellent! Although I didn't actually bring an actual Distraction Carnifex, the ersatz ones in my list are working splendidly. The Tyranid Warriors or the Genestealers were both looking vulnerable last turn, so the Venomthropes really did their job. 

I have to score some objectives, I'm behind on points. But I do draw Overwhelming Firepower, points for shooting kills. Best get to it! 

Now we're in charge range, the Tervigon's flank decides to ignore the Hellhound. I regenerate the big 'gant unit up to full strength and close in with everything, although the T4 unit above is sent back to claim objective 4 in the crater. 

The Tyrant is taking down that Valkyrie, no matter what. I figure Stylus has used up his luck on Overwatch for now, so I flap along in close pursuit, and pull the Zooanthropes back to help smite. 

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.


Shooting sees the last of Blue Squad perish in a hail of flesh-eating worms, along with a couple of members of Green Squad too. The smites are either blocked by Criminus or fail to occur, but I throw about some Catalyst to protect the Tyrant and then get on with assaulting people. 

The Tervigon eats a mortar squad, then the termagants somehow fail to kill off the surviving flamer from Red Squad. 


After the Tervigon has fought, I spend two of my precious Command Points to allow the Acolytes to fight first. With three attacks each, rerolling to both hit and wound Xenos, how could I fail to do some damage? Well, I managed it somehow.

The Genestealers lose a few to overwatch, but then engage Criminus and his Acolytes for a fairly impressive score - the Acolytes vanish to a man, and Criminus only picks off a single 'stealer with his cumbersome hammer. 

To compound their disappointing attacks, I learned about the typo on the Acolytes' statline. It turns out, they don't have three wounds each. And I thought they were a bargain.

The Tyrant nimbly evades all overwatch shots to tear some holes in the Valkryie, but the damn thing still has more than half its wounds!

Still, a good turn and I'm in a good place. And I'm scoring at last!

Objectives scored: Overwhelming Firepower (1) and Blood and Guts (1)

Turn 4 - Inquisition

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Criminus looks like he's about to chopped into fishbait (damn, he seemed much tougher in Inquisitor), so his rival de Vaulot can show him how it's done.

de Vaulot and his acolytes drop out of the Valkyrie, ready to contest the key objective and threaten the Hive Tyrant. The gunship then zooms off towards the Imperial lines, where it picks up the Green Squad.

The Bullgryns move forward, hoping to find their nerve this time. The Hellhound skirts the backline, glad to finally shoot something that isn't on overwatch. The Mortar team pulls back from the Tervigon, and brave Pvt. Jenkins, Red Squad, scampers over the wall, keeping his trusty flamer away from the enemy (if he loses it, the cost will be docked from his salary).

In Psychic phase, my big hopes for taking down the Hive Tyrant fall flat when de Vaulot only manages one wound, which is negated by Catalyst. I don't think Criminus even manages to cast.

In the shooting phase the Commander orders the Missile Launchers to once again Take Aim! and the remaining Mortars to Get Back In the Fight! I get a good volley of Krak missiles into the Tervigon, forcing Kraken to use a command point to stop some of the damage. The Hellhound's Inferno cannon also burns some off, leaving the thing on six wounds, although I am running short of big guns to finish it.

I switch fire to the lone packs of Termagants, since they've now fallen out of synapse range, and are my best chance of causing some failed morale checks. The Mortars hit the big pack in the top-left, but only manage to kill three of them. The Valkyrie, after failing to hit the Tervigon with its Hellfire missile, throws all the other shots into the smaller unit of Termagants, desperately hoping that I won't kill them all outright. My lousy aim pays off, and only one of the fall.

Pvt Jenkins, Red Squad, opens up his flamer on the large pack of Termagants, but failed to properly adjust the nozzle and only incinerates one of them.

Speaking of poor flamer handling, de Vaulot lets rip with his souped-up Incinerator on the Hive Tyrant, but fails to wound. A shower of Stormbolter shots at close range, plus another flamer, only chip off another wound from the beast, so there will be no avoiding the charge.

In the Assault phase, de Vaulot leads his retinue in against the Hive Tyrant, but the Bullgryns fail their charge yet again (the third double-2 in a row, if you're counting). Everyone thrashes away ineffectually, with de Vaulot's goons no better than Criminus' boys. The Hive Tyrant turns and eats up two Acolytes for sheer spite.

Back with Criminus, he swats two Genestealers before disappearing under a tide of rending claws (meh, he's come back from worse).

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

Just the Morale phase to go - the large unit of Termagants pass their morale check, but the smaller one fails and the remaining two gaunts flee the battle!

(NB We misinterpreted the Psychological Warfare card: the whole unit doesn't have to disappear to score points, just fail it's morale check. Either way, it's another point for me!)

Objectives secured: Psychological Warfare (1), Slay the Warlord (1) to Tyranids

Turn 4 - Tyranids

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

If it wasn't for the pesky fact that I'm still way behind on objectives, I'd be feeling pretty confident here. My new draw is Domination, which, let's face it, is not happening. At least that small T4 Termagant squad captures objective 4 for me.

But first! The Tervigon packs pour forward through the ruins, spewing fire and death before following up into hand-to-hand. The last Guard squaddies perish with their heavy weapons, leaving the company captain buried under a mound of Termagants. I even sick up a new Termagant squad to tie up the Hellhound again, although I forget that they'll be out of Synapse and thus vulnerable to morale, so I'm lucky that the inevitable Overwatch damage doesn't immediately finish them off. 

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The Zooanthropes kill off the rest of de Vaulot's acolytes with a well-timed Smite, after he uses up his vital Deny the Witch attempting to stop the Tyrant casting The Horror. Which he doesn't even manage. Hee! The Tyrant promptly eats him anyway, so it's all moot. 

But I'm still not really scoring here. Maybe my best bet is to hope the game lasts long enough for a clean sweep, but it's already past midnight, and I'm flagging a little.

Objectives Scored: Take and Hold (1)


Turn 5 - Inquisition


With time cracking on, and very few pieces remaining on the battlefield, we agree that Turn 5 will be the last one. I've only got one card in my hand, and don't control any objectives to draw a new one - so it's the Mission Critical Objective or bust!

The Hellhound backs off, but there's no scoring to be had there, so that's a dead end. Similarly, we can assume that the Company Commander isn't going to stand up to the wave of Termagants and Tergivon (although I like to think he staggered to the Imperial Statue and got one hand on it before being torn apart).

The real crux of the battle is going to be around Objective 4. Green Squad are turfed out of the Valkyrie so they can get ground-pounding again. The Bullgryns move up once again, under clear instructions Not. To. Fail. Their. Charge.

The Valkyrie hovers and turns all its guns on the Tyranid Warriors, missing every shot. Green Squad opens up with everything and knocks one wounds off the Tyranid Warriors. They then charge in, followed by the Bullgryns, who combi-charge the Zoanthropes and Tyranid Warriors and actually make it! Yay!

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

The Bullgryns promptly disappoint me, as a split my attacks and the two attacking the Zoanthropes whiff horrendously. The Bone 'Ead redeems the unit, however, by thumping the Tyranid Warriors for four hits at double damage. Once again, damage allocation is not my friend, and despite taking eight wounds, one Warrior is left alive on a single pip.

That leaves Green Squad to do the honours. They pile in score a lone wound (struck by former-Sgt Zim, I expect), which kills the last Tyranid Warrior and clears the path to the Objective. Improbably, I've managed to claim it!

In the wrap-up phase, I roll a D3 to see how many points I get for capturing (rather than just securing) the critical objective - it's a 6! That changes everything. Kraken has total dominance of the field, but he's only got one turn left to draw a really high-scoring objective.

Objectives secured: Mission Critical Objective (3)

Turn 5 - Tyranids

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.

That last critical objective draw? Scour the Skies! Kill the Flyer for a single point! Well, it won't win me the game, but it is happening, this I swear.

En route to setting up the charges, I throw a bunch of smites at the Ogryns, killing two of them when the Zooanthropes get a double six, scorch their own nerves thanks to Perils, then get them back with their vampiric Neuranthrope.

The foolish chopper hovered last turn, so the Genestealers soak up its Overwatch fire for the tattered Tyrant to finally close in and finish the job. Alas! The wretched flyer crashes as the Tyrant claws it out of the sky. Miraculously, the Tyrant only takes a single mortal wound from this, although the Genestealers vanish in the wreckage.

Warhammer 40k battle report - Contact Lost - 1200 points - Inquisition vs Tyranids.
Basically the last glimpse of the T Rex in Jurassic Park, is what we're thinking.

Well, that's it! Close, but who gets the cigar?

Objectives Secured: Scour the Skies (1), Linebreaker (1)


Final total: 7 VPs vs 6VPs - a win for the Inquisition!

Hive Had Enough - Medic!

Yow! And I thought I was lucky to snatch victory in our last battle. Taking that final objective and scoring high for it was a streak of luck just when I needed it. It may be a random draw, but it's a great feature that you can claw your way out of a losing situation by keeping an eye on the objectives that you can score. Overall, I reckon a draw would have been a just outcome, and if it went to further turns, Kraken would have bagged it.

Not sure - your valiant final charge was a clincher in my book. You may have lost the battalion, but you certainly won the war! 

If we'd rolled on further, I don't think I'd have handled that Hellhound in time, it was just too tough. And also quite capable of doing things like killing my Warlord Tervigon, or grabbing last ditch objectives. 

As an introduction to the Inquisition, I reckon I handled them pretty badly. Neither Criminus nor de Vaulot got to shine, and I was getting comprehensibly outclassed in the Psychic phase. Kraken suggested that Inquistors work best as surgical-strike teams, which runs against the grinding firepower you need against Tyranids.

Having them both on the table would have helped your pyschic phase. And Domination wasn't much cop for you (rather like Onslaught was a weak choice for me), you'd have done better with the one that makes squads unbreakable. All the same, Inquisitors are kind of squishy for most roles other than surprise assaults, I think. 

Everything else in the army, I was quite happy with. Boosted by the Orders system, the Infantry Squads and Heavy Weapons teams work well. I can see the potential in the Hellhound (despite it getting bogged down, and never rolling above average for its flamer). The Valkyrie gives some great mobility (just don't set your heart on its fire-support) and the Bullgryns can hit very hard - when they get into combat. In fact, stuffing the Bullgryns into the back of the Valkyrie would have solved a few of my problems: getting them into the fight before the fifth turn and letting de Gautet use his Psychic powers, rather than being cooped up in the passenger bay.

The Ratling snipers did well in their single round of shooting, and at least the Vindicare proved a roadblock. They were hopelessly misplaced, but alongside my tactical ineptitude, it can be hard to judge ranges and line of sight via Skype, which makes it hard to play snipers properly.

So I wasn't totally enamoured by the Inquisition, but it's really turned my head towards the Astra Militarum, and I wouldn't rule out getting a little force (as little as they get) of Guard in the future.

I like Tyranids. Quite a lot. Nothing disappointed in my force, other than not getting to see the Crone in action. And it's a toss-up for me whether the MVP was my Tervigon, who's generative abilities are fantastic, or the humble Termagant squad, who can throw out astounding anti-infantry firepower with their Devourers. 

One unexpected bonus of throwing buckets of dice: because there are relatively few 'must-score' rolls, I wasn't so tempted to spend Command Points (hence wasting two on the forlorn Charge of the Acolytes - and I even remembered an hour after the battle than I had one point unspent).

This would leave a Guard army free to buy Stratagems (I didn't use them in this battle, for the same reason I didn't pick a Regimental Doctrine - I felt I was playing 'Inquisition' foremost, not Guard), and I bet they're awesome.

Yes they are! 

Cracking game - and another nail-biter! At the moment, 8th Edition can do no wrong by me.

Troll for the Brave

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Another quick-fix job from the dawn of time.





The last bit of elderly lead from my leadpile (part of the surprise haul my wife stumbled on earlier in the year) was one of the first models I ever bought from a GW, back in the early 90s. One of the pair of Marauder Trolls, I bought this as a blister pack alongside a Minotaur, and they've somehow made it through the years to get a second lease of life and paint now.

This guy had been trodden on, years back, and snapped off at the elbow and ankles. His feet had been stuck with araldite to their base at the time, and I'd lost that since. So although I could repair his arm with a bit of pinning, he'd still have no feet unless I resorted to my limited green stuff skills.

So, a chunk of cork and the last gasps of my water effects bottle, and here he is wading through some murky water instead. Nice to have him back in action!


Heard The Good Newts?

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No, not the start of a Seraphon army (maybe just a little one? The kids would love it if I started painting dinosaurs). 

Skink Starpriest for Seraphon, Age of Sigmar
Little Isaac here will stand alone, defying gravity.

This wee chap slithered out of the Silver Tower Arcane Heroes box set, which means I have a variety of random heroes on my painting desk.

I seem to be painting a lot of turquoise lately, but this one wasn't my choice. Mrs Stylus recently agreed to play a few rounds of Silver Tower on the condition that she could pick her own heroes, one of which was the Starpriest.

Skink Starpriest for Seraphon, Age of Sigmar

The quest concluded with two pieces of the Amulet secured, and an (almost-convincing) promise to search for the rest.

I was quite impressed with the Starpriest in-game - a ranged attack and a good defensive buff for the rest of the party. Solid pick.

Skink Starpriest for Seraphon, Age of Sigmar

The model himself is one of the new plastic clampacks that aren't cheap but are generally excellent sculpts. For all that, he's still very classic 'lizardman' in appearance. Even without the rest of his spawning, he's a nice addition to the cabinet.

  • Skin: Sotek Green base, Nuln Oil wash, Ahriman Blue drybrush
  • Crest: Screamer Pink base, Carroburg Crimson wash
  • Feathers: Averland Sunset base, Cassandora Yellow wash, Yriel Yellow drybrush, Fuegan Orange shade
  • Staff/jewellery: Runelord Brass base, Reikland Flesh wash, Biel-Tan stain
  • Eyes: Nurgling Green base
  • Staff: Skavenblight Dinge base, Waystone Green wash, Nuln Oil wash
  • Stone: Steel Legion Drab base, Reikland Flesh wash, Deathclaw Brown drybrush, Karak Stone drybrush, Eldar Flesh drybrush, Terminatus Stone drybrush


Skink Starpriest for Seraphon, Age of Sigmar

The staff was quite a neat discovery: using the green 'gem' paint, followed by a Nuln Oil wash, gave a really muted jade stone effect.

And the sandstone base recipe was directly stolen from Kraken, so it would match the buildings that he painted for me (so does that mean it's my recipe now? I'll leave it in the hands of my IP lawyers).

Skink Starpriest for Seraphon, Age of Sigmar

Right, that's enough fantasy. Back to painting things with ammo clips!

EXT: The Lord's Tower

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One last trip to the frozen ruins!


Now, it's not like I don't have enough of them, exactly. My collection has expanded to have more than enough scatter terrain to coat a 6'x4' map handily. More than I need, in fact.

But what I don't have is line of sight blockers. Cemetary fences and broken walls are all very well, but they're all full of holes. Personally, I find big bars to line of sight or movement make a game much more interesting, and they also make good centrepieces. 

Hence this old mixing bowl.



A while back, I got a double pack of the Ruins of Osgiliath terrain kit, and ever since, I've had a plan brewing to make something big and elaborate. All the more so because I didn't want a duplicate kit for the table. Finishing off the last set of commission work got me feeling I wanted to cut loose a bit, so I set to work on something a little larger than usual using a variety of spares from my cupboard. 

The plan? A snowy ruined tower, would you believe!

Ingredients:
  • A set of Ruins of Osgiliath Sprues
  • The steps from a Baleful Realmgate
  • Leftover Dungeon Saga furniture
  • A large piece of cardboard
  • An old plastic Vanish tub, 1.5 Litre family value size
  • 2 A4 sheets of stone effect styrene modelling kit
  • A big spray can of insulating foam
  • Kitchen paper (Torky brand)
  • Sand, flock, small stones and crushed glass
  • All the PVA glue you can eat
  • Paints to taste

Step 1 - The Skeleton


The washing bowl is going to be the body of the mountain, because it's strong and light. I upended it and spend a while playing about with the terrain sprues and Mantic bits, laying them out on top and seeing what was possible. Once I was happy, I cut and glued the kit to shape, leaving it in several pieces for later. 

The red and blue bits have already been painted by my daughter. If this saves time later, I'll be able to spend it apologising to her for ruining her work.

Next, the tower. The Vanish tub is the base for this. The styrene sheets are rolled round the in and outside, then stuck down with PVA. The inevitable gaps have insulating foam piped into them. This stuff takes 12 hours or so to dry, but is light and tough once it's there. Fragile, true, but not terribly so. Once it's made, I hack a big chunk out of one side. It now looks like this. 

Vanish is useless against the ravages of time.

I cut the cardboard to size as the base for the model, then placed the tower, bowl and part of the ruins on it. After trimming a bit more, I glue everything down with PVA. 

Aaaaand we're done.


Step 2 - Padding it out


Using this as the frame, I spray a massive layer of insulating foam over everything to make it look a bit more like a hill. 


This stuff is very satisfying to use, but an absolute bugger in many ways. First, it's incredibly sticky, and because I stupidly ignore everyone's advice on the internet and don't wear gloves, I have a deformed crust over my fingers for almost a week afterwards. Seriously, wear gloves!

Next, although it dries with a nice rocky crust, like something volcanic and extruded, you don't have a lot of control over the final shape. Cutting it quickly reveals air bubbles or the foamy interior, which is a lot less convincing as a surface. 

It's also brittle. To strengthen and shape it, while it's still damp, I press Torky kitchen paper over the outer layer and mould it a bit. Not easy, especially with sticky hands, but much better results than letting it be. I also stick down a few bits of the terrain here and there, either permanently or so I have their footprint for later work. 


Overall, I end up with something like a failed wedding cake. 

Four Funerals and a Funeral

Once it's dry, I slap a couple of layers of very watered-down PVA over the top. This firstly sticks the paper on properly and solves any loose flappy bits (there are several), and it also primes the insulating foam for spray painting (otherwise it dissolves). 


Step 3 - Basecoats

First, the main bit goes Abaddon Black. (You may have spotted it during this stage, I used it in the recent 40K fight with Stylus). All the ruined walls and Mantic bits are Mournfang Brown to start off with, but the wooden parts get Dryad Bark over the top to darken them up. The walls get a heavy drybrush of XV88. 


At the same time, I add sand to the main chunk, then spray this Mournfang Brown along with the stonework, which then also gets the XV88 treatment. 


Doors also go Mournfang Brown. Additionally, I use Green Stuff to smooth off the broken edges of styrene sheet on the tower, then paint them to fit it. And I add interior details to the tower, using the long straight bit of rotting woodwork from the Ruins of Osgiliath kit to chop out some semi-circular sections of broken floor. Once painted and dry, these are glued onto the inside and held in place by toothpick supports that I drill into the body of the tower.

Step 4 - Paint


The easiest bit. All the rock is done with Eshin Grey, Nuln Oil, Dawnstone and Longbeard Grey, a standard mix I use for old rock. Green Ink in recesses to make it look mossy, with extra Nuln Oil to finish. 


The stonework is drybrushed again with Rakarth Flesh, then heavily washed with Agrax Earthshade, Green Ink (moss) and Nuln Oil (detail). Then Rakarth again, followed by two drybrushes of Pallid Wych Flesh (one generalised and fairly light, one heavy and detailed for raised bits). 


I leave the sand be, mostly, but I do dab Nuln Oil here and there to make it look patchier. I also add some clumps of small pebbles painted in Pallid Wychflesh and washed with Agrax as rubble. 

Woodwork gets done with Nuln Oil and some Green Ink, then Dawnstone, then Agrax again, then Longbeard Grey very lightly over the edges. Tin Bitz and Brass Scorpion for the locks and barrel hoops, and that's it. 

The chest and bookshelf weren't glued down until much later, so I could paint the details in properly without having a breakdown

Step 5 - Flock and Snow


4Ground's frozen ground mix did nicely for the basic turf - watery PVA over the top, then scatttered it on with a small sieve and shook off the excess before leaving to dry overnight. A few GW tufts here and there for emphasis and variety, and because I had a few spare that wanted using. 


My standard snow mix these days is PVA and 4Ground Snow flock in a roughly 2:1 mix, with some white pigment thrown in extra. You want it with the consistency of toothpaste, but I'm not very scientific about which brand. It's slapped on with a modelling trowel, pulling downwards over edges to get the fibres in the flock to make a sort of melty icicle effect. 


Once that's dried overnight, I went back over the edges of it with watery PVA again, and sprinkled crushed glass (from Secret Weapon) over it to make icy slush. This is another pig to use, it rolls about everywhere and it's super toxic and abrasive, so I used plenty of newspaper underneath to catch excess. And I ought to have used goggles and a breathing mask, because it really will wreck you if it gets in the wrong places, it's powdered broken glass, but I chanced it and didn't, and survived this time. 


Step 6 - Finishing Touches

I got the offer of Mrs Kraken's glue gun to make icicles! But I turned it down. I don't know how hot glue works with insulating foam. I mean, it ought to be fine, insulating foam should surely cope with heat, right? But I don't know how it dries, I haven't used it before, and didn't want to chance spoiling things at this late stage. Plus I can always go back to it later once I've practiced. 


A spray of Purity Seal, then a selective application of 'Ardcoat so it looks wet and runny. The very last drops of my water effects in the hollow in the centre of the upper ruins, which are still detachable for storage and gameplay reasons, then I painted the details on the Mantic furniture and glued it down before calling it a day. 


Apart from vanity shots, obviously. 

I mean, you need a sense of scale, right?
Footprint from the air - it's about 1.5x A4 size, and just shy of a foot high on the tower end. 

I hereby declare my Snowy Ruin collection finished! Because this won't fit in my cupboard, for starters, there's no room and it's too big even if there was. I'm very happy with it, although it was also an excellent learning experience - the ruins are super-wonky, as the foam pushed the tower to one side as it dried and expanded, and the detachable bits tend to lean a little, but it sort of adds to the delinquent charm of the place. I hope. 

The foam is also still pretty easily damaged, and I don't see this lasting the years (or my daughters) terribly well. Plus it'll die if dropped or crushed, simple as that. But until then, I'm considering it my masterwork until the next time I read Ron Hawkins Hobby blog and despair. 

Obviously, this means I can now focus on 40K scenery. Jungle deathworld? Hive Spire? Space Hulk interior? Double down on the frosty ruins, for mix and match pleasure? I do have some ideas, but I'd love to hear yours...

"Why are you smiling?"
"Because I know something you don't know."

All Wight By Me

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Happy Halloween! Let's start a Deathrattle army!

Wight King with Baleful Tomb Blade, Deathrattle, Age of Sigmar

No, that would be crazy. Or would it? The Start Collecting! boxes have broken my will and I just don't know any more...

Let's assume that I'm not doing another Age of Sigmar faction (although Death is the one grand alliance I haven't done yet...), and that this is just a model I've been keen to paint for quite a while.

In fact, I bought him in the dark days between the End Time and Age of Sigmar, when the internet had stirred itself into a wee panic (for a change) and no-one knew what was staying and what was going to be discontinued.

So in a fine example of 'what would save from a burning building?', I bought a load of miniatures that were totally unrelated to my collections, but I'd kick myself if I never go the chance to paint.

Wight King with Baleful Tomb Blade, Deathrattle, Age of Sigmar

The paint job was simple, as lots of undead models can be when you start with a black undercoat:
  • Bone: Ushabdi Bone base, Sereaphim Sepia wash, Tyrant Skull drybrush
  • Armour: Black undercoat, Ironbreaker drybrush, Runelord Brass drybrush
  • Crown: Retributor Armour base, Typhus Corrosion wash
  • Side-armour: Runelord Brass base, Agrax Earthshade wash
  • Cloth: Skrag Brown base, Agrax Earthshade wash
  • Fur: Black undercoat, The Fant drybrush, Nuln Oil wash, Agrax Earthshade wash
  • Cloak: Typhus Corrosion undercoat, Kabalite Green base, Nuln Oil wash
  • Straps: XV-88 base, Agrax Earthshade wash
  • Shield: Black undercoat, Ironbreaker drybrush, Incubi Darkness details
  • Sword: Kabalite Green base, Warboss Green layer, Nihilakh Oxide wash, White Scar layer
  • Base: Mechanicus Standard Grey base, Astrogranite Debris, Nuln Oil Wash

Wight King with Baleful Tomb Blade, Deathrattle, Age of Sigmar

I was particularly happy with how the Baleful Tomb Blade turned out. Continuing my adventures in wet blending, I started with a dark green all over the sword, then layered up to a shining white tip. Hello D3 wounds!

Wight King with Baleful Tomb Blade, Deathrattle, Age of Sigmar

The cloak has some great motion to it, but the clean plastic makes it look a bit pristine for something that's supposed to have been rotting in a barrow for centuries. I threw on a layer of Typhus Corrosion to rough up the edges a bit, which seems to have helped.

Wight King with Baleful Tomb Blade, Deathrattle, Age of Sigmar

Until next time, boo!

Review: Massive Darkness

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Not so long ago, I gave my final verdict on  Mantic's Dungeon Saga. Not long afterwards, CMON's Massive Darkness arrived in the post - the second big, glossy dungeoneering board game I've backed over Kickstarter in the last couple of years.

So how do they match up?



Rules, Balance, Quests and Components, those are the four factors that Dungeon Saga scored an overall B in. Decent overall, but missed opportunities and dubious balance kept it from top marks. I'm going to consider Massive Darkness in the same way, but I'm going to accompany my scores with pictures of the Goblin Archers that I've just finished from the core game, because I can.

Rule of Law


Goblin Archers! One pose, sixteen models. Sigh. Bad Moon Night Goblin stylings for this lot.

So, like you'd expect, you've got a team of heroes delving into an underground labyrinth strewn with monsters. This here is a coop game, though, so there's no dungeon master, and the bad guys run on a strict AI system.

If this was buggy or unclear, the game would be a hopeless non-starter, so luckily it's simple and well-laid out in the book. The heroes get to take their turns, busting doors open and hacking apart the monsters guarding the loot, then the monsters move according to sensible patterns. They generally hit the closest thing they can, with more experienced heroes being more tempting as targets (idiots - take out the weakest first!).

The titular twist is the darkness rules. Some squares on the board are dark, and monsters can't target you if you're on a dark square and out of line of sight. If they can't detect anyone, they patrol towards the entrance and then back, and they're easily duped.

Levelling up is as simple as killing monsters, giving you XP to buy new skills that in turn lets you kill monsters faster. More importantly, loot is grabbed from chests to tool up your attacks, but the best loot is found carried by boss monsters. Who can sometimes use it to hit you back, which is fair enough, really.

Different heroes use different approaches. I like the Pit Fighter and Warrior Priests, both of whom can damage themselves to inflict more damage on their foes. You can often one-shot baddies with the right combo, but you'd better make sure you do, or you'll be nearly dead when they hit back.

Fighting is done with dice, matching swords to shields a la Heroquest. Diamonds and Bams are added to the mix to activate your special abilities, and there's always something to do, some extra fiddle, that makes it engaging to work out. All the skills, however, are written in different places, and it's a little slow to find all the right information sometimes.


Balancing Act


So far, so good. In practice, though, the AI is very easily fooled. Monsters spawn when you open doors or through event cards just after the monster's turn. Although you get a good supply of the big, nasty wandering monsters or the reinforcement-summoning Agents through the events, the rooms tend to be a little sparsely occupied.

This is fine in the very early game, when your heroes are pretty rubbish. The levelling curve is pretty forgiving, though, and the heroes get very tough very fast. This isn't helped by the importance of equipment cards, and how a lucky draw can put you ahead of the curve very fast. The Stun mechanic in particular is very powerful against monsters, and the heroes have quick and easy access to it.

Archer Boss - some kind of shaman, clearly, with a dead bird fascinator.

Generally, it's easy enough to wipe out a group of mobs, the minion gangs, if you work as a team. They do hit you back every time you attack, though, so you need to make sure you can flatten them fast, as otherwise the return hits stack up quickly. You get two free resurrects for each level, and it's easy to eat through them.

Mobs are a bit weird in some ways, as they basically exist as padding for their boss. Extra goblins in a pack just makes them slower to take down, they don't hit any harder. The board can be groaning with slightly pointless models as a result, the squares just aren't big enough to hold them all.

Minor niggle, though, as it's fun! And fast to play. Like Zombicide Lite, I'd say - not as tense or rewarding as that game can be, but with a similar vibe that I like.

Best of the Quests


Hmm. They're fine, I guess? There's reasonable variation in goals. Some levels are a race against time, some have specific guardians to slay or levers to pull before you can escape. There's very little fluff, so beyond a pretty generic 'an ancient evil has returned, you must stop it' thing, you wouldn't pick it out of a Fantasy game line-up easily.

Reversed colour scheme for the other eight.

Once you've played and beaten a level, returning to it seems a bit drab. Even taking new heroes, and there are many to choose from, as well as the choice of career to keep it interesting, doesn't really make it feel terribly different. Kick in doors, level up, mash the baddies or dodge them if they're scary. The instant death factor, that the heroes lose if you run out of your free resurrects, is more annoying than anything else. It's tedious to restart, especially late in a level run.

Most of our games so far have seen a knock-down or two in the early game, then a steady romp to victory against slowly increasing odds. This is fine, especially as the game is pretty quick to play, but it gets a bit unsatisfying with repetition. Even the optional campaign mode, where you level up much more slowly, doesn't really help with this. It's telling that the game system is a little loaded in favour of the heroes when your level 2 heroes can take down level 4 or 5 enemies without breaking too big a sweat.

Is this a bad thing, that victory is relatively easy to achieve? Yeah, I'd say so, if you're looking for value for money. Like Dungeon Saga, it can become tedious rather than a desperate battle for survival, which is not the stuff of epic legend. But it's good for an evening, and you're not going to regret playing it. And it's certainly better than Dungeon Saga in that regard, especially as nobody is trapped playing the hapless bad guys.


At the same time, though, it's not as good as Dungeon Saga, because it doesn't set the scene, the sense of story is largely absent and the campaign mechanics are amazingly less interesting. DS has broken, untested nonsense all over the place in their levelling and skills system, and MD knocks that into a cocked hat with simple, fast and roughly equal skill trees that still keep the heroes playing differently. But it's also shorter, has less choice and somehow just doesn't grab you that hard.

I'd have loved to see a random level generator. I mean, you can just slap boards down in whatever order, add doors to taste and get on with it, sure. But it would have been an easy feature to add for this system, and it's a shame there isn't one.

Vital Components


Ostara, another Paladin of Fury, from the Warrior Priests vs the Spearmaiden Cyclops box

Here is where the money is, though. A++ throughout! Amazing sculpts, top notch artwork and components, tough, compact boxes to store them all in. I've already raved about the doors, and if I can rave about the least interesting bits in the box, you can guess how good the rest is.

The Wandering Monster models are easily the best, some of the finest I own I'd say. I'm looking forward to painting them, even though it's a bit of a slog painting the minions. Too many identical poses gets a bit annoying. Even a single alternate pose for these archers, say, would have made it less better to paint. I can see that on a board covered in many different monster types, though, having a simple system makes it a bit easier to identify what's what.


The better quality models (better in terms of sculpt, the plastic used, the, well, the just everything really, compared to Mantic) do come with a higher price tag. But it's a better game, easier to play and so easier to justify shelling out for.

Massive Success?


You know what? No, it isn't.

When it first arrived, Kas and I played it solidly, every night for a week. Leofa joined us for a campaign over the next few weeks, and it was fun, but diminishingly so. We tried tweaking the rules to add to the challenge, to keep us on our toes. Yes, it was harder, but also slower - adding extra monsters in just bogs the game down more. Giving the enemies more wounds might work, or making sure the bosses could always use the treasure they carry (they often can't). And the Crystal and Lava campaign adds more environmental stuff that might also make it trickier.

But overall, it's a right Chinese Takeaway game. You can eat a ton of it very fast, but you're left unsatisfied overall. My initial enthusiasm has dulled fast, apart from the painterly appreciation of models still to do.

For my coin, Zombicide is much better (Black Plague, anyway, I haven't actually played the original). This, despite the excellent minis you get, is only just ahead of Dungeon Saga for me. B+, a valiant effort but could do better.

First rank, fire! Second rank, Fire!

It's the Worm's Turn

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Mashaff!

...is the name of the Giant Demon Maggot from the Reaper Bones 2 Kickstarter a few years back, if you're wondering what in hell's name I'm blathering about now. He got drafted as a Tervigon in the recent 40K match I played against Stylus, which meant that honour obliged me to paint him.


I had been saving him, as a vague incentive to finish painting the entire Reaper box set I've still got lurking under the bed. I still will! I promise! Just, you know, when GW stop crowding my schedule with Necromunda, 40K, Shadespire, Adeptus Titanicus, the revamped Chainsaw Warrior and whatever else they shoehorn in before Christmas.


My eldest daughter had already started painting with this one. Playing with it too, it's one of her favourites as you can pull the head off and stuff other smaller models down its neck. She is unlikely to thank me for gluing it together properly, or repainted over her red, yellow, silver and blue paint scheme. Now I feel like Will Farrell in the Lego Movie, only without the redemptive ending.


The Tyranid Codex is previewing on the Warhammer blog at the moment, and if I wasn't won over after the recent game (spoiler: I was), the strategem where you can get extra command points for eating an opponent's brain sealed it for me. Tyranids are firmly on the shopping list.


Which means this is also a prototype for my Hiveworld colours. I know I ought to be Hivefleet Kraken, but I'm not a fan of taking the generic, official colour schemes when I can make my own, and Kraken is a rather dull red and bone.


So Hivefleet Caterpillar (final name pending) is based loosely on this creature:


Image result for caterpillar

And here's how I did it, so I can improve the paleness of the green for next time:

Painting Scheme:


  • Undercoat - White
  • Underbelly - Kislev Flesh, Seraphim Sepia, Kislev and Flayed One Flesh layers
  • Carapace - Moot Green, Bieltan Shade, Niblet Green and Putrid Green drybrushes
  • Stone - Abaddon Black, Eshin Grey, Dawnstone, Longbeard Grey and Terminatus Stone drybrushes
  • Claws and Legs - XV88, Agrax Earthshade, Ushabti Bone layer, Pallid Wychflesh and Praxeti White drybrushes
  • Mandibles and Spiky Bum Flaps- Stegadon Scale Blue, Algae Wash, Niblet Green drybrush
  • Mouth and Bum - Xereus Purple, Genestealer Purple, Druchii Violet wash, Lucius Lilac drybrush
  • Tentacles - As per mouth, but then Lothern Blue and Etherium Blue Drybrushes
  • Back Markings - Abaddon Black stripes with a Flayed One Flesh stripe along the back
  • Spiracles - Khorne Red, Wild Rider Red and Troll Slayer Orange, also used for the false eyes on top of the head
  • False Eyes on the Mandibles - A variety of blues mixed up to white
  • Lots of 'Ardcoat to finish it off


Seeing as I now collect Tyranids (in my head only, so far), I think that means I need to grit my teeth and paint all the old Space Hulk Genestealers...




Neverending Tau'ry

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A fresh wave of T'au today.




Forge World stuff, this, the resin Crisis Suits. Elites in experimental armour, doing all the usual T'au stuff - shooting, flying and running away.

This guy is actually Shas'o Ralai, if that means anything to you

Apart from even more ludicrous gunnage than the average Crisis suit, these guys are distinctive for having equipment that makes it even harder to get them in melee. You knock two inches off your charge roll when attacking them, thanks to their Photon Casters, which is just plain mean.

This is an XV89 suit, a heavy Crisis suit basically

To fit in with the rest of the T'Pau army, they have the standard colour scheme. But some orange flashes so they stand out, or so that Kas can field them as commanders or heroes when he likes.

An XV9 with Phased Ion Guns

Nothing much to say about them, other than thanking my lucky stars they didn't come with drones. Nice models, although as ever with resin, a little fragile. There's some ankle and wrist pins in this lot, after some travel fractures on the way here from the UK.

XV9 with twin linked burst cannon, effectively a normal Crisis Suit's worth of gun on each arm

A couple more of these to come, but for now, time for something different!



Greenstealers

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I always said I wouldn't do this. O, obsessional hobbying, how you make fools of us all*.



Space Hulk was the first actual GW game I played, if you discount Heroquest on the grounds that MB produced it. Which obviously I do, because I'm a purist. It's a good game that has stood the test of time, as you can see by the way the Woikshop re-releases it every year for a limited, last-time-ever seasonal run just before Christmas.


I own the original and its expansion packs, which means I had a ton of unpainted purestrains lurking in the cupboard. And I always said I'd never paint them, beyond the five or six that had purple and blue blobcoats from years ago. They almost never see the light of day, and many of them were in bits, and I just couldn't be bothered. All that identikit plastic? No thanks.


And now Codex: Tyranids is out, I've pretended I never said that, and conveyor belted my way through as many as I could salvage. Forty, horrifyingly. Twenty four from the original box, I think, then another twelve from each expansion and a box set of eight I bought for unimaginable reasons about fifteen years ago. Once I'd repaired what I could, I had forty, which is enough for two full squads.


A few head swaps and variant poses, but not so's you'd notice really. Green tide rising and all that. I can stick an Acid Maw biomorph in there somewhere, and a single flesh hooker. Should make all the difference. The paint jobs are very slightly different too, in a feeble attempt to stop it getting too boring to do. As if switching pots to a new shade in any way helped. Bah.

The markings are either on the thigh...
...or the wrist and shoulders. There's also tiny variations in the flesh and carapace colours, so there are two separate units here, but you have to squint to see it.

I'm going with the green caterpillar look the big worm premiered. So this is also hello to Hive Fleet Afanc, named for the Welsh Nessie. All the big scary mythological creatures were already taken, and Hive Fleet It's Probably Just A Big Otter sounded a bit weak.

We have orange nipples and we're angry!

Painting Guide:


  • Basecoat - Corax White, then a wash of Biel-Tan Green over everything
  • Shell - Either Rotting Flesh or Putrid Green drybrushed over the above, twenty of each
  • Fleshy Bits - Either Kislev Flesh or Rakarth Flesh washed with Seraphim Sepia, then Wrack Flesh or Pallid Wychflesh drybrush depending
  • Tongues - Genestealer Purple drybrushed with Etherium Blue
  • Claws, etc - Ushabti Bone, a tiny bit of Pallid Wychflesh drybrushed at the same time as the skin
  • Stripes - Black, Pallid Wychflesh and Jokaero Orange, which is also the spot colour for eyes and the lumps on their carapace here and there
  • Base - Watery Dryad Bark over sand, GW Grass flock and The Terrain Painter Lowland Grass clumps, black rim


Seeing as I now have pretty severe RSI from that little lot, I'm going to rest for a bit.


*Or at least me specifically. 

Dusty Bins

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More Thousand Sons marines - but bigger, dustier and with even less dynamic poses!

Thousand Sons Scarab Occult Terminator

 Here come the Scarab Occult Terminators: bulky armour, fancy weapons and a 90 degree restricted field of vision (like Batman!)


There's a nice heft to this Tactical Dreadnought Armour - and I thought the Rubrics were bulky. I used exactly the same paint recipe as before, but there is a good deal more plate armour that means this squad look more blue than gold (although the lovely headpieces remain).


Thousand Sons Scarab Occult Terminator with Soulreaper Cannon

Having seen all the extras that come with Nurgle's Blightlord Terminators, I can't help but feel these Scarabs got the fuzzy end of the lollipop in terms of equipment and options.

Their melee weapons begin and end with power swords. Their heavy weapon choice is either a Soulreaper Cannon or a Heavy Warpflamer. There's not much in favour of the latter - its range is too short to use on the turn they teleport in - although it would be a handy weapon in Overwatch. Maybe it would work in a larger unit of ten.

Thousand Sons Scarab Occult Terminator with Hellfyre Missile Rack

On the other hand, as a nice bonus, another Terminator gets to have a Hellfyre Missile Rack without giving up any other weapons. It makes for a nice piece of heavy firepower, though not in sufficient quantity to have a big impact.

One question for the power gamers: is there a reason why you wouldn't stick the Missile Rack on the same Terminator that has the Soulreaper Cannon? The rules don't seem to prohibit it, and by loading everything onto a grunt that can't be picked out, you ensure maximum firepower on the last man standing.

The reason I demurred is:
  1. I like the look of them on different models and Rule of Cool overrides everything
  2. I haven't seen it on anyone else's armies anywhere, so assuming I'm not a military genius, I must be missing something
  3. The new Codex rules are leaning towards 'in the box models', so it's possible that heavy weapons will be limited per model when the Thousand Sons book comes out.


Thousand Sons Scarab Occult Terminator with Hellfyre Missile Rack

Of course, the real issue is: how does he fire those rockets without blowing off his headpiece? That must be one smart missile.

Thousand Sons Scarab Occult Terminator

As I said, it was the same recipe as the Rubric Marines (I'm not sure I've ever painted such uniformity - although I've yet to do my Stormcast):
  • Gold armour: Retributor Armour base, Reikland Flashshade wash, Golden Griffon drybrush
  • Blue armour: Thousand Sons base, Nuln Oil wash, Thousand Sons layer, Ahriman Blue layer
  • Gun barrels: Ironbreaker base, Nuln Oil wash
  • 'King Tut' headdress: Blue (as armour) + Yellow (Averland Sunset base, Cassendora Yellow wash, Yriel Yellow layer)
  • Loincloths: Celestra Grey base, Drakenhof Nightshade wash, Ulthuan Grey layer
  • Stormbolter: Skavenblight Dinge base, Nuln Oil wash, Dawnstone drybrush
  • Eyes: Ulthuan Grey base, Biel-Tan Green wash
  • Gems: Stormhost Silver base, Waystone Green glaze
  • Force Staff: Ulthuan Grey base, Nihilakh Oxide wash, Coelia Greenshade layer
  • Sorcerer's cloak: Screamer Pink base, Nuln Oil wash, Khorne Red layer + Ushabdi Bone base, Agrax Earthshade wash, Tyrant Skull drybrush

Thousand Sons Scarab Occult Terminator

Either I'm getting into my stride, but I found these five an easier prospect that the Rubric Marines. For all that, I'm a bit fatigued with painting gold filigree armour (or more precisely, cutting in blue armour around a gold undercoat). So even though this is still a tiny force, and could certainly use an extra squad of both Rubrics and Scarabs, I think I'll be painting elsewhere for a bit.

I was even starting to think that Warhammer Duncan may be wrong (DON'T EVEN THINK IT!) and the most efficient way would have been to undercoat blue, and then pick out the detail in gold. Maybe I'll get some more units just to test that out.

Thousand Sons Scarab Occult Terminator Sorcerer

And finally, the Scarab Occult Sorcerer - the only 'living' member of the squad. He has the option to swap our his left-handed Stormbolter for a Power Sword (although I'm not sure why he would, given he's already got a Force Stave).

Thousand Sons Scarab Occult Terminator Sorcerer

Unlike the Exalted Sorcerers, I glued on his cloak before painting (necessitated by his backpack, and I manged to squeeze in a brush beneath it).

Although I would stress this: leave the headpieces off when painting. I'd glued on one headpiece before I realised this, and it was a lot easier to paint the helmets of the remaining four Terminators with subassemblies.

Thousand Sons Scarab Occult Terminators

Off to the teleportation chamber with these guys, just in time for their first dust-up!

The Real Steel Shady

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Warhammer Underworldss: Shadespire must have had a good launch: all my social media has suddenly been filled with images of the same three models.

Angharad Brightshield, Steelheart's Champions for Warhammer Underworlds: Shadespire
"You have a WOMAN'S Stormcast, my lord!"

So here they are again!


The first of my Shadespire warbands (and I'm not going to rule out collecting all of them) are Steelheart's Champions.

I painted these as Hallowed Knights, the same colours as my yet-to-be-started Stormcast chamber. Serverin Steelheart, the Liberator-Prime. Same colour scheme as my Knight-Questor, and just as quick to do.
  • Armour: Leadbelcher base, Drakenhof Nightshade wash, Ironbreaker drybrush, Stormhost Silver drybrush
  • Skin: Bugman's Glow base, Kislev Flesh highlights
  • Hair: Skavenblight Dinge base, Celestra Grey highlights, White Scar highlights
  • Sword: Skavenblight Dinge base, Abbadon Black/Dawnstone layering.
  • Gold trim: Retributor Armour base, Reikland Flesh wash, Golden Griffon drybrush
  • Kilt: Wazdakka Red base, Nuln Oil wash
  • Plume: Khorne Red base, Nuln Oil wash, Mephiston Red drybrush
  • Shoulderplate & Shield: Ultramarine Blue base, Drakenhof Nightshade glaze
  • Cloak: Caledor Sky base, Drakenhof Nightshade wash, Caledor Sky drybrush
  • Sash: Flayed One Flesh base, Seraphim Sepia Wash, Flayed One Flesh drybrush

As a change of pace I eschewed my usual ink-and-drybrush for the skin, and went with straight layering, which came out very well (it helps that he's got a heroic jawline and massive cheekbones). I did the same for his hair, which I went for steely veteran, rather than golden boy.

Then for some reason, I had a bash at painting his sword as non-metalic metal (not sure why, as there's so much other metallic paint going on). Not awful for the first attempt, but I could use more practice.


Serverin Steelheart, Steelheart's Champions for Warhammer Underworlds: Shadespire

The next Stormcast is their first female model (or would have been if Blightwar hadn't jumped ahead in the release schedule): Angharad Brightshield (or "Anger-Rod" as I've heard every American - and quite a few English - reviewers pronounce it).

It's a good sculpt - what I like best is how unremarkable it is. Angharad doesn't have a ponytail or missile weapon, or anything else normally assigned to a fantasy female. She's just a Stormcast Liberator, like anyone else. It would have been awesome to have had these models mixed in the Starter Set, but given the vitriol the Stormcasts received at the start of Age of Sigmar, I can see why GW weren't keen to add that can of worms to the mix.

Angharad Brightshield, Steelheart's Champions for Warhammer Underworlds: Shadespire

Finally, Obryn the Bold. He doesn't get to be the leader, or the woman, so they gave him the best base to stand on, so we'd still take notice.

And a good base it is. I painted them in the 'Kraken Sandstone' (copyright pending) I'm using for my Order units, and it comes out very well (I know Shadespire is all grey stone, but I'll take my chances with the hobby police).

  • Base: Steel Legion Drab base, Reikland Flesh wash, Deathclaw Brown drybrush, Karak Stone drybrush, Eldar Flesh drybrush, Terminatus Stone drybrush

Obryn the Bold, Steelheart's Champions for Warhammer Underworlds: Shadespire

And that's the unit. I've had a few games with them so far (mostly learning ones) and they've not done well against the Reavers. Their low numbers count against them, as they don't have anywhere to go once they've taken a couple of losses.

But I think their defeats have been mainly user-error: in the first few games, they tried to match the Bloodbound's aggression, which really plays into their hands. I think the Stormcast are more of a counter-punch unit, and they seemed to improve when played in that style.

Steelheart's Champions for Warhammer Underworlds: Shadespire

Anyway, they're be more games of Shadespire - and more gangs to compete against - coming up soon, so we'll see how they fare.

Tears of the Sons: Thousand Sons vs Death Guard

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Apparently you don't need Skype to play Warhammer? Upon this revelation, I took my Thousand Sons out into the world for couple of floorhammer battles.


First up: the Death Guard!

Armies

Slow and Steady - Thousand Sons

A change from my previous list with the inclusion of the Scarab Terminators and removal of the Helldrake (nothing personal, he just wouldn't fit into my bag).

The Tzaangor were also elbowed aside, as they didn't impress me last time. I'd prefer to have kept the Cultists as one big unit, but I wanted the extra command points.
  • HQ 1 - Exalted Sorcere on Disc of Tzeentch
    Warlord: Unholy Fortitude. Relic: Eye of Tzeentch
    Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Warptime, Death Hex
  • HQ 2 - Exalted Sorcerer
    Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Prescience, Weaver of Fates
  • Elite 1 - 5 x Scarab Occult Terminators
    Force Stave, 4 x Inferno Combi-Bolter, 4 x Power Sword, 1 x Soulreaper Cannon, 1 x Hellfyre Missile Rack
  • Troops 1 - 10 x Rubric MarinesForce Sword, Warpflame pistol, 6 x Inferno boltguns, 2 x Warpflamers, 1 x Soulreaper Cannon, 1 x Icon of Flame
  • Troops 2 - 10 x Chaos Cultists
    Shotgun, Autoguns, Heavy Stubber
  • Troops 3 - 10 x Chaos Cultists
    Brutal Assault Weapons, Autopistols, Flamer
  • Fast Attack - 3 x Chaos Spawn
    Hideous mutations
999pts - Battalion detachment, 6 CPs

On closer inspection, I realised that I'd been adding up the points wrong - Power Swards are the not the same as Force Swords - and so the actual cost was 950pts. Let's just say I gave myself a 50pt handicap. I'm nice like that.

Slow and Slimy - Death Guard

My opponent was Leofa and his Death Guard, most of which came from the Dark Imperium box set.
  • HQ 1 - Typhus
    Manreaper, The Destroyer Hive, Blight grenades
  • HQ 2 - Malignant Plaguecaster
    Corrupted staff, Bolt pistol
  • Elite 1 - Noxious Blightbringer
    Cursed Plague Bell, Plasma pistol
  • Troops 1 - 5 x Plague Marines
    Boltguns, Bolt Pistols, Plague Knives, Plasma Gun, Melta Gun, Power Fist, Icon of Despair
  • Troops 2 - 5 x Plague Marines
    Boltguns, Bolt Pistols, Plague Knives, Power Fist, Icon of Despair
  • Troops 3 - 16 x Poxwalkers
    Improvised Weapons
  • Fast Attack - Foetid Bloat-drone
    Plaguespitters, Plague Probe
  • [Summoned] 6 x Nurgling Swarms
1,000pts - Battalion detachment, 6 CPs

Scenario & Deployment

We picked Cleanse & Capture, as it's the simplest one to use with Tactical Objectives and Leofa hasn't played with them before.

(picture taken after the Terminators landed, top-right)

I place the Cultists close to the back (top-left), hiding and ready to snatch a nearby objective. The Rubrics and Exalted Sorcerers stick to the right flank (bottom-left). The Spawn get right in the centre, on the other side of the tower to the Plague Marines. The Terminators pop into the teleportarium.

One unit of Plague Marines hug the opposite side of the central tower, and the big unit of Poxwalkers go into the tower behind them. The other unit of Plague Marines goes into cover on their right flank (top-right), backed up by the Foetid Bloat-drone. Typhus bides his time in the teleport chamber and the Nurglings are chilling out in the Warp.

Turn 1

I get the first turn and decide to go aggressive. The Cultists advance on objectives, and the Rubrics go around the flank, followed by the Exalted Sorcerers who buff them with psychic powers.



The Spawn go ahead and charge the centre squad of Plague Marines, who've already been blooded by bolter fire. They do pretty well in combat, chopping down the remainder of them for one loss and getting First Blood.

The Spawn arrive early for the party and are loving it.

I drop in the Scarab Occult Terminators behind Blightdrone, because I drew Scour the Skies and seizing the objective near them. The Terminators blaze away and chip away a few wounds, but crucially fail their charge (this was my fault for not casting Warptime on them - I intended to, but got carried away buffing the Rubrics).



On the Death Guard turn, Typhus drops in among Poxwalkers. The Plaguecaster summons the Nurglings to take an objective from a unit of Cultists, and promptly guns down the Cultists.


Not pictured: a unit of Cultists.

In combat, the Spawn clobber the Blightbringer down to his last wound, then lose one of their own.


"That warpstone is mine!"

Turn 2

Aside from the Terminators falling short (and now being hopelessly out of position in the corner of the the field), I'm feeling good about where we are.



The Rubrics continue to advance and get buffed again. This time, I remember to use the Chaos Familiar Stratagem to switch out the Scarab Sorcerer's spell to Warptime (very useful) and the Terminators go forward into charge range of the remaining Plague Marines.

In shooting, most the Poxwalkers are gunned down by the Rubrics and the Bloat-drone is dropped a level by the Terminator shooting. But it's not so good in combat: the Spawn can't get the Blightbringer's last wound, and both Terminators and Plague Marines whiff their combats.



Typhus responds by coming down from his tower, screened by the handful of surviving Poxwalkers. The Plaguecaster casts Smite on the Terminators, gets a Perils of the Warp result, and lets it stand to inflict 6 wounds to Terminators (after a re-roll Stratagem) and only takes 1 himself.

The Bloat-drone wanders off to gun down most of the second unit of Cultists.


Soon-to-be three Cultists.

Typhus shoots of two Rubric Marines with his 'how-the-hell-is-that-a-pistol' weapon, and then charges into the last Spawn and kills it.


The Nurglings charge into what remains of the Terminator combat, but do nothing, though the fourth Terminator falls to the Plague Marine champion for no return.

Turn 3

Suddenly the left flank doesn't look quite so secure, and I'm lagging behind on objective points. The Rubrics get into close-range with Typhus and the Terminator Sorcerer pulls out of combat.

I then play the Tide of Traitors Stratagem to take the shot-up remains of the Cultists and re-renter them on the far side of the table, close to the Terminator-contested objective. I cast Warptime to move them forward, then gun down a few Nurglings and seize the objective.

SURPRISE!

The Exalted Sorcerers then Smite away the last of the Nurglings, leaving Typhus exposed to all my gunfire, and remove his invulnerable save with Death Hex for good measure. The Rubric Marines Inferno Bolguns shoot off half his wounds, and then charge in, followed by my Disc Sorcerer (the other Sorcerer goes off to claim an objective).

Despite needing 2s to hit, the Disc Sorcerer whiffs his attacks, and Typhus is left on one wound, which is all he needs to retaliate, and leave the Sorcerer on one wound.



With no objectives to achieve, we speed through this last round: Typhus concentrates on killing the Disc Sorcerer to claim Slay the Warlord, the Blightdrone gets Linebreaker and we call it.


Final total: 8 VPs vs 6 VPs - a victory for Death Guard!

Locker Room

A fun game, even if I did lose to Tzeentch's rival (or do they hate Space Wolves more?). One more wound to Typhus and it would have been a draw at the very least, but that Disgustingly Resilient save is a hard one to crack (mind you, Leofa felt the same about the kind of saving throws my Rubrics enjoy - it says something that one overpowered Smite did more wounds than all his other firepower and combat attacks combined).

I played my Terminators badly (as is usual for the first outing of a new unit) - but I think they're better for firepower than combat, so I should think about Prescience rather than Warptime for them. Either way, they give me some movement options in a slow army.

Tide of Traitors remains my favourite stratagem, although that might be because I lose so much of my army it's nice to be able to replenish it. I was also impressed with the Chaos Spawn. In an army without much close-combat punch, they do provide a very good 'first wave' of attacks (and who cares about losing them?)

As a final note: even against Typhus and a Plaguecaster, I was very much aware of how I was bossing the Psychic Phase. Two Exalted Sorcerers and two Aspiring Sorcerers on the board meant that I could attempt to deny every spell, and have my way with my own Psychic powers. All very appropriate, and very welcome.

Shoot Like An Egyptian: Necrons vs Thousand Sons

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This universe isn't being enough for two Egyptian themes...


Scarabs at the ready, in the second of my weekend realspace battles, the Thousand Sons take on the Necrons!

No images this time, so you'll just have to let me paint the scene with my words (each one worth a thousand pictures).

Armies

Dusty Dynasty - Necrons

I had a new opponent: a thoroughly good bloke despite his choice of evil space robots and habit of rolling better dice than me.

(I don't have the exact list, and it was shooting at me a lot, so this is what I remember it looked like from cover)
  • HQ 1 - Overlord
    Staff of the Destroyer, Gauntlet of fire
  • HQ 2 - Cryptek
    Staff of Light
  • Troops 1 - 11 x Warriors
    Gauss Flayer
  • Troops 2 - 10 x Warriors
    Gauss Flayers
  • Troops 3 - 5 x Immortals
    Gauss Blasters
  • Heavy 1 - Doomsday Ark
    Doomsday Cannon, two Gauss Flayer arrays
  • Fast 1 - 3 x Canoptek Scarabs
    Feeder mandibles
  • Fast 2 - Triarch Stalker
    Heat ray, massive forelimbs
1,000pts - Battalion detachment, 6 CPs

Magic Giza - Thousand Sons

Same army as my previous game. Thousand Sons are so expensive, I only just manage a battalion at 1,000 points, but future lists could use something with a bit more punch, like a Helbrute.
  • HQ 1 - Exalted Sorcere on Disc of Tzeentch
    Warlord: Unholy Fortitude. Relic: Eye of Tzeentch
    Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Warptime, Death Hex
  • HQ 2 - Exalted Sorcerer
    Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Prescience, Weaver of Fates
  • Elite 1 - 5 x Scarab Occult Terminators
    Force Stave, 4 x Inferno Combi-Bolter, 4 x Power Sword, 1 x Soulreaper Cannon, 1 x Hellfyre Missile Rack
  • Troops 1 - 10 x Rubric Marines
    Force Sword, Warpflame pistol, 6 x Inferno boltguns, 2 x Warpflamers, 1 x Soulreaper Cannon, 1 x Icon of Flame
  • Troops 2 - 10 x Chaos Cultists
    Shotgun, Autoguns, Heavy Stubber
  • Troops 3 - 10 x Chaos Cultists
    Brutal Assault Weapons, Autopistols, Flamer
  • Fast Attack - 3 x Chaos Spawn
    Hideous mutations
957pts - Battalion detachment, 6 CPs

Scenario & Deployment

Tactical Escalation for this battle, so we get more objective cards as the game progresses (I haven't even rolled a dice yet, and against all this firepower, I suspect I may have to win this on objectives).

We deploy in diagonally opposite quadrants, with the Necron Warriors wrapping around their Doomsday Ark and Triarch Stalker, and putting the Immortals in the fore.

For myself, I send the Spawn ahead. The Cultists, Rubrics and Sorcerers all cower on the back line, where they can find some cover. The Terminators go into the teleportarium.

Turn 1

My first objective is right in the heart of the Necron deployment. The Thousand Sons go first and advance cautiously, trying to hug whatever cover is available. The Spawn gallop ahead, looking for an early charge.

The Scarab Occult Terminators drop right in the far corner of the Necrons' deployment quadrant. I remember to use the Chaos Familiar Strategem to Warptime them forward, they gun down a few Warriors, but then fail their charge (even with a re-roll). And now they're looking quite isolated and vulnerable.

The Necrons' first objective turns out to be right in the heart of my deployment, which is fair enough. On their first turn, the only Necron units to move are the wee Scarabs, who scuttle over to an objective in a nearby quadrant, just in case they need to claim it.

In the shooting phase, all the remaining Necrons aim every gauss blaster on the Terminators. It's not a pretty sight and thet wipe them out to a Scarab.

The Doomsday Ark picks a different target for its enormous cannon. Seeing a Spawn peeking around the corner, it takes aim and, with some fortuitous rolling, vaporises all three of them.

"Don't look into the Ark!"

The Necrons score First Blood (twice over) and I'm wondering how to pull this back with two of my hardest units gone.

Turn 2

The objective cards aren't much help to me (and I really need them to be), so I burn two command points to re-draw one of them. It turns out to be Priority Orders - my warlord alone must take and defend the Scarab-held objective.

This could be my way back: I get two points for Defend and another three for Priority Orders. But I'll need to be quick before the Necrons can reinforce it (only my warlord is allowed to secure this objective, and without Objective Secured rule, any Necron within the same distance will spoil his plans).

My entire line races for the objective. With a very lucky advance roll my Disclord gets within range, then the rest of the Sorcerer, Rubrics and Cultists follow being, with Warptime bringing the Rubrics closer.

I start with Smite on the Scarabs, and take away a base. The Rurbic bolter fire takes away more, and the Soulreaper Cannon just manages to kill the last of them.

Like a boss.

The objective is mine -  I just need to remain there until the end of the Necron turn to claim all my points.

After much shifting and aiming, it appears the Necrons can't get an angle to isolate the Exalted Sorcerer, which still benefits from being a character.

Even better, their shooting is less effective on a non-target-rich environment (so I foiled them by getting so much of my stuff killed in Turn 1).

The Immortals move forward and shoot away most of the autogun Cultists. I then claim my Priority Objective and get back in the game with 5CPs

Turn 3

I get killy objectives - Overwhelming Firepower and Blood & Guts. I'm unlikely to get both, but I should be good for one.

I pull the melee Cultists back to my lines and go at the Necron Warriors with the Rubrics. With a free reign in the Psychic phase, I buff and move my Rubric Marines.

Shooting takes away half of the lead unit of Warriors, I then charge with both Disc Sorcerer and Rubrics. I use the Veterans of the Long War stratagem to aid my wound rolls, wipe out the Necrons and consolidate into the Triarch Stalker (to stop it shooting).

Unfortunately I've positioned my Disc Sorcerer badly on the charge. He can now be targeted by every Necron gun, and in their turn, they do just just. My warlord goes down to a maelstrom of gauss fire.

Even worse, my opponent had one hell of a good draw with the objective cards. He's able to claim 4VPs just for advancing the Immortals onto an objective (2 x claim objective cards, plus an addition point for one of them being his chosen objective type) and making sure the unit is entirely in my deployment when he does so (behind enemy lines).

I'm losing on both material and objective points, and I'm now shy one warlord.

Turn 4

I'm now scratching around for some objective points, and the only viable one is deep in the heart of Necron deployment. So with a heavy heart (or whatever they have in that dusty armour), the Rubric Marines leave combat and take the objective, trying not to trip over Terminator corpses as they do so.

I manage to Smite off a wound from the Necron warlord (as I also have Kingslayer), but he's going to heal it anyway. My surviving Exalted Sorcerer hides, while the remaining Cultists shoot and charge the Immortals, but only slay two of them.

Once again in the Necron turn, every gauss gun turns on the Rubrics, and it's their turn to get wiped out. This allows the Necrons to Hold The Live and build up a really commanding lead in points. The Immortals continue to whiff against the Cultists.

Turn 5

I'm thrown an objective lifeline, as I draw Supremacy. I need to grab three objectives, and I have just enough units to do it.

My Exalted Sorcerer is already claiming one, and the two denuded Cultist units pull back to claim another one each. Sadly, I only get 1VP from the D3 roll, so my last chance is gone.

The Necrons respond by hosing down another unit of Cultists, claiming an objective of their own.

At this point, the Exalted Sorcerer and his surviving Cultists slip away.


Final Total: 12 - 8VPs  - a Necron victory!

Locker Room

Ouch. My first encounter with Necrons was certainly a painful one! An interesting army to play against, and very entertaining. They can certainly bring a lot of firepower to bear, so feeding my best units into their killzone piecemeal was probably not the best strategy.

Once again, the tactical objectives saved what could otherwise have been a one-sided game. With my losses from the first turn, I was really on the back foot, but the fact that I had superior board control (because most of the Necron army never left its gunline), meant that I could claw my way back into the game.

So that's two games and two loses for the Thousand Sons - but let's look at the real story here: in all three games, the only survivors have been the same Exalted Sorcerer model and a handful of Cultists. Something is clearly at play here.

Just As Planned.

Nun But The Brave: Sisters of Battle vs Thousand Sons

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We bring a new faction into the Skype battles - the Sons take on the Nuns!

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Rouse the Anchorite!
It's All-Skype Fight Night!


Dusting themselves down after a double-loss on the weekend, I, Stylus, will be bringing the Thousand Sons out to battle.

Whereas I, Kraken, shall be attempting a win with the Adeptus Ministorum. Yes, the seldom-seen Battle Sisters will be out in force tonight!

Mission

Maelstrom of War: Cloak And Shadows - this is another Maelstrom scenario we haven't played before. The basics are in place: three tactical objective cards per turn, points gained from First Blood, Linebreaker and Slay the Warlord.

The twist is that it's essentially a night fight: anything outside 18" is -1 to hit, we can spend a 1CP to light up a target with Flares, and tactical objectives are to be kept secret (not difficult when you're playing on either side of the North Sea).

I can see how this scenario might impact a gunline army, but given that both our armies are approximately 80% flamer, I think we'll be providing our own illuminations.

Yep - fire and sword all the way. The Imperial Creed is a jolly religion that way. 

Armies

The Tumultuous Creed - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Almost the whole gang comes out to play. In addition to my usual two Exalted Sorcerers, and ubiquitous Cultists, I get to bring both Terminators (hope I use them properly this time) and Heldrake (hope he doesn't immediately die this time).

I'm trying something new with the Rubrics: I'm going with two 'combat squads' of marines, one of which is entirely armed with Warpflamers (aka 'Death By Overwatch).

A lone Spawn makes up the points, and will hopefully be able to scamper on objectives.

  • HQ 1 - Exalted Sorcerer on Disc of Tzeentch
    Force stave, Inferno bolt pistol, Frag & Krak Grenades
    Warlord Trait: Unholy Fortitude; Relic: Eye of Tzeentch
    Psychic powers: Warptime, Death Hex
  • HQ 2 - Exalted Sorcerer
    Force Stave, Inferno bolt pistol, Frag & Krak Grenades
    Psychic powers: Prescience, Weaver of Fates
  • Elite 1 - 5 x Scarab Occult Terminators
    Force Stave, 4 x Inferno Combi-Bolter, 4 x Power Sword, 1 x Soulreaper Cannon, 1 x Hellfyre Missile Rack
  • Troops 1 - 5 x Rubric Marines
    Force Stave, Inferno bolt pistol, 3 x Inferno boltguns, 1 x Soulreaper Cannon
  • Troops 2 - 5 x Rubric Marines
    Force Stave, Inferno bolt pistol, 4 x Warpflamers
  • Troops 3 - 20 x Chaos Cultists
    Shotgun, Autoguns, Heavy Stubber, Flamer
  • Fast Attack - 1 x Chaos Spawn
    Hideous mutations
  • Flyer - Heldrake
    Baleflamer, Heldrake claws
1099pts - Battalion detachment, 6 CPs

Convent of the Sacred Hurt - Adeptus Sororitas

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

As I still have my eyes on an eventual Inquisitorial army, I thought I'd try these guys out as decent potential allies. There's a few of them in my collection already, the Crusaders and Death Cultists for example, and just like Stylus, I used to run a Redemptionist Crusade back in the old days of Necromunda, so priests with ridiculous chainswords are worth a try too. 

The Battle Sisters are a decent lot, Diet Space Marines in some senses. Shooty and tough, although not as fierce in melee. Their Acts of Faith seem useful, basically a fairly sure thing of giving one unit an extra move, shoot, melee or heal at the start of each turn, and you can get a lot of them for your points. Combi-flamers for defence, multi-meltas for vehicles. 

The Dominions are scouting types, and get a free fast move before the game starts. They can pass this to a vehicle they're in, so I'm taking some transports. The Immolator seems good, with its heavy flamer turret, and giving it an early extra move to get range is going to help. Whereas the priest and his assorted retinue will benefit from hiding in the Rhino to not get shot. The Dominions are also packing the anti-psyker Condemnor Boltgun, which does multiple wounds against psykers - useful against my psychically powered foe!

Bulking out the team is a trio of Penitent Engines, which are powerful dreadnaught types. Lots of close range firepower, with twin heavy flamers on each, and a powerful close combat chainsword. Even better, they're tough, and half the time, they get to activate twice in the Fight phase, as well as rerolling all misses thanks to the Zealot rule. 

  • HQ 1 - Canoness
    Eviscerator, Bolt pistol, Frag & Krak Grenades
    Warlord Trait: Legendary Fighter
  • HQ 2 - Ministorum Priest
    Eviscerator,  Laspistol, Frag & Krak Grenades
  • Elites 1 - 2 x Crusaders
    Power Swords, Storm Shields
  • Elites 2 - 2 x Death Cult Assassins
    Death Cult power blades
  • Troops 1 - 10 x Battle Sisters
    1 x Combi-Flamer, 1 x Power Sword, 1 x Multi-melta, Bolt pistol, Boltguns, Frag & Krak Grenades
  • Troops 2 - 10 x Battle Sisters
    1 x Combi-Flamer, 1 x Power Sword, 1 x Multi-melta, Bolt pistol, Boltguns, Frag & Krak Grenades
  • Troops 3 - 10 x Battle Sisters
    1 x Combi-Flamer, 1 x Multi-melta, Bolt pistol, Boltguns, Frag & Krak Grenades
  • Fast Attack 1 - 5 x Dominions
    Condemnor Boltguns, Bolt pistols, Boltguns, Frag & Krak Grenades
  • Heavy Support 1 - 3 Penitent Engines
    Buzzblades and Twin Heavy Flamers
  • Dedicated Transport 1 - 1 x Immolator
    Immolator Flamer and Hunter/Killer Missile
  • Dedicated Transport 2 - 1 x Rhino
    Storm Bolter
1099pts - Battalion detachment, 6 CPs

Deployment

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Squaring off along the table, our objective placement has left the bulk of the prizes nearer one edge than the other. And the Thousand Sons have that side, so I'm going to need to get aggressive. Accordingly, I put a big central mass of troops ready to surge forwards, with a single Sister squad off on the side to flank with. The Immolator speeds out to the central objective before the game begins, which may also help prevent the inevitable Terminator strike landing too close early on.

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

I choose the traditional Dawn of War deployment and place most of my infantry behind the central ruins: Warpflamer Rubrics - Cultists - Bolter Rubrics, with the two Exalted Sorcerers in support behind. The Heldrake and Spawn go on either flank, ready to threaten or take objectives. The Terminators, naturally, go into the teleportarium.

I have no real plan (the beauty of the tactical objectives is that they tend to pick the plan for you), other than to grab lots of cover and take on the Sororitas at medium range, where I think I'll have the edge.

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

I finish deploying first, and I win the roll for first turn. But I decide to let the Thousand Sons get closer, all the better to light them up with once they're in range!


Turn 1 - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Kraken wins the roll-off and, with typical Imperium overconfidence, gives me the first turn.

I draw Big Game Hunter, Secure Objective 2 (mid-table, along the left flank) and Domination. The latter is basically impossible, and Objective 2 might pull me out of position more than I'd like, so I set my eyes on that nice fat Immolator in the centre, filled with anti-Psyker troops.

All my infantry advances into the ruins, the Spawn scampers over to Objective 3 on the right flank (just in case) and the Heldrake lands right in front of the Immolator. The Terminators drop into the middle of the field, also squaring off against the Immolator.

For my psychic powers, I give Prescience and Weaver of Fates to the Terminators (now hitting on 2s, with +1 save), and Warptime the Bolter Marines, so they can get further into the ruins and actually see something to shoot.

The rest of my powers are spent on Smiting wounds off the Immolator (with the Sisters only having one die to Deny the Witch, I'm already enjoying the run of the Psychic phase).

In shooting, I use the stratagem Veterans of the Long War to give the Terminators +1 to wound, which should help crack the vehicle's armour. I open up with the Stormbolters and reduce it to scrap before the either Soulreaper Cannon or Hellfyre Missiles have fire. Hmm ... with so many shooting buffs, maybe I should have split my fire. But it gets me First Blood, so I've no complaints.

The Dominion squad tumble out of the wreck, losing one of their number, and walk into a hail of Inferno bolt shells. Three more go down, leaving the Dominion Superior to get charged by the Rubrics.

The Heldrake spits over at the Penitents, taking a couple of wounds off the back one, and the Cultist's Heavy Stubber plinks off a Sister from the opposing ruins.

In the combat phase, the Rubrics just about kill the Superior (they're not really made for combat, but the Force Stave came in handy).

As the dust settles, I claim two objectives and discard Domination. I'm feeling pretty good about my start, so let's see how the nuns can respond.

Objectives secured: Big Game Hunter (1), First Blood (1)


Turn 1 - Sisters of Battle

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Right, that's not the best start. I was looking forward to using the Condemnor Guns against the Rubrics, to say nothing of the nice flame tank. But they shall be avenged! 

Acts of Faith first, so I give the Penitent Engines an extra move, then move them up again as the supporting gunline surges into the cover of the ruins nearby. The Canoness stays with them to buff their shooting. On the flank, the lone sisters squad advance on Objective 2, which is one of my secret draws. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

The Priest and his team pile out of the Rhino, as the Heldrake is already pretty near, and then the Rhino screeches off to flank the big brass bird. 

Shooting goes well. Massed bolter fire, together with a scorching wave of Heavy Flamer fire, completely melts the Rubric squad in the centre, so my vengeance is already taken. And multimelta hits take the Heldrake down to half marks. 

Then it's charging time! The Rhino screens the Heldrake's baleflame, and takes a bit of damage, but it's enough to save the Priest, Assassins and Crusaders on their assault, and the flyer is surrounded. Although the Engines also get a nick or two on the way in, it's nothing like enough to stop them. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

And then it's killing time! The Heldrake takes a punishing beating from the Priest's Eviscerator, together with supporting action from the various power swords of his retinue and even a guest appearance by the Rhino's fenders, presumably in some kind of Dukes of Hazzard style leaping ram attack. It's left on two wounds, and fails to hit back at all. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

And then the Scarab Terminators vanish in a flailing mass of buzz blades. After I get the bonus activation and a second pile in, the poor immortal hoover bags don't stand a chance, and there's nothing left of them but a bad smell in the air. The crazed penitents consolidate towards the nearest target, a rather nervous-looking sorcerer. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Say, didn't I used to have an army somewhere on this table?

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.
"Quick! Saw through the flyer stand, it won't have a chance!"

Despite a good first turn, it's only a single point from me - I score Blood and Guts. But I'm keeping my other cards, as they're looking good for next turn. I've also yet to spend any Command Points...

Objectives secured: Blood and Guts (1)


Turn 2 - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Ouch. I clearly made a huge error in target priorities. I should have thrown absolutely everything at the Penitents and left the Immolator to waste its flamer shots against my armour. Ah well, no going back and, while the Thousand Sons have got Sorcerers, they've got a chance.

I draw Secure Objective 2 (again - high command really wants this) and Secure Objective 6 (on my back line).

The Cultists turn from the ruins and run back to Objective 6, as far away from the Penitents as possible (no argument here). The two Exalted Sorcerers follow suit, withdrawing from the centre and getting behind the ruins.

The Heldrake heals a wound and limps out of combat to hover menacingly above the Sisters near Objective 2. The Spawn runs from cover to grab Objective 3.

As my only combat-effective unit left, the Warpflamer Rubrics move towards Objective 2, and then get Warptime cast to move them on top of it. They also have Weaver of Fates put on them, and the rest of the spells go into three doses of Smite on the Rhino, taking it down to one wound.

I don't really want to waste Warpflamer shots on the Rhino, so I use the Daemon Shell stratagem on my Exalted Sorcerer's bolt pistol. If he hits on 2+, it will cause D3 mortal wounds, so naturally he rolls a 1 and now the enraged daemon bullet will pop out and cause D3 mortal wounds to my warlord.

"Long have I waited ... but Gl'k Seventeen will have revenge on its master!"

So I have to spend another Command Point to re-roll the hit, and finally manage to kill the Rhino.

At least this frees up my Rubrics to target the Sister squad, although the 4 x D6 Warpflamer shots are a but underwhelming. Combined with the Baleflamer from the Heldrake, I only manage to crisp up six of the Sisters, leaving all the dangerous special weaponry intact, assuming they last the Morale Phase.

Now it's CP time - I don't want to lose that damaged squad up the top, so I spend two to pass their morale test automatically. 

So a lacklustre shooting phase for me, no assaults, as I want to the Rubrics to remain on their objective. I tally up by claiming all three of my tactical objectives, so at least I've taken the lead in victory points.

Objectives secured: Secure Objective 2 (1), Secure Objective 2 (1), Secure Objective 6 (1)


Turn 2 - Sisters of Battle

Once again, the Penitent Engines receive an Act of Faith, and storm forwards, bringing them into assault range of the cultists and the sorcerers. I leave one squad of Sisters at the back, shooting from the ruins, while the others head for the lone Spawn. 

The Priest and his troops split up. The Assassins go and camp on Objective 1, for absolutely no reason at all, while the Crusaders and the Priest head for Objective 2, also with no real motive in mind. The Canoness dashes off alone towards the Heldrake, because there's no way I'm letting that tin parakeet disrupt my rear lines. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Shooting fails to take Drakey out, despite a focussed amount of multimelta fire - I either miss in the dark, thanks to the range, or it shrugs off the damage. Not so for the lone spawn, who bursts like a cockroach in a microwave* under a hail of bolter shells from the nearby sisters. Elsewhere, the Penitents roast about a third of the cultists, then gear up for battle. 

The Charge phase is not kind. Having lost my ablative Rhino, the Crusaders are going to have to weather the warpflamers to charge the Rubric marines, and this they entirely fail to do, vanishing in a wash of hellfyre. The Priest therefore stays still and reconsiders his options. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.
Pictured: two pairs of smoking boots.

Unlike the Canoness, who dashes in against the Heldrake despite an even bigger flamer pointing in her direction. Luckily, her Rosarius is up to the task, and she makes it in, but with three wounds left. Alas, she fluffs her attacks, and the wretched device survives another turn, but at least it returns the favour. 

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

I twin-charge the cultists and the sorcerer with the Penitents, and it's GG from them, especially after a CP reroll to get the second activation again. The three repentant sinners consolidate on to the enemy Warlord - not that I can pin him down, he'll just fly off, but it's good to force his hand.

That Exalted Sorcerer on foot had survived, with a small retinue of Cultists, in every game so far. Clearly his boss had grown wise to his tricks and assigned him the role of Speed Bump. Just as intended.

After all this, I've claimed two objectives! Assassins, for killing a character, and the Death Cult girls have taken Objective 1. I also discard Take and Hold Objective 2, because I can't see me shifting those flamer Rubrics easily. 

Objectives secured: Secure Objective 1 (1), Assassins! (1)

* Interestingly, most cockroaches won't burst in a microwave, they are small and tough enough to move quickly into the coolest spaces of the rotating wave interference pattern inside. Chaos Spawn are sadly too large to be able to pull this trick off. 


Turn 3 - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

So my backline is no more, and the tactical objective cards hammer home the point by giving me Advance.

I also draw Defend Objective 3, which is unnecessarily cruel, since that's where the Spawn was until it got gunned down. On top of that, I get Supremacy, although I'm in no mood to split up my three remaining units to grab an objective each.

I regain a wound on the Heldrake and flap back to get more than 18" away from the Sisters with the multi-melta. The Rubrics walk towards the truncated Sister squad, followed by the Disc Sorcerer. I then cast Warptime to push them even closer (any distance between them and the Penitent Engines is welcome), but my attempt to Smite the Priest results in a Perils of the Warp, which I have to spent a Command Point to avoid.

In shooting, I'm stuck in a quandary: I want to charge the Sister squad (now reduced to three, as my Rubric Sorcerer had better luck with Smite), because it will push me even further away from the Penitents (my whole strategy at this point). But I'm not confident about taking them all down in combat, so I'll need to shoot first. But too much shooting will wipe them out before I can charge.

As luck would have it, my Warpflamers underperform (they seem to do better in Overwatch than then I shoot them voluntarily) and I only kill two Sisters, leaving one alive - the perfect result!

Even better, my Heldrake coughs out a dying breath and immolates the Cannoness with his baleflamer - I get Slay the Warlord!

Everyone charges into the lone Sister of Battle, and takes her out in the combat phase. With retroactive permission from Kraken, I remember to consolidate all the Rubrics in front of

I count up my objectives, claiming two more points, and discard Defend Objective 3. If I can somehow weather the next two turns, and keep ahead of the killy stuff, I might have a chance at victory here.

Objectives secured: Slay the Warlord (1), Advance (1)

Turn 3 - Sisters of Battle


Time for another Act of Fai.... waaaiiiiit a minute. I now see that I can't actually spend these on Penitent Engines! They don't actually have that ability. 

This is embarrassing, as well as severely game changing, as they've really done the bulk of the heavy lifting so far. And they ought to be at least 14" further back the way they came. I forfeit the rest of my CPs by way of penance (we pretend I used them to roll staggeringly high charges), and decide to leave them more or less alone after this.

Those are some penitent Penitent Engines. I think the Command Point forfeit more that compensates. They would have probably have done all the same damage in the first turn, the Sorcerer would have fallen to Heavy Flamers rather than Buzzblades - it probably cost the Cultists a turn of living, but they weren't going to achieve much and would have fallen anyway.

As it then happens, I actually roll a 1 for the Acts of Faith anyway, so I'm well rewarded for my rules fail. The redisgraced penitents go and sit on Objective 6, where they may scrape up some victory points later, but that's all they do from here on in. 

That means I've just got Sisters and a Priest to win the game with. It's a Grimdark Whoopi Goldberg movie!

As the two full squads head back towards the remaining enemy, I finally bring down the Helldrake with heavy weapons fire, although not before the Priest, bless him, manages to nick it with a laspistol shot. After that, however, the Rubrics shrug off everything I can hurl at them, and I start to worry that I won't be able to finish this purge. They're just too tough against small arms fire, and there's no way I'm charging that many flamers again!

The Rubrics aren't indestructible - I actually roll a couple of 1s for their saving throws and have to burn my last Command Point to reroll and keep one alive. But you're right about the Warpflamers - they're better than a brick wall for keeping away enemy infantry.

The Death Cultists consider the fate of the Crusaders, and sit tight on Objective one, which at least nets me some points. But I'm behind, and realistically, I need to kill the rest of Stylus' army to win this. 

Objectives secured: Take and Hold Objective 1 (1)


Turn 4 - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

Fare thee well, Heldrake. You didn't embarrass yourself this time, and you may even have earned a finished paint job.

I draw Secure Objective 1, which is right in the centre of the table (so much for avoiding trouble) and currently being guarded by two Death Cult Assassins. But that's where the points are, so my Exalted Sorcerer leads his small retinue across the table to claim it.

I cast Warptime to bring the Rubrics into charge distance, and then cast Smite to soften up the Death Cult Assassins. Unfortunately, it turns them a little softer than planned, and I kill the pair of the outright!

This is not good, as I was counting on the charge to get within objective distance. My only chance is to combo-charge the two remaining squads of Sisters, and hope that, whichever one I reach, I'm able to string out sufficiently to get within objective-claiming distance.

But first I need to shoot something - another touch choice: I opt for the squad out of cover, even though it will make for a longer charge distance, because I need to reduce the shots coming at me. The Warpflamers go to work once again and take off six Sisters (which Kraken cannily removes from the front of the squad).

Assault time, and I receive a hail of bolter, melta and flamer Overwatch, but the whole squad somehow survives. And then rolls 3 for their charge distance and the whole thing is moot.

I get no points this turn, and cast away Supremacy, since I no longer have enough units to hold three objectives.

Objectives secured: none

Turn 4 - Sisters of Battle

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

With a single Sisters Squad left, my Act of Faith is clear - shoot like mad and hope it sticks. A double turn of blazing away turns out to be just what I need, and the final Rubric is finished off by a torrent of bolter blasts. Some hours later, I remember I could have been lobbing Krak grenades too, which might have helped - the extra save those guys get against single damage weapons makes them horribly resilient otherwise. 

The Priest then hollers a holy hymn of hate and gets stuck into the Exalted Sorcerer. 

It's good clash, and I nearly win it! The Sorcerer is left on a pair of wounds after a solid thumping with the Eviscerator. But the Priest isn't quite as tough, and it only takes a couple of jabs with the Force Staff to finish him. Surely I can pick that off with another good round of shooting? 

By surviving, he's also deprived me of my Slay the Warlord and Witch Hunter points. Bah! At least the Penitent Engines have scored Defend Objective 2 for a couple of points.

Not so - that squad of Rubrics you just annihilated also had the Psyker keyword, and so are perfectly valid Witches to be Hunted. By my count, that puts us on level pegging.

Objectives secured: Defend Objective 2 (2), Witch Hunter (1)


Turn 5 - Thousand Sons

Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.

The army's gone, just my warlord left with nothing to protect him but an invulnerable save and an Unholy Fortitude that doesn't seem to be working.

I'd like to fly away to a distant corner, but I draw another Secure Objective 1 card, so I can't pass up the points to be had.

I scurry behind the biggest bit of cover I can find, and claim Objective 1 twice over. All I can hope now is that the Dark Gods are kind to me.

Objectives secured: Secure Objective 1 (1), Secure Objective 1 (1)


Turn 5 - Sisters of Battle


Warhammer 40k battle report - Cloak And Shadows - 1100 points - Sisters of Battle vs Thousand Sons.
Boxcars for my saving throws ... Tzeentch protects.

Act of Faith - firepower time! I have no other options here, I need to finish him off. 

But it's no good! The Sorcerer weathers a twin burst of close range shooting, taking but a single wound in the process, and he's still up. This can't last forever, of course, but the last light is fading and the game could finish at any moment now. 

I do try to claim Advance, but the Sisters aren't quite outside the deployment area, so I can't manage it. My fault for not moving them!

And one a roll of a 1 - the game ends!

Objectives secured: Linebreaker (1)


Final total: 9 vs 8 VPs - a win for Thousand Sons!


Back At The Cloisters

Pardon us, O Lord, Miserable Offenders that we are! 

Well, after my rules screw-up, a loss feels appropriate. Not that it was the worst fail, and in theory the Penitents would probably have ended up hunting the Cultists down in the upper board anyway. All the same - great unit, and very effective, and they certainly did what I wanted them to. Apart from draw Stylus's fire, that is. He rather underestimated them (or was caught off guard by my rules interpretation, anyway), so they didn't get shot up early as I'd been expecting. 

And I like the Sisters generally, they're fast, capable and fun. Maybe a little flimsy when it comes to the punch in melee? But their Acts of Faith are great, and you can field a good number of them without much difficulty. I shall consider them when the time comes to expand the Inquisitorial Support Team, some day in the future when GW deigns to release them in plastic. 

And it came down to a final round dice-off, in the best traditions! Well-matched armies, really, although I'd spent so much on the Penitent Engines I really didn't have the tools to finish the job, and my light-weight troops were no match for the pyromaniac Rubrics. Yikes, that's a nasty unit to try and deal with. 

Is this the best 40k battle I've had so? Each one gets better than the last, and I am very happy with my choice of army. I'm loving the Psychic muscle (that may change if I run into Eldar) and despite having mostly-small arms weapons, I can generate decent amount of punch using spells and stratagems. The Rubrics' armour save / invulnerable save / dust save is invaluable for keeping an elite army alive.

I thought I was being reckless stuffing Warpflamers into a whole squad (they're expensive, so a few bolter-marines would have provided ablative wounds), but I'm turned around now - they're lethal at close range, even worse in Overwatch and the Rubrics are tanky enough that you don't have to be overly concerned about losing them. I'm already eyeing up a second squad of Rubrics (once I can face painting filigree armour again).

A shame the Penitent Engines tore me to shreds, but that's a case of knowing what my targets should be. I was surprised how I was able to hold the shreds of my force together in the wake of that Turn 1 reversal. With access to Warptime, those plodding marines become pretty speedy.

I enjoyed playing against the Sisters of Battle - a solid army from an interesting part of the lore (I still find regular Space Marines a bit perfunctory). A codex and half-a-dozen new plastic units, and these would fly off the shelves.

Onwards to glory! Where shall our journey through the Dark Imperium lead us next?


The Great Washed (Agrax)

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Chaos Cultists! This brave band of cannon fodder has served the Thousand Sons well in their debut battles, so it would be criminal to keep playing in their base coats.

Chaos Cultist converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000

Let's whip out the Liquid Talent and get started!

These are some great models, monopose notwithstanding. I'll spare you the duplicate ones, you'll just have to take my word that I painted ten of them (go me!)

Chaos Cultist converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000

When I first decided on Thousand Sons, I knew I wanted Cultists. Tzeentch is a very cult-ish type of Chaos God, after all, and I always like to have a 'baseline' unit in an army, to properly show up how big the superhumans really are by comparison.

(by a stroke of fortune, they also seem pretty useful in-game: filling up detachment slots, holding objectives, screening the good stuff etc.)

Chaos Cultist converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000

However the existing models, with their gas masks and breathing tubes, seemed more suited to Nurgle (sigh ... does Nurgle have to get everything?)

At first I toyed with the idea of fitting autoguns to Kairic Acolytes, but sanity prevailed and I decided to stick Acolyte heads on existing Cultists.

Chaos Cultist converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000

I wanted to keep the colour palette muted, to contrast against the gold-and-turquoise brilliance of the Rubricae, but still favouring blue, rather than green or red. So the clothes were a variety of greys and browns: Skavenblight Dinge, Mechanicus Standard Grey, Dawnstone, The Fang, Incubi Darkness, XV-88, Balor Brown and Dryad Bark.

I tried to keep the colours as randomly applied as possible (it's hard to keep things consistently un-uniform, I imagine it would be much quicker painting a block of troops all the same), and then liberally washed it with either Agrax Earthshade or Nuln Oil.

Chaos Cultist converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000

The one standout was the Cultist Champion, who got a whole trenchcoat, and even some layer highlighting to boast of. The coat was Celestra Grey, washed with Drakenhof Nightshade, then layered back up. The epaulettes and lapels were Ahriman Blue, with Nuln Oil.

I must have been thinking of Spike the vampire's trenchcoat when I gave him the peroxide blond hair, but now I'm uncomfortably reminded of Tommy Lee Jones' character in JFK.

Chaos Cultist champion for Thousand Sons Space Marines, Warhammer 40,000
"Who need a Magic Bullet when you've got a shotgun?"

So that's half the Cultists finally done. Hopefully the next batch will also see some paint before they next hit the battlefield.

Chaos Cultists converted with Kairic Acolyte heads for Thousand Sons Space Marines, Warhammer 40,000
"Monty, you terrible cult!"
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