Showing posts with label warhammer 40k. Show all posts
Showing posts with label warhammer 40k. Show all posts

Thursday, September 22, 2011

Mr. Black Interviews a Game Store Owner.



Yes, someone willingly went into a dark room alone with Mr. Black.

Wednesday, September 21, 2011

Monday, May 16, 2011

Tuesday, May 3, 2011

Tournament Report: Gigabites 40K Team Tournament



Eldar and Dark Eldar shenanigans.




So my Dirty Eldar buddy George and myself teamed up to take on the latest challengers at a 1000 pt-per-player Team Event this weekend. How did it go? Well, we won... Again... Eldar Walkers are a pain for people who don't know how to deal with them... But we'll get to that. First, the lists:

The format was a Split Force Org Chart, 1 HQ 1 Elite 1-3 Troop 1 Fast 1 Heavy per side, with the remaining 1 in each slot acting as a "floater" between the armies (example: I have 1 elite, partner has 2, I have 2 heavies, partner has 1).



Mr. Black's Kabal of the Slashed Eye

The Baron

Kalabite Trueborn (x7) (2x Splinter Cannon, 5x Shardcarbines, Raider w/ Flickerfield)

Wyches (x7, Hekatrix w/ Agonizer, Raider w/ Flickerfield)
Wyches (x7, Hekatrix w/ Agonizer, Raider w/ Flickerfield)
Hellions (x14, Helliarch w/ Agonizer)

Ravager

998/1000

George's Cinco-de-Kickass Eldar

Eldrad

Fire Dragon Squad (x5, Wave Serpent w/ Spirit Stones and TL Shuriken Cannon)
Fire Dragon Squad (x5, Wave Serpent w/ TL Shuriken Cannon)

Dire Avengers (x5)

War Walker Squad (x3, Scatter Lasers x2)
War Walker Squad (x3, Scatter Lasers x2)

1000/1000


First Round: Blood Angels+Black Templar

Memorable Moments:
-First Turn: Emperor's Champion unit failing moral test from casualties and running off the table... Ouch...
-Wyches engaging Black Templar "Tactical" Squad, combat ends in stalemate... Next round a Marshal and reinforcements arrive and charge Wyches, who promptly died under the weight of fire.
-Blood Angels heroically landing just where they needed to... in the exact middle of two squads of Wyches and a Raider.


Issue I think the Opponent's Had: Bad Luck did not help them here, at all, and losing that Emperor's Champion unit first turn was a bad blow. Otherwise I believe the lack of Vehicles on their end may have played a part in their downfall. With the Blood Angels it was understandable, but the Templars were a full foot-slogging force, and in the end War Walkers plus the general speed of our two armies would have caused them great pains.


Round 2: Flesh Tearers and Eldar

Memorable Moments:
-Flesh Tearers Rhino going Flat Out, rolling a 1 on Dangerous Terrain and everyone promptly coming down with a bad case of death.
-My "Oh Hell..." moment in realizing that the Eldar entire strategy was Tank Shocking my units with Flat Out moves and Star Engines.
-The general balls-out insanity of the Eldar player, who simply wanted to cause as much chaos as he could.


Issue I think the Opponent's Had: The scenario we were playing pitted Attacker against Defender, and our army functioned much better on the Defense. Once again we wont this roll (thanks Baron!) so we set up around our base to War Walker the hell out of anything coming close. Basically this was a game of hold back and shoot them as they came... Until the Eldar appeared in the dead center of our lines from Star Engines... Then it became a game of KILL THE ELDAR! Luckily we held back the Assault Marines, who I don't think actually ever saw combat... The main issues I see here was the scenario was against them, the bad rolls on Dangerous for the Flesh Tearers player hurt, and unfortunately the Eldar player didnt have much going for him aside from his Tank Shock strategy.

Here I think it was an issue of list building, but given that the two didn't know they would be entering till the night before, it's alight. I will speak more on this later.


Round 3: Orks and Dark Eldar

I was worried moving into this fight... Two Battlewagons, Kustom ForceField, Nobz... All backed up by four raiders with Kalabite Warriors and Haemonculi... Dawn of War, we went first, they deployed nothing. Not looking good. They moved on, got some shots off, their Voidraven shooting it's full loadout at my Hellions, forcing them to go to ground for a 2+ cover save. Luckily we made it through without many casualties... Then Lady Luck came up and kicked the orks square in the beanbag.

First thing first, gun down those Lootas. If there is one thing we've learned from all our Team Tournaments it's that WE HATE LOOTAS!  Moving on!

Battlewagon opened up by Fire Dragons, Nobz hit and three killed by mass Dark Lance shots... We remember he needs to roll for pinning check. Fail. Bosspole. Fail. Ok... 25% casualties, roll. Fail. Bosspole... Fail... Runs eight inches back off the table edge.

At this point the enemies moral was destroyed, and their main offensive force crippled. Yes, he had twenty Ork Boys as well, but he went on to Tank Shock the Fire Dragons in an attempt to nail them and the Wave Serpent Behind them... DEATH OR GLORY! Boom! Battle Wagon gone with only two casualties from the Deathrolla!

And I could go on, but really, as I said it just goes downhill... Lady Luck was on our side this day, and she cursed the Orks and Dark Eldar we were playing against, pure and simple. Great guys, great players, but nothing went in their favor during our game.



And so the day ended, three games, three Massacres, max bonus points. I really cannot stress enough how much luck favored us today...

...You know, I used to listen to the Dos Equix man when he said "Never trust a woman who is only around when you are winning" but... Hell, I think she has a crush on me...



Mr. Black, out.

Wednesday, January 26, 2011

Commission: Khorn Terminator Lord


Just a small project completed today, a Khornate Terminator Lord. Had a friend take the pictures just to get something quick up, so pardon the quality.




Thursday, November 4, 2010

Teaching 40K: Into the Fire



Entering 40K can be a bit overwhelming, so here is a little tutorial to get things rolling.


Mr. Black here, and over the years I've taught many a newcomer the game of 40K, and over that time I've developed a little scenario I use most every time just to show someone the basics of the game.

The overall point is to accomplish the following:

1. Show them a snippet of how the game is played.
2. Introduce them to a variety of units and how they interact.
3. Prove just how cool these little plastic army men are.

Given that, I've created this little mini-scenario to ease someone into the basics of 40K, similar in design to the old Battle For Macragge and Assault on Black Reach! starter rules, except I've thrown in a bit of a narrative to spice things up a bit. Of course this isn't a stone-set scenario, as we all know things don't always go to plan, but if the events happen to take a left turn from the initial plan just roll with it!

For the Purposes of the following scenarios I usually use half a standard  table (36 x24).

Part I: Isolation

"The Forces of Chaos have launched a sudden assault on the sector, under your control are the last remaining members of Tactical Squad Invictus. Survivors of the initial battle they have fallen back to a safer position to await reinforcements, but the legion of the Chaos Gods is not far behind...

Set Up
*3 Tactical Marines (Blue)   
*Sergeant with Power Fist
*Tactical Marine with Plasmagun

*5 Chaos Marines (Red)


The Space Marines will be held up on the hill (brown), sparse forests dot the landscape (light green), allowing the Chaos Marines some avenue of cover as they advance from the devastating effects of the Plasmagun.

This initial scenario should be used to demonstrate how basic movement and shooting works, as well as basic mechanics of armor saves (or in the case of the Plasmagun, lack there-of). Usually I ignore the Get's Hot! rule for this, as having the weapon blow up on the first shot is not cinematic when its in the hero's hands. We're also trying to minimize the lesser rules since, again, this is an introduction.

The Chaos Marines should move forward and then run in the shooting phase, all in an attempt to get into melee with the last remaining Space Marines, who in turn will be mowing them down with gunfire. This is to be expected, and is the actual point of the scenario: let the new player feel the power of Space Marine weaponry, being sure to explain how Rapid-Fire weapons work and reminding them should the Chaos Marines draw close enough. Should the Chaos Marines actually get into melee, then so be it- Show them how close-quarters-killin' works!

Part II: Reinforcements

Tactical Squad Invictus has managed to quell the scouting Chaos Marine party, but it seems far worse threats have moved over the horizon; the legion moves closer, more heretical followers of the Chaos Gods march forth, bringing with them their machines of war 

Set Up
*3 Tactical Marines (Blue)   
*Sergeant with Power Fist
*Tactical Marine with Plasmagun
*7 Assault Marines (Gray)
*1 Assault Marines with Flamer
*1 Assault Marine with Meltagun
*1 Assault Sergeant with Power Fist

*2 Chaos Rhinos w/ 5 Chaos Marines Each (Red)


The Rhinos will move up turn one, giving the Space Marine player a demonstration in vehicle movement speed as well as how different Strength weapons interact with Vehicle Armor (aka the Bolter doing exactly nothing and the Plasmagun having a decent chance to do something). Should the player Wreck or Immobilize a Rhino all the better! Again, the initial turn should show how well protected the troops inside actually are compared to their now-dead comrades before them. If you're like me, also talk about how dangerous the Chaos Marines inside are, and instill a sense of dread over the player not being able to stop the full tide as it sweeps forth. Making sure they do not arrive is necessary for survival!


Turn 2
"The thundering sound of jets echo through the air as the marines of Assault Squad Calidus arrive to reinforce their brethren! Combining speed with the devastating close-combat prowess only the Assault Company can bring they move to intercept the oncoming Chaos hordes! 



Now the Space Marine player has the chance to launch the offensive and really have some combat fun! This also does a good job of introducing Jump Infantry and how they work to the player, and with their sheer number the player should get a sense that the role has switched from offense to defense. Sure, they still have to deal with the Rhinos, but now that they have a Meltagun this should prove little issue, plus it allows them to see the penetrating power of the weapon itself while still being able to assault the units inside. They should lose some casualties in melee, but other all it should be an easy win for the marine player.

Part II: Resurgence
"As both armies march to the fight Tactical Squad Invictus and Assault Squad Calidus man the front lines, but Chaos cannot be stopped so easily, and now the main bulk of the Chaos incursion move to destroy them... But the Imperium is far from defenseless..."

Tactical Squad Invictus has been reinforced and is now brought up to a full ten marines strong, and any casualties that befell either squad have now been restored.


Set Up
*10 Tactical Marines, Plasmagun, Lascannon, Sergeant with Power Fist (Blue)   
*10 Assault Marines, Flamer, Meltagun, Sergeant with Power Fist (Gray) *Deadnought with Assault Cannon and DDCCW (Blue Circle)

*10 Chaos Marines with Plasmagun in Rhino (Red Box)
*5 Chaos Terminators with Power Weapons (Purple)
*Defiler with Dual DDCCW (Red Circle)



The Defiler is a big and scary model in it's own right and this should be expressed to the Space Marine player, if not already apparent... Don't worry too much, one shot from the Battle Cannon and they will see the immediacy of it's threat. Luckily they have acquired the use of the Lascannon and can use that to their advantage, also taking into account the Plasmagun as well as the Meltagun from the Assault Squad. Here you give the player a taste of target priority- What do they shoot at? The oncoming Chaos Marines or the large and deadly daemon vehicle coming at them? Overall the threat isn't as scary as it could be and it introduces Cover Saves into the game, as well as how walkers function.

Turn 2
"Gun fire heralds the arrival of further reinforcements, this time the aid coming in the form of Brother Galius, who's shattered body is now protected within the steel frame of a mighty Dreadnought.

 
Really the overall threat to the Space Marines is low, they have massive amounts of fire-power at their disposal to take down both the Defiler and the ten Chaos Marines, just be sure to take it a bit easy as, again, this is a learning game, it's supposed to heavily favor the new guy while still giving him a challenge. By this point the Assault Marines may even have killed the Chaos Marines, if not then take a turn or two more to fight it out, until the Chaos Marine forces begin to dwindle a bit.


Turn 3 (or later)
"The battle seems to be turning in your favor: The Traitor Legion's number dwindle and your blows reign heavy upon them... But the tide of battle can turn swiftly, and with a raging howl the very fabric of reality tears open as Chaos Terminators teleport onto the battlefield, their ancient armor decorated with the skull of past victims.



The Chaos Terminators pose a serious threat to the troops of the Space Marine player and by this far in the demonstration they should have a good grasp over each units capabilities and strengths. That being said don't feel bad about decimating a squad with the Terminators just to show how dangerous they really are! This is the last leg of the tutorial, the "boss fight" if you will! Make it challenging, make them worry about their odds against such a powerful foe (and keep in mind to yourself that the Dreadnought can wreck them completely... So don't Deep Strike them too close).

In the end the Space Marines should emerge triumphant, as the old edict goes when teaching someone a new game system "Let the newbie win!" You don't want their first experience to be a crushing defeat- You want it to be a glorious victory in the name of the Imperium! You want them revved up at how their band of little plastic army men totally annihilated your band of little army men (of course it close! In true Space Marine faction they snatched victory from the jaws of defeat!).

The final scenario was close to 500 pts. on each side and over the course of all the games they learned the basics of vehicle and squad movement, as well as shooting and assault rules. Hopefully from there they can choose exactly which aspect they liked best for when they make their army- presuming they decided they liked the game in the end. But really, after such a climactic battle of sheer awesome, who could say no? And that's the point in the end isn't it? Pull them in and make them want more!

~Just remember that the initial delve into the game will leave a lasting impression on players! You want them to think this is the coolest thing since the invention of the Chainsword, so talk it up, make it bigger than life, and most of all remember: FOR CHAPTER AND EMPEROR!  So how do you like my scenario, and how do you bring newcomers into our glorious hobby?

Wednesday, October 27, 2010

Odd Man Out: Venomthropes


Some units just never find a place; usually this is deserved, but sometimes they're just the odd-man-out.



So I've been back on my Tyranid binge these last few weeks- The irony that all my time has been spent painting Angels Sanguine and playing Tyranids... Anyway, as of late I've been experimenting with units I usually don't take, mainly due to trying this with Ravaners some months back and finding I absolutely loved the unit and its capabilities. That being said I recently tried out some Venomthropes, which are usually neglected in favor of more stable choices such as Deathleaper, The Doom of Malan'tai, or simply more Hive Guard (and one game were I used some Ymgarl Genestealers.. Ehhh....). The list I have been testing them with has been the following:

-Hive Tyrant (Duel Scything Talons, Hive Commander, Paroxysm, Leech Essence)
--Tyrant Guard x2
-Tyranid Prime/Alphakrieger (Duel Boneswords, Rending Claws)

-Hive Guard x3
-Zoanthrope x3
-Venomthrope x3

-Hormagaunts x17 (Toxin Sacs)
-Hormagaunts x17 (Toxin Sacs)
-Hormagaunts x17 (Toxin Sacs)
-Tyranid Warriors x3 (Bonesword/Lash Whip, Toxin Sacs)

-Ravaners (Rending Claws)
-Warrior Shrikes x3 (Bonesword/Lash Whip, Toxin Sacs)

-Trygon

1998/2000

So, some initial thoughts on the list:

A. No Swarmlord.
As a usual staple of mine I decided to try and save some points in not including him. I honestly feel the extra wound and abilities are worth the points, and there are few things I love more than giving out Furious Charge to Hormagaunts with Toxin Sacs, but the basic Hive Tyrant is almost 100 pts. cheaper and allows a Troop unit to outflank, so I'm giving him a go.

B. No Tervigon. This is a hard one for me, as I love Feel No Pain, as well as having a gigantic T: 6 Troop squatting on objectives that also makes other Troops to do the same; what I don't like however is every list I've made since the codex's release has included one. Looking at him more I had to ask- Is he good? Well, his abilities are good... Are those worth it? Well he's around 200 pts. and requires another fifty to be a troop, and he may not make those points back through the game. All it takes is one bad hatching roll and he's a big 200 pt. Feel no pain dispenser... For those points I can get a Trygon, who eight-out-of-ten times will make his points back, one way or another. For those reasons I have excluded him from my current lists.

C. I love Warriors! I have said it before so no need to delve back into the details, but it feels just right running a unit or two of the guys, and without the staying power of the Tervigon and his brood backing up my Troops selection I felt I needed something durable for those objective-based missions. No one, no one wants to engage Tyranid Warriors, especially those backed by an Alphakrieger/Tyranid Prime, because those units will die, and die horribly.

But this article isn't about the list above or the dos-and-don’ts of the Tyranid codex as a whole, but specifically about the Venomthrope Brood elite choice.

So then, what have I gathered in giving them a try over the last few games? They are worth every bit of their points.

First off they give me a cover save if I'm out in the open, which is nice. I'll always choose to place half the unit if I can in actual cover, but there are times when you don't want to go out of your way to do so. This also extends to Monstrous Creatures... Well, not so much in the above list, as the Trygon hopes to Deep Strike into the enemy line and not near yours and the Hive Tyrant is getting a cover save due to the Tyrant Guard anyway. Having the option is still nice regardless, I don't consider it the best option it has, merely the most obvious. Should I have a list that ran more monsters, such as three Tervigons and Two Trygons or something similar I would give no hesitations to running them specifically for this use alone.

Next we have the Defensive Grenades- a handy ability who's main benefit will probably go unnoticed, after all less attacks aren't the easiest benefit to tangibly see. It adds up though, the typical unit losing a third of its potential kills right off the bat, before any blows are even swung. Now I know Tyranids are an assault army and given such you'll be the one usually making the charge- after all, the Hormagaunts having an eighteen inch threat range is nothing to sneeze at, run some Genestealers or other fasty-nasties and you see what I mean, but it is important to note we are not the only assault army: Orks are faster due to their transports, Blood Angels have their Assault Marines and jump infantry, and don't even get me started on Dark Eldar Webway Portals and Raiders...

The point being we're not always going to get our way, and any chance to cancel out some potential deaths, especially in an army like mine, not making use  of Tervigons, every little bit helps. Last thing to mention about Defensive Grenades is a seldom used rule: Against vehicles they can be used to make one S:4+1d6 attack, meaning those Hormagaunts that I didn't feel like giving Adrenal Glands can now surround and Glance a vehicle to death, thus dooming the inhabitants to Sudden Emergency Disembark Death.

Last, and most importantly of all their unique abilities is the fact that charging them or any unit within six inches results in a Dangerous Terrain test, and I cannot personally say enough how much entertainment I have garnered from this one ability alone! Really I think it's the more of the psychological effect this has- No player wants to needlessly lose models and that's just what will happen should they charge. It's just not fair losing guys before the actual combat even begins. So the opponent is now left with a lose-lose decision: charge the Tyranid Swarm without gaining the benefit of charge attacks and running the risk of losing models before the actual combat even begins- and probably swing after them due to terrain/higher initiative, or sit back and just shoot/rapid fire against opponents who get at the worst a 5+ cover and will charge you on their turn with the full benefits of such.

Maybe I'm just a fan of forcing my opponent into no-win scenarios, the joy of them choosing their own destruction rather than being forced into it... But then again I've been called a bit sadistic in my play-style... And everything else for that matter... Getting off topic here, ahem...

The end result is I have been above-impressed with my Venomthropes and will continue to find a place for them in the much-coveted Elite Slot and eagerly await trying them against whatever threats my opponents, new and old, can throw at me... Even as the irony of painting an Angels Sanguine Flamestorm Baal Predator lingers over me and my Tyranid fun.

~Should we discuss more "Odd-Men Out" units? Was fun this week and I can't help but look into my Blood Angels and the Chaos Space Marine codex before it for potential candidates. What are some of your own strange/questionable units you enjoy using? 

Saturday, July 31, 2010

Angels Sanguine Updates!



Just some quick updates to the Angels Sanguine forces, including Sergeant Raziel and Librarian Vorador.

If anyone can guess the common thread between the names and the ones to come, prize for you.

Sunday, July 4, 2010

Been A While

Things have been rather insane here in my dark little world. The last month saw a rather large share of unfortunate events which kept me from posting here, but it also had a fair mix of good things.

8th Edition Fantasy is here and I'm looking to fix up my Cult of Khaine and Slaanesh WoC Forces, so look for updates on them coming up, as well as Tyranid and Angels Sanguine updates as well.

On another note, I believe I'm going to expand the blog to also speak of other gaming matters. I delve into a good amount of RPGs as well as other miniature games, and it seems rather silly to not at least mention them in some degree. That being said, in the upcoming days/weeks I'll post up some information/first hand reviews of such things like the Savage Worlds: Realms of Cthulhu game as well as the upcoming Dresden Files RPG.

Lots of ideas in store, so stay tuned!

Friday, May 21, 2010

Hive Fleet Ramrod Takes Ard Boyz!


Hive Fleet Ramrod secured a clean victory over the tasty foods that presented themselves in Ard Boyz!




The List

HQ

Hive Tyrant
-Duel Scything Talons
-Hive Commander
-Paraxism
-Leech Essence

Tervigon
-Adrenal Glands
-Toxin Sacs
-Catalyst


Elite

Zoanthrope x3
-Mycetic Spore

Hive Guard x3

Deathleaper


Troops

Hormagaunts x20
-Toxin Sacs

Hormagaunts x20
-Toxin Sacs

Termagants x10

Tervigon
-Toxin Sacs
-Adrenal Glands
-Catalyst

Warrior Brood x4
-Duel Boneswords
-Toxin Sacs


Fast Attack

Gargoyles x10

Warrior Shrike x3
-Bonesword/Lash Whip
-Toxin Sacs

Warrior Shrike x3
-Bonesword/Lash Whip
-Toxin Sacs


Heavy Support

Trygon

Trygon


~~~~~~~~~~~~~~~~


First things first, given another chance, I would have increased the brood of Gargoyles or remove them entirely... My original list, I seem to remember, had twenty, but I cannot for the life of me recall how I did it, so it was a last minute modification.

Other than that, pretty happy with the list overall. The Tyrant allowed me to usually outflank a large unit of Hormagaunts or, in some rare cases (as was my plan against IG) a Tervigon. But really, in the end, that ability wasn't used, to any great effect, outside the first game.

The match-ups were as follows:


Game I: Ramrod vs. Jump Pack Blood Angels.

The person I played was fairly new to the game and someone I've known for quite some time... But unfortunately this is Ard Boyz, so were I would usually reserve myself, hold back a bit, I had to crush him like bug! He was fielding three units of Devistators, two Missile Launcher one Lascannon... They did the most damage, killing a Tervigon turn one, which was a minor setback... Luckily, Deathleaper and an Outflanking squad of Hormagaunts came in turn two and proceeded to trap two of the units in melee (the Hormagaunts that is) and Deathleaper forced him to take the Dangerous Terrain chance with a squad of Jump Packs in order to come assist the Devistators, where-as normally he would have risked the Difficult Terrain check.

In the end it was a solid win, with one spectator walking by commenting "Oh wow! Tyranids on Tyranids!"... I felt a little bad at that comment... It passed.


Game II: Ramrod vs. Duel Nob Bikers

Here he got first turn and Turbo-Boosted right in my face... My Hive Tyrant proceeded to then Paraxism one unit and charge into it with a unit of Shrikes and some Termagants. That unit was pretty much taken out...

The other unit though hit me where I had little defense, I sent a unit of Termagants and Warrior Shrikes against them but caused minimal wounds. I lost combat and he was free to move... He proceeded to charge the Tyranid Warriors, causing his Warboss to fully understand the issue with getting hit by Duel Boneswords.... After that, there were some four bikers left, each with a wound. He took the time to retreat after the Hive Guard shot and killed another one... The rest of the game was spent with him running from me as I could not catch him before turn six.... Game ended in a tie, though I controlled all Table Quarters.


Game III: Ramrod vs. TPM's Blood Angels.

This was not a good game for Mr. Murphy as his army had some 40+ KP due to mission scenario... I held my Gargoyles and a unit of Hormagaunts in reserve and by turn two everyone was in melee.... He was playing a Mepheston/Sanguinor list and, unfortunately, Deathleaper only pegged Mepheston with a -1 Ld...

...Buutt turn three Mepheston said hello, and goodbye, to three Warrior Shrikes, who didn't give a damn about his scary Initiative of 1 (Boneswords) or his Toughness of 6 (Toxin Sacs), they did however laugh at his lack of Invulnerable save (Boneswords). The game was stacked against him to begin with and, unfortunately, I just had more guys than he did... A unit of Zoanthropes did, however, tangle up an Honour Guard unit for three turns in melee, before a Trygon charged and killed them all, save the Blood Champion and his Combat Shield! (An awesome moment, I don't care who you are).

In the end, the scenario, and my sheer number of units, just played against him and Hive Fleet Ramrod secured a Massacre Victory.


At this point I was still hesitant about the results, the tie looming over me, but gathering all bonus points did save the day, the final score ended up being Myself with 60 pts and second place with 56. Whew!

Monday, May 10, 2010

Stripping Minis, Part 2




A bit of a delay here, but here is part two.




Ok, so this was one a mere day after my last post. I know I mentioned last time about letting the models soak for a week or so, but in my individual case the models were simply covered in a loose coat of bad primer. I checked on them after a thirty-hour soak and believed them ready for work.



First, here are the tools and the workspace. High tech I know. The sponges are there to simply block the hole in the sink, should any parts go flying off.

We have a firm bristled toothbrush, the harder the better, hot (steaming) tapwater to better remove any trouble bits, and my own unprotected hands.


...Upon note, best to use some kind of gloves for this, as the Purple Power, like most cleaners, will dry your skin out and that is quite an unpleasant and lingering feeling.


Here is one of the Termagants freshly pulled from our Purple Power solution, it doesn't look any better but upon close inspection we can see some of the primer has indeed began to fall off.



Basically I took the brush, gave it a firm scrubbing. Scrubbing itself, unless you're overly hard, should not require much force to remove the paint, if you find you need to use excessive force, to the point you are worried the model will break, then you need to let them soak for some more time.

Also to note: Sometimes not all the primer will come off, usually in the case of Black GW. Some people put the models back in, letting them soak... I myself just ignore this and merely re-prime them, as the layer is pretty distinguishable from the rest.

Here is a shot before a final wash but after scrubbing, which I usually do while under the water stream:




Unfortunately I realized I didnt take a picture of the final product... But it's clean, ha ha...

Now all you have to do is repeat the process until you're done..

Over... And Over... And Over... And Over...

...

... ... ...

... ... ... ...DAMNIT!!


Friday, April 23, 2010

Supporting your LFGS

I'm a firm believer that one should support your local gaming store. I have lost two stores over the years due to people just not giving it the support they need and, despite the best efforts of the owners, the businesses eventually closing.

I do not wish for that to happen with my local store, so I decided to post this... Well, advertisement for them here.

Note: This is done simply because I wished to post this here. I do not want people getting any impression I am some kind of advertisement whore.

My personal store is Gigabites Cafe, located here in friendly Marietta, GA.

The store is great, dedicated to Warhammer 40K, Warhammer, Warmachine, Flames of War, Uncharted Seas, and more other games than I can mention. It is also an internet gaming hub, as well as a trendy cafe with coffee and sammiches.

Here is a link to their website: http://www.giga-bitescafe.com/portal/


Again, simply posting this as an effort to support the place where I enjoy my gaming, in hopes that I can do so for many more years to come.

Tuesday, April 20, 2010

Blood! Blood! So much blood!!



Here is another fantastic tutorial I found some time back and have put to good use:

http://www.bolterandchainsword.com/index.php?autocom=ineo&showarticle=298

This is great and super easy to do. To date I've used it on nearly all my Khorne models as well as a few select Blood Angels pieces.

Here below are some of my experiences with the technique:






Blood Angels Death Company!

Just got my hands on the new Death Company box and immediately got to painting. I have also included here a Death Company Dreadnought I did a few weeks back.

Overall, they're fun to paint, but a serious pain given how difficult it is to paint black, as well as the sheer amount of "stuff" is on each model (purity seals, icons, etc.)











Tyranids!!!!




The start of my overly ambitious Tyranid army. It is a variation of the Blue Crab/Desert Rose scheme I found here: http://www.necrotales.com/necroTutorials/tut_painting_tyranids_01.php












Not sure what to do with the Tyrant, got him before the new codex came out under the assumption "they'll always be useful". Now I find him a bit to costly... But I have him, so oh well!