Thursday, May 6, 2010

WIP Thunder Hammer Terminators

I need a few Thunder Hammer terminators for a tournament this weekend, so I slapped some paint on a few. These are nowhere close to being done, but I'm liking the way the red is turning out. I started with white primer, a thin coat of mechrite, and then a base of blood red overtop of it. I then hit it with some Baal Red, which you can see on the model below.

Blood Angels, Flesh Tearers, Terminator Armor, Thunder Hammers, Warhammer 40,000, Work In Progress

This model hasn't been hit with Baal Red yet.

Blood Angels, Flesh Tearers, Terminator Armor, Thunder Hammers, Warhammer 40,000, Work In Progress

They're both on my resin bases that I cast.

Wednesday, May 5, 2010

INAT FAQ

A good deal of ink seems to fly each year prior to Adepticon about one topic more than any other: the INAT FAQ. It is either viewed as the most comprehensive tournament FAQ ever produced, or reviled as a serious undermining of the rules system by which we play.

We've all come across that rule which is vague. It seems invariably that the rule that causes the most arguments is the one for which GW hasn't made an errata or clarification: Doom of Malanti's, Deff rollas (finally taken care of), the use of Descent of Angels for Storm Ravens with embarked squads, the Manticore's template scatter... Maybe those have come up in your games, maybe they haven't, but I guarantee you that in six months, these things will be gone over line by line by the FAQ council that Adepticon appoints.

But is that a good thing? Opponents have valid points. There are out and out rules changes in the INAT, no if, ands, or buts. This is not all from GW's canon. A group of people are putting thier own clarifications, changes and spins on the product that you've purchased. It's fan based, not offical. And there's the very valid sticking point. It's not official. Stelek, a well known opponent of the FAQ, articulated his views thusly: "You have no right to change the way the game is played."

Proponents are very quick to point out that even GW doesn't count its own FAQs as official, except for the errata. And GW's FAQs fall very short of answering questions that will come up in the higher levels of play, things that if answer one way or the other will determine who walks home with a pat on the back, and who walks home with a thousand dollars worth of prizes. Things like that can put real pressure on a judge to make the "right call", and no matter what call he chooses, the blood-crazed hounds of internet will savage him. The proponents value the transparency that the INAT brings; here's the call we made on this, it was put up months ago, please review it. At that point, there's no argument. There might be bad blood, or hurt feelings, but the matter is closed.

As for myself, I find the proponent's argument more measured. Having been to Adepticon but the once, I only found reason to call upon the FAQ one time. The judge came over and quickly applied the ruling needed with minimal fuss. I played seven tourney games under the FAQ, and really didn't have to consult it. Which made the sturm and drang over the FAQ seem wasted effort. Differences in play exist from person to person, region to region, and state to state. The INAT, or something like it, is needed at nationwide events to smooth out those differences. Is the INAT appropriate at every event, regional or otherwise? That depends on the payer base and the Tournament Organizer's call. The only reason I would be unlikely to use it at an event is player feed back.

As to the charge leveled that the organizers of Adepticon have no right to change or clarify the game to their liking, I would refer the gentleman to the gray box on top of page 2 in the 40k Rulebook, under "The Most Important Rule". The game designers want you to do with your game what you want, including making house rules and house clarifications if you see fit. The only difference with the INAT is its scope.

Tuesday, May 4, 2010

The Stories of the 42nd, Part Two

When we last left Captain Sorin, his assault on the Eldar stronghold in the woods was at a critical point. Angel Company had been mauled on the left, but Chain Company was gaining ground on the right flank. It was up to Faith Company to hold the center, and support Chain's assault.

Lt. Revnik's heart sank as he watched the xenos beam carve its way through Katya's hull. The jouncing of his Chimera's hull made it hard to focus his periscope on the stricken vehicle, a Chimera that had been with the regiment since it's inception. There is no way that anyone could have survived that! Then, he saw the Company's banner unfurl. Though, all things are possible through Faith! Heartened, he turned to his men. "Boys, get your flamers ready! We have xenos to burn!" The red light of the cabin washed over the mud-streaked faces of his squad. The pilot lights of their flamers flickered as they bounced their way across the rutted no-man's land, tiny devotional candles to the Emperor.

The xenos weapons tried to make their mark in the Chimera's hull, but found no purchase. The tank's gunner fired its weapons haphazardly, doing little more than keeping the Eldar heads down. Revnik ordered the driver to press into the woods. The driver's reply was terse. Revnik heard the questioning and fearful tone even through his combead, but knew that his order would be followed. The beast was likely to be bogged down inside the tree line, but it would bring the squad's flamers to bear that much sooner. Anything to confound the enemy and take pressure off the assault. His thoughts were interrupted by the sound of a fist sized hole being bored into the turret. The gunner (or what was left of him) fell back down into the hull. Cauterized, he though dully. No, cooked. Putting his flamer aside, Pvt. Dyalov alone had the presence of mind to quickly get a blanket to cover the tanker's body. With the boy covered, Revnik snapped out of his shock.He was from the motor pool. I didn't even know his name.

The driver, ever professional, warned the squad that they had ten seconds to the tree line, and that they should brace themselves. The Chimera roared over the embankment that hid the Eldar, and pressed into the woods. Its heavy flamer was a font of vengeance for the fallen men of Valhalla, its flames a benediction for the men behind the Revnik's squad advancing into the Eldar guns. The rear gate slammed down, and Revnik's men poured forth. The xenos, armored blue and yellow, turned their strange weaponry toward the squad, but the Emperor's wrath would have its say. A fan of flame poured forth from the squad. Revnik added his laspistol to the assault. They even die gracefully. Aiming for one alien's chest, he watched as it danced its way out of fatal wound, the lasbolt hitting it in the arm. It was spun, a dervish now sans an arm. You can't outrun light, though. He put an other lasbolt right in the thing's chest for good measure. By now, the Eldar's infernal disc throwers were sending stray shots the squad's way.

Heedless of the danger, Revnik charged the line of Xenos in the trenches. Gurov took an unlucky hit to the fuel line. His promethium tank went next, and the spark from the Eldar weapons ignited the remaining gel and Gurov with it. His screams did not slow the remaining men. Wielding their flamers like clubs, they savaged the remaining xenos near them. The Eldar seemed frail, but proved quick and strong enough to leave Kozmin lying on the forest floor, his large frame bleeding from a dozen delicate cuts. What Revkin and his men lacked in finesse, they more than made up for with their zeal. The Lieutenant's chainsword carved into the peaked helmet of one of the Eldar citizen-soldiers. A foe had stabbed through Dyalov's greatcoat, only to have his alien blade turned aside by the hidden flack vest. Dyalov responded in kind, but with better luck. Maisky overbore his opponent, toppling the alien, and made he short work of it. The remaining Eldar seemed hesitant to engage such savages, and that hesitation cost them their lives. The Demolisher shell hit the far end of the trench, followed quickly by the atomic bright flash of plasma. The alien menace had been vanquished by the superior fire power of the Imperial Guard. Not a single enemy stood in sight. Ears ringing, Revkin was shocked into speechlessness for the second time in five minutes. And then he began to laugh. It was the laughter of a man who assumed himself dead a second earlier, and found himself given a reprieve. Dyalov and Maisky soon joined him, the laughter sounding madly through the smoke and flame of the wood. They laughed till it hurt.

That was, until Maisky's head took a round and exploded. "SNIPERS!" shouted Dyalov, as he tackled his Lieutenant into the trench...

Theme: How do you tie it all together?

You have models, and you have a list in mind.

How do you make these models work together? Often, the models from the same army are similar in nature. Imperial Marines of all flavors are a fine example of this. But what happens when you're playing imperial guard and you're tired of painting just Cadians? Or you play daemons? The Gods of Chaos favor certain color schemes, and you are left with a plan to make what seems like an explosion in a paint factory.

What do you do? The key is a proper selection of colors.

My guard army contains many elements. I have Tallarn, Valhallans, Cadians and even a Mordian sergeant thrown in for good measure. With a casual glance, you'd never notice it, due to the army's unified color scheme. Let me show you:

Psychic Battle Squad Overseer

Cadian Bodies, Imperial Guard, Pig Iron, Pig Iron Heads, Warhammer 40,000

Imperial Guard, Valhallans

Guardsmen, Imperial Guard, Warhammer 40,000

Even though the models have different colors, poses, and body styles, they all reference the main color: olive drab. It allows for differences amongst the models to blend into a cohesive whole. The same goes for any other guard army, and any other color choice. Imagine an army of Tallarn in white tunics with black turbans. Pair them with Sisters of Battle from the Order of the Sacred Rose. Though the armies are different, their cohesive color scheme will make them a stunning army to field or face.

But what about the daemon army? Slaanesh loves his/her/its pinks and purples, Khorne, his reds, etcetera. How do you blend them? We turn to fashion advice for this. For maximum impact, one mixes vivid colors and neutrals together. The colors should be an accent to the larger neutral palette. What is a neutral color? A neutral color is one not found on the color wheel: black, white, grays, beige and other earth-tones.

Tutorial

How does that knowledge help us bring those disparate elements together?

Model by Ferix on DakkaDakka:
Chaos, Daemonettes, Daemons, Tattoo

The skin on this daemonette is a neutral shade, leaning toward a white/beige, with the blue accents becoming the accent.

You could easily pair that deamonette with the following bloodletter, if one tweaked the colors.

Model by Catpeeler on DakkaDakka:
Painted Bloodletter 2

Another example of a neutral fleshtone comes from my own daemon army, the Host of Hope's Demise. Though it would not fit with the above two examples, I would have no trouble painting a daemonette's flesh in the same earthy flesh tones.

Chaos Daemons, Nurgle

The neutral flesh you choose for your army will help it blend, while each squad will show the colors of it's patrons, giving both players a quick visual shorthand to each unit's nature.

Monday, May 3, 2010

Possible 'ard Boys List #2 Celestial Lions (Space Marines)

My Marine List

Captain Leo Cusuro (Kahn) and the Libby ride in the LRC with the TH/SS termies, and everything can outflank. The Assault squads, which normally suck since they need to spend three turns getting anywhere, can hit a line in one or two turns. The devs are there to avoid a penalty from not having HS (which came up last year), and to move on and start taking side shots next turn. I won't nessecarily outflank everything every time, but I'd like to think this would really screw with leafblowers. Kahn would also give the termies FC and Hit and run for extra fun.

Celestial Lions, 3rd Company Space Marines

3rd Company, Celestial Lions, Space Marines, Warhammer 40,000

HQ
Captain Leo Cusaro (Kor'sarro Khan) Power Armor Frag and Krak Bolt Pistol Moonfang Iron Halo 160
Librarian Termnator Armor with Storm Shield Null Zone Vortex of Doom Force Weapon Psychic Hood 140

Troops
Tactical Squad, 10 Sgt Upgrade Power Weapon Flamer Lascannon Rhino Melta Bombs 235
Tactical Squad, 10 Sgt Upgrade Power Weapon Melta Gun Lascannon Rhino Melta Bombs 240
Tactical Squad, 10 Sgt Upgrade Power Weapon Flamer Heavy Bolter Rhino 220
Tactical Squad, 10 Sgt Upgrade Power Fist Flamer Missile Launcher Rhino 230


Elites
Assault Terminators, 6 Thunder Hammer/Storm Shield x6 Land Raider Crusader Multi-Melta 500


Fast Attack
Assault Squad, 10 Sgt Upgrade Power Fist Flamer 225
Assault Squad, 10 Sgt Upgrade Power Fist 215
Attack bikes, 3 Multi-Melta Multi-Melta Multi-Melta 150

Heavy Support
Devestators, 7 Sgt Missile Launcher x4 182

Points Summary:
HQ: 300
Troops: 925
Elites: 500
Fast Attack: 590
Heavy Support: 182
Total: 2497

Sunday, May 2, 2010

Possible 'ard Boy List #1 The Flesh Tearers

Wow, it certainly has been some time since I looked at this. Time to blow the dust off of it, and get back to regular posting now that school is winding down.

'ard Boy Season is upon us, and given my resounding lack of success from last year, I want to make up for it this year. I know that I'll be facing leaf blowers x 8000 if I go, so I'm thinking I need to make a list that combats that, rather than succumb to using my own Imperial Guard list. In that vein, I'm looking at two non-ig options I have that might make my inital run easier.

Blood Angels, Flesh Tearers, Veteran, Warhammer 40,000

Flesh Tearers 4th Company Blood Angels

The Reclusiarch rides with the Termies, and the libby and the priest float where they're needed. This list is not subtle at all, and is meant to pound face. It's got psy defense, and can kill anything it gets it's hands on. The baal can scout or outflank, which ever is needed. The tac squad can combat squad in case an objective needs a baby sitter, a risk, but worth it.

HQ
Reclusiarch Power Fist 145
Librarian Unleash Rage Shield of Sanginus 100

Troops
Assault Squad, 10 Sgt Cost Paired Lightning Claws Flamer Flamer 230
Assault Squad, 10 Sgt Cost Powerfist Melta Melta 235
Assauly Squad, 9 Sgt Cost Powerfist Remove jump packs Melta Gun Rhino 222
Tactical Squad, 10 Sgt Cost Powerfist Melta Gun Lascannon Rhino 260

Elites
Sanguinary Priests, 1 50
Assault Terminators, 6 Lightning Claws x3 Thunder Hammers x 3 Land Raider Crusader Multi-Melta Extra Armor Search light 531
Furioso Dreadnaught, 1 Librarian Dreadnought Wings of Sanguinous Might of Heros 175


Fast Attack
Attack Bike, 2 Multi-Melta Multi-Melta 100
Baal Predator, 1 Extra Armor Heavy Bolter Sponsons Searchlight 161

Heavy Support
Vindicator, 1 145
Vindicator, 1 145

Points Summary:
HQ: 245
Troops: 947
Elites: 756
Fast Attack: 261
Heavy Support: 290
Total: 2499

I know that most IG players will be running with a Mysticx2 combo, so I'll want to avoid Deep Strike. I'm going to put the vindicators in front of the Land Raider to provide cover, and move agressively up a flank. Depending on the sight-lines afforded available to the mystics, etc, I may combat squad my melta assault squad to drop them on a flank. As long as they can avoid the mystics, they might be able to roll up a flank. Descent of Angels will make Deep Striking more attractive, and could combat the penalty for the Officer of the Fleet.