Saturday, 28 December 2013

Dreadfleet - A Project Ends

I have finished my Dreadfleet project as planned before the end of 2013, everything included in the box is now painted and safely stored in KR custom cut foam.  I have enjoyed painting these ships as they have been an interesting and welcome change of pace from time to time while I was painting Space Wolves.  I hope you enjoy the pictures as much as I do and be sure to follow the links below to see each ship in turn.

The Grand Alliance Fleet.

The Dreadfleet.

All ten ships.

The seascape terrain and monsters.

Friday, 27 December 2013

Dreadfleet - The Sea Drake

Hey everyone, first things first, a belated Happy Christmas to you all and a happy new year in advance.

Christmas  may have been and gone but my hobby progress has not slowed down, I am happy to present the final of my Dreadfleet ships in the form of the Sea Drake.  I have spent a year painting everything included in Dreadfleet alongside my Space Wolves project giving me something different to paint whenever I got bored of marines and drop pods. 

I started by airbrushing the whole model white, I then took it apart and started to paint it in its component parts just like I did with most of the other ships, being snap-fit made this easier.

Next I began blocking out all the base colours, the Dragon was painted in Mephiston Red and the sails in Caledor Sky while the gold figure head and details were given a coat of  Balthasar Gold and finally the decking was painted in Mournfang Brown.

When everything was dry I got to work with the washes/shades giving the masts and other wraithbone details a coat of Seraphim Sepia, I then used Agrax Earthshade on the red and the gold and then gave the 2nd Dragon who was still white a watered down coat of Drakenhof  Nightshade.

I then finished the 2nd Dragon with a dry brushing of Etherium Blue and then Praxeti White.

The bases were painted in Macragge Blue, then I dry brushed in Altdorf Guard Blue followed by Calgar Blue and finally a very light brushing of White Scar.  The whole base was then  washed in a wash/shade mix of equal parts Nuln Oil, Drakenhof Nightshade and Biel-Tan Green.

Take a look at my other ships

Monday, 16 December 2013

Battle Report - Imperial Guard Vs Space Marines With Guard Allies

Hey there, I managed to get down to my local gaming club on Thursday night to have my final 40K game of 2013.  I thought I would go out in style so I took my 1500pts of pure Imperial Guard............well I a say pure I did include Inquisitor Coteaz as my warlord.  I had no idea what army I would be facing as the guy I was playing has quite a few different factions so I made sure I loaded up on Flamers, Auto/Lascannons as well as some anti-air and barrage to cover all the bases.

Aegis Defence Line
Company Command Squad - Nade Launcher x3
Platoon Command Squad - Nade Launcher x3
Infantry Squad - Flamer, Autocannon
Infantry Squad - Flamer, Autocannon
Heavy Weapon Squad - Lascannon x3
Platoon Command Squad - Nade Launcher x3
Infantry Squad - Flamer, Autocannon
Infantry Squad - Flamer, Autocannon
Heavy Weapon Squad - Lascannon x3
Platoon Command Squad - Nade Launcher x3
Infantry Squad - Flamer, Autocannon
Infantry Squad - Flamer, Autocannon
Heavy Weapon Squad - Lascannon x3
Veteran Squad - Meltagun x2
Vendetta Gunship
Manticore - Heavy Flamer

That's 101 bases and two vehicles all fully painted,

Mission: Relic
Deployment: Vanguard Strike

I lost the toss to choose what side of the board I would deploy on but I was the only one of us with a fortification so as it was relic I deployed it so it would be where I would need it at the start of my 2nd turn.  I started by deploying it parallel and 3" away from the relic and then curved it back towards my left flank and back to my DZ, this would prove pivotal to my plan.

Then we started taking turns deploying the terrain, I started by selecting terrain that would help me deploy as many of my infantry in defilade and then moved beyond my DZ to set up kill zones and fire lanes to make the most of all the guns I was packing. My opponent chose some hard cover in his DZ to offer protection to his Dreadnoughts and left enough space for his infantry to move unhindered all be it a little exposed.

I was rolling like crap and my opponent won the toss and decided to set up 1st and go 1st so he deployed a huge blob of  I think 20 or 30 Guardsmen lead by a Commissar Lord and a Marine Captain with a Platoon Command Squad close by.  There was a MOF leading a Veteran Squad close to the Dreadnoughts so he could repair them.  Two ten man Tactical Squad then deployed, one combat squaded with one half deploying on the roof of the Bastion while the other deployed behind a wall on his right flank, the remaining full squad deployed in the open on his left flank.  Now I think about he also had a Xenos Inquisitor who was also attached to the Blog Squad.  There were no units in reserve and no infiltrators which was totally out of character for this particular opponent and I thought it strange at the time.

The enemy are quite literally amassing at my gates. 

Sure moral is good now but the screaming and the dying has yet to start.

I managed to mitigate the enfilading fire that might come from these guys and their Plasma Cannon.

Due to us both forgetting that night fighting was in effect we had to replay the 1st turn of the game so I had no time to take a photo of my deployment.  I have illustrated where my units started before my 1st turn of movement.  I was meant to be going 2nd but I did intend to try and seize and I would have a re-roll thanks to Coteaz.  As you can see I deployed all my heavy weapons in positions that would provide defilade and elevation where possible to improve survivability and LOS, I then formed a solid gunline that extended the full length of my DZ and placed my artillery at the rear.  Unlike my opponent I had reserves that included Marbo and a Veteran Squad in a Vendetta Gunship.  

I got lucky and seized with a natural 6 on my 1st attempt so I was very happy about that. 

My plan from the start was obviously to capture the relic and hold on to it and with night fighting in play shooting was not going to be that effective.  I moved the 20 man Blob Squad commanded by Coteaz towards the relic with the intention of having them run and hopefully get up behind the Aegis ready for the start of turn 2.  I had my three Platoon Command Squads move up in support as my Infantry Squads wheeled round on my left flank to put some enfilading fire down on my opponent.  My shooting was way more effective than I had expected and I managed to immobilize one of the Dreadnoughts, exploded a 2nd and stunned a 3rd. 

My opponent then began to move towards me with all of his units but with all of the Dreadnoughts either out of range, LOS or stunned the only supporting fire was from the Plasma Cannon on the roof of the Bastion which did manage to kill  a single Lascannon base.

My turn two rolled round and Marbo arrived on my right flank to attack the Tactical Squad and Coteaz cast Prescience on his unit.  In the movement phase I continued to work my way round the left flank to keep the pressure on and get close enough to score Line Breaker while at the same time moving my Platoon Command Squads up in support.

 When it came time for shooting I was in a very strong position and could put a lot of fire down on those units moving through the open towards the relic.  Firstly I managed to order my wounded lascannon squad back into the fight so they could contribute to the shooting, then I fired the Manticore at the obvious target which was the Blob Squad.  I scored myself two shots on my D3 roll, I then rolled only a little scatter as I still had LOS at this point and destroyed about half of the Blob but was unable to pin them due them being stubborn and having so many leadership 10 IC's attached.  The rest of my shooting was directed towards the five Marines advancing on my left flank and the lead models in the Blob Squad.  Marbo managed to kill two Marines on my right flank and my Lascannons took some more hull points from the Dreadnoughts.  I felt I had not done enough damage to stop the advanced on the relic but I had blunted it and this would help me when  it came time to repel the inevitable assault in my opponents turn 2.

Sure enough in my opponents turn 2 he moved forwards and then what remained of the five Space Marines captured the relic, I lost most of a Platoon Command Squad who held their ground, Marbo was vaporised by a Multi Melta and that annoying Plasma Cannon killed another Lascannon base but this time it was from a squad on the roof of my building but still they held their ground.  Then it came, the blob declared the charge and despite my Blob having had prescience cast on them my overwatch fire was pretty ineffective.  The charge was good and the fact they were crossing difficult terrain did not seem to hinder them at all, things just got very real as this squad were packing Rad Grenades, a Commissar Lord, a Regular Commissar and an Inquisitor and if all this was not bad enough a Space Marine Captain.  Despite my best efforts I was destined to lose this fight and only Coteaz and a hand full of Guardsmen survived, they were stubborn so they remained locked in combat.

My turn 3 was ushered in by the arrival of my Vendetta upon which were embarked my Veteran Squad whos job it was to snatch the relic before making a dash for the relative safety of the Aegis, of cause all of this depended on their Vendetta weathering a turn of enemy fire first.  Coteaz cast Prescience on his own unit and Precognition upon himself.  During the movement phase I kept my squads on the left flank moving into the enemy DZ while snap firing their Autocannon and then made sure the rest of my infantry were in place to form a firing squad once the combat Coteaz was still locked in resolved its self.  I kicked off the shooting phase by using my Manticore to blast a  squad of enemy veterans off the table leaving the MOF standing all alone.  Then I layed into the Marines on my right flank with Lascannons and Grenade Launchers and managed to get them to break and fall back.  The Coteaz combat continued for another turn leaving all but one Autocannon base and Coteaz slain but again they were stubborn and thus held on.  At this point I was ready to throw down the life of Coteaz and his men and have him die in my opponents next turn so could shoot the survivors in my subsequent turn. 

My opponents turn three saw the Marines who fell back regroup move 3" then have their full movement and end up about 1" from the relic, then came the Coteaz combat in which a Commissar Lord with a Power Fist called Coteaz out, I accepted knowing full well that this challenge would likely end in a double KO.  We both rolled our attacks together at initiative one, I was re-rolling to hit and wound, we both scored enough good hits and then enough wounds to kill one another, the Commissar kindly failed his Refractor Field saves and it was all over.  I had given away Slay the Warlord but the death of Coteaz would not be in vain.  

My turn 4 started with the Vendetta moving 6" and the Veterans Squad disembarking right onto the relic as planned, I then through as much fire as I could at those who had slain Coteaz a turn earlier and not even the Marine Captain survived.  The veterans were given the order to 1st rank fire 2nd rank fire at the Marines and then those units that could still shoot also targeted the Marines wiping them out.

When my opponents turn 4 came round we were pushed for time due to the mix up during turn one so the pictures had to stop.  With not much in the way of effective units left on the table I think I only lost the Vendetta to the very lucky Multi Melta hit and as it was only hovering it did not crash land but instead  exploded taking a number of Guardsmen from the Veterans and nearby units with it.

My turn 5 was very quick in deed, I had the Veterans move behind the Aegis with the relic and then pushed all my other units forwards using running to get right into the enemy DZ for Line Breaker so for me it was nothing else to do really.

The 5th and final turn of the game was I think abandoned due to there being nothing that could be done to halt my victory so we called it a night and packed up as fast as we could before we got locked in for the night. 


6/1 to my Imperial Guard having scored, Line Breaker, Slay the Warlord, 1st Blood and capturing the relic while my opponent held on to the Slay the Warlord for killing Coteaz.

RIP Inquisitor Coteaz

Saturday, 14 December 2013

Workbench Progress - Fortifications

Hey everyone, in light of the new technical paints and now the Stronghold Assault release I have gone back and weathered my Aegis defence line, Bastion and Skyshield landing pad to add some more character and pick out some of the details so they don't look so flat.  

I started off with the new Nihilakh Oxide wash to give the gold details a weathered effect, using a detail brush I painted it directly into the recesses and within ten minutes it was dry and the effect was exactly as advertised. 

Next I broke out another of the new washes called Typhus Corrosion, using a medium sized washing brush I applied it specifically and liberally to the areas painted in Leadbelcher.  This wash contains a very fine grit that adheres to the surface of a models in patches leaving a raised texture and makes metalwork look really weather beaten.  

It was now time to test out the new dry paint Ryza Rust, now at 1st glance this paint looks crazy bright but if you take a leap of faith you won't be disappointed.  This paint works great in conjunction with Typhus Corrosion as it gets picked up by the texture and  like the guy in the GW tutorial video says less is definitely more. Like the man says many light passes rather than one heavy application is best, repeating until you are happy you have achieved the required effect.

I then went weathering mad and applied all of these effects to my Quad-Gun, and Icarus Lascannon.

Then I moved swiftly on to my Bastion which now looks like it's been left out in the rain for a decade.

The Skyshield was up next and using Typus Corrosion in the recesses has really created more depth while  Ryza Rust has picked out the details.  I added some more gold details so I could make more use of Nihilakh Oxide, I did try not to go over the top on the Skyshield as I did not want to spoil all the good work I did using the airbrush but it was left looking a little flat before the weathering.

So the end result is that I have a great looking Imperial Stronghold that I plan to bring to the table top very soon no doubt populated by Imperial Guardsmen.

Wednesday, 11 December 2013

NEWS - Tyranid Images Leaked

It's Just Another Bug Hunt


Are you doing your part?

The Mobile Infantry needs hero's.

Thursday, 28 November 2013

NEWS - New Citadel Technical Paints

In case you have been living under a rock these new technical paints were released last Saturday and I have to say they look very cool indeed.

I am having trouble getting my hands on these paints in my local store as they all sold out on release day so I will place an order and post some pictures of me testing them out very soon but for now here are some cool GW how to videos I found on youtube.

I am really looking forward to getting these paints, I think I will re-visit my Ork Trukks and weather the hell out of them then bloody up all the boyz choppers.

Wish List - Imperial Guard Codex 2014

Hey everyone, man I am really pumping the posts out this week.

I like it when I have a lot of hobby stuff on my mind and this blog is a great way for me to vent while hopefully giving my readers something interesting and or helpful to read at work COUGH! I mean in their own time.

Well today I am going to talk about my wish list for the next Imperial Guard codex, it might seem a bit early for such a topic but I was walking to the gym the other day and I just found myself thinking about what I would like to see in the next dex and figured I would get it all written down.

looking back at the previous Imperial Guard codex and what I have seen happen within new codex’s specifically Tau and Space Marines I started to think how the Imperial Guard could return with their own unique identity and how this would translate onto the table top while incorporating all the signature units and wargear that make them so popular.

Imperial Guard Regiments - Doctrines
l started by looking at what it means to be an Imperial Guardsman and how the different regiments might function on the table top, just like the new Space Marine codex and its chapter tactics each regiment should have its own army wide tactics and rules to support the fluff (background).  Now anyone who played the previous Imperial Guard codex will remember doctrines and how they used to help you customise your army.  Below is a list of the old army special rules and I have elaborated on two that best represent how a Cadian and Catachan army should operate.

Infantry Specialization (Cadians):
Infantry units may add medics to their squads (feel no pain yes please)
Infantry units may add Commissars to their squads (Always useful for keeping the grunts in line)
Infantry units now get Vox casters for free (would saves you 5pts on each unit and helps with orders)
Infantry units may have 2 additional special weapons in the squads (this is possible in Veteran squads now and widely used)

Mechanized Specialization:
Airborne Specialization:
Light Infantry:

Jungle Fighters (Catachans):
May see 12” through jungle or forest (this might now mean reducing or ignoring enemy cover saves from such terrain)
Units may take a heavy flamer instead of a heavy weapon team (nice)
Units armour saves are reduced by -1 (due to only wearing ripped T-Shirts)
Units get 4+ cover save when in forest or jungle terrain (would likely be a +1 to jungle and forest cover in 6th ed, nice)
Move at full speed in forest or jungle terrain (move through cover is always nice even if restricted to terrain types)
Units with this doctrine cannons take Lascannons
Units with this doctrine may not take carapace armour or camo cloaks (I like game balance to be considered at all times)

Battle Hardened:
Xeno Fighters:

So doctrines are a no brainer and GW do now seem to like bringing back retro rules to keep things interesting, doctrines would increase the diversity of the Guard while opening up loads of possible Regimental supplements.  It has worked well for the Space Marine chapters so I see no reason why it should not work just as well for the Imperial Guard.

Regimental Warlord Traits
With each new codex and supplement we are seeing new warlord traits and I think this trend should and will continue, I can see the stock codex coming with a standard warlord trait table that will likely work to the strengths of the Cadian regiments.  If we are very lucky a few other regiments will be represented with their own traits but it’s more likely that supplements will supply other regiments like the Catachans with their own warlord traits.  So with regimental army special rules and warlord traits we are well on our way to a fully bulked out army book with a ton of cool options.

The Chain Of Command - Orders
So the chain of command in the Imperial Guard codex goes Company Commander, Platoon Commander and infantry squad Sergeant which is simple enough for all to understand and in my mind should not become any more complicated.  So your Company Commander can issue 2 orders a turn and the Platoon Commander can issue 1 but the lowly Squad Sergeant cant issue any orders of any kind. 
Now I would like to see the orders system define the Imperial Guard as an army even more than they do now, they are basically buffs and de-buffs that are not psychic powers so they can’t be nullified which is great but I just find that too often I don’t get the most out of them. 
Take for example the types of units that issue orders, both the CCS (Company Command Squad) and the PCS (Platoon Command Squad) are five man units and in 6th edition its becoming increasingly hard to keep these small units alive long enough to make the most of the orders.  With my CCS now worth a VP (Victory point) thanks to the secondary objective ‘Slay the Warlord’ I find that they are dead soon after turn one whether or not they are in an armoured transport, in fact being in a transport will often see them killed even sooner than if they had been on foot.  The same if true of the PCS, all too often they are dead or out of position or wishing they had access to such orders as “Get Back In the Fight”. 
I don’t see the composition of these units changing any time soon but I would like to see more orders available across the command levels and an increase in the number of orders each unit can issue, most of all I would like to see the Squad Sergeant be able to issue one single order a turn.  I would have the CCS able to issue three orders then PCS two and the Sergeant just one, this would increase availability overall.

The orders themselves I think are good and I am not sure if I would change them other than maybe add a few more but I would like to see the PCS at least gain access to “Get Back in the Fight” because Imperial Guard so often use going to ground to their advantage and as only the CCS has the ability to get them back up you end up with huge gaps in the line as your single CCS can’t be everywhere at once, delegating this order to the frontline commanders would be perfect.

The Squad Sergeants should have a very limited number of orders maybe only “Incoming” and “Move, move, move” as these two are best suited for use at a squad level.  This would free up the PCS to issue “1st rank fire 2nd rank fire” and “get back in the fight” which would make sure that as many Guardsman were on the line and able to shoot as possible because let’s face it a St3 Lasgun that shoots all the time is still pretty meh so if you spend the whole game pinned you are getting nothing done and your 100 guys are for nought.

The Communications Network - Vox Casters
So in the current codex the issuing of orders is limited by not only who can issue them as I talked about above but also the range at which they can be issued.  A CC (Company Commander) can bellow an order or send a runner at a range of 12” which is the exact same range of effect that he had in the previous codex, orders were not a thing back then  and instead it was the Commanders Leadership that was shared in a 12” bubble.  A PC (Platoon Commander) had and still has a range of only 6” so he is expected to be right in the line of fire keeping the gun line intact. 
So enters the humble Vox caster which in this edition gives a unit receiving an order the chance to re-roll its leadership test to determine if the order is carried out so long as both the unit issuing and the unit receiving the order are equipped with a Vox caster.
This seems like a nice buff but at the same time it seems very un-like a radio network as the range of the order is not increased or better still rendered obsolete all together.  Thinking back to the previous incarnation of the Vox caster it enabled the leadership bubble from a commander to be used anywhere on the battlefield which at the time was something I depended on and when I got my hands on the current codex I was expecting the same when it came to order ranges……………..DENIED!
So let’s have the Vox do for the Imperial Guard what the Marker-light has done for the Tau, it should become a signature item of wargear that enables the Guard player to buff and de-duff units where ever they are on the tabletop, because in many of the deployments and mission objectives in 6th Edition having such a short range on orders is just not realistic. In this age of long table deployment and Line Breaker objectives you need to have your commanders in relative safely able to issue orders to the troops be they out on the frontline or deep behind enemy lines so come on GW sort it out J.

I would be happy to have the re-roll dropped in favour of the range for orders being doubled or removed but I would encourage that the Inspired Tactics and Incompetent Command rules remain as they keep that element of randomness that GW have become so fond of and who does not enjoy a little risk and reward.

Well that’s it peeps, I thought long and hard about what I want to see so here’s looking forward to the new codex sometime early 2014, hopefully around February so I can get a new book for my Birthday .

As usual feel free to comment below and just be aware that I check each comment before publishing it so keep it clean and be patient.

Wednesday, 27 November 2013

NEWS - Support MegaMat Kickstarter

Hey everyone, I was over at Frontline Gaming last night and I noticed they have launched a very interesting kickstarter project called MegaMat, I have pledged enough to get a 4'x6' Blast Zone MegaMat.

It looks like a great product and I cant wait to see it in the flesh, here is a bit of info that I took from the Frontline Gaming site but follow the links for more information.

BattleMat Kickstarter:

Who: Frontline Gaming and TABLEWAR
What: MegaMat™; a series of themed, full color 4’x6’ (and 4x4’ with stretch goals) tabletop gaming mats that don't crease and resist stains, ready to play out of the box. The first two MegaMat™ design prototypes--Grassy Plains and Blast Zone--are done and in our hands! We have plans to unlock Urban, Snow, and Desert themed MegaMat™ designs in 4x6' and 4x4' sizes with stretch goals!
Where: Worldwide shipping* available.
When: Kickstarter to fund in December 2013, early bird products to ship in February 2014, second production run to ship in March 2014 with additional production runs to ship monthly, thereafter. Pledge early to get yours first!
Why: Because a beautiful, portable, gaming mat ready to play out of the box that doesn't crease and is liquid resistant wouldn’t just be a mat, it’d be a MegaMat™, Boom!

An amazing looking product and well worth the support of the community.

Sunday, 24 November 2013

Workbench Progress - More Grey Hunters

Hey 40K fans, I'm back with another Space Wolves update, these guys are really coming along fast now, why only today I was admirring how my case now contains considerably more painted models than unpainted.

I finished another 5 Grey Hunters this Friday which leaves 15 more Grey Hunters and 5 Long Fangs before my army is finished and ready for an event.  

I am still concerned about my total lack of skyfire but until I get a codex update there is very little I can do without  maybe adding some Guard allies and dropping some Wolf Packs but to be honest flyers are quite easy to out maneuver unless they are Helldrakes.

From left to right, base coat, base colours and finished model.

Here is the five models all base coloured awaiting their washes and basing.

All five finished.

These are the 2nd half of the pack above so thats this next weeks hobby time taken care of.

I think another month and I might have the last of the Grey Hunters finished and then i can start the Long Fangs and hey would be a welcome change from Grey Hunters :)

I might spend an evening finishing my last Dreadfleet ship just to mix things up a bit so look out for that one.

I will check in again soon so in the mean time keep an eye out for bugs as I hear the Tyranids are coming soon.

Wednesday, 20 November 2013

Product Review - Codex Inquisition

Hey everyone, I have had Codex Inquisitor for five days now and I think I have absorbed it all now.  I really only wanted this codex so I could include an Inquisitor in my Guard/Eldar allies army so I could use the Inquisitor as my Warlord instead of the very squishy Company Command Squad.

At first glance this codex mostly consisted of cut and pasted units from codex Grey Knights, and while the option to build your own Inquisitor has been included the wargear options for each of the three Ordos are far more limited that I had hoped. 

I had hoped to be able to field an Ordo Xenos Inquisitor with Artificer Armour, Daemon Hammer, Storm Shield then load up on some exotic grenades and mastery level 1 for some Divination action.  This would make for a much more resilient warlord over the Company Command Squad.

Sadly only the Inquisitor from the Ordo Malleus has access to any kind of 2+ armour save in the form of Terminator Armour and there is no access to a storm shield so the best you can get is a 5++ save and I generally don’t find this enough if you plan to go toe to toe with a Greater Daemon or an Eldar Avatar.

There are some nice combo’s you can put together using the various henchmen but most are close combat based and I generally shy away from close combat in 6th edition, all of these combinations require a Land Raider to deliver them into battle  in order to have any chance but I really can’t see me ever fielding one in 6th edition.

In light of the lack of Invulnerable saves I have instead decided to field a very cost effective Ordo Xenos Inquisitor with a 4+ save, three Servo Skulls and mastery level 1 taking powers from the Divination chart.  I will being using the Servo Skulls to help defend against scouting Space Marine bikes and infiltrators while helping make my own artillery become more accurate, access to the Divination powers will let me cast Prescience on my Manticore.

To sum up, do I think this codex was worth £15?, do I think it has helped me increase the resilience and effectiveness of my Imperial Guard army?....yes.  I would give this codex a score of 3/5 because despite not quite delivering as much as I had hoped for it has given me some good options and has left me thinking about what we might see released further down the line, I personally hope we see a codex Officio Assassinorum in the not too distant future.