Monday, March 7, 2011

Dark Eldar Kabalite Trueborn conversions

Thats right folks, here is another set of conversion I have done, this time they are ten Kabalite Trueborn. I wanted to make these guys look more skilled and better equipped than their Kabalite Warrior "brothers". To get this look, and in keeping with my space pirate theme, I used a mix of Dire Avenger and Kabalite Warrior bits, and tried to make these guys look really individualized.

First up, Kabalite Drachon with a spear stolen from an Exarch, pointing at something.


Next up we have three heavy support dudes, all decked out in their "borrowed" Dire Avenger armor suits and Dark Lance weapons.


Another Drachon, with a blast pistol I think, and a nice sharp arm mounted blade thing, possibly used to WYSIWYG a Ghostplate Armor suit's shield generator.

A splinter cannon wielding trueborn, turning about to open fire on the poor fool who got into his cannon's range.


A couple of sneaky 2 hand weapon Trueborn.


Double trouble double pistols to represent a Shardcarbine.


Another guy, posed shooting a gun one handed, blade at the ready.


As some may be able to tell, I wanted to make these guys look very dynamic, so that is why they are in such odd poses, but I think the unit turned out all right.

Saturday, March 5, 2011

Mantic Abyssal Dwarfs (Gorgoth's Legion of Terror) Unboxing

So this arrived in the mail:

So its time for another unboxing. Opening up the package, I found another box inside, filled with plastic and metal goodies, loosely packed in bubble wrap.
Lets see what we get:
Multiple sprues of regular Dwarf plastics (the official numbers are available at Mantic's website)
Multiple metal conversion buts (heads, torsos, weapons, shields, etc)
Printed rules on a pamphlet
Mantic Journal #3 (with printed rules and army lists for Dwarfs, Undead and Elves






Here we have some warriors I managed to build real quick, and the super secret Conclave members, the Goblin and Dwarf Centaur guy




Over all, while the whole range so far has a nice chaotic, retro feel to it, the quality of the casting (at least in my case) of the metal is pretty poor. Lots of flash and irregularities. However, for the price that you pay (I got the whole 60 odd model box for about a hundred dollars), one can't really complain.

Wednesday, March 2, 2011

Old Stuff Day post

Today is Old Stuff day, so here is one of my favorite old posts, a three player scenario I wrote a few months back.

"The Siege", a Warhammer scenario for three players.
Right, in order to accommodate a three player game, and get to use some awesome terrain, I've developed this scenario:

Game Lasts 6 turns
Objectives:
There are three objectives. The Village, the Pass and The Castle. The Castle is in the Defender deployment and is worth 10 Points. It is under control if the controllers army has more units (point wise) in it than the other, or if they are the only army in The Castle.
The Village is worth 5 Points. Same method of capture as above.
The Pass: The pass is worth Zero points, but If it is under control, all Core choices of the Army that controls it can, after being destroyed, re enter play with the same equipment and numbers, minus any magic items. They are treated as entering play form Reserves.


Point Allocation:The three armies are divided into two groups, the Attackers, and the Defender. The Defender is allowed only 66% the point value of the Attackers, but all Defender units are Stubborn, and there is no limit to the repetition of units for Special and Rare selections.
The Attackers: The remaining two armies are clustered into the "Attackers". The point value of the "Attacker" army has to be divided evenly between the two Armies that make it up. For example, the Attackers Army is composed of two 1500 point Armies, commanded by two separate Generals.

Winning Conditions:
Over all: who ever has the most Territory points at the end of the Game wins, however there are other ways:
Defenders: The Defender's deployment area has to have at least one unit, not engaged in combat to gain victory, or the Attacker's army is at 33% of their point value, in which case the siege is broken. However, the Defending Army has to have more units (Point wise) alive than the Attackers to be able to have this victory condition applicable.

Attackers: follow this special rule:
STARVE THEM OUT!: If an opposing Army controls "The Village" than, for every turn after turn 3 that the Village and The Castle remain under separate hands, the Army controlling "The Castle" has to take a panic test. If passed, they lose the Smallest unit (point wise) to starvation. If failed, then the Army panics. A randomly selected unit Breaks towards the nearest table top, and the smallest unit bar the fleeing unit is starved to death. This continues till the Game ends or the Village switches hands.

The Attackers are also subject to this rule:
Alliance Broken!: If the Attackers shared point value drops to 33% of its total, the alliance is broken. The Attackers now count as two separate armies, and can attack each other, take objects held by each other, and do not benefit form any bonuses that would be shared by an Alliance i.e. buffs, re-rolls, and are treated for all intents and purposes as two separate enemy armies, to each other and the defenders.

Deployment:
The Defenders Deploy from their labeled "Deployment Zone", The Castle is located inside the Defender Deployment.
The Attackers deploy 12 inches from the long table edges, but cannot get within 6 inches of the Defender's deployment or the Pass.

Tuesday, March 1, 2011

Aboard Damnation's Laughter, capitol ship of the Prince of Pain

More campaign stuff. This little bit takes place in the webway, a day after the Howling Gale's failed assault on Demeter City.

Zhai Mor sat, brooding, on his throne aboard his capitial ship, Damnation's Laughter. A human supplicant served as a footstool, supporting the Prince of Pain's bladed boots on his back.

I look out over my domain, the bridge of my ship, at the worthless dregs that pass for a crew, maning thier work stations, toiling away. I sense them trying to plot against me. This failed invasion was now doubt Shalreen's doing, yes. He bribed my bodyguard, and obviusly tampered with my prized venom. I call out "Mandovil, fetch lord Shalreen, and call my court to order." The sniveling fool runs off, to deliver my message, on foot. It is not fitting for one of my station to speak with the scum beneath me, but one must make sacrifices. I had to sell a ship full of my least favorite slaves to the damned Haemunculi covens to acquire the service of Shalreen and his flesh beasts, I wish to see my investment returned.

Lord Haemunculus Shalreen Slithered unto the Damnation's bridge, bowing deeply. "Your grace" he whispered from thin, parched lips. "Shalreen, tidings to you" spoke Mor, with a grand wave of his arm "What wonderful luck that you survived our...forray, into the planet below, your compatriot was not so lucky." "It was not luck lord, he was a fool, and weak." "Indeed, like these people, for insatnce" Spat Mor, pointing to a cage, shrouded in darkness. With a gesture, the darkness dissaperared, and within the figures of the Prince of Pain's personal guard where seen, sripped of thier clothing, tied together with crude ropse of human skin. "Like these men, for instance, who failed to rpotect from the insectiod swarm, turning tail and fleeing while I had to fight my way to a human vessel,forced to ride back to this very ship in what those apes call a ship? Or perhaps, they where bribed, paid to flee> Hrm? Perhaps someone, who is no longer here, decided to take a chance and remove me? Tell me, Lord haemunculus, who would have the most to gain from that?"

I see the worm pause, thinking of an excuse, another lie, but no, I will not hear his words. "Come here, Lord Haemunculus, inspect the traitors." I say, pointing to the cage. I watch him slither over, with caution, examining it. Little does he know that when he closes on it...HE DID IT. "AHAHAHAHAHAH, Shalreen, you are trikced far to easily" I burst into laughter, pressing an activation rune on my throne, which throws up a force field, covering the Haemunculus and the cage. "Now then, tell me, did your coven seek to betray me? My fleet is, admittedly, small, we have no great resources, why me?"

Shalreen scream with all his might "We honored our deal! We honored our deal!", but it cannot be heard through the barrier. "Silence then? You choose to hide those who would do me harm?" said Mor, glaring. "Very well, look behind you." Turning his head, Shalreen's beady, bloodshot eyes widen in terror. The space he is standing on is actually an airlock, hidden by a holo-field of some kind. Mor moves his hand to another ruin, pressing and. The lock opens, hurling the screaming Haemunculus, along with the trapped Trueborn bodyguards, into the void of the webway.

"Mandovil"I shout. "Make a course for these coordinates, I have heard of a large shipment of goods. Munitions and food, being sent by ground on the planet below. Perhaps, if we are lucky, and can capture it for ourselves, the slaves shall not have to be eaten. Our food supply is running rather low.

Monday, February 28, 2011

Ork Looted Valkyrie, stage 1

Right. My brother (who I am painting this army for) really like planes. As such, I have acquired, and begun the painting of, a IG Valkyrie. First Impressions: Whoa, this model is huge, really, I did not expect to get a hunk of plastic this big on my desk. Lots of open space for freehand (if one feels so inclined), and the model presents ample opportunity for detailing and weathering. However, as I am working on a two week schedule to paint up about 25 Orks, 3 deffkoptas and finish Warboss Karkrusha, I have forgone the more fancy brush work for straight up silver highlights and an eventual coat of Devlan Mud.
WIP shots of the model, piloted by two trained Grots, taught the basics of flying by captured Air Caste Tau.




Planning to run it as a fighta, or fighta-bomba, depending if I get a Storm Raven on my hands. If it goes the rought of the fighta-bomba, it'll have some Bomb squigs or Grot Bombs coming out the back. If it goes fighta, then some wing mountain orks on guns will likely be added.

Here is an updated Warboss Karkrusha, now with more highlights and shading on the arms, newly painted trousers (snakebite leather, followed by Red Oak stain, the highlighted with snakebite again). Started work on the, er, rear end of the model.

Sunday, February 27, 2011

Ork Warboss Karkrusha, Ork Speed Kult Painting Recipe

My 7 year old brother wants to start playing Orks (he likes all the guns), so I'm currently painting an assemblying a small starting force for him. Here is the HQ choice for his Speed Kult army, Warboss Karkrusha.



The whole model was primed black. The skin is a base of some store brand acrylic I had a while back, this is one of my older models and I'm basically upgrading his paint job, followed by Snot Green, then Goblin Green to highlight to the higher points on the model, muscles, etc. The Shirt is currently only snake bite leather, though I plan to add in some shading later. The red armor plates are Blood Red and Mechrite Red. Pants I haven't touched, they are an unknown paint. The gun and power klaw where painting with Chainmail and Dwarf Bronze. The eyes are blood red, with a fine Hawk Turquoise (I have to have this color SOMEWHERE on every model I do) glaze on the eyelids. The wires are Dwarf Bronze, while the wire covering is Hawk Turquoise lightly dry brushed with the same Dwarf Bronze. The armor plates where edged with Chainmail to give them the worn, broken down Ork look. His banner and loincloth still need work, and touch ups all around, but he is turning out all right. And yes, that is a horde of wyches in the back ground.

I want to take some time to gush over how awesome this model is. Big and bulky, he really shows off how an Ork should look. The power klaw is brutal looking, while the crude wires and augmetics, along with the patch job armor and shoota do a great job of showing how a "propa Ork" should look. On top of this, the combination of long flat pieces (in the form of the loin cloth, banner, and armor, have the potential for some great freehand while the detail of the face and weapons provide an great opportunity to practice highlighting, weathering, etc.

Speaking of Dark Eldar, here is a tally of what I have painted, followed by what I own.
Painted:
10 Kabalite Warriors, One raider.
Owned:
3 Ravagers
5 Raiders
1 Venom
1 Void Raven
24 Kabalite Warriors
17 Wyches
12 Jet Bikes
6 "Incubi"
6 Harlequins
2 Haemunculi
10 Wracks
4 Grotesques
So 11/91 models done.

Saturday, February 26, 2011

1850 Dark Eldar vs. Tyranids, Assault on Outer Demeter

First game of the campaign for Viridis Sileo, using the Planetstrike rule set, specifically the Planetfall Scenario.

The lists:
DE 1850, The Prince of Pain's Court

HQ: Zhai Mor, the Prince of Pain (counts as Duke Sliscus) 150

Haemunculus Agaith Dannam, webway portal, 85
Haemunculus Sheeshran Shalreen, scissorhand, liquefier gun 75

Elites:
10x Hekatrix Bloodbrides (the Brides of Khaine) 3 hydra gauntlets, Syren, agonizer, 190
4x Kabalite Trueborn (the Prince's Posse), 2x Shardcarbines, 2x Splintercannons 78
Venom, additional Splintercannon, night shield, 75
6x Incubi of the Shrine of the Jaged Fang, Klaivex, Onslaught 162
4x Grotesques, liquifier gun, Aberration with Scissorhand 175
Raider, night shield, 70
6x Harlequins, all with Kisses, shadow seer 158

Troops:
10x Kabalite Warriors, splintercannon, Designate "Searing Arrow" 100
Raider, Splinter racks, nightshield 80
10x Kabalite Warriors, splinter cannon, Designate "Hornet's Sting" 100
Raider, Splinter racks, nightshield, 80
9x Wracks, liquifier gun 100
Raider, night shield 80

Tyranids 1850

HQ:
The Horror of Demeter (Hive Tyrant, 2x TL Devourer with Brainleech worms, winges, Hive Commander
Elites:
9x Ymgarl Genestealers
9x Ymgarl Genestealers
Troops:
20 Termagants with Devourers
20 Termagants with Devourers
Fast Attack:
4x Shrikes
Heavy Support:
3x Trygon

Both armies are held completely in reserve, with the exception of the two termagant units, hiding in their captured bastions, while Haemunuculus Dannam, with the 4 grotesque unit in the raider, deployed in my table edge.

Pre-turn 1 firestorm failed to harm anything other than successfully immobilizing the bastions, as well as stopping them from shooting for a turn. Attacker gets turn one, and with reserves coming in on turn 1, with a reserve roll of a 3+. Thanks to that, my entire army comes in turn one, which actually worked against me, as my Webway Portal was rendered useless and several fragile units had to hoof it across the board.
Heres the board after my turn one, after Haemunuclus Dannam disembarked and dropped the portal, and everyone moved/ran. with the harlequins hiding from the red bunker's firing points.


Turn 1: Nids.
The entire tyranid army comes in, deep striking near almost all my units, with two trygons bursting from the ground just inches from my line of raiders, while another trygon appears in front of the Prince's ride. Two hidden broods of Ymgarl genestealers appear from their hiding places and run towards my Grotesques.

A burst of Devourer fire from a the bug-bastion mounted Termagants wipe out the Harlequins before they can do much of anything, while bursts of electricity from the clustered trygons blows up the Searing Arrow's raider, and kills four of them.

Turn 2: DE
The Prince's ride drives forward, and with the combined fire of all the Prince's posse and his custom venom, the trygon lumbering in front of him is reduced to a single wound, while combined fire from the Hornet's Sting and the Searing Arrow inflicts several wounds on trygon rumber1.
Turn 2:Nids
Trygon number one launches another bio-electric pulse, blowing the Hornet's Sting's raider to smithereens, killing 4 of the Dark Kin in the explosion. The Hive Tryant opens fire on the Incubi hiding behind a hill, killing all but one.

The a Ymgarl genestealer brood assaults Dannam's Grotesques, but they fail to get the first strike, and the Grotesques kill 4 of them, while the 'stealers inflict 2 wound on the unit, which are absorbed the the hulking physiques of the Grotesques. Across the board, trygon number 3 slice's the Prince's ride in two, leaving a smoking crater and five very angry dark eldar.



Turn 3 (lots of stuff happened this turn, so Its all being written like it happened at once)

The Prince's posse open fire on Trygon 3 wounding it, as the Prince hurls himself into combat with the towering creature, stabbing it in its armored chest, the potent venom on his blades eating through flesh and chitin, killing the Trygon. Combined fire from the Searing Arrow and the Hornet's sting kills Trygon One. The Bloodbrides assault Trygon Two, killing it in a flurry of stabbing blades and poisoned whips, in it;s death throws it pulverizes three Bloodbrides, the remaining ones attempt to move into cover.
The Shrikes fly on top of a hill, and open fire on Haemunculus Shalreen and his wrack's, killing several. The Hive Tryant moves into combat with Dannam's Grotesques, who lose all but one of their number.

Turn 4:
The Prince runs forward, confident in his shadwofield's power to protect him. The remnants of the Searing Arrow and the Hornet's sting wipe out the second brood of Ymgarls, before the Hornet's sting is shot to death by Termagant fire. The Prince and his squad come under fire from over 60 devourer shots, and the Prince is lost in a hail of fire.The Hive Tyrant kills the last Grotesque, and Haemunculus Shalreen flees the battle, while Haemunculus Dannam is torn to shreds, along with his Wracks, by the Shrikes.

Due to time constraints, we called it here, with the Dark Eldar's raid on the burning city thwarted by it's new, hungry defenders. Its a bad planet, it's a bug planet.