Showing posts with label WH40K. Show all posts
Showing posts with label WH40K. Show all posts

Sunday, June 22, 2014

Killzone Kill Team

Marathon build and paint week, but they are painted and playable.  My Space Marine 250pt Kill Team for Killzone rules.

A mix of the original Astartes Legions.

Raven Guard Scout Squad with Bolters and a Heavy Bolter.

A White Scars biker.

A Raven Guard Vanguard Veteran Sergeant.

A Tactical squad led by an Ultramarine Vet Sergeant.  The squad has a Salamander, Iron Hands, an Imperial Fist with flamer, and an Ultramarine Missile Launcher.



Saturday, October 19, 2013

5th Edition Revisited

As the title says it, we went old school in our last group gaming session.  We broke out 5th edition Space Marines, Imperial Guard, Chaos Space Marines, and Tyranids.  It was a blast to pull out models that have been gathering dust and dueling each other.  Here are some of the pictures.









Friday, June 21, 2013

Resolution Updates

It's been a little while since I've posted some status.  I'm working on my Raven Guard army and my Yu Jing army at the moment.  Life has been busy with my house renovations and other things.  I did get some hobby work done and here are some pictures of the work done.

Sunday, April 28, 2013

Resolution Update

I guess it's time for an update. We're through 4 months of 2013 with Robotech models in my future. I've still got Infinity, Tau, Retribution, and Cygnar to work on. However, this update is about my Raven Guard.

Saturday, April 20, 2013

Podcasts - The New Talk Radio

I'm posting this to give you some insight to all of those podcasts that have popped up. I typically listen to the Warhammer 40K content ones, but most veer off to other topics. The podcasts I'm going to cover are: 40K Radio, The Independent Characters, Guts 'n Gears, Infinity O-12, Imperial Vox Cast, and Forge the Narrative.

Sunday, March 31, 2013

Tau, Tau, and more Tau!

I picked up the 400th issue of White Dwarf this weekend. Since I owned the 300th issue and I consider that the pinnacle of the White Dwarfs, I was hoping this issue could match it.

Friday, February 15, 2013

Resolution update

I didn't think that I would be able to paint or build another WH40K army for a couple of more years, but Groupoftrees convinced me to pull out the 3+ armor save dudes and find a 1500 point list to try out 6th Edition. Originally, I was going to use my built White Scars army, but the task to make updated bases for the whole army was a bit too daunting. While I was looking for bitz to work on the White Scars, a bag of metal scouts fell on me. Searching through the contents, I realized that I found the minis for my 3rd Company Raven Guard (4th edition). This was a Scout heavy force with an Assault squad and Chaplain doing the heavy lifting, a list that was marginal in 4th and unplayable in 5th. With 6th here, foot lists are coming back so I thought this might be worth a stroll. Supporting Shrike, a Chaplain, and an Assault Squad of 10 is the 3 Sniper Scout Squads with a Missile Launcher and the bolter scouts with a heavy bolter. Two Land Speeder Storms and 2 Terminator combat squads complete the task force of 1500-points.

Wednesday, January 2, 2013

Happy New Year and 2013 Resolutions

It's January 2013 which can only mean one thing:
New resolutions and a review of 2012 resolutions:

Saturday, August 25, 2012

Strollin' through the local shop

I decided to visit Game Kastle to check out the new White Dwarf and to look at a restock of bases for Infinity.

Saturday, July 28, 2012

Forge World Announcement!

Forge World just made their announcement that everyone has been waiting for and assumed it was coming. It's not this wouldn't be a huge money maker for Games Workshop.

Officially planned for release in the Autumn of 2012: The Horus Heresy Book 1. Plan your budgets accordingly.

Friday, June 29, 2012

Brushing off the dust

With 6th Edition Warhammer 40K arriving on Sat, it might be time to dust off some Tau and White Scars.

Tuesday, May 22, 2012

GW yearly price increase

Looks like this year's price bump is here. It's averaging at 15% increase from current costs. This one caught my eye: Storm Raven went from $66 to $82.50. Realize that the Forge World Storm Talon is £80, or at 1.57 exchange, $125. I think I'm going with the prettier FW version if I'm plopping down that type of change.

Tuesday, May 8, 2012

Warhammer 40,000 6th Edition Rumors

Wow. Check out the link to see the rumors: http://apocalypse40k.blogspot.com/2012/05/6th-edition-rule-and-fluff-changes-are.html?m=1. Then come back for my reaction.

Wednesday, August 31, 2011

Grey Knight Codex - Heavy Support

It's been a couple of months since my last post about the Grey Knights.
This time I'm going to cover the Heavy Support choices. There are 6 choices up for consideration, but it's really only 4 options with 3 variations of Land Raiders.

Tuesday, May 31, 2011

Grey Knight Codex - Elites

Here's the next installment of the Grey Knight Codex, the Elites selections. Techmarines, Purifier Squads, Venerable Dreadnoughts, and Paladin Squads are the GK options available. This is an interesting set of options. Let's start with the Techmarine.

Techmarine
The Techmarine is the supersized version with the extra 4 arms and he is a GK, so he is also a psyker. Yes, your Techmarine, while studying the Rites of the Machine Cult can also tilt his head and point a servo arm at you and try to kill you with only his thoughts. In reality, his psychic potential is best used to upgrade his strength before close combat, or to allow him to repair something with a better chance of doing it. I don't know if he should exist. Obviously a Space Marine chapter needs their Forgemasters, but should he really be deployed? I would have liked to see a Chaplain character, especially one to watch over those who fight Chaos. The Techmarine looks like he is here because of the emphasis on vehicles and that he could deploy with exotic weapons (conversion beamer, orbital strike relay).

Purifier Squads
This is a strange unit option. They are the guardians of Titan's vaults. They are capable of fighting off hordes in close combat by causing a wound to the unit in melee combat before strikes are made. Beyond that, the Purifiers are very similar to the standard power armor squads. Beyond that, the Purifiers are technically the most faithful (read: fearless). They are a subset of the GK, an elite unit designed to take down hordes. This unit felt like it was misplaced in the Elite section and should have been a troops choice. From a fluff perspective, this unit feels like an add on. The Purifier concept appears as part Star Wars Emperor's Royal Guard and part generic GK.

Venerable Dreadnought
This is your standard, expensive, veteran psyker Dreadnought. He's a little more resilient than the standard one. It would have been nice if he able to buy a couple of the other psychic powers instead of only having the assigned ones. I have mixed feelings toward Grey Knight Dreadnoughts. They don't necessarily fit the fluff (GK in armor wading through waves of Daemons) and that the dead are interred on Titan. Other than as entries in the game mechanics, Dreads don't appear to exist in the TO&E. They should exist and I imagine that they should be used more frequently

Paladin Squad
These are the 2 wound, improved weapon skill Terminators. This squad can upgrade to include an Apothecary, a Standard Bearer, and master-crafting anyone's weapons. The Paladins are what I pictured as the unstoppable Grey Knight Terminators. They can also cast Holocaust, a holdover from the previous edition's elite Terminator selection. I like the design of the Paladins. This is one of the few entries that feels like GK, and it would a centerpiece unit that would escort a Captain or Grand Master into battle and come put on top.

Thursday, April 7, 2011

Codex Grey Knights - Wargear

There are plenty of other sites that discuss the various Grey Knight options, wargear, and tactics, however this one differs in others because it won't be looking at this from a competitive tournament style and from the perspective of the army's narrative. The Grey Knights have typically carried Nemesis Force Weapons, mostly swords and halberds. This version of the Grey Knights have expanded the Nemesis Force Weapon selections to include Daemon Hammers, Warding Staves, and Falchions for the infantry, and the Doomfist and Greatsword for the Dreadnoughts and Dreadknights. Each of the options now provides a different effect for the weapon user, ranging from increased invulnerable saves in close combat, increased initiative bonuses, and to additional attacks. All the NFWs are force weapons in the hands of the Grey Knights, which means that multiple wound creatures are going to hate close combat with the Knights. What is missing between the versions is the increase in strength bonus of the old NFWs. The 5ed version does not increase the damage potential. This is balanced off with the special bonuses each type gets and really forces a combination strike with the psychic power, Thunderhand. This combination does give the GKs more of a reliance on their psychic potential, which did seem to be missing in 3rd edition.

As an Imperial force, they have all the standard weapons: Assault Cannon, Autocannon, Boltgun, etc. What's new would be the Condemnor Bolter. It's to hunt werewolves and vampires. It's a single-shot stake on a Boltgun used on psykers. It's a characterful piece of wargear, forcing psykers to survive the Perils. Other anti-psyker weapons include the Mindstrike Missile, Null Rod (which has been upgraded from the previous version), and the Psyocculum (BS bonus versus psykers). The Conversion Beamer makes another appearance, which makes more sense on a Pre-Heresy army than on a Chaos hunting one. It would have been more worthwhile if the Purgation Squads could take the Beamer, but only Techmarines and Ordo Xenos Inquisitors are allowed to. The Needle Pistol makes another appearance, similar to the previous one, and the Orbital Strike Relay is wargear that brings the Orbital Strike from the 3rd Edition back. The Psycannon has been upgraded with a higher strength, rending, and rate of fire. Rate of fire would define the Psilencer, a weapon of possible alien origin. The Scythian Venom Talon make little sense in this codex, since it really is a Ordo Xenos weapon.

For the Radical, two weapons that may be used are the Daemonblade and the Hellrifle. The Daemonblade has 2 of 9 random powers that gives it bonuses. The Hellrifle is a marine killing sniper rifle.

Grenades. It makes no sense, but Grey Knights now get a whopping 8 different grenade types. The Frag, Krak, and Melta bombs are standard types. Blind grenades, Empyrean Brain Mines, Psychotroke Grenades, Psyk-out Grenades, and Rad Grenades are the new ones. All the new grenades affect the assault phase in some way. The Psychotroke ones have 6 random options, the Rad penalizes a unit's toughness, the Psyk-out knocks warp sensitive creatures to a minimum initative, and the Brain Mines just keep you from doing anything.

For Vehicles, only 2 really new items are worth reviewing: Truesilver Armour and Warp Stabilisation Field. Truesilver wounds Daemons and psykers for every successful strike on the vehicle. The Warp Field lets a psyker move the vehicle via Summoning.

The equipment section has a number of items that look worthwhile. The Iron Halo is now available to GK independent characters. GK Brotherhood Banners for their Terminator squads gives them a bonus attack and auto activate the Force Weapons. Psybolt/flame adds one more strength to the bolt and flamer weapons. Servo-skulls now act like the version from Dawn of War, need I say more. The Plasma Syphon lowers plasma weapon wielders' BS with alien crystals, which gives the GKs a nice shield against those weapons when a Xenos Inquisitor joins them.

In the end, the wargear section is fairly confused. There are a lot of radical inquistor weapons and Xenos weapons that require inquistors to use. In the end, this edition feels more like a video game with all the options and benefits available to the Grey Knights and inquisitors. The gothic feel of the weapons, psychically imbued and sanctified in purity, aren't as evident in this edition. At times, the weapons have that feel with the inclusion of the psybolts, psyflames, and psycannons. But then the grenades and alien weapons make the codex less about Grey Knights and more about deviant inquisitors.

Next up: HQ options

Wednesday, April 6, 2011

Codex Grey Knights

I picked up my copy of Codex Grey Knights from Game Kastle on April 1st. At first glance, there seems to be a lot of new history linking to both the Horus Heresy novels and the artbook. It should be noted that Mat Ward wrote this codex, who seems to be the new owner of all things Space Marine. Mat's previous works includes the 5th edition Codex Space Marines and Codex Blood Angels.


This codex follows the format of the previous 5th edition codices; the history and the founding of the Grey Knights, Chapter 666's organization, a listing of the great battles fought by the Chapter, a description of each of the units available in the army, the wargear section, the 'eavy Metal color pictures, and on page 82 of 96 is where the gaming section begins. This section is broken up in the traditional format of HQ, Elite, Troops, Fast Attack, and Heavy Support. Seven pages of HQ options are available to the army, 4 Grey Knight special characters, 4 generic HQ selections, 3 special character Inquisitors (one for each Ordos), and 3 generic Inquisitors (one for each Ordos). 9 Elite choices include Paladins, Purifiers, Venerable Dreadnoughts, Techmarines, Assassins and Inquisitional warbands. Terminator squads and Power Armored Strike Squads are the only Troops options without the special character special rules. The Stormravens and Interceptor Squads are the Fast Attack options in the army. The Purgation Squads, Dreadnoughts, Dreadknights, and 3 Land Raider variants are all the available Heavy Support selections. I'll detail each section of the codex in later posts. However, I'll give you a general feeling of how this codex matches the other Mat Ward codices and the other 5th edition codices.


Like all the 5th edition codices, this codex seems to retcon previously established fluff history to establish a more cohesive link to both the Horus Heresy work and the publications from Black Library. There's also the license to be original that Mat Ward has decided to use. He has a Grand Master of the Grey Knights lost and wandering all eternity in the Warp. He can only return when there's a large enough rift caused by daemonic intrusion. There's another special HQ choice who wields a Daemon Sword. He has decided that the reason that Titan, the moon of Saturn and the home of the Grey Knights, was to be magically hidden from prying eyes since the Horus Heresy. There are additional plot devices that make the Grey Knight fluff less arcane and pure and more magical and driven. It isn't necessarily bad, but it isn't consistent with the imagery portrayed up to this point. Grey Knights have been popularized with dramatic last stands with Aegis Terminators winning against all odds. Mat Ward's version is more of the "look at this new shiny toy."


The number of options available to a general is staggering. Stormravens, 7 special characters (not including the character upgrade for Terminators), unlimited number of Assassins, and the Nemesis Dreadknight. The thing to note, this army will still get outnumbered. The costs are high, but it does give the Grey Knights an army of Psykers. It's good to remember that the Grey Knights are fairly points limited. A five man, not upgraded Power Armored, squad easily breaks 100pts. Many of the changes have made the Grey Knights playable in a tournament and playable against the various codices. At the same time, the changes have really removed the items that make the Grey Knights the pure anti-chaos force.

Friday, December 31, 2010

Emperor's Crusade

Is there any interest in a Pre-Heresy Crusade from all of you? This would be a 8-battle campaign of the Emperor's Crusade to unite humanity under the Imperium with his 18 Astartes Legions and Imperial Army support. The OpFor would be Eldar with their agenda and Orks building up to an Apocalyptic Waagh battle.

Special rules for the campaign to come. Primarily, this will be a troops heavy campaign (2 infantry choices per transport). Look for Imperial, Eldar, and Ork mini-dexes. We'll aim to begin in June, so this gives you 6 months to work on your miniatures.

Saturday, August 28, 2010

Resolution 2010 Ends

This officially ends my chances of reaching my 2010 hobby resolutions, with none of my 40k projects completed and over 50% of my High Elves painted for 7th Edition play. I broke my left thumb on Thursday, basically ending any chance of painting clean lines.

Here's the recap of all the hobby items, and I'll update this again in Dec:
High Elves - 20 archers, 11 Phoenix Guardsmen, and 16 Swordmasters are over 80% complete and need their final 2 layers, bases, and detailing to complete. 15 White Lions are about 50% complete. The Lords and Heroes are about 80% complete. Another 20 archers still need to be undercoated. The Dragon and the Eagles need to be build/greenstuffed before undercoating.

White Scars - 5 man Combat Squad is about 70% complete. Test unit for painting white techniques. The rest of the army is undercoated white.

Farsight Tau - Haven't been worked on this year. Maybe next year.

Tau BFG - All but the Emissary Cruisers are basecoated black. Half of the fleet have a layer of Shadow Grey applied.

Tau Aeronautica Imperialis - 4 Tau Barracudas basecoated and a layer of Shadow Grey.

Warmachine - Cygnar warcaster undercoated and 1st 2 layers applied.

Next year, I'll set more realistic goals...

Tuesday, May 18, 2010

'Ard Boyz Tourney

I was able to wander by Game Kastle this past Saturday to check out the 'Ard Boyz Tourney they were hosting and the various armies that people brought. I wasn't up to trying it out, especially since it's been 3 months since I've played any 40k. However, I did want to check out the players and the armies that people had brought to get an idea how others build their armies, paint jobs, and conversions. Sure, 'Ard Boyz is really about 25oopts of killing, and not really about painting and converting, but sometimes you can get some inspiration.

Here's a set of pictures from some of the armies that played that I took with my camera phone. Sorry for the resolution and size, best I can do without bringing the Rebel. Even with all the mech, the winning army was Tyranids, followed by Orks and Chaos (Marines, I'm assuming; I didn't see any daemons).


Check out the Storm Raven conversion behind the cottage in this Blood Angels army. Yes, there is 3 Land Raiders in this army. Land Raiders are dedicated transports in a Blood Angels army, and the 750+ points in LR are supported by a 200+ point Storm Raven.


Ork Horde to take on the Blood Angels. They were into their 1st round of movement in the 1st game when this picture was taken.

Tyranid army, but not the 1st place finisher.

Mech Imperial Guard. Not quite leafblower, but definitely Chimera heavy. This army was probably going to have a hard time in the 3rd game when anything that travels non-modified over 6 inches (bikers, jump troops, tanks, etc) becomes 3 Kill Points. If I count this right, there's 11 vehicles for 33 Kill Points before you start counting troops, special characters, HQs, etc.


World Eaters army. Cool conversion and paint job.

Tau list. Player admitted that he hadn't picked this army in over a year.