Sunday, January 27, 2013

Over 7000 Points Milestone



Every once in a while I like to do a feature of all my painted models.  I've surpassed the 7000 point mark so it seems an apt time for it. The painted portion of my army is about 7300 points with about 200 to 300 points of other options.


Here's the list...


7332 - Codex: Orks Roster - WAAGH! Drillteef

1 Mad Doc Drillteef, D.D.S., 160 pts ( Warlord)

1 Big Mek Scar 'Ead, 140 pts ('Eavy Armour; Attack Squig; Bosspole; Kustom Force Field; Power Klaw; Cybork Body)

1 Warboss Wagonkrumpa, 115 pts ('Eavy Armour; Attack Squig; Bosspole; Cybork Body; Power Klaw)

1 Big Boss Grimblitz, 110 pts (Bosspole; Cybork Body)

1 Boss Thudguts, 80 pts ('Eavy Armour; Bosspole; Cybork Body; Big Choppa)

1 Old Greg, 145 pts

1 Wurr Bob and Loopy, 85 pts (Warphead)

1 Big Mek Bolt Toof, 50 pts ('Eavy Armour; Bosspole; Cybork Body)

10 Da Brute Squad's Tankbusta Boyz, 195 pts (Tankhammer x2)
   1 Sarge Hullkrakka (Bosspole; Power Klaw)

19 Da Brute Squad's Wagon Boyz, 150 pts (Rokkit Launcha x2)
   1 Kaptin Kroolsnik

10 Da Brute Squad's Trukk Boyz, 141 pts (Rokkit Launcha x1)
   1 Sarge Blaktoof (Bosspole)
   1 Trukk (Red Paint Job; Reinforced Ram; Stikkbomb Chukka)

15 Kommandos, 265 pts (Burna x2)
   1 Boss Snikrot

9 Big Dakka Boyz (Red), 135 pts

8 Big Dakka Boyz (Yeller), 120 pts

12 Scar 'Ead's Burna Boyz, 225 pts
   3 Mekboy

5 Doc's 'Ardcases (Looted Termies), 270 pts (Count as Troop Troops; Cybork Body)
   1 Trukk (Red Paint Job; Reinforced Ram)

5 Doc's 'Ardcases (Looted Paladins), 270 pts (Count as Troop Troops; Cybork Body)
   1 Trukk (Red Paint Job; Reinforced Ram)

1 Da Krumpin Squad, 513 pts (Count as Troop Troops; Cybork Body)
   1 Sawbones (Cybork Body; Grot Orderly)
   1 THAC0 ('Eavy Armour; Cybork Body; Big Choppa)
   1 Bossburna ('Eavy Armour; Ammo Runt; Bosspole; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon)
   1 Bruce ('Eavy Armour; Cybork Body; Big Choppa)
   1 Pyro ('Eavy Armour; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon)
   1 Mongo ('Eavy Armour; Cybork Body)
   1 Pawn ('Eavy Armour; Cybork Body)
   1 Roy (Bosspole; Cybork Body; Big Choppa)
   1 Norbert ('Eavy Armour; Cybork Body; Big Choppa; Shoota/Skorcha Kombi-weapon)
   1 Krusha ('Eavy Armour; Cybork Body; Waaagh! Banner; Power Klaw)
   1 Trukk (Red Paint Job; Reinforced Ram; Stikkbomb Chukka)

1 Da Krumpin Squad (Da Washouts), 373 pts (Cybork Body)
   1 Doc (Cybork Body; Grot Orderly)
   1 Logan ('Eavy Armour; Bosspole; Cybork Body; Power Klaw)
   1 Dakkabob ('Eavy Armour; Ammo Runt; Cybork Body; Big Choppa)
   1 Cheney da Faceshoota ('Eavy Armour; Bosspole; Cybork Body; Big Choppa)
   1 Snarl ('Eavy Armour; Cybork Body; Power Klaw)
   1 Killa ('Eavy Armour; Cybork Body; Power Klaw)
   1 Lurtz ('Eavy Armour; Cybork Body; Big Choppa)
   1 Redshirt ('Eavy Armour; Cybork Body)

19 Yeller Shoota Boyz, 145 pts (Shootas; Big Shoota x1)
   1 Sarge Gitbonka (Bosspole; Big Shoota)

10 Yeller Shoota Boyz (Reserves), 86 pts (Shootas)
   1 Sarge Zagdakka (Bosspole; Big Shoota)

19 'Ard Boyz, 250 pts (Big Shoota x1)
   1 Boss Ledbelcha (Bosspole; Power Klaw; Big Shoota)

10 'Ard Boyz (Reserves), 130 pts (Big Shoota x1)
   1 Sarge Kilchoppa (Bosspole)

19 Furhat Shoota Boyz, 145 pts (Shootas; Big Shoota x1)
   1 Sarge Dreddakka (Bosspole; Big Shoota)

9 Furhat Shoota Boyz (Reserves), 105 pts
   1 Sarge Ledstorm (Bosspole; Power Klaw; Big Shoota)

19 Da Skarboyz, 180 pts (Rokkit Launcha x1)
   1 Boss Skargrub (Bosspole; Power Klaw; Rokkit Launcha)

10 Da Skarboyz (Reserves), 91 pts (Rokkit Launcha x1)
   1 Michael Scott (Bosspole)

11 Sootbelcha Boyz, 340 pts
   1 Sarge Zoomdakka (Bosspole; Power Klaw)

1 Fang Skwadron - Da Red'un, 135 pts (Fighta Ace; Red Paint Job; TL Supa Shoota)

1 Fang Skwadron - Da Yellla'un, 135 pts (Fighta Ace; Red Paint Job; TL Supa Shoota)

1 Fang Skwadron - Da Rokkit Ship, 135 pts (Fighta Ace; Red Paint Job; TL Supa Shoota)

2 Deffkoptas, 150 pts (TL Rokkit Launcha x2; Buzzsaw x2; Cybork Body)

2 Deffkoptas, 150 pts (TL Rokkit Launcha x2; Buzzsaw x2; Cybork Body)

2 Deffkoptas, 150 pts (TL Rokkit Launcha x2; Buzzsaw x2; Cybork Body)

3 Boomgretchin (Red Team), 106 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
   10 Gretchin
   1 Runtherd

3 Boomgretchin (Yeller Team), 106 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
   10 Gretchin
   1 Runtherd

3 Boomgretchin (Orange Team), 106 pts (Lobba; Additional Gun Krew; Ammo Runt x3)
   10 Gretchin
   1 Runtherd

1 Long Tom, 110 pts (Boom Gun; Big Shoota x1)

3 Da Steelgrots, 125 pts (Big Shoota x1; Grotzooka x1; Skorcha x1)

1 Da Yeller Klaw!, 120 pts (Count as Troop Troops; Armour Plates; Grot Rigger; Dreadnought CCW x2)

1 The Fat Pig, 115 pts (Red Paint Job; Reinforced Ram; Stikkbomb Chukka; Big Shoota x2)

1 Rustbukkit, 150 pts (Armour Plates; Deff Rolla; Red Paint Job; Stikkbomb Chukka; Big Shoota x4)

1 Steamrolla, 150 pts (Armour Plates; Boarding Plank; Deff Rolla; Grot Rigger; Stikkbomb Chukka; Big Shoota x3)

1 Orktimus Prime, 110 pts (Grot Rigger; Red Paint Job; Reinforced Ram; Big Shoota x1)

1 The Electrork Mayhem, 120 pts ('Ard Case; Red Paint Job; Reinforced Ram; Big Shoota x1)

1 Da Scrap Pile wiv a Talk Box, 70 pts (Comms Relay)

1 WAAGH! Tower, 75 pts (Emplaced Heavy Bolters x4)


I also did a pic of all my models including my Tau and Space Marines:








 

1500 Point Singles Tourney - 2013-01-26





In this month's singles tourney, we were doing 1500 points in 1.5 hour rounds. Not a lot of time to get things done, but we had a fun time.

This is the list I took yesterday.



1500 Tourney - Convoy

1 Mad Doc Drillteef, D.D.S., 160 pts ( Warlord)
5 Meganobz, 330 pts (Cybork Body)
. . 1 The Electrork Mayhem (Red Paint Job; Reinforced Ram; Big Shoota x1)

1 Big Mek Scar 'Ead, 120 pts (Bosspole; Kustom Force Field; Power Klaw; Cybork Body)
1 Fat Pig, 105 pts (Red Paint Job; Reinforced Ram; Big Shoota x1)
18 Boyz, 129 pts (Shootas)
. . 1 Boyz Nob (Bosspole; Shoota)

1 Steamrolla, 120 pts (Boarding Plank; Deff Rolla; Big Shoota x1)
15 Boyz, 111 pts (Shootas)
. . 1 Boyz Nob (Bosspole; Shoota)

1 Orktimus Prime, 110 pts (Red Paint Job; Reinforced Ram; Stikkbomb Chukka; Big Shoota x1)
19 'Ard Boyz, 240 pts
. . 1 'Ard Boyz Nob (Bosspole; Power Klaw)

5 Lootas, 75 pts


I was going to take a squad of 'Ard Boyz, but I forgot them at home. Because of that, I had to swap them out for more Meganobz and an extra Loota.

Again, this was just to show off my battlewagons and thumb my nose at flyer hysteria.

This was the Electrork Mayhem's first tournament and I must say, it did well!  It wasn't destroyed once and covered a lot of territory.  The folks that got the reference were duly impressed and those who didn't were as well, though they thought it was a train.  The Police Box was a big hit. 

Whatever the case, I'm glad I brought this list.


Game 1: Tyranids
Mission: The Relic
Deployment: Dawn of War
Breif: My experience with 'Nids really showed in this game. My opponent had a unit of Warriors with a big monster in it, infiltrating Genestealers, shooty Gaunts in spores, the Doom in a spore, a Flyrant, and a unit of the jumping dudes. I positioned Mad Doc where he'd be slamming into units with instant-death. The flank dealing with the Flyrant and spores did pretty well. The Shootas were devastating, dropping the monster out of the sky and turning the 'Gaunts into muck with bullets. I think, if my target priority had been better, the list would have done well. I learned more about 'Nids, so this was a good thing.
Result: 2-2
Possible full game outcome: Probably would have stayed a tie.

Game 2: Space Marines
Mission: Big Guns Never Tire
Deployment: Vanguard Strike
Breif: What can I say? I pretty much make my living eating Space Marines. Also, I got two of the objectives, so I just turtled up in my corner and blocked off Mad Doc with the other 3 Battlewagons. The Space Marines rushed forward. Fortunately for him, he still takes Rhinos. I think that, with the Heldrake out there, you'll see a lot of people returning to Rhinos and Land Raiders. On turn 2, he entered the sweet spot. I drove up, got out, and destroyed most of his army. There wasn't enough time to get across the table to kil the remaining scouts and Predator sitting on the objective. I guess this problem shows where the Dakkajets, Snikrot, or Deffkoptas benefit my army. Interesting.
Result: 7-5 Orks
Possible full game outcome: I would have tabled him.

Game 3: Ravenwing and Imperial Guard
Mission: Purge the Alien
Deployment: Hammer & Anvil
Breif: I decided that with only a win and a tie, I'd never get to place since the tournament was battle points and a crushing victory was highly unlikely, that I'd start my battlewagons on the deployment line in the hopes of getting a good rush and assault turn 2. I forgot about Scout moves. I won't do that again. Fortunately, the battlewagons weathered the melta shots well and I killed the 3 bike units he sacrificed that turn. Without the melta support, I was able to keep moving and turning the front armor towards his lascannons.
Result: 5-3 Orks
Possible full game outcome: Uncertain. He'd have probably eventually killed my battlewagons with Sammael's squad, but I would have been in his lines which is never good for Imperial Guard.



So, as I said, I had fun running this list, but I look forward to going back to a more balanced list.

Another note on this tournament that might be interesting for some is that our Tournament Organizer decided that we should ignore the contradictory question regarding wound allocation in the last GW FAQ.  I think this is really the right call and other T.O.s would do well to do the same.

Wednesday, January 23, 2013

Minimalist List Design

Alex Fennel's Necrons

This article isn't a wisdom-soaked diatribe on cutting the fat from your lists.  It is a quick note on my need to do so.  Please note that I do not diminish the necessity of skill in the game of 40k, but this is an article about list-building.

A story popped up in my Google+ stream today concerning a quote on design:
"Perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away."  - Terre des Hommes, 1939
A lot of lists which win in game stores rely on pure, dumb muscle.  These are your heavy-shooting Grey Knight and Imperial Guard lists and the gimmicky Cron Air and various deathstar army lists.  These lists are capable of leaving you with a relatively good feeling at a tournament, but do not guarantee a win or a place in the finals.

You'll see quite a few tournament-successful lists which have some odd things in them.  There are ICs which defy convention and units with strange numbers.  You'll notice things like units of 6 or 7 Grey hunters Tony Kopach's lists.  Alex Fennell likes to use a Monolith.  Some of these choices may, at their core, stem from a devil-may-care attitude, but don't let them fool you. These are all tools with clear uses in these lists.

The next time you look at a list and are trying to cram God-knows-what in them, stop. Just stop and think to yourself, "Well, wait a moment. What do I need?  What job do my dudesmen have to perform? Are they good at it?  Can I trim from some of these units, or make a cheaper choice, and have it perform the same exact task?

It seems like lists built with this "fat-trimming" style do three things well; they give you more room to add more tools to get the job done, they let you fit the army to your play style, and they confound your opponent.  These three factors could be a winning combination.  Of course, it may also simply allow you to fit that one fun unit that you just have to get in there because you love it.

This, of course, is just a theory. It has to be observed further and tested.

I have, by no means, learned to perfect this style of list-building.  I'm going to be focusing on this concept in 2013.  I'm going to stop assuming a certain squad size or unit is necessary.  I'm going to look at tasks which need to be performed and select from my pool of resources to determine which unit in which configuration is best for the job.

No model will be safe from this culling.

Thursday, January 17, 2013

The Electrork Mayhem is Complete

I am loving this model!  It will heretofore be one of the centerpieces of my army.









Wednesday, January 16, 2013

Getting Beaten by Orks - The 5 Stages of Greif




I wonder people are always so surprised when they get beaten by Orks? I feel as if every opponent goes through the traditional stages of greif.

Denial — Uh, let's re-count those victory points again.

Anger — This is BULL****! How is it that you get an AV14 vehicle for 90 points!??!?!? My ****ing Land Raider is 250 points! 250 ****ing points! This is BULL****!

Bargaining — Are you SURE you're right about those 18 shots your Dakkajets get? Let me see your rulebook.

Depression — I have over 8000 points of space marines. God help me.

Acceptance — Well, there's no way I'm winning this tournament now. Not with 8 battle points for the round. I may as well go have a few shots while we wait for the next one to start...

Tuesday, January 15, 2013

Toront Too Gosh! - True2k List



I really want to try and pick this up at Adepticon on the cheap.  I would probably replace 1 killa kan in each force org for 2 squads of grots just so I could at least attempt to score objectives. The units in italics are ones I would need to buy...

Primary Force Org:

HQ:
090 - Big Mek (KFF, Bosspole)
040 - Big Mek (Bosspole)

Troops:
110 - Deff Dread (+2 CCW, Grot Rigger)
110 - Deff Dread (+2 CCW, Grot Rigger)

Elite:
160 - 3 Nobz (Battlewagon (big shoota, ram))

Fast:
130 - Dakkajet (extra supa-shoota, fighta ace)

Heavy:
120 - 3 Killa Kans (skorchas)
120 - 3 Killa Kans (skorchas)
120 - 3 Killa Kans (skorchas)

Secondary Force Org:

HQ:
090 - Big Mek (KFF, Bosspole)
040 - Big Mek (Bosspole)

Troops:
110 - Deff Dread (+2 CCW, Grot Rigger)
110 - Deff Dread (+2 CCW, Grot Rigger)

Elite:
160 - 3 Nobz (Battlewagon (big shoota, ram))

Fast:
130 - Dakkajet (extra supa-shoota, fighta ace)

Heavy:
120 - 3 Killa Kans (skorchas)
120 - 3 Killa Kans (skorchas)
120 - 3 Killa Kans (skorchas)

Monday, January 14, 2013

Batrep - 1850 Versus Blood Angels

I had a great time playing JamesI with his deepstriking Blood Angels led by Dante.

We played an 1850 game. The game was Big Guns Never Tire and deployment was Vanguard Strike.  We usually deploy terrain using the Alternating style, but this was an Adepticon training game, so we did a more even placement of terrain.

I found out later I'd cheated him a bit with my points. I should not have had Deffrollas on my Battlewagons, but they never came into play during the game. Sorry, James! This is why I think it's funny when people complain about Army Builder being inaccurate.  It's far more accurate than I am!


I deployed my battlewagons bravely and the Boyz and Lootas cowardly.


James deploys a squad of Assault Marines with Librarian and Apothecary, a squad of Sanguinary Guard, and two squads of Bikes in a standard counter-counter assault formation.  


The vanilla approach for this is to zoom forward, have the wagon destroyed by the bikes, then I assault the bikes as they approach while the jump troops hang back for the counter-assault.  I have no choice but to fall prey to this with Mad Doc, but the other two battlewagons fall back to defend our lines from the deepstrikers and the aircraft coming in.

On turn 2 I also manage to keep the Dakkajets and Grots from arriving with the Comms Relay.  I absolutely love this piece of equipment.


The bikes did manage to disable the Battlewagon and I didn't bother going for the tertiary charge target of the Assault Marines. I figured I'd just take my licks.



I consolidate as far from my lines as I can get with every model.  Every inch helps.  Hopefully, Mad Doc Drillteef and his men can hold off the enemy long enough for the rest of the army to make off with the objectives.


His Stormravens zoom in.  I painted the Death Company one.



Dante and his squad drop into my lines.  They will destroy that battlewagon and kill seven boyz inside.


James shoots us up and assaults.


I make some saves.


Unfortunately, I miss with ALL BUT ONE POWER KLAW ATTACK!  In the end, there is one Nob and Mad Doc with 2 wounds left.


The boyz assault Dante's Squad.  His Assault Marines are very unlucky with their saves.  Only Dante, a sarge with a Power Fist and the Priest survive.


 They hit & run out of combat and I consolidate.



The Dakkajets come in, again, thanks to the Comms Relay.  We kill one Storm Raven and the Lootaz force a locked velocity on the other.  Mad Doc survives combat one more round.


We assault into dante who has destroyed some Lootas.


The Boyz in the yellow battlewagon shift over to one of the Objectives on James's side of the table.


The marines finally take out Mad Doc.  The Meganobz TOTALLY did their job in this battle tying up a very dangerous unit with flamers in it.


The assault marines take some potshots at one of my Dakkajets.


The Storm Raven came back on from ongoing reserves and destroys a Battlewagon for another victory point, but had to zoom off the board due to locked velocity and the fact that it was better for him bring it on again turn 6 (if we had one) and try to go for my Warlord.


Sadly, the game ended on turn 5.  I held 3 objectives, killed 1 heavy support, and got all three secondary objectives.  James had killed two heavy support.  The game ended 13-3.
  

I think this was a good list to try out for Adepticon, but I want to try some other units. I am still convinced that I can make Stormboyz do something awesome for me.  Also, I think replacing the Lootaz with a squad of Lobbas is in order for the next game.

Sunday, January 13, 2013

2012.01.12 Team Tournament at DGG



I attended a team tournament at Dirty Goblin Games this Saturday.  My ally and I both played Orks.  We had a great time.  We also won all of our games and won the tournament.  Here are the lists we took.

1200 Pts - Codex: Orks Roster - Team Tourney "Convoy"

1 Mad Dok Drillteef D.D.S., 160 pts

1 Mega-armoured Warboss, 110 pts (Bosspole; Cybork Body;  Warlord)

9 Meganobz, 515 pts (Count as Troop Troops; Cybork Body)
  1 Battlewagon (Grot Rigger; Red Paint Job; Reinforced Ram; Big Shoota x1)

14 Boyz, 105 pts
   1 Boyz Nob (Bosspole)

1 Battlewagon, 120 pts (Deff Rolla; Red Paint Job; Big Shoota x1)

15 Gretchin, 55 pts
   1 Runtherd

1 Battlewagon, 135 pts ('Ard Case; Boarding Plank; Deff Rolla; Big Shoota x1)

1200 Pts - Codex: Orks Roster - Team Tourney "Wing and a Prayer"

1 Weirdboy, 85 pts ( Warlord; Warphead)

1 Weirdboy, 85 pts (Warphead)

1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

29 Boyz, 210 pts (Shootas; Big Shoota x2)
   1 Boyz Nob (Bosspole; Big Shoota)

29 Boyz, 210 pts (Shootas; Big Shoota x2)
   1 Boyz Nob (Bosspole; Big Shoota)

1 Aegis Defence Lines, 70 pts (Comms Relay)

5 Lootas, 75 pts

5 Lootas, 75 pts

It's a pretty standard Ork contingent. It takes advantage of the team tournament format allowing two sides of the army to call separate WAAGH!s, so the Dakkajets can use theirs for shooting and the Battlewagons can use theirs for assaulting.

Our opponents were as follows:

Round 1: Necrons and CSM with standard mechanized Necrons, a night scythe, 2 Heldrakes, and a smattering of other things including a big squad of bikes.   This list gave us the biggest challenge.  The bikes had a lot of momentum right off the bat and chewed up a mob of boyz.  Only the new fearless rules saved the second squad from destruction.  The Meganobz and Mad Doc ate far more than their cost in points.  The Dakkajets were actually rather lackluster in this game.  We successfully moved the big squads of boyz out into the field 18" before the Heldrakes came on, thus robbing them of the destruction of our Lootaz when they came on.   Spreading out with maximum distance unit cohesion IS annoying, but necessary when fighting Heldrakes.

Round 2: Space Marines and Tau with the standard fare of tau and a Kahn list. This was our easiest game, but still very fun.  We had a Hammer & Anvil deployment with a 5-objective Big Guns Never Tire.  I risked placing my Battlewagons in a forward position behind cover. The gamble paid off because even if our opponents had killed all the battlewagons, they could never have taken us because we had taken or contested their objectives thanks to our violent assaults.

Round 3: chaos Daemons and Orks with fateweaver, flamers, screamers, horrors, boyz, big meks, and dakkajets.  This was our most fun game.  Again, utilizing the full 2" unit cohesion is annoying and time-consuming, but absolutely necessary.  As usual, Fateweaver took nearly all of our 2nd round shooting and ran home crying.  This was a tough battle as I made a few target priority mistakes and also deployed Mad Doc in front of the wrong unit.  We did manage to squeak it out in the end.

As usual, we had a great time at Dirty Goblin Games in Queensbury, New York.  I hope to make it to the singles tournament later in the month.



Wednesday, January 9, 2013

The Electrork Mayhem Project Begins

A while back, my buddy, Pat bought me a Warbus from Puppetswar.  Everybody in the world loves this model.  I've wanted to do something special with it from the start.  Now is the time.  I've decided to do it in the style of the bus belonging to The Electric Mayhem in the Muppet Movie.

As you may know, the leader of The Electric Mayhem is Dr.Teeth. This is unbelievably appropriate, I think.







The symbol for DrTeeth is AMAZING. I'd never noticed it before.  It's a tooth with wings and lightningbolts shooting out the sides.  Seriously, I may have to add this iconography throughout my army.


Anyways, here's the bus with a basecoat of white.  The deffrolla is the standard kit from Games Workshop.  I can't lie, the Battlewagon Upgrade Kit is an ace product.  The fact that it comes with a cool, little Grot Rigger and a Lobba is icing on the cake.


As usual, I am extremely pleased with my airbrush.  It makes my life so much easier. Here's the bus with some rusty red on it.



And here it is with a brighter red, some brown blended near the ground, and the blue/purple faded on the top.


I've got a bunch of housework tonight so this is it for now.  Tomorrow I'm going to look for other basecoating/airbrushing opportunities, then I'm going to give it a seal.  This model is extremely heavy, so it dings rather easily.  A good seal will assure I don't have to go back and paint dings a million times.  It also makes it easier to use my "erasing" technique.

In case you didn't see my video about painting Orks faster, erasing is a simple process. If you've done a clearcoat on your model before doing details (preferably a gloss or semigloss varnish), you can make mistakes without worry.  When you make a mistake, simply wash away the paint with an extremely wet brush, then take a dry brush and soak up all the paint-infused water. Repeat if necessary.

Okay, until next time!


Tuesday, January 8, 2013

Nail Polish Power Weapon Effects

I got this tip from my fellow Freeboota, Chaplain. He said that he found a nail polish that crackled over a surface and created a really nice effect for power weapons.

The polish is called "Avon Mosaic Effects Top Coat" and is available from your friendly local Avon dealer.  From what I can tell, it is similar in composition to White Out. I haven't tried an actual substitution yet, but I might give it a try.  One thing is for certain, though, you do want a very smooth surface to put it on. Avon suggests their Nailwear Pro+ to start, however the Nailwear Pro+ stuff is colored and I think you're better off using whatever paint (Citadel or otherwise) you want with a clear enamel over it before doing the crackle.  You'll probably want to pick up the white crackle, the black, or both.

At any rate, the color you get is the color of the crackle, so in the image below, I'm using the white and the cracks show the blue I painted underneath. I didn't do any additional washes so you could see how it turns out.  The lighter you brush on the mosaic, the more, smaller crackles you'll get.  The heavier you brush on the mosaic, the fewer, bigger crackles you'll get.  You'll note here that I laid it on rather thick.  Trial and error is is your friend.


This seems as if it would be especially cool for storm- or winter-themed armies such as the Space Wolves.

I can't help but wonder what else this would be good for.  I'm sure it has any number of interesting applications, including actually trying to simulate a mosaic effect on your freehand panel artwork.  Just paint this first, paint your scene, clear coat it, then wash.  I'll have to try it out sometime.


Monday, January 7, 2013

How to Paint Boyz Fasta

I recently made a video about how to paint tabletop quality boyz faster.  My technique pretty much flies in the face of everything you've ever been told to do when painting Warhammer 40,000 miniatures, but it's what works for me.


Mad Doc Drillteef D.D.S. Refurbish Project


I have been meaning to start a blog about my hobby progress and now seems as good a time as any. I just completed a short project involving the renovation of my WAAGH!'s warlord, Mad Doc Drillteef D.D.S.

This is what he looked like before I started.  Of course, this isn't a terrible conversion.  He's got the giant, over-the-top 'urty syringe, drill, and mask on.  It's pretty obvious he's a big ass Painboy.  He's just gotten long in the tooth. My warlord should evoke my abilities as a hobbyist and I've grown a lot since then.


So the Doc got cut up, which is fine because he's used to it.


I rummaged through my bitz and found an old Enterprise nacelle I could use for the Nitrous tank as well as some pintle turret bitz.


A snug fit.  I also added some chaos trophy poles.  I chose the one with Necrons and Space Marines because WAAGH! Drillteef hails from Ultima Segmentum and they are the WAAGH!'s main opponents.


I used the bussard ramscoop from the Enterprise model and filled it with hot glue to make a new 'urty syringe  I also cut the size of the "needle" down to a more sane (yet still over the top) size.


Start of the greenstuff work.



For the head, I started off with a fantasy Ork head because it'd be the easiest to put on the big warboss miniature's neck.


The best way to go about this is to build up around the base a little at a time so you get the right size. It's easy to get too big.  It might even be good to stop and let it dry when it's relatively small.  The greenstuff has a way of shifting while you work with it.


Here he is after day 1.


On day 2, I added the big scar across the top of his head, his big teef, and a few more bitz. I removed the heads from his belt; those were gross.


Here he is, completed in all his glory...









I am super happy with this model. I haven't received a lot of comments about  him, however.  Odd, that, but those comments I have received have been quite positive, so that's heartening.