Monday, December 26, 2016

Meleficent and Drogon Ready for Decals and Further Basing

Meleficent and Drogon are both ready for decals and additional basing. I do think that the different colors aren't detrimental to the overall scheme at this point thanks to the black primary color and positioning of other off-color elements. Looking forward to working on the others. Need to move on to terrain now. Being able to get these mostly done was a nice Christmas present, though.





Sunday, December 25, 2016

Krork/Paragon Ork Compiled Supplement



The Krork full supplement including all 12 installments:
http://mastersoftheforge.com/wp-content/uploads/2016/12/OnYourTabletop-TheKrork.pdf

Here's the link to the page in case the PDF link breaks:
http://mastersoftheforge.com/onyourtabletop-thekrork/

Orksvent 2016 Part 12: Krork Brute Boar Riders


The Krork have been known to raise massive, savage boars to bear them into battle at great speeds. These creatures share many Ork qualities, chief among them is their resilience and savagery. Krork boars accept rudimentary technological upgrades with few complications and they are unfazed by loud noises such as the belching brap of Ork sluggas.

Hobby note: Krork Brute Boar Riders are clearly best represented by Orruk Gore Gruntas from the Age of Sigmar range.

Krork Brute Boar Riders


Role:  Fast Attack
Points: 250
Unit Type:  Cavalry. The Brute Boss Nob is Cavalry (Character)
Unit Composition:  5 Krork Brutes

                                WS BS S T W I A Ld Sv
Krork Brute Boar Rider           4  2  4 5 2 3 3 7  4+
Krork Brute Boar Rider Boss Nob  5  2  5 6 3 4 4 8  4+

Wargear:
  • 2 Choppas
  • 'Eavy Armour
  • Stikkbombs
  • Bosspole (Brute Boar Rider Boss Nob only)

Special Rules:
  • Brutal or Possibly Cunning
  • Furious Charge
  • Tide of Brutes

Options:

  • May include up to fifteen additional Krork Brute Boar Riders ... 25 pts/model
  • May upgrade one Brute to a Brute Boar Rider Boss Nob.
  • The unit may be equipped with Deff Trophies ... 2 pts/model
  • Any model may replace both of their choppas with a supa choppa ... 6 pts
  • Any model may replace a choppa with a slugga ... 1 pt/model
  • Any model may replace its other choppa with another slugga ... 1 pt/model
  • The Brute Boss Nob may take items from the Ork Ranged Weapons and/or Melee Weapons lists.

Friday, December 23, 2016

First Imperial Knight - Continued WiP












Orksvent 2016 Part 11: The Krork King



A Krork King is not only a massive mountain of muscle and rage, but is also a genius in the theater of war. The organization of their own troop movements and the disposition of the enemy are second nature to the Krok King. The High Lords of Terra dread the day another Krork King rises to lead a massive WAAGH! across the galaxy, for when this happens, it is as if a Primarch has returned to the galaxy with the force of a hundred trillion seasoned warriors behind him.

Hobby note: A Krork King can be modeled on a 120mm oval base and may require a degree of modeling ingenuity. They should be about the size of a Bloodthirster. Indeed, that model with an Ork head and various Ork bitz could work well as a Krork King. Also, look to the Age of Sigmar line for more inspiration.

Krork King

Role:  Lord of War
Points: 315
Unit Type:  Gargantuan Monstrous Creature (Character)
Unit Composition:  1 Krork King

                WS BS S T W I A Ld Sv
Krork King      8  2  8 8 8 6 7 10 3+


Wargear:
Special Rules:
WAAAAAAGH!: Once per game, at the start of any of your turns after the first, a model with this special rule can, if he is your Warlord, call a Waaaaaagh! On the turn he does so, all friendly units made up entirely of models with the Tide of Brutes special rule add 3" to their charge distance. In addition, the usual maximum charge distances are waived for all abilities which grant additional charge distance (including the Tide of Brutes special rule and Boarding Planks).

Brilliant Kunning: If the Krork King is your Warlord, they may re-roll their dice to determine who goes first and to seize the initiative. In addition, after scout redeployments are complete, the controlling player may redeploy an d3+2 friendly Ork units. There is no limit to the distance these units may be redeployed, however they may not be redeployed closer than 19" from the enemy deployment zone. This does not count as a scout move.

Brutal Majesty: All friendly Ork units within 12" of the Krork King are Fearless.

Deadly Reinforcements: If the Krork King is your Warlord and he is on the battlefield when a friendly Ork unit arrives from reserve, that unit may assault the turn it arrives if it normally would not be allowed to, though it counts as a disordered charge.

Touch of Mork: The power of the WAAGH! is at its purest state in the blood of a Krork King. He enjoys a 4+ invulnerable save.

Always More:  If the Krork King is your Warlord and he is on the battlefield when a friendly Ork unit is destroyed, roll a dice. On a 4+, put a unit of 10 Ork Boyz into ongoing reserve. These Boys may be equipped with either Sluggas or Shootas, but cannot have any further upgrades.

Options:
  • May replace Deff Armour with Dread Armour ... 30 pts
    • A model with Dread Armour can replace one Choppa with a Dread Klaw ... 40
  • May add Thrusta Engines ... 60 pts
Dread Armour: A Krork King will often have his coterie of Big Meks fashion him a special suit of power armour better-suited for his impressive physique. Dread Armour improves the Krork King's armour save to 2+.

Dread Klaw:

                  Type  Range  Str  AP  Special Rules  
Dread Klaw        Melee   -     D   2   Unwieldy, Specialist

Thrusta Engines: The Krork King becomes a Gargantuan Flying Monstrous Creature.


NOTE: An army may contain only one Krork King.



Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Orksvent 2016 Part 10: Krork Tide Formation



When a Paragon WAAGH! thunders to war, it is the march of the Krork Brutes which strike a hopeless fear into their enemies. While a tide of Ork Boyz can be managed by a liberal application of lasgun fire, the Krork Brutes keep coming, shaking off wounds that would fell the average greenskin warrior. The Krork Tide often forms the vanguard of a Paragon WAAGH!, breaking through the enemy lines, disorganizing the enemy position, and allowing more fragile or slower Ork units to make their way into the fray unmolested.

Krork Tide Formation

Formation:

  • 1 of the following:
    • Krork Megaboss
    • Warboss
    • Weirdboy
  • 5 units of Krork Brutes

Restrictions:

Units in this Formation may not select a Dedicated Transport

Special Rules:

Tide of BrutesBrutal or Possibly Kunning, Hatred, Fearless

Mobbed Up: All the units from this Formation are deployed as a single unit. Only when every model in this unit has been destroyed will your opponent count as having killed these units for missions which count kill points.

Frenzy: Models in this formation enjoy a +1 to their Feel No Pain against wounds caused by Overwatch. In addition, on a turn in which this unit makes a successful charge, models enjoy a +1 to their Feel No Pain until the start of their next turn. Note: this means that, if under the effects of Brutality is a Kunning all its own special rule from the Kaptin's Banner Formation, these effects will stack against wounds caused by Overwatch.


Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Thursday, December 22, 2016

Orksvent 2016 Part 9: Da Kaptin's Banner Formation


When a massive Krork Megaboss marches to war, he brings his most practiced and violent iron-thewed warriors along with him. These Krorks, aided by the ministrations of a powerful Weirdboy, are an inspirational beacon of violence the battlefield. Few foes can stand before their blood-drenched majesty.

Da Kaptin's Banner Formation

Formation:


Restrictions:

None

Special Rules:

Tide of BrutesBrutal or Possibly Kunning

Da Boss: If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait.

Da Kaptin's Krew: All models in this Formation must be placed in a single unit which counts as 1 Kill Point in missions which call for them.

Lead by Example: On a turn in which the Krork Megaboss from this formation successfully completes a charge, all other friendly Ork units on the battlefield add an additional 1d6" to their charge distance for the duration of that assault phase.

Brutality is a Kunning all its own: On a turn the Krork Megaboss from this formation calls a WAAAAGH!, units declare which enemies they are assaulting after rolling the dice to determine charge range instead of before.

One with the WAAGH!: The Weirdboy from this Formation harnesses warp charge on a 3+ (or a 2+ under the effects of the Blood of the WAAGH! power). In addition, any model in the unit enjoys a 6+ invulnerable save when under the effects of a Blessing.

Options:  

Da Banner of WAAAAGH!: One Krork Brute may be given a WAAGH! Banner for 20 pts.

Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Wednesday, December 21, 2016

Orksvent 2016 Part 8: Paragon Great WAAGH!-band Detachment & Special Core Formations


Paragon Great WAAGH!band Detachment

When an Ork WAAGH! reaches its apex, the Orks therein have reached the fullness of their cultural potential. This potential was prescribed by their creators millions of years ago, written directly into their DNA and sustained by their own lust for battle, unparalleled ambition, and the Warp itself.

Command Benefits:

Tide of Brutes, Brutal or Possibly Kunning

Anuvver Boss: Any Formations taken for this detachment remove the WAAGH! Ghazghkull Special Rules, Da Biggest an' da Best and Da Boss iz Watchn'.

Da Big Boss: If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait.

Da Great WAAGH!:  If your Warlord is chosen from this Detachment and they have the WAAAAGH! special rule, they may use their WAAAAGH! ability (if they have it) any and every turn of the game, including the first.

Overwhelming Tide: The benefits from Tide of Brutes for models in this Detachment improves from 2+ per 10 models to 3+ per 10 models. In addition, all Walkers from this Detachment gain the Tide of Brutes special rule.

Command: 0-1 per Core
Core Formations: 1+
Auxilliary: 1-10 per Core

Command Formations:
Oddboyz *

Core Formations:
Paragon WAAGH!-Band (see below)
Trukk Boyz (see below)
WAAAGH!-Band *
Goff Killmob *

Auxilliary Formations:
Krork Tide (available later in the week)
Painmob **
Dakkajet Skwadron *
Da Vulcha Skwad *
Badrukk's Flash Gitz *
Blitz Brigade *
Boss Snikrot's Red Skull Komandos *
Gorkanaut Krushin Krew *
Dread Mob *
Air Armada *
Runtz *
Blitza Bommer Skwadron *
Speshulists *
Speed Freeks *
Mekboyz Big Stuf * (Add the Krorkanaut to this list)

* See the WAAGH! Ghazghkull Supplement
** See the Orks Getting Started Box

Paragon WAAGH!-band Formation

Formation:

  • 1 Warboss
  • 4-6 of the following units in any combination
  • 1 of the following units
    • Nobz
    • Meganobz
    • Flash Gitz
  • 0-3 of the following in any combination
    • Mek
    • Big Mek
    • Weirdboy

Restrictions:

None

Special Rules:

Da Boss: If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait.

Da Brutalest and da Kunningest: This special rule modifies the benefits of the Brutal or Possibly Kunning special rule. When your Warlord chooses to call a WAAAAGH!, models from this Formation may re-roll their failed Feel No Pain results as long as they are choosing to be Brutal. If your Warlord does NOT call a WAAAAGH!, models from this Formation get a +1 to their cover saves if they are choosing to be Kunning. In either case, the effects last until the start of the controlling player's next turn.

Trukk Boyz Formation

Formation:

  • 1 Warboss
  • 4-6 units of Boyz
  • 1 of the following units
    • Nobz
    • Meganobz
    • Tankbustas
    • Burnas
  • 0-3 of the following in any combination
    • Mek
    • Big Mek
  • 0-3 units of Warbuggies

Restrictions:

All units may not exceed 12 models and must take a Trukk as a Dedicated Transport if they have that option.

Special Rules:

Da Boss: If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait.

We's livin, we's dyin, we's livin again!: Units from this Formation may disembark from their Dedicated Transports after they have moved Flat Out. If they do so, each model must make a Dangerous Terrain Test as they do so.

Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.


Tuesday, December 20, 2016

Orksvent 2016 Part 7: Krork Blood Magic



Krork Blood Magic is a new psychic discipline that can be chosen for any Ork psykers selected with the Detachments and Formations in this supplement.

Primaris: Blood of the WAAGH! - Warp Charge 1

Ork physiology is designed to embody the power of the Warp. It courses through every Ork and becomes even stronger as the Ork fights. The more desperate the battle, the more pronounced this is.

Blood of the WAAGH! is a Blessing which targets the psyker manifesting the power. Remove from play d6 models of the controlling player's choice in the unit the Psyker has joined. For however many models were removed in this way, add that many Warp Charge points to your Warp Charge pool. In addition, the Psyker harnesses Warp Charges on a 3+ instead of a 4+ until the end of the phase. The unit is also Fearless for the duration of the Blessing.

1. Anuvver Go - Warp Charge 2

In the presence of a Weirdboy flogging them into a frothing frenzy, Orks become insatiable for battle, persisting even unto death.

Annuver Go is a Blessing which targets the Psyker and the unit he has joined. If any models in the unit were killed during the assault phase, those models may attack at Initiative 0 whether they already got their attacks that phase or not. If the Psyker's unit charged that turn, then these models count as having charged as well.

2. Krumpin Time - Warp Charge 2

Even a group of Madboyz want nothing more than to crush their foes in battle. A huge gang of Orks revels in the brazen assault of many foes in one go. This kind of disordered charge tends to reduce their impact upon the enemy. That is, of course, unless there's a Weirdboy in the mob.

Krumpin Time is a Blessing which targets the Psyker and the unit he has joined. All models in the unit gain the Hammer of Wrath special rule and +2 Strength. In this case, the Strength is conferred to the Hammer of Wrath hits.

3. Inhuman Bellow - Warp Charge 1

An Ork Weirdboy is the embodiment of the Orks' presence in the Warp. Some say they directly channel Mork (or possibly Gork) himself. When a Weirdboy is at the crescendo of his power, he is a terrifying sight on the battlefield and morale tends to crumble before his advance.

Inhuman Bellow is a Malediction with a range of 24". The targeted unit must make an immediate morale check. If the Weirdboy harnessed at least 2 Warp Charges, then the morale check is made at a -1. If the Weirdboy harnessed at least 3 Warp Charges, then the morale check is made at a -2 instead.

4. Moar Dakka - Warp Charge 2

An Ork's connection to the warp extends to their technology. Indeed, some equipment doesn't work in the hands of other species. Indeed, much of it shouldn't even work at all.

Moar Dakka is a blessing that targets a friendly Orks unit within 18". All of that unit's ranged weapons may fire twice that turn. Resolve all of the unit's weapons once, then resolve all of them again. The second group of weapons fire may target a different unit than the first.

5. Stuck In -  Warp Charge 1

An army facing any Ork force can feel very much on their back foot as they mash on the triggers of their weapons in an effort to thin the ranks of the enemy as they approach. In the presence of a Weirdboy, however, becoming overwhelmed is inevitable.

Stuck In is a power with two different profiles. The controlling player must choose one before manifesting it, though they may do a different version in their subsequent Psychic phase if they wish.

Blessing: Stuck In targets a friendly Orks unit within 18". Models may not fire Overwatch against this unit. In addition, instead of making the normal charge moves, simply check to see if the unit is within range of the unit(s) they are assaulting. If they are, the controlling player may move all of the models in the charging unit into base contact with any models in the unit(s) they are assaulting. The assaulting models must still maintain unit coherency. If the controlling player can't fit more models in base contact but still has more models to move, then the models are simply placed in base contact with another model in their unit. The unit still counts as having charged that turn.

Malediction: In this case, Stuck In targets a single friendly unit of Gretchin. These models are removed from play. Then, resolve a ranged attack from the Psyker against any enemy unit using the Shokk Attack Gun profile and rules. A Psyker which harnesses 2 Warp Charge may roll 3 dice for the weapon's strength instead of 2 and keep whichever 2 dice they want for the result. A Psyker which harnesses 3 Warp Charge may roll 4 dice instead. If the unit of Gretchin had 20 or more models in it, replace the Large Blast with an Apocalyptic Blast.

6. Da Big Boss - Warp Charge 3

When it comes to victory, Orks inherently know it can all hang on the guile, strength, and endurance of their warlord. Without him, the WAAGH! can devolve into bitter squabbling. This is something which the Weirdboyz and other Oddboyz in a Paragon WAAGH! tend to understand from a somewhat logical perspective.

Da Big Boss is a Blessing which targets any friendly Ork Character within 18". The Character gains Eternal Warrior special rule, a 4+ invulnerable save, and may re-roll their attacks in close combat that turn. In addition, all successful saves made against wounds or hull point damage caused by this Character must re-roll all successful saves.




Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.


Imperial Knights - Building, Basing, and Basecoats

So, I've started an Imperial Knights army. I picked up some Forge World knights from my trip to England back in the spring. I did some trading and also used some Best Painted tournament winnings to buy some regular GW knights.

I am still crafting the narrative for my knights army in my mind, but I do know I want to use the Black Knights scheme I used for the Grey Knights commission I did a couple of years ago. The scheme is based off of Maleficent from Snow White.



Here's the building process.



Some people say these knight poses are easy. Some say they are hard. I found them rather challenging, but worth the effort.


I used 2 cans of Rust-oleum Universal Metallic Paint + Primer Flat Soft Iron for the basecoat.

Then, I drybrushed everything with Leadbelcher and Ironbreaker.



The bases are random bits, rocky pebbles you get from the aquarium section of the store, and also sprue that has been ground up in a manual meatgrinder to simulate rubble. I also ground up some bitz to add to the mix. Then, I added sand flock to the base.

I also picked up some shield and damage markers from Mechanical Warhorse which I incorporated into the bases.

Some panels painted tonight...







Deep Striking Santa

I just received my Freebooter Deepstriking Santa. It is insane. Look at all this. My Seraphon army is huge now! Even the Knights are magnetized!

Looking forward to finishing the paintjobs on these.

Thanks, Friday!







Monday, December 19, 2016

Orksvent 2016 Part 6: Paragon Orks - Krorkanaut


The great Ork engineers of the Paragon Ork societies throughout the galaxy have understood the difficulties in combating very large foes. Stompas and Gargants are huge undertakings an difficult to build. However, vehicles such as the Deff Dread and Gorkanaut have long been considered too feeble and slow to take on larger and more terrifying foes such as Imperial Knights and the frustrating Eldar Wraithknight. Indeed, even the liberal application of Dakka and flooding the enemy with Boyz doesn't seem to work against such foes. The Krorkanaut is the Ork answer to this problem.

Hobby note: It's probably best to combine an Imperial Knight kit with a Gorkanaut kit to create your Krorkanaut.

Krorkanaut

Role:  Lord of War
Points: 310
Unit Type:  Vehicle (Superheavy Walker)
Unit Composition:  1 Krorkanaut

                  WS BS S  F  S  R  I A HP
Krorkanaut        5  2  10 13 12 10 2 4 6


Wargear:
  • Deffstorm Mega Shoota
  • Two Twin-Linked Big Shootas
  • Two Rokkit Launchas
  • Skorcha
  • Klaw of Deff
  • Stikkbombs
Transport Capacity:
  • 12 models
Special Rules:
  • Momentive Strike
Options:
  • May replace the Deffstorm Mega Shoota with another Klaw of Deff (Choppanaut) ... Free
  • May replace the Klaw of Deff with another Deffstorm Mega Shoota (Dakkanaut) ... Free
  • May replace the Deffstorm Mega Shoota and/or Klaw of Deff each with a Kustom Mega Kannon ... Free
  • May replace the either Rokkit Launcha with a Kill Kannon ... 15 pts each
  • Kustom Forcefield  ... 50 pts
  • Weirdboy Tower ... 35 pts
  • Gigarokkit Pack ... 25 pts
  • Grot Riggers ... 20 pts

Klaw of Deff:  This klaw produces a great deal of crushing power which carves through ceramite as well as it carves through flesh. The Krorkanaut also has a tendency to beat its enemies to death with their own wrecked vehicles.

                  Type  Range  Str  AP  Special Rules  
Klaw of Deff      Melee   -     D   2   Clubbin

Clubbin: If the Klaw of Deff destroys an enemy vehicle but it doesn't explode, it can immediately pick up the vehicle and make another attack with it. This attack is resolved at Str 10 AP 2. After this, the vehicle is removed from play.

Weirdboy Tower:  The Weirdboy Tower is a separate crew compartment with a carrying capacity of 1 Ork with the psyker special rule. From here, the Weirdboy may manifest any psychic power as if the Krorkanaut were the Weirdboy himself. In addition, any friendly Ork units within 12" of the Krorkanaut are treated as being a part of the Weirdboy's unit for the purposes of Deny the Witch.

Gigarokkit Pack:  The Krorkanaut may be equipped with a pair of gigarokkits on its back allowing the Krorkanaut to move as a Jump unit. Once per game, on any turn after the first, a Krorkanaut equipped with the Gigarokkit Pack may choose to use up all the rest of its fuel to make a jump move up to 12 + 4d6" away. If a Big Mek is embarked upon the Krorkanaut, all of the movement dice may be re-rolled, but you must accept the second roll even if it is worse. When the Krorkanaut lands, it sends a concussive wave out from the landing zone, causing d6 str 4 ap - hits to any unit, friend or foe, within 6". If any doubles are rolled on the movement dice, the Krorkanaut doesn't stick a perfect landing and takes 1 Hull Point of damage. If double 1s are rolled, it takes 2 Hull Points of Damage. If triples are rolled, something goes horribly wrong in transit and the Krorkanaut suffers a catastrophic explosion where it lands (Fortunately, the controlling player still gets to decide where it goes!). If quadruples are rolled, then the Krorkanaut suffers a catastrophic explosion where it began its move. In any case, after using up all of its fuel, the Krorkanaut treats the Gigarokkit Pack as having been destroyed.

Momentive Strike: On the turn the Krorkanaut successfully completes a charge move, if the Krorkanaut is destroyed, it is not destroyed until after initiative step 1. 


Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Sunday, December 18, 2016

The Independent Characters Hobby Progress Challenge 2016 - Results

I want to personally thank all those who participated in the Hobby Progress Challenge this year and in all past years. It's awesome to see a community come together and build something so fun and inspiring. Now, I'd like to go through and recognize all those who made great progress this year (in alphabetical order). Note that if a participant didn't provide group army photos, I couldn't include them here.

Some of the screen names are linked to their progress threads. Be sure to check those out to see the miniatures in detail. Many other armies are not posted here simply because the users didn't provide group photos. Check out the HPC section of the forums for more great photos.

AlusCWM created a massive and gorgeous Mechanicus army.


bentobox722's Tau army can barely fit in the frame of this photo. It's a real achievement and likely looks incredible on the battlefield.


Berman's used 2016 to take care of several different armies. This is a great way to conquer hobby burn-out. Well done, Berman!

blockade23 had a lot on his plate, but he crushed it. I' sure he will crush his enemies as well! Blockade23 also provided a cool background story for his Crimson Consuls as part of the challenge.




Capnpetey's Dark Eldar love to give hugs. Spiky, stabby hugs.

DanRiverBrew is a usual suspect over at the ICs forums and his progress this year was unbelievable. Congratulations, John!



DaveB decided to paint a Horus Heresy army featuring the only "good guys" in the entire IP. He also did an entire Questoris Knights army because reasons. Some quality work here! DaveB wrote a badass narrative that depicted his dreadnoughts kicking traitor butt.



I love EverRaven's take on their Dark Angels force. The narrative EverRaven supplied along with their Sons of Orleans provided a rare first-person perspective to the 40k universe.


FrazUK put a load of effort into getting their Sons of Horus battlefield-ready among other things. Check out their thread to see all the great stuff. Well done!


Goraim's Novokh Dynasty is a unique Necron scheme. I love it when folks take a chance on a scheme and it works out so well. Excellent work!


GrinnialVex never fails to impress us with his incredible skill and dedication. Thanks for sharing your work with us and being such a great community member. Check out his website for some incredible photos.

Malahat Mike's Ca(na)dian armored assault force is quite the inspiration for tread heads everywhere. It's even more impressive in person.


Mexicanswarmlord put together a proper force of green-wing Dark Angels for their challenge. Great to see an army like this since they are so rare these days. Awesome.


The White Scars and the Ultramarines have teamed up to fight the enemies of the Imperium in Mills' army. I love that they actually decided to paint the units in the appropriate scheme for those armies rather than forcing their opponent to guess which chapter tactics they're using. Very conscientious of you, Mills!


It can't be a Hobby Progress Challenge without Ministerofpork's contributions. This year with even more heresy!

pablothegreat is another member who's been around the block a few times. His work is always outstanding and I'm always glad to see him working on a new project. These Necrons are incredible.

PlagueMarine has divided their time between two armies this year. They put some great effort into both of these factions and you should visit the forums to get a closer look at the models.

Paint all the red with gold trim was the name of the game for screamingbadgers this year and they crushed it. 

Snakins made great time painting their Word Bearers for 2016. 

spacemarineseb has a very unique scheme for their Necrons and I'm always glad to see a new addition to this army shared in the forums.

victorpofa is a true hobby hero. He consistently contributes to the ICs community and participates in the challenges. This year, he was able to achieve gold status in the HPC with Uggrub Mazog's Goff mob!  He completed not only the painting challenges, but crafted a very well-written and detailed history of his mob.