What's it all About Exactly?

15mm Wargaming in the 40K, Mass Effect, 2300AD, Star Wars and Post Apolcalyptic universes. I'll be playing old school W40K Rogue Trader , modern 5th ed 40K, Tomorrow's War, All Things Zombie, In The Emperor's Name, Inquisitor and many others.

Many games will feature the Colony World of Bad Landing, building up a narrative history of the world from the Age of Strife & the Horus Heresy all the way through to the 41st Millenium itself.

Monday, 21 May 2012

Traitor Guard General: Work in Progress

My very good friend and gaming buddy, Inmygravenimage, has very kindly broke out the old Green stuff to make my Army General into something really special. Here's a link to his work on the DakkaDakka forums: Gallery. He's a stinky Grey Knight player but I'll forgive him because of the great work he's doing on my behalf - and because it's the first army he's managed to fully paint up. No doubt he'll be looking forward to kicking my lads back-sides all the way back to the Warp as soon as I have enough of them built and painted for a game (which we've scheduled for the 13th of June).

So far, Graven has added a Chaos Warrior cloak to my kit-bash and begun work on lengthening the mni at the waist to make him seem more imposing. Already I can see a huge improvement over my previous efforts and I'm really looking forward to seeing the finished result.

Here's that Work in Progress shot:


And a more recent shot of what he's up too since this first shot was taken:


Sunday, 20 May 2012

Kill Point Challenge Weeks II and III

Here's my entries for week II and week III of Dark Future Game's 2012 Painting Challenge. The week II entry hasn't been posted up on their blog yet but look for it and the week III entry soon.

First up, we have the Leman Russ Demolisher, finished on the 11th of May and posted up on my painting service blog, Lead Legion Painting Service.
Speed Painted Leman Russ Demolisher.
Next, we have this weeks entry (which I'll email in to Dark Future Games tomorrow), my Platoon Command Squad.
Imperial Guard Command Squad Speed Paint.
For week 4's entry I'm planning on painting up my last two Sentinels, to finish off the squadron I began over a month ago now. Look for them in a few days.

Thursday, 17 May 2012

The Stirland Dockers

Just thought I would share a few images of the Stirland Dockers, my human team in the Lead Legion Blood Bowl League. Again, as with most of my the miniatures I've painted for myself (rather than a customer) lately, these are speed paints. Not exactly my best work by any means.
Stirland Docker's Throwers and Blitzers
Stirland Dockers' Catchers
Stirland Dockers' Linesmen




Wednesday, 9 May 2012

40K Painting Challenge Entry: Traitor Guard Squad

Here's my photo-record of Week One's fully painted Kill Point for the Dark Future Games 2012 Painting Challenge: a squad of Traitor Guardsmen. I used Speed Painting techniques for these, so there not exactly my finest work. Ironically, because I spend 10-12 hours a day painting other people's miniatures, I don't have a great deal of free time to paint for myself (so picking a Guard Army probably wasn't my smartest move). Normally I paint for myself during my lunch-break, but these lads were painted on my day off. Just under three hours total painting time.

Here's the fluff: The 13th Maleguant regiment has only recently been corrupted by Chaos. The ordinary grunts are largely ignorant of the fact they've fallen into worshipping the Dark Powers, in the form of a Word-Bearer sponsored cult. Although you won't see many Aquila's or other symbols of Imperial might, these Guardsmen (local PDF troop's really) don't display overt signs of Corruption. Only a very few miniatures -such as the Army Commander and one or two Vet/Command Squad types- will actually wear any form of Chaos symbol. Essentially, I wanted maximum fluff playability for those these guys. If I'm playing Xenos or Chaos forces, then the battle is taking place either before, or just shortly after, their home ward rejects Imperial rule. If I'm playing against Imps, then the battle happens after the corruption of Maleguant has been discovered. As you've probably gathered, I like my fluff. While there will be some competitive elements in my army - Chimelta vets, Flamer-Demo vets and the like - there's a place for fluffy, bog-standard Imperial Guard Platoons as well.

These guys, for example.



The heads are from Westwind studio's. They're not all going to be blonde. To save time, I'll be painting each Kill Point with a different hair colour. I'll eventually mix the miniatures up into different squads when I have enough of them.

Tuesday, 8 May 2012

Warhammer 3rd ed: The Artesia Project

In the previous post, I talked about the versatility of 3rd edition Warhammer Fantasy Battle. It was my first love. The first war game rules I ever owned (though if I remember correctly, I'd played Blood Bowl, Space Marine and 40K long before I actually played my first WFB game). It's an extremely versatile system, and though the last thing I need right now is ANOTHER project, I've decided to resurrect the old Artesia project I've left in hibernation for years.

Essentially, I intend to create two armies representing the major factions of the Artesia universe as created by Mark Smythe. Well, that's what I'm telling myself to make the project seem less intimidating. What I'm actually talking about here is six, smaller (relatively speaking) armies that can be combined into two massive armies. On one side: Artesia and her Daradjans, the Middle Kingdoms and the Mercenary Forces allied to the Middle Kingdoms. On the other side: the Sultan's Army, The Dumeghal and The Islikid King Cyrus with his host of Demonic and Undead servants.

Modelling the Armies:

This will be a massive undertaking, which I expect will take many years to complete. Fortunately, I already own a great many of the miniatures I need for this project, which will bring together many of the diverse miniatures currently languishing in my great lead mountain.


Defenders of the Middle Kingdoms:

So far, my plan is to use the Perry Miniatures' War of the Roses  plastics  to form the bulk of the Daradjan, Mercenary and Middle Kingdoms armies. I already have these in my collection, so the initial outlay won't be too expensive. The plan is for the initial batch of Billmen, Crossbowman and Hackbutters to go into the Middle Kingdom's army (gunpowder exists in the Artesia universe, but doesn't feature much. However, as siege guns exist I can extrapolate that Hackbutts do too) while the Pikemen and Archers go into the Daradjan contingent. The plastic horsemen (not that I own any yet) will go into both factions. Note that the Mercenaries employed by Daradja will be included in the Daradjan faction, not the Mercenary faction.

The Middle Kingdom's contingent will be mostly later Hundred Year's War figures, most likely featuring another huge wad of Perry Miniatures. I'll only be doing very, very limited work on them for the time being, because they will be (beyond any shadow of a doubt) the  second most expensive sub-faction of the lot.

The Armies of the Phoenix Court:


The Sultan's Host, mostly late crusade/early Ottoman miniatures, has the dubious honour of being the most expensive as it will have twice as many points as either of it's two allied factions. In other words, it will be the biggest army in the project.

The Dumaghal will be interesting. They're knights in the service of evil. They're armour occupies a sort of mid-way point between classic full-plate and chaos-warrior baroqueness (but without the spikiness). I'll have to think long and hard about how to handle them.

Finally, the Islikids. My undead/demonic host. The Islikid himself I'll probably run as a WFB 3rd Lyche. His cannibal-undead (don't ask me to spell the setting's name for them) are described as ghouls, but given that they're intelligent, wield armour and weapons and are immune to non-magical weapons, I'll probably run them as Wights, give them a few levels of Shock Elite to make them decent fighters, and remove the instability rule. These guys will form the core of this small, but expensive army, accompanied by various mindless, ethereal or demonic nasties.


Multi-Faction Games:

So, in large games with all six factions present, the army organisation will look this:

Daradja and the Middle Kingdoms:
Middle Kingdoms (1,500 points), Daradjan Allies (1,500 points), Mercenary (1,000 points). The Daradjans will use the ally special  rules, the mercenaries will use mercenary special rules.

The Pheonix Court:
Sultan's Host (2,000 points), Islikids (1,000 points), Dumaghal (1,000 points). The Islikids and Dumaghal will use the allies special rules but will count as a single allied contingent rather than two separate ones.

Saturday, 5 May 2012

Warhammer Fantasy Battle 3rd ed: A Primer

I love third ed Warhammer Fantasy Battle. Still do to this very day. It's great strengths, to me, have always been the magic system (before they brought out all that colour of magic rubbish) and the ability to create any darn army you like, armed how you like, allied to the hell you like.. How is this possible? Because, while recent additions of the game provide an Army list where the points for each figure is already worked out for you (to which you can add options), in WFB 3rd, you are given the mechanism's needed to create each unit itself. You know how much the model costs with just a hand weapon, you know much extra equipment costs to buy and you know how much it costs to improve his profile in a certain way. You want to field the Army of an evil human wizard complete with Orc, Goblin, Undead and Demonic servants all in the one Army? With WFB 3rd ed you can do it. You want pikemen in your Empire army. Go for it. The rules are all there.

[Added Later:
For an example about versatility: My current WFB 3rd ed Army uses War of the Roses figures from Perry Miniatures. It's designed to represent the combined forces of Daradja and the Middle Kingdoms from the Artesia comic books, with the addition of a smaller mercenary contingent based on the Lion Azure company from Mary Gentle's Ash.

The army general is Artesia herself, a level 25 wizard who wears heavy armour and is accompanied into battle by four bound ghosts and three good-aligned lesser demons. She carries a magical sword and wears Dragonscale armour. She's also one of the good guys, yet that combination of races (yet alone alignments) would be completely illegal and impossible to recreate/ in a later edition of Warhammer.]

It says a lot that, even now, twenty years on, there are gamers out there younger than the rules themselves who still prefer to play third ed. And not just for games in the Warhammer Old World either. I've seen these rules for Glen Cook's Black Company, Lord of the Rings, Sword of Shannara and just about every other fantasy series you can think of.

But don't take my word for it. Here's my (adopted) WFB 3rd ed Manifesto -as written by Zhu Bajiee if the most excellent blog, The Realm of  Bajiee . Go check out his blog to read up on the Oldhammer Contract, essentially a WFB 3rd ed Primer in the vein of the Old School Primer, and lots more incredible stuff.

Thursday, 3 May 2012

40K Traitor Guard List.

Here's my current list for my Traitor Guard army. Not built to any particular plan, but basically because it's just about everything I have in my possession (with the exception of three Chimera's that I don't actually own yet).Only the Infantry Platoon, the Flamer Vets, the Stormtroopers, 1 Sentinel and the two Leman Russ have actually been built yet. The rest is in bits.

HQ

High Enunciator (Lord Commissar) Kreed: Power Sword and Melta Bombs : 85 points.

Troops:

Imperial Guard Platoon:

Command Squad: Officer , 4 Guardsmen with Grenade Launchers. Cost: 50points

Squad of ten guardsmen with Grenade Launcher: Cost: 55 points.

Squad of ten guardsmen with Grenade Launcher: Cost: 55 points.

Veteran Squad:
3 Vets have Flamers. Demolition Doctrine.  Chimera with Flamer Cost:170 points.

Veteran Squad:
3 Vets have Melta Gun. Chimera with Flamer. Cost: 155 points

Veteran Squad:
3 Vets have Melta Guns. Chimera with Flamer. Cost: 155 points

Veteran Squad: 
3 vets have Plasma Guns. Chimera with Flamer. Cost: 170 points.

Elites:

Storm Trooper Squad:
Sgt + 9 troopers. Sgt has Boltgun and plasma pistol, 1 Trooper has Plasma Gun.  Cost: 190 points.

Fast Attack:

Scout Sentinel Squadron: 3 Scout Sentinels with Autocannon cost:120points.

Support:

Leman Russ Demolisher with Lascannon: 180 points

Leman Russ Battletank with Lascannon and sponson Mounted Heavy Bolters. cost: 170 points.
 

Total Cost: 1,500 points.

Thoughts on Varients: 

  • Replace Plasma Vets with Leman Russ Punisher with lascannon (195pts) and lose couple of Stormtrooper (7 points short of 1500)
  • Reduce number of Stormtroopers and take a second Plasma Gun.

Thoughts on Additions to 2,000 pts:

Leman Russ Executioner with Lascannon: cost 205pts
Vanquisher + Lascannon+ heavy Stubber cost 180pts

Full Sanctioned Psyker Squad: 110 points

Need to Squadron up some Leman Russ. (probably Executioner and Demolisher).