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Friday, July 29, 2011

Deathwing vs. Guard Battle Report


I played Guard at 1500 points last night. This was my first game using the Deathwing that wasn't NOVA focused. My opponent wanted to do a smaller game so I pared my list down and went for it.

The first thing I noticed was that my army is actually competitive at that level. I didn't think that it would scale well, but it remained quite effective. I fielded Belial, an upgraded terminator squad with an apothecary (minus the +1 attack banner that I usually take), four standard thunderhammer storm shield terminator squads each with a cyclone missile launcher, and two Landspeeder Typhoons. My opponent had a Leman Russ Executioner, manticore, four troop squads in Chimeras, a vet squad in a Chimera, and an empty Vendetta. I think all of his troop squads had las cannons and melta guns. 

The second thing that I noticed was that thunderhammer storm shield terminators are quite good at surviving shooting that is designed to kill marines, and are equally skilled at wrecking vehicles. Go figure.

Mission and Deployment. Capture and control (five objectives), pitched battle. He won the roll off and deployed about a foot out from his table edge. Most of his force was concentrated near the center, with the Executioner on the far left, and the Manticore in the far right corner. My squads were spread out in a line as far forward as possible, and the speeders were reserved. The five objectives were placed around the center of the board, with three closer to his table edge and two near mine.

Turns one and two. I stole the initiative and started running my terminators across the board, not bothering to shoot missiles. My plan was to put thunderhammer to vehicle as quickly as possible. One speeder came in on turn two and stunned the Vendetta, which was hanging out on the left side of the board. His turn one shooting killed two or three terminators. Turn two he whittled another squad down to one model.

Turn Three. My terminators got to his lines, and started walking through his vehicles like they were made of wet paper. Belial and the command squad multi-assaulted two Chimeras at the center of his lines, wrecking both, sending one squad fleeing off the board, and making the other fall back close to his table edge. My opponent learned that he had to take pinning checks for his exploding vehicle, and still had to take morale at the end of the phase for casualties from the same explosion. My speeders stunned the Vendetta again, and took the main gun off the Executioner. His shooting was ineffective, and I think I only lost a single model.

Turn four. The Executioner ate it to thunderhammers, Belial and the remnant of his squad chased down a Chimera and Vendetta, crushing the latter, and causing a nearby squad that had been falling back to run off the table. He charged his leftmost Chimera forward, past Belial and associates, and took an objective near the center of the table. Belial and his squad took shots from the veteran and troop Chimeras that rushed in from the right to greet them, and lost a few guys, reducing them to two (Belial and missile launcher).

Turn five. Belial and friend each assaulted a Chimera, killing the one with the troops, who then ran to a nearby objective. The other dumped its vets, who assaulted, lost combat, and fell back. On the other side of the board the squad that killed the Executioner, and a single (cyclone missile wielding) survivor from another squad, wrecked the troops that had run to the objective the previous turn. 

Turn six. I did some shooting reducing his remaining squad down to around five models, and we decided to call it. I had one objective, and he had another, but Belial his buddy were about to assault, and and I would have very likely won, or stayed in combat and contested. 

Analysis. Thunderhammer storm shield terminators are good at wrecking vehicles and surviving shooting. I should have been more attentive to objective placement; putting mine closer to his table edge could have helped to secure a more solid win, rather than a last minute steal. He could have moved his vehicles to deny auto-hitting thunderhammers (although it would have cut down on his shooting). I think it would have helped if he deployed closer to his table edge, shot for another full turn, and then moved away as I got close. Objectives in either table corner would have helped him; he could have retreated to the board edges, which would have forced me to split my force and taken advantage of my lack of mobility and my small numbers.

Speeders in reserve was definitely the way to go in this game. They would have been toasted early on if they started on the table, instead they charged in and did damage later in the game, at a time when killing terminators was more of a concern.

Interestingly, my opponent (and pretty much every stranger that I play) assumed that I would deep strike.  I think this influenced his deployment, and objective placement. I assume this is just basic unfamiliarity with Deathwing, an advantage that I should not count on, especially in a tournament setting.

Iron Hands - First Squad Complete

My first squad of tactical marines is complete.  Here is a picture of the meltagunner and a tactical showing their stuff.

Love those purity seals!

Wednesday, July 27, 2011

Iron Hands Progress

Well it's starting to look like these guys will actually be done for the NOVA Open in August.  It's a good feeling. Here are some photos to back it up...


Counts-as Master of the Forge

aka "The Terminator"

Showing off his forge world power fist
Librarian


He's also got some forge world bionics

The librarian blue is on the cape

I think I'll call him Sergeant Awesome

Sporting a forge world combi-flamer

He's actually backup - in case I want to swap a flamer for a meltagun

Monday, July 25, 2011

Grey Knights are painted



But I still have lot of details to go. I'm going to assembly line a lot of the details and try to get everyone fully painted for the nova open.

Tuesday, July 19, 2011

Painting and a display board for the NOVA Open

I've been doing quite bit of the tedious work lately but here's a lump of progress I've made toward the greater goal of having a fully painted army with a display board.

I've done LOTS of airbrushing to get nearly the whole force done to a base standard. All have a P3 Greatcoat grey base color and black shading with Astronomicon Grey highlights.



Here's a not so dark shot of the force as it stands now. They're not all on bases yet, but since the big airbrushing is done they are going to get glued down so they can see more action on the table.



Seeing paint on the Dreadknights has me pretty excited to get busy on them. Painting vehicles is my bread and butter and I can use a lot of techniques that may not work as well on infantry on the large areas and engine-like components of these guys.





I've also begun working on the display board for my army. I was up in the air about it for a little while but I've decided to power through the pain and do it. I think it will tie the whole army together really well and may hide anything small I can't get done in time on the troops.



I'll be trying to really crank this thing so hopefully I'll have a lot more progress to post in the next week or two.



In other news I've been getting a lot of games in lately, including a close loss to Dark Eldar, a loss and a win against Deathwing, a total annihilation at the hands of an Ork horde (I was tabled) and many more to come. I'm happy with how the list has been playing and while some of my choices are not the most efficient use of points, like 2 teleporting Dreadknights, they're fun and compliment my terminator heavy theme well. I'm also using 3 Strike squads in twin-linked heavy bolter Razorbacks equipped with psybolt ammo and I'm really enjoying the strength 6 shooting combined with the psychic pilot, tough nuts to crack.

I'll be trying to get the whole army on bases for this weekend and then back to refining the vehicles and just painting troops until my hands ache.

Monday, July 18, 2011

Blessed by Nurgle

It turns out what I thought were terrible allergies was in fact a cold.  Luckily I took my Iron Hands out for their maiden voyage (battle?) on Friday, before being blessed struck down.  The Iron Hands acquitted themselves well, earning a draw (and a near win) against the Death Guard.  Which might explain this cold...

Made progress since this one

Everyone is queued up

I did use the down time to do some basing and painting, the score is basing material on everything, one razorback and five dreadnoughts primed/base coated using black gesso.  Also made some plasticard rhino, landspeeder and dreadnought shaped terrain.

Thursday, July 14, 2011

Landspeeders

Here's a quick work-in-progress photo of the two landspeeders I've completed so far.

Landspeeder Typhoons

The one on the left is basically stock, the one on the right has the pilots' heads from the razorback kit. Both have about 16 magnets so they can be set up in any configuration. You can see the small magnets I used on the doors so they stay shut when they're not running as typhoons.

My plan is to cut down the windshield on the third and use a pilot with a full helmet. Hopefully pictures will be available tonight, my plan is to have all three complete so I can take them to the local game store tomorrow. It will be the trial run of my marines.

Friday, July 8, 2011

Tau Lists

As a result of the comments on my mathhammer post here are some examples of the Tau lists I've used.


My current Tau list (that all of the mathhammer is based on) is here.


And here is one of the old army lists I was fooling around with, and yes those are vespids, no they never worked well.  I made some nice counts-as jump pack firewarriors that I wanted to use.


Jump pack firewarriors (my counts-as vespids)
Finally, a reconstructed list I experimented with, trying to get all of the Crisis suits possible in a non-Farsight list.  I think I started using the Deathrain because I was trying to get all of the suits shooting at BS4 and applying the principal of bodies over upgrades.  Now I think that having drones in the squads helps them last longer and is worth doing.

Deathwing Tactics, or The Evolution of My Deathwing List

I decided to throw this into a post rather than writing a ridiculously long comment-reply to Slate Blank.

My list started out as doublewing, pure and simple. Three units of terminators, three units of bikes, and both Belial and Sammael. I wanted to play these guys at the NOVA Open, so I only bothered building it at 2,000 points. What I learned very quickly was that Deathwing assault is good, but only two terminator squads arriving on turn one is not enough. The second thing was that the ravenwing upgrade squad is not nearly as good as a space marine bike command squad. Oh, and also that Sammael is not an independent character. That blows.

That first list had one six man bike command squad that would run alongside Sammael, with an apothecary,  +1 attack banner, and a pair of meltaguns. The other two squads each had three men and a pair of meltaguns. All three squads were bought with a multi-melta attack bike, which then functions as an independent unit for the rest of the game. I had fun with that list, it was fluffy as hell, but it wasn't that effective.

The next evolution involved dropping Sammael and his upgrade squad, and buying more terminators, three more squads. I was running six thunderhammer/stormshield terminator squads, each with a cyclone missile launcher (one of which was Belial's upgrade squad), and a pair of three man bike squads, each with two meltaguns, and the obvious multimelta attack bikes.

I largely abandoned deathwing assault at this point, shooting all six missile launchers on turn one was always more effective. That number of stormshields makes it entirely possible for the army to survive a march across the table (HERE is a great video by The 11th Company demonstrating the ability of large numbers of thunderhammer/stormshield terminators to cross a table and remain effective). In this list the attack bikes were always worth their 50 points, but the other six bikes, which end up costing around 40 points each, were not so great--they have to be within six inches to be truly effective against vehicles, and would typically not survive the aftermath. I realized that if I moved to landspeeders, I would be able to get more functional and versatile shooting, which would function throughout the game, rather than occasionally... if I got lucky... maybe. If I had the option, as C:SM allows, I would take all attack bikes, but in the Dark Angels codex they are saddled with the dead weight of the standard bikes, I'm running two typhoons, and one assault cannon landspeeder. I've opted to put multi-meltas on all of these, which is not the optimized configuration, but my army needs melta for anti-armor. I didn't want to risk loosing my essential fire support by equipping them with the popular melta/flamer combo, and getting their paper thin armor within assault range of anything. The two typhoons hang back, and the assault cannon hovers at around 24 inches, unless there's armor to deal with, in which case they only need to be within 12 inches to crack armor, and if they can get in at combat speed they can add krak missiles to the mix.

The other thing that I added after removing the bikes was an Interrogator-Chaplain. This Dark Angels HQ choice is superior to the standard C:SM chappy; he's got a captain stat-line (WS 5 in the Dark Angels Codex). Having an additional three-wound model is really helpful for keeping squads effective; he and Belial often function as wound sponges to keep missile launchers alive. Its also nice to be able to field them both in the command squad, it makes that unit last a lot longer against other powerhouse (or just large) units. Re-rolls on the charge, I 5, and a combi-melta are also nice for only 150 points.

I am still feeling out this most recent, and hopefully final, variant. It has performed well so far, although I'm  still pretty new to assault-oriented, foot-based gameplay. Deathwing is an entirely different beast from shooting marines, it has been a nice change, and hopefully will be a fun list to use for the NOVA Open.

Thursday, July 7, 2011

The Tau of Mathhammer

In response to the post 40k Theory: It's All About The Numbers by Nikephoros I decided to do the same calculation for my Tau army list.

It was interesting to me because I had performed a similar calculation to compare the efficiency of various Crisis suit configurations at killing terminators (TEQ), marines (MEQ) and humans (GEQ).  For a while I'd been using the twin-linked missile pods with a targeting array (referred to as the "Deathrain" configuration by Tau players).  This gives 2 shots with a 36 inch range at BS4 and it's twin linked, so it's great for killing light transports.  With this configuration a squad of three suits would reliably hit with 5 out of 6 shots, however that also demonstrates it's weakness - low rate of fire.  Tau armys rely on the Crisis suits to do most of the killing for the army (foreshadowing) and Deathrains aren't very good at killing marines.  The other popular Crisis suit loadout is the Fireknife, it has a missile pod, plasma rifle and multitracker so it can shoot both in the same turn.  To figure out if the added low-AP shots from the plasma rifle was worth the higher points and lower BS3 I decided to whip out some mathhammer.  

My results are that a squad of three Deathrain suits (at BS4) should kill 1.5 MEQs to the Fireknife's 2 MEQs (which goes up to 3.3 MEQs in rapid fire range).  If you use markerlights to bring the Fireknife BS up to BS5 they should kill almost 3.5 MEQs at range.  

Whoa mathy, on to Nike's numbers... (Read the article and the 8 or so follow-ups to understand what this means)

Unit / DMS / DMCC / DRPG / DLRPG
3 Units of 3 Crisis Suits (w/ 1 HQ) / 11.39 / 2.33 / 22.97 / 0.00
12 Gun Drones (+3 SD CC) / 1.32 / 1.66 / 0.00 / 0.00
2 Devilfish / 0.66 / 0.00 / 0.00 / 0.00
1 Piranha / 0.55 / 0.00 / 3.03 / 1.92
12 Firewarriors / 2.64 / 1.33 / 0.00 / 0.00
10 Kroot / 1.65 / 2.50 / 0.00 / 0.00
13 Kroot, 2 Hounds / 2.15 / 3.75 / 0.00 / 0.00
8 Pathfinders (2 squads of 4) / 0.88 / 0.88  / 0.00 / 0.00
3 Broadsides / 4.40 / 1.00 / 11.00 / 6.60
2 Hammerheads / 3.15 / 0.00 / 5.50 / 3.30
Total  / 28.79 / 13.45 / 42.49 / 11.82

If the pathfinders use their markerlights to raise the Crisis suits to BS5 the numbers change to:

Total / 34.91 / 13.45 / 60.84 / 11.82

The numbers don't look too bad (except for CC), but Tau rely on the ability to kill the opposition at range and the proliferation of army's that either move fast and assault or deep strike make life very hard for the Tau player.  Also, any opponent who is experienced in playing Tau knows to kill the Crisis suits first, the numbers above show why that's so important.

The numbers are not bad at killing marines or mech, but pretty weak other than that.  Despite the reputation for long range killing power AV14 is still a problem because there are only so many railguns available (the answer is 9 maximum), and doing that limits the number of horde killing templates you can take.  That's why I started building marines.

Tuesday, July 5, 2011

Accessorize!

The Librarian needed a little something to set him apart so I decided to give him a psychic hood/roll-bar.  He may get an "It's a Jeep thing" bumper sticker if he's not careful.

Libby

I also upgraded one of my terminators to cyclone duty.

Can't have too many missiles...

Monday, July 4, 2011

Deathwing for the NOVA Open

Its been a while.

Thanks to a fire that completely destroyed our apartment, my girlfriend and I have relocated from San Francisco to Boston. We are in the process of rebuilding, and for me, that means getting my Dark Angels back on the table. A number of my miniatures were damaged in the fire, and although most can be touched up, or repaired, I've decided to expand upon the portion of the army that my Battlefoam bag (which must have a 2+ invulnerable save) kept in pristine condition.

DEATHWING!




Interrogator-Chaplain, large and in charge 
with Forge World-based crozius, Warhammer 
Fantasy chaos knight head, and combi-melta.

...waiting patiently for a painted standard.

Since I'm competing in the NOVA Open in August, I wanted to have a good looking army that is easily transported, and can be in good shape within a few months. The obvious answer was to expand upon my existing doublewing army. As it turns out, Dark Angels bikes are very expensive, and not that good. I slowly eliminated them. Now I'm running six squads of thunder hammer/storm shield terminators with cyclone missile launchers, Belial, and Interrogator-Chaplain, and three speeders. I am that guy. I walk my terminators on, and they shoot missiles as they stomp toward they enemy. The army is durable, and can provide a lot of *SMASH*, but it takes a surprisingly gentle touch to get it to perform well against competitive lists. Foot terminators are not particularly mobile, so I have to be careful with deployment, target priority, and movement, or the precariously constructed invulnerable-save-house-of-cards comes crashing down around my ears. 

I've been airbrushing like crazy lately, using zenithal highlighting techniques to get the terminators in base colors, and ready for detail. I am using a mix of wet blending, and hard edge highlighting in what was supposed to result in an expedited "tabletop" level of detail. I was hoping this would speed the process along, but yesterday I apparently spent a whole day working on one terminator (not even an HQ). I seem to have screwed up the whole "faster and easier" thing...

Anyway, prepare yourselves, more photos are incoming. If I can remember I may also create a step-by-step for the detail work, and for the display board I'll (hopefully) be constructing. When it rains it pours, baby--I just looked at the sky and it looks cloudy, with a chance of terminators!

***

By the way, you may have noticed some other people posting on The Lazarus Effect recently. Weird images of dirty xenos, imperial meat-bags, and grayish demon-nut-kicker guys have begun appearing, burning their awesomeness onto the collective retina of the internets. I'd like to thank my brothers for joining in, and picking up the slack while my army convalesced. If not for their efforts this now-very-aptly-named blog might have fallen into indefinite obsolescence.

Iron Hands Progress

Lots of progress on the Iron Hands, dreadnoughts, Razorbacks, and a Typhoon.

Heavy Support and Elites
There are 5 Tactical "Shooty" Terminators (Black Reach) one of those guys is going to get a cyclone when I get the bits for it.  Five dreadnoughts (2 Elite, 3 Heavy Support), the Elites are a multimelta, and an Ironclad with a meltagun, the Heavy Support all have assault cannons.  All of the dreads have heavy flamers and extra armor.

Razorbacks
The two Razorbacks each have twin-linked lascannons.  I was thinking of going with the las-plas, but because of my Tau experience with Deathrain Crisis Suits (twin-linked missile pods and targeting array) I decided to stick with the twin-linked las for reliability.  Also that configuration is included in the box and I'm in a hurry.

Landspeeder Typhoon
Magnets!
There are 16 magnets in that landspeeder - I wanted to be able to change the configuration as needed.  In this list the landspeeders are my fire support and will be Typhoon's with the heavy bolter.  This is the first of three.

TWINS!!!!!

I had twins, they weigh 3 ounces each and have two nemesis doomfists and a heavy incinerator. I plan on running them with personal teleporters since they will be providing a fast support role for my army.

Here are the Dreadknight boys doing a jig.




I constructed this guy first, and did a little reposing of a leg to add some element of motion (since the kit doesn't really afford you any). I also magnetized the fists and the Incinerator barrel so I can swap out some of the weapons. Looking at the way the Heavy Psycannon attaches to the arm, I decided to not bother with the whole weapon and just do barrel swaps if I want to run something other than the incinerator. I've fallen prey to over magnetizing in the past and don't want to end up having a model fall to pieces every time in need to move it.



I did this Dreadknight over the last few days and I found it difficult to get a good pose that didn't look exactly like the first one. In the end I trimmed the toes on his left foot so that the heel is rising off the ground. Once he's on the the base I'm going to turn him so he looks like he's winding up to throw a punch.



Despite all the sass that people have given this kit since it's release, I really like it. I hated it at first but it grew on me quickly, and while it lacks some of the possibility that would make it look unbelievably dynamic, a little bit of TLC gets it looking a lot more interesting than GW's sample build.

Saturday, July 2, 2011

All Paint and no play makes Mark something something...

I've finally got a rhythm going now on my Grey Knights terminators. I'm working on the first 5 of a total 20, but now I'm making good progress. I tried a few new techniques such as object source lighting (osl) on eyes and psychic hoods and a metric crap ton of gold shading and highlighting.

Here are a few shots of the near finished products.





I'm going to get the whole squad almost totally done then move on to force weapons.

Iron Hands New Recruits - Librarian and Sergeant

WIP photos of a couple new Iron Hands recruits.  He'll round out the HQ, now I just need a few special and heavy weapons tacticals and the troops will be complete too.

Iron Hands Librarian

Librarian

Tactical Sergeant

Tactical Sergeant


Friday, July 1, 2011

Xenos Invasion (here come the Tau)

This post has been a long time coming.  Just over a year ago my brothers (the other contributors to this blog) conspired to get me into 40k.  I folded.

Shortly thereafter I bought a nearly complete Tau army from someone on craigslist.

A portion of the original army
Since that time I've been painting and modifying the army, and now it's nearly complete.  Part of my inspiration was due to my decision to attend the NOVA Open, last fall I moved nearby and it seemed crazy not to attend.  Here are the requisite army photos:

Prototype paint job on a Devilfish

My only Piranha

Jump-Pack Firewarriors (counts-as Vespids)

"Red" Kroot

More "Red" Kroot

Broadside getting upgraded to plasma rifles (Relentless!)

The requisite Firewarriors (I have 48 organized into 4 squads)

"Blue" Kroot

Devilfish work-in-progress

Magnetized Gun Drone (goes with the Piranha)

Devilfish

Gun Drone with battle damage

Hammerhead
So that's basically it.  Pardon the quality but these were mostly work-in-progress pictures.  Also, I realized I don't have many photos of the backbone of any Tau Army - Crisis Suits.  I have 15'ish, but currently use a Shas'El and 9 suits all equipped with plasma rifles, missile pods and multitrackers (aka the "Fireknife" configuration).

In the past I used twin-linked missile pods with targeting arrays (+1 BS), but found they didn't have what it takes to reliably take down power-armor, so in preparation for the NOVA Open I converted 9 into Fireknives - also the Broadsides got upgraded to plasma as well.  But I can cover my list later.

Which leads to...

Iron Hands
I think I'm going to try to finish my Iron Hands for the NOVA Open.

Iron Captain (counts-as Master of the Forge)

Iron Captain (counts-as Master of the Forge)
We'll see how far I get.