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Showing posts with label dark angels. Show all posts
Showing posts with label dark angels. Show all posts

Friday, August 21, 2015

Lion's Blade Battle Company - Part II


Did some more work on the Lion's Blade Battle Company tonight. I built the final rhino, and used the Citadel Caliban Green spray can to coat most of the brand new or unfinished old marines (except for a few of the robe wearers; they're still primer white), the two new rhinos, and the two old razorbacks (converted from seldom used predators).

For anyone who's curious, the list is: 

Dark Angels - 1850 Points - Lion's Blade Detachment


Demi-Company I

  • Captain w/combi-grav and auspex
  • Command Squad w/apothecary, sacred standard, 4 grav guns, and drop pod w/deathwind launcher (because deathwind's are awesome -- don't let anyone tell you otherwise)
  • Assault Squad (5-man) w/2 flamers, combi-flamer sgt., and drop pod w/deathwind launcher (still awesome)
  • (3x)Tactical Squad (5-man) w/combi-melta sgt., meltagun, and rhino
  • Devastator Squad (5-man) w/4 missile launchers, and a razorback w/a TL heavy bolter

Demi-Company II

  • Chaplain w/jump pack
  • Assault Squad (10-man) w/jump packs
  • (3x)Tactical Squad (5-man) w/grav-cannon, and rhino
  • Devastator Squad (5-man) w/4 missile launchers, and a razorback w/a TL heavy bolter

Auxiliary

  • Ravenwing Support Squadron w/3 Typhoons w/heavy bolters, and Dark Shroud w/heavy bolter

Army-wide special rules for this formation are: stubborn (from the DA ability Grim Resolve), objective secured on everything (from the Lion's Blade formation), and full BS overwatch on all models with Grim Resolve (basically infantry models -- this is from having a battle company within the Lion's Blade). Also, all the transports were free, although I did have to pay for upgrades (awesome deathwind launchers).

The command squad gets relentless from their sacred standard, so they are always firing their grav guns at the full 18" range, and 3 shot rate of fire. The banner also gives counter attack to the command squad, and has a 12" bubble of re-rollable failed morale, pinning, and fear checks. These guys will be great to drop next to a badass assaulty (but not shooty) unit with even a mediocre armor save.

The Ravenwing support squadron has some special rules of its own: interceptor and strafing run (from the Ravenwing Support Squadron formation), re-rollable jink saves (Ravenwing models with Grim Resolve get this). The Dark Shroud has shrouded, which is passed on to the rest of the support squadron (because they share special rules like any unit), and it gives stealth and fear to units within 6". It cannot receive the benefit of this stealth bubble, but the Typhoons in the same squadron can, so they will obviously be staying out front. In addition, units within 6" of the Dark Shroud can't fire overwatch when assaulted. Pretty solid.

Some stats:
  • 62 marines, 6 rhinos, 2 razorbacks, 2 drop pods, 4 speeders
  • grav shots: 33 max (21 min -- after combi's are fired, or when grav-cannons move)
  • melta shots : 6 max (3 min -- after combi's are fired)
  • missiles: 14 (frag or krak)
  • heavy bolter shots: 18
Potential flaws: 
  • No AA - just lots of missile and grav shots. Lets hope what's there is enough.
  • No psychic powers or psychic defense.
  • MSU. I will always lose kill point missions.
Not sure about: 
  • The jump pack assault marines and chaplain. I feel like they will be useful, even if it's only because people underestimate them. I think having objective secured, the ability to deep strike and combat squad, and fast movement, will make them useful. They do put out 34 re-rollable hits the first round of close combat. Not too shabby.
I'm hoping "quantity over quality" will prove to be a sound strategy... or at least make for some fun games.

Thursday, August 20, 2015

Lions Blade Battle Company

The NOVA Open 2015 list is coming together. I built one rhino last night (not pictured) and have one more to go, and then I can start speed painting everything to at least three colors.


Sunday, August 9, 2015

Dark Angels Grav Command Squad

This is the first step toward my Lion's Blade battle company for the NOVA Open. I'll expand on that in another post this week.
The grav guns are from forge world, and the dude with the wing helmet is my new basic, shooty company master with combi-grav, and (not modelled) auspex.
The creepy cherubs are going to drag the banner around, and will just serve as a marker for the designated bearer. Tall banners were always a pain in uneven terrain, and modelling for different outs was even worse. This should mitigate both issues. Also, I always hated the idea that one of the most elite marines in one of the most elite units had to drag a big unwieldy flag around with him.

Sunday, November 23, 2014

The Fallen


Cypher! 

I've gone completely off the deep end. I'm going to build an all foot Fallen Dark Angels themed army, and it's going to be awesome. 

This was going to just be a fun little attachment to use for Zone Mortalis, until I started looking at all the different Chapter Tactics varieties, and realized this might be a great way to play marines in a totally new way. It'll also be a way to get more bad guys on the table. Our group is largely imperial/eldar focused, so hopefully this will add a little spice to our campaign and apocalypse games. 







Tactical marine test scheme


Color Scheme

Black can be hard or easy depending on what you're trying to achieve. The armor is really just a backdrop for marines; they have so many symbols, decorations, and bits of wargear that really draw they eye, so the armor doesn't need to be too distracting, at least not for a tabletop quality army. For these guys I simply primed black and zenithally airbrushed Citadel Incubus Darkness, with a highlight of Celestra Gray. 

I blew through Cypher in a single evening, and generally got the effect I was looking for, but might go back and clean up his robes with some wet-blending. I was going for pure white that is weathered and filthy, and used washes and white highlights, but it looks a bit sloppy. Good enough to get him on the table though.

Army List

The list I'm contemplating now will use the Cypher dataslate, and Codex Space Marines with the Forgeworld Raptors Chapter Tactics.

I chose to not use the Chaos Marines book for a number of reasons, not the least of which is that it sucks. Hard. More importantly though, I think the Fallen Dark Angels often seem more renegade than corrupted by chaos, and the regular book seems a better way to achieve this.

The Raptors Chapter Tactics is a lot like their parent chapter, the Raven Guard's. Everything can scout, and gets stealth on turn one. In addition, Raptors bolters and bolt pistols are rending if they are stationary that turn. This is a lot more useful than using jump packs in the movement and assault phases, since I'm not planning on taking assault marines. And also because it is totally freakin' awesome. 

In addition I'm going to try out Lias Issodon, the Raptors chapter master, as some sort of Fallen warlord. He has a number of special rules that make him seem very appropriate for the role of a sneaky renegade space marine dickhole. Like Cypher, he has shrouded. He also has BS 6 and a 30" range salvo 2/4 bolter that uses the sternguard special ammo. He gets to re-roll reserves, and gives the opponent -1 to their rolls. He also has a special rule that does 1D6+3 AP - hits (or 1D3 haywire hits) to a unit or vehicle before the game begins. Seriously? What a dickhole. He's not particularly killy in close combat (power sword, WS 5, 4 wounds, 3 attacks, 2+/4++ save), but he is really more of a support character. 

So here's the 1850 list I'm considering:

HQ

Cypher
Lias Issodon

Elite

10x sternguard (no combis)

Troops

10x space marines (combi-plas, plasma gun, heavy bolter)
10x space marines (combi-melta, meltagun, multimelta)
10x space marines (combi-melta, meltagun, multimelta)
10x space marines (combi-flamer, flamer, las cannon)
10x space marines (combi-flamer, flamer, las cannon)

Heavy

5x devastator (4x missile launcher)
5x devastator (4x missile launcher)
5x devastator (4x missile launcher)

Everything scouts, and whoever Cypher joins can can infiltrate. This will typically be the sternguard. Issodon could join one of the tac squads, to give shrouded, or he could go with Cypher and make the sternguard even more killy. Tac squads can outflank to try to deal with particular threats (melta for vehicles, flamers for infantry), or post up and make a fifty man rending bolter fortress in the center of the board.

Lots of bodies, but it could definitely suffer from a lack of maneuverability. Really it's meant to be a fun army, and I can always supplement the list with some transports down the road. 

So the real question: do I go all in and buy $500 dollars worth of Forgeworld marines, and super awesome old school special and heavy weapons, or do I do this super cheap and fast with pretty-damn-good-for-what-you-pay Dark Vengeance marines... 

Sunday, January 12, 2014

Escalation vs. Stronghold Assault Mega Battle!

Checkout a great writeup of our recent Escalation vs. Stronghold Assault mega battle! The most fun I've had playing 40k in a while. To all the haters: don't knock it 'till you try it.

Here are a few more pics from my phone:








 4,000 points per side and the game ran about as quick as most of the attic beer-hammer games we usually play. I ran 2,000 points of Dark Angels (Codex: Space Marines), Mark piloted a Warhound Titan, and his Grey Knights, and we pitted ourselves against Vin and his massive collection of fortifications and Blood Angels.

It. Was. Awesome.

We also forged a little narrative in the process: The sneaky Blood Angels found some evidence of ancient Dark Angels treachery, which they stashed away in a nigh-impenetrable fortress monastery. The only way the boys in green could every hope to keep the information from being disseminated to the High Lords of Terra was by convincing a contingent of Grey Knights that it was the Blood Angels who were corrupted, and in need of a Nemesis Force spanking.

Check out Attic Wars to find out who won!

Friday, April 26, 2013

Techmarine on Bike, and more plasticard

I did some more work on my bike techmarine last night. I attached the second half of his servo-arm, sporting a flamer and plasma pistol, to the bike. I really like the idea of a techmarine zipping around on the battlefield from one vehicle to the next repairing things or gathering up valuable techno-artifacts, and using his artificer bike as an essential part of his repair kit. Thanks GW, you've FAQ'd more fluff into my lists.

This has been an interesting project. I don't work with plasticard that often, and I'm quite pleased with the result. I definitely will consider it more seriously the next time I am planning a conversion.

Thursday, April 25, 2013

Techmarine on Bike

The recent GW FAQ made powerfield generators a bit less effective when riding in a transport. As a result I've decided to whip up a bike techmarine. I've been meaning to do this for a while and never quite got around to it. Now though, I've had a taste of 4++ venerable landraider of devastation, and I'm hooked.

I tried to find some bits for his servo-arm, but didn't have anything appropriate. I realized it would probably be easier to make one using plasticard. I'll probably scratchbuild some more tech-y bits, the flamer and plasma pistol for his servo harness, and may add some armored panels to his artificer bike.

Monday, April 22, 2013

Land Raider Redux

I'm in the process of touching up my Crusader so it can look good while undertaking banner of devastation shenanigans.

It looked presentable before, but I never liked the way I had over-accentuated the shading with browns on the bottom half of the vehicle. I touched it up with some Ushtabi Bone, and added a few more highlights with a mix of pure white and Screaming Skull. Next I added some sponge chipping using the old Charadon Granite, and a very light gray. I'll be adding some Boltgun Metal to the mix tonight, and then I will likely wash and detail the metal components and finish viewports and lenses. Once all that is done I'll do some oil washes as well. 

My current master plan involves painting or retouching all of my vehicles to a similar level, and then applying weathering powders to all at around the same time. My hope is that this will add a level of consistency and help make the different color schemes more 

Thursday, April 4, 2013

Interrogator-Chaplain on Bike: Done!

Fuckin' magnets. How do they work?


Baaaah. Whats up sheep? Juggalo Interrogator-Chaplain is here to party!

I'm quite pleased with how he came out. Last night I got distracted and spent about six hours on him. I think he's about as done as he's going to get. The mace and arms are from the Black Knights set, the banded shoulder pad is resin, and I think came with the librarian Sevrin Loth veterans. The right shoulder pad is... a skull. I don't know where it came from. maybe fantasy, maybe chaos marines. I don't even know how I got it. I bulked it out with some green stuff. The back pack came with one of the Dark Angels sprues (command squad or upgrade).

Insane Clown Posse references aside I actually really like the face-paint skull. I considered doing it in red, but thought white was more iconic, and provided better contrast with the warm tones of his skin and robes. Also it makes my Chaplain unique.

The next time I am at a tournament and the painting judge asks to see my best conversion, and I show him this guy, and he says "what's so special about him?" I'll resist the urge to jam a fistful of scatter dice down his throat. Instead I will calmly tell him "he's a chaplain bitch, look at that face paint. He's a totally custom model built from all different parts. I did such a good job on him you can't even tell he's special."

He'll say, "why didn't you paint his eyebrows?"

Then I will paint the walls with his blood.

(Note: The above conversation is fiction derived from an ACTUAL conversation with one of the painting judges at the NOVA two years ago. Something similar happened last year also: the judge was a fantasy guy, so he didn't know the difference between a chaplain, a librarian, and Marneus-fucking-Calgar. It didn't matter, they gave me a zero for my painting score anyway. Fuck you NOVA.)




One final note. If you don't get any of the Insane Clown Posse references above, look them up on the youtubes. Don't do it at work though, you might piss your pants laughing.



Wednesday, April 3, 2013

Monday, April 1, 2013

Interrogator-Chaplain on Bike

Tested out the Deathwing Knights at a tournament at Battleground Games in Plainville, MA on Saturday. I won two out of three games, but didn't do it well, and ended up 25th out of 36 players.

The Deathwing Knights and Belial are a good combo, but if they didn't annihilate their target on  the first turn of the combat, they generally ended up stuck in, or smoked. They are a bit pricey for a tarpit, so I'm going to try something new for the next one.

I've liked the idea of Black Knights from the very beginning, although I had bad luck with them in the first few games I played. I've got eight of them built right now though, so I'm going to see if I can make it work. I think that in general they can be a more versatile unit than the Deathwing Knights, and can provide some essential maneuverability.

This strategy is going to start with the HQ. I have tried Sammael, and he is good, but he's not great. He gives the unit a plasma cannon, makes them fearless, and provides an AP 2 power weapon, but he's not that hard to kill. Instead of Sammy, I'm going to try a slightly cheaper Interrogator-Chaplain. He has the same 3+/4++ save, but no eternal warrior, which really doesn't matter that much anyway for bikers. He also has a captain stat-line with one point less for his BS, so he can hold his own in close combat. He will be armed with the Mace of Redemption, a S +3, AP 3 power weapon that goes at initiative and has the blind and concussive, and Deathwing weapon (AP 2 against Chaos Marines) special rules. In addition, he has an auspex, to make the Knights plasma talons more effective against opponents in cover. He also gives the unit fearless, and re-rolls on the first turn of combat (not just the turn they assault).

I think in general he's going to add more to the overall effectiveness of the Black Knights, especially once you factor in the benefits of rad grenades. I am planning on running seven right now: a Huntmaster with a melta bomb, five standard Knights, and one with the grenade launcher.




I used some Black Knight bits on a Dark Vengeance Ravenwing sergeant. I really like his robed body, but he is not wearing a helmet and is not really suited for a head-swap. What I've decided to do instead is give him a face-paint war-mask in either white or red. He's adorned with plenty of other skulls. When its all said and done, their shouldn't be any doubt who he's supposed to be.

Monday, March 11, 2013

Saturday, April 14, 2012

Incoming!

Our last few posts have been a bit infinity heavy. Well, I'm all moved into my new house, I've set up my hobby area, and I'm psyched for Adepticon, so I'm gonna bust through the walls of this blog like the Cool-Aid Man and shake things up.

Upcoming coverage! 


A review of the 40k introductory paint set, featuring an analysis of the new paints, and the Dark Angels starter marines.

The full Adepticon experience! We'll be partnering with Blood of Kittens to provide the most in depth coverage of the biggest 40k event this side of the Eye of Terror!

And much more!

Wednesday, December 28, 2011

Dark Angels Codex Dark Angels

I have played "Greenwing" Dark Angels for the past two years or so, and have generally shunned my chapter's out-of-date codex in favor of the standard Space Marines book. Lately I've been using a Vulkan based list, and I will stand by my earlier assertion that for a number of reasons Vulkan is the best HQ in the game, and as a result of what he does, that type of list is one of the most versatile.

There's a problem though: I don't really like it anymore.

I'm kind of bored with marines, but more than that I really want to play Dark Angels. Real Dark Angels. Dark Angels codex Dark Angels.

I've tried this a few times, but in the end it turns out that the same, or a similar list, works better with the Space Marines codex. This trial and error, however has led me to a list that takes advantages of some of the remaining strengths in the codex, while avoiding its (greater number of) weaknesses.

At 2000 points it reads something like this:

HQ

  • Azrael
  • Interrogator Chaplain (power armor, combi-flamer)
  • Command Squad
    • Apothecary (meltagun)
    • Champion (power weapon, bolt pistol)
    • Standard Bearer (meltagun)
    • Marine (power weapon, plasma pistol)
    • Marine (power fist, plasma pistol)
    • Rhino (extra armor)
Elite
  • Dreadnaught (plasma cannon)
Troops
  • 2x Tactical Squad
    • Sergeant (powerfist)
    • 9x Marines (7x bolter, flamer, plasma cannon)
    • Rhino (extra armor)
  • Tactical Squad
    • Sergeant (powerfist)
    • 9x Marines (7x bolter, meltagun, multi-melta)
    • Rhino (extra armor)
Fast
  • 3x Landspeeder Typhoon (typhoon missile launcher, mult-melta)
Heavy
  • 2x Predator (twin linked lascannon turret, heavy bolter sponsons)
A similar list, built with the Space Marines codex, using Cato Sicarius and Chaplain Cassius as HQs costs almost the same; the command squad is more expensive, but some other stuff is less so.

Here's why I like the Dark Angels variant: 

HQs: I love Azrael. He is a fucking badass, and I don't care at all that he has WS 5 instead of the standard marine captain/chapter master 6. He's eternal warrior, four wounds, gives the entire squad a 4+ invulnerable save, and has seven S 6 attacks on the charge (4 base, +1 for additional close  combat weapon since is sword is not actually a relic blade, +1 for charge, and +1 for the chapter banner). The Interrogator-Chaplain is three wounds, three attacks, and I 5; a first rate secondary HQ who provides re-rolls to hit when charging.

Command Squad: Two power weapons, one power fist, two plasma pistols, two melta guns, chapter banner, and feel no pain. 

Dark Angels: It is a genuine Dark Angels list.


Friday, December 31, 2010

Happy New Year!

I have been remiss in my posting duties for the last month or so, but I am back with a vengeance:

First of all, I have made a concerted effort to paint up my tactical marines, and have completed ONE WHOLE SQUAD.  I know, its impressive, 10 space marines in two months, but hold your applause; I also painted one additional sergeant.  In my defense, I have been spending an inordinate amount of time with zenithal highlighting/shading, and trying to perfect my wet-blending techniques.  This results in an average paint time of 12 hours per marine, usually over the course of three days or so.

I started out with the Henry Ford process--an assembly line that cranked out finished, but uniform, models--but wasn't really satisfied with the result.  I slowly added more and more wet-blending, and was eventually forced to reconcile the fact that if I am to be happy with the outcome, I need to paint each model as well as I possibly can.

The dearth of highlighting on models in the back 
transformed into an inordinate abundance by the time I 
made it to the fellas up front.





As you can see I've also been experimenting with battle damage, mostly on shoulder pads--usually to cover up imperfect decals.

Moving on...

I received a fantastic present for christmas from family and girlfriend; I am now the proud owner of an impressive Harder & Steenbeck Infinity airbrush (and amazingly silent Iwata compressor), so I'm experimenting on something I don't use very much (but depending on how they come out, maybe I'll start).

Arms are all magnetized on these guys so they can be 
switched to lightning claws

Graveyard earth base-coat for what will eventually be 
bleached bone Deathwing termies 

...and since I started on those guys, I thought I might need this:


And then, on a whim, I decided to use some spare parts to put together some objective markers:

From left to right: teleport homer with servo skull, 
decorative holy book and stand, las cannon-based 
searchlight, and field communication set up.
So that's it for now...  well, actually, there is one more thing.  All this work has been focused by a secret and insidious goal for 2011:

The shape of things to come...