Thursday, 25 November 2010
More Cheese Grommit?
1+ The Doom of Malan'tai
So is he really that great? This is of course a matter of opinion and how you play the game but based on my experience I have to say you're damn right he is! For such a small investment the threat of him alone is almost worth it. Either your opponent underestimates the scale of the destruction the Doom's capacle of, or you force him onto the defensive (either in cover or in vehicles) and to spread out. If he does the latter he has for a start lowered the body count in his army by taking all those transports, which are for the most part easily handled by the trusty Hive Guard (and Monstrous Creatures later). Secondly, and importantly, if he spreads out to deny you multiple targets from the 6" radius of Doom, he allows you to adopt an offensive approach with fast or deep striking/outflanking units, focussing a large part of your army upon a small part of his. Merely by including the Doom in your list you are inviting your opponent to screw something up.
Toughness 4? -Pfft!
Yes, Instant Death is his one weakness, but it is his ONLY weakness. Trying to instant kill the Doom is the most reliable way to kill him, especially once he starts leaching up wounds. So you know that on the turn he arrives, the Doom will have every Missile Launcher, Lascannon, Rokkit & Railgun pointing sqarely at him. Your opponent is forced to divert all of those expensive weapons on this 100-point guy, meanwhile Hive Tyrant, Tervigons and Trygons scuttle up the field happily towards their eagerly awaited meal. There are of course a couple of things in the game that ignore invulnerable saves but they are in such a minority that they're almost not worth factoring into consideration.
WHAT? Spirit Leech still works while he's locked in assault - and in my turn too???
There are few things as demoralising to an opponent (and this is speaking from bitter experience) of being on the receiving end of your first serious Dooming! If you're not equipped for him he's very difficult to shift once he gets up and running. Even if his impact attack isn't crippling (and quite often it is, I've seen him take out whole units of Khorne Berzerkers, multiple monstrous creatures, scores of guardsmen and gaunts), if allowed to fester in your opponents backline he can begin to seem like a one man army.
A No-Brainer
The Mycetic Spore is the real power behind the Doom's punch. On the turn the Doom arrives, he still gets to use his Spirit-Leach, and use his psychic shooting attack if he likes. He gets to do this without fear of reprisal, there is nothing the enemy can do to stop you trying this. Barring a disastrous Deep-strike scatter roll, you should be able to get you opponent taking at least one of those nasty 3D6 Ld tests on the turn the Doom arrives. Buying the Doom buys you a free hit, a cheap shot, a swift kick to the shins to distract your foe whilst your other units close in. Even if you should be so unlucky that when he hits home he has little effect on the battle and is dispatched a turn later, you've only 'wasted' a small portion of your army. You're Tryanids, there's plenty more where that came from!!
The Doom of 40K?
Well I suppose he stands up to the fluff - maybe he's just about powerful enough to destroy an entire Eldar Craftworld (really, Robin Cruddace? Not one of those guardians managed to pop off a Bright Lance at him?). I say this in jest of course, he's far from invincible. He's just a very cheap trick. In the current gaming climate just about every army has one (in some cases two or three) in their arsenal. The individually-armed Nob Bikers, the Jetbike Seer Councils, Necron Monoliths, Mephiston The Lord of Auto-win, Rune Priests... the list goes on. Now I don't have a problem using powerful units - I'm partial to a bit of cheese, I can take quite a lot actually! And I have no problem facing off against these super-units. In a tournament setting anything's fair game. Whilst I admire my regular gaming opponent Kenny for his refusal to resort to running 'Twin Lash' in his Chaos Marines lists, this attitude seems to be in the minority. Of course people use and abuse the lists to get the most out of them, most people want to win! I think what these units do more than anything is expose the gap between players' expectations of how the game should be and how it is; and more importantly the gap between the Games Designers' ideas about what they've written and how it will be used and abused on the tabletop. More and more in White Dwarf articles, the re-formatting of Throne of Skulls etc., GW seem to be discouraging people from using the rules they've written to win games. They seem to have acknowledged, albeit indirectly, that there is inmbalance in their rules system and the army lists but they're kindly asking us to 'play fair'. Surely the best way to get players to play fair is to work fairness into the rules, not tie themselves in knots with ever increasingly extravagant and convoluted special rules? Anyway this has already turned into more of a rant than I'd intended - does anyone else feel as though 40K is descending into battle of the super-units? Or then again, is that what it always was, is and ever shall be?
-Askepios
Sunday, 24 October 2010
Rapid-Fire! 2010 - Stirling
Hive Tyrant with Lash Whip & Bonesword, Old Aversary, Hive Commander
(Psychic Powers Paroxysm & Leech Essence)
3 Tyrant Guard
2 x 3 Hive Guard
The Doom of Malantai in a Mycetic Spore
2 x Tervigons (Toxin Sacs, Adrenal Glands, Catalyst, Cluster Spines)
2 x 10 Termegants
2 x Trygons with Adrenal Glands
No surprises for anyone there then!
Game One - Seize Ground, Dawn of War
Finding ourselves randomly assigned to Table 1, my opponent Mark and I set about the first game - 5 objectives, my favourite! Mark was using his friend's Ultramarines, which though very nicely painted, I didn't manage to get a picture of (sorry!). The list was something like:
Captain with Relic Blade & Digital Weapons
Dreadnought with Assault Cannon & Extra Armour
5 Assault Terminators with Lightning Claws
Tactical Squad with Missile Launcher & Flamer
Tactical Squad with Missile Launcher & Flamer, Sgt. with Power Sword
Tactical Squad with Missile Launcher & Flamer, Sgt. with Power Fist (in a Rhino)
Scout Squad with Missile Launcher & a couple of sniper rifles
Full Devastator Squad with 4 Heavy Bolters
Predator Tank (Autocannon & Lascannon-sponsons)
We placed objectives (one in the middle, one in each quarter), I won the dice-off and chose to go 2nd. In objectives games very often getting the last turn is more important than getting first turn, and I figured that by forcing him to set up first I'd at least get to see where his big guns were going to be. He deployed a tactical squad in cover at either end of his deployment zone, put his Termies in Deep Strike, his Scouts into Outflank, and the rest coming in on T1. I answered with 2 Tervigons, deployed in cover, opposing the marines. I kept the Trygons and the Doom in Deep Strike, everything else coming in on T1.
He brought his Devastators on in the middle, giving them a good field of fire, backed up by the Tactical Squad in the Rhino and the Captain. To my right the Predator trundled on and opened up at the nearest Tervigon, failing to wound the brute. The Dreadnought came on to oversee proceedings on the left of the table. My Turn and on came the Tyrant with his Guard, making for some area terrain in the middle of the table. Both Tervigons spawned a healthy brood and cast catalyst (one on the Tyrant, the other failed). The Hive Guard took up positions at either side of the table to later advance and deal with the Dreadnought and Predator.
T2 saw the marines staying put to shoot. They didn't have too many tempting targets at this stage so I took fairly minimal casualties from shooting. Onto my turn and (thanks to +1 reserves from Hive Commander) down came the Doom to the left of the table, whilst both Trygons popped up to say hello to the marines on the right. With minimal scatter they were well placed for an assault next turn. At the rear, gaunt-spawning continued apace and I now enough to start making a move towards the objectives, keeping the Tervi's in cover of course! The Tyrant continued his advance, while the Doom inflicted casualties on 3 nearby units. Readying to use cataclysm on the Devastators, he failed his psychic test but survived the perils of the Warp - oh well, worth a go!
Subsequent turns saw the Scouts Outflanking to my left, but without support they were dealt with by termegant shooting and assault. The Doom, assaulted by the Dreadnought, miraculously survived 3 or 4 rounds of combat with the mechanised veteran, ammassing himself up to a mighty S10 from the nearby marines (whilst whittling them down) and eventually besting the Dreadnought. He'd done sufficient damage to the scoring units on the left hand side of the table that the Gaunts were able to grab the objective the marines had been guarding.
To the right of the Table, one of the Trygons dealt with the Predator whilst the other started work on the Tactical Squads. The subsequent counter-attack from the Power-fist squad and the Captain was enough to drop one of the beasts, but not both. I'd cleared enough space that as the Gaunts advanced they were able to grab the marine's objective on the right hand side of the table. The central objective, which had never been challenged, was grabbed by the Gaunts.
The arrival of the Terminators in my Deployment Zone on Turn 4 game me pause for thought however. All of my hard hitting units were well up the other end of the table and in no position to repel the veterans. It came down, once again, to the Gaunts to do the work! Massed fleshborer fire dropped, I think, 3 of them, whilst the Hive Guard managed to cause another casualty. Some good luck there me thinks, then again you can only roll so many 2+'s before you roll a 1! Anyway the last one was dealt with in assault and that was that. A great start to the day - I had all the objectives! Full points for game one.
I was in for a treat here, one of my favourite things about going to events is seeing how creative people can be with their armies. My opponent Euan had gone to great lengths to put together a heavily themed army using mainly Space Marine & Necron parts, which looked so awesome I had to catch a (sorry, rather blurry) snap of them!
The army played using the Chaos Space Marines codex, with the list being something like:
Ahriman
3 x Thousand Sons Squads (of about 8) including Aspiring sorcerors
Chaos Dreadnought with TL Lascannon
4 Terminators with Mark of Slaanesh
Defiler with 2 close combat weapons
Predator with TL Autocannon
2 Obliterators
We rolled off and again I had the choice to choose first or second. Again I chose second, eager to see how Euan would set up before committing my own force. We placed the objectives, as per the house rules for the game, outside our deployment zones and a minimum 6'' from the table egde, so no matter what we'd have to move to get them! Euan set up his whole army minus the Obliterators who went into Deep Strike. Looking at the table and not liking the look of my own table quarter (far from objectives, no cover - no good at all!) I took a gamble and tried something I've never done before - and didn't deploy anything. The whole lot went into reserve, with one Tervigon outflanking, and the Trygons and Doom Deep Striking again.
Saturday, 25 September 2010
Battle Report - Tyranids vs Space Marines
With over 60 marines on the table, the Tyranids were going to have to earn their meal-tickets today! The list I'd chosen was my best effort to recreate the sort of army I'll be taking to Rapid-Fire, scaled up to 2000 points (and without the Doom of Malantai - who just doesn't belong in friendly games!).
I won the roll-off and chose to go first, setting up the Tervigons provocatively on the half-way line. With plenty of cover for my inevitable march across the table, I reasoned that it was best to take the opportunity to push Steve's initial deployment forces back out of the city ruins to cling to his board edge, out of LOS of my army which would be largely coming on from my own edge on Turn 1. The Trygons and Spore went into Deep Strike, whilst the 2 Gaunt Broods were held in reserve. Steve deployed 2 Tactical Squads centrally, one atop a large terrain piece to my left, the other behind that terrain piece, covering the corridor between it and the adjacent building. He didn't manage to seize the initiative, so it was game on!
Turn 1 was rather uneventful. My forces moved and ran as far forward as they could; whilst Steve's were left either withouth targets due to intervening terrain, or unable to fire due to having to move to enter play from his board edge. Turn 2 kicked off to an earthshaking start as the Trygons burst through the concrete into play. As they wouldn't be assaulting anyone this turn I maneouvered them both behind a large building, whilst the Tervigons did what they do best! Each spawning a respectable-sized brood of gaunts as back up, they hurled themselves forward to meet the Space Marines. The Tervigon to the left and her Gaunts got the charge on a Tactical squad, as did the freshly spawned Gaunts to the right of the table. Regrettably neither assault was very decisive for me, resulting in no kill points. In Steve's turn he managed to take out the Tervigon to the right, the whose psychic death-throws reaked havoc with the nearby embattled gaunts! A similair fate awaited the Tervigon to the left, resulting in a very unusual scene:
Gaunts - not fighting, not dead, but running away! With my first wave in tatters, it was up to the Trygons to start bringing home the bacon until the Hive Tyrant got close enough to do some damage. Turn 3 saw the arrival of the Zoanthropes, who landed bang on target in front of the Predator. 180 points worth of anti-tank nastiness focussed their psychic energies in preparation to blow the battle tank into smithereens... well not quite. One failed his Psychic Test, the other 2 missed. Zoanthropes eh? Needless to say they suffered a few casulaties in Steve's ensuing shooting phase. Meanwhile the restless Trygons slithered forth from the ruined building and pounced, one on a Tactical Squad, the other on the Command Squad and the Captain. The Tactical Squad suffered a few casualties, whereas the Command Squad and Captain were destroyed. Wary of 2 Dreadnoughts with itchy trigger fingers, I consolidated the freed Trygon into what I thought was a safe position. In fact I'd condemned him to death by placing in the fire corridor of the Missile Launcher-armed Devastators! He went down in Steve's shooting phase - a very careless mistake on my part! By the end of Turn 4 the Hive Tyrant still hadn't hit home, which was beginning to concern me! With a superhuman effort he and his Guard lugged their massive bulk onto the bulding roof to their left, and bellowed before the remnants of 3 Space Marine Squads positioned there. The remaining Zoanthrope redeemed himself by exploding the Predator before being reduced to a gooey mess. The Hive Guard had by this point only taken out a Land Speeder each, and were now left distinctly short of tempting targets, and struggling to stay in synapse range. There was little I could do with them without risking a kill point or two, so they adopted a defensive lurking stance in the central ruined building. The remaining Trygon, having been met by and defeated one of the Dreadnoughts, had developed a taste for armour and charged the remaining Dreadnought to earn a last kill point before giving up his last wounds to massed Heavy Bolter and plasma fire.
My only real player now was the Hive Tyrant and his Guard, who managed to get the charge and chewed through the unit he hit first. He weathered a storm of shooting and managed to get a two-for-one charge, hitting the remnants of a Tactical Squad and the hated Missile-Launcher-armed Devastators. The game went right on Turn 7, which meant the loss of the Tyrant Guard to massed shooting, but also the loss of Steve's Whirlwind to the enraged Tyrant's Bonesword (the old tyrant ended the game on 1 wound!).
Meanwhile, feeling brave, the Hive Guard passed their leadership tests and egded forward to try and claim another kill point for the Hive Mind - But it wasn't to be. Final result: Tyranids 11, Space Marines 7; Tyranid Victory!
I always struggle with Kill points missions. A big part of my army is the Tervigons, who rely on spawning gaunts for their effectiveness. Whilst this is only ever a good thing in objective missions, with Kill points though spawning is seldom a good idea as it offers your opponent some very easy kill points, leaving me with 2 very expensive but rather mediocre Monstrous Creatures in my army! The only thing I might have done differently with the Tervigons might have been to pair them and use their combined clout to attack a single squad, rather than setting them up to take on a squad each. Another option would have been to hold them back until they could benefit from the Hive Tyrant's 'preferred enemy' buff, but they'd have been waiting a while for that! I didn't make great use of the Hive Guard in this game - they each took a kill point but were then left without much of a plan - usually these guys are amongst my star players but I'd starved them of targets. I think the lack of transport tanks in Steve's army worked in his favour in that respect. Star-player award though has to go to the Hive Tyrant with his Guard. They may cost over 400 points but they're hard as nails and can take out just about whatever you throw them at. In many ways he's what every Tyranid needs to be: A close combat monstrosity with the resilience to actually make it there!
Monday, 6 September 2010
Studio McVey's Isabella - Coloured in!
One of my aims for this project was to try and hold back the colour scheme. Everything I paint seems to be very bright and brash, with bright red or yellow appearing on almost every model I've ever painted! So I tried to limit my palette a little this time (though some red may have crept in there - ahem, check her scarf, ahem).
The jacket and jeans were both shaded and highlighted from a foundation based on Citadel's Space Wolves Grey. Painting denim was a new challenge, I've tried to go for a 'sandblasted' look here, using thin lines of different shades applied with plenty of water in the mix. I then washed them with Gryphonne Sepia, and repeated the process a couple of times to get the highlights. The jacket, obviously, is space wolves grey blended up to skull white, again shaded with Gryphonne Sepia. However I then did several very thin washes of skull white over the whole outer jacket to lighten the general tone, which also unified the various stages of highlighting quite a bit.
I tried to downplay the brown waistcoat and leathers so that nothing was jumping out and detracting from the face, again a fresh challenge for a 40K painter to try something very feminine, conveying some expression other than a "Grrr I'm gonna kill you!" grimace. The base colour for the skin was Dheneb Stone, shaded with (yet more) Gryphonne Sepia and then highlighted with Bleached Bone and Skull White being gradually added to the mix. I had a go at alluding to her wearing some make-up and cosmetics too, though not sure if you'll be able to spot them! The mascara's the most obvious, but there's also some light blue eyeshadow and a pinkish lipstick on the face, with (hopefully matching) red nail varnish.
I think if you're going to lavish attention on a single model, you're naturally going to spend a lot of time looking at it. In this respect, she was a nice break from slavering beasties!
Have you painted a model recently that was break from the norm for you? If not I'd throughly recommend giving it a go!
Sunday, 5 September 2010
Hive Nodes
For the bonesword arms I've used deathspitter arms, with the gun cut off. For the blades I've used the 'scythe' from the scything talons Warrior special weapons sprue (which I had loads of left from Hive Guard conversions!), shaved into that sort of rapier shape that seems to work. Some extra caraprace pieces and toxin sacs hide the joins well enough (I hope!).
The lash-whips I think any 'Nid player will recognise as the 'feeder' arm from the Heavy Venom Cannon on the Monstrous Creature sprue. Cut down and shaved to a tapered point, I think they look the part. I cut some of them up to get the whip flailing in different directions, with some overuse of poly cement then filed down to hide the joins. I might go back and slop some PVA glue on the ends to give them a gooey wet-look!
So there they are, ready to go. And what could be more of a head-ache for an opponent than three so-armed Warriors? How about six of them, accompanied by a Tryanid Prime?!
Mwahahahahahahahahahahahahahahahahahahahahahahaha!!!
Counter-Attack! Edinburgh 2010
A Hive Tyrant with Heavy Venom Cannon, Old Adversary, Hive Commander & Acid Blood
2 Tyrant Guard
2 units of 3 Hive Guard
The Doom of Malantai in a Mycetic Spore
2 Tervigons with Adrenal Glands, Toxin Sacs, Catalyst & Onslaught
2 units of 10 Termegants
2 Trygons with Adrenal Glands
Game 3 - Seize Ground, Spearhead
versus Space Marines
Lysander - with a full unit of sterguard veterans
4 full units of Tactical marines (no power weapons or fists)
2 5-man Scout squads
A Devastator squad with Missile Launchers
an attack bike and a Whirlwind Tank
Looking at this list the main threats were Lysander and his veterans, and the Devastators. The special rules for the scenario which saw every building either smoking or on fire helped with both of these however, making every scenary piece either Dangerous, blazing ruins or blocking line of sight with plumes of smoke. So Lysander's advance was hindered by the flaming buildings and the Devastators could hardly draw line of sight to a single one of my units. My opponent Joe was a pleasure to play against, a very nice guy, making jokes as the game progressed (i think my Monstrous creatures sort of suited his suggested names of Tricia, Karen, Sharon.... lol!). By turn 4 I'd ploughed through most of this predominantly-infantry army and the game ended with me holding 4 objectives. I really felt for Joe when Lysander, his sternguard bodyguard destroyed, made a heroic last charge towards a Trygon, and was killed before he could lift his great Thunder Hammer to land a blow. But that's the way the dice roll sometimes...
So ended a thoroughly enjoyable tournament. I finished 4th of 14, which I was really pleased with. Kenny finished 2nd which of course he was pleased with - hopefully we did the highlands proud! However no prizes were awarded for winning the event, instead there were some different categories, just for a break in the usual routine. I picked up a prize for the second-greatest margin of victory in a game, with Ian the Ork player (who probably scored those points in Game 2 against me!) taking first place in that category. Best army went to Jamie Farquhar - his Space Wolves can be seen above. Jamie's work is prolific and of an extremely high standard. I faced his Iron Warriors at Rapid-Fire Stirling last year, which also saw him take home the Best Army award. Anyway, here are some pics of other armies from the event!
Above - Kenny's Chaos Marines, headed up by a summoned Greater Daemon!
Below - I had to get a shot of this ace Eldar Seer Council - on hover-boards!!
Above - Commander Farsight leads his Tau Battlesuits into battle
Below - Part of the Dark Angels force that got my vote for Best Army
Friday, 3 September 2010
Britcon 2010
So how did it go? There were 16 competitors in the 40K event and I came 6th. Not amazing but not terrible - pretty much where I expected to end up! I posted my army list a few posts back and, having seen some of the other Tyranid armies (there were 5 of us - the infestation is spreading!) there are a few changes I'll be making to my own list. For a start I'm all turned around on the Hive Tyrant - teamed with a unit of at least 2 Hive Guard he's damn near unkillable and really boosts the rest of the army. Still overpriced but, I've concluded, worth taking. Then there's the Doom of Malantai... who I think is set to become as much a mainstay of any competitive Nid army as Vulkan He'stan is to the Space Marines.
As for the individual games I had 2 (non consecutive) games against the same opponent - which it transpired shouldn't have happened (we did raise it at the time with our Unpire only to be told just to go with it so what were we to do?) - a young Chaos Space Marine player who won the Junior Trophy for the whole event. I secured a pretty sound victory both times against him, though he made me work for them more than I'd have liked! For a 14-year old he knew his stuff and in fairness to him I think the 'cheesiness' of my list carried me most of the way toward victory. 2 Tervigons and 2 Trygons PLUS loads of suped-up Hormagaunts PLUS an 'Elites' section crammed with anti-tank: The list was designed to give mechanised marine armies of any description a hard time, which it did with aplomb.
I had 2 games against fellow Tyranid players, both of which I lost 32-0 - the largest margin of loss possible at the tournament! I scored 0 points for both of those games. Funnily enough though, the first of these Nid-v-Nid games was for me the most enjoyable game of the tourney. The mission was 'Home and Away', aka the 'draw' mission. We both deployed defensively and spent the first few turns sizing each other up, advancing cagily. The most tense game of 40K I've ever played, until Turn 3 when I spied an opening in his line and charged. The charge wasn't as effective as it needed to be, which gave him the opening he needed to bulldoze his way to my objective. You can actually see his coverage of the event at: http://maws40k.blogspot.com/2010/08/britcon-2010-aftermath.html
The second Nid v Nid game I found rather demoralising as I'm terrible at 'Kill Points' missions, and through no fault of my opponent I was just getting a bored of the Doom of Malantai killing everything around it! That second gamewas the only time I was wishing for my trusty Orks - they'd have shown those Nids 'how ta fight proppa', or at least had a hoot trying!
Games 3 & 6 were against Space Wolves armies. I LOVE fighting against Space Wolves. As an assault based army with a respectable supporting fire capability, they always present an interesting challenge. Charging them can sometimes be the worst option - what choices does that leave a unit of hormagaunts? Not many! So how did I win both games? Generally by hugging cover and drawing them to me, popping transports to ensure any charge is on my terms as they advance. Meanwhile those of my units who can deploy by deep strike can upset his backline or any outflanking units. Usually the Sons of Russ can be goaded into charging a unit of termegants, which can usuaully hold their own when supported by a Tervigon. Then when my turn comes round my Hormagaunts (or of course some freshly spawned termegants) can dispatch any Blood Claws or Grey hunters that have their sights set on forging their own sagas of valour in battle!
All in all a thoroughly enjoyable event which taught me a lot, and was made all the better by the offer of free tickets next year for all those who attended!
And for anyone who made it this far here's an unrelated picture of one of my tyranid shrikes, who unfortunately had to sit it out at Britcon!
Saturday, 7 August 2010
The Hive Mind Adapts....
So firstly, yes, my Hive Guard are a slight departure from the official GW model (a google image search of 'Hive Guard' should bring him right up). It wasn't exactly love at first sight when they unveiled that model, and at £12 per guy I'd written them off as a possibility for inclusion in my army list. Only later when I read the Codex did I see them as a must-have. So after some thinking, sketching, and bits box raiding, I now have six of these monstrosities to worry enemy armour.
So what's so great about them? First of all, they're tough. With T6, 2 wounds and a 4+ armour save they can weather a fair bit of abuse. They've got a brilliant gun that fires 2 S8 shots per turn (and are good shots to boot!), and an unusual special rule that lets them fire it at stuff they can't see. They are in my opinion the most satisfying anti-tank option in the Codex. They have a further reach than Zoanthropes (especially if enhanced by the Tervigon psychic power 'Onslaught'), and better ballistic skill than Tyrannofexes. And even though their gun is not quite as strong as the Heavy Venom Cannon, it can actually blow tanks up, rather than causing ineffectual 'shaken' and 'stunned' type results, which many vehicles ignore or downgrade. I certainly wouldn't take to the field without these guys - go Hive Guard!!
Saturday, 17 July 2010
Fighting Talk: Askepios' Tournament Calendar 2010!
Most, if not all, of my hobby activity this year has been tournament motivated: Play-testing the new Tyranid codex; army list number-crunching; frantic painting sessions to get models to an acceptable painting standard. I feel I got off to a good start for the year by attending Conflict in April, coming 8th with an Orks/Orks doubles team. Next on the agenda is Britcon in Manchester (August 12th-15th). Signed up this week also for Counter-Attack, a one day tournament in Edinburgh which takes place the weekend after Britcon; and I've informally nabbed a place at Rapid Fire which is in Stirling later in the year. Who needs Throne of Skulls?!
Sunday, 23 May 2010
From the sublime to the ridiculous
A recent and eagerly-awaited arrival, I was instantly taken with the Isabella miniature when I came across it on the Studio McVey site. In their design notes they've quoted Blade Runner & Phillip Pullman's 'His Dark Materials' as influences for the character, both of which are magnificently prominent in the final sculpt. I've kind of super-imposed a touch of Joss Whedon's 'Firefly' in there too though - she looks like the kind of lady that would never tire of giving Malcolm Reynolds a hard time! Though she'll be a challenge (she's TINY!) I can't wait to paint her and I'm still mulling over schemes at present. My first instinct would be to go typically cyber-punk with grimy leather browns and perhaps some muted reds but I'm leaning more towards an arctic colour scheme: White coat, blonde hair and some turquoisey blues and browns for variety. Watch this space!
....And to the ridiculous it seemed about time I posted a pic of something I'm working on at the moment. So - termegants! They may not be pretty, but what can I say? There's 20 of the lil buggers! If you use your models for gaming as I do there comes a point at which you realise that life's too short and you just need to get guys on the table to field a decent army. These ones I've just about got 'painted' to a sort of minimum satisfactory level for playing games. The Tyranid army I'm putting together for this year's Britcon event needs a minimum of 60 termegants so I've a few more to do before August - I'd better get painting!
Monday, 10 May 2010
Tiny Dancers
As I'm currently engaged in production-line painting Termegants for my ever-growing Tyranid swarm, I'm not doing much quality painting just now. I hope to get some of the better pics of Hive Fleet Askepios up soon but until then I hope you enjoyed the above 'archive' pictures of my Eldar Harlequins.
These guys (and girls) were a joy to paint, primarily down to the uncluttered and dynamic nature of the sculpts. It was also an opportunity for me to try my hand at the signature Harlequin diamond pattern - the turquoise and yellow diamonds that appear on every model. This was acheived by painting a grid with a watered down blue/black ink over a yellow basecoat, then filling in and highlighting (not as easy as it sounds - steady hand required!). I've also tried to use different complimentary and contrasting colours on each model to give them some individuality. The overall effect is perhaps a bit garish but fitting, I think, for a flamboyant dancing troupe that migrates around Eldar Craftworlds pretty much as they please, sitting somewhere between the role of the court jester and the Grim Reaper.
My Eldar army lies in a somewhat fragmented state at present - much like the Eldar civilsation itself! - a shadow of its former glory. The Harlequins were meant to kick start a return to regular game-play for my Eldar but it never quite happened! Long term I still fully intend to get the army back up and running, and as Games Workshop have some new releases planned for them later this year that could be a good opportunity.... the skeins of fate and probability are fickle masters!