Sunday, October 31, 2010

The Final Green Stuff Land Raider Icon Scuplt, Part 5

The final video. Thanks for watching the series everyone. I got some great feedback from these so I'll be sure to keep them rolling out.

Khorne Thunderwolf Conversion: Counts as Canis: Khanis Bloodborn, painted and ready!

Old School here to welcome in Halloween with my Khorne Version of Canis Wolfborn - Khanis Bloodborn! I know it sounds cheesy, but the model speaks for itself! Here is the newest member to my growing 14th Black Crusade - yet another Forge World Khorne Berzerker on Juggernaut!

The arms came from the Chaos Lord plastic kit and they were painted black as a small homage the Blood Lords must pay the Black Legion when marching under the banners of the latest Black Crusade, The bodey is from the FW Berzerker conversion set and the head is the bare FW Lord Zhofur head.

As usual, please forgive the camera for not liking red.

The face really is one of my favorite things about this model as it adds so much life to it, along with the over reaching pose of the model reaching forward every available inch to try to dig those claws into somebody. Coupled with the pose of the Jugger, I think this Khorne Khav model best captures the raging fury of the World Eaters better than the other two I have painted.

As usual, I went for the gritty look with lots of blood spatter and green washed into the brass on the Jugger. I also liked the green lighting effect from the last one so have made it a fixture for all my upcoming juggernaught projects.

This dude has some serious trophies to take home for the Blood God, including a Salamander head taken from the Space Marine Commander set (you know its gonna happen CVinton!), a sanguinary Guard head, and plenty of skulls ... oh and almost forgot the dirty, blooded head of a Dark Eldar (just for you, SeerK).
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Overall, I just had a lot of fun with this model. Now that I can see it in super-zoom-close-up mode, I have spotted a ton of little mistakes. I am my harshest critic (besides CVinton and Capt. Obvious of course). I would love to here what you all think of it! Happy Halloween and if you live near me don't be suprised if I stop by for "Trick or Beer"!

Thursday, October 28, 2010

Tyranid Tactica: Deathleaper - I'm gonna have me some fun ...


Hopefully you get the reference to the movie Predator! Anyway, its been a while since we chopped up Nids, so let's take a look the other gimmicky elite choice from the codex: Deathleaper (I'll give you one guess as to who the other one is lol).
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Psykers to psuckers: Deathleaper makes people really scared by coming onto the board. In game this translates to a model of your choice in the opponent's army receiving a drop in leadership by D3. This can be really fun for dropping the effectiveness of enemy psykers and psychic hoods as everyone already knows. It also, when combined with shadows, means enemy force weapons shouldn't be too much of a problem from the particular psyker that is trying to insta kill our MCs. One drawback to this is that some armies are running multiple psychers, so you won't get everyone.
There are also characters and models that benefit from leadership based abilities like counter-attack ect, so there are other case-by-case uses for Deathleaper, but I think psychic defense is the main use for this effect.
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Where did he go? Oh, he's contesting! Deathleaper has another wonderful ability that allows him to keep disappearing and popping back up. You can use this ability to leave and then re-appear the next turn. the idea is to time it right, counting on the game ending on turn 5, so you can contest an objective if need be. The best part is that if the game ends, you have it, if not, you lost a creature that really had no further us in your army anyway. the enemy can mitigate the effects of this by spreading out on an objective he holds in order to keep you from being in range to contest, but I have found this really doesn't happen very much. Consider this an important ability, but understand it is not an overall strategy for winning and that it is also situational.
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Layers of defense: The deathleaper has many layers of defense to protect itself. First off, enemy units who wish to shoot at it have to shoot per nightfight and then half the distance rolled. Sometimes an opponent chooses to shoot him forgetting this rule and it costs them a round of shooting. Deathleaper also has stealth, which means all the lovely 5th edition cover will be granting him 3+ and he gets a 2+ for going to ground. Finally, he also causes units within 12" of him to move one less D6 in difficult terrain (which is where Deathleaper will be), which can stop folks from moving in on objectives late in the game and protect nearby units from possible assaults (sometimes).
To round off his defense, he also has WS9, meaning most troops units are hitting him on 5's AND he has hit and run, so if you appear to contest, the opponent still might not scrape him off the objective. This also makes him a good unit for killing small squads and for assaulting to move units off of objectives.
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Deathleaper can also use his fleshhooks to pop rear armour on vehicles, but that is also situational.
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The cons: The first major con with Deathleaper is the fact that he takes one of our valuable elite slots. no matter what kind of nid army you run, this slot is valuable. While Deathleaper offers a little bit of utility, he also needs to fit your synergy and you also need to understand that he is a little gimmicky and as with all gimmick units, you must evaluate how useful your army is without him. If you find yourself needing him in the list, you may want to find a better plan, if you can win without him, but he is a nice little topping on your nid sundae, then take him at your pleasure.
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What lists does he work well with? The drop list is a great place for the deathleaper as drop nids (nids with heavy reserves and Hive Commander) are pretty reliable on their own and his abilities (and the chance he will show up early) compliments most drop nid builds very well.
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For heavy walking lists and for mass horde lists, he is still pretty effective as he still hurts the enemy leadership and powers, but he also gives you the late-turn contesting unit that can turn the game for you (walking nid lists are great for wiping objectives in multiple objective games and holding them two objective games, but sometimes struggle with far off objectives in terms of mobility and synaptic range). He is a little more oddball in these builds but still a decent choice.
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Overall: what makes Deahtleaper a strong unit is the massive amount of options he gives you for messing up your opponents plans. He will likely have to count on trying to hold an extra objective to pull off a win against you or will have to work damn hard to kill the Leaper. Anything he commits to killing the leaper will have to deal with the fact that they may not get to do so - wasting that unit's time and against Nids, he may not be able to stop you from contesting and holding more than him. In the hands of an inexperienced player, Deathleaper is an annoyance. In the hands of an experienced player, Deathleaper can be the deciding factor in objective missions.
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Those are my thoughts and experiences on Deathleaper. I would love to hear your ideas, concerns, experiences and anything else you can add to this article.

Tuesday, October 26, 2010

Green Stuff Sculpt Video: Land Raider Relief (part 3 &4)!

Alright, almost done. I'll edit the last one and get it uploading and having tomorrow for you guys to see the finished product. Enjoy!


Green Stuff Sculpt Video: Land Raider Relief (part 2)!

Hey everyone, here is part 2. Sorry it's taken this long. It's actually been up on youtube since part 1 but I accidentally didn't load it as HD so I never linked it. However, after 2 aborted uploads (which take ~600 min) I'm done trying to get it in HD for now. Maybe I'll figure it out in the future and i'll keep trying with each video but for now, enjoy some 720 resolution, non HD, sorry.

Taking on Killzone! What Should I take?



Old School here and as you may or may not know, I have thrown my name in the hat for Special Operation Killzone At Adepticon this year. I have so many thoughts going through my head as to what army to make my team from, that I just cannot decide.

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Now let me preface this with the idea that yes, I would love to win games, but the main objective for me when playing Killzone is to have fun and show off a small collection of my models painted and converted to a very nice standard. That being said, I am stuck. On one hand, I could just go with Chaos and just add the models to the 14th Black Crusade ... but on the other hand, I see Killzone as an opportunity to branch out into other directions and make something very specific to kill zone and full of character. With that in mind, the ideas are as follows:

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A slaaneshi warband: Fast, shooty, killy and the chance to field a doom siren - very appealing, a chance to paint a nice looking group of pink minis.

A team of Tyranid Warriors and other lifeforms - a chance to really make the most of my magnetic warriors and to throw some of my space hulk genestealers on the board. This army would look cool and has an appeal to me as all 6 of my warriors are magnetic. This group would also look pretty on the table.

Deathwatch Killteam - Big Jim has not posted a seperate SOG for them, but I could draw them from the Marine Codex. I have had the bits to make a deathwatch kill team for a long time, but never the incentive to actaully make it. It would be cool to own, cool on the board and would be a nod to the old days of killteam.

Space Wolves - This would be another chance to put my already converted and painted khorne models on the table in a counts as match, but then again, it would not be a new endeavor for me, but it would save me time as I have been already working on these models.

Well, those are the choices I have been looking at and I really am stuck. What do you think I should field? What would you like to see on the table if you were to throw down? Are you going to play too and are also stuck? Let's hear your thoughts!

By the way, you can find all the Killzone resources you need here!

Sunday, October 24, 2010

Green Stuff Sculpt, Part 1! Amazing HD video!

Here is the first of a six part series on how I've sculpted one aspect of a diorama on the side of my Salamanders Land Raider. More to come as I get them converted and uploaded. I just had to start pulling the veil back from my secret projects since OST has been hinting at what I've been up to for weeks.

Saturday, October 23, 2010

Completed Khorne Lord Zhofur for the 14th Black Crusade!

Old School here with some photos of the Forge World Lord Zhofur model I painted up today. I impulse-grabbed him from my case and got to work on him. When I first modelled him nearly a year ago, I wanted to use him as a Chaos Terminator Lord with Daemon Weapon and I wanted to keep the nude head for another potential project. I hated the trophy racks as they limit the range of motion you get from the model, so I checked them and used some green stuff to fill the gaps - along with tons of pinning. I based him on crushed-up floor tile.
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He was already primed Valspar's Ruddy Brown (reddish-brown color), then hit all the red areas with Mechrite Red foundation. I then hit all the brass areas with bestial brown and proceeded to wash the entire model in a good thick wash of delvin mud wash, ensuring I pushed it into every crack and gap.


Once that was done, I hit the eyes and the small meters on the back of the model with layers of green starting with Thraka foundation, followed by dark angels green, goblin green, snot green and the hints of scorpion green. The areas that were mechrite, were then painted with thin layers of red gore to build up and blaend the areas shaded by the wash to give the model a time-tested look. I love gritty!



Once I had the red gore just right, I hit the high areas with a solid highlight of blood red, then went through with thin layers and blended it onto the model to fade into the red gore. The camera, no matter how I adjust the brightness with photoshop hates red (as we have seen in previous posts), but hopefully you get the idea. The powerfist on the base was painted blue and heavily weathered with the idea of adding a little balanced contrast to the base that also ties to the planets in the World Eaters emblems.


The brass was worked up with Game Colour brass, followed by a wash of 50/50 delvan Mud/ Gryphone Sepia. I then hit the highest points with some flow-aided Dwarven Brass.

The world on the World Eaters Shoulder Pad was done with a progression of greens on the continents much like the eyes. I just thought it looked cool to make the planet look like an actual globe!

The Commisar on his back is an awesome touch by the designers at Forge World. The painting was simple with such smooth, flowing lines and surfaces to work with. There are a ton of little details on it that you don't come to appreciate until you sit down to paint it - like the little medal on his chest.

So the question then becomes "How does Zhofur work into your Counts as themed Black Legion 14th Crusade?" Well, he does have a black powerfist (lol).
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Seriously, this was a chance to paint a great Forge World model and I will figure out a way to run him. He could easily stand in for Abbadon in some lists or even Logan since he has a fist and an axe. No matter what, you can rejoice that you will see this guy in battle reports coming soon.
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That's all I have to show off today - I'm sure I'll be building some new, fun stuff tonight. Let me know what you think of Zhofur. Feedback is always welcome.

T Sons Sorcerer joins the Black Crusade!


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Old School here and it is shaping up to be another 14th Black Crusade weekend at the casa. I just painted this Chaos Sorcerer this morning. it was a bit of a repaint from its days as a tson sorceror. here he is ready to serve the webmaster in the role of librarian, sorcerer or rune priest. I am working on another, plastic sorcerer this weekend, painting the forge world Khorne lord and a few other things. hopefully Big Jim remembers the DREADCLAW templates. if he does I will whip up a part two to the DREADCLAW post soon.


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I have more photos of this sorcerer that were meant to show off the freehand eye of uprising, but the Droid macro was not agreeing with me. I know it isn't super exiting as all it is is just a new paint on an old model, bit I'd love to hear what you think. more on the way, guys!

Thursday, October 21, 2010

Gate of Infinity pulling out the win

I was able to break out the salamanders and let me tell you, it was a good old time. I really like how my list plays out and I really hoping to have this as an all-comers fun list. At the very least it'll be jaw dropping pretty. (refer to my salamanders land speeder a few months back for a taste)

I played two games in a row with the same person, same list, same board. It was my opponents first time playing with blood angels (first time with space marines for that matter) so I know there is a breaking in and learning process. He's a chaos player so its not that bad of a curve but rules like ATSKNF and drop pod assault are totally foreign to chaos players.

The mission is a capture and control, pitched. We set up our markers and go along having a great game and it starts to come down to the wire for objective grab and our board looks like this (Top of Turn 5)
He is pretty content to just claim his one objective and is banking on the game ending. He has a furioso dread that he is moving closer but I know is too far to be of consequence. The top of the turn he shoots at my terminators with the predator. Then on my turn I run over with them and knock a few weapons off and stun it. End of turn five. Game goes on....
Top of turn 6 the terminators finish off the predator. Terminators move closer to Vulkan, Librarian and marine. Librarian moves away from Vulkan to join the terminators. End of turn six. The game goes on...
Librarian gates over to the assault marines and combined with a run move, contest the objective for the win.
I haven't seen gate used at all in our store. I'm a huge fan of it after seeing how much more mobile my terminators are with it. Unlike a land raider its hard to wreck their ride considering the librarian has a 2/3++ AND 2 wounds. Jumping around at will 24" (more with a friendly scatter) is really powerful in an otherwise relatively slow army.

So what are your stories about gate of infinity? Has it worked out for you or did you just generate lolz? Tell us your glorious (or tragic) story about gate of infinity!

Tyranids Vs New DE, Thoughts and Concerns based on Experience



Old school here with a few thoughts on Tyranid concerns when facing the new Dark Eldar. I know that when the word first dropped on poison weapons, dark lances and that agonizers would still wound the same way, it caused some discomfort for Tyranid players. How would this effect our monstrous creature build. Can they out manuever and out shoot us and maybe even beat us in CC?
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As somebody who has run Dark Eldar before and also played tons of games against them, I am already all too familiar with lance spam and and wyches and what they can do to our army. Recently, I played a game against SeerK over at Craftworld Lansing and got a small dose of the new dynamic brought on by their new weapons and vehicle manueverability. The shot above is from a game we played using Dawn of War - as you can see they can pull a pretty crazy turbo boost from the board edge.

Now, this is no way a complete list of concerns and thoughts as it only represents one game's experience (one where seerk was tired from donating plasma and playing other opponents all day), but there are some things we have that make us awesome against DE and some things to look out for.

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First off, yes, troops with poison guns can really hurt our MCs, trying to pull cover is irrelevant as it is the weight of fire and the amount of saves caused that will whittle you down. While the poison weapons hurt, the shard carbine is even scarier to me. The carbines managed to take five wounds from my Tervigon in a single volley - a fearsome prospect when your nearby guants can get rocked hard by her loss. Don't get me wrong the Tervigon still shines here as she breeds Guants, whose shooting is deadly to DE troops (torrent wyches to death rather than allowing them CC shelter) and to DE vehicles in large doses (wrecked the only raider I shot at with them, alien bolt pistols FTW)! I'm not sure right now about the answer to the poison shooting other than not to let them get there with your own firepower.

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Wyches are great in CC, and with an agonizer can really drop MCs quickly. The best way to deal with them is to A) crash their raider and watch half die in the crash (duh) or B) let them charge a guant screen, easily kill it in one round of combat and then light them up with your other anti-infantry firepower. FNP will protect them from some of your wounds, but generally not enough to stop them from being dropped below recoverable levels.

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This brings me to leadership. Most of the Dark Eldar codex has low LD and everytime they suffer a vehicle destoyed result they run the risk of running. Every time they get shot up (like the example above), they run the risk of running away. Devourers and the use of deathleaper can make this even more effective against them. Doom also loves to eat Dark Eldar (taste the same as they did last codex YUM!). In our game, LD was an issue when the doom ate most of his wyches and the Duke ran away from some fleshborer shots.

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On the reverse side, they also have vehicle wargear that can give you a negative leadership modifier which isn't a big deal when fearless or within synapse, but it can suck when your non synapse models run away from a little shooting themselves due to this effect.

( a picture of the Duke running away)

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A big concern for us I think is the Dark Lance, considering how our MCs have a hard time gaining the old 4+ cover save. Now the good thing is that the raiders are more expensive and thus there will be less lance spam, the bad news is that ravagers can still hustle and blast us with them. The addition of Ravagers to their army makes targeting the raiders a tougher proposition in the early turns as we will need to preserve our MCs for the later turns. DS'ing units and pods themselves if close enough can put the hurt on ravagers, but your hive guard will likely struggle for range as Ravagers are likely to have nightshields (limiting you to 18" range against them). Blasters in Trueborn squads on venoms are deadly for nearly the same reasons.

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The best answer here is to try to get yourself in a position where you can at least shake lock the ravagers and still shoot down some of the key raiders (shooty nid armies with harpies and tyrannofexes can handle that and drop nids with trygon primes or dakkafexes can handle this as well.)

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Drop Nids in general can come in and disrupt the Dark Eldar vehicles while also landing enough MCs to saturate the DE lines and get the Termagaunts into range to gun them down when the DE are disembarked. Shooty nids do the same but it takes a little longer as the DE cross the board. Walking deathstar lists will suffer as the DE can outmaneuver and shoot them down.

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So what does it all mean? Well, based on this game, there are still a lot of unknown variables to deal with - like how bad will the crucible of malediction suck for our multiple psychic MCs? In general Drop lists should continue to take the same take-all-comers lists they have been successful with, just don't be afraid to get in there and mix it up and bring enough MCs or units that shoot on the drop and you'll be just fine. Shooty Nid lists just need to shoot and move to the sound of the exploding vehicles, paying attention to the movement phase to ensure the charges, countercharges won't overwhelm your army. Pure Deathstar Lists? ... you were never balanced to begin with and DE will punish you the way your other opponents should have already.

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The bottom line is that this codex, like any other, should not make you change your whole take-all-comers and the way it works (unless it was unbalanced and didn't work already lol!) or sell your army (I have seen this already on the forums ... more cheap Ebay Nids for me!). What it does call you as a Nid player in 5th edition to do, is adjust tactics when playing the Dark Eldar, much like you would against other Xenos players with unique builds; just like other armies do when they have to face Nids ;) Their army is crap in the hands of a crap general just like Nids, but just like us, a good DE general will be a fearsome opponent for us and anyone else in the 40k universe.

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Once again, its all about how the game is played. I hope to get many more games in with SeerK as he was not feeling so good during our first game and due to a small error lost the game a million kill points to 3 (literally a million lol). That's what it means to have a Glass cannon and I bet I will have some tough games in the future as he breaks in the new codex!

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How about you. What are your fears and concerns? Any nid players have experience against the new DE? Any other armies with experience against them? Have some insight or more games under your belt. Let's hear what you think and what your observations are. The floor is yours.

Wednesday, October 20, 2010

The Good, The Bad and the Monsters, why do we like them? Old School gets all Dr Phil on You!

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Just a little light discussion for today on what armies we associate ourselves with and why. Now I'm not talking about fielding an army from the most competitive stand point but rather why when picking an army do we feel ourselves pulled toward them. Why am I pulled toward dark, evil and wicked looking models with sordid backgrounds and vile stories? Why do others just have to field those dogfaced guardsmen? Why does CVinton love loyalists so much? Why do some people love Orks or Nids or space elves ext?

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Is it some deep psychological thing? Simply the five year old in us telling us what looks cool? I have heard players wax poetic about fielding guardsmen because they represent regular men just trying to survive in a galaxy filled with monsters and powers beyond their comprehension.

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I will open up this little therapy session with my own thoughts on it. First off, I love Chaos - there is no hiding it - chaos Marines in particular. I have tried to build and paint loyalists, but always get just and start looking back over to the dark side for my hobby itch. Why is this?

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On the surface it has to do with the five year old boy in me. I like them because they look cool, but I think it also stretches into the Dr. Phil side of things as well. I am a US Servicemember and with that comes a lifestyle bound by discipline and high moral standards. I think that playing Chaos allows me to relax that and let it go in the safety of the tabletop where it can't hurt anyone. I can play with models who once represented the highest hopes for humanity, but let themselves go to rage, base desires, spite and their own personal shortcomings - something nobody could ever do without causing harm to themselves and others. I obviously would never do some of the things CSM are known for, but I think anyone who has ever been sitting in traffic and thought about putting a chain axe through someone's skull can relate to what I am saying.
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My nods on the other hand appeal to me mostly because they look cool, though when you imagine the enemy being attacked from the sky, the land, their sides and from below the ground, they also become cool on a psychological level.
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But that is enough of me and and my Dr Phil routine. How about you? Do you associate with your army on just a surface level or is there a defeated reason for your choice of race?

Tuesday, October 19, 2010

DIY Cheap Chaos Dreadclaws: getting it built!

Old School here with a quick little tut for creating cheap Dreadclaws. For those of you who are unfamiliar with what a Chaos Dreadclaw is, it is a boarding pod used by Chaos Marines to board ships by clamping onto the hull, blasting a hole and then inserting a deadly team of bad guys. The claws are also capable of making planet fall much like a Space Marine Drop pod. I do not really have a reason for owning a real dreadclaw as I shy away from IA for the most part, but as a guy who is building his Chaos to work as a count-as for any and all power armoured armies, I have plenty of reasons to own drop pods. My feeling however is that my pods shouldn't just be loyalist pods painted evil, they should look different - so along comes the idea of the claw. (Above is the plain, undressed version - the basics before being chaosified)

How do we build one of these - easy, just buy a drop pod kit. take all the outside doors, fins and engine assembly off the sprues and clean off ALL the mold lines and snags (left over plastic from clipping). Now take the fins and cut the pointy corners off like on the picture above. Take a look at the top one (uncut) and compare it to the bottom one (cut). I cut the corner on the inside of the fin (the corner that was cut on the left side as you look at the photo) parallel to the rune-like markings running along the inside of the fin. On the other corner (the small one on the right side as you look at the photo) just near the hose on the bottom part, parallel with the diagonal line below the rune-like marking strip.


Now, because the fins are going on last and the top part here will not be exposed, I shave off this bolt on each side of each fin - just this bolt.



This is what your five fins should look like.

now assemble the pod with just the outside panels of the door (the inside panels will be used for something else (you'll see, just save the inside door panels). Now glue it together so you have the normal pod pedal for the bottom (you don't need any of the bits for the inside as the dreadclaw will never open). Also assemble the engine completely as you normally would with a drop pod. Then glue the top corner of each door to the top of each square section from the engine housing that matches each door, leaving the actual turbine above the door (or hull as they now form on the dread claw.

(the marines fall out of a hatch on the bottom) Now take your fins and insert each one into the slots made between each door. They will fit snugly (good thing), the idea is for the corner to catch under the lip made by the turbine bit on the engine housing, the other area you cut should fit snugly into the grove where the fin would normally go on the bottom side. After one good dry fit, glue the fins into place. Your dread claw is basically complete in form. Now all that remains is for it to get some chaos character and some retro thrusters and other small details which I will cover in part two.


The conversion is simple and requires no extra parts at this stage, but in the next post I will show you how to spruce this up using just the bits most of us Chaos players have laying around anyway. I will also show you a few tricks to make this thing look a little more aggressive.
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Let me know what you think so far and before anyone tells me the fins are upside down, just google dreadclaw (lol).

Sunday, October 17, 2010

Dark Eldar: Video Codex Round Table Review!


Hey everyone,

On Saturday night a few fellows from our local game store (Evolution Games), including Vogryn, DeathBringer along with FarseerRerolls, SeerKarandras (from Craftworld Lansing) and myself sat down and talked a bit about how the codex effects others and what some of the favorite stuff is. So have a listen and a look and tell us what -you- think!

chaos marine biker on horse, the first yutz!


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Old School here with my first regular CSM on bike ... er ... horse and while I am pretty happy with it all together, I want to ask you all about the helmet. I like the gothic theme carried by the double shoulder pads and the leg armor, by I wonder if the helm is just right, need a little work to look futuristic or if I should scrap it for a 40k CSM helm and leave the fantasy helmsman for the hq?




Hope you all enjoy it in any case. If you haven't seen the other biker horsemen, then scroll down, you'll find them.

Saturday, October 16, 2010

Tyranid Bonesword Review: Swords from the Motherland!

Old School here with a little Bone Sword review for some bits I got from Russia with Love from the mysterious Mrs Velard.

Any Tyranid player and many of their opponents know the power of the bone sword all to well. Who wouldn't want their warriors to each have one? I ordered these for $10 for 3 pairs - enough for three hard double sword warriors or enough for six more sensible bone sword lash whip warriors (stand by for those conversions. This is how they came - just a couple nubs where they were broken from the flash left by the injection mold. Other than that, all I need to do is wash off the releasing agent.

Here is a look at the from the other side. The mold is accurate enough, the arm is down right scandalous in how it mimics the nid arms.


The sword fit very well on the warriors (I magnetised all of mine immediately) and as you can see fit the overall look of the nids.


Mrs V has these available only once in a while, so if you want them watch for them. I just saw that Secret Weapon is also making some bone swords - when I get some of those, I'll put out a review for the Swarmlord's weapons! Let's hear what you think.

Black Legion Rhino for the 14th Black Crusade!

Old School here and while I know Rhinos are not the most exiting thing to post, they are an essential and therefore must be painted. Back when I first started Chaos ('07), I grabbed a number of rhinos, slapped the basic colors on them and left them alone - a shame considering they have graced tables in at least 6 states since then.
This was one of my very first rhinos and the tentacles and painted on arrow were a part of it back in the day, but the tentacles remained unpainted and the arrow has been a little light and messy. I repainted all the black surfaces, then retouches all the gold with Game Colour's Brass followed by GW's Shining gold and a Devlan Mud wash (love dirt and grime and tarnish - these tanks have been to a lot of fights after all)!

The tentacles were painted mechrite, then tentacle pink (great pot to have around still) and washed leviathan purple. It was really great to paint something that I have neglected for so long and hopefully my opponents will appreciate it after I have ran these things so shabbily (funny how I have apinted other peoples' stuff and most of a second army, yet neglected my first real army).



There is a healthy amount of graffiti on this rhino and I did it for a couple reasons 1) I really like the old rogue trader Marines with their graffiti on their armor for kills and such 2) It breaks up the dullness of the rhino, especially when you see anywhere from 3-14 chassis on the table and 3) These guys are traitors, baby! and rather than paint really artistic stuff on each rhino, I would rather make it look like something that may have been drawn by a Black Legionnare prior to battle.
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Before anyone points out to me that the Sons of Horus were the XVI legion, I will inform you that the XIV is there to denote the 14th black crusade and it will be on each of my vehicles.



finally, the arrow is there because, like I said I did it back in the day, but also it will be cool when all the rhino chassis get done and I have them arranged to display a massive eight pointed star. This wraps up the project marathon from yesterday, though I am by no means done for the weekend! There is plenty more to come and if I ever find my charger - a video as well.
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Feedback is appreciated and just out of curiosity has anyone else ever been through the situation of neglecting your first army as I have mine? Love to hear about it for motivation!

Friday, October 15, 2010

Khorne Thunderwolf Cavalry: Thunder Hammer Lord Complete!

Old School here and the marathon of hobby continues! Here is the completed (99% anyway) Forge World Khorne Lord On Juggernaut with Thunderhammer! I am very happy to have this model painted as it marks another step in the 14th Black Crusade.

I decided to stick with the iron and brass colors on the juggernaut as they provide a nice contrast to the World Eater's armor. I love the Forge World kits, the head is actually from the FW WE terminator kit. I would never attempt this project with plain GW zerks.





As I look at these photos I see the 1% not completed like where i used a GS joint to fasten the jugger to the base and a couple spots that need light effects on the hammer.



CVinton, I hope you enjoy the Salamander head on the back ... get used to it, buddy!



These plastic juggers are a dream to work with and if you have any excuse to field them in your army, pick them up. Keep the comments rolling, I will be slaving away in the workshop for the rest of the night!