Friday, 6 June 2014

Cygnar Trenchers painted

I finished painting my first unit for my warmachine army!

The internet doesn't think too much of these guys but I love them!

This is the full unit with unit upgrade and one weapon attachment.


Close ups on a few individuals 











What do you guys think? This was also my first ever time using static grass so I was a little nervous to use it at first. I think I did ok with it in the end.
Let me know your thoughts on the unit? Anything I can do to make them better? (I'm not the worlds best painter ^_^ but I try)

Tuesday, 27 May 2014

Becoming Gallant

I picked up the Gallant character upgrade kit about a year ago on ebay for cheap but had no chassis for it to go on and didn't want to pay up full price for the kit.

I spotted a Iron clad on ebay most likely from the starter box and snapped it up.


So I broke the hammer off and the head and added the upgrade kit.
Just need to get him painted up. All the better to get a heavy warjack on the cheap.


Looking forward to seeing how well he runs with Allison Jakes once she is released. DEF 15 heavy??? Yes please!

Thanks!

So this blog reached 10,000 the other day so I wanted to say to all those who have read and commented on my posts. Thanks for the views!

I created this blog to keep myself motivated and it has defiantly helped.
I really want to play with only fully painted models and I am getting there, I'm still very slow at painting but making progress.

7th edition 40k came out this week and I haven't picked it up. I was really disappointed with 6th and didn't play it very much, I concentrated on Warmachine and Necromunda instead. I will wait to see if Orks are any good before I think about getting anything into 40k again anytime soon. I love my Orks but am not sure how they will be after getting a new codex.

Tuesday, 13 May 2014

Necromunda Review: One in a million weapons

So you got lucky and rolled up a one in a million weapon at the trading post or even better invented one. But which to choose?
These are my thoughts on which of the guns in each class I think are the best as OIAM.


First thing to consider is you are paying double the price for the benefit of never having to make ammo rolls. That's all they do except inflate your gang rating. So the gun you choose should be worth it.

Pistols
For me its either the hand flamer at 40 credits or the stubgun at 20. The hand flamer normally has to test for ammo every time its fired so being OIAM really helps it out. With the stubgun remember that its only the base cost of the weapon that is doubled, you then can buy ammo types as normal. So a OIAM stubgun with dum dum rounds costs 25. That is the same as a bolt pistol but with a -1 to hit long range that never needs to ammo check. If you have a ganger with good BS its much better than any other pistol for its price.

Basic
Easy choice for this one is the shotgun, 40 credits is super cheap for what it does. Add of Bolt rounds and hot shot rounds brings it up to 60. It is everything you need it to be. Ganger in heavy cover? Shatter shot. High wound count/toughness? Hot shot. Need more range? Boltshot.
Its 10 credits cheaper than the OIAM Boltgun with far more versatility.

Special
Ok now these choices start to get a little pricey.
For me it would either be the flamer for the same reasons as the handflamer, or the grenade launcher for the same reasons as the shotgun. It comes down to what you want for your gang or whether or not you have found any of the rarer grenades. Or if your gang already owns one of these weapons the other might be a better choice.

Heavy
The beard in me says Lascannon and then sell it for 300 credits (only if you invented it though)
But that's just not cool. For me it depends on what type of gang you have. If its shooty then the heavy bolter is the best choice. Its balance of stopping power multiple shots and being at the cheaper end of the price range for heavy weapons makes it a great choice.
If you have a combat gang I would go with the heavy flamer. Same reasons as the other flamers really, but its mobility for a heavy weapon means you gang won't be leaving it behind.

Tuesday, 22 April 2014

Starting Dark Heresy

So as a result of the failed summoning in the underhive on Necromunda a great number of citizens were rounded up. We are some of those citizens. All but one of our player characters are starting Dark Heresy locked up as part of the round up following the events of the Necromunda campaign. It will be called "The Ataxia Gambit"
Our group consists of a Psyker (The only member not locked up)
A tech priest, two assassins (one combat noble background, one ranged feral background) and my Cleric who has been mind wiped.

He remembers his faith and his abilities but nothing of his self remains.

We all decided it would be a good idea to have a model each for our characters so I wanted to make sure mine had the right look.
From a bits trade with one of my friends I got a model to base the conversion on.

As we start the game locked up we don't have our starting weapons, so I figured I would model him with weapons I want him to have in the future.

So Jon gave me a Vampire counts Necromancer to use for my conversion. Here are the bits you get in all their glory!


So I started by cutting the top off the staff and trimming the cloak down a bit. Way too spiky for a priest...

Here are a few of the bits I gathered from my bits box to try out on him


 I decided on the hand flamer for his left hand. The hand holding it was the wrong one so I cut another off a scavvy club and pinned it in place, then pinned the hand to the wrist. I had to carve the old hand out which took a while as it was in the folds of the cloak.

I cut the neck down as it would have made the model too hunched over and pinned the chosen head in place. 

Side view

I shaved down the models back a little to make fitting the back pack easier.

I added green stuff next. This is the most I have ever used on a model so far, I was really nervous to try this out.

I also filled and patched up his robes.
 Same on this side too
  I tried to blend the hood in with rest of the robes
  And fill and cover the neck here

I then added a head to his hammer and based him. The next few pictures are a rough 360 of the model  






Here are the other members of the groups models.
Dan's Ranged assassin top left
James' Combat assassin bottom left
Jon's Tech priest middle top
Simon's Psyker middle bottom
And my Cleric.

What are your thoughts? Is the anything I should do to improve him before I start painting?

Thursday, 17 April 2014

Necromunda Review: Ammunition and Gunsights

Continuing my reviews of all things Necromunda with a review of Ammunition and Gunsights!

Hotshot Laser Power Pack

Increases the strength of a laspistol or lasgun by one. But reduces the ammo roll from a 2+ to a 5+.
It is a rare trade item, and thus has a added variable cost. The easiest comparason for this is with bolt weapons which have a similar stat line. 
This ammo type gives you bolt strength but one better ammo roll, but will cost 5 credits more when equiped on a pistol and 10 credits more on a lasgun. 

Useful for gangs that can't gain easy access to bolt weapons and already have some lasguns, but overall I personally prefer the better ammo roll to the higher strength. It becomes more useful when combined with skills like weaponsmith and amourer, but then again so does a boltgun so its a matter of availabilaty and preference.

Hellfire bolts

A boltpistol or Boltgun using this ammo type does D3 damage, but if you have to take an ammo test and you roll a 1-3 you have to test to see if the weapon explodes. This is a big drawback to have on a weapon, its the same rule as a stubgun with dum dum rounds. It is also expensive at 20 credits plus variable. 
If you have the skills or equipment to mitigate ammo rolls they are well worth it on a ganger with a high BS. 

Drum Magazine

Although not really a ammo type and more of a weapon upgrade I decided to include it here anyway.
They allow you to add a +1 to hit with your autopistol autogun or autoslugger, with the downside of a automatic ammo test when you choose to use it. 
They are quite cheap at only 15 credits plus variable. It is better to use with the autoslugger as the +1 to hit would apply to all shots fired, so potentially three shots. 

Weapon Reload

Can be applied to any ranged weapon, costing half the weapons cost (ignoring additional ammo types for example shotguns or grenade launchers). It is essentially a +4 save for your weapon should you fail an ammo roll, it will only work once per game however. Best used on important members of your gang that you want to never run out of ammo. They are common to buy now in community edition so buy away! Great with shotguns due to the super cheap cost. 

Infra-Red Sight

This gun sight can be fitted to all basic weapons except the shotgun, and also the needle rifle. Its main effect is to reduce the cover save of your target by 1, so light cover is ignored and hard cover is -1. It also allows you to shot freely in darkness based games. Note that these benefits only apply when stationary. This doesn't come into play unless you use the rules for darkness (but you should!!!)

Mono-Sight

Can be fitted to any basic, special or heavy weapon. (The only gun sight that effects heavy weapons)
It gives a stationary fighter +1 to hit, very basic upgrade but great for heavies that are yet to gain a BS upgrade. 

Red-Dot Laser Sight

Can be fitted to any pistol, basic or special weapon. (The only sight that effects pistols) It gives a +1 to hit but allows the target a 6+ special save if the target has the shooter in their vision arc. This increases to 4+ in games using darkness. Note that this is the only sight that does not require you to be stationary.

Telescopic Sight

This gun sight can be fitted to any basic weapon except shotguns, and also the needle rifle. The sight increases the guns long range by its short range. For example a autogun will have a long range of 36" with it equipped. Your fighter needs to remain stationary to use the sight. It is great to use on a ganger that is escorting your heavy. I prefer it with a hunting rifle for a 40" range, which is roughly what heavies end up shooting at.

Saturday, 12 April 2014

Guilders Wrath: Epilogue


(This is a piece of fluff for Necromunda written by one of my friends from our gaming group. Enjoy!)

In the aftermath all battlefields smelt the same, mused the Interrogator as he picked his way across the secured ritual site. It didn't matter if it was the humid darkness of a jungle Deathworld like Catachan, the pure, blinding whiteness of the ice planet Valhalla or the hellish depths of a star ship’s hold. All battlefields smelt the same; the stench of vomit and excrement, the acrid bite of spent fyceline and the disturbingly close-to-roast-pork smell of burnt human flesh.


His musings brought him to a line of underhivers surrounded by Inquisitorial Stormtroopers. The troopers, back mounted powerpacks thrumming, were taking no chances with the scummers and had their Hellguns permanently levelled at the kneeling civilians. Several of the Pitslaves and Ratskins had attempted to escape when the Stormtroopers had teleported into the middle of the battle and their bodies were being consigned to the improvised mass grave, along with those who had fallen during the conflict.





image from http://slaine69.deviantart.com/


The Stormtrooper Lieutenant saluted the Interrogator as he approached, “Interrogator, we have secured the site and rounded up those involved. Several claim to have been in the employ of the radical Inquisitor Mil’ay Pho Barathus. What are your orders?”


“My Lord’s instructions were clear, were they not Lieutenant?”

“The Imperium cannot afford information of this event to enter the common people’s mythos. The Monodominant’s Praxis Conclave will not permit any further investigation of this phenomenon.”

“Flood this site with rockcrete. Round up the survivors, their families, associates, partners and friends. Execute anyone who may have been in contact with the artefact to twelfth degree of separation. I want this event buried with extreme prejudice Lieutenant; and if anyone associated with the radical, Inquisitor Mil’ay, comes sniffing around? My Lord Inquisitor will declare him Hereticus Extremis before the Praxis Conclave. You have your orders, Trooper.”


Without a second look, the Interrogator stalked away as the officer ordered the Underhivers into the backs of Inquisitorial prison transports for processing.



Written by Chris Manley