Saturday, February 18, 2012

Magnetized Carnifex

Awhile back I'd picked up some Tyranid models in a trade - reinforcements for Hive Fleet Nostromo, my "Alien"-themed Warhammer 40K army.  The gamer I purchased the models from was an acolyte of the new mania for rare earth magmets - in particular, for magnetizing every possible part of a model that might conceivably be swapped for a different WYSIWYG "load-out".

This is actually not a bad idea on a Carnifex since it can be built as a shooty-fex or a close-combat-fex, depending on arm options. Above you can see the model with its greebly magnetized bits all removed (except for the tail spike which I forgot to remove - yes, it's magnetized as well).
 
Here it is in "shooty" configuration. As no ranged weapons came with the model I got, I rigged up a gun and left arm I had spare from another model with some magnets. Looks OK and works well.

I'm still kind of ambivalent about the whole magnet-mania that's so au courant right now in 40K modelling. One the one hand it appeals to my inner cheapskate/pedant, since all options can be modelled on a figure and swapped at will, enabling perfect WYSIWYG without having to buy multiple models. On the other hand, drilling and fitting the magnets can be a pain, and makes the models much more difficult to paint - all of the magnetized components have to be painted separately. And at the end of the day, it's easy to go overboard. For example, the Carnifex model comes with three different shoulder carapace options, corresponding to upgrades from Codex: Tyranids, and the previous owner magnetized all three option pieces. Although I generally subscribe to the idea that options should be modelled on the figure, I really would not be that fussed with using one carapace piece to represent any option, and just paying the option points and noting it in the army list. I don't need to see poison sacs modelled on the figure with magnets! And to me, all this faffing about with clipping magnets on and off and posing the arms makes the models seem more like action figures than accurate miniature representations of combat troops (or in this case, terrifying monsters). Although in this case I appreciate the previous owner's efforts, I don't think I'll often seriously consider magnetising options on my 40K models.  

40K: Astronomi-con Prep

Yesterday I had the pleasure of gaming with Harry at Imagine Games and Hobbies. Both he and I are scheduled to play at the Astronomi-con Winnipeg 2012 40K tournament next month, so I decided to take my latest Eldar list out for a spin.

Astronomi-con Winnipeg is happening much earlier this year (March 31 - April 1); it usually runs in June or July. However, Astro Dallas is being held this weekend down in Texas, and I guess scheduling the Vancouver and Toronto events is an issue. I had actually started work on my recently purchased Grey Knight Paladin models, intending to paint them up as a strike force of Crimson Fists Librarians. However, due to timing it looks like I will be going instead with a variation of my recent 40Kegger Eldar Swordwind list:

Eldar Roster - The Return of Ancient Days

HQ: Autarch (1#, 93 pts)
1 Autarch, 93 pts = (base cost 70 + Banshee Mask 3 + Power Weapon 10 + Fusion Gun 10)

Troops: Dire Avengers (6#, 185 pts)
5 Dire Avengers, 60 pts = 5 * 12
1 Wave Serpent, 125 pts = (base cost 90 + Spirit Stones 10) + TL Scatter Lasers 25

Troops: Dire Avengers (6#, 185 pts)
5 Dire Avengers, 60 pts = 5 * 12
1 Wave Serpent, 125 pts = (base cost 90 + Spirit Stones 10) + TL Scatter Lasers 25

Elite: Fire Dragons (6#, 190 pts)
5 Fire Dragons, 80 pts = 5 * 16
1 Wave Serpent, 110 pts = (base cost 90 + Spirit Stones 10) + TL Shuriken Cannons 10

Elite: Fire Dragons (6#, 200 pts)
5 Fire Dragons, 80 pts = 5 * 16
1 Wave Serpent, 120 pts = (base cost 90 + Spirit Stones 10) + Shuriken Cannon 10 + TL Shuriken Cannons 10

Fast Attack: Hornet (IA) (1#, 115 pts)
1 Hornet (IA), 115 pts = (base cost 65) + Spirit Stones x1 10 + Scatter Laser x1 10 + Pulse Laser x1 30

Fast Attack: Hornet (IA) (1#, 115 pts)
1 Hornet (IA), 115 pts = (base cost 65) + Spirit Stones x1 10 + Scatter Laser x1 10 + Pulse Laser x1 30

Fast Attack: Warp Spiders (5#, 137 pts)
4 Warp Spiders, 88 pts = 4 * 22
1 Warp Spider Exarch, 49 pts = (base cost 34 + Powerblades 10 + Death Spinner x2 5)

Heavy Support: Warp Hunter (IA) (1#, 135 pts)
1 Warp Hunter (IA), 135 pts = (base cost 125 + Spirit Stones 10)

Heavy Support: Wraithlord (1#, 140 pts)
1 Wraithlord, 140 pts = (base cost 90 + Wraithsword 10) + Bright Lance 40

Total Roster Cost: 1495 Points

The list can reserve itself, and has a lot of speed and firepower of various kinds. The Avenger Serpents have longer ranged guns, to give support to the Fire Dragon's tanks. All vehicles have Spirit Stones, to keep them moving. No psychic defense, relying on firepower and tank armour.

Harry came out with a Blood Angels list. Low model count, but very high quality troops:

Blood Angels 2nd Company

HQ: Space Marine Captain, with Plasma Pistol and Lightning Claw

Troops: Tactical Squad, 10 Marines with Missile Launcher, Flamer, and a Sgt., riding in a Rhino APC with Extra Armour

Elite: Death Company, 7 Marines with Power Fist, Thunder Hammer, and two Fusion Pistols

Elite: Terminator Squad, 5 Marines, 4 with Lightning Claws, and a Sgt. with Thunder Hammer and Storm Shield

Fast Attack: Predator Baal tank with various heavy and super heavy flamethrowers, and with Extra Armour

Heavy Support: Land Raider Crusader

Heavy Support: Devastator Squad, 6 Marines, with four Plasma Cannons, riding in a Razorback armed with TL Assault Cannon

The table was set up with some of the nice, homemade terrain available at Imagine, including a ruined cathedral in the centre of the board.

We played one of the basic scenarios, Seize Ground, using Dawn of War deployment. We rolled again and and placed three objectives , respectively, in the centre of the cathedral (a Ghostwarrior model), in the northwest table quarter (an Eldar Pathfinder in a foxhole) and the southeast table quarter (a Sister of Battle).

Harry won the roll for choice, and decided to take first move and deploy in the northern table half; he had easier access to the cathedral, where he could set up a strong defensive position. This was an interesting choice, since I prefer to move second in an objective-based scenario such as this.

Below, looking towards the southwest, can be seen the initial Blood Angels deployment. Harry set up, from east to west (left to right), the Rhino, the Captain attached to the dismounted Tactical Squad, and the Land Raider Crusader carrying the Death Company.

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The Tactical Squad moved onto the central objective. The Razorback carrying the Devastator Squad drove on from the north table edge in the first turn. The Terminators and the Predator tank were kept in reserve.

In the bottom of the first turn, the Eldar brought on everything except the Warp Spiders, who were kept in reserve to deep strike. I jammed a Fire Dragon Wave Serpent into the face of the Land Raider, to keep it busy in the southwest table quarter, where there were no objectives. The Wraithlord moved up in support of those Fire Dragons. The Warp Hunter moved up to fire into the cathedral. To the east came the two Dire Avenger Wave Serpents and the Hornets. The second Fire Dragon Serpent, also carrying the Autarch, moved flat out just to the east of the cathedral.

Long range fire from the Wave Serpents and a Hornet immobilized and blew the turret off of the Razorback, seen near the northern table edge below.

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The Warp Hunter unleashed an Aether Rift, killing off seven members of the Tactical Squad with one shot. Since the Tactical Squad was the Blood Angels' only scoring unit, things were already starting to look bad for the Adeptes Astartes...

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The Devastator Squad dismbarked behind some cover near the northern table edge. The Death Company disembarked from the Land Raider. Unseen to the east, the Predator Outflanked near a Hornet on the eastern table edge.

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Space Marine fire and a hot Close Combat phase saw the first Fire Dragon Wave Serpent blown up. To add insult to injury, the surviving Dragons were Pinned in the wreckage of their vehicle.

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The second Fire Dragon squad moved up to the Predator and disembarked, leaving the Autarch inside under tank armour. The other Eldar vehicles moved west.

Eldar fire blew up both the Predator and the Rhino, both of whose wreckage is represented by the large blast markers below.

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Meanwhile, the Warp Spiders had teleported near the Devastator Squad, killing half of them with their fire.

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The Warp Hunter and the Wraithlord had previously managed to kill most of the Death Company. However, the survivors were Fearless and were able to subsequently charge into the Pinned Fire Dragons.

The Land Raider Stunned the Warp Hunter; its Spirit Stones reduced the effect to Shaken, so it subsequently flew away behind the cathedral to gain cover.

The surviving Devastators killed two of the Warp Spiders, whose morale managed to hold.

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To the east, the Terminator Squad teleported beside the easternmost objective, contesting it.

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In the north, the Warp Spiders shot up the Devastators some more, then charged into them, tying them up so they could not use their heavy weapons. The Wraithlord charged the Land Raider. Though the Land Raider had moved, the Wraithlord's sword granted it re-rolls to hit, allowing the Wraithlord to slice up the Space Marine tank into chunks of plasteel.

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A Dire Avenger Wave Serpent moved up to the eastermost objective, hoping to eventually control it. The Autarch disembarked and rejoined the Fire Dragons. Combined Eldar fire killed off most of the Terminators.

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The Autarch did not charge, offering herself and her unit up as bait for the Terminators; if the Terminators charged, they would move away from the objective and no longer contest it. The Terminators were not armed with firearms, and thus could not just stand still in the face of six Eldar fusion guns. So, they accepted the Autarch's implicit challenge and charged. However, the Terminators were wiped out in the ensuing close combat, due to some lucky Eldar die rolls.

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A lone Death Company survivor managed to wipe out the other Fire Dragon squad, and moved heroically towards the Wraithlord, which was already damaged by previous Marine fire. Armed with a Thunder Hammer, the Marine had an even chance of destroying the towering Eldar construct.

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The Wraithlord failed to kill the Marine with its fire, so it charged into the wreckage to come to grips. In an epic contest, the Death Company veteran succumbed to the Wraithlord's 14-foot-long sword.

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In the centre, the combined firepower of several Eldar tanks wiped out the Tactical Squad, leaving only the wounded Space Marine Captain to contest the central objective.

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To the north, the second Dire Avenger tank moved flat out to within one move of the northeastern objective. The Warp Spiders managed to wipe out the Devastators in close combat.

By this point, at the bottom of the fourth turn, the only Blood Angel models left on the table were the Space Marine Captain and the immbolized, weaponless Razorback. The Eldar controlled one objective, and were about to take control of another, so we called the game.

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Result: Eldar Win

We sat and discussed the game afterward. The Eldar had gained an advantage in the first turn, by reducing the Tactical Squad to less than half strength. From that point on, the Blood Angels game plan changed, to one of trying to prevent the Eldar victory. The Warp Hunter's Aether Rift ability proved crucial, since it ignored cover; in fact, during the game the Warp Hunter never fired its weapon as a standard large blast marker, only as a template weapon.

In retrospect, the Blood Angels might have tried to deploy their reserves into the northwest table quarter, to contest that objective and to help the Tactical Squad control the centre. As it was, the Eldar had the speed to concentrate their forces and defeat the scattered Blood Angels units in succession.

Many thanks to Harry for a fun game; I do not often get to play against Blood Angels players. Thanks also to Wendy at Imagine, for allowing us to play on their table and with their terrain.

Wednesday, February 15, 2012

Game This Week - FUBAR 6mm Sci-Fi

We were going to attempt this a couple of weeks ago, but unfortunately some unforseen real life issues screwed up plans. The plans have been re-loaded, and this week we will be playing FUBAR,  using 6mm figures to skirmish in sci-fi.

As the unfortunate colonists of Colony 24601 struggle with Ork attacks, the Orks themselves are finally ready to complete their job, delivering some unspecified parts stolen from a Binary Petroleum facility to parties unknown.  They have bloodied the noses of the mechanized reservists who had been sent to pursue them. The meeting to deliver the goods and get the cash (or teeth or hacked FutureNetFlix accounts or whatever) is all set up. What could possibly go wrong?

Hope to see you tonight!

Tuesday, February 14, 2012

15mm WW2 - DAK Panzer IVs

Ready to light up the 8th Army in the desert
As I continue to get slaughtered in the Analogue Hobbies 2nd Annual Painting Challenge, I am on the lookout for small projects that can net a few points here and there - the equivalent of small, local counter-attacks that buy a little breathing space before the overall epic-fail resumes.  These two 15mm scale Panzer IVs from Battlefront were perfect for just such a project.

I stumbled across these models - already assembled and primed no less! - in my massively disorganized "pending" pile, and they made for a perfect project while (speaking of epic fails) the Winnipeg Jets somehow managed to beat the Washington Capitals last week.  Besides, my 15mm DAK and 8th Army collection could use a little shot in the arm, as they haven't seen any action in quite a while.

One tank is a Panzer IV F1, which I believe was the last variant of this mark to sport the short-barreled 75mm gun.  The other is a Panzer IV F2, sporting the long-barreled 75mm gun - this is one of my favourite models.

It was fun to work on one of my favourite tanks from the period - but I'm no ace with decals - check out the distorted tactical numbers...
I haven't painted DAK stuff in quite a while, and felt pretty rusty working on these models.  Lucky for me weathering covers up lots of mistakes. Applying the tactical numerals was also tricky - the Battlefront decals are great, but the hatches etc. on the side of the Panzer IV turrets make it impossible to get an even landing space to place them.  Even with the help of decal softener, they look distorted by the hatches because, well, they are.  Overall it's still better than what I think I could manage with my own hands, however. I sometimes wonder if there is a non-rage-inducing way to come up with a stencil? Has anyone out there tried this?

There are some more 15mm WW2 projects in the pipeline, but they will switch gears away from North Africa and head into Europe and the later war period.  I already have a Jagdpanther, so I thought I would assemble a few troops to go along with it, starting with some panzer grenadiers from Battlefront. Hopefully I will have them done during the challenge period to scrape out a few more points, and maybe inspire a 15mm WW2 game soon with Dallas.

Monday, February 13, 2012

IR #23 - 28mm Austrian Napoleonics

IR #23 ready for the fight on the Pratzen Heights
I'm happy to have another 28mm Austrian unit off the painting line and ready for the firing line. This unit will represent a battalion of IR#23 "Salzburg".  The models are all from Wargames Foundry. They will see action this weekend in Regina, part of a last stand on the Pratzen Heights in 1805 at the Battle of Austerlitz.  Of course that engagement was total pants for the Austrians, so I'm pretty sure I know how that will turn out, but hearing this back story, I wanted to try and come up with a unit that would reflect that story a little bit. I thought a firing line might be the way to go.

Figures going through the basing process
This is my first ever unit in a firing pose.  Unfortunately Foundry's range lacks variety within any categories, so there were no loading/standing models to mix into the group, but I was still happy with how the unit turned out overall.  In this case the monopose reinforces the feeling of imminent volley fire (which the French will ignore and charge right through, but anyway).
Firing line ready to deliver a volley
At 32 "spots", this unit is smaller than my previous Austrian units (which had 40 "spots").  The oversize Austrian battalions are well-established assumption of many gamers, but I suspect that there were many more "regular" sized units in the field, and this will be one of them.  I have also provided them with only a single standard bearer to represent it as a less-senior battalion in the regiment.
The mounted officer is ready for some pointed instruction from his mount...
 The officers really stand out well in this unit - the mounted officer is set to be riding along "behind the line", and the screaming fellow on foot is barking out the instructions.  I thought they worked well together on the same base.  They know the battle is going pear-shaped, and if they can just hold here, maybe the defeat can be reversed... 

Foot officer offers some clear direction to the men on the line
The mounted officer is actually from Foundry's Hungarian infantry selection, but thankfully the differences between the Hungarian and German officers are subtle enough (or at least subtle enough for most non-TMP obsessives) that a little bit of paint can cover the difference. Just paint the pants white and you're set.

Bayonet ready to protect the pride of the regiment
To add a little colour I put a charging trooper beside the colour-bearer.  He knows the musket volley will not stop the French, and is ready to protect the colours when they charge home.
This makes for a total of seven infantry battalions (6 line units and 1 Grenz unit) in my 28mm Austrian force.  Getting a little closer to a proper column.  They will be run over by Curt's French superstars this weekend, but will hopefully take a few of Napoleon's lackeys with them as they go down in flames...

Sunday, February 12, 2012

More about 1/144 Decals

I finished the decaling for those six JU88As that we used during CY6! the other night. (Note that the seventh plane is a search and rescue aircraft, with black undersides; I used F-Toys' original decals on that one.)

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For the six bombers I used 1/144 Junkers JU88A decals for Kampfgeschwader 51 "Edelweiss" (KG 51; "Battle Wing 51"). I obtained them from eBay seller hurricane2plane. Included were enough decals for all twelve aircraft in KG 51.

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The decals conformed well to fuselage and panel lines, using the MicroScale system.

Dallas and I had discussed the Supermarine Spitfire models used. They are all Bandai gashapon kits. The inadequate Bandai propellers and spinners were replaced with Rotol propeller/spinner combos from Sweet Hurricane I model kits (there are extra props supplied in those kits). The Spitfires were partially repainted using Testors Acryl paints, and detailed and slightly weathered with washes of oil paint.

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The RAF squadron letters, using the codes for 64 Squadron, were on a decal sheet obtained from eBay seller mehusla, mentioned by KevinH in recent posts. Again, the decals responded well to decal setting and solvent solutions.

All my 1/144 aircraft for CY6! are affixed to their flying stands using rare earth magnets. These flat magnets do not allow yaw or pitch, unless youalso used a ball magnet on the stand post. However, the magnets give a very strong bond, which is why I prefer them to some other solutions, such as the common round-pin-and-rubber-tubing.

I want to get another three JU88s. I also have enough Bandai Spitfires and decals to complete the rest of 64 Squadron.

Hammer Time! (Part 2)

This must be some kind of record... it's only mid-February and I've almost finished three Christmas present projects already! The 6mm FUBAR! army is painted, the fleet-scale Star Wars reinforcements are done, and now my 28mm Hammer's Slammers blowers from Old Crow are all-but-completed too.

Work in progress - some weathering on hull and chipping on the skirts

Badab Black washes on hull


Above, the almost-finished blowers. I weathered the hulls some more with GW Badab Black and Gryphonne Sepia washes, and applied decals (custom-made for me by Sparetime Hobbies while I waited yesterday - thanks to Pete and to Conscript Kevin H for the tip!) to the skirts, then proceeded to weather the bejeezus out of them... mainly with a "chipping" technique and mud brybrushes.



I think they came out OK, all I'm waiting for now are the Lion Rampant decals from Ginfritter's Gnomish Workshop so I can complete the Slammers livery. Oh, and I have to paint the commander for "D16". Once that's done it's "look out Gunschwarm" when FuturKom's hired guns roll out...