Tag Archives: Warhammer 40K

Necroumnda - Enforcer Ogryns

It Came from the Lightbox: More Genestealer Cults & Necromunda

Early last year, I painted up a few kits of Genestealer Cults because I felt like it. I told myself maybe I’d play Kill Team with them, but really: they’re neat models and I felt like painting them. In the end, I picked up a few more Genestealer Cult models than I ended up painting and they’ve been rattling around the shame pile since.

No longer!

They’ve all gotten LoF arcs in the off-chance I actually play Necromunda with them at some point.

Actolyte Hybrids

Can I just say: Genestealers on 25mm bases are tall, unbalanced and weird. Genestealers on 32mm bases are unimpeachable. They’re flawless. I love them.

Iconward & Genestealers

I also banged out the box of Slave Ogryn models in pretty speedy time: I did 2 each for my Goliaths and Enforcers and then 2 more just in their own scheme. I also painted up the Enforcer Null & robo dog.

Goliath Necromunda Ogryns
Enforcer Necromunda Ogryns
Unaligned Necromunda Ogryns
Scrutinator-Primus Servalen

Oh and hey somehow I never put the Ambots on the lightbox.

It Came from the Lightbox: More Crimson Fists

I guess I’m posting these in reverse order.

During my staycation, I painted up some more Crimson Fists: the Hellblasters from Dark Imperium/Know No Fear, and power-sword’d models from Indomitus.

I want to take a moment to shit on the Judicar. This is the dumbest GW model I’ve put together in memory. This dummy has a mask over his mask? And a coat over his armor? But also armor over his coat? Ugh, I just hate this model.

It Came from the Lightbox: Goliath Backup

I’ve been painting Necromunda because why not? Hopefully I’ll be able to play the dang game after the Quarantimes have ended.

I actually tee’d all of these up like a month ago but got really disheartened by how they were coming along. I’m glad I came back to them: I think they actually came out really well.

The Sumpkroc is based on a toad we see every night while walking the dogs.

Crimson Fists Group

It Came from the Lightbox: Fist the First

I wrapped up the first chunk of my Crimson Fists, so I wanted to get them into the lightbox.

They’re weirdly very frustrating. The recipe is extremely simple and speedy; I’m painting them in what I would describe as the Citadel/Duncan style, which is to say I put down a bunch of base colors, wash it, tidy up the colors, and highlight.

  • Step 1: Base
    • GW Night Lords Blue basecoat on pretty much everything
    • VMC Dark Grey on flex, tubes
    • GW Leadbelcher on emblems, bolter parts
    • VMC Black on bolter case, grenades
    • GW Night Lords Blue to cleanup edges
  • Step 2: Wash
    • GW Nuln Oil
  • Step 3: Clean up
    • GW Night Lords Blue on large surfaces
    • VMC Dark Grey on flex, tubes
  • Step 4: Highlight
    • GW Thunderhawk Blue edge highlight on armor
    • Stop halfway through to do eyes:
      • P3 Inferno Orange
      • GW Gryph-Hound Orange
      • P3 Heartfire
    • GW Fenris Grey edge highlight over Thunderhawk Blue (on characters)
    • VMC Light Grey edge highlight on flex, tubes
  • Step 5: Cleanup (again)
    • GW Night Lords Blue to de-chunk the Thunderhawk Blue highlights
  • Step 6: Fist, Seals, Holsters
    • Pretty much the same as above but with GW Mephiston Red & GW Wild Rider Red, GW Zandri Dust & GW Ushabti Bone, and GW Mournfang Brown and GW XV-88 with GW Agrax Earthshade in the middle there.

Probably because it’s got like 12 steps that involve me applying Night Lords Blue it starts to feel old pretty quickly. Fortunately, I’m using NLB Air.

Here’s the thing, because I don’t know that I’ve advocated enough for the GW Air paints here: brush that stuff on. It’s fine in the airbrush (despite being in a damned pot and not a dropper), but their air paints tend to have great coverage w/r flow when just brushed on. When highlighting stuff, I would very much prefer their air paints over their non-air paints. The flow of the NLB, compared to the weird flow of the TB, makes it a lot easier for me to just not fight the Thunderhawk and then clean it up with the Night Lords.

Anyway, it’s so easy I expect progress to be faster than it is, which discourages me, which makes progress slower, etc. Vicious cirle.

First batch is done, anyway. These are Intercessors and characters from Dark Imperium & Know No Fear and the Phobos LT from the SC! Vanguard box.

Intercessor Squad V 1
Intercessor Squad VI 1
Intercessor Squad V 2
Characters
Gravis Captain
Primaris Lieutenants
Phobos Lieutenant, Primaris Ancient

I’m also particularly pleased with how the power swords came out.

Necromunda - Enforcers

It Came from the Lightbox: Necromunda Enforcers

I feel like I need to defend the decision to paint these guys. I don’t know that I can, besides noting that I’d bought them before the police violence had gotten out of control, they’re fundamentally just another gang, and I just like felt like painting them.

I’m loving the blue here. I love the blue so much I’ve decided to paint up a bunch of Crimson Fists because I need to live in it some more.

It Came from the Lightbox: Genestealer Cults

I picked up a few Genestealer Cult models a few months back for no reason other than that they look cool. I didn’t intend to paint up a 40K army of them (nor did I) but I certainly kept the idea of playing Kill Team with them on the table (I haven’t).

They’re painted up Duncan-style, per one of the WarhammerTV video guides. I deviated a little where it came to carapace and flesh, but otherwise, there’s nothing revolutionary here.

I’ve got to say: painting these was kind of a delight. I didn’t do it for any reason other than “I felt like it.” The Citadel method’s easy and produces good results with little effort. And Games Workshop minis really are pretty great, and it feels like it’s been a while since I painted them. (Not true, I’d just painted some Adeptus Titanicus before these, but that’s a little different.)

I think I might still have one batch left (Acolyte Hybrids? and an Acolyte Iconward?) but I don’t know that I’m likely to get to it soon. And I don’t think I’m likely to pick up any more, either.

But man, it felt good to just build a box of GW minis, paint a box of GW minis. Done.

It Came from the Lightbox: Adeptus Titanicus

Turns out I haven’t photographed anything I’ve worked on since…. before NOVA.  Time to fix that.

These are the models from the Adeptus Titanicus Grand Master set.  I spent the better part of a month working on these: I’m quite happy with them… although I haven’t had the chance to play the game yet.  It’s my understanding that the game plays better with some Reavers & Warhounds, but I’m having a hard time finding it in my heart to buy more models for this game until I’ve pushed these around.

No deliberate house here: I just picked colors and decals I thought would look good.

40K 8E – First Game

It’s been out for a couple of months now, at this point, but I’ve only just now gotten to playing a game of 8E.

Scott (who has a blog, but I can’t remember the name) was kind enough to run  me through a quick game to help me see how it plays.

 

It seemed alright.  The mechanics of it kind of hummed along, but referencing the rules was a fucking goddamned nightmare.  Flip flip flip flip flip flip flip flip flip flip flip flip flip.  I hate the Warscroll format.

Otherwise, it was OK.  I’m not afire with a need to build a new army for it, and I’m not likely to update anything especially for 8E (especially given that Dark Angels and Khornate Daemons are still in Index-mod), but I won’t turn down a casual game of it.

40K Black Ops – Models

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Although a bajillion other scenarios have popped off (Stormtroopers assaulting a Kroot encampment! Cultists infiltrating a Militarum base!  Goddamn Space Marine!  Just one!), my initial plan was to do Stormtroopers vs. Cultists.

I got a bunch of cultists back in the Dark Vengeance box and, even when I traded away the rest of the Chaos models, I hung onto them because they’re cool and they’re the sort of model I’d like to have around painted.  Obviously, it took me a bit to get to them.cultists-group

cultists-leader-2

cultists-cultist

cultists-leader-1

cultists-flamer

They’re definitely Chaos-y, but maybe not so specific I can’t use them for whatever.

I was really excited about painting up some Stormtroopers.  I’ve been into the models since they came out, but haven’t had an excuse to paint them up.  Because they’re supposed to be stealthy, I used the same paint scheme for them that I used on the Deadzone Pathfinders I painted up a few months ago, and I’m nuts for it.  It’s black without being black, which is always the problem with painting things black, you know?

stormtroopers

stormtroopers-sergeant

I also used some of the Mantic Peacekeeper shields because, well, I thought they deserved some riot shields.

stormtroopers-shield-1

stormtroopers-flamer

40K Black Ops – Rules

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First off: some links:

As I said yesterday, I wanted to be able to run Black Ops-style scenarios (elite specialists assaulting a position held by less elite bad guys via stealth) in the 40K universe.  I wanted the attackers to go in ignorant about the force they’d be facing: in both general and particular.

Go ahead and open one of those up and and either read through them or follow along with them as I ramble through my thought processes.

Goals

So my goals were to:

  1. Use the 40K unit and weapon stats and rules wherever possible
    • I didn’t want to have to reinvent a way to articulate how an Ork is stronger than a Guardsman or how a Kasrkin is better trained than a Cultist.
    • I didn’t want to have to reinvent a way to articulate how an autopistol is different from a flamer or from a missile launcher.
  2. Emphasize stealth
    • The defender’s ability to recognize and respond to the attacker should be limited, pulling as much from the Black Ops noise rules as possible.
    • The attacker should initially know as little about the defending force as possible; with details about
  3. Single model activation
    • A skirmish game with 10-20 models a side simply requires that models be activated and treated individually.

The expectation was to run the game as a GM’d, convention-style game.  The hope would be that players would address the game creatively and with initiative… and that I wouldn’t have to try to account for every potential scenario in writing.  I think it’ll handle random, non-arbitrated play, but it definitely benefits from a GM.

As a baseline, I envisioned an elite squad of Imperial Guard Stormtroopers (yeah, yeah, “Tempestus Scions”) striking against a gaggle of Chaos Cultists.  I had 10 of the former and 20 of the latter.

Orders

For starters, I’m in love with the Bolt Action activation system.  I might hate the second edition of the game, but those dice provide a lot of flexibility, spontaneity, and complexity in a manner that is immediately understandable to a new player. I decided to shamelessly steal an idea that Casey had: each model (not squad) gets an activation die and, to reflect the better training and badassery of special characters, Character models get a number of activation dice equal to their number of wounds.  So, a squad of 10 guardsmen would get 11 dice: 1 for each guardsman and 2 for the sergeant.  When the sergeant loses a wound, a die’s removed from the bag.

The orders have to change a little bit: Pins and BA-style morale fall apart immediately when you’re looking at a single model.  Fortunately, I needed a catch-all order for button pushing, prisoner interrogation, and psychic power use, so “Rally” becomes “Special.”  I also wanted more of a 40K-style Overwatch, in which a model can fire repeatedly in a limited arc, than a BA-style Ambush, in which a model gets a single fire response to someone they can draw line of sight to, so “Ambush” becomes “Overwatch.”

The rest of everything comes together pretty quickly: Down is down, Fire, Advance, and Run all remain pretty much the same except an articulation of what sort of weapon can be fired on what order.

I did take the opportunity to change a thing I’ve never liked about 40K Rapid Fire Weapons: instead of this range-based 2 shots at 12″, 1 shot at 24″ business, I’ve always thought Rapid Fire weapons should fire two shots when standing still and one when on the move: so that becomes 2 shots on a Fire order, 1 shot on an Advance.

Nothing here is groundbreaking.  I’m sure any number of 40K players who’ve encountered Bolt Action have noodled through something that looks very, very similar to this… but it’s got to be documented, right?

Rules That Are Probably Going

I did want to cover multiple attacks: in 40K, if you shoot a Heavy Bolter at a bunch of guys, you might kill three of them… but that only works because it’s really just one unit of models.  I’ve got a rule that says you can “walk” attacks 2 inches: if you had a 2 shot weapon, for example, you could decide to allocate 1 shot at a model and the other shot at a model 2″ away.  If you had, say, 3 shots, you could allocate 1 at a model, loose one in the middle, and 1 at a model 4″ inches away…. the same for close combat.

I thought it would be a good bit of spackle.  In effect, it didn’t come up once, which means it’s unnecessary complexity.

Similarly, I wanted to pull a bit from Infinity’s ARO system: I put in rules that allowed models access to a subset of Orders (Fire, Down, Advance) that they could take in response to an activating model (like BA’s ability to go Down in response to being fired at), with a test to continue to be able to accept orders.  Again, it never came up at all, was complicated and kind of hard to articulate.  So, I’ll keep the list of Reaction orders and dump the test and ability to continue to respond.

That’s about it on how I fiddle with the 40K mechanics to make it work for the this.  The rest all speaks to how those mechanics are used: stealth missions

Stealth Missions

This began as a very clear port of the Black Ops rules, but after some playtesting it became clear that it wasn’t going to work the way I wanted it to.

We’ve done a ton of “hidden model” scenarios in TGS and have seen what works and what doesn’t: even better, having encountered Infinity (but not having played it as much as I’d like) I’m familiar with the idea of silhouette markers.  In fact, I love them.  So much so that, for this sort of game, I’ve ordered and numbered 32 of them.

Each side gets a DBT tray with an insert that looks like this:

tray-template

Silhouette Marker 03 corresponds to whatever model’s sitting on 03 in the tray.

10 of the defenders are “Guards” these run on autopilot and respond to noise generated around them.  This started as a direct port from Black Ops, where all of the defenders worked off of the table, but that left the defender with too little agency.  So, instead it’s just the 10, and then the defenders get to control a handful of models in the same way that the attackers get.  Both attackers and (non-Guard) defenders begin as silhouettes.

The Guards are fine on the table, because they’re generic enough: Cultists are Cultists, and I’ll be picking up a handful of Cadians to use as Guards when the baddies are attacking.

The Noise table is what really drew me to BO, but quickly changed enough that I feel comfortable dropping it into the rules doc above: I’d originally planned to just say “Reference the book”.  “Noise” was confusing, because so much of it is visible, so I renamed it “Disturbance.”  In fact, I broke out the types of disturbance into Visual and Auditory.  Different weapons generate different amounts of disturbance and different ways.

For example:

  • Lasguns, which are just shooting beams of light, generate visual disturbance that’s centered on the shooter.
  • Grenades, which are freaking grenades, generate visual and aural disturbance that’s centered on the blast.
  • Corpses are sources of disturbance (that hopefully don’t go anywhere), but only to guards that see them.
  • Guards screaming bloody murder generate disturbance that anyone around can hear.

Finally, I was dissatisfied with the reaction table: it was both too forgiving and too punishing.  There’s a strong likelihood that I replace this table with a leadership test instead of a single d6 roll and have a few more options, but need to do some math to make that work.

Anyway, that’s all there is to the rules!