Lured by the dance of the Masque of Slaanesh, the Black Templars leave the relative safety of the woodland ruins and come toward the Death Guard. Only the Land Raider (top right) is unaffected by the dance, but seems unable to bring itself to destroy the rhino and its riders.
The Death Guard leave the rhino and rapid fire the Black Templars. This is followed by the Masque charging in to fell the remainder. Ah, the insanity of Apocalypse!
Tuesday, January 31, 2012
Monday, January 30, 2012
Painting Experiment: Ghost Knight Shoulder Pad
This is a test colour scheme for some Ghost Knights of Mordrak. The shoulder pad is a standard grey knights terminator pad with no adornment or conversion work.
To paint it, a base coat of skull white was used in order to give strength to the colours applied over it. The edging was picked out in astronomican grey and a base coat of white applied to the other areas. Three washes were applied: asurman blue, thraka green and then the blue once more. Highlighting consisted of electric blue (inner edges of the pad and raised areas of the book), grey (outer edges of the pad) and white (lettering and skull / book detail).
My initial evaluation is that I'm not sure its quite what I was after originally. It feels a bit more statue-esque rather than ghostly. But perhaps that is a result of just painting one part of the miniature rather than the entire miniature in one go? Alternatively, it may be that the white undercoat simply got "lost" in one too many wash layers and the original "brightness" of the ghostly appearance got lost somewhat. But am I being too picky?
Saturday, January 28, 2012
Colour Scheme for Ghost Knights?
Having assembled a few Ghost Knight terminators for use with a Mordrak Grey Knights army that I'm building, I wanted to start to consider what colour schemes might be appropriate for painting the ghosts with. I noticed that a number of Ghost Knight images on the web tended to focus on greens and blues as the main hues. The major inspiration for these colours would appear to come directly from the army of the dead (Lord of the Rings). The image above shows such a colour scheme. Although the transparency is not really a viable option (I wish!), the general blue and/or green hue could be something cool to aim to emulate. I think I'm leaning more toward a pale blue colour than the green hues to be honest (the green makes me think more of a sickly cursed knight than a Mordrak ghost knight to be honest, but opinions welcome!).
The second point is whether to go for an all-ghostly colour scheme. By that, I mean should the Ghost Knights be a complete ghostly colour everywhere (whether that's green or blue biased), or perhaps should there be some of the original colours showing through in various regions? One alternative option might be to have only some set portions of the armour in the ghostly colours -- specifically the lettered portions on the shoulder pads (and elsewhere) to give an ethereal "inner glow" approach.
The weapons are another area that I don't know how to approach. Should they be "powered" like some other power weapons (e.g. see these terminator's power weapons), or should they be in the same colours as the "ghost" portions of the miniature? Your thoughts welcome!
Wednesday, January 25, 2012
Deep Strike Mis-haps 101
The deep-strike mishap table can cause both the player and the opponent headaches when a deep-strike doesn't go the way it is supposed to. For armies such as daemons, Death Wing and the like, this can cause even more trouble.
As a daemons player, I often succumb to deep-strike mishaps. But only on a few occasions has an opponent taken maximum advantage of the situation. So for those players who do play against daemons (and other deep-strike armies), here's the key thing to punish your opponent for a poor deep-strike.
Firstly, the deep-strike mishap table has two results that you're interested in and a third that serves only a minor advantage (or potentially disadvantage). The latter that I speak of is returning the squad back to the reserves pool. This is probably the result that you don't want as the opposing player -- it is just delaying the inevitable return of the unit to the table somewhere, sometime. In many cases this can be an advantage as the opposing player gets to see where would be most critical for the unit to arrive. In late game turns, this might mean the difference between winning and losing if the sqaud materializes on top of an objective.
The mishap that destroys the squad is clearly to the opposing players avantage. Effortless kill points are always welcome!
But the most mis-understood mishap is the one where you get to decide where to place the unit. All too often when my opponents get this result, they simply shove my unfortunate unit in the corner of the gameboard, far away from where the action is. This is a mistake in my opinion. The unit that gets put in a corner will simply (slowly) slog its way to a useful position (or objective) eventually (so long as its not near the end of the game). In order to take maximum advantage of this result, I would encourage players to put the mishap squad in some difficult terrain (just as the deep strike mishap table suggests you should do). For a walking tank like a soul grinder, this might be devastating -- I've lost my soul grinders to this event frequently enough when facing good players. Even for small terminator squads, it is worth considering. Not only might they take unsavable wounds, but they'll also be slowed down by the terrain which makes for a double whammy.
[image: Warp Hornets terminators just after a deep strike]
[image: Warp Hornets terminators just after a deep strike]
Monday, January 23, 2012
6th Edition: A resurgence of Narrative Gaming?

With all the rumours flying around about what may or may not be in 6th edition, I thought I'd take a step back and comment on some of the flavour of the new rules, rather than their absolute content.
I was particularly taken with the lack of kill points if a unit runs off the table, the various "levels" (if I can call them that) of feel-no-pain and eternal warrior, and how a sergeant seems to count so much more (and a deputy must be nominated if a squad sergeant suffers an untimely demise). These kinds of rulings get me feeling that the 6th edition of Warhammer 40,000 will be lending itself to the narrative campaign style more than the current edition. By that, I mean a sequence of games that follow on from one another and have consequences for having a major victory, versus a stalemate. Perhaps the advantage is extra points, a superior deployment position, a unit upgrade like tank-hunters (for successfully recovering those objectives that you've been contesting in the previous game, remember?). Recall also that several of the core rulebooks make mention of a number of styles of play, ranging from the full campaign (attackers vs defenders mission trees depending on the prior mission), to the old kill team game and how models could get upgraded if they survived long enough.
Whilst I don't think we'll be seeing the return of a games master (cf. Rogue Trader!), I think the potential for Narrative Gaming within 40k will grow larger with the new edition. At least, I hope I'm right!
Friday, January 20, 2012
Wargames Gallery: Bloodcrusher // Blood Raven
Charging in to a squad of Blood Ravens, a Bloodcrusher lets out an unearthly battlecry as his steed's part-mechanical, part-deamonic feet cause the ground to tremble at every footfall.
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