Tuesday, March 31, 2009

Proud Member of the Slow Painters Club

I think it is official. I'm in the slow painters club. I take my time painting and am happy to do so!

To show that I'm in the slow painters club, I've used Lone Pilgrim's painting points chart (reproduced below):

* Infantry = 1 point
* Cavalry or bikes = 2 points
* Monster or Dreadnought = 5 points
* Vehicle = 10 points
* Superheavy vehicle = 20 points

So far in 2009, I've collected under 40 points, most of which is contained in my predator, a rhino, and my Nurgle daemon prince. I had aimed for at least 50 by this stage in the year!

Monday, March 30, 2009

Tactica: Instruments of Chaos

Instruments of chaos appear to be a rather good idea on paper. For a very modest points value investment, it is possible to turn a drawn close combat round in to a victory. Are they worthwhile? If so, then on which daemons?

As long term readers will know, I've been playing daemons since the codex came out. In that time, I've been experimenting with various army lists (fully mixed daemons right down to mono-chaos power lists).

What have I discovered? Well, I've come to the conclusion that instruments of chaos are only to be used with one type of daemon: plaguebearers. Let me explain.

First up, bloodletters of Khorne are superb close combat exponents. So long as they don't get shot up too badly on their way in to close combat, they're usually going to win. And they're going to win by a healthy and large margin thanks to all of those hell blades in unison with their furious charge. Bloodletters generally win big, or not at all. They hardly ever draw. Because of that, I find that instruments are a waste of points on bloodletters.

Greater daemons, daemon princes and bloodcrushers of Khorne are in a similar category - they shouldn't need instruments.

Daemonettes of Slaanesh are not quite as good as bloodletters. Yet, with their rending ability and sheer number of high initiative attacks on the charge, they are also likely to win big on close combats; or not at all. They just don't tend to draw combats much - just like bloodletters, but to a lesser extent. Hence, I find daemonettes shouldn't be taking instruments either. By extension, seekers of Slaanesh are also in the same category.

Horrors of Tzeentch are not built for close combat. They are shooty combined with a reasonably high invulnerable save. But their low toughness, low initiative and low number of attacks each (cf. daemonettes who have 3 base attacks, very high initiative, but low toughness) means that horrors are bound to lose close combats most of the time. Even imperial guard will find it okay to take horrors on in close combat. They simply lose big time unless facing isolated troops or small numbers of guard or tau. Therefore, they're unlikely to draw - they mostly lose in close combat.

That brings me to plaguebearers of Nurgle. Now, these are the daemons that can really exploit those instruments. Why is that? Well, plaguebearers have only one attack (base), but they have an incredibly good toughness for troops, coupled with the feel no pain special rule and poisoned attacks. These factors combined mean that they can often dish out as good as they get in close combat. Indeed, I've used them in battles to tie up everything ranging from dreadnoughts (which they cannot hurt!) to tyranid carnifexes for three or more turns. In numbers they can hold out against many other units in the game and, with a little luck, be deadly. But if they've not charged and have got in to their usual "tar pit" situation with an opponent, they can often cause tied combats. This is exactly where instruments come in to their own.

There's one other case that should be mentioned: that of an Epidemius mono-Nurgle army list. I haven't quite made up my mind about this situation. The thing is, plaguebearers steadily (hopefully rapidly!) become uber-troops with Epidemius present. They should, in theory, rapidly outgrow the need for instruments. Hence instruments are only useful in the first couple of turns and/or if Epidemius fails to make an early appearance and the plagebearers accidentally get in to an early combat.

Sunday, March 29, 2009

Rumour: New Australian GW Website "Coming Soon"

I was speaking to the guys at the local Games Workshop. Allegedly, the Australian Games Workshop website will be getting a long-overdue overhaul "soon".

The good news is that I hope that the hobby section will get a much needed update with local (Aust.) events finally being posted for the first time in over a year as well as their new releases being something other than Dark Angels. The flip side of this is that I suspect that the older content might disappear much in the same way it has at other international GW websites.

Hence, if you want any material from the current Australian GW website, download it NOW - it is one of the last "old style" GW websites left in the world.

Caveat emptor.

Saturday, March 28, 2009

Death Guard Melta Gun Plague Marine

Why are all chaos space marines right-handed while their imperial brethren can be either left- or right-handed? I've no idea. This issue does create a modelling problem for me occasionally, but it can also be a blessing.Pictured is a Death Guard Plague Marine that utilizes the Forge World upgrade kit parts to created a highly dynamic melta gun marine. The left arm consists of the melta gun itself glued on to a power sword arm -- both from the standard chaos space marine sprues. For the right arm, there's an imperial space marine chain sword arm. I could have used a bolt pistol here instead, but I like the look of this marine with his out-stretched melta gun -- presumably shooting at a nearby target, coupled with the chain sword held in closer to his body. It make him look like he's ready to take an on-coming charge, but he's going to blast at his enemy before hand. The bolt pistol is instead holstered at his (rear) waist, along with some grenades. I think it looks better like this than with a chain sword or dagger sheathed at the waist.

On the negative side, the "handle" of the melta gun looks way too long. But given that this is a chaos marine, I can just about get away with it! I guess loyalist marines might call such things "master crafted"! It looks more ornate with the long handle. On the other hand (literally), the arm doesn't match up to the standard chaos space marine arm -- i.e. examine the banding around the melta-gun arm. I'm going to inflict a little battle-damage on this arm to make it look more Nurglesque.

Thursday, March 26, 2009

Cork as a Basing Material

Wandering around in the kitchen section of a department store, I came across some cheap cork table-mats. Somewhat impulsively, I bought a few with the idea that they'd make a good basing material for my miniatures.Pictured are two bases - one painted for a bloodletter of Khorne, and one un-painted for a daemonette of Slaanesh. Having been designed as a table mat, the cork has the virtue of having two flat surfaces. This means that not only can you glue it effectively to the base, but also have a relatively flat surface on the other side for balancing the miniature on. By dividing the cork up in to smaller chunks, it is easy to create some "rubble"-like bits and pieces as well (as demonstrated on the daemonette's base), which don't have to be flat in the slightest.

When painting, the cork provides some wonderful textures to explore. On the bloodletter, I've simply drybrushed the cork with skull white. Later on, I'll add some other tones to it as well as adding flock and green bits. The cork can readily represent general rubble and detritus, as well as rock, outcroppings, cooled magma, and so forth.

Wednesday, March 25, 2009

Warp Rift Formations in Apocalypse

Before the Chaos Daemons Codex was released, Apocalypse already contained rules for fielding large cohorts of daemons. The Warp Rift Formation especially caught my eye when Apocalypse came out. I've pretty much used it in every Apocalypse game I've played since with chaos marines!

What are we getting for the points investment? At a most obvious level, we get a forward base - a forward icon - for the daemons to deep-strike in at. This is great for a chaos space marine force who are no longer tied to rushing forth icons across no mans land, but largely irrelevant for daemon armies who use daemonic assault regardless (recall the chaos space marine daemons have to deep strike off an icon - if there are no icons, they cannot enter play - full stop!). But the daemons that do use the warp rift have to be placed inside the rift at the start of the game. This can be a good thing, but can also be a damaging thing.

The reason that it can be damaging is the way in which cunning opponents will counter the rift's presence. All that has to be done by the canny Imperial Guard player is to over-whelm the position of the rift and ensure that there is no room left whatsoever for the daemons to be placed on to the board. It's a legitimate move, but annoying. The chaos space marine player is well advised to carefully consider where to place the rift as a consequence.

This drawback probably makes the rift not so worthwhile taking for purely its icon status. The other effect of increasing the strength of psyker's powers can be awesome, however. Coupled with shutting down other psykers through automatic perils of the warp attacks mean that the rift can be very deadly if played right. An increased strength breath of chaos, doom bolt, or Nurgle's rot attack from a daemon prince can be amazing!

I still need to figure out a cool way of representing Warp Rifts on the tabletop though - suggestions welcome.
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