Friday, April 16, 2021

Convergence of Dominion, Element 2

The second element in the Convergence of Dominion is the half-worn away stone variation.

The painting for this piece follows the same basic approach as the first element. The stonework is contrast paint with Guilliman Flesh and the marbling effects have been achieved using a watered down black applies to the recesses and the grooves. 

Perhaps the main difference here is the increased use of the airbrush to go over the "shining" green spheres located in the centre, top, and sides of the top of the monument. More of the black and silver underneath parts are also exposed here and they have seen some weathering using metallic silver paints (e.g., lead belcher and so forth) to create a slightly worn effect, and some of the raised surface has had their bits highlighted and picked out.

I'm really liking the Convergence of Dominion -- it is a great addition to my (far too extensive) terrain collection!


Wednesday, April 14, 2021

Convergence of Dominion, Element 1

This is the first of the three elements of the Convergence of Dominion that I've finally managed to get painted up. 


After undercoating in black, the surface of the stonework was painted in a light grey colour to give it enough of a base and texture to hold some contrast paint. Here, the contrast paint that was used is Guilliman Flesh. This gives a nice overall effect, and whilst there is some pooling of the ink evident (notable at the ridge line three quarters of the way down, as well as some splodges elsewhere), from a certain distance this works very well for the miniature. 

The cracks in the stone work were inked by using watered down black and carefully painting them along the cracks, as required. This step has accentuated the worn stone effect by yielding a rather nice marbling effect to the miniature that I might carry over to other paint jobs I have in mind. 

For the recesses, I have left them mostly black and given them a drybrushing of lead belcher and a few highlights. Some of the edges of the stonework are similarly highlighted along the edges.

The final step here was to use the trusty old airbrush to give the green glow effect to the central orb and other orbs along the length of the body. These other orbs are more obvious in the other pieces in the dominion set which I will post soon enough. 

Saturday, April 10, 2021

Horus Heresy Review: Legion Jetbike Sky Seeker Squadron

Background.
Much like the Hussar Squadron, this unit is remarkable for its existence as a troops selection within the Horus Heresy game (albeit a support squad).

As might be expected, this squadron is made up of jetbikes, which are described as being of the Estoc class -- a lightweight speedy vehicle that lacks the armour of the scimitar pattern.  

Entertainingly, the Estoc class are thought of as being unreliable due to a high failure rate in harsh environments and an onerous maintenance routine that is required. Hence the legions think of them as being both a scouting asset, but simultaneously a bit of a liability in the longer term.

Strengths.
The oracle array that these jetbikes carry is an interesting upgrade. On the one hand, they all count as carrying an augury scanner. In addition, they can designate a nearby target at the start of their shooting phase. All other units get +1 to hit against that target for one turn. The price is that this counts of the unit's shooting. Hence although an asset, a legion force needs to be kitted out to take advantage of this. The White Scars might be able to do this naturally, but other legions might struggle to take advantage of this without specific builds.

Weaknesses.
There are not actually too many weaknesses here. The points cost is nice and you are getting what you pay for, pretty much. 

Builds.
Here are several builds to mull over, all with different battlefield functions.

Sky Seeker Squadron (100 points).
Yes: the "naked" choice. It has a dual role of designating targets where required, and as being a distraction unit to the enemy. 

Sky Seeker Squadron with 10 members, all with heavy rotor cannons; sergeant with power fist and melta bombs (345 points).
For those of you who like withering firepower. With salvo 3/4 on the heavy rotor cannons, this squad can get to where it needs to be and lay down a good amount of firepower that can be enough to strip the wounds off even terminator units. The powerfist and melta bombs are there to taste, and represent just my own prejudice. 

Sky Seeker Squadron with 5 members, all with grenade launchers; sergeant with powerfist and hand flamer (225 points).
I like the flexibility of being able to use krak and frag grenades on this squad, or maybe even using bolt pistols if needed. The powerfist is there for obvious reasons, whilst the hand flamer is the counter-charge deterrent. 

Monday, April 5, 2021

Horus Heresy Review: Legion Hussar Squadron

Background.
Hussar squadrons are armoured bikes for the space marine legions. They take on a variety of roles for the legions including recon, and assault for which they are valued. To my mind, they are the first response for many legions, and have the ability to not only screen other units, but also launch attacks where required whilst other units are setting up. 

Strengths.
Apart from begin expensive meat-shields, the hussars are fundamentally a troops selection, although they are classed as a support squad. The hit and run special rule is universal here and fits nicely with a strike and fade style of play that could see ready use with (e.g.) Raven Guard, Alpha Legion, Night Lords, and others beyond that even. 

Weaknesses.
Only the squad sergeant can take the majority of upgrades -- sadly, this includes melta bombs. 

Indeed, the only upgrade permitted to the entire squad is the replacement of the bike's twin-linked bolt guns with the snub rotor cannons. I'm not sure about this upgrade to be honest. On the one hand, the rate of fire (salvo 4/5) is really good. However, the S=3 and AP=6 for this weapon makes is a dubious choice, but the real killer for me is the range of 12 inches. The twin-linked rule makes up for this though. The bolt gun outshines this for tactical play, but against weaker opponents (mechanicum, etc.), the rotor cannon could really shine in combination with hit and run. It just depends on the opponent and the style of play the controlling player is aiming for.

Builds.
5 Hussars, sergeant with melta bombs, power fist (170 points).
Something of a baseline squad this one. The idea here is one of flexibility and small unit harassment: charge a transport to place a melta bomb, or take pot shots at the enemy lines.

10 Hussars, all with twin-linked snub rotor cannons, sergeant with power lance (410 points).
This build is a bit scary: salvo 40/50 being pumped out from close range with twin-linked can readily dent a hole just by the sheer number of shots. The power lance is present here as the squad will hit and run after the turn it has charged.


Friday, April 2, 2021

Horus Heresy Review: Nakrid Thole

Background.
Thole is arguably a quintessential Night Lord preator writ in flesh. He's never fought with the Emperor, and never set foot on Terra. He was obedient to the Night Haunter, but only up until the point he left the legion, and then he was happier to get stuck into the targets he wanted to rather than be subjected to Imperial rules. 

After clawing his way up the ranks, he had a good company of killers at his side and when Curze made haste for Thramas, Thole did what he wanted: killed at will.

Strengths.
Thole comes with a standard Praetor stat line and a balanced set of equipment that I regard as flavorful for the Night Lords. 

The Valour's Shadow rule means that he cannot be targeted within a large group of marines, and sometimes he won't count toward the kill tally for victory points since he's (cowardly) slinked away (with a tactical retreat to live another day). 

He comes with two interesting weapons in the form of a flay-whip, and the Devil's Due (a sort of over-powered power hatchet). I think that unless he is facing off against a large blob, the whip probably won't see that much play. The Devil's Due is superior thanks to its AP2 and S+2 boost most of the time. With that said, the combination of the pair can be powerful in the right circumstances. The whip might well reduce an enemy to I=1, and then the Devil's Due will swing in prior to an enemy striking at I=1 to finish them off nicely. It is a characterful combination, but not hideously over-powered.

Weaknesses.
Like many Night Lords, Thole wants to be in close combat, and quick. He will also need company as the Talent For Murder special rule is too good to overlook for him. Night Fighting will also appeal for Thole as well. 

Overall.
Thole is a solid Praetor for the Night Lords legion, if not categorically outstanding.  He will likely see use in the rite of war bearing his moniker: the Cross of Bone. 

Monday, March 29, 2021

Digital Art

It has been a modest amount of time since I last updated the blog here. In part, the reason for this has been health related, and distinctly the most recent UK lockdown due to Covid-19. Such things cannot be helped and they are what they are. 

Hopefully we will resume more frequent posting soon.

In the meantime, I have been (re)teaching myself some digital art techniques (alpha channels, selections, layerings and so forth) and produced this design. I'm intending to use it in a forthcoming roleplaying publication. More on that exciting development in due course. 


Hope that my regular readers are all doing well. 

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