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  1. Hi all. I've been posting some pictures of my models here and there, but I think it's about time I made it into an actual project. I currently have a brief outline of the Forge World Torburnedes (Working title) and a small task force completed. I'll have a few completed models to post before I get into the unknown territory of work-in-progress posting but hopefully this will serve to make my army building more productive and could even be helpful somehow? Right, well the background for my Forge World is that it is a rather isolated Forge World that like many of their kind are blessed with huge stockpiles of radioactive materials. These are tremendously useful for manufacturing processes and fuel sources. Like many Forge Worlds they are rather shrewd with their radioactive and otherwise toxic waste products. These are turned into weapons such as the "Radium" class weapons wielded by their Skitarii. Torburnedes has taken this a step further and collects waste products from Imperial Navy and Departmento Munitorum bases to augment their Skitarii forces. They can also supply their factories and reactors with the green substance known as Vespasium that seemingly leeches minerals from the surrounding area. The Forge World has (an as yet unnamed) Knight houshold and a mutural protection pact with the Cremators Space Marine Chapter. Torburnedes has mining rights to the plentiful asteroid belts in the Cremators home system and both the Forge World and Marine Chapter hold training exercises in these unpredictable environments. Anyway, on with the show! Completed stuff! Here was one of my test models. I quickly decided that 1) working with models with a great deal of metallic parts with a white undercoat is not fun and 2) This paint scheme would have been too similar to either Ryza or Metalica depending on how I split up the colours on the Skitarii so it was ultimately dropped. Sadly I lost the opportunity to paint orange Lambda symbols everywhere after abandoning this theme. This was test model number 2. I decided that the deep green reminded me of Victorian-era heavy industrial machines like steam engines so I was happy with the theme. Here's my first Skitarii squad. My favourite trooper was the Arquebus sniper hauling his gun round to a new target. I decided to glue the gun rest onto the gun like a hinge because having it separate would make it far too difficult to use for a gun used by a "relentless" soldier to fire on the move. This squad looks horrifically expensive point-wise but I enjoyed painting them. I learned in the last picture that cameras do no like it when the face of a model is 90% gloss varnish and metallic paint. I will probably highlight that gold with Liberator gold to get more control over the paint in future. I was trying to paint the Forge World Thallax gold and Valdor gold but it was hard with such thin paints that are so eager to separate. I decided to avoid that when I got round to my Vehicles as you will soon see.
  2. Version 1.0

    2407 downloads

    The old House Hyperion look just isn't doing it, so I thought I'd give it a bit of an update. Included are as many little stripes and crescent moons as I could fit, including a custom aquila, and more, including some reproduced details from other B&C decal sheets. This is a LARGE file, designed for designed to be printed in FULL colour, on 200x330mm paper. Typically using an ALPS printer, or a laser that supports white content. Printing this on traditional clear decal paper WILL NOT yield a final product close to what you see on your computer screen. If you don't have access to either of the above printer types, or a special inkjet, If possible, I recommend using a reputable custom decal print shop (I used Bedlam Creations) to have this printed. It may cost some decent cash, but you'll be happier with the result. The uploaded version is 150dpi which should be fine for most uses. A 600dpi version can be had by emailing PMing me.
  3. Hi everyone, I started a Youtube Channel a couple of months ago, and this is my first big project: painting every Skitarii forge world featured in the codex. First Mars Stygies VIII
  4. From the album: Current works

    My interpretation of a Tech Guard, inspired by ben counter's dark adeptus novel.
  5. So a super fast run down of a game I just had with metalica. The game was 2k, Maelstrom Deadlock (start with 6 cards, discard one a turn.) . I had first turn with Metalica. My List looked like this: +++ Unfortunately it's obviously not entirely WYSIWYG. The Scouts represent Fulgurite Priests. Eight of them. And I'm proxying a tech priest - The idea of my list was to utilize the Metalica Dogma and the WL trait to move around the board quickly, and be able to disengage from CC and still shoot. - His Dark Angel list was unusual, and did have a huge slant on Deathwing Terminators. Basically 3 full Tact squads, and 3 Terminator squads with Belial (the guy is a beast for his points). And that eats up a ton of points, but he still had the Ravenwing Bikers.... with Plasma talons and a Libby/Chappy on bike. - I take the high ground with Rangers, everything else is in the middle, and the Rangers spread out as far as humanly (inhumanly?) possible to prevent Deep Strike. + The Rangers did squat all this game. Their role was to pick off HQ's and only hit and wounded one out of 4-6 shots (lost track). Abysmal as usual. But they did prevent deep strike on the flank I guess... - My first turn is stellar... I mean I've never had a first turn this big in 8th edition Maelstrom. I score 7 points on 6 cards. Plus First Blood. His troops were spread out, and I really didn't know what to target. We have a house rule that no more than 2 points can be scored PER CARD to prevent runaways. I was glad we had that house rule or I very well could have ran off with it worse. I got a few objectives drawn in my zone which was darn lucky. The rest were 'kills'. - I zap one squad of Tacticals down to zero, and target the Ravenwing bikers with their speed. I barely manage to get all of those bikers, because I did not want to advance any Vanguard yet because his sizable Deathwing Termie star would rip me a new one if I wasn't defensive. - His turn the Termies come in. My opponent was good about it, but he did keep noting the way I deployed prevented him from getting the Termies anywhere he really wanted to go... so he took a far right table side and opened up on some Ironstrider Ballistarius' and they were easily over run, and the Vanguard took a bit of a beating. One thing I'm not sure about is he took shots at my Onager Dunecrawlers, but just piecemeal. In his defense he really hadn't played against Admech. I let him know these were repairable. MID GAME: - With his Termies in, I could move about the map and do what had to be done. He had scored a point or two and I was less concerned about scoring at this point and more concerned about testing some theories. - I moved Vanguard aggressively. The Priests moved up to cover them. The Vanguard shooting was fantastic with the Plasma but that S3 Radium Carbines on Termies was doing absolutely nothing... I knew I was going to take a blunt of a massive charge soon. - I realized through my 2nd/3rd turn that this many Terminators was a serious problem. I know he had beaten a pretty tough Ork opponent with this list (he had 120 Orks) and it was the 2+ save that was too much to get through.... Sure enough I'm seeing even with Dunecrawlers a lot of it was luck based. - I used the Strategem to get to +2 BS on the Vanguard with Plasma. This did good, but not great! Sure enough the inevitable charge happens. + Here it comes.... - I barely remove any models, I don't score a point. Sure enough he's slowly gaining in points on me but the Deadlock scenario is hard if you can't empty your first turn hand and he has a few tough cards he can't get out of his hand.... - The Termies make it in, but somehow I hold the line. I think I actually made 2 x 6 up Invulns! - My army positions for the counter strike, I have my Infiltrators come in..... and The Termies have to be dealt with..... + the Infiltrators bounce really hard on these marines.... I wanted to stop them from scoring a few points on this objective. And I needed it as well, but it went pretty badly... - Back at the close combat, I didn't lose any to battle shock, so I retreat, and move my Warlord up high enough to 'rally' the Vanguard, and they shoot at -1 back into the Termies. This was huge. - All resources I have hit those termies to free up my lines. This is enough to bring them down but I am shocked how much trouble I am having dropping them. The Kastelans really don't do a heck of a lot.... so he was ignoring them and focusing on the volume / plasma fire of the Vanguard. - The termies in cc with the vanguard are all shot up. So the Priests need a new task, I advance them to where the Infiltrators were destroyed. - My opponent gets another point... I COULD get one myself but I'm more curious about the assault in the corner and now I see the remaining 7-10 Termies as a challenge to get rid of.... - - The last of the Vanguard retreat while the bulk of the army unloads. - So the priests get into CC and they do very well delivering Mortal Wounds on the way in..... And since the Dragoons lead the charge, they took the overwatch. Sure enough his Chappy and Libby hit back (on Bikes) and slap a few Priests around. In his turn I manage to finally kill the remaining Tacticals with the Priests bringing their Invuln up to 3++ and they were ready to take on the Chappy and Libby next. - Much closer to my zone, he moved his termies up as much as he could but with only 5" he really couldn't catch me as I knew I had to kite him... I did so with the Dunecrawlers and I advanced my last, full Vanguard Squad up to get into rapid with him... I got a 6 allowing me a 12" move with no penalty, used the Strategem again and unloaded overcharged Plasma re-rolling 1's.... only the Plasma really did much though, but it was a high volume of stuff... combined with the rest of my army firepower, it finally took down theTermies. He had to concede with only a Sarge and Belial left. - He was a good sport after a tough first turn for sure. And as down on termies as some people are... I was shocked how much trouble I had getting rid of them.
  6. Another thing I thought would be using a Brigade. In my last 3-4 games this is what I've been using for the detachment... in part because it's nice to have an army that can actually do this now! But as games go on I realize my list building is super static, meaning I have no wiggle room once I fill mandatory slots (with often the cheapest items I can) it leaves just enough points in a 2K game for stuff like Kastelans, and a flood of Vanguard/Rangers. Do you guys think this is worth it for 12 CP's? Or do you think it's too restrictive in requirements to build the list you like to use?
  7. So I'm off for another game shortly and just wanted to get this up before I get too back logged with pictures.... This was a really strange game for me. My opponent was Dark Angels and he's new to the game within the last year and doesn't have everything he'd like to bring to a game yet. I will say as preamble I should confess I helped him with tactics where I thought it was critical, but his list was surprisingly... functional. Perhaps that is the best admech type description I could use. :) Sorry but this is all from memory, which like Cawl's is sometimes swapped out for more useful memories such as.... where did I park my Dunecrawler? His list: - Belial - tons of Termies. Mostly 5 man squads with assault cannons. - 3 full tactical squads, usually with mixed weaponry like Missile launcher + special weapon, all in Rhino's - Librarian w/ Adversion (whatever it's called the ol' DA power that makes you -1 to hit something within 24" of him.) - Captain. - Vindicator - Dread with fist/twin Las. Adeptus Mechanicus of the mighty red sands of Mars: - Brigade: - 2 Tech Dominus, 1 Engineseer - 6 x 5 or 6 Vanguard/Rangers. A few Arquebus' etc. Some Plasma Cavaliers sprinkled in. - 3 Onager Dunecrawlers. 2 with Neutrons, 1 with Icarus. - 2 Kastelan's with shooty fists - 1 Datasmith -5 Sicaran infiltrators - 5 Corpuscarii Electro Jazz Hands! - 2 individual Ironstrider Ballastarii with twin cognis Autocannons - 3 Sydonian Dragoons with cattle prods The Game: Red Rock vs the Black Rock. Sand vs Secrets, etc etc... - Maelstrom: We get the mission where you start with one objective card, and can draw up a card in subsequent turns for as many objective markers as you control. This is always hard for my AdMech, as we prefer controlling... code over inanimate things on the battlefield! - Deployment: - Admech deployment features killy stuff around the aura, with defensive positioning on the outskirts by Vanguard/Rangers to prevent uninvited Terminator party crashers. - Dark Angels put rhino's on flanks, and the meat of his shooting is dead center. The Vindicator, Dread and HQ's advance. I know he wants to get his Termies into my board edge but as the Dark Angel player realizes I've spaced things with no way he can do this... so he reconsiders his options and plops all Termies down to my left flank. - He draws a card he can complete, and he gets First Blood and takes the early lead.... His first turn shooting is obviously plinking away at my Vanguard. It is only Stormbolter fire but it is quite a bit of it! Thankfully Shroupsalm is in effect and although he gets first blood I still have some Skitarii left on the flank. His first blood actually game from downing an Ironstrider. - Admech turn is a card I can't complete. He's already owning the middle of the board and the left flank is in serious danger.I elect to keep the Infiltrators in reserve due to unfavourable positioning in his zone. - I change the protocol on the Kastelans successfully, but the middle is decidedly owned by DA and there are two large imperial cylinders that literally block off all LoS. As a side note the Libby cast Averson on my forward squad of Vanguard making them -1 to hit. - Admech start firing back on Terminators while cautiously advancing, but it is quite bad... very bad. A few scattering of wounds. No points for Mars this turn. - Dark Angels advance and capitalize on Mars' lack of CC units and hunker down in the middle of the city preparing for a close quarter fire fight. - Dark Angels draw up 3 cards and some are quite doable. He gets some very handy objectives near his zone, and most of the objective markers he placed are mid field. This works very much to his advantage has he is drawing the right cards to advance and sit on those objectives. Mars is forced to advance. - The Terminators shoot up a lot of Vanguard, The Dominus orders a retreat, and units 'reverse advance' to create a gap, trying to lure the Terimnators into range of the Kastelans. - Dark Angels cast Aversion on the Kastelans this time... which really hurts... and confuses Mars. How is a robot depreciated in efficiency by the warp magic???? Does not compute...! Anyway, I realize the Dark Angels are trying to pinch me in. I have no answer for the Termies in CC, but he is taking the bait on the running Vanguard.... still he draws good cards on my right side, and starts to advance a Rhino with squad to claim one in his zone getting 3 objective markers, and earning D3 points. He's now got a healthy lead of 1111 to 0. That's binary for... I'm getting my ass kicked! ++ Counter measures are made. The Dominus takes control of the Dragoons and warns the Skitarii of the long term plans. This means direct confrontation with the misguided space men of the wrong rock. ++ - Admech have a decent draw but where I am hoping for 'kill' type objectives instead I get 'grab stuff deep in your opponent's zone' type of cards which Admech LOVE to do. (that's Martian Sarcasm btw). - One objective is up my right flank. Another is to have something in my opponent's zone. The Dominus calculates a plan to kill two birds with one stone... prevent the Rhino squad from taking a 'Defend' point, and score the objective instead, while grabbing a point for being in his zone; the brings out the Infiltrators, as well as moving up the Dragoons, and Vanguard. - On the left flank protocols have set in and the trap is set, terminators are in Kastelan range. I heal up two Onagers, and commit the entire double shooting of the Kastelans, and remaining Vanguard into the Terminators, BUT with Aversion still affecting the Kastelans this is a tough turn for me... the Termies with two wounds are still falling but nearly as fast as I need... - The infiltrators do terrible in shooting. The middle is still a mosh pit I can't seem to crack. The Dunecrawlers have been really mediocre to this point. The Vindicator and Dread are still picking away at my heavies but my ability to repair keeps everything going. I do score a point and I'm on the board. ++ Terminators are drawn in to the killing grounds, but the "Aversion'd" Kastelans have technical issues. And the 'bait' Skitarii aren't too happy about it.++ Mid to Late Game: - Although I'm on the board, it's become apparent the game is going poorly for me. Dark Angels have me pinched in on the left flank. Mars tries to hold the middle ground while facing the mounting thread at Mid Table..... - Dark Angels now draw a few objectives that are based on the MID table objective which he is sitting on. Some of these I can't do anything about, but one of them is 'Defend' so Angels have to keep that for consecutive turns. - He starts to put a greater dent into my Dunecrawlers but I keep reminding him to focus fire because my repairs out pace his wound rate. He FINALLY fails Averson. This gives the Kastelans a chance to clear the malware, and reboot quickly! - Dark Angels advance termies closer, and take down a few more vanguard, and damage my last Ironstrider which is taking pot shots at them. He also drew an objective near his right flank Rhino, I have to prevent it... - He scores for mid table, and my Sicarian Infiltrators are hit hard (I could not charge them last turn to get the point for being in his zone). But somehow I pass the armour saves. With his point scored, he's now up by 5-1. - The Datasmith resets the Kastelans and they double fire on the Terminators again, this time with full ballistic skill. This (finally) Kills a great deal of them, the Deathwing are forced to drop their Assault Cannons, Belial and a few heavy handed termies still live, they plod forward... - I grabbed a few decent cards in this turn, and had to push the right side, BUT to make matters worse (or more interesting depending on who you are) I draw the same mid field objective he has been sitting on because he needs 'Defend'. Ouch. I get another card specific to Admech: Do a full repair on something and score a point.. this I can do, But I need to use a Strategem to perform a double repair on a Dunecrawler, but a point is scored. - The Jazz hands turn the corner, and shoot up his mid field stuff... .I use 'Wrath of Mars' but it's terrible... I feel like I did something wrong, and I did.. .(more on that later). ++ Electrolysis-Priests offer free hair removal; Dark Angels refuse the service...+++ - Jazz hands don't do too well here but it's my fault. It turns out I only fired half their shots, total missread of their rules on my part, even though I knew better... very strange, but oh well. As you can see he's loaded up at mid and AdMech is forced to flank. - Finally the Dunecrawlers hit solidly enough to take down the Dreadnaught, giving the rest of the army some breathing space to take on the mid table...if there's enough time, maybe I can salvage this mess? - My fight phase and the Dragoons bring out the cattle prods and smack down the 10 man Dark Angel tactical squad. The Sicarians unfortunately fail their charge into the characters that are supporting the mid table (just off camera above). This means I can't score anything at mid Table. - I do score a few though and I'm within reach of a few points of Dark Angels. END GAME: - Dark Angels score to go up to 7 points holding mid, He can't score points, but he still leads and this is turn 5. The game goes on... - Belial is too far out of reach but the remaining terminators rush an Icarus Dunecrawler. The Dunecrawler would retreat in my turn, and the Dominus combined with an Ironstrider would kill the last of them. Belial would retreat, denying me Slay the Warlord. - The mid table fails a few critical psychic tests. The Vinidicator moves up to prevent me from assaulting the last mid table characters. - Now in my turn I know I need good cards, and a chance to table him... but Belial is clearly out of sight. ++ Mars boldly goes where no Martian has gone before... towards characters at mid table ++ - Desperation time. I draw the card that forces me to get everything out of my deployment, and have no opponents in my zone. I draw mid table, and an objective I'm already sitting on! - This works well with the Dominus' plan to be aggressive at mid. The Kastelans are ordered to fire everything at the Vindicator and kill it. - Jazz hands try shooting again with 'Wrath of Mars'. This time I realize I undershot previously. Even though the squad isn't full strength, I get 4 mortal wounds on top of 6-7 more wounds and a tactical squad is vaped. - I get 'kill a character' by making him the closest unit to a squad of Rangers I advanced. - Dark Angels are nearly tabled, and I have the points in this final turn to put me over the edge. Techically the game should have continued to turn 7, however the cards I drew put me over the top and with only Belial, he could not prevent me from scoring. Admech pulls off a very, very, narrow final turn victory. Conclusions: - I make a point of having the tables with lots of obscuring terrain, but this was brutal. He got to camp pretty darn good at mid field. I'm glad I had the legs on the table to advance without fear of losing high cost units. - I screwed up with the Priests. That miss count almost cost me the game, but I liked them a lot. Fun unit with Wrath of Mars. - Arquebus'. I just cannot get these things to do anything to characters. My best use of them is against Rhino's.. .this seems to happen a lot. But I think people may write them off as vehicle killers but I like them to finish off vehicles. - Tacticals. At first glance I saw his list and thought... tacticals... very juicy for Admech to tear into. I couldn't believe how much trouble I had getting rid of them. Aversion on my Kastelans, turning a 4+ to hit into a 5+ really, really sucks. Having no Psychic defence continues to be an issue. - Terminators. Wow. It's not that I can't kill them, it's just that a lot of the stuff I can kill them with, also happens to be what I need for anti-vehicle, and with the Kastelans psychicly 'nerfed' I had a lot of problems there. - BTW it occured to me in about.. turn 3 that I forgot to deploy my second Dominus. lol But I did not end up deploying him at all. Just in case anyone noticed he was missing. This was a much closer game than I though it would be. It was well fought by the DA. Thanks for reading this!
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