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2 hours ago, War of the Eagle said:

Got 10 Ogryn I'm working on ATM. Pretty fun models. Might up the shading on the skin but kinda going for a pale look.

 

ohvT14i.jpeg

 

 

That's an awesome Chaos ogryn. Definitely feels like one I would encounter in Darktide 

My Squat (proxy Astra Militarum) army has now got a Primaris psyker... he's a "Beer Seer" and channels the power of strong, Dwarven ale to interact with his ancestors...

 

rfUj5Mt.jpg

 

I am currently painting another Primaris Psyker to go with him... a female "Wine Witch" :) .

Today my Imperial Guard got audited – that is, I set out the models to see how I need to adjust things for the new Codex. 


6B8863FD-9258-42FE-B122-70B031839AAF.jpeg.1b2fbe87fd1de2fc92343783d996b51f.jpeg

'Keep an eye out, butt; you don't know whether traps there are here.'

 

Happily, it looks like things won't need to be shifted around too much, and there will be few models left over. A couple of odd outsiders are some shotgun-wielding Guardsmen and sergeants – does anyone know whether these're destined to be 'counts-as', or is there a unit that can take shotguns?

 

Secondly, while my melta gunners from an old Special Weapons team can happily be distributed into infantry squads, I've heard that sniper rifles have largely gone from the Codex – is that right? If you've any idea how I can use three marksmen from an  old Special Weapon team with sniper rifles (in the pic below), it'd be much appreciated. If not, I guess they'll still have a use in Kill Team, or just count as regular riflemen – I've a few visual variants on lasguns, so they won't stick out too much.

 

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Edited by apologist

Regular command squads can have one, kasriken squads can have one (tho its a hot shot one), and krieg squads can have one. 

 

Most things are (they can take what comes in their box) 

 

So I don't think anything can take shotguns (other than Straken who comes with one) 

 

Tho IMO no one looks at the rank and file so of you say they be count as lasguns and not shotguns doubt anyone will give them a second look. 

Edited by War of the Eagle

Took the Leng 1st Auxilia on their first outing with the new Codex. The changes to Ogryns and Bullgryns made a massive difference. The extra 6" range and AP to Ripper Guns gave me effectively an extra round of shooting before being charged by 'Nids, and the ability to shoot whilst in combat meant that when i did survive a round of melee, i wasnt trapped. I ended up tabling the Tyranids in 4 turns, when the opposite occurred against the same list last time i played.

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On 12/8/2022 at 7:07 AM, apologist said:

Today my Imperial Guard got audited – that is, I set out the models to see how I need to adjust things for the new Codex. 


6B8863FD-9258-42FE-B122-70B031839AAF.jpeg.1b2fbe87fd1de2fc92343783d996b51f.jpeg

'Keep an eye out, butt; you don't know whether traps there are here.'

 

Happily, it looks like things won't need to be shifted around too much, and there will be few models left over. A couple of odd outsiders are some shotgun-wielding Guardsmen and sergeants – does anyone know whether these're destined to be 'counts-as', or is there a unit that can take shotguns?

 

Secondly, while my melta gunners from an old Special Weapons team can happily be distributed into infantry squads, I've heard that sniper rifles have largely gone from the Codex – is that right? If you've any idea how I can use three marksmen from an  old Special Weapon team with sniper rifles (in the pic below), it'd be much appreciated. If not, I guess they'll still have a use in Kill Team, or just count as regular riflemen – I've a few visual variants on lasguns, so they won't stick out too much.

 

13.jpg

 

I literally just went through the same thing. I had to redo my entire army because I hadn't audited my guys since early 7th late sixth and have been building nonsense. I feel for you.

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Edited by TechCaptain

EAEW8HI.jpeg

 

DaA1AqO.jpeg

 

Played 2000pt game vs knights. Won 78 to 54.

 

First turn I did terible but pulled it back after that. My sentinals and the bane blade where the MVPs. Delt 16 mortal wounds to a full health armiger so that was rad. 

  • 1 month later...

I completed some mods to the turrets and hull to allow for the fitment of both Dorn and Baneblade turrets to a Dorn. I prefer the Baneblade in the flesh (I feel the Dorn turret to be too small and too rounded for 40k compared other Guard tanks)

 

 

5F5F2724-1AD0-41B4-9787-9D019CF76A03.jpeg
 

 

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Edited by TCC
  • 2 weeks later...

Great progress TCC! 

 

I'm slowly making my way through assembling the Dorn. I've magnetised about half of it at this point. Definitely a lot more fiddly than the LR and BB. 

 

Need to decide what I'm going to do with the gunners and TC. Maybe I have some VM not Mordians laying around somewhere... 

 

Oh and ordered 2 boxes of RR's :biggrin:

59 minutes ago, GreenScorpion said:

Good to know that you are adding stuff to your pile, was there any progress on painting though? Or is it just building stuff?

:ph34r:

 

I mean by know everyone should know I just build and paint grey plastic in dust bunnies :laugh:

@duz_ If it makes you feel any better, I have years of work ahead of me just to paint what I currently have assembled and I still have a lot of stuff to assemble (I should cross the 2900 infantry models built by this weekend :biggrin: ).

Finished piecing together my katsrkin squad. I had to green stuff thier necks so it should have set by the time I get home for work today. 

 

20230227_2027521.thumb.jpg.80f5cc742d3f1292002358f87bb55f72.jpg

 

I plan to get another squad later and just have it as the standard heads to intermix with this squad.

Today I did a field repair on a flamer.

large.C419-321WIP02-03-23.JPG.f8e24dc6a6

 

Please don't tell the techpriests that I used a non-standard fuel line. 

 

 

These new Guard models are brilliant, but there's a couple of annoying things about them. Out of the box the flamer will only fit properly on one specific body, and that's boring. 

  • 2 weeks later...

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