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Thanks for the kind words! Looking forwards to seeing those drop troopers with some paint.

And here's my super-mega pro solution for where to put the gunner on the tauros:

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.......yeah, we'll maybe work on that some more.

Minor progress on the chopshop tauros. I looked long and hard at the various arm sets from VM that I have, thinking about converting some to make a good pose for the gunner. Then I ordered a set form Anvil; they arrived the next day and fit perfectly. Just got to do the driver now.

And also, finally got round to building my rough riders from the VM kickstarter last year. There's a whole damn recon company incoming for the army, and it's pretty much a total coincidence. In a while I'm going to get a couple more tauroses and give them the cut and shut treatment, now I know how. Got some expensive days coming up though, so maybe not for a while. Plenty of painting to be getting on with in the mean time.

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Today my commandos played their first game of killteam (against myself lol) the kasrkin rules performed really well, tabled a team of tau and traitor pdf using the solo play rules with only 2 casualties. I'm sure I got some rules wrong but ah well.

 

Next job is to build the aquillons so I can compare them

Edited by Marshall Bretton

Got my rough riders based and undercoated today.

I took a bunch of photos but they all turned out to be terrible. I did also undercoat some baddies as well, and the photo of them turned out, well- take a look.

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Karma paying off or what?

Give a man who knows how to cut and shut plastic kits a tauros venator and he'll make a tauros.

Give the same man a slow morning working from home, and the tools and knowledge necessary to solder, and he'll inevitably drift his project way out of spec.

Did a bit of experimenting and it turns out that a significant amount of a 3mm LED is just inert plastic; all the working gubbins is reduced to a very compact core. You can file them down to really quite a small size indeed.

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Yep. We're doing this. I have red ones too, for the back.

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This is running off a 9-volt, so it's considerably brighter than it'll be with the small coin cells that'll actually fit inside the chassis, but I probably won't need a resistor with the coin cell, so some of that brightness will come back.

I should also note that I pinned the wheels so that I could assemble it all for photos; it'll actually roll a few inches before they fall off. So I guess I'm probably looking at ways to make that more permanent as well. Because apparently I have no self control and now I've let parameter creep into my life it's curled up on the rug and refusing to leave.

 

 

Turned out pretty nicely so far. Have also made an adjustment to the rear wheel mounts, in as much as I drilled a hole from one side to the other and stuck a large piece of straight wire in it so now the back wheels spin without falling off. The front ones are requiring a little more thought.

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And also two more tauroses arrived from Wayland in the post this morning. No, you have a problem.

5 hours ago, Marshall Bretton said:

What do you mean 2 baneblade, a shadow sword and a stormlord is overkill?

That's not even 2,000 points! My Super heavy 2k list is 2 Baneblades, Shadowsword, Stormsword, and 3 Techpriests.

  • 4 weeks later...

Today (Yesterday), my IG took on 2k points of Necrons.  I'm not going to bother to list specifics of their list, a couple of immortal blobs with lords, a couple of the War of the Worlds Doomstalkers, the Gold Ctan, a big blob of Regular destroyers and 3 individual heavy destroyers took on my list;

 

Lord Solar + Cadian Command + 10 Cadians

Gaunts Ghosts

2x Regimental Enginseers

1 10man Cadian Squad

2x Tempestus Aquilon squads, both Plasma/Sniper/Flamer Turret

1x 5man Rough Rider squad

2x Rogal Dorn (Single Cannon+ Autocannon, quad Melta set up for both)

1x Tank Commander (With Grand Strategist)

1x Hydra

aaaand the centerpiece;

1x Shadowsword Baneblade variant

 

We didn't play any sort of typical terrain as neither fo us owns L Shaped ruins, so it was a bit of a weird one.  We ended up with The Ritual mission with Delayed Reserves (Womp), our deployment was Search and Destroy (Which was weird with our terrain set up).

 

Game began with some jockeying around the mid on my behalf as I got first turn, I obliterated one Heavy Destroyer off the rip as well as most of the light destroyers.  Enemy turn saw the destruction of the 10 man cadians who had walked out to the midboard to score early Area Denial and Gaunts Ghosts opted to not create an objective in favor of investigating signals alongside the Tank Commander.  Enemy knocked Gaunt down to one model in their 1st turn,  but survived enough to become a nuisance later on.  Enemy scored Extend Battle Lines as they took the middle objective back off of me; smarter play for me would've been to stay off the objective mid since there was very little chance of the squad surviving anyways, but I misread area denial.  NO biggie!  What was a biggie was Illuminor Szeras rolling an 11" charge to tag one of my Dorns.  Annoying!

Turn 2 was sad.  I have never rolled so poorly.  My Necron opponent fully expected me to be able to eliminate most of his army in this turn, and so did I, but I rolled like absolute dog poop and managed to kill basically nothing.  I did get rid of some immortals but not enough to wipe units, which against the necrons is a cardinal sin.  Volcano Cannon did destroy a Doomstalker, so that was nice.  No devastating wounds once the whole game though with him, though a lethal is what took down the Doomstalker, so that's cool.  Dropped both Aquilon squads with some good rolls on Delayed Reserves, used one to create a ritual (Bad choice), the other to harass the immortal squad (Thought it was gonna work, see aforementioned terrible dice rolls).  Necron T2 saw them clean up both of those squads, I reinforcements!'d one of them to drop the next turn.  (I forgot to drop Gaunt, woops!).  They also dealt critical damage to the Shadowsword, dropping it down to 6 wounds and bracketing it for my 3rd turn.  Enginseer 4+ invuln is a must for a Baneblade, otherwise there was multiple times it would've just died to poor rolls and being reduced to 6+ saves due to AP.

Turn 3 I got in there with it, managed to kill the vast majority of what was left in his army, and even used the Shadowsword to tank shock Illuminor Szeras (Who survived a double dorn melta barrage by using the Awakened Dynasty "Oops I'm not dead" strat), leaving him at 1 wound that he managed to survive through in melee with the shadowsword as well (Cuz apparently a baneblade is only BARELY stronger than a dorn in melee.  Makes no sense).

Each turn I played to my secondaries, and managed to pull it out that way.  I think I scored 5 primary points, and won the game by 5, so that was pretty cool.


We had to stop down at the end of Turn 3 cuz of time commitments, but we were able to talk it out.  We agreed on an end score of 39-34 in my favor.  neither side had a fully painted army (I have like, JUST primed some of my models as I've been trying to finish up my Death Guard).  There was a small discrepancy around 4 of my points for Bring It Down, whether I could finish off the Ctan and the Doomstalker in one turn without the Shadowblade, but it wouldn't have mattered for the win so we kept it in.

 

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Forgot to take deployment pic, here's end of T1 (The Monolith is being used as terrain, not a unit lol)

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Mid T3, basically where we called it (He did some shooting and some melee rolls to see if Shadowsword died, it did :( )

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Edited by DemonGSides
  • 4 weeks later...
  • 4 weeks later...

So over the weekend I got in my first game of the year and it was against CSM. This was a nice mixed bag, a very IW list with a block of terminators, some cultists and a wardog. I used the following list. It’s an expansion on my core 1K but I decided to use Lord Solar as an artillery commander.
521st CIC (2000 points)

Spoiler

Astra Militarum
Strike Force (2000 points)
Combined Regiment


CHARACTERS

Lord Solar Leontus (150 points) (Attached to DKoK)
  • Warlord
  • 1x Conquest
    1x Konstantin’s hooves
    1x Sol’s Righteous Gaze

Platoon Command Squad (60 points) (attached to Infantry squad)
  • 1x Platoon Commander
    • 1x Bolt pistol
      1x Close combat weapon
      1x Power fist
  • 4x Veteran Guardsman
    • 4x Close combat weapon
      1x Grenade launcher
      3x Lasgun
      4x Laspistol
      1x Master Vox
      1x Medi-pack
      1x Regimental Standard

Tank Commander (240 points)
  • 1x Armoured tracks
    2x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    1x Leman Russ battle cannon
  • Enhancement: Grand Strategist

Tank Commander (225 points)
  • 1x Armoured tracks
    1x Demolisher battle cannon
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    2x Multi-melta

Tech-Priest Enginseer (45 points)
  • 1x Archeotech pistol
    1x Enginseer axe
    1x Servo-arm

Tech-Priest Enginseer (45 points)
  • 1x Archeotech pistol
    1x Enginseer axe
    1x Servo-arm


BATTLELINE

Cadian Shock Troops (120 points)
  • 2x Shock Trooper Sergeant
    • 1x Chainsword
      1x Close combat weapon
      1x Drum-fed autogun
      1x Laspistol
  • 18x Shock Trooper
    • 18x Close combat weapon
      2x Grenade launcher
      14x Lasgun
      2x Plasma gun
      1x Vox-caster

Death Korps of Krieg (65 points)
  • 1x Death Korps Watchmaster
    • 1x Plasma pistol
      1x Power weapon
  • 9x Death Korps Trooper
    • 9x Close combat weapon
      1x Death Korps Medi-pack
      1x Grenade launcher
      6x Lasgun
      1x Plasma gun
      1x Sniper rifle

Infantry Squad (120 points)
  • 2x Sergeant
    • 2x Laspistol
      2x Power weapon
  • 14x Guardsman
    • 14x Close combat weapon
      2x Grenade launcher
      12x Lasgun
      2x Vox-caster
  • 2x Heavy Weapons Team
    • 2x Autocannon
      2x Close combat weapon
      2x Laspistol


OTHER DATASHEETS

Field Ordnance Battery (100 points)
  • 2x Ordnance Team
    • 2x Battery close combat weapons
      2x Bombast field gun
      2x Lasgun
      2x Laspistol

Field Ordnance Battery (100 points)
  • 2x Ordnance Team
    • 2x Battery close combat weapons
      2x Bombast field gun
      2x Lasgun
      2x Laspistol

Leman Russ Battle Tank (170 points)
  • 1x Armoured tracks
    3x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Leman Russ battle cannon

Leman Russ Vanquisher (145 points)
  • 1x Armoured tracks
    2x Heavy bolter
    1x Heavy stubber
    1x Hunter-killer missile
    1x Lascannon
    1x Vanquisher battle cannon

Manticore (175 points)
  • 1x Armoured tracks
    1x Heavy bolter
    1x Storm eagle rockets

Rogal Dorn Battle Tank (240 points)
  • 1x Armoured tracks
    1x Castigator gatling cannon
    1x Co-axial autocannon
    2x Heavy bolter
    3x Heavy stubber
    1x Oppressor cannon

Exported with App Version: v1.24.0 (64), Data Version: v525

 

Mission was Take and Hold, Stewarts, Crucible of Battle. I set up my artillery base with the Demo TC and LRBT on the short end, catians and the rest of the armoured support close to middle table. Got first turn and blunted his forward force on my short end with the demo taking out the rhino and the LRBT killing half the CSM unit as they piled out.
The other trio of tanks (vanquisher, TC and Dorn)  heavily damaged the wardog and a vindicator. Bomblasts managed to do heavy damage to one cultist unit. His return fire wasn’t the best. The wardog killed five catians and failed to damage the vanquisher. Both vindicators rolled up, killing more catians and doing light damage to the vanquisher. The wardog crashed into the catian s and took out a few more, dropping the squad toa quarter strength, but the chainsword wielding sgt swung and took off the last wound it had, killing the beast and leaping to take the objective it had just taken. 

 

Next turn the infantry squad arrived to support the catians, the commander doing my favorite order, Take Aim. Vanquisher popped the second vindicator but the other two had issues finishing off the wounded one. The LRBT finished off the CSM squad, both tanks moving to close the flank. Catians finished off the last of the cultists and held the point. His terminators and a daemon prince arrived, the terminators dropping in the middle of the field because I screened my DZ too well. Between them and the vindicator they obliterated the Infantry squad.  The catian got finished off by a squad of CSM that had disembarked from a rear deployed rhino. I popped Reinforcement on them for later. Terminators made their charge into the dorn and did only eight wounds. 

 

Third turn I brought the catians back on the other side to try and take his home objective, the cultist squad near it kept me a bit away from it. It was here I made a major mistake. I left the dorn in CC. I should have backed it off. I did manage to kill the last vindicator, it exploded and killed is warpsmith and nearly killed Cypher. I only managed to kill two of the terminators in the brick, which if i pulled the Dorn I would have had more firepower to throw at them. Some of that went to killing off the small CSM squad that was holding an objective. Anyway, the artillery managed to shave some wounds off the DP as he cowered behind some ruins and dropped the other cultist unit below half. I also should have tried to charge the cultist with the catians, but forgot about it. I charged the TC into the terminators for a tank shock and got one. Also he split his attacks, while he did a decent amount of damage to the TC, he failed to kill the Dorn, combined he would have killed the dorn easily. At this point he was willing to call it. I gave him one of the secondaries he could complete easily, but that still left the score at 55-21 and he had little of his army left. Even if he killed the dorn and TC in CC that would have left his terminators in the open. I was also close to taking two more objectives and he just didn’t have the units. 

 

A nice start to a new year. Now I need to finish the bugs on my desk so I can get started on more guard units.

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Built up my remaining guard models, completely ignoring the upcoming removal of infantry squads and platoon command squads because why not?  Possible candidates for a pledge in the March for March when it comes around.

 

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Spot the impostor…

Edited by TheArtilleryman

FAQ and Points are up!

 

https://www.warhammer-community.com/en-us/downloads/warhammer-40000/

 

Points are pretty rough for the new stuff, surprisingly!  I would have expected Drier and the boys to be extremely low costed to push people to play with them. Not so with where Drier is at. 

I discovered a thing.

And then I bought it, built it and painted it.

Turns out there is a combination of parts out there that can get you the nearest 'not a SW scout trooper' I've yet to see. So, guard army number four is officially started, kind of by accident. Technically, they're traitor guard- I mean, storm troopers have to be baddies, right? But who can tell, if they're completely faceless?

The light had gone by the time I took this so the white armour's washed out, but I'm really pretty pleased with them.

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23 minutes ago, Bonehead said:

I discovered a thing.

And then I bought it, built it and painted it.

Turns out there is a combination of parts out there that can get you the nearest 'not a SW scout trooper' I've yet to see. So, guard army number four is officially started, kind of by accident. Technically, they're traitor guard- I mean, storm troopers have to be baddies, right? But who can tell, if they're completely faceless?

The light had gone by the time I took this so the white armour's washed out, but I'm really pretty pleased with them.

20250115(2).thumb.JPG.31ee9980846e49a910fc412907fe6909.JPG


I actually think they look pretty cool. They’re a nod to Star Wars without actually looking like them. They only look like storm troopers from a distance. Up close they are much more 40K. Nice work.

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