Monday, December 19, 2011

Talos WIP part 2

Here is my magnetized, assembled Talos.  The lighting isn't the best. I magnetized both arms with large magnets at the shoulders, and smaller magnets in the elbow.  The tail is magnetized, and so is the gun on the forearm.  I made the custom chain flails with the hook close combat weapon, 2 chains from a venom, and two chains from the raider sprue.  I think the hook weapon looks good with all the chains and hooks.  The gun mount came to me after I tried to mount it on the top of the carapace, on a tail tentacle, and a couple of other failure locations.  The arm looks pretty cool.  Just need to green stuff the hole on the top of the guns.
 You can see I mounted the talos top bony, injector thing on the underside of his legs.  Looks a lot like a spur on a fighting rooster.  May name him Foghorn Leghorn.

 Here are some changes I made to Brutus.  I gave him an extra tentacle arm, mounted the gun up high, and magnetized his arms a bit more. 
 I added a wrack close combat weapon on his left too.  Now to try a web way portal list.  2 Talos, reavers, scourges, big wyche squads, wracks, and probably some beasts.

Monday, December 12, 2011

1750 list and Dark Eldar Tactica thoughts

Our local group had a great tournament on Saturday.  I wasn't able to play the whole day, but came down as a fill in for one of the rounds my list was:

Asbrudel Vect

Haemonculus: Agonizer, liquifier gun
Haemonculus: 2 venom blades, liquifier gun
Haemonculus: 2 venom blades, liquifier gun

6 Wyches, Haywire Grenades, Hekatrix, Raider w/ Flickerfield
6 Wyches, Haywire Grenades, Hekatrix, Raider w/ Flickerfield
6 Wyches, Haywire Grenades, Hekatrix, Raider w/ Flickerfield
5 Wracks Liquifier, Acothyst w/ Hexrifle Venom 2 Splinter Cannons
5 Wracks Liquifier, Acothyst w/ Hexrifle Venom 2 Splinter Cannons
5 Warriors Blaster, Venom 2 Splinter Cannons

Ravager 3 dark lances, w/ Flickerfield
Ravager 3 dark lances, w/ Flickerfield
Ravager 3 dark lances, w/ Flickerfield

One thing I like to do to make life simple, give EVERYONE flickerfields.  No need to try to remember who has 'em and who doesn't. 

The Tournament was set up well and was a lot of fun.  This was the list I made when I thought I could possibly make it.  Two out of three missions were objective bases, so I brought a lot of troops.  I ended up ruining a Tyranid player's day.  He had a good list, and was a good player, but I ended up winning 3 objectives held by me, and one contested. 

A few things I have learned about my list and Dark Eldar in general.  I have found that, in true Dark Eldar style,  you can play some mind games with the dark kin.

1.  WYCHES ROCK.   Fleet, combat drugs, 4+ invulnerable in CC, Feel no Pain (with the Haemy attached), plasma grenades, haywires and hekatrix,  these ladies are great.  They can take out armor with their grenades, and are great against everybody in CC.  I have found the only wyche weapon I really like is the shardnet and impaler.  I usually don't take them though, because I would rather have another wyche than the special weapon, and I like to shoot their splinter pistols on the way in, if needed.  I find I get more out of the pistol and an extra wyche, than the special weapons. The 4+ dodge save is Demoralizing for the opponent.  It says, "I don't care you have lightning claws, bone swords, etc., sorry you only killed 1 wyche."  Very Demoralizing.  The haywire grenades ruin a tank commander's day too.  Love the ladies. 

2.  Asbrudel Vect is pure mean with a side order of mean.  Also very demoralizing.  He has a very reliable way to get wounds back, his base stats are amazing, and wargear keeps him alive.  In this battle he took out a tervigon-prime combo, 5 genestealers and a hive guard.  He is a beast.

3.  Venom Raider combo.  I really like having Venoms full of less effective troops, and raiders with the more effective troops.  Usually opponents will focus on taking out the venoms because they put out so many shots.  Then your raiders are safe to do what you want with the real threat once the ravagers, venoms, and raiders have softened everyone up.  Then you can swoop in on turn 2-4 and take the objectives leaving the opponent with no one left to stop you.

4.  TROOPS, TROOPS, TROOPS.  Whenever I build a list, I try to fit in some Incubi, scourges, reavers, trueborn, etc, but always ask, "why take them, when I can take some awesome troops with the abilities to kill stuff AND claim objectives."  Its great to do a lot of flying around shooting stuff for turn 1 and 2, and then jump on the objectives with your intact skimmers full of troops.  Many times I have picked up a warrior, wrack or Wyche squad with a venom or raider, and turbo boosted over to an objective. ( I know you can't move flat out the turn you pick someone up, but 12" is still a pretty far move AFTER the troops move in to embark)

5.  Hexrifles are fun and demoralizing.  I know that they aren't reliable, but they are scary for your opponent.
They are also great that the Acothyst can carry it WITH his standard 2, 4+ poison weapons.  He doesn't have to replace anything, just carries it on a holster when not in use.  Its nice to be able to reach out and hurt someone from 36" inches away if your venom ride has gone down, or only moves 6".
Saturday I was very lucky, and my acothyst hit, rolled a rending 6 to wound, and his Trygon Prime was nice enough to roll a 6 for his wound test, turning into an awesome, crystal, Trygon statue.  My whole Dark Eldar army got a picture with it after the battle.  They are trying to tow it back to commoragh in one piece.  The Acothyst, of course, got the crystal head to stand on during battle.  Great shot Bro!

6. Skimmers rock.  Its also pretty intimidating to see 9 skimmers sitting across from you.  Many people came up to us as the game was starting and commented on all the skimmers.  Psychology does start to play a role, and people get into react mode, and forget their gameplan, leaving them open to your nefarious plans.

Dark Eldar are a lot of fun.  I love the new models, the new rules, and how they released everything so quickly.  GW did a great job on this army.  Now, LETS SEE THE VOIDRAVEN!

Monday, December 5, 2011

Talos WIP part 1

Here is my latest creation.  I felt like if any 40k model would be unique, it would be the talos.  I liked the floating original, but wanted a Talos with legs.  I thought that the Haemonculi designers would like the talos on stilts.  I could see them laughing when the monstrosity fell over, and struggled to get back up on its pointy feet.  He looks kinda like an attack chicken.  I will definitely magnetize the tail and arms. 
 You can see he has borrowed some painted parts from his finished brother.
 And he is half held together with plasti-tac.  Great stuff.
 I may move the tail gun up to a shoulder mount on a smaller tentacle, and add the chronos tentacles out the back.  I like that look a little better than having the large talos tail with the gun on it. 

And next to the original.  He is a bit taller which is bad for gaming, but I like the look of him.  I have switched around the magnetization and build of the original a little. He's almost done painting.

Sunday, October 30, 2011

Magnetized Ork Nobz / Flash Gitz / Lootas

 Royce gave me some magnets for my birthday, and now I don't know what I ever did before magnets. I bought bits for 10 nobz minus the heads because I'm using ork pirate heads from MaxMini. My plan is to use the nobz for Flash gitz, regular nobs, or Lootas. I'm not a big fan of the regular lootas, but their weapons are cool. Now I just need finish off the last five and paint these suckers.
 Here is my magnetized Terminator.

Saturday, October 29, 2011

Female Haemonculus Conversion Painted

I really like the way this model came out.  I finally decided that she needs a light base to contrast the dark of her paint job.  The arms are all magnetized so she can have all kinds of different weapons.  I like how the double venom blades work in games.  The liquifier gun came out pretty cool too.  I really like the different shades of brown, with metal trim, and just a little red. 

The cloak/cape I really wanted to look like worn and dirty leather.  I originally painted it black, then drybrushed, washed and wet-blended every brown paint and ink I have onto it.
The liquifier came out pretty nice.  I painted it mechrite red, followed by blood red.  the highlight on the 'half-full' look is Iyanden Dark sun for the top yellow, then 50/50 Iyanden with mechrite red, and then pure mechrite red.  If you place the yellow first, then the mix as close as possible to the yellow edge, and the the mechrite, you can get some great blending and very thin lines. 

Monday, October 24, 2011

Quick battle report Dark Eldar vs Blood Angels

Saturday I played a great game against some blood angels.  Mission was the custom mission for the campaign from last post.  My Dark Eldar did an amazing job.  Sorry no pics.  It was a quick battle between basketball game and birthday party for my son.

My list was:

Haemonculus  +1 initiative Agonizer, liquifier gun (+1 toughness on the Haemy,  The upgrades were from past battles XP we have been running for the campaign and the special weapon from last battle.)

Heamonculus 2 venom blades, liquifier gun

7 Wyches Haywire grenades, razorflails, Hekatrix with agonizer
7 Wyches Haywire grenades, razorflails, Hekatrix with agonizer
7 Wracks 1 liquifier gun

5 scourges, 2 haywire blasters

Talos pain engine, chain flails, extra CC weapon, twin linked haywire blaster.

748 points (if I remember correctly)

no transports for the army as in the mission they are in 4 armor 12 barracks.  The marines get first turn and can come in from any table edge.  Dark Eldar are a fish in the barrel to start.  Barracks are #1 in NW corner, #2 NE corner, #3 SE corner, and #4 in the SW corner.

His list:

5 death company, fist and power weapon
las cannon razorback

5 assault marines
las cannon razorback

Typhoon land speeder
Death company dreadnought.
750 points or so.

Turn 1

So I started a Haemonculi and wyches each in barracks 1 and 2, barracks 2 having my target HQ (target for the marines) wracks in barracks #3 and scourges in #4.  The talos went in to barracks 2 with the hq.

He brought a lascannon razorback on the north and south board edge, with the 5 man marine squad on foot walking up to each barrak #1 and #4.   The Death company dread came on the eastern edge, and the typhoon on the west edge.  Each vehicle fired at a separate barracks, but only #3 with the scourges exploded, killing two scourges in the explosion.  Nothing else to do for the marines.

So that wasn't so bad.  Marines lined up just where I want them.  Cue the Chorus of cackling Dark Eldar.

The wyches from Barrack #1 (NW) jump out of the barracks ready to attack the death company and reclusiarch, the wracks from #3 lined up for some liquifier fun on the assault marines.  The Talos came out to play and faced off between the buildings lining up against the death company dreadnought and the typhoon in the distance.

Shooting saw the scourges hit twice with their haywire blasters, get one glance and one pen and explode the dreadnought.  The Talos shot his haywire blaster at the typhoon and stunned it.  Then the wracks sprayed some ap1 special wrack juice on the assault squad, killing 3.  The assault squad then failed morale and headed for the hills.  The wyches fired at the death company, but all the wounds were saved.

In close combat, the hekatrix took two wounds off the reclusiarch, and killed another death company, while the other wyches dropped another death company marine.  The Death company killed 2 wyches, and passed their 2 fearless saves.

Lots of rolls went my way that round.  Dropping the death company dreadnought, ap1 liquifier and some good hekatrix rolling really paid off.  

Turn 2

The assault marines regrouped and moved toward the wracks.  The razorbacks lined up shots on the talos, the death company was locked in combat, and the typhoon was stunned.  Two lascannon hits rocked the talos, but then failed to wound.  The assault squad shot the wracks and assaulted.  I think 2 death company died, and 2 wyches died, then 1 wrack died in assault.

Dark eldar

The wyches with the Target Haemy came out of building #2 in the NE corner and ran towards the typhoon.  The Scourges shook a razorback.  Close combat saw another wrack fall, and the death company and wyches trade a death each.  The wyches exploded the typhoon with their haywire grenades.

It looks like things are really going my way now.  The talos can open up on either razorback, the wyches should handle the death company, and the wracks should finish the assault squad.

At this point, my opponent's dice really started to betray him, (they had already been horrible) and mine continued to work for me.  The next few turns saw the wracks finish the last assault marine, the wyches finish the death company, but the reclusiarch finishing off the last of the wyches.  He ran and hid from the second squad of wyches.  The scourges and Talos tag-teamed a razorback with haywire blasters, and then the game ended.

KP Dark Eldar- Death company dread, typhoon, razorback, assault squad, death company. 5 
KP Blood Angels- 1 squad of wyches and 1 Haemy 2

Everything seemed to go well for me this battle.  I really like wyches in CC, and agonizers work great for me against marines.  Haywire blasters are fun and effective.  I really needed an agonizer on a wrack acothyst.  I am loving dark eldar.

Tuesday, October 18, 2011

October Campaign game

I have had some requests to keep the points at 750.  Next month we will go to 1000 points for sure.   

These are my ideas for the next battle.

Decapitate the Snake - Imperial Message 456i-w3

The Tyranid, Dark Eldar, and Rogue Trader attack has prevailed again.  We lost our Genetor on the the moon colony.  We have determined that the best course of action is to destroy the leaders of the enemy.  Our reconnaissance has found a base camp of the xenos scum.  The location has been transferred to your Tech-priests.  Capture the Hq at all costs.  He must be questioned and destroyed. 

Axis message

Continue the pressure on the Imperials.  No one must survive our wrath.  All will kneel before us.  No quarter.  No mercy.

Here are my ideas for the October game.  4'x4' table, 750  points.

Imperials deploy 6 inches onto any board edge and have first turn.

Axis deploys in 4 barracks.  Barracks are armor 12 all around, can hold 20 people each, with Jump troops, beasts taking 2 spots, monstrous creatures taking 4 spots.  4 firing slots/windows per facing.   All transports and vehicles are in reserve for Axis and come on first turn, or are put in reserve.  Barracks are buildings with rules as described in the rulebook.

Objective is to capture the axis HQ.   If he is killed in CC, then he is captured by that squad, and is an objective.  Axis can recapture him.  If he is killed by shooting, then he is lost and Axis wins.  He can be transported off of the table by the imperials, but not by the axis.  If he is dead he can be transported by two people who become slow and purposeful.  He is worth 3 points.  Whoever ends the game with him wins.

Axis places the Barracks wherever he likes and must number each barrack.  Then the axis player will note what is in each barracks with restrictions for capacity above.  Yes you can have multiple squads in a barrack, or nothing.  The HQ must be placed in one barrack. 

If you have any questions, feel free to email me 

I also want to get a zombie mission put together for fun.  Will work on it.  October means zombie month. 

Wednesday, October 5, 2011

Female Haemonculus Conversion

Here is a new Haemonculi conversion I did.  I wanted a couple of things:  1) a more dynamic pose 2) 2 cool venom blades, 3) a right handed liquifier gun.  The lower legs are a wrack.  I broke off the right foot and repositioned it.  The upper body front is from a reaver torso with a warrior back.  I added the wrack's back sump and made the liquifier out of a shredder.  I bet the shredders will rock next edition, but right now I can't find a use for them.  A spine/tail will cover the wire.  Greenstuff needs to go in a couple places too.  She has an extra magnet for another weapon if its needed.  

See it painted here Female Haemonculus conversion painted

Also some sniper born.  I like the guy sitting down.

Monday, September 5, 2011

Dark Eldar Razorwing Jetfighter

Here is a project I have been working on for the last week, the Dark Eldar Razorwing jetfighter.  I air brushed the razorwing with red over black, then yellow in select spots.  Then I put the streaks on with my micro tip markers.  Then I smeared them with a damp brush, put on the decals, and painted the white marks on.  Great model.  I love this model.  I want another razorwing.  And I can't wait for the Void Raven Bomber. 

Thursday, September 1, 2011

Campaign Battle #2

Last message had the results. I have the rules for the next game for everyone.

Top Secret Message to Imperial Commanders:

The planet of Jericho and its moon station are being overrun by Tyranid and Dark Eldar attack. The Tyranids have been nigh unstoppable with stories of a Winged Monstrosity that can eat dreadnoughts, tanks, and even our Space Marines whole. For some reason, the Dark Eldar and a well equipped, rogue faction of Guard have hit our planet and orbiting moon at the same time. The faith in the emperor of our garrisons, has been sorely tested. As we regroup, our focus must be on the moon of Joshua 3.

The moon Joshua 3 has an important research station that has been hit, and is almost destroyed. Our Inquisitors have unearthed an ancient relic on the moon, and the Adeptus Mechanicus have incorporated the relic in the body of a genetor to hide the relic from our foes. Hopefully our ruse has not been found out.

The Genetor MUST be retrieved from the moon, and transported to Jericho. If you fail this mission, the Inquisition will look into your obvious lack of faith in the emperor and lack of martial ability.


Message to Tyranid, Dark Eldar, Rogue Trader and Angels Sanguine Commanders:

Our initial attacks have gone well. Many slaves have been extracted, and we have already started to revel in their screams and pleadings. The Hive Mind has been gorging on the biomass they have acquired, and are generating new monstrosities with all the material they have eaten.

Our work of destruction is almost done on dark moon orbiting the planet. A strange source of Hatred and Pain is emanating from a crude, human construct on the planet. Our Haemonculi want to dissect the human's toy to find and amplify the source.

Capture the construct.

Genetor Wanted dead or Alive.

The scenario is the Evacuation scenario from the Big Red Rulebook. We will NOT be using the KP part of the scenario. The Genetor is the point of the whole game. He can be killed, but that does not win the game for the attacker. Whoever is in control of the genetor's body at the end of the game is the winner. If he is killed, then the squad carrying him become 'slow and purposeful', and 2 people in the squad cannot shoot, but can fight in CC.

The Genetor is deathly afraid of vehicles, and will NOT ride in any transport, (other than the shuttle that he was constructed in), named "Mama II". The shuttle is 24 inches from the genetor as described in the rules, deployment as described in the scenario.

The Genetor has a relic incorporated into his body and is an upgrade to a weapon your HQ has. The winning player rolls on the following chart:

1- Weapon Grants +1 Initiative
2- Weapon Grants +1 attack or +1 to a ranged weapon
(ie assault 1 becomes assault 2, heavy 1 becomes heavy 2 etc.)
3- Weapon grants +1 Strength
4- Weapon becomes Power Weapon
5- Weapon Grants +1 Toughness
6- Choose one off of this list

So at the end of the battle the weapon is constructed. Roll the result and then the weapon becomes available to your general for next month's battles. The attribute can be added to any weapon you have available in your codex armory. So as a dark Eldar, if I rolled a 4, I could make a sweet venom blade that is a power weapon. Or a +1 attack agonizer if I rolled a 2. The cost of the weapon is the standard cost of weapon. This weapon needs a suitably cool name, and will be tracked from battle to battle.

Wednesday, August 31, 2011

Escalation Campaign

Our local group is doing an escalation league with a little RP.  I have put together the rules for it, and it has been going well so far.  Here are my ideas and how we are running it so far.  Feel free to use any of the rules if you like.  

If you are looking for painting or modeling, those are coming.  I have been working on my dark eldar lateley.  Let me know what you think of the rules.  The first round saw the axis of evil at 28 points and the Imperium at 20 points.  It has been a lot of fun to play games at lower levels and see what people can shoe-horn into their lists.  

Hq Experience Points

For xp, I am thinking each general would have to keep track of his battles:
win=2 points
kill MC or HQ=1 point
run down enemy squad=1 point
HQ(&/or attached unit/transport) destroys unit/vehicle=1
Enemy general taken out of action=1
Enemy general taken out of action by general=2

These Xp points would be gained 1 time per round, and only against your specified opponent.  That way it wouldn't penalize those people that were only able to play a couple games or over-bonus those that could get in a lot of games.  You can level up at 4,9,13,18,22,27,31,36 etc.  We may have to modify that if it takes too long to level up, or if we get some crazy awesome hqs.  Now an Hq could possibly score 5 points and then die.  If that was the case, he would roll once on the hq death table and once on the upgrade table.  Possibly gaining FNP for the upgrade, and slow and purposeful for the downgrade.  This is all very experimental and subject to change.  I say, lets just try this out and see how it works.  I will get all the rules I have sent out put into a PDF for people to print and keep with them.  Life always gets in the way of my plans though.  Also I originally thought that only one general per battle could gain xp, but now I think it would be fine to have 2 per battle gaining points as we scale up the points.  Any other questions?  Thoughts?  Suggestions?

HQ dies

roll d6

1     Loses 1 CAMPAIGN wound and roll again on the chart. (every leader gets a number of campaign wounds equal to their base wounds.  Once these are all gone, the character is dead.)

2-5      Roll once on the characteristics table
6         Roll once on the Special rules chart

Characteristics roll D6
1     -1 Weapon Skill
2     -1 Ballistic Skill
3     -1 Toughness
4     -1 Strength
5     -1Leadership
6     Roll once on the Special Rules Chart

Special Rules
1-2     HQ 1 Piece of equipment (Most expensive) costs 50% more than usual
3-4     HQ becomes Slow and Purposeful
5        HQ becomes Stubborn
6        HQ rolls once on the upgrade chart  

Each death/downgrade makes the hq cost 10 less points, no matter the result.  You can never lose/gain 2 points off of your original stat line.

Gain experience upgrade, (points to be determined, though I like your breakdown)

Characteristics roll D6
1     +1 Weapon Skill
2     +1 Ballistic Skill
3     +1 Toughness
4     +1 Strength
5     +1Leadership
6     Pick one and Roll once on the Special Rules Chart

Special Rules Chart

1     HQ gains Fleet
2     HQ gains Feel No Pain
3     HQ gains Acute Senses
4     HQ 1 Piece of equipment costs 50% less
5     HQ gains Eternal Warrior
6     HQ Chooses one off of this chart

Again, no upgrading more than 2 points past original stat line.  I wanted to have enough options to keep it fun, but not too many that people get confused/bored.   If your Hq dies a couple of times, and fights about like a wounded kitten, then you can bench him.  Say your HQ you have been using is a space marine captain.  You can choose to have a librarian lead your troops, but if you choose to use a captain, then it has to be the downgraded one. 

The point of the experience points is to add some flavor and tie-in from one game to the next.  If you switch HQs every battle, then you will never get a really cool, super-upgraded one.  

Each player can also use up to two HQs for experience building.  Let your opponent know, and keep track of his XP.  Then roll on the chart at the end of your game to see what happened.  It would be best if your opponent saw and verified the results.

Campaign Points

Battle points are 3 for a win, 1 for painted army are separate from the xp an hq can get.  These points are used every round to see which side won.  So if jed wins 5 battles, mike wins 4, jeremiah wins 1 and Daniel wins 3, and all armies are painted, then you would have (5x3)+(4x3)+(1x3)+(3x3)=39 win points,  5+4+1+3=13 paint points or 52 for the imperium.  Say the axis had 57 points, then axis would win that round and the campaign would start to swing in their favor.
You can send out the battle results to the whole group for bragging rights or just send them to me and I will post the results.  The results will determine what happens in the next game.  Remember, these results are only for your chosen opponent for that round.  You can play other games against other opponents for campaign results but not for xp.  So if you play and lose against your assigned opponent, then win against two other people, and your army is painted all three games you would get:
3 + 3 points (2 wins)   3 points (all three games painted army) for your side. 

Also, subsequent games DO NOT have to be the prescribed game.  You could play a battle missions game, or a random game out of the rulebook, or anything else you and your opponent agree upon.  Just trying to keep it fun.  Let me know if you would like any changes or revisions to the setup to keep it fun.

Campaign 2011

So the two sides will be forces of the Imperium:

Jer.-           Space Wolves  General-Ulf the toothless
Dan.-             Raven Guard    General-Paul "Hawknose" Atreides
Jed.-                   Red Scorpions  General- Comander Cullen
Mik.                  Blood Angels    General-Dante
Joe.                     Salamanders     General- Capt. Foltos and Vuurs'a

The Axis of Evil
Jos.                   Dark Eldar        General Vect
Ste.                 Tyranids           General Swift Death
Tim.                    Rogue Trader    General Phineas Drak
Roy.                 Dark Eldar       General 'Vasectomy' Vect
Dun.              Traitor Angels Sanguine  Captain Rob

For the first battles, lets do a basic anhiliation mission from the 5th edition book with random deployment.  500 points per side.  Army builder lists are best, but you can agree with your opponent beforehand, if you don't have access to the program.  Play on a 4'x4' table, with enough terrain to cover at least 1/4 of the table.  Randomly placed on the table in a manner agreeable to both players. 

My plan is a tree campaign.  Each player will play 0-1,000 games per time period.  I will tally up the results and move us to the next battle.  After this first battle, the results WILL have an effect on the next battle.  So when the imperials win 25 of the battles, and the Axis wins 12, the imperials won that round. 

For the generals,  I am going to assign opponents each round.  You can (and are encouraged) to play others during that round.  Your general can only gain experience against your assigned opponent, one battle per round.  You need to tell your opponent that you are playing for experience this battle, and results will be tallied/recorded.  Both players should play for experience the same battle.  Breaking squads in assault, killing monstrous creatures, tanks, enemy HQs etc. will give you experience.  If your general dies or does amazing feats of awesomeness, you will roll on a chart and gain or lose experience accordingly. 

You can use different generals each battle, or the same one the whole campaign.  Just let your opponent know who the battle leader is.  "This here is Captain John, he has this statline, this experience etc.  I really love this guy, please don't kill him."  Something like that.

Here are some rules to keep things sane. 

For 500-2000 point battles, no Named characters over 200 points.  You can use named characters under 200 points for these battles, and then the big boys on the larger games. 

After each battle, I would like to have the winning player write up a small report with the following stats:

Win = 3 points
fully painted army = 1 point

Also any pertinent information about each hq if it is an experience gaining game. This way the exploits of each general and army will have a history in the game.  

You can play any other play at any time.  If you played against a team mate, that would just be a practice game and wouldn't add to the tally of which side is winning or losing.

My thoughts so far are to have games start off at 500 points, then 750, then 1000, 1500, 1850, and 2000.  Maybe 2500.  then a big Apocalypse game at the end. 

Assignments for the month of September

Jed to play Dun
Dan to play Jos
Mik to play Tim
Jer to play Ste
Joe to play Roy

Once I have all the battles totaled, I will let you know what the next battle is going to look like.

Wednesday, August 24, 2011

New Sslyth and Lhamean Pics!

Now we are talking.  Here are the new pics of the Sslyth and Lhamean.  I like how the slyth is holding the weapon with two left arms instead of across his body.  His head looks a little static.  I would like to see him with his mouth open.  Great upper body for conversions and stuff.  The lhamean looks pretty good.  I could see a Lady Malys conversion easily made from her.  Now I am ready to get a court.  Sweet models.  Originaly here wolves for the wolf god

Monday, August 22, 2011

500 point list battle

Our local group is doing an escalation league and we started at 500 points.  I am running dark eldar of course to get my army all done.  My list was:


Haemonculus Venom blade, liquifier gun


5 Warriors, blaster
   in venom with extra splinter cannon

8 Wyches with haywire grenades, hekatrix with venom blade
   in raider with flickerfields and dark lance

Heavy Support
Talos Chain Flails, extra close combat weapon, twin linked splinter cannon.

My opponent had 2 ten man squads of salamanders with a flamer and multi-melta each, and a captain with ccw and bolt pistol.

We played annihilation with pitched battle.  Now I SHOULD have flown around, blasting the mon-keigh until they were whittled down enough, then swoop in for the kill.  Would have been easy, but rather un-sporting.

So I charged in, had him on his last leg looking for the win about turn 3, when he used a strategic know no fear withdrawal that moved 4 guys out of charge range of the talos, who then promptly gunned him down.  Then my wyches  got ran down by the captain after 2 turns of winning close combat and finally losing a turn, failing a moral check, and getting run down.   Then my warriors swooped in, shot up some stuff, got shot in return, failed a moral check, and ran like little girls.  So he won with 3 marines and a captain left.

500 point lists are fun and different to play.  With this list I really needed someone with some close combat punch.  I probably should have gone with an archon supporting the wyche squad, or used a ravager instead of the talos.  The talos was great in CC, which is always fun.  Next time I need to be more of a sneaky git.

Monday, July 25, 2011

Better Ur-ghul and Medusae pic

So here they are in viewable pics.  I like  both of them, and think they would make a great retinue for Vect in larger games.  Where are the Slyth and Lameans?

New Dark Eldar Urghul and Medusa Pics

Looks like it is from this months white dwarf, so everyone should see these in a few days.  Would like to see clearer pics.  Will post them once I get the white dwarf.  Originaly here- thetorturerstale

Tuesday, July 19, 2011

How to magnetize a Dark Eldar Talos Chronos

Here is the second video I recorded a few weeks ago.  Love this model.

Friday, July 8, 2011

Dark Eldar Collection

So here is a group shot of the collection so far.  I need some Grotesques, new venoms, new scourges, Urien Rackarth, and a few more Haemonculi.  Also some Hellions and Beast squads. So much to paint still.  Click on each for a close-up.

Thursday, July 7, 2011

Talos, Wracks, Haemonculus

Here are some projects I have been working on.  First, the Talos.  He is almost complete.  Just some detail work to do on a few spots.  I like the tail on the underside better than over-the-top like a scorpion.

The weapon arms are magnetized, and everything is set up to change it into a chronos.  I have a video describing it that I will be posting soon.
Here is the Talos with the Haemonculus, wrack acothyst and wrack with liquifier.  The Haemonculus arms other than the sword are magnetized, as are the left arm of the acothyst and liquifier wrack.  Now I can have WYSIWYG haemonculus so I won't forget what he has, and will make sure and use it. 

 Here are some other variants.  I am going to use this bit off of the Talos for a scissorhand for the Haemonculus.
More options.  Love the new wrack models.