•June 28, 2015 • Leave a Comment

Whoa. I just realised that I started these Word Bearers in 2013. That’s gotta be a new slow record for getting 500pts onto the table! I hope the next 500 will be slightly faster… As you were, citizens.


After Action Report: The Chatswood 500

•June 28, 2015 • Leave a Comment

Sorry, it’s been a while between drinks. That’s partially because I’ve not done much from a hobby sense (that’s no good). So when Franz at the Chatswood GW store announced a 500pt tournament on the 28th of June, I jumped at the chance to get in three solid games of 40k in a day, with the added motivation of getting the last few bits of my 500pt army ready for action.

Continue reading ‘After Action Report: The Chatswood 500’

Operation: Big Brush

•April 26, 2013 • Leave a Comment

So anyway, I belted out a test model. I liked it too, so I decided I should pull my finger out and paint the rest of the squad. Because that seems like something a reasonable person would do. I mean seriously, who games with ONE painted model? Besides, unpainted models die horribly. Because they don’t deserve armour saves. That being said, painstakingly converted and painted models that people want to look at ALSO seem to die really painfully. Like, we’re talking limbs torn off by meltagun fire, only to have the wounds cauterised by the heat from the weapon, leaving a limbless space marine writing in the mud being kicked to death by grots. That’s why I don’t play against people who use grots. Or meltaguns. Or daemonettes, but that’s a whole ‘nother ball game. Technically, not a ball game, as I don’t play Blood Bowl, but I digress.

Painted models! Yes! Continue reading ‘Operation: Big Brush’


•April 3, 2013 • Leave a Comment

I started this blog with the best of intentions, however it was begun at a time that my interest in the hobby was waning. It is only now that, through repeated exposure to the Horus Heresy series of novels, I have rediscovered my interest. Like Warhammer 40,000 was rebooted last year with new rules, and the beginnings of a new wave of codices, it is time for me to reboot this blog to follow the progress of my new project – a Word Bearers Chaos Space Marine army.

Continue reading ‘Reboot’

Intro Models in a Tournament Army? Bah!

•September 23, 2008 • 2 Comments

I know this is an idea that many supposed “experienced” tournament gamers will scoff at with derision, but I am planning to include a lot of “intro” models in my upcoming ork army. Eighteen of the ork boyz from the Black Reach boxed set, plus the five nobz, the three deathkopters (perhaps more?) and even the warboss model. For those of you who have not seen the models, they are simple three piece models, as standard for the introductory boxed sets of the past. Like the Tyranids in the previous incarnation of the game, they are simple clip together models, all in similar poses.

The first of my Evil Sunz orks await the chance to charge into battle... right after they get based and have their eyes painted in anyway.

The first of my Evil Sunz orks await the chance to charge into battle... right after they get based and have their eyes painted in anyway. Click on the photo for the full sized version.

However, if one actually sits down to paint the models, one realises just how damned fine these models are! They are all just as (if not more so) detailed as their mutli-part plastic and metal cousins, with heads, arms and weapons not found in the multi-part kits on the shelf. Mixing at matching these models with the regular, poseable models should ensure that people find it very hard to pick the “intro” models out from the “normal” models, if all painted using the same standards.

The best bit? They are in poses that you can’t assemble “out of the box” from any of the multi-part plastic kits, at least not without the cutting of arms (both your own, and the models), repositioning, and green stuffing. A couple of hand/weapon swaps, and you could even get away with TWO Black Reach boxes worth of orks in any given army. Given the price of the Black Reach set ($95), this is a VERY cheap and fast way to assemble an army of greenskins. Pad the army out with some plastic-fantastic warbikes, trukks and MAYBE a metal character or dreadnought, and you’re done.

Finally, it’s now possible to have an ALL PLASTIC ork army, without sacrificing any “must have” units or characters. Any ork warboss is perfectly happy with a solid core of boys, supplemented with lootas, burnas, trukks, bikers, buggies, trakks, deathcopters and nobz, all lined up behind a plasic warboss (the quality of this model is enough to rival the two metal warboss models out there).

As a friend of mine has found out, you can even swap the plastic warboss head with one of the plastic nobz heads, further ensuring that your warboss (despite being a plastic, clip together model) stands out from the crowd.


•September 18, 2008 • Leave a Comment

A couple of lessons learned today:

1. Devlan Mud is a fantastic wash, easily the finest ink/wash ever produced by Citadel in the decade or so I have been painting Citadel Miniatures. My new motto is “if it can’t be fixed with Devlan Mud, it can’t be fixed”* – seriously, the stuff is awesome! If you’ve not yet slapped it all over one of your models, stop reading this, and go do so (but, while waiting for it to dry, please come back!)

2. It is far easier to apply Devlan Mud wash to an entire model, as opposed to at the end of every section of the model painted. As I’m painting the first five orks, it’s been a case of paint skin, highlight skin, wash. Paint red, highlight red, wash, and so on. For the next hundred and five or so (wild estimates?!?) orks, it will be far easier (and more effective) to simply paint the entire model and then slap the wash all over, before going back and doing final highlights to the metal areas, as well as adding obligatory battle damage.

3. Orks are fun to paint

4. Except when you remember that you need Camo Green as part of the skin colour scheme, and that Camo Green happens to be the only paint that you don’t have at least three pots of (in fact, you have none. For some reason, you have two pots of Warlock Purple though. Why the hell would anyone need more than one?)

5. When taking five orks from somewhere other than your own hobby table to paint, be sure to bring ALL of the orks. I managed to bring five fully assembled and undercoated orks to GW Chatswood to paint today. While painting said orks, five undercoated (mounted on paperclip stands for easier handling) ork heads were sitting unloved on my painting table with only the two pots of Warlock Purple for company

6. Don’t forget to tell your good friend DJ that you were actually going to GW Chatswood to do some hobby, as when he reads your article on your website, he will most likely come after you with a blunt object (or excessivly vocal fellow hobbyists, whatever is nearer to hand) to demand explanations!**

7. Devlan Mud is awesome. If I already mentioned that, I don’t care. Who are you to tell me how to run my own website! Go back to watching your wash dry if you don’t like it! I thought so…

That’s all from my corner (well, not so much a corner as a dingy, musty little room off the basement of my house, but that takes too long to type). Photos on the way… when I take some!

* Keep an eye out for a future article here screaming praise for Devlan Mud

Fifth Edition?

•July 12, 2008 • Leave a Comment

Devourers. I’ve decided I want devourers. Lots of devourers. But not too many. Enough. One unit of ten gaunts should do the trick. Without number, naturally. As many of my readers would know by now, there are at least two important changes (well, two that I have found so far, before putting the book aside to hurriedly assemble the first four gaunts for the army.

The original army list called for two units of twelve gaunts, all armed with fleshborers. In light of the new edition, I’ve instead opted for two units of ten gaunts, one unit armed with fleshborers, the other with devourers. Both units now have now gained without number.

Authors Note: For those who have not read the new rulebook, only units of troops can claim objectives in the new mission. As without number allows units of gaunts to return to the table after being destroyed… At the very least, this will enable me to contest any objectives near my starting board edge, and deny the enemy their use (what possible use any other race would have for a Tyranid spawned objective, I don’t know…)

So why Devourers? Well, one of the other changes in fifth edition is how wounds are allocated. It’s far more realistic, in that a trooper with a special or heavy weapon is just as likely to be torn limb from limb by all manner of grisly living ammunition Tyranid weapons can spew forth. The argument that “if a trooper with a heavy weapon dies, another member of his unit can pick it up and use it” has finally been removed, and replaced with a far more realistic (and amusing, for an army with no special or heavy weapons in a unit, aside from a few exceptions) rule, that states that a trooper is likely going to be the only chap in the unit trained to use the weapon.

Devourers. The very name strikes fear into the heart of guardsmen everywhere (although, to be fair, so does everything involved in a Tyranid army, from a humble gaunt, to the massive carnifex). Despite being at -1 strength, it fires at double the rate of most other weapons (Tyranid weapons are usually assault X, and/or strength X, where X relates to the relevant characteristic on the Tyranids profile). In the case of a gaunt, this means the weapon is firing at strength 2, at assault 2. Now, compared to a fleshborer, which fires at strength 4, assault 1, the devourer might not seem that attractive. The main advantage it has is the rate of fire, when combined with the re-rolls to wound granted by the living ammunition special rule, can result in an unusually high amount of wounds. Of course, it would be mad to put all my spore mines in one biovore, so one unit is retained with fleshborers. Strength 4 with re-rolls to wound means that even space marines will be forced to take a number of armour saves.

Authors Note: Any weapon with the “living ammunition” special rule can re-roll failed rolls to wound. Both the fleshborer and the devourer have this special rule.

In addition to the two units of gaunts, a unit of fourteen hormagaunts have been added, to get to grips with the enemy as fast as possible. To hit hard in an assault, nine genestealers with scything talons (+1A) and rending claws have been added. Despite rending being taken down a notch in the new ruleset (rending is now on the roll to wound, not the roll to hit), this means that they will be perceived as less of a threat. Of course, this means less incoming firepower, so more ‘stealers will reach the enemy alive. Granted, even with rending being less effective, a strength 4 model with 3 attacks (4 on the charge) is still very dangerous (especially when, on the roll of a 6 to wound, it negates armour saves).

To lead the army, I’ve taken five warriors, all armed with rending claws and devourers. Four shots each, at strength four… To back up my lesser troops, I’ve added two Zoanthropes with Warp Blast (mostly to scare space marines and tanks), and thrown in the obligatory carnifex with two sets scything talons.