Techno-Heresy

In previous posts, I’ve outlined my Mechanicum forces for the Horus Heresy, which are useful allies to my Death Guard forces in 30k. In being lucky enough to get a ticket to attend the recent narrative campaign weekend at Warhammer World, The Invasion Of Lannar IV, I needed to prepare an army. In terms of practicalities, I knew my Mechanicum would take up a smaller amount of space in cases, which would be useful over a weekend of seven games, ranging from 1000pts-4000pts.

With the recent release of the Mechanicum’s Primarch equivalent, Anacharis Scoria, I thought this would be an ideal time to get him ready. I knew I had a week or so to do this, so I started in earnest – and here are a few photos of that progress.

The initial build:

ScoriaWIP1

A comparison shot with Cawl:

ScoriaWIP2

When sprayed:

ScoriaWIP3

(And the next photos will be on the table!)

I also wanted to make sure my rank-and-file looked suitable for gracing the gaming tables at an event where the standard of painting and modelling would be incredibly high. As such, I went and added transfers to all my models (and then weathered them suitably) – an example of the work in progress is shown below:

TransfersWIP

(I chose to be consistent where possible, with the cog-skull icon being placed on the left shoulder, and then the right using the identifier for that particular automata. These vary in size, and with some additional transfers, depending on the size of said robot!).

The weekend’s games were all themed around this invasion, representing a planetary assault and subsequent struggles for control over key areas of strategic value. It was a fantastic narrative, and packing in so many games against superb opponents made for a wonderful weekend, and great celebration of the hobby.

It kicked off with a 4000pts game on the Friday night, where I played against a beautifully Blood Angels army (that went on to win overall Best Army at the event!). I now lament my lack of photos of playing against it, particularly as it had a beautiful Thunderhawk as a centre piece (which I’ve not played against before). Aside from the Thunderhawk, it had three Vindicator Laser Destroyers, a Stormeagle, Whirlwind Scorpius, Command Rhino, and a few large Assault Squads with associated characters, Tactical Squad, Box Dread, and a Leviathan in a Dread Drop Pod (and perhaps other things I’m forgetting!).

The Blood Angels were deployed in a corner – I think I may have seized the initiative in this game, and pouring a whole army’s firepower (bar the Vulturax in reserve), destroyed two of the Vindicators and knocked a hull-point or so off the other, and took out the Scorpius and Command Rhino, making for a very successful first turn – and particularly, by removing the Rhino, impacting on the plan for the rest of the Deep Striking units. It meant that as units then came in (sometimes, scattering inopportunely), I was able to concentrate firepower in a useful demonstration of target priority. The Thunderhawk had a rather large impact, in that using the Destroyer weapon killed Scoria outright – but bringing it down was a really cinematic and exciting moment. In the end, I’d wiped everything out in a fantastic game to start the event!

The army facing down the Blood Angels:

Game1(1)

Shifting focus across the board:

Game1(2)

Continued:

Game1(3)

The second day started with the second game: this time, it was 2500pts a side, and saw the Mechanicum face off against the Ultramarines. The force included a Malcador Infernus (I think!), three Javelins, a Spartan with Terminators, a Sicaran Venator, two Quad Rapiers, and two squads of Veterans in Rhinos. This mission involved deploying opposite one another (corner to corner), with a few objects to seize and control.

Here’s a quick photo of the general set-up as we started getting into the game:

Game2(1)Invariably, with limited scoring choices (and especially so at the lower points level), Veterans jumped onto the objectives in the last turn, but the Mechanicum had exacted a very heavy toll on the Ultramarine forces.

The next two games were 1000pts with our Recon forces, which were part of the theme of the event, as they scouted ahead of the main army to establish a beachhead. The first of these saw the Mechanicum face off against Custodes, in a force featuring Jetbikes, two squads and their commander. Once again, whilst objective based – the Thallax and Thralls proved to be slightly squishy compared to even the moderate AP of their opponents’ weapons, and the trade-off for scoring was perhaps not wholly successful! Here’s a quick snap of the face-off and courageous advancing of the lobotomised warriors:

Game3(1)

(Due to a random event, as the attacker, I lost quite a number of the Thralls in the left bottom hand corner – which didn’t help things!).

The next game, however – against the Space Wolves, was somewhat more successful – and would be one for the sagas!  Three objectives to take and hold, with bonuses scored for successive turns holding them (until they are removed from play). The terrain worked really well for this sort of game, and was suitably cinematic with two roof-top duels – and the Thallax did really well in their advanced role! The Thralls also performed admirably, tying up the Seekers and characters for long enough, whilst everything else worked through the Recon Marines or Tactical equivalents. A couple of photos of the deployment and the action:Game4(1)Game4(2)

Ultimately, I was able to wipe out all of the Wolves, and hold all of the objectives, which I think suggested the potential of this force. It was a great game that went back and forth, and those Thralls again worked so effectively.

The fifth game saw the Mechanicum face off against Custodes at 2500pts this time: featuring Valdor himself, a couple of large squads, Terminators, a Dreadnought and Jetbikes. With objectives in play again, particularly those to defend, it meant I needed to play more tactically than normal – and this did involve a lot of inviting the Custodes on to the massed firepower of the Cybernetica Cohort! It worked effectively to help keep them at bay, and to secure the necessary objectives for the victory. Some photos of the deployment and game:

Game5(1)Game5(2)

The third day then started with another Recon mission, and I got to play my previous Custodes opponent at this points level from the day before. In a game centred around securing a mysterious objective, an opportune seize (I think!) meant I could jump forward and grab this, and try and retreat. We then fought a glorious war of attrition, that eventually just left the Magos standing, unable to obtain the objective at the last. Another brilliant game, that came down to the very last, with the enjoyment of so many Thralls thwarting progress once again!

Game6(1)

The ‘meatgrinder’:

Game6(2)

To round off the weekend, the seventh game was another at the 4000pts level. It all hung in the balance: if all the Traitors could win, we might snatch victory… Safe to say, I did my part in (yet another) wonderful game, against the Imperial Fists. It was the first time I’d played against a Mastodon, and the army featuring Quad Heavy Bolters, a ten strong Lascannon Squad and a ten strong Heavy Bolter squad, lots of Land Raiders, and then Breachers, Vets, and Terminators, in the variety of transport options – lead by Sigismund himself.

Photos of our deployment:

Game7(1)Game7(2)

And, another seize I believe, which meant I was able to really use target priority to my best advantage. Taking out the Lascannon squad early, and starting to whittle things down on one side of the board (away from the Mastodon!) worked effectively. One Castellax maniple nobly advanced on that side of the board to draw that initial attention, and so I could work to remove the other threats before dealing with that and the contents in an epic showdown. Mindful again of the spread objectives, I tried to manoeuvre round to give as much time firing as possible, which worked well:

Game7(3)

Sigismund, with the remains of his retinue (indeed, the last of the force), was all set to charge Scoria and his automata – but failed the charge, and died to Overwatch. A fitting end…! Another great game, pitting these two huge forces against one another, truly emblematic of the Heresy – and a brilliant way to end the weekend!

Afterwards, we rolled the hypothetical duel between Sigismund and Scoria… and Scoria killed Sigismund in that single round of combat (suffering no damage). (As well as Sigismund’s ‘fleet’ re-roll, which was also failed – so clearly wasn’t Sigismund’s day!)

In summary, it was a superb event with a great narrative and camaraderie throughout, and was a real pleasure to take part in. I’m very much looking forward to the next Heresy event now!

During the weekend, I picked up some Vorax to supplement the scout force in future, as well as some additional pads for my Death Guard. The next project is likely to be involving the Heresy, but in a slightly different scale…

 

 

Advertisements

Orbital Assault

The next project for the painting table sees a selection of flying models land, including the Daemon Primarch Mortarion himself, and a number of Drop Pods in the form of several Dreadclaws and a Kharybdis:

Vow 1 Mortarion Drop Pods

These will as ever be multi-functional, for both my 30k and 40k Death Guard, and offer a very direct method of transporting the Legion into battle!

I’ll also be working on things I can potentially deploy within them, including a lot of the great new Death Guard plastic models, and a few other supporting bits in the form of a Librarian/Sorcerer and a Leviathan:

Vow 1 Leviathan and New Death Guard

I have a separate Dreadnought Drop Pod and standard Legion Drop Pods for Tacticals to come at some point as part of the Orbital Assault list, but there’s plenty to be getting on with here. The intention is to do this all in the traditional paint scheme I tend to use – with a few twists to account for the mutations on the new Plague Marines.

Cognisance

I became conscious that I hadn’t posted an update to this blog in ages – and felt that this should be rectified! Since the last post (April 2016), I have not been inactive in the hobby – and have plenty to show, both Death Guard and otherwise! With the recent release of Codex: Death Guard and the new Edition of Warhammer 40,000 (8th Edition), there is an entirely new range of lovely models to build and paint, including the Death Guard Primarch, Mortarion himself, in plastic. This should mean in due course I’ll be getting lots of the newer sculpts painted up in the traditional scheme in order to get them ready for the tabletop.

From a gaming perspective, this has mostly been dominated by games in the Horus Heresy, including a few narrative campaign weekends, such as Throne of Skulls. My Heresy-era Death Guard have therefore have become suitably battle-worn, to match their paint-scheme, and have grown yet further. The next project for them will be an Orbital Assault Drop-Pod list, as I’m looking to flesh out possibilities for running different Rites of War depending on the game or the event. To complement my Death Guard, I’ve been working through a number of Mechanicus/Mechanicum elements, which have been suitably themed to have potentially questionable loyalties, as to whether they may or may not be Hereteks… as not everything’s allegiance is binary…

This aspect of the hobby began in early 2016: I started initially with Skitarii Vanguard, putting together a core of six units – one of which will have three Plasma Calivers, and the rest will have three Arc Rifles:

In order to get a correct number of Arc Rifles, I bought extra from the Kataphron sprue – and with a cut Radium Carbine, and a small piece of plasticard, we were in business!

This progressed quickly, as I look to paint them in a Ryza-based scheme: the use of orange would appropriately tie in with my Death Guard, as well as being a lovely bright colour! After construction, I looked to get things sprayed grey (including a few other notable additions, such as the Dominus and the Kastelan Robots) to go with the pre-built and sprayed Ruststalkers and Infiltrators (which lurk in the back of the photograph…):

SkitariiSpray3

Working then from a base layer of orange on the Vanguard, Robots, Datasmiths and Dominus, it was good to get the main colours on and blocked, before starting to work in on the lovely details:

SkitariiOrange4

Metals and their first wash:

SkitariiWIP5

Carbines and bases:

SkitariiWIP6

Starting to pick out details:

SkitariiDetail7

En masse:

SkitariiNearFinal8

Then, wanting to venture further into the Heresy side of all things mechanical – I picked up some initial bits to start off with and to form the core of the army:

MechanicumStart9MechanicumFirstBuild10

I then worked on a larger selection of robots, in a variety of sizes. Some Kastelans:

KastelanWIP11KastelanWIP12

A mixture of 30k Mechanicum: Thallax, Castellax, Ursarax, a Domitar and a Thanatar, and associated Datasmiths and Priests:

MechanicumWIP13MechanicumWIP14

I’ve also focused on thematic basing, which I believe captures a suitable ‘Martian’ or technical off-cut style, completed with broken cogs and gears, a few tufts of hardy grass, and set around the Ironearth/Ironcrust Technical Paints:

MechanicumBasing15

A close-up example:

MechanicumBasingFinal

To lead them, I added and started to paint a Magos (to be used as Scoria for competitive games), and added another Thanatar for fire support:

MechanicumAdditionsMechanicumAdditionsCloseUp

Here are a few WIP photos of Scoria:

ArchmagosScoriaWIP2ArchmagosScoriaWIP3

It was around this time that I added (yet) another Thanatar, and kept trying to keep everything cohesive, by tying in similar spot colours among the overarching scheme:

ThanatarManipleWIP

Here’s a photo of the (ever-)growing Cohort:

MechanicumArmyWIP

With a couple of pictures of the Thanatars complete, next to their master:

ThanatarManipleCompleteThanatarManipleComplete2

To make sure my Legio Cybernetica Cohort remain legal, I did require some more Castellax to fulfil the core of my army, so had to bulk that up further. I tried to match those armed with four Dark Lances, with four more toting Heavy Bolters:

CastellaxWIPCastellaxWIP2CastellaxWIP3CastellaxWIP4

As well as then thinking about the other things to start adding, such as an additional Magos Dominus and some Tech Thralls:

CastellaxWIP5

For a Bolter & Chainsword event, Loyalty and Treachery, I also pledged to add a number of further options, including Vulturax, Krios Venators, and more Thralls. A few photos of them in progress are included below!

LoyaltyTreacheryWIPLoyaltyTreacheryWIP2LoyaltyTreacheryWIP3

For my Thralls, I wanted to pick out all the details as they are such great models (despite their relatively low points cost on the tabletop!). I’ve picked out all of the cables in different colours, and used these to help tie them in with the rest of the robots. I chose to do these in yellow, rather than orange, just to reflect both their semi-human nature and to be reminiscent of Hazardous Materials suits. A quick progress photo:

LoyaltyTreacheryWIP5

More final details:

TechThrallsWIPTechThrallsWIP2

The support cohort together as completed:

LoyaltyTreacheryComplete1LoyaltyTreacheryComplete2

Having completed this, I now have somewhere in the region of 4,000pts of Mechanicum (and a reasonable amount of Mechanicus, to be totalled), which has expanded into quite a sizeable amount of support units. Bar the Vulturax and the Krios Tanks, I’ve been able to magnetise a case to fit all of the above Mechanicum in – with a quick example shown below too:

MechanicumCase

It has made things very usefully portable! I’ll follow this blog-post with a few photos of it in action: it plays very differently to the Death Guard within the Heresy setting, and will hopefully be a useful contrast and supporting element in future. With the new Forgebane boxed set having just been released, I’ll show some WIP photos of the Armigers, before looking to turn my focus back towards the Death Guard. Until next time!

Continuing to Escalate!

Following my initial vow, our Escalation forces have rumbled on – and I found myself needing to add another 500pts already! Although there’ll be quite a few things that I’ll need to paint in due course, I thought that given the games so far have mostly been Zone Mortalis, it might be nice to add some close-range punch. As such, for my next two vows, I’ve opted to do two Terminator squads – one armed with near basic weaponry, and the other, more lethally, with paired Lightning Claws…

Two more units to vow as part of the B&C’s Loyalty and Treachery:

Vow 5 – 5-strong Terminator squad, with combi-bolters and Power Fists, Heavy Flamer and two Chain Fists.

Vow 6 – 5-strong Terminator squad, all with Lightning Claws

The thought of adding these to my already rather sizeable Cataphractii contingent was too good an opportunity to pass down – and potentially using a load in either ZM, or in future definitely appealed. The aesthetic of their armour very much suits everything I like about the Death Guard – so happy to get more of these fantastic models built and painted for the cause. Armament wise, I’ve gone for two distinctly different squads, in order to fill up the gaps in my current Cataphractii – namely, Chain Fists and Lightning Claws! This ensures I do have a variety to choose from, as and when required.

A photo of them prior to painting:

LampTTermis_zps3jxyc345.jpg

Here’s my first WIP photo, blocking out main areas of colour, such as shoulder pads, ptergues and trim:

BaCTermisWIP_zpsxeltiz49.jpg

And finally, the finished product!

BaCTerminators_zpscjbej6p7.jpg

Glad to have that complete! I’m unsure what I’m going to paint explicitly next, but I think it’s worthwhile considering a 2.5k list and working towards playing more regularly. Watch this space for plans and actual painting!

Otherwise, I’m thinking ahead to things I both need and want to do more broadly. If you’ve ever wondered, this is what a couple of hundred Mantic Zombies look like clipped off the sprue…

ManticZombies.png_zpszrra1lsk.jpeg
One of the next projects!

That Escalated…!

I’m lucky enough that my local club and clubmates are running a 30k Escalation league, allowing for a relatively slow grow project – which suits me perfectly! It allows me to work my way through a lot of lovely Heresy models, and get them looking ready for the tabletop. Combined with the B&C’s Loyalty and Treachery, I can work on a number of units – as well as being able to paint some larger things outside of the Escalation league, to really progress all things Heresy-esque.

I’ve gone with the following 500pts to start – whilst this may not see the table particularly frequently, it begins to fill the void in my 30k army: that of Troops! I had previously invested in some of the nice frills, such as Contemptors and Terminators, so to return to the ‘bread and butter’ of Legion-based armies is great:

Legion Chaplain – with Artificer Armour, Melta Bombs, Plasma Pistol – 115pts
Legion Tactical Squad – with additional CCW, Sergeant with Melta Bombs and Power Fist – 190pts
Legion Tactical Squad – with additional CCW, Sergeant with Melta Bombs and Power Fist – 190pts
495pts

Pictured below are the models all on sprues:

Image

And they look lovely when built:

Image

And with one eye on the future, I also built some Terminators:

Image

As I wanted to do something outside of that, I wanted to also paint the Death Guard’s gene-sire, Mortarion:

Image

Who I’m very pleased with:

Image

Now, I’ve finished my initial vow too:

Image

Image

With a couple of close-ups:

Image

Image

Lots of progress to report on at least – and on to the next thing!

 

 

 

Taking the Legion to war!

I rarely get enough time to play currently, and so when the planets aligned to allow me to take part in my local club’s summer tournament, I leapt at the chance to put some models on the table and roll some dice! However, with the list submission date already passed, I was having to bring something together quickly, without the possibility of really testing it prior to the event. I pulled a list together of things that I thought would be fun or enjoyable to play with, and were things that were painted relatively well so that at least I would have a visually cohesive force, that would hopefully be able to dish out (some) damage. Although I had the possibility of drawing from any current 40k Codex, or indeed 30k, I wanted to play with the most recent Chaos Codex – no allies, frills or gimmicks here! At least ‘ob sec’ wouldn’t be a problem – but building to a 1650pts limit was also another inherent challenge to face. The list I went with was:

+ HQ (230pts) +

Chaos Lord with Lightning Claws, Mark of Nurgle and Sigil of Corruption – 120pts

Sorcerer with two additional Mastery Levels – 110pts

+ Troops (672pts) +

6 Plague Marines with two Plasma Guns, Aspiring Champion with Power Sword and Melta Bombs, with a Rhino – 229pts

6 Plague Marines with two Plasma Guns, Aspiring Champion with Power Sword and Melta Bombs, with a Rhino – 229pts

6 Plague Marines with two Melta Guns, Aspiring Champion with Power Sword, with a Rhino – 214pts

+ Fast Attack (340pts) +

Heldrake with Baleflamer – 170pts

Heldrake with Hades Autocannon – 170pts

+ Heavy Support (405pts) +

Chaos Vindicator with Combi-bolter and Siege Shield (135pts)

Chaos Vindicator with Combi-bolter and Siege Shield (135pts)

Chaos Vindicator with Combi-bolter and Siege Shield (135pts)

1647pts

So I had a list – but I also hadn’t properly played Seventh Edition, and I felt it would have been poor form to show up without at least running the list through. I was lucky to find an opponent who, the night before, would put the list through its paces with a list involving a lot of Deep Striking Terminators. It was a great introduction to 7th proper, against a tough list – but I felt that the Death Guard acquitted themselves well under the circumstances, grabbing several objectives, and summoning reinforcements effectively through some Daemons! I’d dealt a lot of damage, and was probably in the ascendency when the game ended: but it ended in an 8-8 thriller draw. Certainly, I felt better about going to a reasonably competitive tournament with a list that I had road-tested, even if I couldn’t make any changes to it!

On the morning of the tournament, I felt positive that I would at the very least make a competent opponent for whomever I faced, and was very much looking forward to at the very least becoming more adept with the latest edition. Seeing everyone else and their superbly painted and modelled armies was a great boost, and I was definitely excited to play on tables that were fully painted and covered with an assortment of terrain. There were three games to be played over the course of the day, the first was ‘Big Guns Never Tire’, deploying as per Hammer and Anvil. The second, ‘Crusade’, would follow the Vanguard Strike deployment. The third, The Emperor’s Will, would deploy as per Dawn of War.

My first game was against an opponent with a Tyranid force, with lots of big creatures, and so at least facing him down the table would perhaps give me slightly longer to hurl demolisher shells at him. In terms of the objective placement, I knew that I would have to fight into the centre of the board, but I had to hope that I could make a sufficient dent in his forces first. In hindsight, I probably didn’t concentrate enough fire on his larger creatures, with a Toxicrene threatening my flank considerably. Despite summoning two lots of Plaguebearers, and a Great Unclean One, I simply couldn’t chew through his stuff fast enough. Despite having no shooting attacks, the distance narrowed and once in combat, there would only really be one winner. Forgetting my reserve roll in the first instance was probably not ideal – but I would still have struggled, either way!

A photo of the action:

DGTyranids

With the scoring adjusted, taking into account the tactical objectives achieved and kill points, I lost 17-3. But, a superb opponent meant I had great fun, and it was good to play an army that I rarely see gracing tables!

After this game, we took a break for lunch, and had to set up our respective armies for display. I was very proud of my army, and it looked as follows:

DGArmy

DGArmySide

The loss ensured I would be on one of the lower tables, and thankfully, in terms of moving my stuff anyway, I remained on the same table I had played my first game on. My opponent had lost their first game, and I now faced a combined Imperial Guard/Iron Hands army, with two Forgeworld Vultures, with twin-linked Punisher Cannons, that would, in turn, cause some serious damage to my army.

Deploying on the diagonal was certainly a different experience, and perhaps in hindsight I could have chosen the other corner of the table and set my army up more defensively. But, I came for a scrap – and I wanted to show how tough those Plague Marines really were! Regrettably, failing to wipe out a Vanquisher that threatened most of my army early on meant I couldn’t then respond to the Drop Pod landing within my midst. Two Perils of the Warp attacks robbed my Sorcerer of the chance to manifest into a Daemon Prince, which may have secured a failing rearguard. My Lord spent most of the time running between bits of difficult terrain, and I was grateful that his Leman Russ Executioner destroyed itself, having chewed through more than enough of my left flank. Then, the Vultures entered and things became messy. Throwing twenty re-rollable dice at anything is going to ruin people’s days, and I didn’t really have a counter for them. The game finished with my Lord and a lone Plague Marine having finally got to combat and torn the opposition apart, sitting on an objective that counted for nothing. Regrettable! If I had remembered that, I probably would have placed that one out the way – rather than attempting to sit on it for most of the game. When the transports went, getting so few Plague Marines into combat was going to be a nightmare, and sadly I didn’t have the numbers to weather the storm.

My left flank (note, the far left is actually my ‘dead’ pile…):

DG/IG Battle

When I had things left on the board:

DG/IG Battle 2

When things went:

DG/IG Battle 3

This battle scored me a generous 19-1 loss. I’d killed a few things, but the cards were cruel, and entrenched objectives were unobtainable. Holding that one objective that was worthless was also an error!

I knew that for all my hard gaming, running 0-2, I would probably be in the bottom few. To be playing in the ‘wooden spoon’ match was pretty much what I had expected, but I was determined to claw this back! My army certainly had performed well in certain parts, and I hoped to get the synergy right in this game against Liam’s Dark Angels.

It started well: it always does. I’d set up in a way that meant I could get in close early, and hopefully hold the objectives long term, and racked up a healthy lead with some lucky cards, and some good rolling.

First turn - DA/DG

Summoning two Plague Bearer squads early on was useful, and despite being forced to deploy in the corner, it did offer additional protection for my rearmost objective.

Summoning

However, whilst I was casually marauding my Lord and retinue behind enemy lines, two Terminator squads teleported into the midst: and then proceeded to carve into my back line. The sheer fire-power they put out coming in (another great Formation that was used very effectively) meant that however much damage I would be causing to the rest of his army through my Vindicator and Lord, it was being reciprocated in kind through the parts of my army left behind on objectives.

Deep Strike!

That said, most of my army continued to fight nobly – and it was a fantastic game. With spates of luck and terrible/good rolling on both parts, it meant that when the game ended, both sides were thoroughly battered. That healthy lead I had built had crumbled when I was no longer able to hold objectives, and Liam racked up a win of somewhere in the region of 30 points to my still impressive 18, resulting in a 16-4 victory to him when adjusted. It was great fun, and although I still had my Lord, a Plague Marine and two Heldrakes, it would have got little better thereafter. Regrettably, such a loss secured my prize of the ‘wooden spoon’ for a last placed finish, and I was awarded a new game to try!

Marvel Dice Masters

All in all, it was a fantastic day – and I thoroughly enjoyed myself. In future, I think allying with Daemons for the benefits of Summoning would be appropriate, given that I tended to rely on that for the fun factor on this occasion. Or, more Troops may have helped… perhaps swapping out a couple of Vindicators for Maulerfiends may have also helped – but nonetheless, for not being able to play-test and tweak prior to the tournament, I’m very happy with how it performed and most importantly, how seventh edition plays in general. Hopefully, will be the first of many games over the coming months!

And we’re back!

I’ve not been idle – although I’ve been keeping busy I’ve been able to get a fair amount more painted since the last update, and hopefully they’ll become more regular from now on. As ever, the ETL over at the Bolter and Chainsword has allowed me to finish a great deal more than I would otherwise, and has equally pushed myself in terms of techniques and hopefully quality!

After the last update, I entered the Daemonic Pact (3) again at the B&C and was lucky enough to win Artisan of Chaos for the Best Paintjob and ascended to Daemonhood! The following model, one of my three Great Unclean Ones, was my entry:

Unclean One Front

Unclean One Back

Thereafter, I’ve completed a few other ‘random’ things, including adding detail onto a previously painted Ahriman to bring him up to higher standard, a bit of repair work in places, that sort of thing:

Ahriman

Ahriman Back

Getting him to look like this:

Ahriman Complete

Ahriman Complete Back

Then, in a bizarre twist of fate, I knocked him from my windowsill – and his staff broke and backpack came off. It broke in precisely one place, allowing me to do this:

Ahriman Final

Tzeentch is truly the changer of ways!

Separate blog posts with follow with updated pieces of work – and my latest offerings!