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Sunday, January 31, 2010

The Unsanctioned

by Steel Thunder
This is a Pillars of Hatred Campaign battle report that was fought between the Cadian 17th Recon Force (Imperial Guard) and the Hambali 501st Regiment, "The Jokers".

1500 Points: Modified Planet Strike/Seize Ground Mission.

17th Cadian Forces:
HQ:
* Colonel Colwyn Dray (Senior officer) with Company Command Squad, (2 snipers, standard bearer, Vox), Astropath & Master of Ordnace. (All with Krak greandes and Carapace Armor)

Elites:
* Stormtroopers: 10 man squad, Sgt, w/ power weapon; Plasma gun, Melta gun: Mission: Recon Squad.

Troops:
* Infantry Platoon: 2 x grenade launchers, Vox, Flamer
* 3 infantry Squads: 10 men each, all Vox, Grenade Launcher, Autocannon
* heavy weapons squad: 2 x Lascannons, 1 x Missile Launcher
* Veteran Squad: 3 x meltaguns, Sgt w/ plasma pistol & Power weapon (Mounted in Valkyrie)

Fast Attack:
* Valkyrie Assault Carrier: Lascannon & Mulitple Rocket Pods
* 2 x Scout Sentinel Walkers (Multilaser & Autocannon)

Heavy Support:
* Leman Russ Battletank: lascannon, sponson heavy bolters, pintle mounted heavy stubber, dozer blade
* Leman Russ Demolisher: Lascannon, pintle mounted stormbolter, dozer blade

Hambali 501st Regiment Forces:
HQ:
* Siabolst Ghan, Primaris Psyker
* Inquisitor Lord Aki, two sages, one warrior, mounted in a Chimera with a multilaser and hull mounted heavy bolter.

Elites:
* Sgt Barnes (Marbo)
* three Deamonhosts

Troops:
*Two veteran squads with three meltaguns each mounted in Chimeras with multi-laser and hull-mounted heavy bolter.
*One veteran squad with three plasmaguns mounted in a Chimera with a turret and hull mounted heavy bolter.

Heavy:
* Leman Russ Battletank (C01 - Bad Humor)
* Leman Russ Executioner (B01 - Riddler)

Aboard the Cobra-Class Destroyer Aggressor , Colonel Colwyn Dray addressed his troops.

"We may have been deceived, and I expect all troops to be on high alert. We have lost contact with the team aboard the Lander, Skyhawk. Inquisitor Lord Aki is not sanctioned by the Inquisition to be here. I expect a trap."

Lieutenant Balkan spoke up, "Sir, you always expect that every situation is a trap...."

The Colonel frowned and looked down at his subordinate. "That, Lieutenant, is why I am still alive after all of these years." Turning his attention back to the troops, the commander continued.

"I want all troops to prepare for a 'hot' landing. We will be deploying via grav chuts and rappel lines. I want all units to form up a defensive perimeter. Reports of active force or warp storms are causing a lot of electrical and atmospheric distortions. Use extreme caution. Communications have been disrupted, but I could have sworn I saw creatures of the Warp around the Inquisitor and his psyker companion. I know that Ghan must be behind this, so he will be our top priority. I want to confront him, and if things turn hostile, either capture him or terminate him."

The troops haven't seen their commander this sober since their days on Armageddon. Most of the troops were new recruits, trying out their hands in the recon forces. Some were veterans for those campaigns, and Squad #17 was going to be deployed via a Valkryie Assault Carrier. Another veteran, Sgt. James 'Jumpin' Jim' Gavin of the 005th Stormtrooper Squad was going to lead the flank attack teams. Sgt Gavin has been with Colonel Dray from his younger days when he was just a Lieutenant and Gavin was a raw recruit. Col. Dray was confident in his men's capabilities, but was hoping for a peaceful encounter with the Inquisitor. Instead, his worst fears were to come to reality.
As the drop ships closed in on the planet's surface, the coordinates for Inquisitor Lord Aki and his host unit of guardsmen revealed that they were in a battle torn section on the outskirts of a small town. The rolling hills and landscape of a broken park with trees was littered with debris from buildings that were blasted by various orbital bombardments and surface fire.
(17th Caidan turn 1):
As the troops of the 17th Cadian Recon force made their landings, the sky was alight with a blinding array of sparks and flashes and glowing cloud bursts from some type of electrical or warp generated storm. The arriving units deployed in a defensive perimeter around the Inquisitors forces, though making them out in the blinding light was very difficult.

(All infantry units deep struck, and landed safely. Due to the night fight rules for the light, no enemy forces could be seen to be shot at).
The forces of the 17th Cadian rapidly deployed, each seeking shelter and position on their hosts unsure if they were in for a fight or a greeting. Lt. Balkan and his infantry retinue moved up into one of the abandoned buildings, signaling to a nearby tank crew. He was hoping for a friendly gesture. Col. Dray awaited his reports.
(Hambali turn 1):
Not wasting any time with pleasantries, it became very evident what Inquisitor Aki's motives were. The Leman Russ Executioner turned it's multiple plasma cannons on Lt. Balkan's squad, and dumped plasma fire into the structure. When the smoke and electrical blasts cleared, Lt. Balkan could be seen falling back, running through the building and out past the heavy weapons team that took up position behind the building his squad was in.

Other units of the Cadian 17th dug in deep (going to ground) from more attacks coming. Most of squad 317 was gunned down by combined fire on the right flank in front of Col. Dray.


(Cadian 17th turn 2):
Col. Dray was most displeased with the turn of events. "Time to show the Inquisitor that we serve the Emperor!", he bellowed to his troops. "All squads, open fire, shoot to kill! shoot to kill!" yelled the angered commander.
The Astropath, Vimillian, who was attached to Col. Dray's command squad immediately telepathically transmitted the orders and coordinates to the scout forces that were outflanking the main strike force. The Astropath proved to be quite good, as all forces arrived on the Eastern Flank, right where Col. Dray had instructed them to arrive.
The Sentinel Walkers came in first, stomping through the trees and ruined buildings. Autocannon fire pummeled the rear of the command vehicle, a Chimera, where Col. Dray was certain the traitorous psyker was issuing orders. The fire from the Sentinels crippled the vehicle, forcing the squad inside to disembark quite unexpectedly. (Enemy forces were pinned). Sgt. Gavin's squad of stormtroopers arrived at the same time the Valkyrie dropped of the Veteran squad and they combined their fire into the command squad with the psyker Gord.
(Hambali 501st turn 2):
The forces of the rogue inquisitor proved to be quite lethal and ready to fight. Three daemonically possessed creatures that appeared to be former Astartes warriors blinked into existence. On the south west flank, one in the central west, and one in the north central sector.
Battlecannon fire from the rogue Leman Russ injured some of the Veteran squad #17 and forced them to take to the ground.

(17th Cadian turn 3):
The warp storms were whipping up again, and the light in the sky was blinding. Col Dray had to avert his eyes from his binoculars, due to the interference. Col. Dray ordered the scout units to close in and take the command psyker. Stormtroopers combined fire with the Sentinel Walkers cutting down more of their number. Meanwhile the Leman Russ demolisher managed to cripple another Chimera with it's lascannon. The Valkyrie moved forward firing it's rocket pods into the squad that was forced to disembark from its ruined transport. The veteran forces of the enemy held their ground.

The Sentinel squad marched through the rubble into the wreckage of the Chimera hoping to kick and stomp their way into the command squad of the psyker. As they stepped on one man, killing him, the other walker swung around and as the blow hit and should have killed the psyker he disappeared. Another man turned to run at this but was chased down by the walkers before he could get away.
(Hambali 501st turn 3):
The radical inquisitional forces continued to harry the Cadian 17th. One of the Daeomonhost monstrosities grew in size and strength and tore into an infantry squad, killing half of the squad and scattering the rest of them, running for their lives. Another of the monstrosities stormed the infantry squad in the woods to the north west corner. That's when the "Marbo Man" Sgt. Barnes showed up. This crazed psycho (not psyker) serves the Jokers and shows up out of nowhere and throws bombs. Well, this time, his demolition charge didn't go very far and Barns realized his mistake and was forced to flee from his own attack. (Essentially killed himself, but Barnes always gets away. ;-) ) Sgt Drake stepped up, carving a piece out of the daemonic being with his chain sword, but lost a couple of his men.
The forces from the inquisition were able to damage the Valkyrie, forcing it to crash land. Hopefully, Col. Dray thought, that vehicle may be able to be salvaged.
(Cadian 17th turn 4):
Col. Dray was concerned with the continued Warp Storm. Visibility was bad. He could hardly make out his own troops, let alone those of the enemy. Captain Fawkes, the Master of Ordnance was forced to hold off on most of his orbital strikes to come from the Destroyer over head.
The troops from the infantry squad and stormtroopers combined their fire into the Daemonhost creature that charged them. They successfully managed to cut down the creature. On the west side of the battlefield things dind't go so well. The daemonhost in the northwest finished off and scattered squad 812. Sadly, the Demolisher tank on the Western Flank continued to either miss the daemonic creatures, or they somehow were able to withstand lascannon and demolisher cannon fire.
(Hambali 501st turn 4):
With a daemonhost holding the north west objective, the Hambali turned their attention to the heavy weapons team, that was blinded by the light of the warpstorms. The Riddler, the plasma cannon armed Executioner tank obliterated the heavy weapons team with concentrated plasma cannon fire. Fire from the Leman Russ battletank managed to rout Sgt. Gavin's team, forcing them to fall back.
As it stood, the Cadian 17th had one objective, and eliminated the enemy HQ. At this point, the Hambali had 2 objectives and was closing in on a 3rd with 2 more turns to go.

(17th Cadian turn 5):
With a break in the blinding light of the warpstorm, Col Dray ordered his Leman Russ tank to fire upon troops by the wreckage of the chimera in the north central part of the battlefield. Their attacks pinned the troops into their position, temporarily keeping them "off" the objective. The Demolisher tank turned its attention to the North West corner, firing lascannon and demolisher cannon at the daemon host in the woods on the objective there. To no avail. The daemonic creature held up under heavy cannon fire, again keeping it's foothold on its prize.
(Hambali 501st turn 5):
Troops from another Chimera moved to close in on the western flank. It threw a track upon trying to make it onto the wooded hill. Another one, that was believed to be Inquisitor Aki's transport moved to the central western objective. Combined fire from the Chimera and Leman Russ took out the Sentinel Walkers, thus preventing them from contesting the central objective.
(17th Cadian turn 6):
Time running out as well as manpower, Col. Dray issued one last order to fire. Again the Demolisher tank unleashed is payload at the Daemonhost creature on the north west objective, and again the horrid creature avoided death. The Leman Russ Battle Tank, snipers in the command squad as well as the Master of Ordnance called upon all they had at the troops sitting on the central objective. Again, the inquisitorial guardsmen dug in deep in their cover and proved just as tough to dig out as an Alabama Tick. Sgt. Gavin managed to bring his troops back around, but all they could do any more at this point was to lay down cover fire to allow his commander, Col. Dray and his forces to withdraw from the battlefield.
(Hambali 501st turn 6):
With their daemonic forces holding out against all odds, they moved into position, thus securing 3 objectives. They fired a few parting shots, Inquisitor Lord Aki climbing atop his Chimera and looking straight across the battlefield to meet the gaze of Col. Colwyn Dray. Peering through his binoculars, Col. Dray could see the defiant sneer upon the Inquisitor's face.
Colonel Dray turned to his command squad. "I think it's best we pull our forces back and contact Imperial Command. This situation has grown dire. We will need to come back with reinforcements."

As the 17th Cadian Recon force pulled back, the Warp Storm grew in intensity. The blinding light providing ample cover for the "Loyal" Imperial forces to make their escape.

As they made their way back to a safe zone, Col Dray asked Sgt Gavin about the enemy commander. "Jim, what happened to that damn psyker, Ghan?" Sgt James Gavin removed his helmet and stroked his mohawk. "I'm not quite sure. I saw the Sentinels walk into the wreckage of the chimera. One man got crushed by a stomp and the psyker got knocked back but then he disappeared."

Col Dray looked at him puzzled. "What do you mean he.....disappeared?"

The Sgt looked at him with a concerned look on his face, and brow furrowed. "That's just it, the second kick should have gone right through him, but he vanished. Like when that daemon warrior got popped that we shot at...."

Quite a game. At turn 5, If I could have killed the Daemon host and pushed the other unit off the central objective, I could have won the game 3-2. Instead, Inquisitor Aki and his men take a 6-3 victory, but we did manage to get his Commander.

For more pictures of this battle, click here.
For more information about the Pillars of Hatred Campaign, click here.

Saturday, January 30, 2010

Berks Events

Here are the upcoming and ongoing events that the members of the Berks Warhammer 40K Club are participating in:

Berks Spring Assault
1000 point four game Warhammer 40K Tournament
April 24, 2010
Reading, PA


King of the Hill Campaign
Open campaign
Ongoing

Pillars of Hatred Campaign
Closed campaign
Currently on Round 1 of 6

Taupocalypse
Apocalypse Game
Date: TDB
Contact Jon K for more info

Friday, January 29, 2010

Berks Daily Pictslate - 1/29/2010

IMG_7657
The Grey Deamon of Doom!

Kabal of the Sundered Fist

Dark Eldar
Charlie "Dark Lance"

Archon Zul Kath
The Lord of the Kabal of the Sundered Fist. Archon Zul'Kath was the fiercest of the warriors inside of the Kabal when it was led by the Archon Unlin S'nva, Kath slowly accumulated followers and undermined S'nva's grip over the Kabal. The treachery and deceit that Kath used to achieve his position is spoken of in many of the other Kabals.

Dracon Tareth

A fierce protector of Archon Zul Kath, Tareth was once an Incubi bodyguard. After proving his devotion a hundred times a hundred to Kath he was rewarded with the task of Kath's Dracon. This position of power inside of the Kabal has allowed Tareth to savor the souls of many more captives and to bring forth a terrible fighting power to the Archon's side.

The Retinue
Made up of handpicked warriors and Incubi the Retinue follows Archon Kath and Dracon Tareth into battle, protecting their lords with their lives.

The Wyches
The Kabal of the Sundered Fist has a close alliance with the Wych Cult of the Horned Skull, as proof of this alliance the Archite Shilla I'viin allows a group of her Wyches to fight alongside the Kabal's warriors.

The Grotesques
Monstrosities created by the Kabal's insane Haemonculi the Grotesques often follow their masters into battle, shrugging off hits and moving ever slowly towards their enemy.

The Warriors
The core fighting units of the Kabal are its warriors. Able to field the most fearsome of the Dark Eldar weaponry they bring fire support to any combat.

Sybarite N'van
The Sybarite N'van is one of the Archon's most loyal warriors, proving his worth a multitude of times over the other warriors in the Kabal. N'van leads his group of warriors into combat and often comes out with more slaves and souls than others.

The Raiders
The Raider-born warriors of the Kabal are a fierce group due to their ability to strike quickly from far away. Aboard their Raider these warriors can unleash their weapons on unsuspecting foes.

The Talos
The most fearsome creation of the Haemonculi is the Talos. This monster move across the battlefield killing or capturing those who stand in its way.

The Scourges
Winged warriors who can strike deep behind the enemy to unleash a withering hail of death from their Splinter Cannons the Scourges are only slightly insane, disregarding their own safety to take delight in creating havoc and confusion.

The Ravager
The mobile gun platform of the Kabal is the Ravager. This armored Raider can bring the most powerful weapons to bear on the enemies, disintegrating them.

Total Slaves Captured
8 Necrons
8 Space Marines
3 Ork

 
Battles Won
-None-

Battles Lost
-None-

Other Notable Battles
1/9/2010 - Battle for Berks - Fourth Place Overall (78.75 points) and  Best Sportsman Award




Thursday, January 28, 2010

Berks Daily Pictslate - 1/28/2010


MINE! All MINE!

Khorne Dreadnought

by Erik A

Some of you may know that I set a goal for myself this month of painting 25 pts of models for my Khorne Army. Well after completing the Rhino and Defiler I finished up one of the two dreadnoughts this army will have.

All I need to do is to touch up the 11 marines I used in the tournament and I will be not meet my goal but have surpased it. I am therefore setting a new goal for February of having 35 pts painted for the month.




That is 5 more points towards the Painting Challenge by Erik!

Wednesday, January 27, 2010

Berks Daily Pictslate - 1/27/2010

IMG_8624
In the grim future of the 41st millennium, Space Marines fall from the sky in empty disk spindles.

Pillars of Hatred Campaign, Round 1

by Inquisitor Lord Aki

Pillars of Hatred is a six round narrative campaign. Each of the six players receive instructions for the current round as well as who they will be playing against. Instructions are only provided to the players when everyone has completed the previous round.

The games themselves consist of a point based missions with opportunities to purchase items for their army based on the narrative. Each game is 1500 points.

The purpose of the campaign is to ultimately reinforce the background story of each player's army or to change it. Each round will force the players to make decisions that may contradict their army's character. Such is the way of war.

The armies that are playing are:

Army of Ten Rings (Chaos Space Marines) - Erik A
Cadian 17th Recon Division (Imperial Guard) - Mike B
E'Co Sept, Ordo Xenos (Tau) - Jon K
Firestorm (Tau) - Angel C
Hambali 501st Regiment (Imperial Guard) - Ed M
Salamanders 2nd Company (Space Marines) - Andrew U

Below is the Round One Mission, which can also be downloaded by clicking here.

At the mid-point between Ocularis Terribus (The Eye of Terror) and the Storm of the Emperor’s Wrath lies the Chimerian System. Once known for its output of valuable ore, the planet of Bein-Telu (pronounced Bane-teh-loo) has been ravaged by war. The hive cities have been razed by chaos forces, its ore pillaged by xenos, its populace desolated and either killed or stolen away into slavery.


For more than 100 years nobody looked upon Bein-Telu as anything more than a useless rock. But recently, a navigator on the trading vessel Intrepid Loyalty noticed a dim light in the warp that corresponded to the location of Bein-Telu.


Curious as to the nature of the light, the Intrepid Loyalty dropped out of warp and, according to protocol, sent a message to nearest Imperial planet prior to moving closer to investigate. The message was the last anyone heard from the trading vessel.


In the four years since the loss of the Intrepid Loyalty, the psychic pulse from Bein-Telu has grown brighter and more intense. For some, it acts as a beacon within the warp and draws them toward their doom. For others, it drives them insane or kills navigator of the ship outright, leaving the crew stranded in space or worse - in the warp.


The area of space has been quarantined under Inquisitional Authority and the lead investigator into the phenomenon is Inquisitor Lord Aki of the Ordo Malleus. He has set forth a plan to discover the source of the psychic beacon and destroy it.


Or to harness its power for his own personal use.

"Loyalty, like water, can either flow in an unexpected direction, vaporize and disappear, or harden into a cold and deadly weapon." ~Inquisitor Lord Aki

Message to Commander Shas'O Mont'Kyr, E'Co Sept, Ordo Xenos:

Honorable Mont'Kyr,

Thank you for hearing my application for your assistance to investigate the anomaly on Bein-Telu. I hope that our working relationship can match that which you have with Inquisitor Lord Lukas. We all share the common goal for eradicating all that which cannot be swayed nor convinced to achieve the betterment of all through working together.

It is obvious that the chaos taint on this planet is strong. We must discover it's source and destroy it. The localized warp squalls are making communication to our ships difficult at best. To tell the truth, I can no longer determine if your ship, the Kauyon, is still in orbit.

There is one message I did receive prior to losing communication with my flagship, and it is troubling. It appears that a Tau vessel named The Equuleus has entered into the system with the intent of finding and harnessing that which we know cannot be harnessed.

It appears that they have been corrupted by evil. They will be at your position soon and may even claim to work for The Greater Good, but the messages my team has intercepted indicate that they will betray you.

I implore you to do as you deem appropriate.

For the Greater Good

~Inquisitor Lord Aki

Message to Brightblade of the Tau Firestorm:

Commander Brightblade,

My name is Inquisitor Lord Aki of the Imperium of Man. While I am aware that there are tensions in official relationships between the Imperium and the Tau Empire, those tensions are at a higher political level than I care about at the present time.

This planet is cursed. While I know that you may look at things in a more logical manner, I am sure you have seen the effects of chaos through your distinguished career.

I seek your help to prevent the further spread of chaos, a goal in which I am sure we both share.

A detachment from the Tau Empire known as the E'Co Sept has landing on this planet and the commanders, Shas'O Mont'Kyr and Shas'O Kais have been corrupted by the chaos gods. They lie in wait at your planned landing coordinates to destroy you.

I only wish all communications were functioning so you could perhaps convince the E'Co Sept to again work for the greater good. It appears, however, that you are only able to receive messages.

I am moving more forces to reinforce your army.

For the Greater Good.

~Inquisitor Lord Aki

Message to Colonel Colwyn Dray, Cadian 17th Recon Division:

Col. Dray,

Your landing coordinates have been transmitted. In anxiously await your arrival planet-side.

Together, we will purge the chaos filth from this world and reclaim it for the Emperor!

The Emperor Protects.

~Inquisitor Lord Aki

Message to Lord Stavros of the Army of Ten Rings:

Lord Stavros,

Those who worship the corpse emperor have arrived as you expected. I will lead them to your exalted army where you can personally crush them.

~Lord Aki

Message to Captain Ver'Asa, Salamanders Second Company:

Captain Ver'Asa,

I am gracious that you have answered my calls for help. Bein-Telu has collapsed into chaos as the dark gods fight each other for control over it. But that is not the most terrifying discovery.

There are artifacts that exist on this planet that, if captured by the Great Enemy, will prove disastrous for the entire sector.

I have provided the coordinates of a traitor Marine conclave and I request that you attack it as quickly as possible. My forces are under siege and are unable to assist you in the matter at the moment.

I pray to the Emperor for your victory and look forward to fighting alongside your noble warriors soon.

The Emperor Protects.

~Inquisitor Lord Aki

The Pillars of Hatred Campaign

Welcome to the Pillars of Hatred Campaign!

The campaign will consist of five games for all players with an additional game for the top two players. You will play each of the opponents one time throughout the course of the campaign.

Each game will be considered one "round" in the campaign. You will receive the mission for each round when all players have completed the previous round.

Each game will consist of a specific mission for each player. Points will be rewarded based on the completion of that mission. Your starting position in the subsequent round will be determined by the comparison of points with the player your are against in that round.

While the purpose of any battle is to win, the primary purpose of this campaign is to define the character of your army. Each round will force you to make decisions that will either reinforce your army's story or contradict, and alter, that story.

Each missions will allow the players to purchase items that may give them an advantage. While some of these items will seem unusual, the point value and description of most of these items come from other codices.

"There are no right or wrong answers. There are only decisions and the repercussions of those decisions." ~Inquisitor Lord Aki

ROUND 1: The Landing

The battles for the first round will be fought between:

Defender:
Hambali 501st Regiment
Ed M (emlynar@hotmail.com)
versus
Attacker:
Cadian 17th Recon Division
Mike B (steelthunder@comcast.net)

Defender:
Army of Ten Rings
Erik A (eangel17954@yahoo.com)
versus
Attacker:
Salamanders 2nd Company
Andrew U (ushean01@gmail.com)

Defender:
E'Co Sept, Ordo Xeno
Jon K (eosanalpha@yahoo.com)
versus
Attacker:
Firestorm
Angel C (crespo0452@comcast.net)

Mission: Modified Planet Strike
Deployment: Pitched Battle (12" from table edge)
Points: 1500
Objectives: four, placed by the defender

Scenario:

The defender is already on the planet while the attacker is making planet-fall. The attacker will have the first turn.

The defender must prevent the attacker from gaining control of the objectives.

Set Up:

Put terrain on the board as agreed up by both players. After the terrain is set, both players will roll a die to choose table sides.

After the table sides are determined, the defender will place four objective markers within their deployment zone. The defender will then place all units not coming in as reserves. The defender will then deploy any infiltrators.

When the defender is done, the attacker will then deploy any infiltrators. No other units will be deployed at this time (see First Turn section for more details).

Any scout movements will then take place. If both players have scouts then roll to determine which player moves their scouts first.

Winning and Scoring:

The defender owns an objective if ANY defending unit is within three inches of it and NO enemy non-vehicle units are within three inches of it.

The attacker owns an objective if any attacking non-vehicle unit is within three inches of it. The non-vehicle unit cannot be embarked in a vehicle to count as scoring.

Non-vehicle units include infantry, walkers, HQ units, or elites. Essentially, any person, animal, or alien counts as a non-vehicle unit. Transports, tanks, armor, flyers, etc., do not constitute as non-vehicle units. If there is any confusion then agree on an answer with your opponent prior to the game.

Each objective controlled is worth TWO mission points. Keeping your leader alive is worth ONE mission point. Killing your opponent's leader is worth ONE mission point.

First Turn:

The attacking army will go first. Every non-vehicle unit is eligible to deep-strike on the first turn or may be held in reserve. All vehicle units or units not deep-striking will move in from the attacker's table edge.

Warp Squalls

The barrier between reality and the warp on the planet of Bein-Telu is weak. This causes many atmospheric disturbances.

At the beginning of each GAME turn (not player turn) both players will roll 1D6. If the combined total is 10 or above, reality is ripped, resulting in blinding light, hurricane winds, and blowing debris. Night-fighting rules are in effect for the entire game turn.

Influence of the Warp

Because the barrier between reality and the warp is so thin, those who may have psychic tendencies feel the dark gods calling to them, begging them to use their power.

If you decide to use the dark powers, designate one character in your army that will be used to channel the raw rage of the warp in the form or a Warp Attack. This attack can be used instead of the character's normal shooting attack and cannot be used in close combat. Being a psychic attack, a psychic test is required every time it is used.

This ability costs 30 points and has the following profile:

Range: Unlimited    Strength: 9     AP: 3      Type: Ordnance Barrage 1*
*If a hit is rolled, the template scatters 2D6" in the direction shown by the arrow on the 'Hit' symbol. If an arrow is rolled, then the template scatters an additional D6" (for a total of 3D6"). In either case, if the character using the attack has line of site to the target he then reduces the total distance scattered by his Ballistic Skill. This attack cannot be made if the character moved in the preceding Movement phase.


Tuesday, January 26, 2010

Monday, January 25, 2010

Berks Daily Pictslate - 1/25/2010

IMG_0350
Cap it!

Paint by Mistake

by Inquisitor Lord Aki

I am not a good painter. Most of the time I am unmotivated. The rest of the time I am impatient.

I've read the "How to Paint..." books from Games Workshop. Color Theory, Opacity or Coverage, Glazes, Lining In, etc. Blah, blah, blah. If it takes me too long to complete a mini then I get bored with it.

But having a painted army on the field is a beautiful thing. Giving life to my little plastic and metal men is my goal, even though actually doing it is a bit of a challenge.

In my last article, Paint to Play, I described how I slap paint on the models so I can at least bring them to a three color minimum. But that is only a start.

Let's finish the minis.

If you followed my previous instructions, you should be left with something like this:

It's a start, and you haven't done anything that will need to be undone in order to finish it off.

Find yourself a medium paintbrush that you like. This shouldn't be a fine detail brush, but something a bit bigger. You should be able to reach into some rather small areas with it.

Remember, the more times you need to stop and get more paint on the brush, the longer it will take to paint your mini.

Once you find the brush you like, get two or three of them. When painting in batch-mode (many models at once), the paint will bunch up on the brush and make your accuracy bad. In addition, you will start seeing individual bristles pointing in strange directions that will also create mistakes.

If you have two or three brushes, you can switch off easier while painting your batch. Also, pick up some brush cleaner at a hobby or art store. Use it to not only clean your brush, but also to form the bristles back into place when you store it. All you need to do is get it wet and run your brush through it. It is like watered down wax. Use your figures to form the bristles then put the brush away. The cleaner will dry on the bristles and that will keep the form (and extend the life of your brush). Just remember to dip it in water before you paint with it again.

The Paint by Mistake method is exactly what it sounds like. You are going to paint, make mistakes, then paint some more, make more mistakes, then paint again. It is not as bad as it sounds if you remember the golden rule: DON'T WORRY ABOUT YOUR MISTAKES!

I usually start with the major colors that I haven't already applied to the model. In this case, it is the skin. Just slap the paint on the model. Over time your accuracy will improve, but right now it doesn't matter if you get paint on other areas of the model.

Remember, when you make a mistake, just keep going. Don't fix it now. Fixing it now will mean you will stop, clean your brush, close the paint, open a different pot of paint, stir it, fix it, close it, clean your brush, open the first color of paint, stir it, then continue painting. Do you realize how much time you have just wasted!

Just keep painting your models with that color.

Once you get that color done, move to the next color until you have all of the different colors you want on the model. If I'm right, you are not aiming for a Golden Deamon and are happy with six or fewer colors.

When you have all of the colors you want, start at the last major color you put on the model from the "Paint to Play" instructions. In this case, it is the black-grey of the lasgun. With a smaller brush, fix any mistakes that are made on this color for your entire batch. It will not take very long - only a couple of minutes - to do this on all of the models in your batch.

Again, if you make a mistake, keep going!

When done, go to the next major color. In the case, it is the green armor. Do the same thing with the small brush - fix the mistakes. Then do it for the lowest color, in this case the brown fatigues.

It should only take you a few minutes to correct the mistakes for the entire batch. Keep repeating these steps until you are happy with it. Do not worry too much about the really small overbrush mistakes between two colors - they will be covered up later.

When you are done, work on the eyes. As I got older, I found that a magnifying lens really helps for this.

Every model has eyes, lens covers, or something else that allows it to see. Painting them sounds daunting, but it really isn't. In most cases, you are simply painting a dot.

Remember, if you make a mistake, just keep going through your batch, then go back and fix them all when you are done.

For my guardsmen, the first thing I do is paint a small slit of white on the face.

When that is done, I just put a black dot in the middle of the white.

Do not worry about it being perfect. Trust me on this. You can see my guy doesn't look too swift. That will be "corrected" in a later step.

Now, but on the decals. WHAT?!?! Yes, you are putting decals on a model that is not completely done.

The problem with decals is that their color is too bright. If your model has a weathered look, this brightness is distracting. So put that decal on now and we will weather it with the model.

A while back I wrote an article on MicroSOL and MicroSET. If you use these products, now is the time.

Make sure the decal is COMPLETELY dry before continuing.

Now find yourself some wash. I love the Games Workshop washes - they do work the best and the colors are actually what they claim they are (unlike other, cheaper washes). But I've also made my own with floor cleaner, paint, and water. That's too much of a pain to make though.

Washes are not inks and they are not watered down paint. I'm not an artist or a chemist, so I can't really tell you why washes are different - and you probably wouldn't care anyway. This method uses washes. If you use something else then the results will be different.

If you are unsure of which color to use then use a brown wash. You can't go wrong with a brown wash. In the past I used black wash on the armor and brown on the skin, but now I am lazy and do it all in brown.

The only trick you need to remember is to cover the entire model. If you miss a spot it will show up like a turd in a punch bowl. Also, don't "rub" it in and cause a bunch of bubbles. Bubbles are bad.

Don't worry about how the model looks right now. Washes look different when they dry. Just cover the whole model and ensure there is wash in all of the crevasses.

I call this stuff The Great Paint Equalizer. This is why:



Actual painters spend HOURS and many layers of mixed paints to achieve this effect. I did it in less than 30 second.

When the wash is completely dry (you should let it set overnight to make sure), dry-brush a color onto the model. There are many good articles on dry-brushing if you do not know the technique, so I won't go over it here. It is really simple to do.

Choose a color that simply highlights the colors of model. In my case, it is bleached bone. On my Space Marines with dark red armor, it is codex grey. I haven't seen the need to use any other colors for this step.



Now you need to finish the base. You can keep it painted a simple color, but that is lame. You can get one of those fancy bases, but that is too much work. You can get a bunch of supplies, rocks from the front yard, gravel from the corner of the basement, and make a really cool custom base, but that is WAY too much work.

Just get some flock. There are really only three choices: grass, dirt, or snow. There may be different shades, but the concept is the same.

When you were five years old you might have gotten a paint-by-numbers set with a nasty looking brush. Now is the only time you are allowed to use that brush while painting minis.

Put a dab of Elmer's glue on the base, then spread it around with the brush. Be careful not to touch the model.

When the glue is spread completely, just throw the flocking on it. You may need to run your finger along the side of the base to rub off any mistakes.

When you are done spray your model with a protecting spray. I use Krylon Matte Finish because is it easily available and will never screw up your model with a "frosting" effect like some sprays do.

Don't go overboard with the spray. Just make sure you get the flocking, too.

If you don't do this then your awesome paint job will rub off with usage and the flocking may fall off in spots.

Here is the completed model:



I know it sound like a lot of steps, but in reality the work goes quick. It takes me about one hour to get an entire squad painted to playing standard, then another hour (over a two day period) to complete the steps above.

Here is a time lapse of the model: