Sunday, July 13, 2014

Heresy Era Thousand Sons - Terminator Squad Phosis painted

Pressed on with the Terminators this weekend and managed to get them finished off!


Looks like it makes the most sense to run the weapons as power axes, it'll make them unwieldy but the 18 (27 on the charge) S5 AP2 attacks is nice. Not bad at 305 points for the 9 of 'em, too! I am thinking that I'll add a few grass tufts to the bases, they need just a liiiiitle extra something I think...


Went spelunking in the Closet of Doom for something from the mists of history. The plan for the Prosperine Spireguard side of the army is to include a number of heavy tanks, such as a trio of King Russ pattern Vanquishers. Time to break out the Dremel!

Thursday, July 10, 2014

Heresy Era Thousand Sons - Terminator Squad Phosis painting begins

It has just been murderously hot in the hobby loft over the last week but I've been sneaking some hobby time up there in the early mornings and managed to get a start on the terminators - base reds, steel and golds are on!


I'll be the first to admit they're not going to be the most fearsome unit of terminators ever, as they're all armed with power weapons and combi-bolters, but comparatively speaking they are a cheap unit. They'll be used solely to fight infantry and take and hold objectives. I'm thinking that the way the weapons are modeled I can convincingly run them as power axes (or maybe even power lances). Will have to experiment with that I suppose!


I'd gotten a couple emails about the "evil runic script" I'm using, so thought I'd post up the guide I'm working off of. Essentially it's Daedric from the Elder Scrolls games, upside down. Figured some of you may find it handy!

Saturday, July 5, 2014

Heresy Era Thousand Sons - First game in 7th edition

Hope all us yanks had a safe and fun holiday! ...and for everyone else at least it was Friday, right?

My buddy Dave and I got together for our yearly 4th of July game yesterday and we decided to give 7th edition a try with his Heresy-era Salamanders against my Thousand Sons. Since we were learning the rules (again, argh) I didn't really do a full blown battle report, but wanted to share a few pics and a few thoughts on the new edition:


Army Selection - Playing in the Heresy we both chose from the FOCs from the FW books, which I took to incorporate the detachment rules from 7th (everyone is scoring, troops get objective secured), but that may have been incorrect in retrospect. Nevertheless, it played well and that's what's important, right? I went with a fairly maneuverable force of Predators and Javelins backed up by an assault squad and the requisite big blob o' tac marines. Dave arrived with an equally mobile force of ten man tac squads in rhinos and a melta support squad, and assault terminators in a Land Raider, which was a worry as I realized I didn't have much in the way of melta to deal with it - I would be relying on the 'death of a thousand cuts' with the lascannons on the preds and speeders hopefully hull pointing it to death!


Tactical Objectives - We played the "Spoils of War" mission to give the new tactical objectives cards a go, and we both remarked that they really seemed to keep the ebb and flow of the battlefield going, as each turn we each claimed VPs and new objectives were revealed. I really felt that it gave the game a needed shot of activity, rather than the interminable last turn objective rush. It meant that we both made some mad rushes across the table to accomplish the various tasks revealed each turn, the Thousand Sons assault marines agility served them well in this regard, and the Salamander Rhinos' move through over meant they were high-tailing it worry free across the rubble and crater-strewn warzone.


Psychic Phase - Both of us had psykers so we were able to give the new psychic phase a go. To be honest, I quite liked it! I'll be interested to see what sorts of boosts the Thousand Sons will get when their book is eventually released, at the moment the Heresy librarians are (with a couple exceptions) restricted to being level 2 so we had a fairly even playing field. The Salamanders went Pyromancy (naturally) and the Thousand Sons went Divination - Choosing all the powers from the same discipline giving you the primaris power for free was a nice little bonus. Oddly the psychic hood apparently hasn't been invented in the Heresy books yet (heh), so while Dave wasn't able to deny any of the Thousand Sons blessings (and I had no offensive spells), I had passable success avoiding the Salamanders psychic attacks on my units (When it hits, Molten Beam is very nasty).


Shooting Phase - Not a lot of changes that stood out in the shooting phase, though I do like the change to the shooting order of operations. Resolving all the weapons of one type before moving on to the next definitely made things smooth and clear, avoided the whole "okay, these two blue dice are S7 AP2, these ten reds are S4 and the white one is the sergeant's precision shot, wait what's this green one again?" thing. I had planned a two pronged assault on the unit of marines holed up in one of the buildings, but the predator had two Gets Hot malfunctions and the assault marines failed their charge distance (the reroll was actually worse than the original failed distance).


The Salamanders took advantage of the mis-step and swung the Land Raider around to allow the Terminators to charge and destroy one of the Javelins, while their tac marines used their Fury of the Legion rule to obliterate the Thousand Sons assault squad who were caught out in the open. Nevertheless, the two remaining marines pressed their attack in the assault phase, with the sergeant challenging (and subsequently being squashed by) the Salamanders Praetor who I didn't realize was even in the building. Why? Well, I had a tactical objective that granted me VPs for initiating a challenge. ...Didn't say I had to win the challenge! :)


In retaliation, the 20-strong Thousand sons tac squad unleashed their Fury of the Legion on the melta support squad and the Salamander Librarian that was with them. After the unit was washed away, the Librarian had to make 18 saves on his artificer armour. He didn't make it.


However, the Salamanders were about to retaliate for the retaliation! I remembered the Land Raider had heavy flamers in the hull mount (eep!) and all I had to counter it was a single power fist. The flamers wiped out a quarter of the unit and the sergeant managed to take a single hull point. Luckily for the Thousand Sons, that was the bottom of turn 5 and it was getting too hot in the hobby loft to play further. We totted up the VPs and the Salamanders pulled off a win 11-9!

All in all I really enjoyed my first game of 7th edition! Really felt as though the system had a bit of fresh air pumped into it, and I'm quite looking forward to getting some more games in!

Saturday, June 28, 2014

Heresy Era Thousand Sons - Family Picture

Spent the day doing chores and cleaning the house. While I was at it I took some time and laid out the painted Thousand Sons:


Quite pleased with how the army is coming along! Still a few units awaiting assembly and painting, but this is definitely a good core force to build from...

Wednesday, June 25, 2014

Heresy Era Thousand Sons - Javelin Landspeeder Squadron Qaa painting continues

Not a lot of hobby time recently but I did spend a little time working on the 'magic script' for the Thousand Sons:


Pretty happy with it - essentially it's Daedric, upside down. No real sneaky messages in there however, it's essentially gibberish. Might have to come up with some snarky ciphered sentences on the rear ramps on the Predators or wings of the Lightning, "If you can read this, you have too much time on your hands". Hah!

Saturday, June 21, 2014

Adeptus Mechanicus - Electro Avatar painting begins

Just a quick hit today - While I had the blue paints out, I took a quick break from all the Thousand Sons red and laid down the base colors on the Electro-Avatar for my Adeptus Mechanicus army. I'd picked this up long ago in the Tempus Fugitive days, so unfortunately I have no idea what it'll be used for in the current FW ruleset. Nevertheless, I'm putting together a little group of adversary models for my upcoming Rogue Trader campaign (pics to follow), and this guy will be one of the "final bosses" due to a radical tech priest causing mischief on a Necron tomb world. "Calm yourselves. There is only a 0.000000000002% chance of the shard-form overcoming the restraint device." [KLAXON ALARM MAYHEM]


I'm a big fan of the idea that there is a quietly sinister undercurrent of Necron technology underpinning the techno-sorcery of the Adeptus Mechanicus, and with a quick symbol swap on the torc it was ready to go. Next up is some gold/bronze, but I want to keep the OSL look so I'm planning on trying to just paint gold into the 'shadowed' areas of the torc and faceplate as a sort of reverse-OSL to begin with, and if that looks terrible, then it's paint it all gold and re-apply the blue. We'll see how it goes!

Friday, June 20, 2014

Heresy Era Thousand Sons - Javelin Landspeeder Squadron Qaa painted

While I was working on the Lightning I quasi-batch painted the Javelins at the same time. They're essentially at the same spot - ready for transfers, freehand and (eventually) weathering):


Went with the standard color scheme, there were plenty of panels to paint in bone, but I didn't want to over-do it. I think it strikes the right balance overall, though!


I started the freehand work on 'em, the usual "XV" went on one side, and I'm planning on doing some runic script on the other side. Possibly do the nova on either side of the engine housing in the back, as well. Started pulling everything back out of the foam trays to do a family shot - there's a surprising amount done at this point!