Wednesday, February 26, 2014
Eldar Dark Reaper Conversions: Continued
Amazing what a little motivation can accomplish. I got two more models assembled today, including my secondary exarch.
What's a secondary exarch? If I decide to run a squad of four and/or decide not to give my exarch a tempest launcher or EML, I'll likely be using this model. But if I want to run all five, or give my exarch a bigger gun, then I'll use my primary exarch (not yet built).
Reaper #3:
Obviously I like to play with photo editing software... These models are not yet painted, all colors added through digital shading.
Monday, February 24, 2014
Eldar Dark Reaper Conversions: WIP
Here are the first pair of my new "Black Phoenix" Dark Reapers. I'm planning to make four, plus a fifth exarch model. This has been a project on my list for some time and I finally decided to get something done late last night (didn't go to bed till 1am, had to get up at 6am... bad idea).
My original concept was to use Dark Eldar Incubi bodies for these. But my first, last, and only experience with "Fail Cast" was those incubi, and they were such a mess that I decided not to bother with them. Instead I went with the DE Warriors (which I have also used to make my Fire Dragons). I wanted that armored, thorny, scary look, but bulkier for the Reapers, thus the original Incubi plan. Still, I think these worked out pretty well.
The heads are from the new Fantasy Dark Elf Executioners. Love these heads. My original idea was to use actual skulls, which I may yet go with for my exarch; we'll see. They still didn't look "big" enough so I added the little thorns behind their heads, which add height and count as their Reaper Range Finders.
Their weapons are DE dark lances. So here's my fluff/theory on those:
Rather than being "reaper launchers," which fire a cluster of miniature missiles (which is still cool), I think of these more like man-portable (or elf-portable), rapid-fire railguns. They use magnetic propulsion tech similar to shuriken weaponry, but instead of flinging ninja stars, these fire tiny explosive javelins at an even higher velocity. Thus the range, strength, and AP of the weapons. And if you equip them with "starshot missiles"--the Eldar krak version--those javelins are made of denser material that pack a greater punch and do even more damage when they explode. Thus the weapons are more like this:
Dark Reaper "Death Wind" rail rifles: RNG 48" S5 AP3 Heavy 2
* armed with "Dread Storm" rail ammo: RNG 48" S8 AP3 Heavy 1, Pinning
Tuesday, February 18, 2014
Cult of Me: Tuesday Teaser
The Thorne Legacy is featured this week on Michael Brookes's blog Cult of Me. Brookes is an executive producer with a major UK games developer (hmmm...!) and writer, and Cult of Me is a very interesting and fun blog to follow! To check it out and get a preview sample of Legacy, click here.
Friday, February 14, 2014
Another Audiobook Giveaway
I now have free download codes for A Long Walk Down a Dark Alley. A Long Walk features four gritty tales of mystery, horror, and crime-noir, as read by Mr. Gardner Goldsmith. And you can download and listen to them FREE.
How? Just send an email to jdbrink888 (at) gmail (dot) com and request a code.
And if you enjoy them, or even if you don't, you might feel inclined to leave a brief review telling others what you thought of the book. Either saying it was a fun ride, or warning others to avoid it. Whatever your reaction. (Of course, you don't have to, but maybe you'll feel compelled to do so in return for two hours of free entertainment...)
Friday, February 7, 2014
CFKT II: Crimson Fist Kill Teams part 2
I can spend hours coming up with kill team combos and cool
black-ops characters to fill the most important spots on the roster. Here’s a few characters I came up with so far
(by no means an exhaustive list):
Warhawk. There’s
nothing in this sector that walks, crawls, or dies that the scout sergeant Warhawk
hasn’t cut down from afar. His
rebellious streak is expressed by his red mohawk hairstyle, his mean streak by
his deathly silent sniper rifle. Scout
sergeant with camo-cloak, sniper rifle, and Guerilla Spec: Preferred Enemy
special rule.
Big Chuck. Chuck
should have been dead a hundred times over by now, but he just keeps
coming. He’ll walk right out of cover,
his heavy bolter “Betsy” belching death across no man’s land, screaming right
along with her. Either a Tac or
Sternguard marine upgraded to Heavy Bolter.
Options are Weapon Spec: Split Fire, Indom: Relentless or Indom: Feel No
Pain. (I’ve used Relentless and next
time will go with Split Fire – there are few single KT models that require all
three heavy bolter rounds to bring down.)
Frenzied Freddy. An
assault marine with zeal bordering on the Khornate, brother marine Frederick
Kruger wields two terrible chain swords to get the job done as messily as
possible. Assault Marine or Vanguard Vet
equipped normally with the Combat Spec: Shred special rule.
Sergeant Maverick. A
grizzled sergeant with frontier flare, Mav is a two-gun pistolier known for making
quick decisions and quick work of his enemies.
Sergeant or Veteran Sergeant with two plasma pistols (or one and a
grav-pistol, I suppose). Probable Kill Team
Leader.
* * *
My buddy J and I actually played a couple short games of
Kill Team last weekend.
Game 1 was my Crimson Fists (sternguard and scouts) vs his
Word Bearers (chosen and cultists). Once
we were set up it pretty much became a shooting match, which I had the
advantage in. My snipers and a missile
launcher scout were set up in a nice nest in the ruins while my sternguard
maneuvered around and switched ammo as appropriate. Even under cover of darkness, the sternguard left
no save available to their prey, spraying dragonfire rounds (no cover save) at cultists and
vengeance rounds (AP3) at Chaos Marines, while the snipers (led by Warhawk) picked off the enemy
one by one. The loyalist marines only
lost a few models while wiping out the Chaos incursion to a man.
Game 2 we switched
up: my Dark Eldar (scourge and true born) vs his Space Wolves (grey
hunters). This was a king of the hill
game and while I was trying to be sneaky and subtle, the Space Wolves just
formed an armored walking line on their edge of the deployment zone and
strolled right up onto the hill. I
figured myself a goner from the start but by the end of turn two it looked like
I might very well win! My poison-throwing
elves killed almost half his force, but once my Draco leader got into close
combat, I found out that a power weapon is a waste of points in the hands of a
delicate dandelion-eater. Even with me
generally rolling very well and him rolling pretty bad, the Space Wolves took
and kept the hill and killed all the pesky Eldar.
Kill Team is fun, fast, and furious, but I couldn’t go to
just playing that. KT is kind of like
the celery hearts in the produce section of the grocery store: it cuts out the
before and after and gets right to the good part. The disadvantage of this is that purifying
your 40K game down to just the action reduces the strategy, planning, and finer
points of game play to just about nothing. (Well... yes and no, but it's certainly a smaller, faster, more immediate game.) Sometimes I want that, but not all the time.
Monday, February 3, 2014
CFKT I: Crimson Fist Kill Teams (part 1)
With the revision and republication of the 40K Kill Team
rules comes a second wind for me in playing my Crimson Fists. (Well, the new codex helped a little bit
too.) Actually, Kill Teams offers a new
opportunity to play a lot of different armies, even more so than the Allies
rules, because you can make small 200 point teams without having to invest in
2000 point armies.
Some of the things I like about Kill Teams:
* Running small
squads of special ops bad asses.
* Being able to
field a team from every conceivable army without investing a lot of money in
them.
* Same for
painting: A good way to motivate myself to paint is by specialist team.
* The new rules for
specialists is well done, categorizing and limiting certain abilities across
the team.
* Creating
characters. Characters is my favorite
part of any game, so having a team where potentially everyone can shine and I
can grant unique abilities to create even shiner characters is great fun for
me.
The units I will likely draw from for a Marine Kill Team:
Troops:
Scouts. These guys are perfect for the
black ops role, and are the cheapest unit point-wise, so they compliment the
more expensive guys for squeezing two units into 200 points.
Troops: Tac
squad. Well obviously. Nice thing about this 6th ed codex
is you don’t have to take a full squad of 10 to get a special weapon. And the models are slightly cheaper
points-wise, so you can get more of them in your budget.
Elite: Sternguard.
My first choice (next to scouts), as they come with specialist
ammo. Perfect for adapting to different
scenarios in a spec-ops role.
Fast Attack: Assault marines. Jump in, tear ‘em up, jump out. And, like the CSM codex, we can now arm up to
two with special weapons, making them way more flexible. So in a squad of five, three (including the
sergeant) can have special weapons.
Fast Attack: Vanguard vets. For a slight point increase (only 10), you
can upgrade those assault marines to veterans.
And every model in the squad can be uniquely armed, which is way cool,
but also expensive. Plus I can still
equip some with jump packs for a mere 3 points, but not be obligated to make
them all jumpy. (That’s my
interpretation anyway – they’re all individuals and it says “per model” so...)
Dedicated Transports: Razorbacks and Land Speeder Storms fit well
here, especially the Storms. Though they
suck up a big chunk of your 200 point budget.
(Of course, you and your buddy can always agree to boost that budget to
225, 250, or whatever.)
Another possible
Elite: You could also take a full Legion of the Damned team, which would be
cool and even fluffy to run alone, but since they can’t deepstrike in
KT... Not my first choice.
In part two I’ll come up with some characters and list
possibilities.
Subscribe to:
Posts (Atom)