Monthly Archives: July 2012

Horus Heresy – Forge World Teaser

So it seems that the rumours are true and a Forge World gamebook based on the Horus Heresy is incoming in the autumn.


Here’s the teaser trailer:


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Painting Imperial Fists – The Plan

So welcome, by the way of introductions, I’m Chris and I’m a long time Dark Angel player, an occasional worshiper of the sanguine and a big fan of tanks!

This is the starting point of something that may work out, but could get side lined if my beloved Dark Angels get un-nerfed by the much talked about new codex. This post is more of an intended plan for painting something new to me.

So why on earth would I ever opt to paint models with a colour that has always left me reaching for the undercoat spray, least of all an army where this colour occupies over 95% of the colour pallet? I’ll be honest with you, after 6 years of working for GW and over 20 + years of participating in this wonderful, albeit expensive hobby, I’ve finally decided to tackle the one colour that has caused me no end of grief……. Yellow.

So yup, you’ve guessed it – Imperial Fists. Dorn’s finest.

To start with, painting over a white undercoat is something that scares, well, frankly terrifies me. I’ve been far too comfortable painting over a black undercoat for many, many years. But in this instance, a white undercoat is it’s a necessity. Whilst yellow over black is possible, it takes far, far, FAR too long!! – even with Games Workshops foundation paint range and the new “base” range.

These are my thoughts on how I’m going to approach this task and are the bulk of this particular post. I’ll do an additional step-by-step write up after painting a unit. So without further ado, on with the game plan.

Stage 1: Clean the models. I really can’t stress this enough. Due to the methods I’m using for the rest of the plan this is the most fundamental and the most important step.

Stage 2: White Undercoat Spray. Don’t douse it. I’m expecting to carry out between 3 and 5 light dustings to get an even coverage. With black you can get away with 2 medium coats but white is less forgiving and more prone to running and pooling.

Stage 3: Mix up some Dwarf Flesh (Ratskin Flesh from the new range) with water, this will be deliberately thin as it’s intended as a wash. This should give a shading effect and allows me to see all of the detail on the model.

Stages 4-10: Dry brush starting with a 50/50 mix of Dwarf/Ratskin Flesh / Bleached Bone (Ushabti Bone from the new range), gradually adding more white until you’re dry brushing at least two layers of Skull White.

Next, this could be a leap of faith. The next stage is to ink/glaze a mix of Yellow Ink, the old one not the new pot. This is to be a mix of roughly 30/70 ink and water. This also allows some extra much needed drying time, as while it’s still wet I’ll try to get some Fuegan Orange into the recesses.

So we now have a nice yellow model. After that comes a real test of control, but instead of using paint, which is painful, we’re going to cheat, *ahem* … get creative.

Black paint mixed 50/50 with black ink and then 75/25 water. This may seem a bit nuts but it makes for a free flowing paint to use for all of the tubing and black areas. This should take 2 -3 layers but will also help as each layer will add a natural shade to these areas, all thanks to the white undercoat.

Almost there, Last thing is to opt for your shoulder pad trim colour. Green doesn’t quite work for me, neither do red and blue, and white and black also look a little odd – especially after highlighting and leaving them yellow would be cheating!

As the lesser of the evils above, I opted to go with green. Call it my preference for Dark Angels if you want. The big problem here is getting the colour dark enough that so it contrasts against the yellow. For this I’m planning to use few layers of Dark Angel Green (Caliban Green from the new range) mixed with black ink, followed by a fine edge highlight of Dark Angel Green mixed 75/20 with Snot Green (Warpstone Glow). Hopefully this will look like a off green black After this comes detailing the metal areas, which I’m intending on handling in my traditional black, Tin Bitz, Boltgun drybrush followed by a black &brown glaze then followed by a light dry brush of Boltgun and/or Chainmail.

That’s pretty much the plan, so let see how it goes on the next painting session. I’ll make sure I take a few pictures step by step so you can see where I have stayed on plan or opted to head off on a tangent.



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Space Marines

I thought (on this dreary Friday afternoon) that I’d share with everyone my work-in-progress Space Marine chapter. I’ve used the Raven Guard logo and iconography as it seemed easier than doing everything freehand – my painting is ok but it’s not that good – and as you will see I’ve also gone for a turquoise colour scheme.

I chose this scheme because there aren’t many chapters I’ve seen that use the colour and I wanted something other than black, red or blue! And I hate painting yellow.

Please have a look. Comments, feedback an ideas are always gratefully received! I’m now rushing to get everything finished before Throne of Skulls in October! 🙂


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First play-test of 6th Edition

Myself, Joe and Chris decided that it was about time we stopped work, cleared some time in our increasingly busy schedules, sent the wives/girlfriends/Warhammer widows off somewhere and tried to get to grips with some of the new rules.
We didn’t bother with any proper army lists but just chose a few units from each army* to have a small battle with and try and learn some more about 6th Edition.

*Please forgive the unfinished/unpainted models and scenery!

Chris was using Grey Knights:

  • 1 x Purgation Squad
  • 1 x Purifier Squad
  • 1 x Inquisitor
  • 1 x Storm Raven

I was using Space Marines:

  • 1 x Librarian
  • 1 x Storm Talon
  • 1 x Terminator Squad

Joe was using Tau:

  • 1 x Hammerhead
  • 3 x Crisis Suits (inc. HQ)
  • 1 x Fire Warrior Squad
  • Aegis Line and Quad Cannon

The major clashes…

Chris won the roll off** for the first turn and unloaded several Psycannons in the direction of my Terminators (who all survived! 2+ armour save FTW!) and then shot up Joe’s Tau quite nicely with the Storm Raven. This first turn took some time while we examined the flyer rules in detail with regards to how zooming and hovering works with shooting.

I went second and shot up a few of the Grey Knights with the terminators, managing to kill a couple with the heavy flamer and then gave the Storm Raven everything that I had on the Storm Talon; the result? -1 Hull Point and a weapon destroyed result (which removed the Mindstrike Missiles – anything else would’ve been better!).

Joe’s turn produced, hands down, the worst dice rolls I’ve seen since my debut at a 40K doubles tournament (I rolled two lots of double 6’s in a row during psychic tests and killed my Librarian before he killed anyone else!). So he threw railguns and missile pods at the Storm Raven – as well as the full force of the quad cannon – and only stripped off another hull point! He would have done more damage if his Tau had actually thrown the railgun and missile pods at the Storm Raven!


Tau holding the line…

Back to Chris, who obviously was abused by Terminators as a child or something, and rolled 10 hits (and then 8 wounds) against my Terminators with the hurricane bolters on the Storm Raven – two of them failed their save! The Purifiers also killed quite a few of Joe’s Fire Warriors.

For my second turn I zoomed my Storm Talon within a few inches of Chris’s Storm Raven and ….. caused NO damage with my Skyhammer missiles! But, luckily for me, the assault cannon was kind enough to strip the last hull point from the Storm Raven – BOOM!



Smoking flyers…


Joe decided that he also needed to get in on this act and promptly quad cannoned the life out of my Storm Talon (thanks Joe!).

We then spent about 10 minutes reading the new assault rules before attempting a small round of combat between the Marines and Grey Knights – while Joe sat back happily shooting at the Purifier squad.

** FYI, Chris has the luckiest dice rolls in the history of everything, ever. He should go to Vegas!

So…  2 hours and some discussions – bordering on bickering – later we have had a look at how a few of the new rules work.

And here are our thoughts…


I actually like the Psyker rules a lot. I’m totally onboard with having a choice of what psychic discipline to use and using warp charge tokens to enable you to utilise these powers sensibly!

I think the ‘Overwatch’ rule to fire snapshots at charging troops is excellent also and has been needed for some time as well as the 2D6 charge range itself.

Flyers need some more experimentation on my part I think but so far I quite like the rules and enjoyed playing with the Storm Talon.

Assaulting and subsequent combat seems a little more complex than it was beforehand, (although I accept I may just need to play more games) . Figuring out pile-ins, and who could attack who and the initiative order was a bit confusing.

Hull Points – Tanks seem to have had quite a serious nerf. For the amount of points that a vehicle costs, it seems strange that you can destroy it with a unit of Necron Warriors without ever causing a penetrating hit! I actually think the idea of Hull points is a good one but I’m not entirely on board with the way it’s been utilised.

All in all, so far I’d say that 6th Edition is a positive move forwards for 40K but more playing time is needed.


I quite like a lot of the new rules with a few exceptions. The new pysker rules work really well, with the core rules fairly similar to the previous edition but different enough to make you need to pay careful attention to the wordings. The addition of the disciplines is a great move, I’ve always enjoyed the slightly random nature of Warhammer Fantasy’s magic, so this one ticks the box.

Overwatch is back!!!! Hell yes! This is a great counter balance to the new random charge distances (also love it), But I can see Ork players having the biggest benefit from this given they generally need a 5+ to hit anyway. If I’d have written the rule, I may have done it slightly differently.

Flyers….. pretty good on the whole and they certainly deserve some more use to see how to get the most out of them. My main gripe is more at vehicles in general.

Also my ravenwing may have to see a comeback tour….. toughness 5 and needing strength 10 to instant death. Sweet!!!!!!


Assault. Not too difficult, but a whole load of new rules to get to grips with. Whats that? AP on CC Weapons……. Terminators just became the new default CC specialists! My main gripe is pile in moves. You assault, and then you can then move again 3” at your initiative step?????? I can understand the defending unit piling in but the unit that just moved and charged gets to move up further, sorry what!? I’ll be re-reading that section this evening.

Hull points, Similar to Neil’s comments. Love the idea but I would have preferred to see glancing hits cause a crew shaken/stunned on a d6 roll of 1-3 and a hull point removed on a 4+.

All told I like the way 6th ed has gone and looking forward to plenty more games to help Neil and Joe prepare for the Throne of Skulls, alongside a few long nights mercilessly scouring through the rule book for any small loop-holes.


Manning the quad cannon was really useful but it’s best done with a small unit because all fire must be directed at the same thing. This will result in a number of wasted shots which potentially, a) can’t penetrate armour or b) the quad gun may have already killed.

Buying scenery is relatively cheap and against the right AP value weapons, very useful because of the cover save provided.

As you can imagine, playing Tau makes me pleased about the 2D6 rules on assaulting. Chris’s Purifier squad failed to stop my quad cannon fun. Hopefully this will buy me some future saves because once the gun line is broken it’s practically over for Tau.

Neil, Chris and Joe

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6th Edition Rulebook

6th Edition Rulebook

6th Edition Rulebooks Arrive!

Ok, a bit later than expected but they’re here and my word, the collectors edition is very, very nice indeed!


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