Hi folks,
Just a quick housekeeping update regarding my new Tyranids page: Hive Fleet Numereji. I have been playing and collecting Nids since the 3rd Ed. codex, though I have been painting them for a lot longer. The most recent incarnation of my Tyranid army is a work-in-progress, having stripped my figures of their old blue paint scheme in a moment of madness a few years ago. Before that fateful day, they used to look a little bit like this:
After brainstorming with my mate KuriboGoomba for what seemed like eons, we came up with a new scheme. It is very quick to paint, utilising metallics and washes where possible, allowing me to crank out new broods fairly rapidly. Now my Nids are starting to look like this:
The name Numereji relates to an Aboriginal legend about a giant serpent that terrorised tribes in the Kakadu nation of Northern Territory in Australia. The serpent emerged from the ground (sound familiar?) to devour people until only one was left, hiding in a tree. Unable to help herself, she swatted a mosquito that was biting her. Hearing this, the serpent attacked and swallowed her too. When challenged by another tribe, the serpent vomited up the bones of all the people it had eaten.
The paint scheme is based loosely around some models of the xenomorph used in the filming of the Aliens franchise, as well as the winter colouration of the Fierce Snake (Inland Taipan). Their head turns black in winter, allowing it to absorb more solar radiation. It also happens to wield the most potent venom of all the snakes. Thankfully they are only found in very remote areas, with most envenomation events occurring in captivity.
Anyway, I digress! Any new Nids will be posted on the dedicated Hive Fleet Numereji page. Meanwhile, you can take a look at what I already have on my shelf.
See you across the table,
M4cr0
Monday, 18 August 2014
Sunday, 17 August 2014
Dark Angels 3rd Company: Command Squad
Hi folks,
I finally finished my 3rd Company Command Squad
tonight, which is my first completed Dark Angel squad in a very long time. I
think the last thing I finished was my Deathwing Dreadnought with lightning
claws (which you can find on my Deathwing page), close to three years ago. The
finishing touches were three Dark Angel decals on the Standard Bearer,
Apothecary and boltgun marine. I have a love/hate relationship with decals.
They are great because they are so sharp, but goodness I hate trying to get
them on shoulder pads. I really need to invest in some more solvents and setting
media.
The Apothecary got a freehand symbol with some stylised
wings. This was actually a happy mistake, as I managed to put on the wrong
shoulder pad when I was constructing him. I have a proper shoulder pad with the
symbol included in my bits box, which I will now use on a Ravenwing Apothecary.
I also added some detail to the narthecium. You can see some awesome narthecium
jobs around the place; this probably isn’t one of them! It is good enough for
me, though, at least for now.
See you across the table,
M4cr0
Tuesday, 12 August 2014
In the Works...
Hi folks,
Just a quick update on my 3rd Company Dark Angels
project. I have snatched a couple of hours during the week to work on some of
the figures in the Command Squad, with the Standard Bearer and Apothecary now
close to completion. I can still remember when dedicated Command Squads were introduced in 3rd Edition and everyone went “NOOOO! They are turning 40K into fantasy!” Well… that never happened, but I do miss the days when you could spread your specialists out a bit. It was fun to place your Apothecary and Standard Bearer where they were most needed.
I have always been a big fan of the Dark Angel banners. For
starters, they look very cool with the angel motifs. Secondly, the rules have always had
some great synergistic effects that helped to differentiate Dark Angels from
the other Chapters. I have always included the sacred standards in my armies,
and my long suffering mates all laugh at me and say things like “Time for a
banner save!” whenever I roll them out. Love you guys...
The Apothecary was a strange one to plan. Apothecaries usually have white armour, but I wanted this guy to have the robes of the Inner Circle as well. I always get a bit nervous when adding so many shades of white in such a small space, but I think it has worked out alright in this case. Apothecaries usually earn their points back in my experience, though I haven’t used one since Feel No Pain moved to 5+. At the very least, he is carrying a boltgun!
They both still have some basing and decal work that needs to be finished, which I am hoping to do this weekend. After that, I have one marine in the squad left to paint. I'll let you guess what weapon he is rocking.See you across the table,
M4cr0
Wednesday, 6 August 2014
Luthien Campaign Update
Scenario 11: A Samurai's Death
During the previous Luthien Scenario, Coordinator Takashi
Kurita’s choler overwhelmed him and he led his Dragon’s Claws unit in a
suicidal charge. The initial shock of the assault carried the unit through any
immediate Nova Cat resistance, but they soon found themselves well beyond
friendly supply lines or fire support. Knowing that they were surrounded,
Takashi ordered his men to make their stand on the outskirts of LAW city. The
Mech’s under his command hid between the abandoned towers and prepared to meet
eternity. Shin Yodama, piloting his battered Phoenix Hawk, knew that he had
failed in his duty to his friend Theodore. He resolved to take as many invaders
down with him as possible, blotting out the stain on his honour with Clanner
blood. The leading edge of the Smoke Jaguar assault tracked the Dragon’s Claws
movement into the city and sent a hunting cadre to eliminate them. The
resulting battle would echo in eternity.
The Draconis forces were represented by the surviving Mechs
from the previous scenario: Takashi Kurita in his Grand Dragon (essentially
undamaged), Shin Yodama in his Phoenix Hawk (heavily damaged and missing an arm),
a Hatamato-Chi (Zombie-Chi!) and a Hatchetman (essentially undamaged). These
Mechs would receive a -2 bonus to physical attacks and a +1 penalty to ranged
attacks. They would also receive bonus points for enemies taken out with
physical attacks and for not surviving the battle. They started the game hidden
anywhere on the map.
The Clan force was a collection of Smoke Jaguars’ finest, an
Ebon Jaguar Primary (represented by a Nova), Huntsman Primary (represented by a Hellbringer C) and a Shadowcat Primary (represented by a Kitfox). The Huntsman,
with its Beagle Active Probe, would be handy for smoking out the hidden
Draconis Mechs. Along with the other jump capable Mech, the Shadowcat, it could
jump from alleyway to alleyway and even scale buildings. The Ebon Jaguar was
just there to soak up fire and sling out gauss shots. Knowing the damage some
of those Mechs had sustained in the previous battle, I was confident that it
would not take too many gauss shots to cut down the opposition.
The game opened in fairly spectacular fashion, with the
Zombie-chi being destroyed by the first shot to touch it, an ER Medium laser
fired by the Ebon Jaguar. Shin Yodama had a pretty bad time as well, taking a
gauss shot that holed his Phoenix Hawk’s centre torso completely. That left a
plucky Hatchetman and the Coordinator in his Grand Dragon to preserve the
honour of the Draconis Combine.
The Hatchetman engaged the Huntsman in a duel across the
roof tops, which included several “death from above” attempts (below). The battle ended
when the Hatchetman struck the Clan Mech in the head with its hatchet, then
poured pulse laser fire in the hole. Damn, that was a brutal kill.
The Hatchetman got its beautiful death a short time after, thanks to a crushing mid-air gauss rifle shot from the Shadow Cat, which prevented the successful execution of another death from above attack.
The Grand Dragon challenged the Shadowcat and they traded
fire for a few turns, until it was opportune for the coordinator to break the
honour rules. The next turn both the Ebon Jaguar and the Shadow Cat bracketed the
Coordinator with their gauss rifles and brought the Mech crashing down.
The Jaguars scored -90 points for their kills,
whilst the Draconis forces clawed back 40 points through NOT surviving the
battle and a further 30 points by taking out the Huntsman with the aid of a
physical attack. The final score was -20 points, which puts the campaign
standings on – 5 VP. With only two Classic Battletech games left and one Alpha
Strike game, I can sense that this campaign is going to finish the way it
started, on a knife’s edge.
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