Saturday, November 27, 2010

Wood Elf Branchwraith





Here is a Branchwraith I did for a contest a while back.

Saturday, April 24, 2010

Landspeeders anyone?

Just one more example of how the 41st millennium is coming to use sooner rather than later.

http://www.livescience.com/technology/DARPA-flying-car-warfare-100422.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+livescience%2Ftechnology+%28LiveScience.com+Technology%29

All we need now is some Anti-Grav Technology

Saturday, April 17, 2010

The Greater Good Rejoice

So looked at the forgeworld news letter today and saw these three items that made me pretty happy:

First up,XV-9 With fusion Cascades"Mounting cutting-edge fusion gun variants that can be used with the high-tech systems of the XV-9. The Fusion Cascade engulfs its target in powerful melta energy. It fires in bursts, meaning that despite each charge being less powerful than an Imperial equivalent, it can overwhelm its target through weight of fire."

http://www.forgeworld.co.uk/New_Stuff/TAU-XV9-01-WITH-FUSION-CASCADES.html

Then,
XV-9 With Phased Ion Guns
"The XV-9-04 wields Phased Ion Guns – these experimental weapons seek to develop the rapid-firing technology of the Cyclic Ion blaster and vehicle mounted Ion Cannon into a stable battlesuit system. The long accelerators of the Phased Ion Gun allow the pilot to engage the enemy at range with a storm of projectiles that react explosively on an atomic level, decimating heavily armoured infantry and vehicles."

http://www.forgeworld.co.uk/New_Stuff/TAU-XV9-04-WITH-PHASED-ION-GUNS.html

Finally, and the real winner in my book,
XV-9 Commander Shas'o R'Alai

" The Shas’vre assigned to pilot the XV-9 Battlesuit armour are combat veterans, each a survivor of the deadliest battles against the Greater Good’s most savage foes. The Fire Caste of Ke’lshan has mastered the use of the XV-9, and within this cadre of solemn and determined warriors Shas’o R’alai is a paragon amongst veterans; his skills have been rewarded with the most advanced weapons and equipment produced by the Earth Caste."

http://www.forgeworld.co.uk/New_Stuff/TAU-BATTLESUIT-COMMANDER-SHAS-O-RALAI-WITH-DRONES.html

Now, I haven had a chance to get my hands on Imperial Armour Apocalypse II yet, but from the descriptions it seems as though the XV-9's arent just for close fighting any more. This makes me pretty pleases, however I was wishing that they would just come out with a weapon pack for the XV-9 so that I could magnetize all the weapons and just switch'em up as I play...

Commander R'Alai looks pretty cool and I am digging the shield. It does show an interesting trend with tau battlesuit characters. 3 out of the 4 official characters are equiped with combat shields...(Farsight, R'myr, and R'Alai). Maybe this is just coincidence, or maybe a future option? I am also intrigued at the idea of an XV-9 commander. I haven't tried the suits yet, but It will be interesting so see a unit of potentially 4 w/ drones.

What do you guys think? Has anyone seen IA:AII that can testify as to the purpose of these guns? At any rate it makes the idea of an (almost) all battlesuit army pretty appealing. You can now field Suits in all slots but troops, and i am waiting on the edge of my seat to see what new troops will be in the next codex (not like its gonna come out anytime soon).

Will have another White Dwarf Review up soon and possibly some pictures...

Tuesday, March 30, 2010

Raven's Flight



An Audio Book Review

This is a review about Raven's Flight, the recent Horus Heresy Audio book by Gav Thorpe. Origionally I wasn't even going to get the audio book as I like reading, but I figured I would since it was Horus heresy and it would give me something to listen to in between classes out at college.

For those that know nothing, the book is about the fight on Isstvan V after the Raven Guard, Iron Hands, and Salamanders were massacred at the drop site. The book Fulgrim also goes into some detail about Isstvan V and Ferrus Manus vs. Fulgrim, but only touches on the dropsite massacre. Following a lot of other HH novels, Raven's Flight follows several story lines (2 in this case). One dealing with Corax, Primarch of the Raven Guard, and another following Marcus Valerias, an officer of the imperial guard at the raven spire.

What was Good:
I thought that the reading was pretty good, and the sound effects added something to the story that might not otherwise have been there. It was definately easy to get involved in the story. The book also offers some insight into the Raven Guard and particularly thier Primarch Corax, particularly on his weapons, combat style, and his "unique" abilities.

What was Bad:
The whole book is only just over an hour, and frankly, I think that there was more context in some of the short stories in Tales of Battle. The story begins interestingly enough with a fortuitus dream by Marcus Valerias, unfortunately it doesn't really go anywhere from there. The basic parts of a story such as the rising action and climax seem to have taken a vacation from this publication. Unlike most of the HH books, the traitors barely even get a minute in this book,even the battles that provide the action of the other books are relagted to a single scene (maybe 1 1/2). The book has more introspection than I thought was necesary, and very little conflict. The book also ends fairly abruptly, and doesn't really give any sort of resolution to the story.

My Opinion:
I would give Raven's Flight a mere 2 out of 5, and I love the HH novels. Basically, there are only two reasons to read the novels, 1) You love the HH novels and have an OCD obsession to read/listen to them all, or 2) You really like the Raven Guard Chapter, and want to know everything about them. Besides these, I think would say the 75 minutes would probably be better spent painting, modelling, reading or staring off into space. If you want spoilers, scroll down.

Has anyone else listened to it? I know that it hasn't reached many store shelves, how many even knew about it.













******Spoiler********


Marcus Valerias begins having nightmares about burning ravesn soon after Corax leaves for Isstvan V. Corax's story starts after the dropsite massacre where we learn that Vulkan stayed on the dropsite and was massacred, although we don't learn of his exact fate. Corax and his few remaining warroirs then ambush a Iron Warriors Tank column, and Corax says some choice words about Perturabo and his' relationship.

Continueing to have horrible dreams, Valerias appeals to the last Raven Guard Commander to allow him to go to Isstvan. Obviously, he refuses. Valerias, not cowed, decides to go anyway. And in a discussion which almost gets his entire fleet destroyed by the Raven Spire's defense turrets he convinces the Raven Guard Commander to allow him to go.

At the same time, the raven guard have managed to survive, although only 3,000 are left out of a qouted 80,000! marines. They face thier last stand against the World Eaters and Angron, set to die when Dropships from Valerias swoop in to save them from the first wave and allow them to retreat to orbit. The book then promply ends.

Interesting Facts:
- Corax uses a reat energized whip which can apparently slice a terminator in half.
- Corax can also make himself "unnoticeable" to people around him.
- The size of preheresy legions is hinted at when Corax says that he came to Isstvan V with 80,000 marines.


***************Spoiler End************

Monday, March 8, 2010

A Thousand Sons


So I just go done with the last book of the Horus Heresy and figured that I would write up a quick review. A lot of people were upset when it was announced that Graham McNiell would be covering the Thousand sons side of the heresy, saying that his writing style would be unable to show the complexity of the Thousand sons. In a way I would say that they were right, but also that they were wrong.
The book starts some time before the heresy when the thousand sons are on the planet Aghoru. It is soon apparent that the world wasn't always human, and although it never tells you exactly what alien race was there first, its pretty obvious. This is also where you get a first glimpse of the Thousand Sons relationship with Space Wolves as well as their fighting style.
Without giving too much away the book takes you in depth into the legion and the mind of Magnus, the tragic hero of the book. Unlike Battle for the Abyss (and to a lesser extent the other HH books) the Thousand Sons are not portrayed as traitors, and in many cases McNiell shows there fervent desire to please the Emperor.
The book continues through another war of compliance where the Space Wolves, Word Bearers, and Thousand Sons fight together, Ullanor, the Council of Nikea, and the eventual fall of Prospero.
More than most of the other books, A Thousand Sons' main character is not a marine, but the primarch Magnus (although Ahriman is also pretty prevalent). It also gives you a lot of insight into the mind of the Emperor.
The book really points out how little the marine legions really knew about the warp during the heresy. It does however tell you how the Librarian Companies were formed, and how the powers of the warp are harnessed (at least by the 1k Sons), and the descriptions of the powers of the Thousand Sons are pretty cool.
The book ends with the escape of the Thousand sons from prospero to the planet of sorcerors, and gives a small idea that the Rubric is just after the end of the book.

Overall, I would rate the book a 8/10. It gives a lot of insight and touches on things that the other Horus Heresy books don't. The idea of Magnus as the perfect tragic hero is really well protrayed, however it seemed like there was only a cursory attempt to put intrigue and plot twists into the book. If you already know the story of the Thousand sons, it reads a little bland, like a movie that has cool special effects, but you already know the end. In the end, if you like the HH novels, I would definately suggest it since it fills in where other novels leave out.


So after reading the book, I was pretty pumped about the Thousand Sons and thier abilities and figured I would write up some trial rules for a Preheresy 1k son's squad. I haven't playtested these or anything, but they might be fun to try out sometime.


Thousand Sons Battle Squad 100 pts

WS BS S T W I A LD Sv
Thousand Son 4 4 4 4 1 4 1 9 3+
Sorceror 4 4 4 4 1 4 1 10 3+

Squad:
Sorceror and 4 Thousand Sons, Up to 5 more Thousand Sons may be added for +15 pts each.

Wargear:
Thousand Son:
-Bolter

Socerer:
-Bolter
-Bolt Pistol
-Force Weapon

Special Rules:
Thousand Sons:
-Enumerations

Soceror:
-Enumerations
-Tutelary
-Cult Psyker

Options:
-Any Thousand Son may be upgraded to a Sorceror for +20 pts.
-Any Sorceror have Melta Bombs for +5 pts.
-A Sorceror May select one of the following cult psychic powers:
-Kine Shield +15 pts
-Bio Manipulation +15 pts
-Telepathy +15 pts
-Warp Fire +20 pts
-Strands of the Future +5 pts
-The squad may have a rhino as a transport.



Rules:

Enumerations: All of the Thousand Sons have mastered the mental training to focus thier minds, and shut out all emotion, allowing them to fight as if machines. Thousand Sons and Sorcerers are Fearless.

Tutelary: Each sorcerer has his own Tutelary, a fragment of the primordial creator that empowers his spells. Sorcerers may cast spells through their tutelaries. In order to represent this, you may count the origin of any spell cast by a Thousand Son Sorcerer as any point within 12" of the sorcerer. Declare this point before attempting any leadership checks, and use this point to determine range, LOS, and cover if necessary.

Cult Psyker: Each of the different Cults of the Thousand Sons practice different types of warp manipulation, and although squads are made up of primarily one cult, others are dispersed between squads. To represent this, only one cult psychic power may be duplicated in any squad. Also, every cult is able to summon lightning of the warp to burn their foes. Sorcerer's know the Warp Lightning power in addition to any other psychic powers. Thousand Son's sorcerers may only use one psychic power in a turn, although they may also use the ability of their force weapon in addition to this.

Powers:
Kine Shields: The powers of the Raptora cult is the ability to create shields of force around themselves and others. This power is usable in your movement phase. If successful, the squad has a 4+ Inv. Save until the end of your opponents next turn.

Biomanipulation: The powers of the Pavoni are able to change the melocular structure of themselves or thier enemies. They are able to cause nuerons to misfire, and muscles to spasm. This is a Shooting attack with a range of 12" that targets a single squad. If the psychic test is passed, 1d6 models in the squad must take Toughness tests. If the tests are failed, they are removed from play with no armor or invulnerable saves allowed.

Telepathy: The members of the Athanean Cult are able to read the minds of their enemies and relay information to other members of their army. This power is used at the beginning of the turn before any other actions are taken. Choose one friendly unit. That unit may not move, shoot, assault or take any action this turn. During your opponents next turn, you may interrupt your opponents turn and move, shoot, and assault with the chosen unit. You may also take any special actions during this time as well.

Warp Fire: The warp fire of the Pyrae burns not only the physical form but also their spirit in the aether, only when it has completely consumed the soul of the victim will it extinguish itself. This power is a shooting attack. It has the following profile: Strength 4 AP - Assault 3. For each enemy that saves against the attack put a fire counter on the unit. During each of your subsequent shooting phases, resolve a shooting attack against any unit with Fire counters on it. This attack ignores cover, automatically hits and has the following profile: Strength 4 AP - Assualt X, where X is the number of fire counters on the unit. Remove one fire counter on the unit for each model that is removed by this attack.

Strands of the Future: The Corvidae can look to the strands of the future and see and interpret the myriad of timelines that would make normal men go mad. Use this power at the beginning of the turn. The psyker may reroll all failed to hit, to wound, armor saves, and invulnerable saves until the end of the turn. Enemies who have to take armor or invulnerable saves from the psyker's attacks must re-roll successful ones.

Warp Lighting: All sorcerers of the Thousand Sons can create Lighting with their powers. This power is a shooting attack with the following profile: Range 12" Strength 4 AP 2 Assault 2.



So there it is, let me know what you all think.

Monday, February 15, 2010

White Dwarf 361 Review



So I know that a lot of people have pretty much given up on white dwarf, but I haven't yet, and probably wont. Even in the face of more advertisements and such and the removal of some rules and such, I still think that there are some good things coming out of the monthly magazine.

The Good

Page 13, Black Library
While technically a type of ad, its one that I am ok with. The magazine devotes half a page to each Graham McNeill and Dan Abnett to talk about the next duo of Heresy books to come out. Gives some good insight into the books that will be hitting shelfs soon, and how the authors are going about writing the two books from different perspectives. Just Look at Abnett's first line, "Prospero Burns...and well it should!"

I love the Heresy series and this was a nice section to wet my appetite before the books come out.

Page 20-26, Insights into the Beast
So this section is always something that I look for when a new army comes out, whether Fantasy or 40k. It begins with a Q and A about the army and gives some insight into how they are designed and played. It's nice for me cause it lets me know what the army has in store without needing to shell out $25 for the codex that I won't use. It ends on page 27 with the one things that the newest white dwarves have in droves, and which I love, painting advice. On one page it gives you step by step instructions for fur, flesh, horns/bone, and metal. The skill level is easy enough for beginners to accomplish, but at the same time still nice for the more medium to advanced crowd.

Page 46-49, Liber Apocalyptica
For those who like the army lists of the past, this section is nice, and something to look over. Whatever your feelings about apocalypse, you have to admit it gives you some interesting ways to play and some interesting tactical positions. Apoc formations are always fun to read for me since they are going to be the crazy stuff that you would love to see in real games, but know that it wouldn't work.

Page 52-55, Striking a Balance
Perhaps only an interesting article since it using wood elves as its main example (an army I play), but does give some meager insight into list building and tactics with a more balanced list. Ultimately I think that it is a little bit more to promote the friendly fun play that GW seems to be pushing, but gives some things to think about.

Page 79-85, Ask 'eavy Metal
I was happy when I flipped through this section, hopefully something that White Dwarf will continue. These pages are covered in painting tutorials with things like Blending cloaks vs Line highlighting, marine hand painted decals, reflective metals, glass vial.hourglass tech, red armor and cloaks, a red magma effect, and some weathering techniques shown on orks. They finish it up with 2 different horn tutorials and a sculpted banner tut.

Page 98-103, 'eavy Metal Masterclass
Dealing with painting faces on monstrous creatures this was a nice file article to have. It covers a variety of things like LotR Ogres, Lizardmen, Beastmen, Giants, orks, and even deamons. A little something for everyone.

The Bad

Battle Reports:
Brettonians + Empire vs. Beastmen. Battle reports are always iffy for me. They rarely are a very interesting read and give only a cursory glance at any specific armies tactics or rules. If you are looking to play beastmen, you can probably get some decent information out of it, otherwise, I just leave the stuff alone.

Planetstrike Tactica:
I don't know about you guys but I don't really play planetstrike or really own the book. If you do, give it a look and there might be some interesting things.

LotR:
I don't play LotR so I will leave this section up to you, although there is a pretty nice painting tutorial about the Nazgul.

The Meh...

Standard bearer
The standard bearer articles are kinda like Jervis's Soapbox. He may say some interesting things, but really, is anyone listening? This months is about conversions.

Golden Deamons?
A far cry from the golden deamon articles of the past where you saw Gold silver and bronze in each category, but all said, it is some nice "eye candy"

Modelling Workshop
Not bad if you are looking for some terrain ideas. This months focuses on "Despoiling the Empire." There are a lot of pictures that will give you ideas, but it doesn't really show to many WIP or step by step.


So there was my review, hope it wasn't too boring. I haven't posted in awhile, so I figured I would do something, and this came to mind. If you guys like it, ill redo this one with some pictures and continue, if you don't I wont.

On another note, I am working on a Tzeentch Demon Prince, a Sorcerer for DnD, a squad of bloodletters for a contest, and painting a squad of fire warriors. Also I hope to have a test model done of a berzerker soon. Hopefully I'll get some pics up this week or so.

Out.

Friday, January 8, 2010


So here, finally, are good(better) pictures of my Demon Prince model which won absolutely nothing...Also there are a few other things which I have been working on...

DND Female Sorceress

Crisis Suit 1

Crisis Suit 2

Crisis Suit Team Leader



Trophy Rack


Demon Glaive


Face Detail


Base Detail


Base

Complete Picture