I’ve been getting a lot of questions on how to do the cracked, dry earth bases for my Moorish volunteers for SAGA. While the application of Agrellan Earth is simple, there are some mistakes that can be made. And I pretty much made all of them when painting 50 minis with this technique. By reading this guide, you won’t have to. This is what you will need:
Acrylic Spackling Paste
Galeforce Nine Rocky Basing Grit (or any other rock material for basing)
Warlord Games Sandy Tufts
A really sharp scalpel
Red wash (Army Painter – Red Tone)
Dark Brown wash (Army Painter – Strong Tone)
Orange Brown wash (Vallejo Model Wash – Dark Brown)
Dark Green wash ( Citadel – Athonian Camoshade)
Ivory (Vallejo – Bone White)
Dark Grey (Citadel – Eshin Grey)
Stone Grey (Citadel – Dawnstone)
Brown (Citadel – Mournfang brown) Texture paint (Citadel – Agrellan Earth)
Drab (Vallejo – Earth)
1. We will start from the beginning. Glue the miniature to the base. Before moving to the next step, make sure that the sanding, sculpting, drilling and other steps that involve putting high force loads on the miniature are done. This is because the spackling putty used in the next step is brittle and can easily flake off when subjected to shear and tension.
2. Apply the spackling putty with an old sculpting tool. Aim for an even coverage because the texture paint used later does not fill up or cover holes and recesses well when it dries. Don’t worry if the putty gets on the miniature.
3. Once the spackling putty is dry, use the sculpting tool again to push and scrape off dried putty from the rim of the base and from the miniature’s legs and clothing.
4. Now, undercoat the miniature and start painting it. I changed minis here because I finished the other one without taking pictures. SORRY!
5. Paint the base in a dark brown colour. This will show through the texture paint. I use Mournfang Brown in 2 or 3 layers. I also finish painting the entire miniature before going to the next step.
6. Apply the texture paint in a thick layer with an old brush, preferably with long bristles. You only have one chance when doing this but don’t stress as the drying time is quite long. I leave it to dry over the night. If the paint gets on the miniature, you can quickly try to soak it up with a clean brush dipped in water.
7. After the texture paint is dried it should form cracks. Sometimes, the white from the spackling putty shows through. In that case apply some dark brown wash to hide it.
8. Drybrush base with an Ivory colour to increase the depth of the khaki. By careful when doing this as the texture paint can flake off.
9. In this step, the aim is to increase the realism of the cracked earth by adding additional colours to it. Apply the red, green and orange-brown washes sparsely in patches on the base, push some of the color away from the flakes and into the recesses. Apply the washes one by one in different areas, don’t mix them. You can paint the rim of the base in drab and call yourself done after this step.
11. Extra shit can be glued onto the base to make it look more fab. I add grass tufts and single basing grit to represent stones. Use them sparingly and pick a grass tuft that looks dry and sad. Lushy greens would ruin the immersion. Warlord products come with the stupid self-adhesive sand texture that needs to be cut off with a scalpel. Paint the stones in a dark grey-brown color, layer it with some ivory mixed in and highlight with pure ivory. I go for cream coloured stones as they have been out in the sun a lot.
13. Paint the rim of the base in drab (2 or 3 layers) and the drummer is finished. Early Islamic armies sent Mubarizun (champions) accompanied with drummers ahead of the army to raise morale by challenging infidels to deadly dance-offs. Now you can too!
This is the first time I’ve done a tutorial here so hit me up with critique in the comment section below. Until next time.
The Xenos incursion was swift and resolute in this system. Within a matter of days every Imperial navy ship had been either destroyed or captured, and the local Planetary Defence Force proved little to no resistance against the superior weaponry of the Tau. Any survivors that had not accepted submission into the false Xeno empire had either fled into the wastelands, or formed small gangs of militia who spent more time fighting each other than the enemies of mankind.
Lt. col. Myron of the 101st had gone through every report and vox transmission from the initial assault on Verdis Prime in order to study the tactics of his alien adversary. Co-ordinated suppressive fire with guided targeting missiles and pulse weapons, followed by jet deployed specialist strike teams of battlesuits and drones. The Tau were a well equipped and seasoned host of warriors, but one thing they had not: the Emperor’s blessing. Operation Adamant Wedge was under way and the 101st, supported by a small group of Grey Knights, were the speardhead. The plan was as bold as dauntless: after establishing a firing line with elysian recon forces, the rest of the army would strike from above and deploy using the High Altitude Combat Drop-doctrine. Myron looked at brother Captain Severus on the other side of the briefing table. A stern warrior cleric clad in ancient terminator armor, decorated with the sacred insignias of the Inquisition, stood in silence as the staff team overlooked holographic maps and attack patterns. Myron’s requests of having a small unit of Terminators dispatched to the 101st for the initial assault had finally been granted. “Make your peace with the Emperor, brother Captain…” he said, “…we make planetfall in 6 hours!”.
Welcome back to yet another Warhammer 40.000 8th edition battlereport, this time between my Elysian 101st Light Drop company, and (parts of) Jacob’s Tau Farsight enclave! This was a Matched Play game between two 1500pt armies. We chose to play the ‘Retrieval Mission’ scenario and rolled off to start deploying four objective markers. Jacob won the roll off and placed an objective on top of the skyshield landing pad, I then placed an objective in the large ruin on the opposite corner of the table. Jacob placed the third objective a couple of inches from the center of the table, right in front of the smaller ruin, and I placed the final objective behind the red silo close to the overgrown vehicle wreck. Each objective is worth 3 victory points at the end of the game to the player who controls it, and additional victory points can be scored for ‘slaying the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since I got to place the final objective I then chose the ‘Frontline Assault’ deployment map, allowing Jacob to start deploying his units, as per the scenario rules for setting up the game. Please note that the army lists we used were in no way optimized for competitive play, but rather made up of the painted units we used in our 7th edition armies. Therefore, some special weapons, options, and upgrades may seem odd or unjustified. As a final disclaimer, some photos came out a bit blurry due to some lighting issues during the game, but hopefully they’ll give a good enough picture of how the battle progressed. Enjoy!
Elysian Droptroops Vanguard Detachment (3+1 Command Points) HQ
Company commander: powerfist (Warlord)
Command squad: 4x plasmaguns
Veteran squad: 2x plasmaguns, 1x meltagun 1x missile launcher, vox
Veteran squad: 3x meltaguns, shotguns, vox
3x Drop Sentinels: multimeltas, 3x HKM
3x Drop Sentinels: multimeltas
Officer of the fleet
Tauros Venator: twin lascannon, 1x HKM
2x Tauros assault: tauros grenadelaunchers
Droptrooper infantry squad: flamer, vox, krak grenades
Grey Knights Terminator squad: 1x Nemesis deamonhammer, 1x psycannon, 1x nemesis force falchions, 3x nemesis force halberds
Droptrooper heavy weapons squad: 2x heavy bolters, 1x missile launcher
Vulture: twin punisher cannons
Brother Captain Severus and his unit of Grey Knight terminators.
The two company commanders and an officer of the fleet.
Veteran Droptroopers with shotguns and meltaguns.
A company command squad with 4 plasmaguns, such a cost efficient unit!
Drop sentinels and heavy weapon squads.
Some of the sentinels have Hunter killer missiles.
I finally get to play the Tauros Venator in the new edition.
Recon elements of the 101st Light Drop Company.
The dreaded Vulture, now with 40 shots and a bad attitude!
Fredrik deploys 7 units in total on the table, and keeps another 7 in reserves. The Terminators, a veteran squad, his Warlord, a unit of Drop sentinels, the Officer of the fleet, the Vulture gunship, and the plasma equiped command squad are all kept in reserves ready to deploy using either ‘Aerial deployment’ or ‘Teleport strike’!
A Tau commander equipped with a Coldstar battlesuit.
XV8 Crisis battlesuit teams with specialized weapon outfits. Most units in Jacob’s army have the ‘Fly’ keyword, rendering the ‘Strafing run’ ability of the Vulture pretty much useless.
Three XV88 Broadsides provide the Tau with some much needed fire support!
Jacob’s pathfinders, a beautifully posed and painted unit!
Jacob deploys his forces as follows, and keeps both Crisis teams in reserve ready to deep strike them right where they’re needed during the game!
A wounded officer, such a fitting objective marker for the ‘Retrieval’ scenario!
Elysian Droptrooper infantry supported by Sentinels and Tauros buggies.
The Coldstar Commander hovering above his mobile firebase.
Pathfinders staying stealthy underneath one of the ruins.
Fire support squads deploy in cover of what seems to be the remains of a burnt down grove.
The center of the Tau deployment zone is made up of Broadsides, drones, and the commander.
The Venator is set up in cover of the ruined factory building.
Veterans are deployed in position to give supporting fire with plasmaguns and missile launchers to supress the enemy before the Aerial assault begins!
After both armies have deployed, Jacob uses his ‘Vanguard’ move to get the pathfinders in a better position to provide his army with marker light support. A great move!
Fredrik responds by using his ‘Vanguard’ ability to move a unit of Dropsentinels up the mid field, this will provide his center with a 9″ ‘bubble’ that will keep Jacobs crisis teams from deepstriking to close to vulnerable spots!
Jacob then takes the first turn. The entire Tau army stays quite static to not risk any negative modifiers for moving and shooting heavy weapons. At the end of the movement phase Jacob calls down his first Crisis battlesuit unit and deep strikes them onto the skyshield landing pad!
As the first shooting phase begins, the entire Tau battleline lights up the horizon. Jacob activates his commander’s ability to give all ‘Tau Empire’ units within 6″ a well needed re-roll to hit. Fredrik prepares for the incoming iron rain!
Veterans take some incoming fire but manage to shrug off most hits., only taking two casualties.
Jacob manages to place 3 markerlights on the vanguarding sentinels, and unleashes a deadly salvo of rail rifle fire, high yeild and smart missiles, exploding the walkers one after the other! This earns Jacob ‘First blood!’
The deep striking Crisis teams open up on the weapon teams with their burstcannons but only manage to down a single team. The rest of the squad keep their cool and pass their morale check.
A couple of smart missiles also hit home on the Droptrooper infantry squad, inflicting a total of 8 casualties, the remaining two soldiers deserts from the battlefield due to a failed morale test.
Fredrik starts his first turn by scaling the industrial building with his Veteran droptroopers in order to get his plasmaguns in range. The officer of the fleet also enters the battlefield using grav-chute technology provided by the Elysian regiments.
The Vulture gunship arrives just in time to light up the pathfinder team that is providing Jacob’s army with the vital marker light support!
Fredrik chooses to deploy two of his specialist squads in the forest to counter the Crisis team on the landing pad. A command squad and the Veteran droptrooper squad with melta- and shotguns make ground contact just in range to return fire!
The Grey Knight terminators who were placed in the teleport chamber also manage to find a sweet spot 9″ behind Jacob’s army and teleports into battle!
The second squad of Drop sentinels land right in front of the Broadsides to put some pressure on Jacob’s center. Thanks to the early warning override systems Jacob gets to shoot at the incoming reserves! Fearing to lose his Warlord, Fredrik keeps his last company commander in the tactical reserve.
One of the Drop sentinels go down, while another takes a wound, to the Tau intercepting fire.
Heavy weapon squads, Tauros grenade launchers and missile launcher fire removes some of Jacob’s drones which keeps the Broadsides unharmed for the entire shooting phase!
On the landing platform, overcharged plasmaguns with the “Take aim!’ order, as well as shotgun and meltagun fire proves to much for the Crisis battlesuits to withstand, thus wiping the entire unit!
The Vulture gunship opens up with it’s twin Punisher gatling cannons, benefitting from the ‘Re-roll 1s’ ability of the nearby officer of the fleet, and inflicts a total of 11 hits on the pathfinder team! Ouch!
As the muzzle flashes and gunfire goes silent, both armies have lost two units each, this will be a bloody game indeed! In the assault phase, Fredrik fails to make the 9″ charge for the Terminators (even with a command re-roll), thus failing to lock two of the broadsides in combat….
During Tau turn 2 the broadsides reload their missile systems and prepares to unleash another salvo!
Jacob calls down his second Crisis team to clear out the objective on the far side of the table!
The Coldstar commander takes to the skies and makes a skyleap towards Jacob’s left flank.
Jacob then enters his shooting phase by placing two rockets from the commander into the Venator which dodge both hits with it’s 5+ invulnerable save!
The commander then puts a well aimed volley of burstcannon fire into the Veterans on the second level of the ruin. The Veterans take heavy losses from the deep striking Crisis teams forcing a heavy morale check on the unit who runs off the field.
The broadsides split their fire between the Terminator squad in the back and the Drop sentinels in front of them…
…blowing up another sentinel, and killing two of the Grey Knights who weather the storm!
Sensing their deadly potential Jacob fires off a couple of smart missile systems to clear out the command squad in the woods.
During his turn 2, Fredrik moves the heavy weapon teams from the safety of the woods in order to respond to the new threat of the Crisis battlesuits.
Tauros assault buggies moves across the battlefield at high speed to chase down the Recon drone who managed to survive the Vulture strafing the Pathfinders.
The venator chase after the Coldstar commander, twin lascannons ready to engage on sight!
In an artful manouvre the Vulture steers left and locks his sights on a new target.
The threat of the advancing terminators. Still fearing to lose his Warlord Fredrik keeps the company commander off table for one more turn. If he’s not deployed by the end of turn 3 he will count as being destroyed!
Using the ‘Move and fire!’ order, Fredrik gets to shoot his heavy bolters as if they were ‘Assault’ weapons, a clever move!
Which clears some drones from the Crisis team!
The Venator lands a lascannon shot into the Tau commander who fails both his shield generator and stimulant injector rolls (even with a Command re-roll). Scoring only a single wound of damage Fredrik then uses a Command point to re-roll the die, managing to inflict a solid 5 on the second roll!
Seeing how close he is to a Warlord kill, Fredrik chooses to fire the Vulture gunship into the Coldstar battlesuit instead of the Crisis team ahead. Despite hitting on 5’s Fredrik score enough hits to force a handfull of failed armor saves. The large battlesuit crashes to the ground, leaving a plume of black smoke behind…
As if things weren’t bad enough, the Grey Knight squad makes a successfull assault into one of the Broadside suits.
Brother Captain Severus lands a powerful blow with his Nemesis deamonhammer into the back of the battlesuit, killing it in an instant!
The last Drop sentinel also completes a charge into a broadside but both units fail to inflict any wounds. At the start of his third turn, Jacob falls back out of combat to be able to shoot at the sentinel again.
Using their jetpacks, the Crisis team launches themselves onto the second level of the ruin to secure the objective. The rapid firing plasmarifles puts a single wound on the Vulture Gunship above!
Once again Jacob splits his missile fire and takes out the final Drop sentinel but fails to inflict any wounds on the Terminators threatening the last Broadsides.
Fredrik starts his third turn by advancing his Veteran droptroopers onto the landing pad, The Elysian company commander now enters the battlefield and makes a smooth landing behind his troops, ready to lead them from the front!
The Venator swings around to take pot shots at the Crisis team on top of the ruin
In order to respond to the threat of the Crisis teams, Fredrik enters ‘Hover mode’ with the Vulture and lights up the taget on the leveled platform. Both Crisis suits are destroyed due to some unlucky armor saves!
The Tauros assault buggies finally chase down the Recon drone who is lurking behind cover to grab one of the objectives in the late game!
After yet another deadly assault phase Jacob loses his second Broadside to the Grey Knight strike team! In a final stand, Jacob starts his fourth turn by opening fire into the Terminators but fails to inflict any damage….
At the start of turn 4, the Tau general concedes which earns the Droptroops their second crushing victory in the new edition of the game! As the rangers secure the objectives, any remaining Xeno scum are relieved of their miserable lives!
The wounded officer is retrieved and safely returned to his staff. All is as the Emperor wills!
After action thoughts
Jacob: After beeing away from the hobby for a good twelve months this was the game to get me interested again. Not that I ever really lost interest in it, but there is a lot to do here in the world. The conditions were perfect: well painted armies, board and terrain, and of top of that a new edition. For me this was a walkthrough of 8th as well as a walkthrough of the new rules for T’au in 8th, very exiting! Overall, the match was a good one. My plan was to shoot with Broadsides, and make awesome surgical tactical teleportation strikes (place them on the board more then 9″ away from enemy unit and unleash hell) with my two teams of Crisis suits wherever they were needed. My first turn of shooting with my Broadsides made an impact. My commander used his ability Kauyon (giving re-rolls of to hit to friendlies within 6″), so nothing else was expected. To my Crisis suits all I can say is, YOU ARE ALL FIRED! As you probably have read I lost the game. But don’t feel sorry for me, this is the best part. The process of trying out new things (and throwing out the old), the creativity in list making, exploring new units and ways to play the game is what makes Warhammer 40k interesting to me. Losing a game is really boosting this. The T’au empire will be back for a rematch, that I promise you!
Fredrik Well I’ll be damned! Another one in the loop for the Elysians! This game was very interesting, both in terms of the points increase from my last game (allowing me to take more unique units), and in terms of facing off against my most feared opponent – the Tau enclaves! When Jacob opened up with his 24 high yield missiles and 24 smart missile systems with re-rolls to hit I thought I was in for a bad day. And I sort was at an early stage as he cleared off a whole unit of infantry and my expensive sentinels. This forced me to position my reserve units to deal at least an equal blow back to the Tau, and boy they did. The overcharged plasmas on a cheap command squad with orders once again proved deadly by wiping out an entire unit of Crisis suits. And the Vulture? What’s not to love?! A beautiful model with a heavy damage output versus units of fragile and unsupported infantry. That strafing run on the building during turn 1 will be remembered for a long time. Even though the Elysians have gotten a whole lot better in this edition, I think the unit that made this victory possible was the teleporting Grey Knight Terminators who soaked up a lot of fire and really pressured his back line. Kudos for being awesome again termies… I’m really looking forward to playing again, and by then, lets hope we see some awesome mecha robots (read Riptides and Stormsurges) on the blog!
I’m working on a rules set (or three) to be used for battles in a post apocalyptic setting with whatever minis you find suitable. Carrasco had a few Afghan militia minis he couldn’t find a game for so he donated them to to me and my game. They are originally produced by Eureka miniatures, but are now (due to some heavy modifications and converting) the upholders of good morale and postmodern philosophy – but mostly they roam the wasteland, shoot stooges, and take their shoes. I’d love to hear your opinions on what to name the crew and the individual models in the commentaries. The setting is the south of Sweden wasteland after the wars, the drought, and the salt storms… This is Rost och Röta – probably the last game in the world!
I also recently built and painted six camel riders for the same game! If you are interested in the rules I’ve written then you ought to check out the reviews and battlereports here and here!
Now enjoy these post apocalyptic warrior students!
Captain Ikaru Perseus personally supervised the task of rearming and refueling one of the platoon Valkyries from the vantage point of a tower at the F.O.B “White Haven” – also known as “the Marbled Hellhole” by it’s garrisoned inhabitants. He was at the end of his twenty month long deployment at this Emperor forsaken rock, called Aglaia IV, which apperantly had resources valuable enough to justify the deployment of Phantine skyborne specialists rather than conscripted colonials for protection. Resources that were needed in some distant part of the Imperium, and that would never enrich these men and women’s home system. He hated this place. The ever burning sun, the scorching sands of the planet surface, and the constant harassment by solar winds making scanners and clarion vox-nets unreliable. For some ironic reason this system was also under constant threat from Eldar piracy, as if the Xenos found some animalistic pleasure or instinct in fighting over this place of rock and sand. Skirmishing with Eldar corsairs was a daily routine for the troopers of the 101st, which is why the commanders made sure to keep response units in the air at all times – consuming fuel on a rate higher than normally accepted by the Adeptus Administratum. Perseus glanced at the red veil flickering around the sun. In an instant, a flash of pure white light pierced his vizor and forced him to avert his gaze! A thundering salvo of laser and shuriken fire blasted the surface of the colony, forcing the defenders to take cover while Xeno hover craft and jet units deployed around the perimiter in a graceful manouvre. Before his troops had time to return fire, Cpt. Perseus activated his distress beacon to signal the rapid reaction units. “Three weeks left” he thought, and the Xenos could have this hell hole for all that he cared…
Welcome to this Warhammer 40.0008th edition battlereport between my Elysian Droptroops and my good friend Simon’s Eldar army. This was a Matched Play test game of 700pts designed for us to try out the new indexes, as well as the core game rules and mechanics. We set up the game using the Vanguard deployment map and the ‘Secure and Control’ Eternal War mission. I won the roll off to set up a single objective first and placed it on the Skyshield landing pad. Simon then set up a single objective on top of one of the towers. Each objective is worth 3 victory points at the end of the game, and additional victory points can be scored for ‘slay the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since this was a rather small test game I won’t go through the army lists, although I should point out that my army was battleforged (+3 command points), consisting of a single Vanguard detachment (+1 command point) while Simon’s army was unbound (0 command points). Units and models were selected mainly due to what we had painted from our 7th edition armies. Here’s an overview of the deployment.
700pts of Elysian Droptroops consisting of two infantry squads with one plasmagun each, 2 company commanders (one with a powerfist), a veteran squad with three meltaguns and seven shotguns, a company command squad with four plasmaguns, two Tauros assault vehicles with grenade launchers, three Drop sentinels with multimeltas, and a heavy weapons squad with one missile launcher and two heavy Bolters.
The commander in charge with a Powerfist, and Cpt. Perseus ever at his side.
Veteran Droptroopers ready for breaching action!
Fire support section.
Infantry squads make up the core of the army.
Simon’s 700pts of Eldar. A spiritseer with five Wraithguards equipped with D-Scythes, three Jetbikes all armed with Shuriken cannons, a Wave Serpent, and a Wraithlord.
The Xeno witchmaster commanding his spirit warrior warband of corsairs.
The Wave Serpent, a truly beautiful model and such a beast in the new 8th edition Index!
Simon deploys his Jetbikes outside the perimiter defenses.
The Wraithlord also deploys behind cover.
Fire support squads deploy on the landing pad around one of the objectives.
Infantry squads scale the catwalks linking two of the guard towers. Four units are deployed in tactical reserves to utilize the Elysian Aerial drop deployment. The warlord, the veteran squad, a command squad, and the Drop sentinels make themselves ready for planetfall…
Having deployed his army first, Simon takes first turn and zooms forward with his jetbikes to apply pressure on one flank.
The Wraithlord lumbers forward using the barricades as cover!
The Wave Serpent skim on top of the second objective and prepares to lay fire on the human defenders!
Shuriken cannon fire from both the Jetbike unit and the Wraithlord rips through the air but only manages to inflict 3 wounds on a Tauros.
The Wave Serpent opens up on the heavy weapon teams but only manage to down one of the loaders thanks to the teams being in cover.
The Elysians respond to the raider’s advance by moving around the flank of the Jetbikes. By moving more than 10″ the Tauros buggies get a 5+ invulnerable save until their next turn!
The Elysian rapid reaction units arrive using their renowned Combat Drop and deploy specialist weapon squads beneath the Wave Serpent.
Veteran troopers with meltaguns and plasmacarbines take aim. The Warlord drops in behind both squads to provide them with the valuable “Take Aim!” order!
A cloud of ash and red sand engulfs the troops as the grav-thrusters of the Drop sentinels secures a soft landing!
Fredrik rolls a total of six hits while supercharging his plasmaguns! Simon then show the trickery of the Eldar by saving almost every plasma and melta hit using the Serpent shields. The transport escapes death with 7 wounds left!
Combined fire from the infantry and Tauros grenade launchers kill off two Jetbikes.
Simon starts his second turn by moving the Wraithlord closer in preparation to scale the gates!
The Wave Serpent thrusts forward and lands right beneath the landing pad, preparing to disembark it’s deadly cargo in the next turn.
Fredrik starts his second turn by chasing after the Wave Serpent and prepares to unleash a second volley of anti-tank fire!
The command squad climb on top of the compound to get a clear line of sight while staying in range of the second objective.
The veterans strip another 6 wounds from the Wave Serpent, a well placed order from the 2IC allows the missile launcher team on the landing pad to re-roll a missed shot of a 1, which then scores a hit and explode the skimmer, killing two of it’s Wraith warriors in an instant! The Drop sentinels kills off another Wraith construct. Ouch!
Hungry for revenge Simon moves up his Wraithlord to clear off the pesky guardsmen who are taking pot shots at it with their lasguns.
The Wraithguards position themselves for an upcoming assault while the Spiritseer breaks off and head towards the landing pad! A great move by Simon.
Before hurling the ancient constructs into the fray, Simon heats up his D-Scythes…
…and sends five veterans to a screaming death with warpfire!
The lumbering hulk of a Wraithlord towers the guardsmen and catches them in the open…
…only to fry seven of them to death! The rest breaks off from the battlefield due to a failed morale test.
The veterans roll a heavy 6(+5) for their morale test, but thanks to the Elysian ‘Iron Dicipline’ rule they get to re-roll the test and pass it with a 2(+5). Quite handy to be a Phantine specialist!
While the Wraithguard below assaults the veteans, the Spiritseer launches himself into combat with the heavy weapons squad above!
Combat is quite unsatisfying for both parts as every combatant fail to hurt their opponents… Fredrik begins his turn by disengaging and falling back from combat.
The infantry squad and the 2IC leave the safety of the guard tower and advance ahead to reinforce the Elysian positions around the first objective marker on the landing pad. Using the order ‘Get back into the fight!’ Cpt. Perseus orders the heavy weapons to open fire on the Spiritseer after disengaging. All shots fail to hit however.
The Drop sentinels and the Elysian Warlord also joins the melee beneath the landing pad. The company commander smashes a single Wraithguard to death using his powerfist.
Starting his fourth turn, Simon advances his Wraithlord to get closer to the action.
The Spiritseer successfully harness the warp and destroys two of the weapon teams using the ‘Smite’ psychic power.
Elysian troopers advance twice using the ‘Move, move, move!” order and covers almost 18″ of ground to form a second perimiter around the landing pad.
After losing the heavy weapon teams Fredrik makes the decision to send both commanders into close combat with the Spiritseer to make sure the Emperor is still in control of his objective. A powerfist blow smashes the ghosthelm of the sorcerer and deals 2 wounds to the scum, while a slash using the force stave deals 2 wounds in return to the company commander. An epic Warlord duel takes place above the sands of Aglaia IV!
During Simon’s turn 5 the Wraithlord completes a charge into the back of the Drop sentinels, but fail to save his brethren before the veterans smash them to death using ther gun stocks and bad attitude.
In the following turn of combat the Wraithlord makes a clean sweep with his Ghostblade and destroys two sentinels, leaving the third one running off the field! Using his final powers the Spiritseer then deals a finishing blow to the Elysian Warlord and kills him for a Warlord point! Cpt. Perseus steps up and take command of the force while dealing one wound to the Spiritseer with his laspistol!
In a final move to secure the Objective, Fredrik sends up the last squad of Droptroopers and assault the Spiritseer who is stabbed to death by combat blades in the following melee!
While securing the objective on the landing pad, the command squad scales the opposite guard towe to secure the second objective. Tauros buggies hunt down the last Eldar Jetbike and get in position to score Linebreaker!
After rolling for turn 6, the Wraithlord climbs the landing pad and prepares to avenge his Spiritmaster! Simon fires one flamer into the squad on the pad, one flamer into the remnant veterans below, and the Shuriken cannon into the command squad on the far objective – hoping to force morale checks. Two guardsmen die while defending the objective with their bodies, as well as the veteran sergeant of the breacher team below. Once again the ‘Iron Dicipline’ rule turns two very ugly morale checks into good ones!
The Wraithlord then charges into combat and kills off two guardsmen, while Cpt. Perseus screams orders from the back to make sure the troopers stay in the fight!
In turn 6, Fredrik disengage and falls back from the Wraithlord on the landing pad and heats up the meltaguns from the veterans below. Landing two out of three hits (both within melta range) the veterans put the spirit warrior to his eternal sleep, all while the shambling construct body falls down the landing pad and crashes into the red sand below… The game ends with Fredrik in control of both objective markes, scoring him a total of 9 victory points (3+3+First blood, Warlord kill, and Linebreaker) to Simon’s 1 victory point (Warlord kill).
After action thoughts
Simon: It’s always a pleasure to play against Fredrik and his flyboys. This was my second game in 8th ed. and the inexperience really shows off in some of the decisions I made during the game. But that of course went both ways since it was also Fredriks first game. I love how the new edition works, and all the small tricks that we found out as the game went on. Overall the game was really close but I made a fatal mistake in the 6th turn that made it possible for Fredrik to table me. Meltaguns in melta range hurts A LOT. My unharmed wraithlord got deleted by three lone meltagunners and BOOM!, game. We were equally surprised by their effect but had a great laugh together. Next time my Ghostwarriors will return in larger numbers and claim victory.
Fredrik: Wow, what a game! The new edition is really fast and engaging. My first impression is that you are a lot more active as a player during each phase now, since every situation has modifiers that impact the game in ways you need to be aware of. This feels very refreshing as opposed to seventh edition, even though I still miss templates (but that’s another debate). I really really enjoyed how well the Elysians performed in this game. They are my favourite army both in the lore and modelwise, and it’s very rewarding to finally see how their flavour as a guard regiment impact their game style. Having the ability to reserve half your army and perform deep striking attacks with surgical precision, wherever you want and whenever you want to (remember turn 3 at the latest!) for such low priced units is very strong. I will make a more thorough review over the next couple of days, but for now I think it’s safe to say that the Elysians have gotten a new set of teeth after lagging behind with an old armylist for a couple of years. Two final points: Tauros assault buggies and Drop sentinels are way more useful now since they dropped in price and got a boost to their weaponry. They are still not cheap enough to be over powered in any way, but at least they’re an option worth considering over similar units. I would love to make use of the Elysian’s unique order(s), of using heavy weapons as assault weapons, but never had the opportunity or the model count to use them effectively in this game – thus I tended to spam the “re-roll 1s” order a lot. In higher point games I think there will be more of a choice between orders for different situations. All I can say is watch this space for more battlereports with the Phantine skyrborne over the coming weeks!
Once again, we say farewell to both happy and tired participants with a warm smile and a firm handshake. Looking out across our eight themed battlefields I notice that a handful of trees have been knocked over, a spare dice is left without anyone claiming it’s ownership, and one of the plastic objective markers have snapped off from it’s clear green acrylic stand. The price of war is high. But the rewards? Epic moments and memories that will hopefully take long for our participants to forget and thus well worth the cost. Months of hard work has finally paid off and even if this event exceeded our expectations – war never seems to change! In this article I’m going to share some thoughts on the Lords of War II-event that took place on the release day of Warhammer 40.000 8th edition.
First of all I’d like to reach out to our sponsors Deep Cut Studio and Playoteket. Without your dedication and support this event would not even come close to being as successful as it was. Meeting and exchanging ideas with you have been a true joy and I think I speak for every participant when I say that your contribution to our gaming tables and/or player Goodie bags were beyond awesome! We look forward to working with you again in the future in order to create the most memorable gaming events in Southern Sweden!
So, where do one start when there is so much to say? One of the best things from an organizer’s perspective was the fact that some new faces had dared to come out to play this time around. It is always nice to get to know new players, and to see how new armies perform and impact the local meta. Speaking of the armies, the level of painting standards was impressive to say the least! As you have noticed we have a “painted only” criteria at our events, and the amount of time and work that people put into preparing their armies is truly inspiring. You are the true heroes of this hobby! Below you can see the final scoreboard together with some pictures from the event. Exciting times are ahead of us with a brand new edition to learn, and to find a new suitable tournament format. If you are a forum dweller and a player who would like to attend our future events, don’t hesitate to sign up once your spider senses starts flashing about Lords of War III!
Hey and welcome back reader!
I’m currently surfing on the waves of wellbeing after hosting the second Lords of War tournament with the Scattered Dice crew. The event also happened to take place on the same day as the release of the eight edition of 40k, which meant that we had a very good opportunity to kick out 7th with a bang! I’ll write up a recap of the event once I get the photos sorted, but in the meantime I wan’t to introduce you to this summer’s 40k project – the Deathguard!
I managed to come across half a box of the Dark Imperium starter set, which contains enough models to keep me busy while I figure out a suitable army list, and I hope that you’ll follow this journey into plague and disease together with me over the upcoming weeks.
You have probably watched several unboxing videos and product reviews on youtube and other dark corners of the web already so this article won’t bother doing any of that. Instead, I’ll take you through the assembly process of the Heretic Astartes and share some of my thoughts on the different models and parts of the kit. First of all, you get a complete shit ton of models if you split the starter with a friend. The Deathguard alone equals some twenty Poxwalkers (read zombies), seven (notice that sacred number!?) Plaguearines, and three different characters. In this first article I’ll assemble the regular Deathguard Marines.
One of the things I appreciate the most with the new Deathguard line is the fact that several models are sculpted wearing MkIII Power armor, which in itself gives a very heavy feeling to the miniatures. It is also a cheeky flirt with the Horus Heresy line and lore of the fourteenth legion. The MkIII’s really gives the impression of a primitive and somewhat antique Power armor, wich suits the overall feeling of Nurgle’s corruption and decay.
Now to be honest some of the over-emphasized spikes and bells on these models are a bit too much for me to digest, so in order to mute the comics feeling I had to clip and shave off some of the details. My main problem is the all out horn bonanza that the design team went for – with large spikes bursting out of every part of these miniatures. The Plaguecaster even have bone horns poking out from his feet and knees!..
I think the slim look of helmets with shaved off horns gives a better ‘average Joe’ feeling and, since I don’t want every model to be a centerpiece in my army, I think it’s better if the regular troops don’t attract too much attention.
Next up I’ll assemble the characters and Poxwalkers, as well as get on with priming and showing off some test models for my Deathguard color scheme.
I finally finished the remaining batch of Imperial Knights for a guy at the local club. He wanted these two titans painted up in the heraldry of the Ultramarines chapter, as they would be used alongside his army of Ultras in either 40k or 30k. Im really happy with his decision on going all out on the magnets for the project, since it allows for some cool posing and changing weapon loadouts between the (now three!) Knights. The armor plates were painted in a three color gradient: from imperial dark blue to a light ultramarine tone. Decals and other markins where then applied before adding weathering, chipping, and streaking effects to the Knights. All of the back weapons were kept subtle (Black w/ grey) in order for the owner to be able to use them on other models as well. After deliviering the Knights I told the client to take a closer look at them at home and get back in touch with me if he wanted anything changed, polished, or touched up, as I want to make sure that he is 100% happy with the job – they are centerpieces after all!