You’re Overdue, Punks!

I finally finished this Dark Angels librarian, whom I started months ago. I’m pleased with how he turned out.

GW clearly wants me to scale up to bigger games with more – and more expensive – models, but I’ve been having too much fun playing Kill Team at 100 points to pay them much mind. I’ve got the models, but not so much the inclination. We’ll see what happens now that I’ve got a commander (though he’s not a primaris… I wanted to field a converted model) and Elites is coming our way.

This fellow was converted from the chassis of the normal (tactical) librarian with some major alterations including two Tempestus Scions arms, a xenophase blade from the Deathwatch sprue, and a Grey Knights head.

You can also see some new pieces in the background. I airbrushed a large batch of stuff last weekend. I’ll have plenty of terrain projects ready to finish for a while!

We’ve Got Them Surrounded, Sir

Last night my Eremoi battled Will’s Drukhari in a battle on my new desert board. We played the narrative mission Ambush, where his objective was to get more than half his team through my forces and off the map.

A Kabalite wielding a dark lance did work from the backfield, taking out my missile launcher on turn one after a decisive shot took the initiative from me. I chose not to challenge, as my whole team was ready and I preferred to keep the command points. His comms specialist upped the percentages but rarely contributed to shooting, since he only had a 12″ range.

A few wyches got my marines into CC, while a pair made a break for the escape zone. My combi-plasma gun took down one charger on overwatch, which definitely helped me in the early game.

When the dark lance was finally forced to move, my leader & heavy moved out to safely open fire on him as he hid behind a wall buttress.

In the end the Eremoi took out enough elves through solid shooting and got that sixth kill in a team of ten to wrap up the win. Still, Will made it a tough game despite long odds. We’re looking forward to more games between these factions as soon as possible.

Desert Duel

The Grey Knights of the Inquisition somehow got word that the Eremoi caste of Dark Angels has been dabbling in warp science and were dispatched to – er – dispatch them.

Tom & I got in a great game of Kill Team this evening using my new Sector Fronteris board.. He fielded his psykers and I my heavy-hitting Unforgiven. Terror Tactics was the mission.

After Tom advanced on my forward position and psybolted my heavy bolter (heavy specialist), I brought down his Demon Hammer-wielding combat specialist on turn one. Following that early action we turned out attention to the center of the board and began to duke it out.

I charged the aggressor, who had survived a double tap from my tactical sergeant (sniper) firing both profiles on his combi-plasma gun. I kept my intercessor sergeant farther from his grey knight to avoid being hit with a mind bullet.

As we fought for control of the center of the board, our gunlines sustained fire behind the melee.

But wait! The stalwart Grey Knight Andros not only survived six attacks from a power sword and killed my plasma gunner, he fell back and made a run for the edge of the board! With two flesh wounds, he advanced right out of the game, giving Tom the two points that locked up the win for the Inquisition.

We had a fun time putting two good-looking teams onto to some nice terrain and slaughtering one-another’s space marines. Things looked like a cake-walk for Tom early on, but proved fairly competitive as the game continued. We made a few mistakes we’ll try to correct next time, but overall the exciting and fast paced game played out well.

Hope you have time in your weekend for some great gaming with friends!

Plasma in Ya Grill

I’ve finished my combi-plasma sergeant. The truth is most of the kill teams I’ll actually face on a regular basis (Harlequins, T’au, Drukhari) don’t really demand plasma weapons, but I’m ready for those stinking Death Guard if they ever show.

As I have done for most of my Eremoi, I’ve hidden a surprise on his base.

Slaaneshi CSM can’t stand before the wrath of the Dark Angels!

The blood glooping out of the back of the head was sculpted with Greenstuff and painted up with Tamiya Clear Red.

Breathe Life into Faces with Inks

A subtle application of inks can transform the face of a figure from lifeless to vital quickly and easily.

The face of this Dark Angels tactical sergeant was painted from pale purple grey in the shadows, up through a yellowy skintone, and highlighted with fair skin. It’s ok, but it’s definitely missing something.

The application of very thinly glazed inks can take that same face and give it far more personality and life.

The thing to keep in mind is that the face can be broken down into three main zones of color. The human forehead is slightly yellow, the nose, cheeks, and lips are reddish, and the jawline is slightly blue.

When glazing the red, focus upon the bulb of the nose and tops of the cheeks. I’ve also glazed blue onto the scalp to suggest a shaved head rather than baldness. Space marines don’t go bald, man!

A drunken dwarf can stand a nice rosy nose & cheeks, while you need to go veeery light with the blue on female figures… unless they’re beardy lady-dwarves!

Don’t overdo the red on the lips: lips that more closely match the color of the surrounding skin look more tense and aggressive. In any event you can always add more, but you can’t take it off.

Two notes on inks:

1) They take a while to dry. Be patient or you’ll start ripping the color off in spots and create a mess. Experience and all that.

2) Inks are transparent, so you need to do all your highlighting & shadows first, because it will be your last (or almost your last) step in the process.

Use these quick tricks on your next figure to breathe a little life into him!

Plasma for Days!

In the never-ending quest for more strength and AP on my Eremoi marines, I’m working on a tactical sergeant toting a combi-plasma.

He’ll probably slot in as a sniper, taking advantage of the bolter shots when double tapping both at rapid fire range. I need to finish him up and add an intercessor sergeant with a chainsword (which I’ve built as part of a combined Dark Angels/Deathwatch group of intercessors) and I’ll be able to field two plasma, a missile launcher, heavy bolter, and auxiliary grenade launcher (so good) in addition to the chainsword sarge. Sounds pretty nasty against MEQs!

Drukhari Meet the Emperor’s Finest

Will’s getting together a kill team of Dark Eldar. The plan is to handle the painting collaboratively, but for now we just wanted to see them on the table.

The mission was Sweep & Clear.

Bundle of fun! All my specialists in one little knot to start the game. We’ve got my new intercessor sergeant as leader, along with my plasma sniper, intercessor comms, and heavy bolter heavy specialists. The group split up on turn one, but presented both a juicy target for melee and a wall of fire at range. Along with these two I had my new missile scout & a standard tactical marine to complete the team.

Will’s team included five wyches and five kabalites. He had a combat and a zealot specialist and a sniper with a dark lance laying down heavy shots from the backfield.

Will’s Drukhari hid behind our new chapels & crypts, maneuvering into position to bring my boys into close combat. I only sighted two targets but nipped one wych on turn one. Turn two saw me drop another with my ranged weapons, while the xenos got my sniper and comms specialists, as well as the tactical, into melee with a wych armed with hydra gauntlets.

Turn three was the big turn. My missile launcher and heavy bolter threw out a ton of shots that started chewing up his kabalites, while my sarge moved decisively, led by example, and honored the chapter on the same turn. That was six attacks with the power sword, two more from the comms intercessor, and five straight attacks at the top of the turn. My melee attacks only netted one casualty, but it put my Eremoi up 4-0 in points and kills.

When I picked off a fifth model on turn four, Will’s Dark Eldar packed it in and headed back to Commorragh with their braids between their legs! I had only sustained a single flesh wound at that point.

We both felt the Drukhari seemed like a very fun faction and quite viable, though this particular game was very lopsided. The Power from Pain and Combat Drugs rules add a lot of flavor and excitement, though the latter, in particular, also increases variability dramatically. Once Will’s adjusted his team somewhat we’ll run it back soon. That said, Drukhari do seem likely to struggle against MEQs, given their low strength melee weapons (unless they roll Grave Lotus on the Combat Drugs table). Without question, the roll for Drugs could potentially swing the game before the tip-off. I’m sure things will tighten up as Will learns the faction better.

I was very pleased with the missile launching scout and the sergeant. The frag missiles delivered doses of shots as necessary. And while the leader’s power sword was overkill against the Drukhari’s 4++ melee save, his three attacks definitely made him a beatstick. Wait till I get that chainsword sergeant painted!

It was a great time battling it out with a bunch of new models & terrain. I can’t wait to defend the Imperium again soon!