Monday, June 3, 2019

Thunderhawk Stand Update

After five years, we have run out of Thunderhawk Flight stands. Everyone who purchased one was very happy with it, and we thank you!

We will make a very small run of stands in July, so if you are still interested in one, please email me at and you will be placed on the List.

Be advised the current stand only fits the older Thunderhawk. It will not fit the newer 2017 version.
If you do have a newer Thunderhawk and would like to assist us in designing a stand for it please let me know at the above email.

The Emperor Protects
With Lexan

Friday, May 31, 2019

Carnage Asada '19

It was time for our annual Memorial Day BBQ & Kill-fest. This year we did Kill Team Knights free-for-all. Each player picked a single choice from the bullpen of Giant Robots & Monster, set up along the edge of the battlespace and had at it!
It made for quick playing and very shooty battles. Ideal for multiple players. Unless ALL the other players gang up on you just because you took the Barbed Hierodule and look scary.

Although this happened to the Ork Stompa as well...

We also played Munchkin 40,000 and made some lovely Carne Asada BBQ. A fine time was had by all.

Everyone Wins
When Giant Robots Fight
Except the Tyranids, Apparently

Friday, May 24, 2019

Kill Team Knights

Playing a game of just Knights against each other in 40K is a great deal of fun.
Except when it isn't. Like when one side goes first and smokes half of your forces. Which is not that hard when you only brought four or five models.

Kill Team (and many other games) deals with this by alternating player turns. This is a game mechanic I think offers better results, and more enjoyable games. So like a olde tyme TV commercial about chocolate and peanut butter, lets see what happen when Knights are mixed with Kill team.

To be fair, this experiment is 40K with a Kill Team turn structure. So you still build your force, pick a Warlord plus traits, and use Stratagems, all from the Codex.

We picked a 100 PL list of Knights (I used 102...the Knights list isn't really granular..) and then played just like Kill Team (KT). It worked surprisingly well, and gave that tactical flavor that is missing from smaller games of 40K.

We did run into a few situations, which are addressed by some house rules:

Command Points. I like the way KT  generates Command Points (CP) every turn, but the 40K Stratagems are made expecting you to start with a few CP. So we decided that both sides start with 3 CP and generate 1 per turn, and a bonus 1 if your Warlord is still alive.

Morale. For our cinematic purposes we decided Vehicles auto-pass Morale Checks.

Long Range Modifiers. Vehicle mounted weapons (not pintle mounts) do not suffer from Long Range mods.

Splitting Fire: Vehicles may split fire freely, but must declare all targets before any weapons fire.

It's fun, easy, and makes for a more enjoyable robot fighting time!

    Go Roll Some Dice
With a More Even Distribution of Killing

Tuesday, April 30, 2019

Mostly Fool-Proof Magnets (Mostly)

I have started build my Adeptus Titanicus models. I know have to go down the rabbit hole of magnetization to get most out of the weapon options.

The last time I did magnets, I had a bit of  a challenging time with them. I knew there had to be a good way to deal with them so I went to YouTube!

And found madmen who had mostly hope-based systems of dealing with the tiny deamons. "Magnets are tricky to use, so I have to redo a bunch of stuff!" was my favorite quote from the research. Sigh. I'm sure there are a ton of helpful videos on the subject, but I have a finite amount of time.

I experimented for an evening, and this is what I have come up with. A very simple, repeatable system that will work 100% of the time. You just have to pay attention and don't rush it.

The main problem I had with magnets is that they flip over, for like no reason. Usually when you aren't looking. Marking them works, but only if you always mark the correct side. I know most of you out there already know this, and have figured it out. This article is just in case I can help somebody out there.
The key to successful magnetizing is magnet management. And to do that, you need a Master Magnet. Take a piece of cardboard (4"x3" or whatever) and using CA glue ( I like Gorilla) attach a magnet in the center of it. As this is the Master Magnet it doesn't matter what side is out.

Color the magnet with a red sharpie (or whatever you like, but I will refer to it as the Red side) and let the glue dry well.

Get all the parts that want to have magnets ready and handy.

 Drop a new new magnet down on top of the Master Magnet. Color the side facing out.
The magnet now has a Red side and a Bare side.

A Red side will only nest to a Bare side.

We will have two classes of objects we want magnets on: Main and Attachment. Things like the Titan bodies are Main, and all the Weapons are Attachments.

Main Objects have the Red Side of the magnet facing out.

Attachments have the Bare Side facing out (Red Side against the plastic).

Glue the colored magnet in place on model.
Drop new magnet on Master Magnet and color it red.

It is methodical, but it makes keeping track of what side is what quick and easy. It doesn't matter if the magnets get, flipped, dropped, or attach to another magnet. You know it is marked correctly across the entire project. I have done eight Titans and did not have to go back and re-do anything.

Go And Build Something
With Logic and Magnets