Friday, September 22, 2017

Just Call Me Mr. Butterfingers

I have a problem. Well, lots of them, but we don't have time for that right meow.
Recently I have become a huge fan of ink washes and texture paints. Citadel knows of my needs and started making them in larger paint pots. Which is great, except for they can be a bit unstable.
 I'm just not used to the taller bottles, I have been knocking them over with alarming frequency.  They are very easily tipped over with the lids flipped up.
This doesn't really matter with the texture paints as they are far too thick to spill any material in a reasonable time frame. Like, hours if not days. This is not true of the ink washes. I have knocked over the tall bottles and spilled a whole bunch of ink. Several times. I only had to re-paint two figs, but used a lot of paper towels.

I needed a way to minimize the damage. If only I had some kind of wide base to put the bottles in...

My lovely and talented wife, Mrs. Blackheart, has recently purchased a 3D printer-bot. She is rapidly progressing on its use. I explained my problem and proposed my solution to her and within a few hours she gave me this:
It works great! The new base provides enough stability to prevent a glancing blow from knocking over the top heavy bottles. The day (and ink) is saved!

3D Printer Servitors Are Your Friends
Surely They Will Never Rise Up and Kill Us All. 

Friday, September 15, 2017

Genestealers New and Old

So do you know what a Genestealer Cult army really needs? Yes! Genestealers. The big question for me was, what kind of 'stealer? There are a few variants to pick from. The olde tyme Rogue Trader metal body with plastic arms, the 1st edition Space Hulk/2nd edition 40K era plastic ones, the newer more Hive Fleet looking 'stealers (5th edition?), or the brand new Overkill version.

I have three of the kinda terrible and small metal Genestealers, so that is not really an option. The Overkill 'stealers are by far the best looking of the bunch, but I had only four of those. I do have just shy of a zillion of the other plastic versions. So I did a lineup to compare and contrast.

The Overkill version is on a 32mm base, which works well for the whole big arms thing 'stealers do. I put the 5th edition one on a spare Blood Bowl slotta base which is 32mm. Then I tossed in a 'stealer from my old Space Hulk set.
I liked how the Overkill and Space Hulk 'stealers looked like they were related to the Patriarch. So the 5ed Genestealer was out and the Overkill ones were in.

The Overkill Genestealers are a bit hard to come by. I traded for a few, and won a couple of auctions on eBay to bring my total up to ten. I decided to use ten of the older Space Hulk minis to fill out my force of twenty. Oh yes, this little project was getting a bit crazy.

I carefully cut the old 25mm bases off and put the old timers on new 32mm bases. Then they got a repaint. I was worried the new coats of paint would pile up and make a blob-like 'stealer, but I managed to thin the paints enough for this not to happen.
The end result was a bit of crazy went a long way. The force of twenty looks great as a cohesive unit, and like they belong with the Patriarch.    
It's that what a good Cult is all about. Belonging. That, and bathing in the blood of the unbelievers.

Blessed Are the Void Kindred
Don't Question the Starry Wisdom

Thursday, August 31, 2017

Open War Cards

One new 40k 8th release which received little fanfare was the deck of Open War Cards. Which is a shame because they are really quite good.

It's a small deck of 48 cards but full of cool ways to set up 40k battles. It is really five smaller sub-decks: 12 Deployment, 12 Objectives, 12 Twist, 6 Ruse, and 6 Sudden Death cards.

Fast and easy to use,  You draw a Deployment card, which has a graphic depiction of the deployment zones, a Objective card, and a Twist card. The Objective card is self-explanatory, and the Twist card has some delightful thing that messes with both sides like Acid Rain, Warp Storm, or Orbital Debris.

If one side has a higher Power Level than the other, then it receives a Ruse card, which is a helpful boost. If the one side also outnumber 2:1 that player also gets a Sudden Death Card. It is just as the name suggests: a Sudden Death Victory Condition for the outnumbered player. Some of these cards are quite fun. Both the Ruse and Sudden Death cards are kept hidden until used.

An interesting variant is if both players are within five PL of each other give each of them a Ruse and Sudden Death card. Makes for a unpredictable battle.

Open War is great for quickly setting up a match, and with enough card combinations to give it a lot of replayability. Give a try if you haven't yet.

Go Roll Some Dice
But use the Cards Too! 

Friday, July 28, 2017

First 8th Battle: Part II

Sorry for the delay, but I had some...issues with Blogger. Now where was I?
Oh yes, Shooting Phase! The shooty-ist phase in the game.

Shooting is flat out better. Whole squads don't have to all shoot at the same target anymore (again). This is a huge win for the flexible squad, like Imperial Guard or Space Marines. My Dreadnought had a great time; Assault Cannon at the Genestealers, Heavy Flamer the Lictor, and charge the Carnifex, all in the same turn.  All tank-like vehicles benefit hugely as well. Oddly less gamey and more fluffy.

Hit modifiers now apply, but not very many. You want to move and fire a heavy weapon? That will be -1. Shooting at somebody in cover? -1. All quick, easy, and makes sense.

The new "To Wound" table is also a very nice change. Everything can (potentially) wound anything else is fun and good for balance. Vehicles having Toughness instead of Armor value works far better than I thought it would.

One small change I didn't notice until their first time shooting, is Storm Bolters are now Rapid Fire (2) instead of assault, which makes for 4 shots at 12" or closer. Very nice.
Charge Phase is short and sweet, and not much different from before. Overwatch got a minor tweak, as a unit can fire multiple times as long as no enemy is within 1", and all units get overwatch now.

The within 1" of an enemy rule is a nice constant throughout the ruleset. A good example of the little things that make this a much cleaner version of 40K.

The Fight Phase I actually had a small bit of trouble adjusting to. We were so used to a rather complex hand to hand sequence (Initiative sub-phasing, how many melee weapons, etc.) that it took a few tries to see the new flow correctly. It is much faster, with less fiddly modifiers. Being able to leave close combat at the cost of shooting is a nice touch.  

Morale Phase. Face it, most of us either forgot, ignored, or had lots of troops that were immune to Morale Tests. Not anymore! Taking one test for any unit that took losses is fun, easy, and can make a huge impact on the battle. You do have to track casualties, but that is easily achieved by leaving the dead guys knocked over on the table.

Conclusion: Obviously I really like this New 40K. It plays faster and easier. Overall it feels more like what 40k units are supposed to do. I'll yap about Command Points, Army Building, and other usch stuff soon.

The Emperor Protects
But Sometimes Warp Storms Affect Blogs Too