Friday, December 30, 2011

Making Scarabs

I was combing through my unassembled Necrons and bits last night and it occurred to me that even with my 12 current scarab swarm bases I am still woefully short of the amount I’m going to need to play.

Buying tons of warrior box sets is silly, as I already have 48 warriors, and buying scarabs on eBay right now is not much better. As I have mild OCD when it comes to models matching one another, using proxies to go along with my ‘real’ scarabs is also out.

Then I thought about making a green-stuff mold ala the skull rhino technique I had some success with awhile back.


A quick Google search later, and I discovered that this guy had beat me to the punch.

Here's another version.

These look awesome, and I’m definitely going to give this technique a go.

How did people ever get ideas before the internet?

Thursday, December 29, 2011

Yeah, its a C’Tan. Big whoop, wanna fight about it?



No its NOT a comp list. This is a me trying to figure out the cheapest way to make a semi-competitive list with the ton of warriors and scarabs I already have. More thoughts after the jump.





Imotekh [225]
Cryptek w/ VoD [65]
Cryptek w/ Lance [35]
Cryptek w/ Lance [35]
Cryptek w/ Lance [35]

10 Warriors [130]
10 Warriors [130]
10 Warriors [130]
10 Immortals [170]

C’Tan w/ Writhing Worldscape, Grand Illusion [260]

8 Scarabs [120]
8 Scarabs [120]
8 Scarabs [120]

2 Spyder [100]
2 Spyder [100]

TOTAL: 1775


The list lacks mobility, so its going to have to use setup shenanigans (Grand Illusion, 4+ Imotekh seize), obstruction shenanigans (Writhing Worldscape, Imotekh Lighting, Night Fight), and red herring shenanigans (Scarabs, Spyders, VoD Immortals) to disrupt my opponent and force him to leave my objective holding warriors alone.

At 2,000 pts and above this concept won’t work, as most other armies will be sporting 3x FOC choices and therefore can overcome a randomly immobilized tank or two, or a T1 Necron redeployment over to one board edge. Chances are they’ll also be able to overwhelm my gauss weapon’s glancing abilities through simple target saturation. At 1750, however, the competition is going to have less redundancy and less firepower to sweep away diversion units.

To be sure, the C’Tan is overcosted - even at this level- but his ability to redeploy the army as well as thwart enemy movement via dangerous terrain is pretty much the lynchpin to this list. My guess is he’ll be at his best hanging back near at least some kind of cover and trying to get between enemy assaulters and the Necron Warriors. Against dedicated assaulters, he’ll still likely get splattered, but better him than the ‘Crons.

Monday, December 26, 2011

The Madness that Is Warhammer Fantasy


Having not played FB in years, I don’t really have a horse in the race, but I still feel like I need to go on a GW rant.

GW is putting a lot of resources towards making some of the most breathtaking kits they’ve ever built. If you haven’t pict-browsed their line, look at the new Beastmen here, or the Orges here.

Or these totally sweet new vampire models here. All truly incredible looking stuff.

Check them out, then weep- for all the awesome kits in the world won’t change the fact that the new FBs rules still suck.

A “competitive” Skaven army at 2,500 has over 325 models. Magic is so goddamn broken that the whole thing becomes an exercise in selecting your wizard, some magic item combos, and the 200-300 ablative wounds for him. The 8th ed. rules are a hot mess, some weird attempt to synthesize fluff and competitive play that screws both mentalities over in the process.

Again, I don’t play, so the plight of FB- while lamentable- is purely academic to me. But FWIW, if the rules were good, I'd totally have about 3,000 in VCs and maybe some Skaven on my shelf right now.

However the fact that some of these same great minds are now working on 6th ed 40k, now that worries me.

Sunday, December 25, 2011

Merry X-Mas!

My wife and kids rock. Happy Holidays to everyone!

Tuesday, December 20, 2011

NOVA 2011 Stats

I’ll admit that while I’m terrible at anything above entry level algebra, I’ve fascinated by statistics and graphs. You’ve been warned.

So when I ran across this chart the other day, I figured I’d post it up.



The chart confirms a lot of what has been said among the competitive blogs about the win factories that are Space Wolves, Grey Knights, Blood Angles and IG. I was surprised to see Orks finish as well as they did, considering that they are largely considered a “second tier” army. The bottom finishers also confirmed much of the comp chatter, with CSM, Tau and Daemons holding that dubious distinction. Its true that there were only six armies apiece representing these bottom tier finishers, and I’d like to see if within these groups there were any successful outliers. Old Edition Crons where a surprise middle finish, but with only 3 people playing this could have offset by one really strong performer.

But the overall trend is indisputable: 5th ed. codices are markedly better than others, and being on the side of the Emperor can’t hurt your chances either. Sure, you can still have fun, win games, and make cool lists with 4th ed., or non-imperial but know this: the odds are a bit against you.

Again, hardly Breaking News, but its nice to have data to go along with conjucture every now and then.

Monday, December 19, 2011

Spayed Ones




This post started as a reply to a post of Fritz 40k, and got long enough I thought I’d just put it here instead.

So I think we're in agreement that they're not good, but I do enjoy a Fritzian (that's a word now) challenge of trying to see if we can make the best of a bad FOC, even if only as a thought experiment.

Looking at the 'advantages' side we have 4 attacks per guy on the charge and infiltrate. We also have T4 with 4+ 5++, which is kinda durable esp. if in cover. This means we can threaten torrent attacks early on, provide a screen to other models, and camp in cover in attempt to contest an objective late game (as they will be low target priority). Again, there are things that do these tasks better *ahem* scarabs *ahem*, but we are placing the artificial restraint of having to stick with Flayed Ones.

Disadvantages are significant: I2 and WS4 are well known, as well as their utter lack of shooting. A closer read reveals further weaknesses, however, such as an inability to ride in Ghost Arks (not excluded from Night Scythes, but cannot take as DT), cannot be assigned Crypteks, are not fearless, and are likely to be slowed by the very terrain you’ll want to deploy them into as they don’t have Move Through Cover.

As I see it, you have two options.

The first is to try and craft them into a CC unit, which means you’ll need to run 15-20 to compensate for the drubbing they are going to take by shooting and by your opponent’s models swing first in H2H. Twenty will set you back 260 – almost the same cost of 3 annihilation barges. True, they are not competing directly with barges on the FOC, but just a glance of the output of 20 Flayed Ones vs the Barges should signal just how subpar they are. With 20, you’ll still need to have a character nearby to aid them should they contact anything with power weapons or a p-fist. That’s more points still, and they still have no way of getting tanks open once they get into your opponents zone. Basically, this option is terrible any way you look at it.

Option two would be to take one or two MSU’s and use them as an annoyance. You could deep strike them in near a heavy support unit threatening something important in your army and force your opponent to divert fire or risk being tar-pitted, or strike them near cover close to an objective and force your opponent to shoot at T4 3+ (cover + G2G) 5++ guys or risk having their objective contested.

Similarly, you can infiltrate them into cover near objectives and just have them lay on the ground for 4 turns or until someone decides to assault them (fixing the I2 problem). Or you could infiltrate and run out to speed bump incoming assaulters – as long as they’re not mounted in a vehicle.

As for gimmicks, there are a few possible exploits: Immotekh’s rule (still quite random), high-jacking a Night Scythe (not excluded as with Arks), using Zahndrekh to give them furious charge or stealth, using Obyron’s teleport. All are technically feasible, but still highly limited in usage and none of which solve their tank problem.

Or you could just give in entirely, get s pair of Monolith’s and hope your LGS has a prize for last place.

Long story short, these guys are full of fail on a deep and thorough level. In a FOC slot which is already becoming famous for its mediocrity, these guys may well take the award for “worst of the worst.”

CSM vs Tyranids @ 1,500: One Bad Lash Deserves Another

I fully intended to do a video rep of my latest debacle against the Tyranids, but poor lighting and a bad photographer (myself) rendered 90% of the pictures I took unusable. Oh well, I wasn’t in any huge rush to record that defeat anyway, hehe.

But the battle did bring into focus an important lesson about how even the best strategy can be laid low by one thoughtless mistake.

I was running my 1,500 Null List I’ve had some success with and my opponent was fielding something like this:

Trygon x 2
Tervigon x 2
2 Hive Guard x 2
Stealers x 8 with broodlord
Prime w/ 3 Warriors
Termagaunts x 10?

I feel my overall plan was solid: use terrain to constrain movement, lash to push back MCs I couldn’t shoot, and DPs to sweep anything that got too close.

We were playing objectives and I won board side. I used my Rhinos as make-a-wall terrain and deep struck everything else.



The picture is not the best, but the main points are well laid out. At this point I was feeling very confident. My opponent had basically setup exactly how I wanted, and without the help of Tryannofexes, he would be running uphill to do anything other than immobile my vehicles in place. With any luck my, suicide termies and oblits would come in behind him and pop a Tervigon before the spawning fest got too far out of hand. I was in good position to hold two objectives and easily contest a third.

And then I fucked up.

For reasons I’m not entirely clear on, I lashed my opponent’s genestealers away from my forces instead of out into the open. Perhaps I was applying the same blanket logic of ‘push them back’ to the stealers that I was planning on doing to the Trygons, which for them would have been great. But for the stealers it was disaster.



Thus, instead of being able to open up on them with 15 sonic blasters and a couple of princes, I pushed them away, but firmly in cover. Now all he had to do was to sit back in cover and wait to take the objective on T5. Making matters worse, my chosen, who were holding my right flank, were now threatened from behind by a potential stealer charge.

By T3 things looked like this:



Rather than be able to speed bump my chosen forward and delay one of the Trygons for a turn (buying my lash prince time to push him away), I pulled them back to take flamer shots at the stealers. This freed up a Trygon to reach my tank wall. The rest was a forgone conclusion. I conceded on T6 with my opponent holding 3 objectives.

The big takeaway? Little mistakes can have a huge impact, especially early on in the game. The best remedy is to weigh individual targeting and movement decisions against your overall strategy; not just in the current turn, but several turns ahead as well. If the contemplated action doesn't help you to get to where you want to be in T5, then it isn't worth doing in T1.

Cheers,

Friday, December 16, 2011

Questions for the Necron FAQ (revised 12/19/11)


This codex seems to have more than the normal amount of rules questions arising from ambiguous writing. I’m going to start collecting a list of them here. Not that I have any pretension of having GW answer them, but for my own reference I figured I’d start writing them down.

I plan on updating this as I think of more things. Feel free to add suggestions in the comments.

1.) Do Crytpeks assigned to units automatically benefit from that unit’s universal special rules or special rules? For example, when a Cryptek armed with an Abyssal Staff is assigned to a unit of Deathmarks, does the Crytpek’s weapon benefit from the 2+ to wound Hunters from Hyperspace rule?

2.) Can a unit of Deathmarks ever conceivably use their Hunter’s from Hyperspace rule more than once per game? For example, if they deployed from a Nightscythe and marked a unit, then re-embarked, and were later forced into reserves due to the Nightscythe’s destruction, could they mark a second unit upon their next deployment?

3.) Spawning scarabs from Spyders and the whole T1 assault thing. Seriously?

4.) When choosing a Royal Court, are players allowed to mix and match Lords and Crypteks within a single HQ choice? For example, may players take one Overlord with a court of 2 Crypteks and 3 Lords?

5.) Can a Chronometron:
a. Be used to influence Imotekh’s rolls, such as his Hyperlogical Strategy and Lord of the Storm abilities?
b. Be used by a model embarked on a ghost ark to reroll a repair roll on the squad he is embarked with?
c. Be used by a model embarked on a Night Scythe and held in reserve in order to manipulate either the reserves roll or a deep strike scatter die?

6.) When working out AV, cover saves, etc. from a secondary hit caused by a tesla arc, do we treat this as if the shot came from the unit originally hit by the tesla shot rather than the Necron unit actually firing the tesla?

Thursday, December 15, 2011

Mine's Bigger Than Yours






I don’t send as much time browsing the forums as I used to, mainly because I find the tactics rather mediocre and the ego/flame wars to be highly annoying. Occasionally, you’ll find some good pictures stashed on Dakka or Warseer during the course of a Google search for painting ideas, but otherwise its all a bunch of meh to me.

One thing I find particularly silly about them is the tendency for seasoned forum members to include their win-tie-loss records in their comment signatures; which to me reeks of posturing and exaggeration. A typical one looks like this:

Chaos: W/D/L: 17/5/3
Tyranids: W/D/L: 4/0/2
Dark Eldar: W/D/L: 8/1/2
Grey Knights: W/D/L: 2/0/1
Dark Angels: W/D/L: 0/0/1

This was from a person running greater daemons (yes two of them) in his 17/5/3 CSM list. I call bullshit.

The second point of note is that the high volume of “wins” from the poster above is not at all unusual for these things. I suspect if someone had software that could aggregate all of these “statistics” we’d discover that only 10% of 40k games have ever been lost.

I know its not the first time someone has lied or exaggerated about something on the internet, but let’s stop already with this nonsense. Who really gives a shit what your record is? Should we actually give someone’s word more weight because they’re claiming a 26-5-2 record with their Mech Eldar? If they’ve got vid-reps to go with it great, but based on their reporting alone I’d be more apt to think they were full of shit about anything they said after that.

Besides, losing games builds character. No, I’m not making an argument for fluff or any of that crap. Rather, I’m stating the obvious: being a good 40k player means playing a lot of games, which means losing a lot of games. I learned more about 5th edition 40k losing my first seven or eight games with my various Eldar builds than I ever had in any of my “good” LGS tourney finishes.

Enough about that.

Necron Comp List @ 1850



So this is what I see as being the rather “standard” Necron mech list: maxed out barges running with MSU warriors + Arks. You can salt to taste with Wraiths + Destroyer Lord for counter assault, or go with more Blades and/or Heavy Destroyers if you what to emphasize anti-tank and a stand-off approach.

1 Overlord w/ Warscythe, T-Arrow [130]
1 Command Barge [80]

1 Destroyer Lord w/ Mindshack, Res Orb [175]

1 Cryptek w/ Harb. o’ Destruction, Lance, Solar Pulse [55]

3 Cryptek w/ Harb. o’ Destruction, Lance [105]

5 Necron Warriors [65]
1 Ghost Ark [115]
5 Necron Warriors [65]
1 Ghost Ark [115]
5 Necron Warriors [65]
1 Ghost Ark [115]
5 Necron Warriors [65]
1 Ghost Ark [115]

5 Tomb Blades w/ Particle Beamer x1 [110]

5 Canoptek Wraith w/ Particle Caster x 4, Whip Coils x 1 [205]

1 Annihilation Barge [90]
1 Annihilation Barge [90]
1 Annihilation Barge [90]


The list only has a reasonable 8 hulls, all of which will be starting off at AV13. This should allow you to pulse and move T1 and then survive whatever counter strike they can throw T2 if you are going second. Lances and the T-Arrow can help against pesky backfielders until you can get close enough to unleash the 3x barges and flayer arrays from the Arks.

Barge Lord and Dest. Lord + Wraiths should provide decent counter assault, but they should really just be there to draw your opponent away from your Annihilations and to tarpit things that try and break though to your warriors.

Best comp list the Necrons have? I wouldn’t go that far, but I would say that this could give a lot of the lists out there a good run for their money.

Sunday, December 11, 2011

How to Kill It: CSM vs Spyders





Insulting Description/Nickname:

I got nothing. But imagining them in a diaper ala ATF sure sasses the hell out of them, no?

Threat To:

On their own, Spyders are pretty meh for an MC, but their real threat lies in their ability to spawn buttloads of scarabs. These in turn threaten massed vehicles, as they can spread out to kill them by multi-assaulting and their entropic strike rule. If left to their own devices, 9 spyders can produce up to 27 scarab swarms in three turns. Or, put differently, they can generate a maximum of 405 points of extra units in three turns - significant if you only have 1850-2000 on the board.

Shooting It:

For most 5th ed armies, shooting down a T6, W3, 3+ MC is not a big deal, as most armies have a bevy of krak missiles, autocannons, lances, etc. which can make short work of a spyder. Chaos not so much. If your opponent decides to camp in cover and further the effectiveness of your shooting, you could very really be facing a insurmountable task. Adding to this, most spyder armies will be rolling with Imotekh or a couple of solar pulsing crypteks, meaning sitting backfield and shooting with preds or oblits won't work.

How do we face these then? Answer:



Plasma guns we have, and we have them in numbers. Whether its Oblits, Chosen running 4-5x, Plague Marines or Raptors, CSM have plasma in abundance, and these guts can cut down spyders in a hurry. As an added bonus, once you're out of spyders to kill, the plasma guns can make quick work (insta-kill) of the remaining scarab bases. Sure, you may lose an occasional guy to his own plasma gun, but hey: It is Chaos after all.

As an added bonus, the 12" optimum range for a double-tap plasma will be well within most night fighting spot rolls.

Assaulting It:

Here there are some options. A Warptimed Prince (or two) can likely deal with these as long as you support them by assaulting/shooting the nearby scarabs to prevent them from torrenting your princes to death.

Zerks or Plague Marines with a p-fist champ could also work, but keep in min the spyders will still be pulling down a couple guys every turn.

Likewise, if you're one of the holdouts still running dreds, you may be able to team up and get through the spyders before they get through you. Just bear in mind that you'll need to move something in the way of the scarabs who will otherwise make short work of the dreds. And that gauss fire will stop you midfield if you're out in the open.

Tips and Tricks:

- First and foremost, I would suggest using Lash of Submission to pull these bastards over of cover and towards your plasma guns. Lash can also help bring the spyders into spotting range of your other guns, allowing them to finish off weakened units. Remember, unless they're dead, they can still spawn swarms. Conversely, if your opponent is running Gloom Prisms you could use lash to push back incoming scarab units back towards your opponents deployment zone. While the prism can still cover scarabs within 3" of the spyder, my guess a lot of people will prefer to kep the spyders back and hunkered down in cover.

- Next thing to consider would be using empty rhinos to tank shock scarabs away from their parent spyders. This may buy more time to plasma down the spyders, or to allow your assaulters to finish them.

- I think the best overall strategy against Spyders is to get aggressive and do so in a hurry. If they are running lots of spyders, that means they don't have annihilation barges or other Heavy Support options to help blast away your vehicles. If you have 1st turn (and your opponent doesn't have Imotekh), considering putting everything on the line and going full tilt at them. Even if they do stun some of your vehicles midfield, they won't be able to handle a massed assault from cult troops, DPs and even p-fist swinging oblits.

- Imotekh's ability to steal initiative fairly reliably makes putting everything on the line in the open far more dangerous. If you are running Chosen and Oblits, you may want to consider outflanking/deep striking in. This can be tricking though, as you need to be hitting these with several units at once, and bad reserve/scatter rolls can really put a damper on things.

That's the best I can come up with. Ideal? No. But then again, neither are CSM right now.

Saturday, December 10, 2011

Email In: Necrons @1850



A friend of mine is also working on some new Necron lists and sent this one my way for a review. He's also a hell of a painter, as you can see by the sample warrior picture he sent (right).

This is the list I'm kind of heading towards, not ready yet to commit to Imotekh, and not sure I want to build the number of Scarabs necessary for a farm... 42 bases is only 14 warriors boxes.....

(phareon + 20 warriors is same tactical case as tesla immortals)

Necrons

Necron Overlord 90, Warscythe 10, Mindshackle Scarabs 15, Phaeron 20, Res Orb 30

4x Cryptek 100
1x Harbringer of Eternity Chronometron15
2x Harbringer of Destruction 20
1x Harbringer of Destruction 10, 1x Solar Pulse 20

Triarch Stalker 150

Triarch Stalker 150

Triarch Stalker 150

20x Necron Warriors 260

5x Necron Warriors 65
Ghost Ark 115

5x Necron Warriors 65
Ghost Ark 115

5x Necron Warriors 65
Ghost Ark 115

Annihilation Barge 90 (Gauss Cannon)

Annihilation Barge 90 (Gauss Cannon)

Annihilation Barge 90 (Gauss Cannon)

Total 1850


Overall looks alright. However, I'm concerned that the 20+ Necron Warrior unit and the Lord are going to be left out of the action as they have no mobility whatsoever. I see the attraction on paper of having 20 warriors who can move and shoot 24" with gauss, as well as having a Res Orb to boost their durability. But frankly, without any transport or teleport your opponent might just deploy away form them and effectively remove them from most of the game.

From a purely FOC standpoint, I'm not sold on the stalkers. Their heat rays are nice enough, but as walkers go they are pretty vulnerable to assault and I don't see anything in the list to act as a screen from them. Perhaps drop one stalker and add some scarabs or tomb blades?

On a similar thread, the list has a good deal of medium range firepower, but seems pretty undefended towards assaults in general. The lord's unit is so big and slow that it will have a hard time responding to faster moving assault units. Everything else in the list will get smoked in H2H without some help. I think a drop marine list, null tyranid list, or similar list with multiple assault units will eat you for breakfast.

Anyway, my $0.02.

Cheers,

Behold! The Foot 'Crons Cometh (Revised)


Yes, it’s the Holy Grail of 40k – that much sought after, but seldom realized dream of dreams – to built a foot list that doesn’t suck.

Maybe it is because of the boring ubiquity of vehicles in every stinking list out there, but it seems like each time a new codex drops some jackass tries to be the first to come up with a foot list that is going to win the next NOVA.

I am that jackass, and I dare to dream.

Let’s just hope this comes out better than Foot ‘Dar.

Imotekh [225]

1 Cryptek w/ Lance [35]
1 Cryptek w/ Lance [35]
1 Cryptek w/ Lance [35]

1 Cryptek w/ Veil of Darkness [60]

13 Necron Warriors w/ Gauss Flayers [169]
10 Necron Warriors w/ Gauss Flayers [130]
10 Necron Warriors w/ Gauss Flayers [130]
10 Necron Warriors w/ Gauss Flayers [130]

10 Necron Immortals w/ Gauss Blasters [170]

4 Canoptek Wraiths w/ Whip Coil x 1, Particle Caster x 2 [160]

5 Tomb Blades w/ TL Gauss Blasters [100]

8 Canoptek Scarabs [120]

3 Canoptek Spyders w/ TL Particle Beamer x 1[175]
3 Canoptek Spyders w/ TL Particle Beamer x 1[175]

TOTAL 1849


Explanation time. Imagine this list not as a hammer, but as a vat of acid. You won’t win games gloriously; you’ll simply corrode your opponent to death. Of the models in this list, a full 70% are there only to die. Every game.

We pulse once or twice depending on who goes first. Spyders and scarabs push forward, poop scarabs, and die; hopefully absorbing a lot firepower. If your opponent decides to come out and assault them, fine: that means he isn’t assaulting your weak warriors in the backfield. Feel free to yell “Diversion!” as you advance with these models.

Wraiths hang with the warriors to act as a counter assault (against things they can kill) and a speed bump/tar pit (against things they cannot). Warriors should be advancing in cover, or sitting in cover, or shooting from cover, or reading children’s books in cover. The key thing here is cover.

Immortals and Blades are your wild card. As you’ll likely be castled into a corner, Blades can try and stun any flanking speeders, bikes, or transports. Conversely, you can advance them behind your scarabs and shoot vehicles while the nearby enemy units are pumping shots into the scarabs/spyders. Immortals roll with the VoD Crypteks and zap someplace your opponent doesn’t want them. They shoot and then they die. Because they are troops, you can threaten far off objectives that your opponent decides to staff with only a few models. Under no circumstances do you try and support them however.

Lance Crypteks run with the warriors, lancing vehicles that get too close, and running out and dying as a speed bump for incoming assaulters. Even if you run them out of cover and the assaulting unit shoots them down, no worries. Remember if they target the Cryptek they can’t assault the warriors that turn.

That’s the plan. This list probably ain’t going to win national accolades, but I bet it could pull a few LGS tourney wins. It’s going to have problems against lists with lots of solid high strength templates (IG), or with multiple units of durable assaulters (Blood Angels), or with Dark Eldar, who ignore your night fighting and just redeploy away from your shooty stuff. If you are playing against a shooting Razor list that decides to camp in his backfield, just keep night fighting rules going until he realizes that he is going to have to come to you before your Blades and Immortals dash in on T5 and contest his objectives.

Any thoughts?

Friday, December 9, 2011

Necron Wargear: Mindshackle Scarabs


Let’s talk about what I feel to be is highly underrated piece of wargear: namely, Mindshackle Scarabs.

What do they do?

MS scarabs allow you to force an opponent have one model test Ld on 3D6 (before the assault begins). If he fails, he will attack himself or his unit D3 times with his own wargear. For you stat majors out there, the average 3D6 roll is 10.5, which means on average you will make a Ld10 enemy character fail. Or as Brian Fantana says, “They say that 60% of the time it works every time.

This ability is nothing to shake a stick at, as it turns an otherwise meh Destroyer Lord into a real problem for your opponent. Thunderbubble Termies? Yes please. Sergeant with a p-fist? Sure, why not. Ork with a power klaw? Ok. Dreadnought? You get the picture.

Add in some whipcoil Wraiths and you have a hot soup of denial.

Incidentally, a Trygon only has Ld8. Not that there’s a lot of lists with these, but I really hate me some Trygons. On a deep and personal level.

The synergy really comes in the fact that you can divert high strength, armor save denying attacks which your opponent needs to defeat the Destroyer Lord against your opponent. Not only are we denying attacks, but we also causing more damage in the process. At 20 pts, this thing is a steal.

That said, I really think this item needs to be run on a Destroyer Lord and not the plain Necron Lords. While they get MS scarabs cheaper, it is still pricey on these models (50% of their cost), and they simply don’t have the stat line to be throwing them into assaults enough to get your money’s worth out of it.

Necron: Scythe Trial List @ 1850


Okay, so after all that whining about the destructibility of Scythes thanks to their much-expected mounting on flyer bases, I created a Scythe list anyway. Adding to this, I’ve violated the cardinal rule of Necron list building thus far in that I’ve not included any Crypteks in the list. Yes, I know their good, but they just didn’t seem to fit in here.

1 Orikan [165]

1 Destroyer Lord w/ Mindshackle Scarabs, Res Orb [175]

5 Immortals w/ Gauss Blasters [85]
1 Night Scythe [100]

5 Immortals w/ Gauss Blasters [85]
1 Night Scythe [100]

5 Immortals w/ Gauss Blasters [85]
1 Night Scythe [100]

5 Immortals w/ Gauss Blasters [85]
1 Night Scythe [100]

4 Wraiths w/ 2x Particle Caster, 1x Whip Coil [160]

4 Wraiths w/ 2x Particle Caster, 1x Whip Coil [160]

5 Tomb Blades w/ Twin-Linked Gauss Blasters [100]

1 Doom Scythe [175]

1 Doom Scythe [175]


Total 1850


So, explanation time.

Obviously the list is fast, as all the vehicles move up to 36” and everything else can deep strike. Orikan is there solely for his ability to manipulate reserve rolls for a turn, hopefully allowing me to hide off board against alpha strike lists while still being able to roll in with force and stun them down. Scythes will likely reserve in off my table board and zip 36” with Doom Scythes close behind T2. Wraiths and Destroyer Lord drop in (hopefully) around the same time and force my opponent to choose between taking a nasty wraith assault or getting creamed by Death Rays.

By T3 there should be a lot of stunning, killing and smacking going on. That’s the idea anyway.

I’ll make the caveat that this is pure theory hammer at this point and version 1.0 at that. Not really sure how to have the tomb blades fit in with everything, and having a solar pulse would be nice to provide and extra measure of cover for the vehicle T2.

Work in progress, like I said.

Thursday, December 8, 2011

Monolith - Big, Slow and Full of Fail


Okay so you’ve probably heard the chatter – Monoliths are out of the new ‘dex as far as being a viable unit.

Let’s look at the key changes:

No more meltagun/lance protection
Can now teleport apparently any Necron unit
Can fire at multiple targets with gauss flux arcs
Can use teleporter to telefrag enemies
Can use both teleporter and particle whip in same turn

At first glance, it looks like a pretty good boost for the ‘Lith: It now can multitask (as any 200 pts unit should be able to), its teleporter got a buff in both functionality and in offensive capabilities and got a nice point drop to boot. All win right?

That is until you realize what is missing: namely its ability to Deep Strike as displace units. Now if you deep strike and scatter onto enemy troops, you get to take a nasty roll on the mishap table with a very expensive unit. Not fun.

No idea why GW did this. With the Monolith’s short ranged guns and teleport abilities, what you really want to do is plop it in the middle of some enemies and let the gauss flux arcs and particle whip go to town. As and added bonus, next turn you could start squeezing out troops. Now however, the size of the Monolith means that any attempt to do so runs a very, very high risk of a deep strike mishap. Added to this, the permanent combat speed of this vehicle means that if you actually deploy this in your zone T1, it has to move 4 turns straight before its over in enemy territory. Also not good.

I’ve heard the argument that the Monolith would be too tough if it was still allowed to drop down wherever, but frankly I don’t buy it: because it has lost its protection from melta guns, a player choosing this route still runs considerable risk of having his expensive unit turned into steamy slag in one shot. Or beat down by an MC, who now get the full 2D6 penetration against them.

So is the whole thing a paperweight? At this point I’m not sure. I could see lists where the Liths sit in the back acting as terrain and a pull back point for troops, but this seems less than ideal. Using two of these in this fashion not only severely cripple your long range capabilities, but would be virtually impossible to redeploy midgame as needed. All that and it would still be highly vulnerable to scourges, melta assault troops, raptors, railguns, lances – you name it.

I think the developing consensus is right: these have been rendered suboptimal at best and are going to be seeing a lot of shelf time for the foreseeable future.

Wednesday, December 7, 2011

Of Scythes and Such


Well, I've been plugging away at my Necron Codex, trying to come up with that all-important 'Best List Evah' which will procure me +6 internets and the ability to retire comfortably off my then ad-enabled blog royalties.

No luck on that yet, but I did manage to produce some lists using the Scythes, as I thought they were pretty neat and that the Doom Scythe was really underrated (deep striker with auto hit S10 draws a 3D6" line, wut, wut!?)

Everything was in order: a couple a Doom Scythes, some MSU Immortals packed into 4 Night Scythes, and a command barge and Crypteks for good measure. Though my force had AV11 all around and lacked Quantum Shielding, I rationalized that it could still win big as 1) it was fast as hell and could null deploy 2) could use terrain and each other for cover 3) could still alpha strike an opponent down far enough where their attack back would be safely mitigated.

I was ready to buy.

Until I thought about bases.

Obviously, GW hasn't released these yet, but all my Theoryhammer was based on the assumption that these will be rolling on skimmer bases ala the ghost ark. Upon reflection, I think GW will nerf-bat these vehicles by putting them on Valkyrie/Stormraven sky bases, or as I like to call them, Clay Pigeon mounts. To me this is a crucial difference.

If I'm wrong and they get skimmer mounts, all is well. These guys can come on the board low and fast and use a combination of terrain and solar pulses to hide. Their low AV means they'll still get blasted, but at least they'll have a chance at squeezing off a Death Ray or Telsa shot before being creamed.

If its Clay Pigeon mounting, things get considerably more difficult. AV11, closed or not, is simply unable to be stuck up in the air where every missile launcher wielding turd stick within 48" can draw LOS to it. This is bad. Even if you use your flat out move to gain a save, you won't survive the volume most comp lists can throw. And believe me, when they see a Death Ray headed to their Razor Lot, throw missiles they will. One volley of 4 kraks and your 175pt heavy just became fireworks.

So can we work around this? Perhaps. Deep Strike, shoot, die - while not attractive for a Doom Scythe could still rack a tally of kills that might offset its cost. However with only a 12" range, and no scatter protection, you'll need some luck on the dice for your deep striking.

Night Scythes might be able to Deep Strike in alongside and help suppress, but my guess this tactic will be difficult on many boards, especially if there is a lot of intervening terrain.

Solar pulsing or using Stormlord to keep things on Night Fighting turns 1-3 might be the best approach; the cover from shooting allowing you to get close enough to knock out a few outlying units so that you don't have to face unrestricted missile fire.

All of these are plausible. But make no mistake at 100 & 175pts a pop every one of these that goes down is going to hurt, and if you only have a 35pt Rhino to show for it you'll be in trouble. “Resilient” as the Necrons are supposed to be, lists with Scythes, IMO, are going to function very much like a glass cannon.

Tuesday, December 6, 2011

Necron Codex Review


So I know a lot this will be old news to most of you true 40k heads, but I’ve finally got caught up with enough work/home stuff to do a review of the Necron Codex.

Over the next few weeks I’m hoping to release a steady stream of initial impressions, ideas and thoughts about the codex. Without further ado…

First Impression –

Overall, the codex is an improvement over the prior, but that basically had to happen as the Necrons had no where to go but up. I think they’ve been fully brought into the 5th edition metagame, meaning that you’ll be able to get a few playable lists out of them and no longer have to resort to outright gimmicks to wins games. I also believe the new models are great, and if the wraiths, spyders, nightsycthes, etcs to follow are as on this level us hobbyists will be spoiled for choice.

That’s said, the book was disappointing from the standpoint that it wasn’t a full out rejuvenation ala the Dark Eldar – meaning there are still FOC areas in the new codex that are markedly weak, the special HQ choices don’t unlock further FOC possibilities, and focus on vehicles has rendered this army somewhat similar to the MSU + vehicles meta that has come to dominate the game. This last point is especially disappointing, as I felt GW really had an opportunity to step outside the mold with this army, and utilize their teleport fluff to make a fast, elite, foot-based army that relied on teleport mechanics to compensate for lack of vehicles.

Over the next few weeks I’ll try and do a per-subject review, but I figured I’d start with some of the meta stuff, as this is what most gamers focus on to begin with.

Fluff

So now instead of the Necrons being the utterly mindless bitches of the C’Tan, the tables have turned; HQs have all the personality (say this as you do jazz hands please) and the C’Tan are literally broken shards of their former selves.

I’ve heard chatter both ways on this, ranging from “I like the new background,” to “This is a betrayal of everything I hold sacred about this army.” My initial thought is yes, GW did change the fluff around, but this isn’t the first time they’ve done this so it’s not without precedent.

That said, I’m not much of a fluffer, and therefore don’t have an emotional stake in it, but I think the changes are fine. Quite frankly, the old fluff for the Necrons was a bit bland, and I’m happy to see some personality (jazz hands!) in this list. I’m also happy they fixed what I saw as a 4th wall breaker with the old C’Tan – you know the part where the Star Gods themselves where literally present on the field – which seemed like a big HUGE undervalue for something that could supposedly bend stars to their will, but needed to find cover if Long Fangs were present (sad jazz hands!).

Anyway, better says I, and if you count that sort of things as critical, add one point for GW.

Army Rules

WEBB = Reanimation Protocols

So instead of the cumbersome old WEBB mechanic they’ve trimmed it up with a universal 5+ save done at the end of every round. Not sure how the probability curve figures here, but my suspicion is that it ends up being pretty close by the time you factor in all the saves you’ll be allowed to take for heavy weapons and specials.

I also like that its done “at the end of the current phase” rather than start of the turn, as this cleared up a huge frustration I had from WEBB that arose from “wiping” a unit of destroyers down to one model (and thus putting them out of mind) only to have your opponent make 4 WEBB rolls after your turn was completely over and see them come rushing into your flank.

I haven’t head much discussion of this fix, but I think it is clear, speeds up game play and is still keeping with the Necron resilience theme. So big win for GW on this one.

Entropic Strike

Not sure why things was in the army wide area, as with the exception of some HQ choices its essentially a scarab thing. The fact that every hit has a 50% of lowering the AV of a vehicle before you roll to wound is pretty big, especially when you are throwing 5A per scarab base on the charge. Nice parking lot antidote if you can manage to get your scarabs that close.

Living Metal

Ignoring shakes and stuns goes well with the Necorn theme and their low AV means that they’d otherwise be getting shaken and stunned a lot without some help. Works for me.

Range

Okay this isn’t an army wide rule per say, but if you flip to the back you realize this is something you need to consider on an army wide basis. Most of your stuff only has a 24” reach, including your super star heavies. Yeah, heavy gauss goes to 36”, the Doomsday cannon reaches out 72” and there is a war gear that can go anywhere, but basically, you aren’t going to be getting in any ranged fights (and winning). You need to get close. This is an issue as Necrons are still weak in the assault department. More on this later though.

Cost

Again, not an army wide rule, but something a potential Necron player should consider. If you were running a destroyer spam like me – your shelf probably has a lot of troops, 15-20 now useless destroyers (more on that later), some scarabs, and some now outdated immortals. This means if you are going to play Necrons you need to have your wallet ready. If you run a complist be prepared to drop $200 on ghost arks, $100 annihilation barrages, $100-200 on everything else. Then again, if you play GW you probably already knew this wasn’t going to be cheap.

Well, that’s it for the big picture – a nice fluff tweak, some solid rules changes and spendiness. Welcome to 5th ed Necrons.

Sunday, September 18, 2011

Directorate Starter Fleet Complete

Was able to get some more painting time in. Here's the pictures:



Saturday, September 17, 2011

Directorate Painting - First Attempt


Finally had some time to break out the minis this weekend and get to business with my Directorate fleet.

I hadn’t really had much time to look at the models since getting them last weekend, so first thing I did was get everything out and examine them, as these are the first Spartan Games models I’ve purchased.



Overall, I’m pretty pleased with the quality of the models, both resin and metals. The resins had some of the usual flash and a few mold lines, but nothing a modeling knife couldn’t trim up in short order.




My friend Todd pointed out that there appeared to be a significant degree of mold release still on his models, and I’d have to report the same – these will definitely require a trip through the kitchen sink carwash before trying to put any primer on them. As some resins get melty, I stuck with warm soapy water. Seemed to do the trick.



As for painting, I’m happy with the finished product, but must confess it wasn’t the hue I set out to achieve. Ideally, they would have been a very dark turquoise color with more muted gold trim. That said, they still read nice from table height , and I’m comfortable adapting this recipe for the rest of the ships.

Sunday, September 11, 2011

Space Terrain Time



With my Firestorm Armada fleet arriving this weekend, I decided it was time to make some space terrain to go along with my shiny new Directorate fleet.

The plan was pretty straightforward: I wanted about four small planets/moons, two large planets/stars and some asteroids, and a cloth backdrop for the whole thing. I decided to save some of the more complicated ideas (black hole? space station?) for another day.

The whole thing was pretty easy and I had a lot of help from my girls, who are proving to be quite the young terrain builders.





We used with wooden balls for the planets and moons, which turned out to be a good choice as they presented a much smoother surface than the Styrofoam balls I’ve used previously.

Of everything we built, the asteroids were most disappointing. I placed some Styrofoam balls on stems early on, thinking that when I strayed them with primer they would ‘crumple’ with the paint. Unfortunately, within a few sprays it was immediately apparent that the paint wasn’t melting like it should. We tried using acetone, which did melt the balls, albeit very slowly. I had to use a hot foam knife to whittle away the rest. The final product is a bit of a fail: the asteroids are way too big to move ships through, and scale-wise they are as large as the planets. I may be revising these in the near future.



For the backdrop, I kept things subtle and simple. I don’t care for the really, really bright ones, so I just lightly sponge painted on some lavender and pink for a few modest nebulas, then flecked the whole thing with a tooth brush and some white paint.



So here’s the final product. Overall I’m pretty happy with things, though as I said the asteroids need some work. Now I just need some ships for this star system!



Monday, September 5, 2011

Battle Rep #1: Dindrazi vs Directorate vs Soryllians




Note: This match was basically our second ‘intro game’ and as such we used a simplified set of rules which did not include fighter wings.

What started as a standard versus match turned into a three way free-for-all with death by asteroids, hot boarding actions, and even a reactor meltdown! A summary follows.

Our table today was a bit longer than wide, so we decided to setup on opposite ends of the board to avoid instant confrontation. My initial feeling was the long ‘corridor’ shape of the table would give advantage to Todd’s Dindrazi, as their gun platforms are far more forward-oriented than mine. My plan was to refuse a flank, run to the asteroids, and hope that my opponent would close too fast and succumb to my superior boarders and wide fire arcs once trapped inside the asteroids.



Things initially went as planned, with my fleet rapidly advancing into the asteroid belt while effectively shutting out the Dindrazi battleship from the first few turns of shooting. My cruisers and frigates combined fire on the Dindrazi frigates on my left flank, thinning their ranks and bringing them closer for an assault.

By turn three, I was able to unleash two cruisers worth of assault troops on the lead enemy frigate, whilst spreading fire to the rest. At first, I believed this to be a tactical error on my part, as I reasoned the cruisers combined 8 boarders would easily overwhelm the frigate trapping both sets of boarders on the same small prize. But one of the Dindrazi point defense gunners had been taking his lessons, and the little bastard managed to single handiedy kill 4 of my boarders. What would have been a sure thing now became a desperate several turn struggle for control of the frigate.

Which brings me to lesson one of from this match. Redundancy is key in this game, whether you’re shooting. boarding, etc.. Because the ‘rule of six’ adds a dangerous, ‘predictably unpredictable’ element to the probability curve, even ‘failsafe actions’ like my double boarding can and will go wrong. Takeaway? If its worth doing, make sure you are ready to try and do it twice.



Once both fleets reached the asteroids, things became a right bloody mess. In addition to the ships attempting to pummel each other at close range, the capital ships from both sides began laying patterns of mines at point blank range. This resulted in some spectacular chain explosions which caused little damage to the capital ships and significant anything else unlucky enough to be nearby, and often from friendly mines.

Which brings me to lesson two: Mines are effective when dropped behind a capital ship as an effective anti-little guy deterrent, and they can even damage cruisers, but the chain-reaction nature of them means that dropping them close to your formations can take out more of your own craft than the opponent’s. Mines are probably best dropped early on as you can shut-off parts of the board and have time to deploy the hell away from them.

Anyway, as I mentioned, once inside the asteroids all hell broke loose, but the nature of the asteroid belt dramatically changed the scope of fire from prior games. Halving all shooting within 8” and rendering all shooting outside of 8” impossible is a HUGE change from standard play. Even at close range, our capital ships were getting only a couple of dice to throw at one another, and so reduced, they were having a hard time taking out even small ships.

So that makes for lesson three: Asteroid fields will make large ships near indestructible. As long as your ship is moving at half speed and not rolling on the nasty asteroid table, all dice coming in a re halved. That’s huge against ships with DR of 6-8, as it means your opponent is never going to be throwing the handfuls of dice needed to get past those high DR’s – even when they are outside the field shooting in.

All and all things were going well for the Directorate. Then the Soryllians arrived.



Not having enough time to play out separate matches, we agreed mid-game to have Reuben’s Soryllians come in as a third party force. While Rueben was being admittedly even-handed in his distribution of fire, he managed to catch one of my cruisers outside the belt and melted its reactor in a single volley – with the resultant explosion pulling down TWO more of my frigates. For some reason, I was reminded of the HMS Hood. But I digress.

By game end, the Soryllians were advancing on the rear of the Directorate, who in turn were advancing on the rear of the Dindrazi, who themselves were making shunting actions to try to get the hell out of there!

A good time was had by all, and only a few people got pushed out of airlocks.

So that’s it for this battle. No profound, game-altering tactical revelations, just some insight on how asteroids work and an important lesson about boarding – bring friends.

I’ve been thinking quite a bit about how the all-important ‘range band 2’ should dictate movement and deployment, but as of right now those ideas are too nebulous to share.

Until Next Time,

“Admiral” Eldritch

Sunday, August 7, 2011

Changes



So I’ve been on a bit of hiatus from blogging for some time now as I’ve been occupied with taking required classes for my job (boring, don’t ask) and been a bit burned out all things GW. With regard to the latter issue, I will only say that I haven’t fully joined the ranks of GW Hate Squad – their minis are better than ever – but a combination of their ever escalating prices and my own self-inflicted over exposure to 40k has made the time right for a bit of a break.

I’m sure one day the GW candle will once again burn brightly in me, but for now I’ve taken my gaming in some new and exciting directions.

Long story short, I’ve started playing in a regular Dark Heresy game, taken up casual Magic the Gathering, and stared Firestorm Armada. I’ve been enjoying all three of these, and have done so for less money than I would have had I stuck with a pure 40k schedule.

While the DH game is a blast, it probably won’t appear much on this blog, because frankly, retelling role-playing adventures in the third person doesn’t make for great reading.

I may post up some an occasional entry about MTG, but I’m hardly an experienced player and not sure at this point I could add much to the conversation there.

That leaves Firestorm Armanda and some other mini games; and of those, expect to hear more.

Cheers,

Professor Eldritch

Tuesday, May 17, 2011

Of Carts, Horses and Such


So much hullabaloo has been made about this recent announcement from Maelstorm Games about an alleged change in GW retailer policy. So we’re all on the same page here’s there statement:




Games Workshop's new Terms and Conditions
Firstly, Games Workshop's new Terms and Conditions, which come into force on the 31st of May 2011. These, among other things, restrict the sale of language products - i.e., rulebooks and codices that are not in English - and, most crucially of all, restrict the sale of all of their products to the European Union, although there are a couple of countries (such as Norway and Switzerland) that are geographically within Europe but not in the EU that we can still sell to.

The full list of countries that we can sell GW products to is as follows:

Austria, Belgium, Bulgaria, Cyprus, Czech Republic, Denmark, Finland, Estonia, France, Germany, Greece, Hungary, Iceland, Ireland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Malta, Netherlands, Norway, Poland, Portugal, Romania, Slovakia, Slovenia, Spain, Sweden, United Kingdom

Obviously this means that all of our faithful Games Workshop customers from the Anglosphere - Australia, Canada, New Zealand and the United States - as well as those from Brazil, Chile, Peru, Russia, Japan and South Korea (apologies for those countries I have missed out) will now miss out on our superb service and cheap prices, but I'm afraid the terms and conditions of our contract with Games Workshop mean that we have to say goodbye.



Not surprisingly the internet has gone a bit nuts over this. You can check out the various rants/reactions here, here, here, and here.

My take? Let’s all calm the fuck down.

First and foremost, the information is being reported second-hand and we have no idea how broad the ban is (i.e. does it apply to UK retailers only), or if Maelstrom’s reporting of the change is even true or simply an instance of one retailer lashing out against what they perceive is a slight against their interests.

Before we go around yelling that the sky is falling we need to establish the facts, and as I see it that has not been done with any degree of certainty. Is the rumor plausible? Of course, that’s why its getting traction. But we need confirmation from multiple independent sources or (better yet) a statement from GW before we make melodramatic pronouncements or threats.

I too have frustrations with the way GW has been running things and agree with many of the side points made in the articles and forums linked to above. I will not by a single WFB miniature as their new rules add nothing but cost to the game. I’ve also known several former GW employees – both at the hourly and management level – and can tell you from their experiences that the company is not nice to the people who serve in the trenches for it. Their disregard for their older fans is especially galling. But none of these – or any other legitimate complaint – makes this recent speculation automatically true by default.

If it turns out true, fine: we’ll write letters, call service reps and think about taking a month or two off buying just to protest a unfair policy. I’ll right there with you. But acting out before all the information is in makes us look like baboons.

Monday, May 9, 2011

My Noise Marine Recipe Y’all!




I was recently asked by a reader to post a tutorial on how I painted my Noise Marines. Unfortunately, I’m still far too locked in the throes of “New Xbox Fever” (well “new” to me anyway) in order to break out the paints and do a proper how-to, but I’ll try the next best thing: a Iron Minstrel Recipe.

Modeling:

I’ve stuck primarily with space wolves bits and chaos parts for the vast majority of my figures, which shouldn’t come as a big surprise.

For the sonic blasters, I took leftover gun decorations from the chaos rhino kit, and connected them to a chopped off bolter via some old spear bits I had from WFB. For added effect, I added some green stuff snakes as ‘wires’ to add to the ‘electrical effect’ of the models. The end result may not be as authentic as the actual sonic blasters, but it is a hell of a lot cheaper.

Bases were done with fine gravel and lots of chopped of bits from the bits box.

In order to tie the models together, I added some green stuffed ‘screaming speakers’ to at least one shoulder pad per model, as well as to a few on the ankle pieces. My goth metal dudes also got some long hair added, which is surprisingly easy to sculpt as long as you have a decent sculpting tool and some water.

Painting:

My goal was to have models that read good from about 2 feet away while still being quick to paint. Also, I wanted to avoid the “Rainbow Brite” Slaanesh effect of using too vivid of a palette. Yeah I know, electric neon is more aligned with the fluff, but mute is what I like.

I started by undercoating the whole thing with spray chaos black primer. I then went over this with watered-down chaos black to pickup anything the primer may have missed.

Armour: For the lavender parts, began with a coat of hormagaunt purple (HP). For characters, this usually got shaded with a wash of heavily watered HP with a touch of black mixed in. Next, I added a little Dheneb Stone (DS) and some “Carnal Pink” (made by P3) to the mix. This lightened the purple nicely without making it too bright. From there, I usually added more Carnal Pink and some skull white for a final highlight.

For the black parts of the armour, I added some fortress grey to the black to make a dark charcoal color, and went over the raised parts of the black armor with this.

For the metal, everything got painted boltgun metal, followed by a watery chaos black wash, followed by a thin wash of a 50/50 mixture of HP and warlock purple. This takes a bit of experimenting to get right, but gives the armour a unique, subtle purple tinge. The metal edges were then highlighted with small touches of white.

For the flesh, I stared with HP basecoat and then added white and DS in increasing amounts until the final highlight, which was almost white.

For the bases, I used this guy’s tutorial as a starting point, but took a few short cuts. I added DS to chaos black to make a nice dirty grey and painted the whole base with this. Once this was totally dry, I gave the raised parts a drybrush of DS. Then I finished with a watery mixture of small part red & graveyard earth & warlock purple. This took some practice, but eventually I ended up with a dirty purplish brown that complemented the model, IMO, pretty well.

So that’s the quick and dirty, for what it s worth I hope it helps. My vehicles were basically painted with the same basic color palette which once you’ve painted a few guys should be easy enough to figure out.

Thanks for asking Chayson123!

Sunday, March 20, 2011

Happy 5000th to Me!



Because I'm a sucker for arbitrary base ten number system milestones, I thought I would make mention of the fact that yesterday iNecromancer hit 5000 page-views. And while its certainly no Guinness record, its still kind cool in my own nerdy way.

So many thanks to all those who have stopped by to browse, to leave a comment or to just share a bit of the hobby with me.

Cheers,

Professor Eldritch

Sunday, March 6, 2011

Necrons and How Not to Make Alien Movies




You can’t tell too well from the crappy picture, but one of the destroyers is supposed to be wrecked and pulling his severed torso up the side of his destroyer shell in order to reek more havoc.

BTW – Me and Ms. Professor Eldritch have a date this Friday to see Battle for Los Angeles. My guess is that it will probably suck eggs like all alien movies, in that we will be treated to 80 minutes of straight human slaughter (good) only to have them saved in the last 10 minutes but some moronic plot contrivance (bad). I’m looking at you War of the Worlds, Signs and Independence Day.

As an aside, what the hell is it with alien invasion movies? How hard can it be to make an interesting movie about aliens killing people? And why do we humans always have to win in the end? I mean seriously, if a race of creatures capable of interstellar flight wanted to nix us, my guess is they probably could. Whatever the outcome, my guess it that they also wouldn’t be bested by a) a PC virus b) chicken pox c) fucking water.

As a second aside, M, Night Shyamalan should no longer be allowed to make movies. Ever. Aliens coming to earth and not being prepped for H2O is about a plausible as human invading Venus and not thinking about the whole “hot enough to melt lead and covered top to bottom with sulfuric acid” thing. Christ, what a terrible movie.

Which brings me to my next aside, my idea for an alien vs. human movie. It’s called “Almost”. It starts with the basics: aliens come to earth, followed by 80 minutes of them blowing up recognizable landmarks with massive lasers, then 10 minutes of the scattered human survivors coming up with a hair-brained scheme to fight back. Queue a Bon Jovi sound-tracked montage of all the nations teaming up to launch the Big Plan. The last 3 minutes then consists of the aliens totally smashing that plan and then turning earth into what amount to luxury galactic condos for the aliens. And scene.

Maybe I’m just a prick, but only a few ever have, IMO, gotten the formula right: the Aliens series, District 9. The former cause it does aliens as they should be: menacing, scary as hell and utterly better at just about everything than humans. The latter is a great flick because gasp it flips the genre on its head by making us the bad guys – and not in the hackneyed, Dances with Blue People, crap-gasim way that James Cameron did.

Anyway, here’s to hoping for the best for Battle for LA, and sneaking a few beers into the theatre in the worst happens, and against all odds we end up winning again.

Monday, February 28, 2011

More Necron Warriors

Soon or later I'm going to have to get around and start painting these things...