Tuesday, September 24, 2013

Golden Demon Japan 2013: A making of my Diorama

So I set off on the crazy path of building this diorama back in February when I got my hands on the Angron model. I had an idea from the Horus Heresy: Galaxy in Flames book of this scene where Saul Tarvitz is trying to find more loyalist to set up defenses and meets a World Eaters Captain at the time when Angron is charging up and slaughtering anyone he sees, and Saul knows fear for the first time and runs away.
 
 
So I had a few things I wanted to capture in the scene.
 
1. Lots of slaughtering.
 
2. Lots of destruction of the terrain as the scene takes place after the bombings.
 
3. The loyalist to maintain a "good guy" appearance.
 
4. Angron had to be visible from all directions
 
 
I started on base construction. This was my first time ever doing something to this scope. I had a big vision, but was uncertain throughout exactly how to do it. Probably should of planned more first.
 
Angron originally started more central on the base, but I ended moving him back.
 
 
I imagined the main area have being hit with lots of bombardment so wanted a transition from blown out area and still stable concrete/man-made look. I think I ended up making it to straight, and it wasn't very natural looking. 
 




 
 Angron moves back and secure his scenic base to the diorama.


Start construction of the walls. I made this door blown off like this for two reasons.

1. I needed to see Angron from the back side

2. There is the double headed eagle on the doors and that symbol was not in wide use during the time, so it had to go and I destroyed... This ended up being a hit from the judge as he said I didn't explain why that was in the diorama... I was thinking maybe the bombardment did most of it ???

 
Getting the scene built up and deciding on placement of the other models on the scene.
 
 



 
Getting the base primed up. Found lots of areas that needed more sand afterwards. Also go the areas marked for marble.

Started work on Angron. Lots of Sycorax Bronze used for the armor. Another first for me was using white primer before painting. I really should of painted to my strengths, but I had this idea and couldn't let it go.
 
Getting the base ready for marble effect.

 
 Basic shape set in.


Working on walls

This red was meant to be primer not rust... There is a lot of industrial grade primer that is red and thought it would look good, which it ended doing, but was confused as being rust by many.

 
 Using some Ghost Tints to change it up some.


A little hairspray and water does the diorama good.



Should of kept the shoulder pads off for painting, but of course inexperience killed lots of time.




Getting more of Angron done.


Just blocking in colors

Got a trim around the marble for the flooring.
 
Lots of missing pictures between working here, but all the shading is done along with rust and verdigris. The first model is attached.

 
 I built up a small pile of rubble for the heavy bolter gunner to be high enough to shoot out the window.

 
 Getting a feel for the scene.

 
 The last two models for the back are in progress.


Angron gets fixed to the base.




Final look at how all the models will be painted like before applying the blood.


All pieces are attached with the blood effects and weathering applied. I finished four days prior to the Golden Demon. I really had more time to add more to the scene.





 
This project was a big learning experience and there are things I could of done better now knowing better techniques. I'm glad I won the bronze demon on this!
 
I hope you all enjoy the diorama. Maybe someday soon I will learn to take better pictures.

Monday, September 23, 2013

Golden Demon Japan 2013

I have just returned home from Tokyo after enjoying the Golden Demon in Japan.
 
As this has been my first Golden Demon event I was meet with many, many different emotions along the way.
 
As the day started out I awoke many times throughout the night and into the morning for some reason I must associate with worry about the contest. I had to assume that this was a normal feeling for the moment as I have heard from other participants along the way that it was the same for them.
 
The Golden Demon in Japan is very different from other countries as there is much smaller gathering and events are limited to the painting competition.
 
I only entered the diorama category with my Istvaan III scene and hoped for the best.
 
I got to meet Hugo from Ichiban Painting fame and had a good time hanging out with him throughout the event.
 
As the day came to a close and the decisions were made I ended up wining the Bronze Demon in Diorama. This is the very interesting part as I was unsure throughout the event about who would win everything, but I was confident that I didn't win Gold as the diorama that won was what I called out from the beginning, but when I received the trophy I couldn't help but think, "BRONZE, what do you mean I only got BRONZE". Again this is kind of funny as the entire day I was wondering if I was even going to place!!!!! WTF was I thinking!.
 
 
 My first demon back home with my diorama.
 
 
 
Hugo ended up smacking me in the head telling what an idiot I was for thinking that I didn't do good... I don't know how I got to this thought pattern but I guess it happens after spending so long working on a piece. I don't mean to be ungrateful, but it was going through my head at the time ( I guess it is better than booing the winner like in Germany). This was a good reminder that not many people have enjoyed the pleasure of receiving a golden demon in their life time and that I should be happy. When I think of it that way I'm much happier with my achievement and I smiled all the way home.  
 
You can see many more pictures of the entries on my Facebook page.
 
 
I ended up talking to the Judge and learning about what the weaknesses of my entry were. I look forward to trying again next year..
 
 
I must say congrats to Hugo for winning the Slayer Sword. You deserve it man!!!!

Sunday, September 22, 2013

Welcome to War - A gaming event by Wargamers in Japan

Well yesterday marked the successful completion of the Wargamers in Japan first event "Welcome to War!".

The event gathered over thirty gamers from all over Japan to join in for a fun filled day of death and destruction controlled by the greatest power in the world... DICE. hahaha.

There was a 40k tournament that had 16 players in it, and a great game of Napoleonic Wars. There was demo games of Necromunda, Space Hulk, Relic, Dystopian Wars, and BattleTech.

 
As a special quest we managed to get Steve Parker. This is a picture of Steve and I. Steve is on the right.
 
 
 
 I was fortunate enough to learn that he was in Japan by listening to the Independent Characters episode 82. From there I had beg him for a month to attend until he finally gave in. :) j/k! Thank you Carl and Geoff for having him as a guest on your show, so I could learn that great piece of information.

If you for some reason don't know who Steve is, shame on you! He is great author from Black Library and his most recent works include the fantastic books Rynns-World and Deathwatch. You can read what Steve had to say about the event on His blog.



The day was a complete blast! For the 40k tournament all the players were ranked by their peers as to who the most fun to play against opponent and the top four ranked players received personalized signed copies of Steve Parker's books.

We also did some raffling for great miniatures and that chainsword from the picture before. Steve was also kind enough to bring a very nice copy of the 13th Black Crusade book that is now out of print and each person got one ticket for the raffle to get a chance to win it. Thank you Steve Parker for the great prize!

This is just the first of many events to come from the Wargamers in Japan group. We are working hard to build up the wargaming community in Japan and are always excited to get members.

If you live in Japan, visit from time to time, or about to move to Japan for any reason, or in for a one time vacation and want to meet someone here for a great game or two, you can find or group on Facebook here.

I'm hoping to hear from new players wanting to get in on all the action.

For all those that attended the event, Thank you! Your enthusiasm for the event was great, and I am looking forward to making the next event even better.

Thursday, September 12, 2013

Deliverance Reborn - Talking about Raven Guard



So it has taken me a little while to devise a way on how I would use the Raven Guard in the new codex. The Chapter Tactics do not come off as strong as the other Chapters, but can still be used to quite a good effect. Let look at these.

Strike from the Shadows gives models the scout USR and in the first turn of the game allows those units to have stealth as well. You can read this and think to yourself that you would rather be playing White Scars....

Winged Deliverance allows for Jump Infantry models to use there jump packs in the movement and assault phase and must re-roll Hammer of Wrath hits. Also, this is not very strong but can make some good uses if utilized well.

I think using this detachment as many pre game force choices that are very important. The idea of the Raven Guard is sneak in and plan the strike before attacking from the shadows.

1. You are blessed for picking Jump Infantry. RavenGuard are one of the best jump pack using Chapters ( Can't compare to the Blood Angels :) ).

2. You get that bonus to cover saves on the first turn.

So how do you play to this effectively you say.... Well it starts with a well thoughs out army.

Ofcourse I am going to say to use Shrike. He is a nice choice for a Captain with his weapons and has the awesome ability to infiltrate with a unit of jump troops. I recommend taking him with a fully loaded out squad of Vanguard Vets.

Then you take a Techmarine... There is a reason for this dont worry, will describe more later.

Then add scout squads with sniper rifles and camo cloaks for troops. Try to pin down the units that are a melee threat to your assaulting units so that they cannot get into the fight until you can bring the full power of your forces against them.

Then add assault and Vanguard units to your liking. Since you are using power armored troops to fight with, it will be hard to get AP2 close combat weapons without using an unweildy weapon. For this I recommend using one of the vanguard units full of plasma or grav pistols to take out those guys.

So here is the plan for this force. I would try to pick the biggest piece of area terrain that you have and place towards the middle of the board and try to make so that some of the terrain is in your deployment zone, but it is also mostly in the dead mans zone and getting closer to the opponents Deployment. Use the techmarine to bolster the cover save in there (if you go an extra 50 pts get the Thunderfire cannon instead of just techmarine).

Now let your opponent set up first and take the first turn. You want to deploy your forces around this big piece of terrain that is bolstered to make your initial strike. I would make sure to try and deploy in such a way that I am out of LOS of units that ignore cover or Tau pathfinders. (before you say what about Wave Serpent Spam or missile sides, and how this will work against that. All I can nothing I hope you dont have to play against that crap).

So move all your scouting guys closer and deploy Shrike and his infiltrating unit towards the bulk of the enemy forces (but remember try to remain unseen at first).

Now that you are going second you can charge on your turn. Move all those jump units forward and bounce of the targets. Try to make Shrikes unit purposely do a disorderly charge with the Vanguard vets and get as many units locked into combat before charging with the rest.

With the combined might of most of your forces engaging in combat so quickly and hopefully few casualties the first round of shooting you should be able to shred your opponent.

Wednesday, September 11, 2013

Sons of Vulkan

 
The Salamanders was one of the most widely used SM force in 5th Ed . There is a good reason for this because what Vulkan He'Stan added to the force was awesome in that book for the time.

Now He'Stan is still awesome but basically what he offered is reduced and now part of the Chapter tactics.

Flamecraft allows to re-roll failed armor saves against all flamer weapons and to allow re-roll to wound or penetrate with all flamer weapons as well. There is an extensive list of what is actually a flamer weapon included with the rule for this. I did not see the bale flamer or tzeentch warp flame listed, must not be considered flamer weapons and maybe magic based or something.....

Master Artisan allows for all characters (sergeants, techmarines, apothecary) can all make one weapon master crafted for free. Not a bad deal, but not the greatest of abilities.

Now I still think He'Stan is awesome and I would always take him in a Salamanders Detachment. He is a beast in combat, can soak up wounds with the best of them and if he is the warlord (doesnt work as an ally) can make all melta weapons in the army master crafted.

I have two ways that I would like to run this guy. Either take him with a unit of assault centurians in a land raider redeemer. Between the flamestorm cannons, He'Stan's heavy flamer and the twin linked flamer this unit will kill roaches dead... Then can assualt for the S9 AP2 siege drills. The other way is to attach him to a command squad with all flamers or combiflamers and drop them in with a drop pod. If you feel like the combiflamer method you can use a unit of sternguard instead for a little bit more points and get that extra versatility with the special ammo.

As for troops I was thinking that I would take scouts over tacticals (you may notice that I like scouts) unless you want to get multimeltas in the tactical squad. The reason for this is that you can take land speeder storms as dedicated transports now for 45 pts and can take a heavy flamer on it for free. Also, you can get a heavy bolter w/ hellfire rounds (poison 2+) which is awesome for taking out all of those monsterous creatures..

I really like Land Speeders for a mobile fire base. With the speed of movement  in 40k picking up with flyers and all kinds of units adding +3, 6 or +d6 inches for movement it can feel like a SM force can get swamped if there is a bad turn of shooting. The extra movement you get from these guys while being able to keep up the rate of fire is great. I like to have the multimelta and typhoon launcher combo.  

All and all this force should work basically the same as it did in the last codex. There are some new toys and new options but not much has changed overall. If there isn't enough diversity here you can add a few new things that fit really well from FW. Bray'arth and the infernus predator come to mind right away.....

White Scars vs. Ravenwing


I have been looking back at my Dark Angel codex now that the new craze is the White Scar bikers and really trying to decide what is a better biker force. I can honestly say that I'm not really sure as they are both should be used in differant ways....

White Scars






The Chapter Tactics for White Scars have made them the talk of the town lately as Born in the saddle basically gives them a better version of Skilled Rider (auto pass dangerous terrain and +1 Jink cover save) plus the bonus of having +1 strength for hammer of wrath hits. The other one fight on the move allows for non-terminator and centurians the hit and run USR. I think that these suite the Scars of pale complexion very well.

All of this is for free just for taking a White Scars detachment in the Codex. Top this on top of the fact that if you have a Chapter Master or Captain on a bike that units of 5 or more bikes can be taken as troops. and that bikes are now 21 pts each can be taken in units of eight and can combat squad... OMFGWTF. I can understand why most people are talking about this.

This is a very cheap, hard hitting, combat focused unit that is harder to kill than normal bikes. Totally awesome. I like everything about this except that I would have to paint white power armor....

Ravenwing



These guys do not get the awesome Chapter Tactics that the White Scars get and cost more 27 pts instead of 21 and can only be taken in squads of six..  You would look at this a first glance and say to yourself that taking White Scars is a no brainer for the math.

Now you wonder why the White Scars are better riders than the Ravenwing and it really comes down to the fluff. The White Scars are riding from the onset of their time as a marine where the Ravenwing only start when they make up the ranks of secrecy of the Dark Angels...

Not is all doom and gloom for the guys in black though. You can still take these guys as troops if you have Sammael or Azrael as a HQ choice which is cool, but you can take a land speeder in the unit as well as attack bike unlike the White Scars. This allows you take these guys in the troops section as well to leave the fast attack slots open for Black Knights or the new Darkshroud, Nephilim Jetfighter, or Dark Talon. This gives the real punch to the force and with the Darkshroud around can give the Ravenwing that extra +1 to their cover save they didnt because of no Chapter Tactics.

Also it really comes down to what the Ravenwing do that makes them shine in my eyes. They are meant to be the recon for the hammer blow that is the Deathwing and not the hammer blow themselves. Remember this.... This is what those extra 6 pts are for in the cost... The unit has the scout USR and a teleport homer! You can get these guys across the board super quick make sure they are out of line of sight or in cover  and have the teleport homer to bring the wrath of the inner circle to bear....

Now you can also have a Command Squad in the White Scars detachment. That is only a 135 pts for 5 models on bikes compared to the 200 pts for the Ravenwing command squad or 210 for a unit of 5 Black Knights... Here is where things get sticky for me on how this got pointed out. The major point differance here is that the Ravenwing units have the plasma talons and corvus hammers which can bring the points up quite a bit, but basically the SM command squad go the points cost increase based off of what the differance of what tac marines and bikers pts are. This is a way makes since and is an acceptable explanation. The one thing that doesnt make since here is that an apothecary upgrade costs 15 pts for the SM codex and 30 pts for the Ravenwing. WTF! We have seen so many of the points become basically the same across codices to bring some balance. I don't know how this one got over looked.

There is so much that is awesome about the Dark Angel codex and how the Ravenwing fit in there that I would really hate to see lots of players throw them to the side because the new White Scars seem better at glance and the internet is screaming that you must switch because Ravenwing are no longer tournament worthy or poweful enough or whatever. This isn't the case at all and one should remember what is the main use of the units in the codex to make it work, and I think both armies have differant uses as explained before. The only problem I saw was the apothecary, and that doesn't matter if you dont want to take it.

Tell me what you think.

Monday, September 9, 2013

Codex Space Marines: Iron Hands

 
 
 

So it has been quite some time since I have posted, but I can say that I think there is plenty to write about now that the SM codex is out.

Now something has stood out to me as being really cool about this codex that others are not really talking about right now is the Iron Hands. With all the new miniatures out to discuss and with the fact the next supplement will White Scars and how cool Legion of the Damned are now with their new improvements; "what about the Iron Hands" I say....

There is an entire chapter of the new codex that gives some good backgroung on these guys. some of it is repeated as usual to let the new players understand what they are about, and then there is some new stuff that lets us know what they have beeb up to for 10,000 years. The one thing that really pushed my buttons on this section is the mention of Iron Father Stronos which has a really cool story to him in the book, but we have no model for him! WTF GW why is there no Iron Hands special character with this book. This is the only Founding Chapter without one. They could of given us this instead of the partially rehashed SM Captain we got in plastic!!!!!

So the Iron Hands chapter tactics allow for all models with the chapter tactics special rule to gain FNP 6+ and for characters and vehicles to have it will not die. I thought that this was a really fluffy and interesting way to build an army with these guys and here is the reason.

1. Master of the Forge allows for Dreadnaughts, Ven Dreadnaughts and IronClads to be taken as Elites and Heavy Support (Blood Angels are losing their grip on this Dreadnaught mastery ). This can give you some serious threats to throw in an opponents face with drop pods on turn one. Also, the Master of the Forge can help keep them repaired along with the It will not die rule.

2. Techmarines are free FOC slots now (can take one for every HQ in the army) I can see an army of Dreads behind some bolstered defenses due to the MoTF and the Techmarines for long range support and super cover saves while the Iron Clads mop up the the enemy in the front. If you want to lose one Dread you can also take another Techmarine with Thunderfire Cannon and have with that.

3. Scouts are super cheap. can equip them with a teleprt homer to get the drop pods in close and they can then do some covering fire with snipers to take care of characters or keep units pinned down, or you can go the other way with them and make them run to claim objectives.... The Flesh is weak so make this army all about the Dreads and keep the flesh ridden out of the fight!

4. Since I am mostly a Blood Angels player at heart I cant help put to think about combining this with my BA army. Blood Angels are the only army that can take more Dreadnaughts than the idea listed above and they can be Librarians! Use a detachment of MotF and Techmarine with two Iron Clads in Dreadnaughts and you got some serious extra power to assist with the formidable BA Dreads and help keep them alive. Thank you for Allies!

Tell me what you guys think in the comments.