It’s A(nother) Mash Up! The Battle At The Farm, 9th Ed Style #new40k #RogueTrader

This is becoming something of a tradition, so I won’t go too much into the background here. Suffice it to say that back in the original (read: charmingly kitsch but practically unplayable) version of 40k – the mythical Rogue Trader era:

Thanks for stealing my childhood, you bastard

And in the back of said tome was a scenario entitled “The Battle At The Farm” which basically involved the survivors of the Crimson Fists ambushing an Ork patrol who have designs on some loot left in said farm. Back before there were box sets, this book actually had counters as proxies for miniatures… somehow can’t imagine that happening in the age of Indomitus 😉

So with the release of 9th ed and the core rules available online (kinda.. more on that later!) -and with our little bit of Leicestershire coming out of lockdown, thank CHRIST – it was an ideal opportunity to break out the Orks of Da Skooderia and the scratchbuilt Crimson Fists to do battle once more. Here’s how it went down:

The field of battle – the Farm located in the centre, filled with Marines ready to do the business
Remember these guys? I could swear, 8th only dropped yesterday and we were all psyched for Dark Imperium..
There’s trouble afoot – Orks deploy onto the hilltop
Orks survey their target – Crimson Fists burnt out Rhino APC added for scenic flavour
With no targets to shoot at because the Marines are being cowards, hiding in the farmhouse, hrugg splits his force – Hruk leads two squads across open ground toward the farmhouse while Thrugg leads a flanking manoeuvre through the orchard
Turn 2 and with the Orks in range, the Marines reveal their first squad – Orks in the open, 3+ to hit…
Oh, SERIOUSLY???
Happily – and in marked contrast to the last time we fought this battle – the Crimson Fists have missile launcher operator who can actually see, and promptly wastes four Orks on the hillside
Remaining greenskin legs it!
Hruk’s force engage frontally, hoping to tie the Marines up in a firefight- remember we’re using RT rules here, Orks are BS 3 (or 4+ in modern 40k)
Impressively, they actually cause a kill! Although 9th comes with some nifty cover rules, none of them are in the core rules.. so we bodged something, decided on a -1 to hit when in cover. Back in the day (1987), Marines were T3 and a 4+ save, so a lot more fragile!
Orks advance across open ground, hugging what cover is available and laying down the dakka…
..concentrating it all on the Crimson Fists’ missile launcher operator, who falls to a lucky bolt shell!
Meanwhile. Thrugg leads his depleted ladz in an advance through the orchard..
The Imperium strikes back! Pedro Cantor and the other two squads deploy from hiding, one taking on the Orks in the open while Pedro leads a counterattack through the orchard
Now the Marines prove why they’re humanity’s finest – Pedro and his counterattcking squad drop five Orks in one round of firing!
Meanwhile it’s a full on firefight outside the farm – Marines drop three Orks but lose two of their own to Ork bolter fire, while Hruk gets a third with his plasma pistol
It’s up close and personal in the orchard – Thrugg fails his charge roll but his ladz pile in, while Pedro Cantor performs a Heroic Intervention (amid much checking of rules) – it was here that we realised, hilariously, that although GW put exhaustive descriptions of pile ins, Heroic Interventions and such, nowhere in the core rules have they actually explained how you resolve close combat X-D thankfully we’ve done this before….
Pedro Cantor and sidekick drop two Orks without so much as a scratch in return…
Having wiped out Thrugg’s boyz in the orchard, the Marines consolidate forwards into the woods toward Da Boss
In front of the farm, three of Hrud’s ladz fall to Marine bolters and another flees the scene
His plans in ruins, Thrugg decides to go down swinging – the way an Ork should! He hurls himself at Pedro Cantor, inflicting a wound with his plasma pistol…
Brushing aside the pain, Pedro Cantor grips the frenzied Ork boss…. crushing his skull with his power fist. Even an Ork boss can’t ignore that!

With that, that left Hrud and a sole Ork Boy on the table facing nine Marines and a wounded Cantor – so we called that a solid Space Marine victory! I wonder if it’s actually possible to win this as an Ork, certainly every battle report I’ve seen or read has the Orks taking a kicking…

9th is quite fun, even just dipping a toe as we were with our converted 1/72 figures, and we didn’t use any Command Points or Stratagems (not in the Core Rules) so I’d be up for giving it a go again, especially with GW’s 40k app giving you rules and codices for £3.99 a month… maybe I can persuade Jim to put it on his iPad… The absence of the core hand to hand combat mechanic was a hilarious omission though, so I’m not sure I’d trust GW’s editing/ quality control team with actual code! Maybe we’ll hold off until we’ve heard from some of you out there in the blogosphere how you got on..

Meantime, stay safe, stay sane, stay thrifty, see you soon!

Crossing the Rubicon Nostalgius! A 1991 Blood Angels Tribute – Pt.1

In lead they shall be cast, and upon sand and PVA they shall walk. White shall their primer be, and in plate of brightest orange shall I clad them. In red ink I shall shade them, and they shall walk upon fields of goblin green. Let them bear their weapons close to their chests, and in but one pose they shall stand. For they are my Blood Angels, and they shall know no weathering.

Sit down, gentle reader, and I shall tell you a tale. This all started a month or so back when my car quite unexpectedly passed it’s MOT. A welcome piece of good news, to be sure, and given my car’s recent history a most surprising one – and one that left me with a little bit of spare cash.

Spare cash + wine + 1990s nostalgia (because 2020 isn’t really doing itself any favours, is it?) – you can see where this is going. A couple of hours later and a cursory browse of eBay found me a job lot of Space Marines for £20 or thereabouts including posting… plastic Marines and Terminators in a variety of states, but in quantity enough that I could start to build a tribute to one of the very first armies I ever saw in White Dwarf, the Blood Angels 3rd Company from White Dwarf 139, July 1991:

Pic linked from https://whittlesey40k.wordpress.com/ – check him out, it’s a great blog
These lads are part of the exhibition at Warhammer World, check them out here:
The Grim Darkness OF The Far Future rendered in glorious technicolour!
Just for the young ‘uns, this is what Gretchin looked like back then

So, giddy with anticipation, I did my planning and preparation, getting the paint and primers together – white primer (naturally), Vallejo Hot Orange and Red Ink, and Army Painter Goblin Green for the bases. These seemed to be the closest match for the old GW paints – I prefer Vallejo because of their dropper bottles, the Citadel stuff dries out too easily in my view.

They’re here! In various states of disrepair…

Next step was stripping them – and not just them, my Deathwatch too, as these would be needed to form the tactical squads. A bit of a wrench, to be sure, but equally I’d never been entirely happy with them… so I made my peace, these lads were going to be what they always should have been, Blood Angels in glorious orange! (Side note – these chaps came in the 2nd Ed box set we accidentally bought while under the influence a couple of years back, so we really are going full on early 90s here)

Farewell lads…
Into the meths you go – methylated spirits + old toothbrush + elbow grease = successfully stripped plastic model
Glued sand to the base THEN applied the primer – wish I’d thought of that back in ’91…
First tranche underway – primed white, two thin coats (natch) of Vallejo Hot Orange
Wash of Vallejo Red Ink, straight from the pot
Drybrushed back up with Vallejo Hot Orange
Pin wash of Vallejo Brown Ink and then edged with black craft paint
Metallics! Vallejo Mithril Silver with thinned black ink wash to take the edge off
Taking care of details – getting there now
It’s 1991! Drybrushed the bases with yellow to add depth

So there we go! Not quite there yet, I’ve got to get hold of some decals, but I’m happy with the basic scheme. Now, here’s the list:

So yeah, a fair bit to do..

My goal is to take these lads down to Warhammer World next year, assuming 2020 doesn’t have any more nasty surprises in store for us, as it’ll be a nice little 30th anniversary for them, so let’s see what we can do – Jim has already built a scaled down Rhino from papercraft templates, I’m going to see if I can build some full sized ones for these lads. Land Speeder, Thudd Gun and Bikes might be a bit more of a challenge, but let’s give it a go.. in any case, my biggest ever vanity project is underway!

If you made it this far, well done and stay safe out there – Jim & I were looking forward to a first game and pint since January (!) only to find ourselves caught by a local lockdown, so that’s buggered that for the next couple of weeks… Oh well, at least I’ve got something to keep me busy!

PS – Thanks again to Whittlesey40k for use of the photos – check out his blog, lots of great stuff: https://whittlesey40k.wordpress.com/

Paperhammer with Jim! DIY Crimson Fist Rhino (in 1/72)

Greetings! You join me at the tail end of lockdown (EDIT – since I started this post, our dear old city of Leicester has become the national pioneer in local lockdowns.. if I find which one of you f*ckers hasn’t been washing their hands there’ll be trouble, I’ve been fantasising about my first pint and some bastard has ruined it all for everyone) , as everyone in the UK seems to have said “sod it” and given up… a brief glance at Bournemouth beaches over the last couple of days would seem to indicate that for many Brits sunshine > virus. For me, I choose to get sunburnt in my own garden where the booze is plentiful and the toilet access is more than adequate – and I can always nip inside to MAKE STUFF.

This project was meant to be a quick and simple build to add a Rhino to the Crimson Fist marine force we scratchbuilt back when 8th edition came out – now 9th is on the cards and the core rules are going to be free to download, I suspect we’ll be revisiting “The Farm” on Rynn’s World again pretty soon, and it might be nice to develop that story thread given that one of the big selling points of the new edition is it’s campaign mechanic. Anyway…

I started with a visit to the now-sadly-defunct-but-still-online blog “in The Grim Cheapness” and downloaded a Rhino papercraft template from there. I rescaled it 66% – 40k is kinda 1/48 scale, so divide 48 by 2 is 24, mulitiple by3 = 72, so 2/3 of 1/48 is 1/72. More or less.

I followed the template for the body- using cheap glue stick to glue the paper templates to a pizza box and cutting round them. To reinforce the sides – the track units – I cut out a slab of foamcore to the right size and shape, and built the cardboard up around that. I then glued the track units on to the side of the body, and then used a few dabs of Polyfilla to fill in the more egregious gaps and sanded the excess.

Next up was detailing – I cut out the hatches (and scored the card to create indentations in the disembarkation doors) and tried a bit of a trick with the grills. I cut out the main shape and glued nylon tulle over it (had a load left over from the Skalk Point build we did back in the World That Was), and then glued the cardboard frame over that. As it panned out, this didn’t work quite as well as I’d hoped, but I think that was more down to slapdash and impatient execution on my part than anything else! I used some bits of sprue to create the buttress/ exhaust bits.

For the running wheels, I cut out 8mm diameter circles of single corrugated card, cut them in half and glues the pieces together to create 4-5mm thick semicircles. I glues these in place with tacky gue and then cut out 5mm thick strips of IDE cable to be the tracks. I used gel superglue to glue these in place.

Detailing added – bolter is a bit of cocktail stick with IDE cable to represent an ammo belt
Primed grey

After a spray of grey primer, I tried a bit of underpainting – pin wash with black ink in the recesses, drybrush white. Then a coat of cheap blue craft paint:

Blues layered up along with black ink pin wash, areas that will be painted red undercoated with Wilkos Cloud Burst house paint
My template for painting!
The finished article! Red craft paint, then, sponge chipping with black graft paint and Vallejo Mithril Silver for the bare metal

The final touches were some craft brown paint mixed with PVA and sand for some mud texture paste to cover a few (ahem) modelling inconsistencies..

Overall, I’m pretty pleased – I think this fella will do well transporting the remains of the Crimson Fists into battle on Rynns World, not to mention layin’ it down on the world of Hazzard when we finally get to get a game in….F*cking c*cking sh*tting w*nking lockdown… WASH YOUR DAMN HANDS, PEOPLE OF LEICESTER! I WANT TO GO TO THE F*CKING PUB! WE’RE SO CLOSE!!!!

Seethe.

And there I shall leave you- we are tantalisingly close to hooking up for a game, but after three – four? – months, another week or so… ain’t no thing.

Stay safe out there, WASH YOUR HANDS, WEAR A MASK AND DON’T DO STUPID THINGS! See y’all soon (I hope)..

Further Musings On Game Design.. What Will 9th bring?

Unless you’ve been living under a rock (or are one of those “normies” just not interested in miniature wargames..) you’ll have heard the big news – Games Workshop, the Evil Empire of the games industry, are releasing a new edition of Warhammer 40,000. This makes it the 9th – although it feels like 8th only came out five minutes ago, but I guess that’s just me.

Needless to say, the forums have been full of speculation about what will be on offer, and some of these discussions have become a bit… heated, shall we say. Particularly with the news that GW will be sticking with the IGOUGO activation – this discussion thread on Dakka got very salty very quickly, and it got me thinking.

I’ve already posted some thoughts about game design and support, but I got to pondering the reasons why GW stick to this core idea for 40k but get so much more imaginative for other systems – and I’ve come up with a few real world analogies.

Consider the Porsche 911. Evolution of the Volkswagen Beetle, air cooled engine in the back way out behind the axle. Undoubtedly iconic, but also a bit of a handful, and well recognised as a yuppie-killer during the 80s. Over the years Porsche have tried all manner of drastic – stuffing the front bumper full of lead – and less drastic measures to even it out and from all accounts it now truly is a brilliant, balanced driving machine.

And if I ever get the chance to drive one, I’ll let you know my thoughts.

However, a few years ago they introduced the Cayman – lighter, cheaper, mid-engined.. and a fundamentally better design to the point where they’ve had to hobble it by not letting it have a limited slip differential (thing that makes it go faster) and slightly detuning the engine to produce 15-20bho less than the 911. Because it can’t be seen to be faster than the 911. Although several of Porsche’s designers have gone on record as saying that f they designed the 911 now, it would be the same as the Cayman, that moment has passed – the Cayman is fundamentally the better sports car, but the job of the 911 isn’t to be the greatest sportscar anymore – it’s to be the 911. It’s to be an icon. And you can’t f*ck with an icon.

See where we’re going?

OK, now to the world of guitars. Consider the Gibson Les Paul. Great big slab of mahogany, two big humbuckers (big fat sounding pickups), only one cutaway so top fret access is limited (tough to get the high notes).

And then Gibson’s arch-rival, Fender, introduced the Stratocaster – whammy bar (wiggly thing that changes the pitch of the notes), THREE pickups, lighter and more versatile..

A couple of years later, Gibson retired the Les Paul and brought in the SG – lighter, easier top fret access, more versatile:

The SG was supposed to be the lighter, more affordable, more versatile replacement for the Les Paul (as the Stratocaster was supposed to be for the Telecaster). You can still buy a Les Paul. You can still buy a Telecaster. What does that tell you?

Some people – a LOT of people – don’t want objectively good. They want the classic. They want The Icon. And that’s what 40k is.

Wait, 40k a design classic? But there’s so much wrong with it – IGO UGO, turn phases, list building… yes, but if you want better rules play Kill Team or Necromunda or Apocalypse or Blackstone Fortress or Betrayal At Calth or Epic (which I always dug as a kid more than 40k) . BUT 40k is no longer designed to be an objectively great game – it’s job is to be 40k. See the comparison?

Just as there are designers at Porsche who would LOVE to redesign the 911, just as there are designers at Gibson who would LOVE to redesign the Les Paul, I’m sure there are designers at GW who would love to redesign 40k from the ground up – look at Blackstone Fortress, or Kill Team etc. In fact, Christ , look at Epic back in the day! But they’re stuck. 40k has been around since 1987 – it has players who have been playing that long. They have certain expectations of how the game will play, and have done for 30+ years. And IGOUGO sits at the heart of that. These players have been around since Rogue Trader (more or less… we came in at the end of the RT era, ater GW had patched the hell out of it with Compilations, Compendiums, Vehicle Manuals and Battle Manuals) – you cant just ditch them, that would be a real betrayal of the fanbase. So what’s the answer?

I suspect 9th – at least to begin with – will be a pretty good answer. I anticipate a bodge of 8th with bits of 7th to add a level of detail.. I must admit we’ve only played a few games of 8th but there were a few bits of it that didn’t feel quite right to me, almost like they’d thrown the baby out with the bathwater in search f streamlining. So will we be buying it? No. No chance. But that’s because we’re cheap. Should YOU buy it?

Honestly? If you want to get into 40k and you have £100 or so to spare.. actually yes, I reckon you could do worse. As well as the box set usually being a (relatively speaking) good deal in terms of miniatures, 40k as a game always seems to get a lot of love when new editions drop, before power creep happens – and as 9th is being posited as an evolution, not a revolution. I think 9th could be a great time to get into 40k. For three or four months.

Meanwhile, we’ll grab what minis we can on eBay and play Grimdark Future and Future Force Warrior with the intent of someday getting the bastard finished and published!

Hmm.. I reach the end of this post with no clear conclusion… but I am curious to see the new box… what do our friends out there in the blogosphere make of it all?

Do You Like My Leetle Tanks? DIY Imperial Guard Vindicator Company

EDIT – I began this post before Christmas, but life kind of got in the way.. hope you enjoy this belated post!

Two sleeps til Christmas – but amidst the festive lunacy, we’ve still found time to complete a project! These lads are one of the first steps to having the Epic Imperial Guard Army I always wanted but could never (and still can’t afford)..

Anyone interested in the build process should check here first, a this post is going to be all about the paintjob and finishing off the last steps of this project. Now, I’d struggled with a camo pattern for these lads for a while, and regular visitors to the blog might notice some changes since their last appearance.. So I’d hummed and hawwed about how to paint them and eventually decided on an 80’s BAOR/ NATO inspired three tone camo. A few simple steps:

Prime grey.

Basecoat with Vallejo Russian Green.

Stipple With Vallejo German Grey.

Detail with Vallejo US Olive Drab

Wash with thinned Vallejo Black Ink

Drybrush with bone craft paint

Metallics with Vallejo Silver

Pin wash with Vallejo black ink, and wash the metallics.

Tactical symbols freehand with bone craft paint

Drybrush mud with GW Bestial Brown or craft paint equivalent.

And the results?

The lads on parade! Note the red hatch and antenna on the HQ tank – because nothing is more tactically sound than making it totally plain to the enemy which one is your command tank…

Spot the real GW Rhino! Commissar rhino, and artillery company command Rhino shown for scale..

Squadron markings on the front mudguards – red, blue and grey

These lads got a lashing over on Dakkadakka, but TMP members seemed to dig them, and personally I’m quite pleased – they’re a bit darker and more indistinct than I intended, but it’s a relatively “believable” colour scheme and the tactical symbols (which I copied from Google Image search for “FV432 camouflage”) give them a bit of life. They’re sure as hell not perfect, but from two feet away they look pretty good, and I’m looking forward to getting them on the table!

Meantime, Happy Christmas to one and all out there in the blogosphere, here’s wishing you all a fantastic Christmas and New Year!

Epic Showdown on Hazzard Prime!

Damn, when you get old, time goes FAST. Can you really believe it was December 2017 when we last threw down the Epic armies of WAAAAAGH BOZZHOG and the Redeemers Marine Chapter?

Nope, neither could we.

So it was high time to break out the wee tiny fellas, scatter some scenery and get ready to do some serious krumpin’

This time the Imperial forces would be bolstered not just by the home made Leviathan, but also by a squadron of home made Vindicators – the first inklings of a DIY Epic Imperial Guard army! Whilst the greenskins… they got BIG RED.

 Preparation:

The armies hit the board! Objectives laid, armies deployed – Big Red anchors the Ork left flank along with the Goff Skullhamma, while the Slasher leads the Goffs and Evil Sunz assault force and the Bad Moons prepare to provide fire support. Meanwhile, the Devastators anchor the Imperial right, while the Veterans make ready to assault forwards in the centre supported by the Land Raider company, Warlord Titan, Leviathan and Vindicator squadron.

Ork Plan:

The basic plan with WAAGH BOZZHOG has pretty much always been use the Evil Sunz to charge forward and pin the enemy in place until the Goffs arrive to batter them senseless, while the Bad Moons throw fire support downrange. Meanwhile Big Red would occupy the objective in the gulley to the left, backed up by the Skullhamma and the Slasher would either cause calamities with it’s belly gun or rush forward to demolish the opposition with it’s chainfist, we’d play that one by ear!

Imperial Plan:

Looking at the terrain, it seemed a slam dunk to have the Devastators to deploy up the steep hill onto the objective on the Imperial right, which would also give a great field of fire across the battlefield. However, there was a tempting objective in the town slightly toward the centre, so I split off one detachment to occupy that. Meanwhile, the veterans of 1st Company would hurl themselves forward into the teeth of the ork horde and try and hold the town in the face of the Evil Sunz assault while the Land Raider company moved up in support behind them (with their mortal cousins in the Imperial Guard Vindicator squadron alongside them) and the Warlord and Leviathan adding their weight of firepower to the mix.

Turn 1:

Orks get the initiative and force the Marines to move first. Devastators take positions on the hill and in the town, while No. 1 company veterans deploy into the buildings facing the Ork horde!

Hurtling forward, pedal to the metal, the Evil Sunz crash into the veterans of No. 1 company and the Nobz warbikes demolish a squadron of Land Raiders.

Carnage!!!!

As turn 1 ends, the orks have broken the Veteran and Land Raider companies in exchange for the Evil Sunz and the Skullhamma but superior Imperial manoeuvrability means  more Imperial held objectives – Imperials lead 36 VPs to 26.

Turn 2:

The second wave hits! Goffs assault the buildings held by the remains of the veteran company whilst the few surviving Evil Sunz add their firepower in support. Meanwhile the Slasher lines up the Warlord and the surviving Imperial armour moves up in the centre.

Guard Vindicators pour their fire into the murderous close quarter battle in the streets as the Marine veterans fight desperate hand to hand combats in the buildings!

Devastator fire blows up the Skullhamma but Big Red watches on, impervious… (note the building reduced to rubble by a ball round, taking most of a Devastator detachment with it!)

Destruction up close and personal!

This turn broke the Devastators on top of the Veterans and Land Raiders, but the Goffs were teetering on the brink after the spectacularly bloody battle for the town that had also shattered the Evil Sunz, the Slasher and the Warlord  had both taken chunks out of each other and both sides were teetering on the edge of collapse…

Turn 3:

 

With the last veterans massacred by rampaging Goffs, Whirlwind artillery fire, combined with the barrage weapons on the Leviathan and Warlord, collapses the building they captured. Meanwhile, a lucky volcano cannon shot from the Warlord causes a flashback to the magazine, destroying the Slasher!

With the Slasher gone (and Big Red on the other flank damaged by fire from the Devastators), the Goffs now broken, the battered Imperial forces stand bloodied but victorious! 58-44 to the Redeemers with their Hazzard PDF allies – WAAAGH-BOZZHOG is denied once again…

Epilogue:

Whew, that was close – had I not got lucky with the Warlord’s volcano cannon in turn 3, that could have gone very differently.. I’ve also realised how ineptly I handled the veterans, rushing them forward to take on the Ork horde in close combat whilst moving support up behind them – what I should have done is kept them in their transports in reserve and allow the Orks to face long range fire from whatever Devastators I could spare from sparring with the Gargant, let the Whirlwinds and the barrage weapons on the Titan do their thing and then unleashed the elite close combat troops. And I should group the Terminators with them, as they accomplished squat where they were, until they were largely squashed by a ball round… must remember, it’s not how many points you have at the start of the game, it’s how many you have on the last turn that count!

___________________

 

Zog it! Well, I stuck to the plan – so maybe that’s the problem.. I’m thinking of putting the Goffs in battlewagons to keep up with the Sunz and maybe paint up a Death Skull warband to best use the Goff armour. That way the assault wave can hit all at once for truly devastating effect.. hmm.. either way, we definitely have escalation!

Till next time, stay thrifty out there!

Another Epic Scratchbuild – Imperial Guard Vindicator Company

Presenting just the CUTEST scratchbuild ever!

I always had a thing for the Imperial Guard as a wee youngling, and it often occurred to me that it was very wrong the way they were portrayed as almost a “fringe” army in 40k – after all, it was the teeming trillions of plain old GI Joes and Janes that held the line against the countless horrors of the 41st millenium, amirite?

But it was always the Space Marines who got included in the boxes…

I always fancied having a Guard army for Epic- the idea of massed tank and infantry suited the Guard absolutely perfectly! But then the cost – GW ain’t, never has been, and most likely never will be, cheap.

So, if I was going to make this idea happen, I was clearly going to have to MAKE it happen, if you catch my drift.

Yup, scratchbuild time again.

Normally I’d go in all all guns blazing and try and build something like a company of Stormhammer super heavy tanks out of cardboard, Blu-Tack and straws with nothing but blind faith in the God Emperor guiding my hand, but we’ve done that sort of thing before and this time I had an idea I wanted to try. I started with the idea of a Vindicator company – back in the early 90s, the Guard could take them, and Predators – and although the model itself got a bit of stick for looking blocky and cartoonish,  it was those very properties that appealed to me for ease of building. If the original model looked like it had been carved out of foamboard and cardboard by a cretin, it should be easy for a cretin to build one out of foamboard and cardboard!

Let us begin:

We begin two blacks of foamboard – I measured an old Epic Rhino to get the dimensions right and came up with 24mm by 11mm

Next, trim these to form a parallelogram – 6mm back from the front and back to create the slopes, again copied from the Epic Rhino I used as my template.

Now we turn to cardboard – or chipboard, for our friends across the pond (looking at you, Wyloch!)

Note the measurements in millimetres – these would form the first layer of the sides and track units.

Another shot of the side units, cut out and showing their shape

Next layer of side armour – again, note measurements in millimetres

Rear hatch cut from cardboard – 12mm wide by 10mm tall rectangle

12mm by 12mm square for front glacis plate

Front glacis plate with edges trimmed

And installed – that 2+ save doesn’t come out of nowhere!

Measuring out the side and top panels on thin modelling cardstock

And applied, bulking out the classic Rhino silhouette into something more intimidating..

 

Ain’t no Vindicator without the unfeasibly big gun! Drinking straw filled with tacky glue…

Glued in place on the front glacis plate. Hatches punched from chipboard with hole punch.

Final detailing! cylinders cut from granny grating to represent the side exhausts

And DONE! ready for priming….

Next up, painting – and that’s still a WIP so right now you’ll have to make do with this for now 🙂 Stay thrifty out there, we’ll see you soon!

Cheaphammer 40k FINALE! – the 2nd Ed Revival Project : Battle For The Bridge

And lo, it has come to pass – ALL DA LADZ against Dan’s thin red (well, black) line of Space Marines in the climactic game from the 1993 2nd Ed box set Battle For Armageddon mini campaign.

On the Marine side – two tactical squads of Space Marines, each comprising a Sergeant with bolt pistol and chainsword, a Marine with a missile launcher, a Marine with flamer, and 7 Marines with bolters. For the Orks, it was the Dread, twenty Boyz armed with bolt pistols, axes and stikkbomz and no fewer than FORTY Gretchin, all armed with autoguns – quite the horde!

Forces were organised as follows:

Marines (all Space Marines have Mk7 power armour, bolt pistol, frag and krak grenades):

Squad Raphael (red shoulder pads):

Sergeant Raphael – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – flamer

Squad Mephisto (blue shoulder pads):

Brother Mephisto – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – Missile launcher (targeter, frag and krak grenades)

Squad Lazarus (grey shoulder pads):

Sergeant Lazarus – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – flamer

Squad Cleon (cream shoulder pads):

Brother Cleon – boltgun

3 Space Marines – boltgun

1 Space Marine – Missile launcher (targeter, frag and krak grenades)

MarinesDone

Orks (All Orks and Gretchin wear flak armour):

Da Krusher – Ork Dreadnought armed with two power klaws, heavy bolter and lascannon.

Grugnat’s Mob – ten Orks armed with bolt pistols, axes and frag stikkbomz.

Snikbog’s Mob – ten Orks armed with bolt pistols, axes and frag stikkbomz.

Grit’s Mob – ten Gretchin armed with autoguns.

Grot’s Mob – ten Gretchin armed with autoguns.

Scumbo’s Mob – ten Gretchin armed with autoguns.

Fergit’s Mob – ten Gretchin armed with autoguns.

OrkzOnParade

The Marines got points for wiping out as many Greenskin mobs as possible, while the Orks got a 5 point bonus for getting a mob of six models or the Dread into the Marine deployment zone. Game length was four turns.

Turn 1

To everyone’s surprise, the Orks won the first turn and barrelled forward, Gretchin screening the boyz who were hugging the available cover until they could get within bolt pistol range.

Gretchin fire patters ineffectively off Marine power armour..

..meanwhile, Da Krusher’s lascannon stabs out and downs a marine from Squad Lazarus

Marines hunker down and fire wherever possible, bolters and frag missiles downing an Ork and 7 Grots

And with a Leadership of only 5, it should be no surprise that Scumbo’s Mob break and run for it

Turn 2

This time probability reasserted itself and the Marines scored first turn.

Squads Lazarus and Raphael venture out into the open, hoping to close the range and bring their flamers into play

Krak missile from Squad Mephisto smashes into Da Krusha, sending it out of control – it promptly barrels into the nearest unit, the Gretchin of Grot’s Mob!

Marine fire take its toll on the Greenskin horde…

But humie isn’t having it all his own way! Da Boyz close the range to the exposed Marine combat squads, and three of humanity’s finest fall to bolt pistol fire.

Turn 3

Once again, the Marines won the first turn and the missile launcher teams desperately pumped bolter fire and frag missiles into the oncoming greenskins, while the flamer teams attempted to manouevre in to use their devastating short range weapons to better effect..

Marines pump fire into the oncoming horde, but will it be enough?

Seeing Da Krusha out of control, missile launcher teams focus on thinning out the greenskins with frag missiles.. this proves to be a mistake, as the pilot promptly has a change of heart, wheels around and barrels into the Marine lines, vapourising a brother with its’ lascannon.

“It’s too much!” Gretchin take shelter in a ruin after losing seven of their squad to Marine fire

Turn 4

First turn passed back to the Orks and the boyz burst from behind the screen of Grots to engage the Marines at point blank range!

“WAAAAARRRGH!”  Boyz charge forward, gunning down Squad Lazarus in a hail of bolt pistol fire

It gets up close and personal in the games’ closing moments..

Gretchin blaze away with their autoguns as da boyz get stuck in! Meanwhile, Da Krusha savages Squad Mephisto

 

The weight of fire batters through the Marine power armour..

 

Squad Mephisto marines fall to assault saw and power klaw!

 

Greenskins rampage across the battlefield, overwhelming the remaining Marines!

At the end of the turn, we totted up the points – Orks 4, Marines 1 – a solid win for the Greenskins!

Dan owned up to a lack of concentrating fire on single mobs, as he caused a solid amount of casualties but not actually wiping out or seriously damaging complete units. I did get pretty lucky with Da Krusha’s lunatic rampage not just taking down three Marines from Squad Mephisto but also taking him squarely into the Marine deployment zone! However if Dan’s flamer teams could have gotten in range, or if he’d finished off Da Krusha with a couple of extra krak missiles, things could easily have gone the other way..

So if you’re keeping score, that’s 2-1 to the Orks, so a Greenskin victory in this mini campaign! Props to Dan for a brilliant job on his Marines (whatever he may claim to the contrary) and being a gentlemanly and sporting (if perennially unlucky) opponent.

This project has been a blast, but it doesn’t have to end here – we’re toying with adding a few bits to make these forces 8th ed legal, and just maybe to take them on a pilgrimage to Warhammer World itself, for a game on the hallowed tables themselves! A great way touch base with the roots of what got us into this hobby in the first place.

Till next time, stay thrifty out there, yo 😉

CheapHammer 40k: The 2nd Ed Revival Project Pt. 6 – Second Marine Combat Squad

…Or “An Odyssey in Edge Highlighting And Going Partially Blind”…

As Jim has raced through his Greenskin horde with impressive and ever improving results, I seem to have gone backwards! *gnashes teeth*

With these two combat squads I decided to deviate slightly from the template laid down by Duncan on Warhammer TV (at the risk of being burned as a heretic) and try something a little different – after priming with cheap black £1 spray paint, I gave these lads a base coat of Vallejo German Grey and darkened them down with a couple of thinned black ink washes. When these dried, I hit them with a drybrush of German Grey giving me a nicely modulated basecoat…

…Which I then proceeded to ruin..

Now, I’ve seen edge highlighting done well in the old ‘Eavy Metal pages of White Dwarf, I’ve seen it done well on Warhammer TV and on the display stuff at Warhammer World, but I’ve seen a LOT more examples of it done badly and hamfistedly (many of them my own work, it must be said, and I will name no names otherwise), and it seems to me that the problem lies in thinning the paint for the highlight enough and being patient enough for the colours to modulate subtly.

Now, to give them their due, GW seems to have thought this through with their colour selection, as Duncan and Peachy’s videos show the various shades blending together beautifully, but they also tend to use a minimum of two dozen colours every time they paint something. And GW paints ain’t cheap.

So, using what I had to hand, I tried to blend some highlight colours – I took the base Vallejo German Grey, dialled in a little of the light blue grey Crown house paint (water based, so probably still acrylic in nature) to gradually lighten it, took up the old Windsor & Newton series 7, drew breath and started.

The next layer was for the super high exposed edges, and for this I blended in a little bone craft paint to lift it still higher. I also hit the recessed parts with pin washes of black ink to give depth, and went to bed pretty satisfied with my work.

Looking back on it the next day though, I found myself considerably less satisfied – the highlights look blocky and heavy handed, the washes a bit unsubtle, and disturbingly I found that if I bring a model too close (ie less than about 6 inches from my nose) my vision starts to get a bit blurry, so I’m starting to ponder glasses or one of those magnifying glass/ holder things I’ve seen. Any thoughts, internet?

Anyway – pics, see for yourselves and see if you agree with my assessment.

Combat squad headed by Veteran Marine as I only had three sergeant models.. note the sponge chipping – think I went a bit heavy handed there, oh well..

This was the squad I felt I went a bit too heavy with the pin washes… still, they look ok from two feet away!

Ready for action!

Group shot of the entire force

Time to kick some greenskin ass!

Next up, Jim’s got the rest of his ladz based, varnished and ready to rock, so it’ll be time to throw down for the third and final game of the campaign! Stay thrifty out there, we’ll see you soon.

CheapHammer40K – The 2nd Ed Revival Project: Game 2 – High Ground

The dust of broken glass ground underfoot, and the smoke of a million corpse-fires fouled the air. Boss Bludguzzla WarBastard IV took to his feet and breathed deeply of the Armageddon stench. Beautiful.

He belched, cocked a leg and let go an insouciant, musical fart. “I luvz da smell of roastin’ humiez in da morning”.

Turning to the motley assortment of Orks gathered in the shell crater before him, he waved a hand toward the biggest ruin on the horizon.

“Dat’s where they are, ladz! Sneaky gitz holed up in dat temple wiv a missile launcher. We’s got to splat dem so we can bring da Dread around and get da boyz ready to kick some proper humie arse. Cumlicka!” 

One of the larger Orks cocked an ear. 

“You takes your ladz up da front. Keep shootin’, keep their heads down. Ratbollock!”

A second oversized Ork shuffled to attention,

“You ladz folla mine, we’s going to get round da side of ’em, chuck da stikkbomz, and go feth ’em up, up close and personal like”

WarBastard jammed a magazine into his bolt pistol.

“Dat concludes da breefin’. Let’s go feth it up! WAAAAAAAAAAARGH!!!!!!!”

“WAAAAAAAAAAARGGGGHHH” rose from more throats than an Ork could count (somewhere between 8 and 20) – and the Boyz rolled to war once again…

Welcome to Mission 2 from the 2nd Edition Scenario Booklet – High Ground! After a close fought first round (no spoilers here), and some frenzied painting on my part after a a couple of lucky eBay wins fleshed out my Ork forces to full strength, Dan and I warmed up the shed and got busy deploying Ork and Marine alike for the next round.

The two sides deploy

View from the Marine position in the ruined Shrine Of The Emperor Triumphant – frag missiles at the ready, it’s a target rich environment!

Da Boyz cluster in the ruins, making use of what cover they can find

Turn 1 kicked off with the Marines gaining the initiative – no point in breaking cover yet, and no one in range, so they elected to hunker down and blast a frag missile into the densely packed boyz mobs facing them..

Lacking the artillery dice from the early 90s, we agreed that “1” would equal a misfire, so…..

……yeah. Misfire, exploding both launcher and Marine. Cue some innovative swearing from Dan.

The Orks dash forward, using the ruins to shield them from Marine fire

Well, partially.

Orks charge toward Marine lines – a few fall, but will it be enough?

“Dere day are ladz!” It’s not all one sided – a Marine falls to Ork bolt pistol fire

“Squad Broken” – 25% losses in one turn, the Marines fail their morale check!

But Marines don’t run – although shaken, they stay in the fight, and return the favour, breaking an Ork mob with bolter fire

While Boss Cumlicka and his boyz died to an Ork taking the Marines on in place, Bludguzzla and Ratbollock led their boyz in a kunnin’ flanking manouvre, hurling frag stikkbomz onto the hated humiez

Frontal assault is always a bad idea

“FIRE IN DA HOLE!” Stikkbomz take down another Marine

Sergeant Taddeus leads his remaining Marine out to counterattack the Ork assault with bolter and chainsword!

Taddeus and his brother stand against many times their own number of boyz (by this point it was already past turn 4 and an Ork victory, but we were enjoying ourselves too much!)

 

Bellowing his war cry, Sgt. Taddeus barrels into the Ork horde..

And falls a hero, dead Orks on every side!

And there we are, and Ork victory, but what a game! Right from the off the Marines were on the back foot, their most potent weapon blowing itself up – but what says 40k more than the last stand of Marine Sergeant Taddeus, surrounded by Ork corpses? Brilliant fun, despite 40ks inherent limitations, very cinematic – the game really wrote it’s own story, and isn’t that exactly why we play these things?

Next up, a truly epic battle as 20 marines face a dreadnought, 20 Orks and 40 Gretchin as our campaign reaches its conclusion! Stay tuned, stay thrifty, we’ll see you soon 😉