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Tuesday, September 25, 2012

Need Help Picking a Blood Bowl Team!

I am hard pressed for what to pick for my next Blood Bowl team. I figure I should order one soon and start painting to be ready for the Rocket City Rumble next year at the Kalm.

Vote away!

Dwarfs of course!


Use as an Ork Team?

Human Team

I have no clue but a cool team also! 



Thursday, September 20, 2012

Chaos Codex Rumors: First Impressions



 Overall, it appears that Phil Kelly is trying to make the Chaos Codex a bit more flexible and allow for a very customizable army in several formats. Without seeing all the rules, the following is just impressions from what I am reading.

The Boon Table: Cleary GW wants Chaos to be a possible Character Hunting army and they are pushing the challenge rules now trying to make more of a splash in the game with them.

Warlord Traits: Other than the infiltrate options the others is rather limited and taking a chance to roll on Personal or Strategic would be more ideal.

Mechadrites: two bonus attacks? No power fist, ok….not bad. A meltagun and flamer? Yea! Beats the crap out of a plasma pistol!

Seal of Corruption: An obvious thing for the Dark Apostle!

Gift of Mutation: This could get ugly if you had multiple ways to cast this power to buff up characters. I hope this is limited to one Gift roll per turn.

Wizard’s Familiar: Personally I would have called it Sorcerer’s instead, sounds like Fantasy too much. Still, reroll psychic powers tests. Hrm…not bad.

Bloodcrusher: Calvary? GAH!

Steed of Slaanesh: Outflank and Acute Senses, wow there is a character hunter. Add to a unit to give Outflank and enjoy!

Icon of Revenge: Fearless, now that is better that rerolls!

Icon of Flames: Heavy bolters can get soul blaze? Wonder if they can get AP3 ammo like bolters and pistols? *drool*

Icon of Rage: Nice but not as good as the others. The loss of +1 INT sucks.

Icon of Despair: Fear, meh…

Icon of Excess: Feel not Pain, if it does not cost too much, this is a nasty upgrade.

Demon of Nurgle: Getting Shrouded? Wow, cover save city if he is in the right spot. Feel No pain would just make this guy sick.

Demon Engine: Ok, amusing eats your own men on a 1, heals one Hull Point.

Maulerfiend with Magma Cutters: Sounds like this guy is designed to crack open armor, monstrous creatures and fortifications.

Obliterator/Mauler Weapon Morphing: Can only use one type, and then change to another on the next turn. They got Assault Cannons but no Missile Launchers or Autocannons? WHAT?

Master of Machines: Heal vehicles or Curse giving Gets Hot to a vehicle. Wow, that could be nasty. Oh Flyer…here has this…..yes, go on and shoot all those weapons.

Psychic powers: Most are either high AP or AP 4 or less….some buff, mostly curse with a sprinkle of other powers.

Chaos Codex Leaking Out of the Warp

Saw this posted online...compiled everything so far...there is typos (not my fault)...


Codex Basics
- Written by Phil Kelly
- 104 pages
- Fantasy format, hardback, full colour
- Cover is the artwork for Blood Gorgons by Henry Zou  (see above)
- All for the lump sum of - £30
- You can buy Psychic Cards, there are twelve in the set - £4.50

CSM Rules
Chaos Boon table (D66 pick 2d6, one is your tens and the other is your ones)
These all have names but I will leave you to find them out yourselves
You have to win a challenge to roll on this table
11-16 - Nothing
21-22 - Replace model with Chaos Spawn
23 - +1 Attack
24 - Eternal Warrior
25 - +1 Strength
26 - +1 BS
31 - +1 Initiative
32 - Return to full wounds, if unwounded gain +1 Wound
33 - +1 Toughness
34 - Shrouded
35 - Armour Save improves by 1
36 - Melee weapon has Fleshbane
41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit
42 - Re-roll failed armour saves
43 - Melee attacks are Poisoned
44 - Crusader
45 - Hammer of Wrath
46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1)
51 - Adamantium Will
52 - A ranged weapon has +1 Strength
53 - Hatred (Everything!)
54 - Shred
55 - Melee attacks have instant death
56 - +1 WS
61 - Stubborn
62 - Fleet
63 - Feel No Pain
64 - Roll another d3+1 on this table (re-rolling Spawnhood and Apotheosis)
65-66 - Replace model with Daemon Prince

Warlord Traits
1 - Friendly units within 12" of Warlord have Preferred Enemy (Space Marines)
2 - Melee weapons belonging to the Warlord and his unit have Soulblaze
3 - D3 infantry units may infiltrate (could this be new Creed???)
4 - Warlord and unit have hatred (everything!)
5 - Warlord causes Fear
6 - Warlord may re-roll Chaos Boons 



Armor: 

Improvised Armor: 6+ Save 
Powerarmor: 3+ Save 
Terminator Armor: Same as loyalist 
Fleshmetal: 2+ Armor 

wargear: 

Chaos Bike: SM Bike 
Infernal Ammunition: AP3 
Mechadrites: +2 A, includes 1 Meltagun and 1 Flamer 
Plague Grenades: Mark of Nurgle only - Model carries Offensive and Defensive grenades 
Seal of Corruption: 4+ Invulnerable Save 
Jetpack 

Gifts of Chaos 

Aura of Dark Glory: 5+ Invulnerable Save 
Gift of Mutation: Ahead of Deployment, roll once on the "Rewards of Chaos" table 
Battle-familiar: Model gains 2 additional S4 AP- attacks 
Wizard's familiar: Model may reroll failed Psychic tests 
Warpblood: Everyime a model with Warpblood suffers an unsaved wound, the unit that caused this wound suffers 1 S3 AP4 hit. (it appears this is not limited to close combat) 

Palanquin of Nurgle: Model gains +2 Wounds and +1 Attack and gets the Very bulky special rule 

Bloodcrusher of Khorne: Model gains +1 Toughness, +1 Attack and +1 Wound and changes it's unit type to cavallery 
Steed of Slaanesh: Model changes it's unit type to cavallery. It runs +3 inces. Gains accurate senses and Outflank special rule and is granted +1 attack 
Disk of Tzeentch: Model changes it's unit type to Jetbike and gains +1 Attack 

Icons of Chaos 

All Icons grant +1 on Combat Resolution 
Icon of Revenge: Unit is Fearless 
Icon of Flames: Mark of Tzeentch Only: Boltguns, Heavy Boltguns and Bolt Pistols have the Soul Blaze Special Rule 
Icon of Rage: Furious Charge, Unit may reroll Charge Distance 
Icon of Despair: Mark of Nurgle only: Unit causes Fear 
Icon of Ecess: Mark of Slaanesh Only: Unit gains Feel no Pain 

Marks of Chaos 

Mark of Khorne: Berserker, Counter-attack 
Mark of Nurgle: +1 Toughness 
Mark of Tzeentch: Invulnerable Saves improved by 1 
Mark of Slaanesh: +1 Initiative. 

Mark of Nurgle, Mark of Tzeentch, Mark of Slaanesh: If they are given to a psyker, he must chose at least 1 psychic power of the appendant dicipline. 


Demonprince Upgrades 

Demon of Khorne: Hatred (Demons of Slaanesh), Furious Charge 
Demon of Slaanesh: Hatred (Demons of Khorne), Rending, Fleet of Foot, runs +3 inches 
Demon of Nurgle: Hatred (Demons of Tzeentch), Slow and Purposefull, Shrouded 
Demon of Tzeentch: Hatred (Demons of Nurgle), May Reroll all saves of 1 

Psyker: May chose psyonic powers from pyromancy, biomancy or telepathy. If he's a demon of Nurgle, Slaanesh or Tzeentch he must chose at least 1 psycic power from the appendant dicipline. 



Vehicle Upgrades: 

Destroyer-Blades: Causes D6 S5 AP - hits while performing a Tank shock. If a Unit choses Death or Glory it suffers 2D6 hits instead 
Warpflames: All ranged weapons have the Soul Blaze special rule 
Whipping Tentacles: Every model suffers -1 attack for each whipping tentacle it has base contact to. (very strange wording here...) 
Twin linked Boltgun: Duh. 
Siege shield: Vehicle automatically passes dangerous terrain tests 
Demon Engine: BS 3. Ignores Crew stunned and Crew shaken on rolls of 2+. When a unit embarks, roll a D6. On a roll of 1 you remove 1 random model as a casulty, and the vehicle regains 1 Hullpoint. 
Magma-cutters. If a Maulerfiend with Magmacutters hits with at least one of it's attacks, it generates 1 extra attack. If it hits with all of it's attacks, it generates 2 additional attacks. These attacks have Initiative 1, S8, AP1 and armorbane. 
Sonic Blaster: Enemy units within 6" may not perform defensive fire. 

Special Rules 

Obliterator Weapons: Kyborgs may chose one of the following weapons: Assault Canon, Heavy Flamer, 
lasCannon, Multimelta, Twinlinked Flamer, TL Plasmagun or TL meltagun. All obliterators must chose the same weapon. They may not chose the same weapon twice in a row. 
Mutilator Weapons: Pick one of the following at the start of any combat phase the mutilator is in close combat: Pair of: Lightning Claws, Chain Fists, Power Swords, Power Mauls. All Mutilators must pick the same weapon, and may not chose the same weapon two combat steps in a row. 

Might of the Soulforge: Once per game, at the beginning of a shooting or close combat phase, a model may unleash the might of the Soulforge to reroll all failed to wound/armor penetration rolls. It suffers a glancing hit at a roll of 1 at the end of the phase. 


Master of Machines: A Warpsmith may try to repair a friendly vehicle or curse an enemy vehicle. 

repair: Needs to be in b2b or within the vehicle. On a roll of 5+ (4+ with mechadrites) he restores a hullpoint or removes one weapon destroyed/immobilized result. 
Curse: Shooting attack: 18" range. If it hits, the enemy vehicles weapons have the 'gets hot' special rule. 


Psychic powers 

Discipline of Tzeentch 
Primary Power: Flames of Tzeentch Witchfire, Focus 1 
24", S5, AP-, Blast, Inferno (Inferno: Each unsaved wound causes an aditional D3 S3 AP - Hits) 

1-2: Gift of Mutation: Blessing: Focus 1: 

Friendly Character within 2" suffers a S4 AP-hit and ma roll on the "Rewards of Chaos" table 

3-4: Bolt of Corruption: Beam, Focus1 

18", S8, AP1, Detonation (If the target is an enemy vehicle and suffers a "Vehicle explodes" result the radius of the blast is 2d6 inches instead of D6 inches) 

5-6: Odem of Chaos Witchfire, Focus 2 

Template, S1, AP2, Poison (4+), corrosive. (corrosive: Vehicles hit suffer a glancing hit on a roll of 4+) 

Discipline of Nurgle 

Primary Power: Rot of Nurgle Witchfire, Focus 1 
6", Assault D6+1, Poison (4+), S2 AP 5. No effect on models of Nurgle (yes, model of Nurgle is the actual wording.) 

1-2: Weapon Virus: Curse, Fokus 1 

Range 24". All ranged weapons in the enemy unit have the "gets hot" special rule 

3-4: Plagued Present Curse, Fokus 1 

Range 48". Enemy unit rolls a D3: 
1: Corpsefliesinfestation: -1 attack, shrouded 
2: muscular atrophy: -1 Strength, may not run 
3: Liquifying Fever: -1 Strength and -1 toughness 

5-6: Plagued Wind Fokus 2, Witchfier 

12", S1, AP2, Assault 1, Blast (5"), Poison (4+) 


Discipline of Slaanesh 

Primary Power: Overload Witchfire, warp charge 1 
24" S4 AP4 Assault 4, concussive, Blind, Pinning 

1-2: hysterical frenzy Blessing, Warp Charge 1 

Pick non-vehicle unit within 12" and roll a D3 
1: +1 Initiative 
2: +1 Strength 
3: +1 Attack 

3-4: Symphony of Pain Curse, Warp Charge 1 

1 Enemy unit within 24 inches gets -1 BS and -1 WS. All ranged weapons directed at this unit get +1 Strength. 

5-6: extatic wince Witchfire, warp charge 2 

24": S: special, AP - Assault 1. 
Every nonvehicle model in the enemy unit suffers 1 hit with its own strength. 




Tuesday, September 18, 2012

White Dwarf Cover Teaser


So, we have a leak on the cover art for the next White Dwarf with all the new changes. Nothing impressive except it is interesting artwork and the cover layout is different. I plan to grab a copy this weekend and do a review. I am sure there is a few items I may want to preorder but for the most part I think I am going to just order the codex and maybe the flyer, then read the book and then order the next weekend anything else I want to add.

Sunday, September 16, 2012

First 6th Edition Tournament at Darkside (Sept)

Well, on September 8th Chris and I loaded up the SUV and headed on down to Sarasota to play 40k at Darkside Comics. Chris brought a purest Space Wolf list, lots of scoring and some heavy support with Rune Priests. My army was much of the same but with less Grey Hunters and I had Tau in tow including a Crisis Suit commander and Crisis Team, a small scoring Fire Warrior squad and a trio of Broadsides.

What was slightly annoying is I had the lists printed up and copied at work on Friday and then that same day GW drops the FAQ going, "Oh yea, Target locks are back in..." ARG!!!! Well, I went with what I had and dealt with the lack of Target Locks that I hardly felt.

The turnout was excellent and we had a variety of armies which is always refreshing to see what people will come up with. We also had a few of the usual common lists floating about the net including a flying Demon List and the Necron Airforce.

Overall, I ended in 2nd place just behind the army I had a draw against on the last round Tyranids and Marine Bikes taking third. The two big netlists did not do well because the guy playing the demons normally has Space Wolves and the other guy plays Necrons but has swapped play styles, it will take him some time to relearn how to use the new list to be effective.

My first game was against Dark Angels and one of the guys I enjoy playing at the store there. He had a good list of Dark Angels including a Whirlwind, several Terminator (some Thunder Hammer/Storm Shield) and others (with assault cannons and storm bolters) with Ravenwing bikers with plasma guns. Samuel and Belial leading. So everything scored but the Whirlwind.

I won the dice off with 2 objectives to one on his side of the table forcing him to be on the offensive. Which is good for hist list but I was better at being defensive. He did manage to seize against me.

This could have been a very tough game for me but when he split is forces instead of going for one flank or the other allowed me to use the mass firepower I had and down him. If he had flanked as we later discussed, he would have tangled up my units gained more cover saves and if he did not turbo boost that second time but instead added more shots into the mix I would have been in some serious trouble.

Deployment

Tau and Space wolves react to the Dark Angels

Rhinos Shield from one way as Ravenwing bikes race towards their target.

My second game was against Vanilla Marines and Grey Knights. This was a rough game as we had lots of rules look ups, several questions and my opponent got a few cell phone calls during the game. I usually don't mind this  but they was getting to be a bit annoying (nuff said). We had the Hammer and Anvil mission with kill points.

I don't recall if we rolled for night fight or not, but most of his stuff was off the table until turn 2. He had an Defense Line with the Quad Autocannon, a TL AC Dread (GK) and a Thunderfire cannon behind. The other side had a mess of scouts with sniper rifles, cloaks and a missile launcher with a Librarian. The building was upgraded to a 3+ by the Librarian, so the cloaks was giving a 2+ gah!

I managed to take out the quad gun for first blood, then after that the Long Fangs was shot down. At this point, his snipers shot at me and I shot at the mostly until turn 2 when his flyer and  Land Raider arrived. At this point I just shot him apart by turn 3 and was wrapping the game up at this point by 5 where we got night fight.

None of his stuff made it down field and I opted not to try to get the bonus for being in his deployment zone. 

Only got one picture for this game as we was so busy playing or looking stuff up that I didn't take many snaps.

Deployment...

My last game was against Psychic Monstrous Creatures Tyranids. What was in this list? A Tyrant that was a beast in close combat, some zonathropes, two big MCs that could make Gaunts, the other large serpent MC that can dig, two squads of the Yrgymel Genestealers, two pods full of Gaunts with an assload of shooting.

I won deployment again, we had the pyramid style deployment so the bugs was going to be on me quickly and we had the Relic mission. I knew if I played it safe he would get it and win.

The game resulted in a draw with nobody getting the Relic as I shot down his lone gaunt with it, then in a combat consolidation I touched it and had it, the the Tyrant with one wound chomped him and the relic went a few inches (per the rules) away...

 Carnage after turn 1...

later in the game finishing off the Genestealers...amusing moment
They tried to charge the Tau, failed...
Tau Fire Warriors opened up and wiped the depleted unit to one stealer!

The Pod arrives!

As a bonus treat a great guy (forget his name right now) has this amazing Nurgle themed IG....wow...let the pics do the story for you these are his Vendettas and a few other items...


Wow!

The detail with green stuff!

Rotors on these!

A shot of the rotor.

Chimera!

Friday, September 7, 2012

GW Advanced Orders Just went up!

And including! Let's see if it is worth the $13 and change they are charging for Finecrap (er Cast)...

Space Marine Sternguard Veteran Weapons

I love and I hate this pack. 

The lighting claws look like crap...they look like something from a bad Asian marital arts movie with long claws on the bad guy. They are all bent in the picture and appear to have no real strength like a plastic set.

The heavy bolter may be of interest depending on the changes to the rules for Salvo for them and if special ammo if it does not get nerfed would be great. 

Same thing for the heavy flamer, but short of a Salamander player jumping for joy, I think demand is going to be low granted it is about time for them to appear. 

Now we move on to the meat, the three combis. The plasma one looks like crap in the picture, it looks like someone flipped a plasma pistol sideways after they cut the handle off. Compare it to the standard one below. Aside from removing the plasma cap from the bottom IMO I think they made it worse!  The Combi Melta for the most part is fine it looks like the plastic one. The Combi Flamer is a bit weird IMO and looks like the flamer should have been mounted lower and the bolter on top. I am no weapons expert but I don't think I would want some flame like liquid landing on the muzzle of my main weapon.

So, what do you think?

Wolf/Tau List at 1850 for Tournament



Well tomorrow is my first tournament using the 6th edition rules with only 3 games under my belt which is a bit less than I would have wanted to have but things have been crazy the past few months preventing me from being able to really get any more games in.

So, I have gone with a simple analysis of a focused fire army with strong scoring with the ability to hand HTH within limited standards. To me 6th is much like 4th where Chris and I had our Word Bearer armies loaded up with 8-9 troop choices and foot slogging. We would push forward with heavy weapon support, demons would drop out later out of icons and mid and long range firepower weakened our opponents. This army follows that same concept. Push to the mid field or objectives at least, hold them and damage the other army quickly.

At 1850 I quickly found that I had to trim the fat and even remove a few things I would have rather kept in the list if possible. Still, I think I was able to cobble together a fairly strong list using Space Wolves as the core and Tau as the allies.

Here is the list as it stands:

Rune Priest       Living Lighting, Murderous Hurricane
Rune Priest       Living Lighting, Jaws of the Wolf
2 Squads of 10 Grey Hunters with 2 Melta Guns, Rhino, Power Weapon
2 Squads of 5 Grey Hunters with Rhinos, one with a flamer (escorts for the RPs)
3 Long Fang Squads (two 6 man, one 5 man) all with missiles.

Commander Shas’o  Flamer, Plasma Rifle, Missile Pod, Hard Wired Blacksun Filter, Drone Controller with 2 Gun Drones

3 Crisis Suits with Flamer and Twin Linked Missile Pods, Leader has Hard Wired Drone Controller with 2 Gun Drones and a Blacksun Filter

6 Fire Warriors

3 Broadsides with Blacksun Filters, Leader with Hard wired Drone Controller with two Shield Drones.

As they are not “battle brothers” but rather “allies of convenience” I am working with two armies. Other than being able to add a few ICs to the other army nothing is a huge impact for either list. The Tau Commander can join the Fire Warriors or Stay in a Crisis uint as it merges 4 suits with 4 drones making a fairly strong unit size and decent firepower that ignores night fight along with the Broadsides. Three Long Fangs adds more long range threat with two squads for objective grabbing further in, while the other two and Fire Warriors grabs objectives closer to home near the end of the game.

I am also going with the feeling that most games will not make it past turn 3 or 4 at best with the new rules. So, my goal is to push forward grab some objectives by turn 2 or 3 and bunker down. Try to get first turn to get First Blood and Focus on killing the commander. I am unsure I will get the final bonus of getting a unit in the enemy deployment but that remains to be seen. Maybe I can sneak something in or dare to deep strike some of the suits as it appears Linebreaker is based on a unit, but does not specify what.

Doing an army breakdown of firepower:
3 TL Rail Guns at ST 10, AP1
14 Missile Launchers, ST 8, AP2
4 Missile Pods dishing out 8 shots at STR 7, forgot the AP right now.
4 Melta Guns with STR 8, AP 1
5 Flamer STR 4. AP 5
6 STR 5 Fire Warrior Rifles
1 STR 6, AP 2 plasma rifle
2 Power Swords
2 Force Swords
Tons of Bolt Pistols, Storm Bolters and Bolters
2 STR 7 Living Lighting at d6 shots

Is there some weak points? Oh yea, against HTH I could have a rough time against a heavy close combat unit but I hope to shoot the crap out of them to ensure they are not a threat. Armor I am not worried about or other shooting. Flyers could be an issue (both vehicle and FMC) even so, if they are I will just dump a few shots at them and hope they go down....the twin linked Rail Guns for example...twice the chances to hit...

Thursday, September 6, 2012

25k Views and a 1850 test game of 40k!



The blog just rolled over 25k in views...I am working to improve content and giving a few months to see how 6th is going to progress before putting forth tactics and such...

AND....

Last night I played my third official game of 6th edition with my friend Chris at my house. This was a “learning curve” game as we like to call it when the rules changed. We played a few games like this after 5th dropped, so 6th was the same method for us to learn the new changes to the rules.

I forgot to take pictures, but it was not until later I knew the camera was back at the house after my wife’s parents borrowed it to take pictures for Craigslist. Oh well!

We got in 4 rounds before we called the game. If we went longer I may have been able to pull a win out and Chris ended up with the win after I encouraged him to try to shoot one squad to make them break and try to charge the squad in the ruins with his Blood Angels that just mowed down my surviving Space Wolves hidden there in cover.

The mission we played was Relic on the long table deployment (Hammer and Anvil) with me winning deployment and first turn.

Chris had Space Wolves with Blood Angels allies. His core list was a Rune Priest, several Grey Hunter squads in 3 Rhinos and one Razorback with mostly melta guns, power weapons and two Long Fang Squads. His Blood Angels allies was a Librarian (with the sword power and Blood Lance), two jump squads (full) with melta guns x2 and power weapon. His Rune Priest with Living Lighting and Murderous Hurricane. Warlord trait: Acute Senses (hahahaha)

My Space Wolves list included a Rune Priest (same powers), 4 squads (3 Rhinos and 1 Razorback) with 1 squad with 2 melta guns, the Razorback squad had a melta and the two others had a pair of Plasma. There was also 3 Long Fang Squads with 14 missiles. I was allied with Tau with a Commander (flamer/plasma/missile pod) with two gun drones joining a 6 man Fire Warrior Team. 3 Crisis Suits with 2 Gun Drones on the leader with a flamer and twin linked pods on each. A trio of Broadsides rounded out the army with a pair of shield drones. Warlord Trait: -1 to enemy reserve rolls. Against BA with a reroll to jump reserves was almost a joke.

Lessons learned:
1)      Forgot to roll Night Fight. Stealth/Shroud could have helped with first turn casualties.
2)      “Abhor the Witch” totally forgotten.
3)      Better placement of key squad members to avoid wound allocation early on. I.e. don’t stick them in the front and put Long Fang Pack leaders to the front.
4)      6th was much like 4th with shooting being king of the game.
5)      Plasma is the new black, or weapon of choice.

Sunday, September 2, 2012

Dark Veengeance is MINE!

Well, I wore down the wife's resistance and purchased my copy of the Special Edition of Dark Vengeance today. I also picked up a copy for my good friend that passed on his cash to ensure he got his this time around to avoid the debacle of the books a few months back.



So, here is a quick review of the boxed set!


The Special Edition Chaplain, notice the imprinted base for him. What I liked best about him more than anything was just the detail on him from the smoke out of his backpack to the skull helm itself. A great figure! Also appears easy to swap out the pistol hand for any other weapon or option you desire. A VERY easy figure to customize.

Random shots of the spures...lots of bits...but easy to assemble quickly.

Most figures are in about 2-3 bits some are a few more like the Bikes and Hellbrute for example.

Two sprues are exactly the same as well, this I am sure saved GW some serious money not having to develop a second spure, so if you bought two boxes you got 4 sprues of the same in total....

Overall, they did a good layout of the spures. I had a few moments of "hunt to find" a part. In the end it took me a few hours to clip, scrape and assemble while watching a new Iron Man series on Crackle.

FINISHED! So, here they are! Just need to do a final once over for mold lines, add sand and prep for primer work. I also plan to skim over my Dark Angels and Word Bearers to see how these two groups will mesh in.

Ravenwing....I may be getting a second group of these to round out my Ravenwing squadrons.

The characters....the Libby I really like and the character has a combi plasma tucked away in his cloak to the right.

The Terminators. Not a huge fan of the wings on the helm but I love the stud feel on their armor giving it an older more ancient feel.

Tactical Squad....got plasma?

Cultists Pack 1

Some of my favorites from this group.

The weapon here is I think what draws my eye to this figure.

There is all kinds of detail from the makeshift weapon to the face and the dog tags and icons around his neck!

Bare chested with an inverted knife and scars/tatoos is a nice touch!

Cultists 2, the shooters!

One of my favorites, the drum magazine and gas mask are just too cool.

The coat and shotgun makes this leader the one to stand out. The other cultist leader is just meh....

This guy just has a crazy mask that I like...

The Hellbrute, a Dreadnought by any other name!

The Chaos Lord.

The Chosen...

My favorite of the chosen,  he may well be a second Dark Apostle to my current one. Hey, it is good to have more than one crazy ass zealot!

In other news...Florida is getting a few more GW stores to go with their first founding store in Orlando in Miami and Jacksonville. We should also have one in Tampa in a few months (some point early 2013). I like the fact simply because I can now go there and order Forge World with free shipping....oh damm, I have to go to the GW store to pick it up....ok, pack up my models, got play a game, paint for awhile and grab up a book or something on the way out. Wow that is the rough life.