Monday, July 21, 2014



Taking a step away from the Tyrant's Legion this time. Instead my next installment of Black Consuls-turned-something-else features these:

Their bases are decorated with Ork bitz, because we all know they're easy to kill...

These older, metal and static posed Termies will work just fine with all of the 2nd ed minis in my Storm Wardens' army. I don't think I've fielded a full terminator unit (referred to as: Inheritors in the Storm Wardens Chapter) since I had my old SIlver Skulls army, so its been quite awhile. The captain model will be used as Chapter Master Lorgath Maclir. He's already ben primed as you can see, and with luck I'll have him painted before the week is out. As for the squad, they have the options of an assault cannon, or a heavy flamer along with a chainfst or two.

Thursday, July 17, 2014

Retaliator Squad


This week's project was getting my Tyrant's Legion Retaliator squad ready for this coming weekend. Well, mission accomplished (paint not included):

We will confuse the enemy with our mis-matched color schemes!
Normally an Elite choice, my warlord: Arch-Centurion Carnac Commodus (center) makes one Retaliator squad a troops choice. A Retaliator squad is really little more than a glorified assault squad, that trades jump packs (meaning yes, they'll be riding in a Rhino) for combat shields and void hardened power armor.

Void hardened armor allows them to reroll failed armor saves vs. blast and template weapons (assuming they got a save in the first place). However that bonus comes at the cost of -1 to run rolls, charge rolls, and sweeping advance rolls. That's somewhat mitigated by Carnac's fixed warlord trait that allows his unit to reroll failed sweeping advance rolls.

No, he's not the Sergeant, but he wins the prize for the coolest pose in the squad!
I was hoping to have 2, 20 man Legion Cohorts for this weekend, but having just counted a short while ago I came up 5 short. Oh well, I'll tweak my list and fill that deficit up with something else I guess as we're kinda busy the rest of the week.

Monday, July 14, 2014

Another batch of Tyrant's Legion converts...

...literally! :-D

lol, notta whole lot of time for hobbying this week. Actually, it was a litte bit of a rough week for me. Whilst I've been a gamer for decades and cutting my fingers while converting minis is a daily occurrence. When I wanted to slice a bagel in two on Monday, the knife slipped and I made one hellova slice in my finger instead. Lovely. No stitches were needed, but my GF wouldn't let me use knives for the rest of the evening!

Skipping forward to Friday, and finding out that mother-fucking yellow jackets took up residence in the flower bushes out front while I was mowing really, REALLY sucked! Toss in a delayed allergic reaction (I never was allergic before), followed by a steroid shot for lunch Sunday, and uh yeah. I'm plotting and insect annihilation for later this week!


About all of my hobbying this week was spent 're-arming' more Black Consuls, turning them into Astral Claws for my Tyrant's Legion Cohorts. In some cases its only adding a base, or a bit or two, but there have been a lot of arm swaps, and this week will be no different. I've also added in 2 marines from my existing extras:

The Latest recruits for the cause!
The assault marine with the combat shield will lead my Retaliator squad. Whereas the former Techmarine will take the role of Centurion. He can control the Sentry Guns with his techno-wizardry, while keeping the Legion Auxiliaries in line.
This guy came from our FLGS bitz swap night a little ways back. I've always liked this model, and equipped him a little differently (he already has the 3 color minimum!) than the one I already have. Will probably put them in separate squads too.
I found and used several old Iron Hands' bionic arms on these guys. Also, I'm thinking that once painted up, it'll be hard to tell whether its a Daemonette or Eldar Corsair's head...
We didn't make it to the Saturday gaming either as we went to a friend's (3rd!?!) 30th birthday and (unbeknownst to her at the outset) engagement party! We had a great time (and she said 'yes'). Plus it was bit of a break from game nights is always good every now and again, but we'll be back there this coming weekend.

Thursday, July 10, 2014

The demise of the Black Consuls...


Some ways back, Necron Bob (who no longer has Necrons nor, at this point anything 40k) sent me a message asking if I wanted an old 40k tank that needed some TLC.

Sure, why not?

After some scheduling issues, keeping us from meeting up, he was in town last weekend and stopped by the FLGS whilst we were all gaming. He didn't have just 'a tank' rather he had his old Black Consuls army in its entirety! Holy crap, really? 'Keep it, trade it, sell it, do whatever you want with it its yours.' Damn, that was a surprise!

I haven't seen this army in many years, not since before Bob moved out of state. Prior to that time I fought against it quite regularly. Bob was ever the good opponent, fun to play against and yet always making for a hard fought game (skills that serve him well in his current preference for winning WHFB tournies with alarming frequency). 

All of the green Predator's missing parts were included too!
Indeed, whilst the army is in need of some serious TLC, its nothing insurmountable. For a short moment, I pondered using them as a separate marine army, but figured that I would grow bored with one of the (at that point) three marine armies and dump one on ebay. So instead I decided to fold the majority of them into my two existing armies: The Tyrant's Legion (Astral Claws) and the Storm Wardens.

I ordered a bunch of combat shield arms off of ebay to change the assault marines w/o jump packs into a Tyrant's Legion Retaliator Squad.
The first bunch of (literally) rearmed marines.

The 1st repainted Astral Claw!
 The Tyrant's Legion allows me to field 20 man blobs of marines with ATSKNF, this looks like the quickest and easiest way to be able to field that! The Storm Wardens and their old static poses will fit nicely with the old school termies, giving that army a much needed boost. Whatever is left will probably be folded into the ANGRY MARINES!!! (though that will leave me with a tyrannic war veteran that I don't quite know what to do with).

Additionally, there was a considerable pile o' bitz. In separating out the 40k and WHFB bitz to be dumped into their respective bitz boxes, I found an old Inquisitor in terminator armor with psycannon and null rod, along with enough Necron Scarab swarms to make 3-4 bases of the little buggers for my GF's small but apparently growing Necron force.

Monday, July 7, 2014

Another brand of geekdom!

One day a little ways back at work, my friend Ryan asked if my GF and I liked pinball. I said yes though neirther one of us could remember the last time we'd even seen, much less played a pinball game. Ryan said he had some and invited us over for (an excellent) dinner and to play. Holyshit folks, check this set up out!!!!

He has 14 pinball machines total, though a few are in varying states of repair.
Not the original display, but certainly a good one!
Kinda dazzling isn't it?
Of all of the game I played, this one was my favorite!

This is planned to be mounted above the game display pictured above.
This would really have pissed me off were I feeding quarters into it. I think 4-5 balls were gone before I even managed to hit one with a paddle!

Antique Roadshow...this one you can have as many as 3 balls going at once!

Sadly the Judge was currently under repair.

The first thing you see as you open the door to his arcade! Note; the box to the left is a new Wizard of Oz Pinball prototype that hasn't even been officially released yet! On the right is a still wrapped up Tron II pinball machine.
Spiderman has always been my GF's favorite super hero!
This one is upstairs!
He buys/sells them at shows/cons' swap meets. He also replaces the lighting with LEDs, put real speakers in them rather than the el-cheapo speakers they come with, and as you can see, many of them are even signed by their original designers!

Not content with just pinball, Ryan also has all sorts of movie memorabilia. Some of his own creation, and some purchased, all quite impressive though!

Any Hellraiser fans out there?

Yes he acid etched the brass himself!
He made this and brought it to be signed by the MST3K creator but the guy didn't have any of, puppets(?) for promo pics so he used Ryan's. Just add it a bit of photoshop and...
...tah dah! Dozens of fans got signed glossies with a fan made Tom Servo!
All in all we had a great time and are sure to be back!

Thursday, July 3, 2014

Now that the shock and abject horror has passed...

...lets see what we can do with our new lousy codex (vs. the old lousy codex).

We were properly prepared, why do I say that? Note: the tissues on the shelf in the
Thus, Da Long Ways Dezert Groop took on the Fem Fa'Tau last night in their new codex battlefield debut. Unsurprisingly, they lost but truth be told, da boyz fared better than I expected.  The dice went thru periods of good and bad on both sides, though my GF is getting tired of the 'you can't roll any higher than a 2' syndrome her dice have been addicted to for quite some time now...that said, she rolled a whole slew of 6+ disruption field saves at the end!

Anyways, a few things I noticed during the game...

First up, Ork Witchfire psychic powers. Yeah, great. I need to cast and not perils (perils was my 1st wound suffered in the game), not be denied (and there she goes with those 6's again), and then have to roll to hit with a BS of 2??? BS indeed, thanks for that GW. The only spell that managed to work during the (short) lifespan of my Wierdboy was 'da jump' which tellyported da shoota boys across the table. They summarily gunned down the Pathfinders only to be pie plated into oblivion shortly thereafter. So that was a wash.

Basic Meks get all sorts of cool weaponry, but only ever get a 6+ save. So why would I ever put a 30 point killsaw on one of those? One Mek manned the Kannon (and the grots managed to hit a lot with said kannon, damage however...), one Mek disappeared in the a hail of burst cannon fire (more on that below), and the other died the first time he pulled the trigger on his Kustom-Mega-Blasta. Yes apparently the option of putting eavy armor on cheap characters was, like so many other things, too much to ask for.

Speaking of eavy armor, it felt like a knee-jerk reaction to put it on every boy that could get it, but that's exactly what I did. So spread across the army, eavy armor costs almost equaled the price of a Landraider (gulp!). That said, when the outflanking hordes of stealth suits, Shadowsun, and Kroot showed up, it was a godsend! Instead of having mobs simply evaporate (like the attached mek did), they actually absorbed a good bit of damage and were able to stay in the fight! Indeed, that's the only reason I had any troops left after turn 2! Would have been nice if GW discounted that a bit on regular boyz though. :-(

I added a nob and another grunt to my Tankbustas this week, bringing the mob up to 10 boyz.

Da Tankbustas. They did good, if not too much overall. Tank Hunter was not only long overdue,  but works well (though unfortunately, so do disruption fields). The mob of 10, in a Battlewagon, with a grot rigger, and a mek w/KFF and Gitfinda was something the tau could not crack (thankfully). Only used the gitfinda once when the wagon stayed put, but I in turn hit a Hammerhead 8 times! (3 disruption field saves later and we're moving on to another subject now...).

Stupid Mob rule!
Da Mob rule. Ah yes, the 800lb Gorilla in the room. Luckily, my boys were rolling low on their LD checks, and I didn't have to roll on that damned chart till the bottom of the last turn (we ended on turn 4 as I had to get up early for work). Yes the boss pole is essential as it saved my ass (I have more on order from ebay), and thanks again to the eavy armor, my warboss only managed to kill 1 of da boys whilst restoring order.

So in conclusion? Meh.

Aside from the eavy armor buff, and tankbustas not being entirely useless, i think my army is in much the same place it was before with the old dex. One thing of note, after building my army and looking at what was left out of my list, I have a lot of orks (and that's not even counting the equally massive Eleet Grot Mountin Duvishun)!

Monday, June 30, 2014

A big kick in da teef!


The new codex in a nutshell.
Ork players have soldiered on for years with a waaaaaay out of date codex, then this weekend got a new codex only to find that da boyz were beaten over the head with a nerf bat. I'm not one to jump on teh interwebz hate wagon, but gee thanks GW. I haven't gone thru all of the minute details yet, but here's a summary of what I've read thus far:

The Good:

• All Boyz units can be upgraded to Ard Boyz, not just one unit. Whilst expensive, at least it allows orks to have a chance to survive when faced with anything other than a stiff breeze.
• Lotsa Meks! Not taking up an HQ slot much like SM Techmarines meanz Meks everywhere! I still miss the old mek mobs from waaaaaay back, and thus I have a lot of them.
• My Orc Shaman-turned-40k-ork-Weirdboy now has a 'Force Femur' instead of just holding a big bone, lol!

GW, now in partnership with Kromlech...
• Runterdz don't have to have Squighounds, so SCHULTZ!!!, my Kromlech Runtherd is now equipped accurately. Also Grot prods are pretty good now.

Lining up for these sort of blitzkreigs will fare no better than they did before...
• Thanks to a hasty WD article, I can still use my Looted wagons!

There will be NO more of this ignoring da oomies right in front us bullshit anymore!!!
• Tankbustas got a good change to Glory hogs (no more getting gunned down by a squad in point blank range cause there's a tank way behind them, as happened last week). Bomb squigs no longer go off in the unit, and they FINALLY GOT TANK HUNTER!!!! They can also take a Trukk as a dedicated transport. So these guys won't be as much of a disappointment anymore (I hope). This looks like the ONLY unit that has dramatically improved (probably because they were so bad before...).

I'm okay with there being no new models for these as I already have three which are nicely converted I think.
• Buggies have outflank now!

In the 'meh' category we have the new Mob rule. Still don't quite have my head wrapped around it, but the old one worked really well which is exactly why it needed fixing, right?

The Bad...or rather the Ugly (Its hard to tell where there's a difference):

• The new dataslate layout kinda sucks. I guess GW really liked Apoc and also likes shoving that game style down our throats...

Aww, sad little Kan...
• Killa Kans are 15 points more, and for that cost they got an odd form of panic tests, and their Klaws dropped to S7. Sure that still scares infantry, but landraiders will no longer keep their distance (which was always nice).

I hope he paid into his 401k...
• A SM Vet. Sgt. armed with a power maul can easily get the Warlord VP if a Warboss is armed with a power klaw (like so many, many of them are). Unless of course he's a special character or in mega armor, then the BEST saves he can get is 4+ with a 6+ FNP. Seriously? They weren't fragile enough before that they needed to be even more fragile in a challenge? Any Marine commander, loyalist or Chaos is going to eat these guys for lunch in challenges!

Turn dat turret around you git!
• Forgeworld has this  lovely little rule on the Avenger strike fighter called: defensive tail gunner. Basically the tail gunner can shoot at a different target than the pilot as he's facing the opposite direction. Makes so much sense. The Grot gunner rule on the other hand? Nope, same as before. Guess we'll see nothing but dakka jets (despite it's needed waaaaugh nerf) and the occasionally Burna bomma with its turret ALWAYS facing forward. The Blitz bomma's tail gunner is purely ornamental i guess (not that it could hurt the many Imperial front AV12 aircraft out there).

Sorry Neverness, but you'll NEVER see a deff rolla on this now!
• KFF's range and Deff Rollas, and Nob character shenanigans were also nerfed, but personally I'm for all of those as such shenanigans always annoyed me.

S3 would make sense if Ork still has scrawny little arms like these...
• Orks are STILL the S3, I2, SV6+ (on average) HTH army that has to rely on massed BS2 shooting and surviving horrific amounts of attrition via sheer numbers to have some semblance of achieving victory. Which, is kinda one dimensional in strategy. It would've been nice for Trukk boy units to be anything but suicide units with little hope of achieving anything before actually suffering said suicide.

• Fuck I don't know what else...the more I read, the less enthusiastic I am about it.

In the end I'll keep Da Groop as I really like the fluff and look of them. I'm sure they'll win here and there, but it'll be a serious struggle and those wins will not be frequent...kinda like the old codex, only it'll be even harder to do now.


Edit: It also annoys me that the photo gallery in the codex is almost entirely Bad Moons. Guess the other clans really don't matter...