The rise of albion- a 40k campaign

Me and a good friend, Lee have talked about a campaign for ages and we are finally getting around to it. Fought between his imperial guard and my skitarii force, our aim is for 6 games culminating at a 10k game at warhammer world. 

Game 1 is a small 500pts game, then each game escalates.  The winner of each came can stipulate the following game. It’s collaborative process with the game more important than the winner.

The plot of our story is a simple one. The once prosperous agricultural world of albion has hit hard times. A calamity damaged a lot of the farm land making it inhospitable.  The ‘dead zone’ has something living in it. The once loyal guard regiment has found a new ally to help the world survive.

Who are they? Did they cause the calamity? Why is the inquisition suddenly intersted? 

Also on the planet is a small number of skitarii who are protecting the admech priests that tend the massive farm machinery.  Who side are they on and will there links to the Ultramarines be needed?

So that is our campaign.  We both have busy lives, so the games will be spaced out. I am growing my army over the year and lee is working on his new ‘allies’

As we progress I am adding new scenary to my collection as well. I have a pump station, church,  macro cannon and sector imparilis to paint up. Each battle will be closer (and more built up) as the fighting gets close to cities.

I’ll be blogging on each game with Lee and I adding background to the armies and planet as we go.

Till then watch the dead zones, something is lurking. 

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The rise of albion game 1

The flyer tried to Jinx, but the autocannons raked across its hull. The small craft shuddered with the impact and small fires broke out where the heavy shells punched through.

The young courier clutched the data bundle.  The wax seal on the dark red canister was stamped with the symbol of the inquisition and holy oils had anointed the canister.  Their aromatic scent being over powered by the smell of burning wiring.  As acrid smoke filled the hold, the courier realised the danger and activated the emergency transistor on the base of the canister.

“Brace, brace, brace” the pilot shouted over the intercom. As he prepared for the shock of an impact, the back of the craft exploded and the lander shock to the left. The nose started drop and the engine started to strain.  The craft was losing altitude, heamorging smoke.

The impact shuck the courier in his harness, debris flying around the cramped cabin space. It was only a matter of time till something hit him ending his short life. The craft started to disinteregrate and on landing it shattered into shrapnel.

The courier was thrown from the craft, his life ended as his body hit the rocky ground. Still clutched in his hand was the data cylinder, his last act was to clamp his bionic arm around the it. Securing it with his dying breath.

Across the valley the skitarii of Gantz 31-23-alpha monitored the impact. With the efficiency of a well oiled cog the recovery team was dispatched and the investigation as the weapons used to down the craft began. Those responsible would want to recover evidence to, so the recovery team went armed for war.

To the west the patrol of 1st Albion regiment. Orders had been received. The data held in the craft must be recovered.

Game 1-intercept the courier.

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Game 1 is a 500pts skirmish. The crashed lander has essential data that the albion 1st wanted. A small skitarii force, was in the area and saw the crash. They were despatched to investigate.

The mission played was relic over a 6×4 board. The relic was a data cylinder that contained the secrets of albion, discovered by a covert inquisition team. The guard of the 1st Albion regiment wanted it back, the skitarii having no idea what it contains wanted the knowledge. To add to the game, Lee had written the text of the message but I could not see it till I captured it with my skitarii.

Armies
Our plan for the game was to keep the armies a patrol forces not full combat units. So we keep them troop heavy with only light vehicles.

1st Albion. (Lee-imperial guard)
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Lees list was a veteran heavy army 2 squads of vets supported by a command squad in a chimera. Supporting this was full squad of sentinel (Armoured) the force was an independent force self sustainable and ready to go to any fight. For his warlord, Lee got preferred enemy:skitarii for the warlord and his unit.

Skitarii (paul)
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My army was a simple army to choose I only had a small force painted. So I took most of it! This was 2 vanguard units (10 with 3 arc and warlord and 7 with 2 plasma),10 rangers in 1 squad with 3 aquabus and the dragoon.

Deployment
The skitarii got to deploy first, but with small armies, grand tactical plans aren’t really on the cards! I deoyed each unit in a long front with the central position taken up by the warlord. The dragoon was on the left flank.
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The guard again held nothing back. They matched the skitarii deployment with the warlords facing each other. The most important deployment was in the left. 10 vets with an auto cannon set up in the woods just off center and took up a good defensive position to their left was the sentinel squad.

Lee was about to seize the initiative when he discovered that all skitarii have scout! The army surged forward in a hurry to take the relic. Rolling to seize the initiative, Lee failed the skitarii would start the campaign with the first shots!
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Turn 1
This was my 1st ever use of this army and mistakes are bound to be made. We joked abut having a whole army with new model luck, but I think it worked in my favor.

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The army surged forward in to weapons range and speed of the Martian troops took lee by suprise. Off to the left the rangers fired 1st killing a few vets in the trees. They went to Ground and mist were saved. In the centre the arc guns of the vanguard were in range of the chimera. Rolling 3 hits the tanks was in danger, but the 3 6’s on the heywire rolls was really unexpected. With arc of lightning flying from the hull, the machine died. 1st blood to the skittarii!
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Wish confidence I boasted about the massive charge range of the dragoon and how lethal it was in combat. Firing the snap shots from a missile launcher, Las cannon and autocannon the dragoon dodged the incoming fire, but miss timed it’s charge. Failing to make the 7″ charge.
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*since the game I have learnt that you can’t charge from scouting. As the charge had no impact on the game this didn’t matter to much.

In reply the comand squad advanced with 3 flamer weapons towards the vanguard. The other units took aim at the nearest units and let rip.
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They killed 6 skitarii and I totally forgot the FNP rolls. All the leadership tests were passed. The skitarii warlord took a wound from the flamers.

The sentinel opened fire on the dragoon at full BS. The Las clipped the walker, but the Insense cloud saved it.

Turn 2
The central vanguard took the objective and we’re all in range of the command squad. The vanguard on the right also came into range, but had taken a few casualties in the previous turn.
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Firing was brutal. The small vanguard killed the 10 vets on the right. The vanguard in the center killed the command squad and wounded the officer. The rangers finished the commander off, slaying him.

The dragoon made his second charge taking a glancing hit from an autocannon on the way in. In combat he killed the 1st sentinel with now damage in return.
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The guard, staggered by the onslaught, still stood firm and avenged the fallen commander. The autocannon killed the skitarii warlord and the various other weapons killed a few more. The squad was down to its last 3 troops. But they held their nerve.

Combat saw another sentinel fall for no damage I return.

Turn 3 and 4
With the guard down and under gunned it was a matter of time till they all died.

The vanguard with the relic to the cargo out of the line of fire. The rangers and other vanguard mover in to a short ranged fire position and killed the vets. Not even the cover could save them.

This was followed by a few rounds of combat between the dragoon and the sentinel. By turn 4 the last guard had died, but the death of the dragoon was on the cards as the last attack of the Armoured sentinel just failed to glace the armour of its erstwhile cousin.
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Game over-winner skitarii

The game ended with a clear skitarii win. The guards guns were silent and the skitarii took their prize.

Unbeknown to the followers of the machine god, the 1st Albion had got a final transmission off and their commander knew were the skitarii would go. All eyes turned to pumphouse 72. Could the data be recovered before it was sent to the inquisition? Would the small skitarii hold the pump station? Only game 2 will answer these questions.

Game one was lots of fun. The skitarii firepower took us both by suprise and the mid range killing field is a scary prospect. I made mistakes with them but all told, I liked using these new killers. The skitarii have the data cylinder and the message. What is on the coded disc.

Reaver blog 4-getting ahead.

With the main body done only 3 tasks remain.  Head, crew and weapons. The head and 4 ‘human’ crew were done together.
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The head is in 2 parts. Top armour and the rest. The rest is in several parts assambled using super glue very little weight sits on this part so normal glue is fine.  I pinned the the neck joint for extra strength.

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To keep the top armour in place I used 4 magnets. It only needed some help to stay in place, so it was easy to use small magnets. They are 3mm x2 mm  disk neodymium magnets.
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The top armour was painted the same as the rest of the armour,  but I had found a nice image of true messengers titans with bisected head colour so I went blue and white for the head. The symmetrical pattern is a standard design on imperial titans so it’s a nod to the old classic design.

The head itself is single blocky part with 1 panel glued on. To this are 4 pipes and the crew. They 3 crew were treated as individual  models for painting. The rest of the head was easy to paint.

The ‘eyes’ (multiple lense clusters’) are awesome parts. I really enjoyed painting these. In the kit is a perspex sheet to make the covers.  I have never seen a reaver that has used these and I did not break a tradition.
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Once painted the crew were glued in and then I jb welded the neck in place.

The head adds so much to the model, the extra time spent paining it added to over all look.

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Once done it was on to the mighty techpreist.  This is a great model this is almost totally hidden. But I did it anyway! Build wise, the techpreist is really fiddly. The arms are very fine with a small joint. The are so thin they bend while being painted. He was painted in the colours of my skitarii force from forgeworld world Gantz, home of my titan legion. My aim is to build a small force of admec to support the titan and for an up coming campaign. 
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Next up the weapons. 

Since you been gone…

ok, it’s been a while since my last blog, but I have been busy. Real life has been do that thing where it gets in the way, but it’s also presented an opportunity.  Work on our home has continued and we are now 6 weeks in to a 6 week build, so basically half way!  We think it will take another 8 till we can move home. This has reduced my gaming and painting, but I still got some work done. 

Painting

My last blog was on the additional 2 captains and these are finished. Next up was the completed land raider command tank. I still need to finish off the driver, but wanted a change. I have finished my 6th company champion and returned to painting veterans. I have made a start on my vanguard on foot. 2 are done with a 3 rd started. I am loving the poses, and the are coming on well. They were built befor the new codex, so have limited weaponry. 
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Command and control 

I do like a good project. With the new codex, I am trying to avoid buying loads of new stuff, instead adding models I have always fancied painting. I still have a good chunk of troops to paint, but the odd new model won’t hurt. 

Using this approach I have decided to add two new captains. One from 1st company, the other, the Lord high executioner, captain of the 8th. Both have models available, but for various reasons, are ideal. So, it’s project time and I am converting up both. 

Captain Agman of the 1st company

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I have Terminator captain already and he is a great conversion, done a few years ago. Armed with a stormsheild and a Greek style spear (count as a lighting claw). I used loads of scibor bits and he looks rock hard, but in game he’s expensive and doesn’t match the look of my current force. 

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Time for a new captain me thinks. I like the captain model in the strike force ultra box set. He would make an awesome 1st company captain, but he is selling for silly money on eBay (£35) and I am not spending silly money on any model! So the hunt was on for a new model to convert. The current range is really good and the current plastics have great movement. I was drawn to the captain in the deathstorm box set. While a blood angle, there was not a huge amount of blood angles iconography. So I needed to change a few bits to make him a bit more regal. Weapon wise, I wanted a gladius for 2 reasons. 1-cost. I wanted a cheaper model, so power weapon and Storm bolter (130pts) 2-I don’t like striking last! In A squad of 5 terms with powerfists/chainfist the extra attacks from a thunder hammer aren’t game changers. The Head was a easy choice. The 1st company leads the veterans., so old and experienced were to of the list. The new ultramarine upgrades pack the perfect head with a bearded face and a laural. I added a ultramarines icon on the leg and the odd purity seal, topped him off with an iron halo from the terminator kit for the classic term captain look and he’s done. Cheap and cheerful will plenty of character. Total cost was £9.25 for the captain, inc postage, and the rest from the bits box. 
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Painting I wanted an über regal look. So reds and golds were important. The new legion decal kit, bought for another project, helped as well. I just need to sort the base out. Still playing with ideas for this one. 

Lord high executioner.

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GW do a great model for the 8th company commander. I have a a few issues with it, but it’s a nice model. Firstly, it’s finecast. Not the biggest fan of the god awful product. I hate the idea of getting multiple crappy versions till I get a usable model. Secondly, I think it’s a it grim for my army. My ultramarines are ‘glorious’ not ‘grimDark’

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I had legs of the of plastic librarian left over and planned to add the torso from the old plastic commander  with a vanguard jump pack. However, then GW teased the new ultramarines upgrade sprue. The torso of that kit was awesome so plans changed. 

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I used head that looks like a company champion form the upgrade kit, a shoulder pad and the torso. The arms are just leftovers as are the weapons. The sword and shield combo looked ok so I stuck with that. I know the power axe is ap2, but as said earlier, I hate the I1 rule! I wanted to jumppack to stand out and bought the blood Angels guard jump pack. Leaving the wings on this time, I gave him an angelic look. 

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Painting wise, I really wanted to limit the colours. With blue, white and gold being most prominent, with any accents in grey (company livery) this led to a mooted colour scheme that looks quite ‘glorious’  the base was a fun idea. I trimmed the edges off the librarian base and stuck it to a 32 mm bars, green stuff to smooth the join and cove as per normal. This added height and make his stance easy to sort. 

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Cost wise I have spent very little. The upgrade sprue was £8, with most of the parts left over. (Head and both weapons used on the 1st company captain) legs, back, weapons and arms all from the bits box and the jumppack costing £3. 

So, there you have it. 2 new captains, total cost just over £20, both unique, both fitting my current force and both fun mini projects. I hope you like them!

Till next time. 

The relocation painting challenge

We are having some work done on the house and it’s going to take around 5 weeks. It is so much work, we are having to move out. They are ripping out floors, walls and windows, so we will be without water, power or heating. We are moving into the inlaws home while they tour the south of France in a caravan. 

So while I am out of the house, my painting will be more of a challenge, but I need something to help me chill out during what is going to be a stressfully time. To this end I have decided to challenge my self to to catch up with a few projects. All need to be ultramarines as that limits the amount of paints I need. I have some units to do and a couple of new bits to add to my army. I am challenging my self to paint the following in 5 weeks. 

  1. Command tanks. (Currently around 5%)
  2. Command squad standard bearer and company champion, both on bikes (around 25% done)
  3. Attack bike (unstated)
  4. 5 vanguard on foot (under coated)
  5. 8th company captain (unstated) (stretch target! Don’t think that I’ll get to this one!)

This challenge will help me to stay focused and to take a good chunk out of my to paint pile! The codex has made me want to add to my armoured force, with stalkers, whirlwind, vindicators and predators all on my must get list. However, I really don’t want to be added any new kits until I have painted what I have! (Ok, pipe dream, but I can try) I also want to move most of the army onto 32mm bases. Not because GW say I must, but because I think they look cooler on 32mm over the 28mm. 

Well that’s my plan. Now you can all sit back and watch me fail spectacularly. Till then, see you across the battlefield. 

Hidden gems of the new space marine codex

The new space marine codex has hit the shelves last week. Lots has been said about the big changes, but I think some hidden gems have been missed. Here are my top 5.

Beware of the mighty vanguard

The price reduction bat has hit many units and lots of talk has been about the drop for centurions and terminators. However, with the vanguard, the drop is hidden, but is huge! The unit cost is unchanged, but look at weapon changes. 

Power weapons and lightning claws drop to 5pt. Yes, that’s 5pts for a power weapon! Or a pair of claws for 10pts! That’s a saving on 20pts or the cost of whole vanguard! Power fist and thunder hammers take a 10 points drop each. That makes a huge difference to to the use of these weapons for me. I can see a them make my list more often. 

The heroic intervention rule has also taken a boost. Gone are the challenge rules, in are reroll to charge distance and ignoring disordered charges. That will deal with those pesky tau grenades! 

The stalking horse

To me the stalker in the last codex was a waste, a cool model with poor rules. The new version however improves this. It (finally) gains interceptor. While they drop too heavy 3, they can still split fire (firing 6 times 3 at each target) or are effectively twin linked at heavy 3 at a single target. All shots are now at bs 4. The old robotic slave shots at bs are gone.

They also gain ignore cover when in a squad of 3. This is so cool. Effectively ending jinxing skimmers! A squad of 3 will be a fearsome vs some lighter armies. Tau will still be tough, but elder and dark eldar will come to fear the stalker. 

On your bike! 

The subtle change to the mounted assault rule is quite a fun. In the old rule it was that if you took your captain on a bike, then 5 man bike squads are troop choices. A lot has been made of the fact that now 3 man bike squads, however, a more subtle change is that it’s no longer just captains. Any independent character can take a this option. This mean my mounted librarian will getting an escort!

Holy gladius! 

The ‘basic’ formation is the gladius. You must take a single Demi battle company, (basically HQ, 3 tactical, 1assault, 1 heavy support) and 1 other ‘Formation ‘ (lots to choose from!) will give you the gladius formation and access to 3 chapter tactics. As an ultramarines play, I already get 3, this means in 7 turn game I can use one every turn, and 1 tactic will get used 3 times. (1 for scions of gulliman, 1 for a Demi battle company, 1 for gladius) the tactical tactics allow tactical squads reroll to shooting and assault. That’s effectively twinlinked 30 marines! 

Dread squads

The idea of a squad of marine dreads is tempting. The ven and the basic dread both have take a price drop on the weapons, the ironclad is largely unchanged. All have gain attacks, now having 4 each. Taking advantage of the squadron rules, these can become a real force in the marine army. 

That’s my hidden gems of the new codex. I am still getting my head around the whole new concepts, and the new format. I hope you find this missive of use. I am off to paint up some vanguard! Till next time, see you across the battle field. 

The big, the bad and ugly

Now every army needs a leader. From the graceful high elves to thuggish orcs. For my ogres I need a tyrant. GW do 2 great kits, one with a great weapon, one with 2 hand weapons. Expensive yes, but really nice looking models. But for my plans, neither are right. I wanted my army to be different and for it to push my modelling skills. I also wanted the cos t to be low, so it’s conversion time. 

Let’s look at what a tyrant should be. 

  1. Big. I mean really big.
  2. Armoured. 
  3. Different,
  4. Did I say big? 

2 and 3 are easy to convert. 1 and 4, not so much. The ogre kits are simplistic and limited in movement option, but are all interchangeable. So I needed a plan to pull together a model that looks bigger but is really the same size as the rest of the army. To do this I decided on 2 approaches with the hope of tricking the eye. To added height around the model and to fill the frame. 

Weapon wise, both says big better than s great weapon, so that’s easy. I thought I ad also add a few extra knives to bulk him out.

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All I needed was some armour and a way to add height. 

Height was always going to be difficult as the model has no way to increase its size. You can add leg length, but you loos the slab sided look of the ogre. I decided on added height to his base and then to add something to his back. Looking at the army book, I noticed that gorefang had a back pole, festooned with trophies. So I nicked that idea to add a back banner. I fell on the idea to use the iron gut banner as it is pretty big. 

So the parts list from ebay

  • A sprue of ogre Bulls
  • Great weapon from the iron guts
  • Mournfang helmeted head
  • Helmet horns
  • Arms for the great weapon from the mournfang kit
  • Back banner from the iron guts
  • 2 iron fist (for armour)
  • Some bits for the belt

I also added an extra head from a bellower for my next project, more on that to follow.

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Total cost for this was around £20, but this will cover 2 heroes. 

Building this was a lot harder than planned. To hold the armour on his shoulders I wanted to add some leather straps. This was easy from green stuff, but helped get my eye in with sculpting.

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The cris-cross was easy to sculpt and it gave me a way to mount the back pole. Sculpting is not my strong point, but it’s ok on simple task. 

The trouble was on the arms as the gut plate got in the way. I have extended the left arm and this got around the problem. The shoulder pads were planned to be 2 converted iron fists, how ever while looking for an ork iron jaw, I found a deffdread armour plate that was the left shoulder. These shoulder plates squared off the model, thus bulking out the frame. A few bits to waist, some left over horns for the gut plate and done! 

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Adding height to the base was another way to add to the model. Sadly, I had so much fun making this I forgot to take some pics! 

So that’s my tyrant. He is taller in apperance but is the same base model. It might not be the gw model, but it is my take on this model. It works well and ranks up ok too. 

I mentioned the 2nd bull on the sprue earlier. This will make my 2nd character, a butcher. I will be fat, bloated and, hopefully, really disgusting . Left hand is easy, but still stuck on his right hand is a problem. He will need a new belly, apron and some detailing.

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This is a far more sculpting than I am used to, but will mean I am well on the way towards the all plastic army. Not planning any yeti or gougers, so no problem their. Hunters and Maneaters are easy converts, sabertusk are bit harder. I have no idea yet for the firebelly that I really want to do. 

The butchers bill

i discussed recently my attempts to make an ogre tyrant and mentions the conversion I was going to try. To make a fully plastic army is my primary goal, but I also wanted to push my skills a bit.  Doing the ultramarines hasn’t pushed my sculpting skills to far.

To convert a plastic in bull into an obese butcher I needed to add to the gut, an apron and a new selection of weapons. Head wise the GW butcher model is a wierd looking thing, but I wanted a fat, but normal looking butcher. The bellower head from the bull command sprue was an easy choice. 

The paunch

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To create the belly, first i needed the gut plate to disappear. This was trimmed out and the hole filled with green. I then made a big ball of green stuff and sculpted a large paunch. I made it hang down over the belt . Whilst this will be covered with the apron. I did try to get this looking correct, especially the sides.  I needed the strech marks visible on the sides, so I wanted to make this work
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Apron part one

I decided to sculpt the apron in 2 parts. The lower section way just a square of flat green. Draped around the paunch and shaped. Once it had set I made a rope belt. My rope is easy too make. I take 2 long thin rolls of green and generally twist into a rope shape I make longer than I needed. This is wraped around the belly, I crossed it over loosely. It didn’t need to to neat as the crossover would be covered. I also made a small square ‘napkin’ this was draped over the belt. This will add detail. I added a knife on the belt at this time, to help shape the rope. I also made a thinner rope for the neck strap. This was added to neck of the model. A lot of this was guess work. The jowly face didn’t allow for much error. Agian I needed to wait while this cured
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Left arm

While the apron cured, I made a start on the left arm. It was easy decision to add a cleaver to my butcher. As the bull kit has a spare cleaver it was a simple weapon swap. I distressed it down a bit and add a hook hole at the top. 

Right arm

This was a real dilema. I didn’t want a club or sword, but none of the other right hands worked for me. I really struggled until I hit an idea. What if I didn’t have weapon? What could it use instead. My bits box for the ogre is very limited so it didn’t take too long.i found a big juicy steak and thought it would be great if he was offering up this chunk of meat to The Great Maw. I needed a hand to hold it. I found the hand with mantrap was the only ‘open’ hand. I trimmed the weapon out. And fitted the steak in the gap. A bit of green and it was done. I removed the hook and trimmed the steak a bit to fit snugly. This gave me a really fun looking hand and very characterful  arm.  Using an out streched arm he is clearly offering using a snack to the hungry god. 

Apron part two. 

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For The 2nd half of the apron I wanted it to look draped over the belt. With a thin sheet of green stuff I stuck it to the top of the 1st half. It was the pulled down and founded back up it was tapered towards the neck line and tacked on to the rope on his neck. I sculpted it into the flow of his body with the bottom of the rope belt and napkin visible at the waist line. This left me with a long bib that can be painted up to with blood pouring from his mouth. This draped look really adds to bloated look of the butcher and his waist now looks suitable obese. 

Final trim 

To finish him off I added some bits from the command sprue and mournfang kits. I wanted a few scars too to i sculpted. These with some green stuff. His pose is fairly fixed, as with most ogers, but the lack any armour, the apron and the big chunk of meat all add to the differnt feel from this character. 

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All in all I am really happy with thus guy. His girth is suitably increased, his look and weapons make him stand out and I am fairly pleased with the sculpting. I have challened my inner lee for this guy and it’s worked out ok. 

Cost wise the butcher, new, from GW is £23.00 mine hase cost me around £4. Not a bad saving. The army is now 8 ogre strong and is starting to grow in stature. It’s still along way off, but by May, this lot will all be tabletop ready. I hope to add some more then and by the end of the May I am planing to be around the 1,000pts. I can then actually get a game in. 

That’s it for the prophet of the Great Maw. On to painting some Bulls to get my technique down befor I paint this guy. I hope this is of some value. Till next time, see you across the battlefield. 

Dudes, wheres my tank?

In a recent game we decide to try out a simple idea. What if you couldn’t take tanks? In fact, not just tanks but no av at all? Played at 1000pts, the game was just infantry. We ended up with ultramarines vs iron hands in a great scrap.

It was very reminiscent of old 40k and you soon realise where all the points go. For me, I took 2×10 tactical squad, 10 devastators, 10 sternguard and 5 vanguaurd. For hq I managed to take a captain and librarian . That’s 47 marines, 6 of which had jump packs. In a 1000pts game, that was huge!

We opted for the maelstrom of war mission and fought out a 5 turn classic of a game. Lots of movement, shooting and a real science of the ebb and flow of a battle. Turn 1 only saw 6 dead and the arrival of reserves saw no deathstars, instant first blood or any shenanigans. 1st blood in fact went to the librarian, with a psych scream.

In the end the ultramarines won, with a solid chunk of survivors, but lots of smaller battles lead to the win. One thing that really stood out, the game was settled in combat. The shooting phase , while still brutal, was not the decider. This was a refreshing change for us and the dominance of the humble foot slogger was awesome.

We are trying again this week, but the ethos of the game will be stretched. I am tempted to suggest no monstersus creatures as it fits the idea well, and